Assassin’s Creed: Valhalla
I ended my replay of Fallout 4 prematurely (grew tired, but still finished the main quest and many other things — and had a good time — just not all I had planned), and turned to the next in line: Assassin’s Creed: Valhalla.
I like it. It’s my third AC game, the first two being 1 and 2, way back. Needless to say, many things have improved since then, even as the core gameplay remains the same.
The game flows well, and is enjoyable both moment-to-moment and along the progression. The various elements blend perfectly. I enjoy flying with the raven, sailing, riding, the beauty of the world and the graphics that convey it. Fighting feels fluid and fun, the raids fittingly brutal, and both character and settlement development feel rewarding. And so on. Both the individual parts and how they blend work well. As for the story and characters, they are fine, serviceable to move the game along.
Oh, and I really enjoy the music and the general theme of the game, and I am using the opportunity to learn about the Vikings and that era in general, exploring and listening to Nordic neofolk music like Wardruna and Heilung, and even picked up a little set of rune stones to play around with.
All in all, while not on my top ten, still a great game, even a little better than expected.
And the timing is perfect, I get to play this game until Kingdom Come: Deliverence 2 releases in early February, which I’ll dive into alongside Crusader Kings 3.
Fallout 4: Far Harbor
On this replay I got to play Far Harbor for the first time, a DLC often referenced by fans of Fallout.
In short, if you don’t know, you travel to an island in search of a missing person, and in the process end up in the middle of a messy conflict between three different factions, as well as learning some of the backstory of Nick Valentine (if you bring him along) and a couple of more things.
It is a fine DLC, its oppressive atmosphere, the complex faction politics, some memorable characters (including a new companion). However, my heart wasn’t entirely in it, partly because I have been playing this game for too long, growing tired of it and wanting to move on to the next game. Not the DLCs fault, of course.
Still. There is some good stuff in there, you even get to meet synth Gandhi (going by the name DiMA). Later, you learn he’s also nuclear Gandhi.
For fun, let me reveal how I resolved the main conflict. Major spoiler follows.
I eradicated Children of the Atom. Couple of reasons: they were the main troublemakers (imo) and the most difficult faction to get to have a long-term peace (or truce) with the others. This was partly because they viewed the island as their own by divine right, a decree from their god, conveyed through the mysterious and increasingly dangerous radioactive fog. They were in deep conflict with the others, while Acadia and Far Harbor have a perhaps strained but still workable arrangement (in my humble opinion, of course).
Also, they are crazy, and they actually welcome becoming dust as a result of a nuclear bomb going off.
Eliminating them was a decisive move that ensures stable peace.
Also, it was the first option for a resolution that I came across, and I was eager to finish the main quest and move on. Sorry Children of the Atom, I guess I was in the wrong mood.
In other news, I just finished the main story. Now I want to wrap up a few things, then it’s on to Assassin’s Creed: Valhalla.
Fallout 4 replay
I played Fallout 4 back in the day when it was brand new. Enjoyed it a lot, and did finish the main story as well as a number of side quests — but far from all of them, and none of the DLCs or the survival mode.
Decided it was time to rectify that, so I am currently far into another playthrough.
Having fun, despite its flaws it’s an enjoyable game, for sure.
Unfortunately I had to turn off survival mode though. Why? Because, and speaking of those flaws, it kept crashing. Not a lot, but even an occasional crash is too much when the game mode doesn’t allow for easy and frequent saving.
There are only so many times you put up with losing significant progress because of stupid crashes. After a while it becomes stressful even knowing it could crash at any time. That’s the cue to switch mode. Which is too bad, because I really enjoyed survival mode. That’s probably worth its own post.
Before this I was playing Hit Man 3 (first time) and GTA V (second time, but first time on PS5. First time must have been… on the PS3? Damn.)
Mass Effect: Legendary Edition
Been playing the remastered Mass Effect trilogy lately – the Legendary Edition – and it’s been a lot of fun. I’ve played the trilogy once before, but that was ages ago, and I didn’t have any of the DLCs (all included in the LE).
I’m not that far into the game, just picked up Liara and that was the second mission I did after leaving the Citadel, so there is a long journey ahead. Very cool.
I was planning on playing on insanity, but since I know I will do more playthroughs, I figured I might as well save that for later, so I went with veteran instead, one level above normal.
Also made a last-minute change about class – I guess premeditating didn’t go too well this time – and decided to go with adept. Was infiltrator last time, and thought I might try sentinel this time, but something about adept captured my imagination.
One thing that’s enhancing my enjoyment this time around is that I’m listening to the official Mass Effect books in parallel to playing. Learning more about Anderson and Saren, or even just seeing the Citadel through the eyes of Anderson, and so on, is so much fun and makes the whole experience richer and more meaningful. And knowing in more detail what a bastard Saren is will make it all the more satisfying ending his miserable life later on.
Cyberpunk 2077
And so was the very anticipated Cyberpunk 2077 released, after years of waiting. The reception probably wasn’t what CDPR had hoped for. And the game, of course, wasn’t what people had hoped for, either.
As for me? I… rather enjoyed the game actually, despite even running it on a last gen console, though I played most of it after the first few hotfixes.
Was it buggy? It was. My play through was 50+ hours, and during that time I had about ten or so crashes, and tons of little glitches. But nothing game-breaking, no serious quest bug or anything.
Is it a good game? I think so, really good even. I liked the story and the characters, the world, the character progression system, some memorable scenes and interesting ideas, among other things. But I also felt it was too short, and kind of shallow at times, like something was lacking. They introduce you to so many things which you then naturally want to explore further, which you then often can’t. For example, Voodoo Boys seemed like an interesting gang, but my involvement was (involuntarily) over before it even got started, it seemed. Among other shortcomings. Still, let’s have a sense of proportion here, there certainly are worse games in this particular regard, including Outer Worlds (which I also enjoyed, but…).
Also keep in mind I wasn’t doing a particularly deep run (though certainly more than just the main story, completed the Rudy quest line among many other things), so this is not my final take. In addition, the game will start expanding once they have it in working order. CDPR will start adding more material to the game, both smaller free DLCs, and bigger ones for purchase, so we could be looking at a different game later on.
But it will take a while before the next run, probably until after having played through the upcoming Mass Effect trilogy remaster, which is coming in May and will likely take a long time to finish. Might be looking at an autumn run. Perhaps I’ll even have a current gen console by then.
Currently playing Baldur’s Gate EE, good times.
Cyberpunk 2077 in T minus one day
At least for us mere mortals who didn’t get a review copy, or didn’t get the disc early through a shipping error.
Or not even that, more like a few hours, but I can’t play it at midnight so it’s happening tomorrow. Been waiting for this game ever since it was first announced many years ago. At that point I hadn’t even played any CD Project Red game, but they seemed serious and I knew about their good reputation. Then not long after they launched that cool teaser trailer.
It’s been an ongoing joke for years that it will be released in 2077. Apparently that was incorrect, and it’s now launching 57 years ahead of schedule. Well done.
Going in somewhat blind. I have watched the material released by CDPR themselves, but I have avoided all reviews and most previews and “first impression” videos or articles, and any discussion of the game. I want to explore the game on my own before even knowing what other people think, but I’m looking forward to joining the thought stream later on.
I do have read up on the history of this particular cyberpunk world though, but that kind of info just enhances the experience.
So, yeah. Tomorrow.
(And btw, finished Red Dead Redemption 2 today! Only the main story though, the epilogues will have to wait. What a game, love it. More on that later, but first CP77.)
Red Dead Redemption 2
After a couple of false starts, I finally got going with RDR2 for real, and I’ve now been playing it for the last few weeks.
I was hoping to finish the game before Cyberpunk 2077 releases, but that’s starting to look unlikely, or rather downright impossible, especially since I refuse to rush a magnificent game like this. I like to take my time, including playing poker for hours on end. Since I generally don’t like playing two big games at the time (unless they’re on different systems) I will simply put RDR2 on a hiatus for a little while come CP77 — because I most certainly will play CP77 as soon as I possibly can, and exclusively for at least one run from start to finish.
As great as RDR2 is, it took a while to get into. Such a rich game, so much stuff to get a grip on. The control scheme alone took me multiple hours to feel confident with, and that’s just doing the main stuff. Fringe activities like tracking animals using eagle eye, I didn’t even touch for like 15 hours or so, except when required for a mission. And then there’s also a lot of gaming systems to get into, not to mention learning about the world and all the characters.
The missions aren’t that hard and they’re perfectly possible to complete without knowing what’s going on story or character-wise, but of much of the immersion and meaning come precisely from knowing those things, so it’s crucial to learn everything one can about the world, the characters and their history, their relationships, even the era and historical setting. That takes a while! It’s still unfolding with nearly every mission, so many characters, and each with their own personality and story. Much of it is delivered fairly subtly, e.g. in little snippets of small talk while doing a side-mission. That non-obligatory fishing trip with a member of the gang might seem kind of boring, but, well, the fishing itself could very well be — I didn’t particularly like that activity, or hunting for that matter — but chances are that the chat between the characters will have you learn something interesting.
So yes, you might need some patience to get into this game, but it’s very rewarding once you do.
Overall a stellar game, truly. Probably their best — definitely better than the first Red Dead Redemption — with GTV IV as the only real competitor.
Character Creation Fail in The Outer Worlds
Started playing The Outer Worlds (by Obsidian) recently, and I like it, though not as much as I had hoped. This post, though, is about a relatively minor design problem I uncovered, regarding the character creation process. Might be relevant for some other games as well.
Right at the beginning you’re asked to make permanent decisions about your character, and mostly there’s no problem, but in regard to one thing in particular they leave out vital information that one requires to make an informed decision. Specifically, certain attributes have an impact on both combat and dialog (passing speech checks), but the dialog part is left out of the description completely. They don’t just leave out details (which would be fine), but omit the mention the link entirely. This is further obscured by the fact that there are options in the skills section that clearly are made for improving the character’s dialog ability.
I want my character to be good at passing speech checks, and not knowing the info outlined above, I created a character that was regularly locked out of interesting-looking dialog options. Found a station on the ship that allows for respecifying the character stats, but it only applies to skills and perks, not attributes. Attributes are forever, apparently.
Didn’t take long to realize that this state of affairs would continuously annoy me and impede my enjoyment of the game, so I figured it would be worth restarting the whole damn thing, despite losing hours of progress.
(Yes, consumables can temporarily raise attributes, but that’s not a good solution. It’s a real hassle as it will require you to either save and reload the game regularly, or to always keep at hand and eat consumables before every conversation just in case, because some speech checks won’t appear a second time. No thanks.)
In conclusion, I’m perfectly fine with having to make permanent character decisions early on, and fine with not knowing the all implications and the full impact of each decision (that’s part of the fun, making decisions with incomplete information), but I think it’s untenable to completely neglect to mention that a certain choice will impact dialog options. Unless they’re rare and insignificant, I suppose, but that didn’t seem to be the case here.
Mass Effect: Andromeda, the build
Damn. I was supposed to write this post a long time ago, while still remembering the details. Now it’s all a bit hazy. But I remember some of it, and back then I made some notes and a rough draft, so I’ll create a post out of those. It’ll be less comprehensive than I had intended, but no one will care because no one plays this game anymore.
I’m talking about Mass Effect: Andromeda, and the build I used to play through the game on insanity (the highest difficulty) without much trouble and without having to play like an action hero (which I neither enjoy nor master). It allows for a relatively relaxed and chilled playing style despite the recurring chaos on the battlefield, letting the team (squad + constructs) do much of the heavy lifting. I don’t even engage in active use of combos, though my team made them happen with increasing frequency as they get more upgrades.
The short version is this: it’s a tech-based build using as active powers the two tech constructs (the turret and the remnant) and the cloak, with the engineer profile. For weapon, a sniper rifle with unlimited ammo, which goes well with being relatively stationary and far away from the epicenter of the action.
Initially and for a good long while I concentrate on developing the tech section, but eventually one runs out of useful tech skills/upgrades to develop, at which point I start investing elsewhere, into improving sniping and other passive non-tech skills. All of those skill points go into the combat section actually, but I would definitely get Barrier from the biotics section if it was available without any previous points into that section (might actually be worth it anyway — there are some wiggle room in this build, some things are set in stone and others are not, and you have to use your own judgement to decide which is which).
Skill upgrades and division of labor
As for skill upgrades, whenever there’s a mutually exclusive choice, I (nearly?) always prioritize improving the team over improving myself, and when I do improve myself I prioritize defense and survival over offense. (That’s not to say that I always pick improving the team first if there’s a non-mutually exclusive choice — that would depend on the current needs, as based on experience from the field. E.g. maybe I really need a better cloak right now, and then that would come first).
With good reason — there is a synergy going on between the these particular skills, skill upgrades, the playing style, and choice of squad members.
All the team do is directly attacking, but I have a couple of additional responsibilities.
There’s the attacking of course, using the sniper rifle, but there’s also the constantly managing and coordinating the others, assessing the situation on the battlefield and making decisions about where they should go and who to attack. That often means having them attack the same target (often the weakest), but not always.
They’re allowed to die or get destroyed; I’m not, so I also need to prioritize survival for myself. In part, I do that through the playing style, hanging around in the background and on the edges of the battle, but also through upgrading my defense and ability to survive. That’s not just improving armor, but also things like making the cloak last longer, and being able to recharge the shield while being cloaked. That’s way more important than, say, getting an upgrade to do more melee damage while cloaked, which would be nearly useless.
Lastly, it’s my job to revive fallen comrades and re-employing destroyed constructs. This happens pretty regularly early on, but less so as the team gets better. In doing so, the cloak is very useful, esp since I often prefer squad members that go into close contact with the enemy, such as the Krogan and Cora, which means that when they die, they end up right in the middle of the action — good luck reviving them on insanity without having a cloak. But in addition the cloak is useful for getting into good vantage points, and escaping if the enemy gets too close. Can’t overestimate how useful and necessary the cloak is for this build and this playing style.
A few additional notes about skills
The three active powers are all so good and essential to this build that I never use anything else, so all other skill points go into getting and upgrading passive powers. I don’t think it’s that hard to determine which of those powers to get (in time I think you get pretty much all passive powers, upgraded all the way, in the tech section.). In some cases it might be somewhat tricky deciding what specific upgrades to get when you have to choose among the mutually exclusive ones. Just use your judgement to the best of your ability and upgrade in accordance with the guidelines I’ve given above. Some choices are obvious, but some are not, in which case it might not even matter that much which way you go. Remember that it’s always possible to regret your decision and redistribute all skill points.
Here’s an additional example of synergy, from memory: there is an upgrade where one can make the assault turret slowly repair itself if it’s in proximity to me. That’s a superb one, esp since I’m relatively immobile during combat anyway. But as mentioned, I am usually far away from the action, so the turret needs to be as well. That in turn means that as it’s time to decide whether to equip it with ice or fire, it needs to be ice, since that’s a long distance weapon, and fire (a flame thrower really) is not.
There are synergies like that all over the place, both obvious and less obvious ones, including finding a nice balance between having the team priming and detonating combos. Having them all do one and not the other would obviously be suboptimal, as far as combos go (which is just one consideration — it’s like a puzzle where you want all pieces to fit). Done right, combos will in time go off regularly without you lifting a finger. I don’t do combos myself, but it’s great having a team that does.
Obviously the Team Support skill has many good upgrades, but you can find team-related upgrades scattered across the other skills and upgrades as well.
You don’t need to be too dogmatic about the details. Maybe I wasn’t, I don’t remember, could very well be that I put a few points i to e.g. sniping before getting a certain team-related upgrade. But in general, team comes first, and then defense/survival over offense for myself, then the rest. That applies not only to skills, but also to armor, which to pick and what bonuses to add, and maybe in other areas as well, I don’t remember all the systems.
A different beginning
Please note that none of those three active powers are available at the start. For the cloak and turret, you first you need to add nine points into the tech section. That means levelling up a few times. Don’t worry, that happens early, but if you run into the wrong enemies before that point, it could actually get really difficult. If so, maybe go elsewhere to get those points, and come back later. I have no advice on what initial interim powers to choose.
The remnant will take a tad bit longer to get, as it requires you to find PeeBee and finish one of her early quests, but do prioritize that though, at least after having the other two powers. Shouldn’t take too long or be too hard.
When you do get the specified powers, don’t forget to respec the build (done in the medical bay) so that no skill points are wasted.
Final thoughts
I’ve heard of people getting stuck on insanity level, overwhelmed by enemies. It doesn’t have to be that way. I’ve also seen it claimed that actively using combos is necessary at this difficulty. Not true. With the right skills and right playing style it is pretty smooth sailing. I’m sure there are many viable builds (even for insanity), especially for action heroes who don’t mind intense and explosive action, but I’ve found a convenient and fun build that suits me perfectly. This is the ”let someone else do the hard work” build. I’m sure it’s boring to some people, but I for one prefer it this way. Among other things, it makes it more of an RPG experience where you rely a little more on making thoughtful decisions and a little less on being good at fast-paced combat.
But anyway, that’s that.
Video game comedy
Some time ago I wrote a series of posts on hilarious and absurd situations that routinely occur in Skyrim (eg here, here, and here), and I suggested that a group of actors should systematically act scenes like those out and post them on YouTube.
Turns out that this has in fact been done, as I discovered when I came across the very amusing YouTube channel Viva la Dirt League. They have several shows where they do exactly this, and I particularly like Epic NPC Man, which pokes fun at games like Skyrim and fantasy mmorpgs, from the perspective of a self-aware NPC. And in a friendly way I might add; they’re clearly avid gamers themselves. The videos are short, basically one scene each, but plentiful — they’ve been hard at work finding and using typical gaming situations. (As an aside, one has to wonder if it’s getting harder to come up with new material, as they use up one novel idea after another. Let’s just hope nothing will badly impede their output for a long while still. It’s conceivable that it’s the other way around, at least for now, that it gets easier the more experience in doing this they get.)
More generally, I really like the idea behind this. It is such a strange thing in a way. First, video games imitate reality, but imperfectly, and then the games are played, observed and brought back into reality, stressing those very imperfections and peculiarities, for lolz. Video games are already fun, but now they’re providing the raw material for additional fun.
Cannot help wondering what those people who know nothing about video games, say an audience from a few centuries ago, would think watching these acted out on a stage. I think some might have enjoyed it, if nothing else the true connoisseurs of the absurd, but they would almost certainly be bewildered. And importantly, it would be practically impossible to come up with these in any kind of consistent manner without using video games as raw material. Isn’t that interesting, having these games play an instrumental part in creating what is basically a new genre (or at least sub-genre) of comedy.
It might also be a transitional genre, bound to vanish (or be radically transformed) as games become ever more realistic, so enjoy it while you can.