The Forest review

The Forest has been on my wishlist for a long, long time, largely in part because the game has been in Early Access for a long, long time. It’s finally out of EA with version 1.0, and so I finally bought it. For $20 I got about 15 hours out of it, and I enjoyed most of those 15, so not a bad buy.

The odd thing about the game is that up front, its a survival game sorta similar to ARK or Rust or all those games. You run around, you collect resources, you build a base, you collect/upgrade gear. The big difference is that while Forest is fine in that regard, its the weakest part of the game and could be completely removed without it affecting my enjoyment of it.

The good stuff in Forest is the mystery, the exploration, and towards the end, the story. The game starts with a plane crash, and as you wake up, someone is taking your child while you hopelessly crawl to stop them. You are on a peninsula infested with cannibals and mutants, and seemingly everyone else is dead. Your main goal is to rescue your child, but a side goal is finding all the passengers of the plane. The area itself has had plenty of strange events in its past, which you uncover from picking up small clues like pictures, photos, and recordings. The setting/feel is kinda similar to the show Lost, in the best possible way.

There is plenty to find on land, but the real meat of the danger and mystery is found in the complex set of caves that run all through the area. Here is where the game truly shines, as exploring the caves is terrifying, both in the imagery you find and because the damn enemies can be really tricky and often kill you, leading to either a capture or a reload. Speaking of enemies, they are all rather unique and disturbing, and have some fantastically creepy AI. They really are the stars of the game.

I had two main issues with the game, one I fixed, and one that just is. The fixable issue is, at original settings, the caves are just too dark. Even with a light source, you can’t see much of anything, which is not only annoying, but you also miss out on the cool imagery you should be seeing. However the game has multiple light modes, and I found one that finally worked for me (its a bit too bright during the day, but not terrible).

The non-fixable ‘issue’ was the combat. Again its somewhat similar to ARK, in that its first-person and melee feels a little clunkier than it should. In other games that can be fine if the challenge ISN’T in surviving the enemies, but since so much of Forest is based on the enemies, the combat being a little clunky hurts. The other problem with combat is once you figure out that the optimal solution is to basically stun-lock enemies with fast weapons, combat goes from dangerous to a click-fest of meh. The bigger enemies you still need to be careful around, and large groups can pose a problem, but that’s about it.

Finally, the most surprising thing about The Forest is how much I got into it’s story towards the end. Piecing the clues together around the midgame was fun, and the last 10% or so of the game is a huge rush of discovery, change of pace, and one final and creepy boss fight. The ending is also really well done (the new 1.0 ending).

Posted in Review | 3 Comments

CR: Clan wars are here, and they are awesome

Clan Wars have been added to Clash Royale, and based on our first three wars, I love the addition. It does so much right, brings to light what CR does well overall, and adds a bit of much-needed weight to specific games you play.

Here is a link to a complete breakdown, but I’ll talk about the parts I like most below.

There are two phases to clan wars. The first is you play three matches, with each game played getting you cards that go into a guild card pool for the war. A win is worth more cards, but even a loss is better than not playing at all. The result is you care if you win, more-so than the average game, but losing isn’t a complete failure. The fact that all current game modes are available here is nice variety AND lets you pick and choose what you feel most comfortable with. Personally I like draft mode, but also recognize that it’s the most random. If you have a bad draft, it might be hard to overcome a decent opponent.

Phase two you have one attack, and you compete against four other clans, though indirectly. Each win gets you a point, a loss gets you nothing. The clans are ranked 1-5 based on total points at the end of the round. This results in that one game being somewhat high-pressure, which I enjoy. What really makes this interesting however is you must build a deck from the cards your clan has earned in phase one, so you can’t just play what you are comfortable with, and each war you must design the best deck you can from the choices you are given.

So what clan wars have added is a premium on clan deck building, higher stakes games, and finally a real reason for players to care how their clan-mates perform, similar to how in Clash of Clans you care how well others attack during wars. CR was missing all that, and now has it.

The update also means all cards in the game will see action, and balance won’t be strictly based on ladder play. When new cards are added, they don’t impact the upper ladder meta because of the time it takes to max them out, but they will instantly impact the war meta, which is exciting.

Finally, from a financial aspect this update is also brilliant, because you can’t use the community clan cards unless you also own them personally, and have them at the same or higher level. For the starter ranks, this means tourney-level cards, which aren’t expensive to upgrade, but once clans start to reach the higher ranks, the card levels increase, and so will the motivation/pressure to get those cards up, which will no doubt drive more people into the cash shop. That aspect is the only negative some see in the update, but I’d rather the game motivate people to spend this way (because its actually pretty easy to reach this level without spending) over the many other ways many F2P games go.

Our clan in CR is currently full, but we have some randoms that I can remove for blog readers who would like to join, though you do need 1000 trophies and level 8, the minimum level for clan wars. If you are interested, just mention the blog when applying. Our clan name is “Supreme Cream!”

Posted in Clash Royale, Inquisition Clan, PvP | 4 Comments

Frostpunk review

So my holdout on Frostpunk lasted all of a day.

Two things convinced me. The first was watching a stream that made it more obvious the game is a city builder at its core, and since I haven’t played a game like that since Forest Village, I was interested. The second was the streamer stating the game was hard. You tell me a game in a genre I enjoy is hard, and you have my attention (assuming its not a total garbage ‘hard’ game).

All of the below is based off beating the first scenario once, in about 7-8 hours.

I’ll get a bunch of the basics out of the way first. The game runs well, only crashed once for me, and has enjoyable and sometimes surprisingly great graphics and sound. It feels and performance like a finished product, and not a title still in development.

The theme of the game is its 1888, the whole world is frozen, and you lead a group of people to build perhaps the last city. Staying warm is critical, and the temperature will rise and fall as the game goes. You need food, you need to treat frostbite, and you need wood+steel to build things. You send out scouts to explore an overworld that has points-of-interest, and there are two tech trees (an actual tech tree, and a ‘laws’ system which is a different style of tech tree that also opens up new abilities and buildings).

The gameplay itself is really interesting. As mentioned, the core of the game is building a city, but here you build with far more purpose than in most such games. In others, you build to build a larger city, while here you are building to survive, both the initial rough conditions of the cold, and the ongoing problems the game throws at you. Perhaps for the first time in city builder history, the concept of ‘disasters’ isn’t an annoying tornado making you rebuild a few items, or triggering a volcano once after you save to watch it destroy things. No, here disasters fit the setting perfectly, and how you handle them has many long-term impacts. They shape the story of your city, and by the end had me really invested in its survival.

Another change to the typical city builder formula is how you place your buildings. Rather than a normal grid system, in Frostpunk you build outward, in rings, from the central heating unit. This does two things. One, it gives the city a unique look, and one that fits the theme very well. The other is more gameplay oriented; buildings closer to the core are generally easier to keep warm. Different buildings have different sizes, and before long building the city becomes a puzzle of trying to make the pieces fit without too much wasted space.

Frostpunk is made by the developers of This War of Mine, and the strength of the narrative and the emotions of the writing shine here as brightly as they did in TWOM. What is also nice is that the story and emotions aren’t told in page-length blocks of text; the writing accomplishes so much in short, precise bursts of text, which really helps to keep the pace going. Much like TWOM, there isn’t much happiness in Frostpunk, but there are plenty of great moments where the human spirit is shown in a positive light (and plenty of negative too).

Finally, no spoilers, but the ending of the game, both the final gameplay moments and the actual ending itself, are amazing. I can’t remember the last time I’ve played a game where the ending was this good. It has me wanting to play this scenario over again, because there are a lot of things I could have done differently. I’ll likely do that once I’ve completed the two other scenarios currently in the game (devs have plans to add more as well).

If you enjoy city builders, or just unique gaming experiences, Frostpunk is can’t-miss. It snuck up on me, but its a gem easily worth the current $30 price tag.

Posted in Review | 3 Comments

On the sidelines for Battletech and Frostpunk, for now

Two games came out today that I’m interested in, yet I haven’t pull the trigger on. The first is Battletech, which is a TBS title with a Sci-Fi setting. The other is Frostpunk, a steampunk-themed city builder (I think?) from the makers of This War of Mine, a game I love.

For Battletech, most of what I have seen and read about it sounds good. Its TBS, which is my thing. It’s got a campaign with some random elements, party building, and unit customization.

I know less about Frostpunk, as even matching videos about it doesn’t clear things up much. But that’s not always a bad thing, as its likely because the game is something new and not easily identified at first glance. Certainly that also fits This War of Mine, and we know how that worked out.

But with both titles, I worry they might be buggy, and/or that they are games you play once, and I’d rather play once when they are patched up and have the needed balance updates included. Perhaps hypocritical considering the number of Early Access titles in my library, but here we are.

Of course more positive news about either title could get me to make a purchase, so we shall see.

Posted in Random | 3 Comments

LiF MMO: Fighting with gondor continues!

Our regular fighting with gondor continues, and continues to be very entertaining.

Every judgement hour (Sat at 10pm EST) they show up, and the last two weeks, thanks to a combinate of lower turnout on our end, and a few more on their end, they have ‘laid siege’ to our town and climbed over the walls.

The first week they caught us by surprise with the log ramp they built, and they got in fairly quickly, though not before we had a small open-field skirmish with them that resulted in some dead horses on their end, and I believe a casualty on our end. Once the ground fighting was going south for us, we retreated back behind our walls, and from then we traded archer shots while they stacked logs to get over the walls.

My melee fighter at this point was too injured to fight them off the walls, which I really regretted because it looked incredibly fun. Instead I was on my archer, and while I got some good shots in, once they were over the walls that was basically the extend of my usefulness.

As they had overwhelming numbers once over the walls, we further retreated inside our buildings and shut the doors, which the enemy can’t open. Not all of us made it however, and I believe one or two more people died and were looted. We certainly lost, but had a lot of fun and learned a good deal overall.

The second time, last week, the fighting almost right away went to us defending our walls and their attempts to build a log ramp. However we were better prepared, and held them off much longer thanks to a combination of more archers and having healthy melee on the walls swinging away when they tried to climb up.

In this fight I was again mostly on my archer, but this time not only was I consistently hitting their players as they tried to move logs for the ramp, I was also able to kill said logs with a few crossbow shots. Oddly enough other members were not able to do the same, which might have been a guild permissions issue or some odd game mechanic.

This time once the enemy was over our walls we fought them a bit, and were holding our own until simply too many were inside and we just didn’t have the melee to hold them. Losses were similar, and again nothing we can’t quickly recover from thanks to our large stockpiles.

Between judgement hours, gondor will occasionally come around and see if we are willing to fight them. In one such instance I was able to kill an enemy lancer’s horse with my own lancer, but his backup arrived and, thanks to a smart play of blocking our gate with a horse, I wasn’t able to get back inside and ate death via lance. Another time I was on my melee character and, along with a guild mate, we were able to kill two of them (on dc’ed) while only taking one loss ourselves, and we were able to loot both bodies.

Overall the fighting has been really fun, and we keep improving. I’m also actually grateful for gondor and their determination to fight us. They don’t have to show up, and they push hard even when things like walls and high ground are against them. Good times all around. And its not too late for new players to join us. I just recently started a pure pvp alt (my 4th character…), and in less than a week I’m at the point where I can bring them into PvP and hold my own skill/gear-wise.

Posted in Housing, Inquisition Clan, Life is Feudal, PvP | 3 Comments

Second “Empires of EVE” book Kickstarter is here, already funded

The first book was a great read, and now the second book will cover more events that “I was there” for. Pretty easy $50 to spend.

The kickstarter is already funded, but if you enjoy EVE (either actually playing or just following/reading about it), my guess is this book will be just as entertaining as the first.

Posted in EVE Online, Kickstarter | 2 Comments

Elder Scrolls Legends latest expansion makes a great game that much better

I’m back on a bit of a kick with Elder Scrolls Legends, as the latest expansion has really changed things up. The biggest change is the ability to build 3-color decks now, up from the previous cap of 2. A 3-color deck also requires 75 cards minimum (up from 50 for 2 color). These two changes alone shift the meta, and that’s before you include all of the new cards and their new keywords.

It’s also a brilliant expansion from a marketing perspective, because not only do those 75 card decks push you to get/buy more cards, but the introduction of a third color to a deck means even those who have a few decks they like might look into expanding them for greater power or variety. I can already think of multiple decks I would like to try, once I have the cards to make them work (I spent $10 on the starter pack, but likely won’t be spending more for now).

ESL has far outlasted Hearthstone in keeping my interest, and this expansion shows why. Instead of a reset, ESL got bigger. Instead of swapping out one ‘theme’ for the next, ESL includes another without completely wiping out the old. That sounds basic, but its a difficult thing to actually pull off, and going the way of a reset is much, much easier. Just tuck your old balance problems under the rug, and you don’t have to actually fix them. ESL doesn’t do that, which I greatly appreciate.

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LiF: Guild report April 5th 2018

Progress continues in LiF:MMO, though slowed since many of us are approaching a ‘finished’ state. On one hand, that’s bad because making progress is fun. It can be good for those who want to focus on the ‘after progress’ stuff, like PvP or exploring/expanding.

We are at war with gondor again to have some local PvP. So far this has been fun, though mostly limited to Judgement Hour fighting. As many of us haven’t done much or any PvP, we are learning quickly and getting better, but still not good enough to really win fights. I’m confident we will get there though, and learning is fun itself. It also helps that, since we are so established now, replacing lost gear isn’t a huge issue, and we can afford to bring out tier 2 gear when we fight.

On the base development side, the only buildings we have left to complete are a large stable and siege workshop. The large stable is awaiting resources from our base in server 11, along with one of my characters to finally get to 90 building maintenance skill. I’ll also need another character to hit 90 animal lore to actually use the building, but that will happen in the next few days.

The developers have hinted at a large update to the game coming, which I hope delivers as we have gone through a bit of a content drought of late. MMOs are very much a game of momentum, and as people play fewer hours, it makes it easier to stop playing all together. Luckily our activity has been fairly steady, especially as some new members have joined up and are getting ramped up.

Posted in Inquisition Clan, Life is Feudal | 7 Comments

Ravious from KTR added to GW2

Post with more links at KTR.

Hats off to Anet for this, as its a very well done tribute to one of GW2’s biggest fans, and a great blogger that many of us miss.

Posted in Blogroll, Guild Wars | 2 Comments

Turmoil review

Disclaimer: I received a free copy of Turmoil and its new DLC for review.

Sometimes a game comes along that you didn’t know you wanted to play, but when given the chance, you realize its a title you really, really enjoy. Turmoil is exactly that kind of game for me.

Glancing at it, you might mistake Turmoil for a simple clicker mobile game (it’s also available for iOS, but I’ve no experience with that version), but it’s not that at all. Also even on the game’s own Steam page, one of the review quotes is “Turmoil is the epitome of simplicity”, which is also wrong IMO. Turmoil is in fact a pretty deep strategy game, with a lot of moving parts that come together in a very neat package.

At its core, each round has you manage an oil field. You place rigs, you drill down into the ground with pipes to connect your rigs to oil reserves, and you use wagons to transport and sell your oil for money. You then use that money after each round to buy upgrades and bid on the next oil field. Simple right?

As mentioned, there are a lot of moving parts that are gradually introduced during the campaign. For one, you have a time limit on each map, and you get bonuses for ending a map early. You also get bonuses for getting all of the oil, and later gas. You get a penalty if you spill oil, which happens when a rig is full but a wagon doesn’t arrive in time to empty it. Prices for oil constantly change at the right and left-side buyers, and the price at either location can be temporarily increase by a significant amount if you connect gas (also found underground) to that location. Gas can also be used to speed up oil coming out to your rig, which can either be very helpful or an oil-spill disaster.

Some of the upgrades include wagons that hold more oil or move faster, pipes that move oil faster, the ability to drill through rocks or magma, faster drilling, upgrades to dowsers (oil finder) to allow them to see deeper or work faster, and moles that can be send underground to look for oil, gas, or treasure. You can also place and upgrade oil storage units, which are useful when oil prices are low.

A typical level goes like this: You start with about 50% of the underground in view, and this slowly increases as time goes by. You place a dowser to find your first oil spot, and once they do, place a rig and drill down to connect to said oil. You then buy some wagons and start selling oil. Since you only start with $2000 each map, you have to pace yourself. You then continue looking for and connecting to oil spots, and if there is gas, plan how to best use that. You can’t cross pipes, and the number of connections is also limited. Pipes, rigs, storage, and wagons all cost money.

Each map has different quantities of oil, so a map with a lot of oil and gas is a great candidate for a big final push where you store up oil, then connect all the gas to one buyer, have the price spike, and mass-sell all your oil. When it all works perfectly, its a massive score, but timing it is tricky, and sometimes you will sell too early, or will run out of time before you can sell all your oil. That also means you will want to fully buy and upgrade your wagons and a lot of piping, so your investment on the map is also high (each map all upgrades have to be purchased, they don’t carry over). On a map with limited oil, perhaps spending on upgrades doesn’t make sense, and you make the best out of a poor situation.

Between rounds you can buy upgrades, which open up the ability to buy them each time on a map. For example, the wagon capacity upgrade costs a one-time payment of $20,000, and then costs $750 on each map. I like this because it still leaves the decision on whether to upgrade something or not per-map, but also results in long-term planning for the big cost one-time payments, since there are many and you can’t get them all quickly. In town you can also purchase price-locks for oil on the next map, reductions in the penalty for spills, or hire someone to find a prime map location.

Each location has an unknown amount of oil, but will likely have a similar amount to the squares next to it. You and the three NPC players bid on spots, and the spots that look like they will be better will likely cost more money. You win the campaign by owning 50% or more of the stock shares of the town, which are also bid on and sold between rounds.

The initial campaign, which I’ve beaten, wasn’t terribly difficult, but once beaten has a veteran mode that is much harder. The DLC campaign, of which I’ve played only a bit, starts off right away at a high difficulty. I’ve yet to encounter a bug, and the simple graphics and sound are pretty charming. Game starts up quickly and runs well.

Turmoil can be played in small bursts, one map at a time, which take about 10 minutes each. The original campaign took me about 7 hours to beat. If I had to guess, I’d say the game and the DLC are in total about 30 hours of content, assuming you also play veteran mode. At the price of $10 for the base game, and $5 for the DLC, it’s a great value for anyone who enjoys strategy/management games. Highly recommended!

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