Author Topic: What Games Are You Playing 2025: Leaving a digital footprint in the ether  (Read 6547 times)

Captain K

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Baldur's Gate 3 update is out, which means it's time for this: https://www.youtube.com/watch?v=W2q1FrDXTtQ

Dark Holy Elf

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Baldur's Gate 3: Finally finished this. Game clock was around 104 hours, final level was (of course) 12. I did most of the optional content, but not all. It's not an easy thing for any game, let alone a WRPG, to get me to play it for 100 hours, so kudos to the game for that.

I enjoyed Act 3 the most of any part of the game. Part of it is that Baldur's Gate itself is a more compelling setting than the previous, part of it is all the cumulations of character arcs and long-expected boss throwdowns, most of which are actually quite fun fights.

Ultimately I think my final thoughts on the game remain pretty close to where they were at the year-end reviews a few months ago. The amount of jank in the game never really stopped being frustrating. I feel like I could list literally dozens of ways the menus or interface or AI behaviour was annoying in some way, often in ways that I find just crazy that such a large team couldn't fix them; I just choose not go into that list to because I don't want to come across as petty, or take away from the really cool important big-picture things the game is doing.

The way WRPGs handle dialog will always be weird to me, but this game did about as well with that format as a game could, I think, mostly because the characters themselves are very compelling. Particular shout-out to getting the characters' thoughts on other characters, which helped make the team feel like more of a team even though the amount of talking characters actually do with each other is more limited than I'd like.

I'm still not sure what this works out to score-wise. Surely either 7 or 8, though it's more deserving of awards and high praise than most games I would give such a score to. I'm very happy this game was made, and very happy I played it. I also don't want to play any more games like this unless I hear the polish is improved considerably, and since genre fans don't seem to care I'm not holding my breath.


Dark Deity 2: Finished on Deity mode (Hard, basically; the second highest), game clock around 37 hours (although Steam says I played it around 33, so IDK). Very fun Fire Emblem clone which both manages to significantly improve on its predecessor and also forges its own identity.

So DD1 was pretty fun but the biggest problem it had gameplaywise was that it had this complicated damage-types system where there were a bunch of damage types and a bunch of armour types and they interacted in a way which required a big chart to make sense of. Add on to that the fact that there was a needlessly confusing "stat which makes you ignore a certain fraction of target defence" stat and damage became almost impossible to hand-calculate/predict and it turns out this is bad for Fire Emblem.

DD2 throws all that out. Damage is Atk-Def, very straightforward, the only difference between this and vanilla FE is that magic damage is more common, which is great.

Class design is good, like Sacred Stones but expanded. Everyone gets four tier 2 classes (and tier 2 is gained... very quickly) and four tier 3 classes, and can go through them in any combination. Trying out the different classes is fun, and fortunately you get multiple PCs of each class tree so you can try different ones, and you can also reclass between classes in the same tier. (My one issue with this system is that once you go to tier 3 you can't change your tier 2 class, so the game really rewards you changing your tier 2 class right before going to tier 3 if you have an eye on a particular synergy/skill combo, but now that I know that it's no problem).

The game's biggest thing where it does its own thing to FE is the presence of abilities (read: spells/skills/etc.) which cost MP. Everyone starts with 100 MP and regenerates 20 per turn, somewhere between FFT and TO/Fell Seal in a way which feels quite good. You get abilities from your class but everyone also has a personal one (in addition to a personal passive, similar to FE). Some of the abilities end up feeling tuned pretty strong, particularly the damage-dealing ones in the hands of certain units on the mage class line, which can just one-shot many enemies from high range at 100 hit, but it's okay. The high level of power these abilities offer make the game not too hard, but you definitely have to be awake since enemies are quite strong, and on the whole I appreciate this approach to challenge.

Map design is... pretty fun! There are time limits but they feel reasonable, just enough to punish extreme turtling and MP regeneration. There's a good array of map types/victory conditions, and secondary objectives which are fun. The game sometimes doesn't clearly telegraph certain locations on the map, though (actually this game has its share of small interface problems. Less of them than BG3 at least!), and fog, though rare, is even less fun than FE since there are no torches.

Writing... is better than the first game, if still not really a reason to recommend the game. It certainly swings for the fences, both in terms of a world which feels far bigger than anything it shows, and in terms of character moments. Sometimes too much; the protagonist in particular lurches from one operatic character crisis to another and a certain point it kinda wore thin. But it manages some good/poignant moments as well.

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Maybe.

Random Consonant

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Honestly the obtuse as hell Mastery thing, while quite bad, still probably annoys me less than some of DD1's other game design sins, like its absurdly convoluted accuracy formula or the fact that crit rate mitigation was completely nonexistant.  Of course, DD2 does away with those things too so it's actually civilized (I'm not done with it yet, but it seems like I'm in at least the last third or so of it and at this point it'd have to do something really stupid for my opinion of it to be meaningfully lowered).  Plot is definitely not great but at least it tries to do something, unlike DD1 which was disconnected idea ball central.

Cmdr_King

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Eiyuden Chronicles: Hundred Heroes- finished this, got Leene, didn't go hardcore on finishing the other quests but I did get everyone.

I'm gonna have to compare this to Suikoden obviously, because it invites the comparison and is modeled after Suikoden II in specific, but I do feel a bit bad about that.  Some tricks that Suikoden got away with are harder to do in a new game that has things like voice acting and such, and the game has charming elements of its own.  And lets be real it's almost certainly the best looking Suikoden game.

But it does make a couple of decisions unto itself that feel like they let down the game this is clearly trying to be.

1) like a lot of newer jrpgs, it's just too balanced.  It's clearly preoccupied with preventing you from getting too far ahead of the curve, of letting you have endgame tools too early, and of having high-end characters that truly stomp over the game.  Some of the little things that made Suikoden fun to play despite its simplicity, like high end runes you got way too early, characters you could change just one or two things about and suddenly they break things in half, it's just not here.  You can never really just completely outpace bosses aside from *kinda* the last couple.  It's not half as bad as a lot of other games in this respect, it can't be with a cast this large, but that pervasive sense that it's balanced like a competitive game rather than one that just lets the player have a cookie if they find the jar is very unlike Suikoden and it's missed.

2) Suikoden II in particular had a certain elegance to how its war story panned out.  You could have Riou and Jowy just witness certain scenes and you understood why they came to such different conclusions about Jowston and what its future should be.  Maybe this is me being older and wiser to the wily ways of writers of courses, but you can see much more clearly the seams where they realized they needed to set up a scene later and shoved something in.  The sense of little things that add up just isn't here, the hand of the writer is a lot more visible all the time.

There's a lot of other stuff that lead this to just not add up to the other games, but they're a little more out of the control of the creators.  The kickstarter backers stuff is distracting sometimes.  The magitek elements and the surrounding anachronisms are a bit more jarring, and the Primal Lenses just don't fill all the narrative niches that the True Runes did.  But those are all just kinda artifacts of the fact this isn't technically Genso Suikoden, so it has to make new lore and terminology to hastily replace that which Konami holds.

But also like, I'm not gonna pretend I don't remember more about some of the shopkeeps and such in Eiyuden than in Suikoden II.  For all the obvious references can be distracting they do also create a more vivid tertiary cast, and that's not nothing.    And unlike Suikoden II, I absolutely just did the Iron Chef game.

I hate Beyblade and all it stands for now though.
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Captain K

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