My 100+ Hour Tale: Rimworld

I want to tell you a story.

It is a true story. True as science fiction can get, anyway, one that happened for me in real-time. It is an organic story, described through the utter RNG (or random number generation) of a singular game called Rimworld. As a player, I am responsible for most of the specific details I will use to tell this story. But the system itself is the one that assembled the parts together, and I got to experience them in gameplay the same way I’m describing them in writing. Rimworld itself is described by its developer as a “story generator,” and to be sure, it is a magnificent one.

(By the way, I play a massively modded version of Rimworld. So if any of the details here seem far-fetched, it’s because some wonderful modder made a mod. Check out the Steam Workshop for Rimworld if you don’t believe me!)


There once was an old woman named Kat.

Of course, I call her old because out in the Rimworlds, those far-flung frontiers of civilized space, you’re just as likely to die in the cradle than survive for the fifty year time span that Kat did. The raiders of her village had described the ruins of the old manor house as abandoned but rich with loot. Unfortunately for Kat, it only looked abandoned. The moment she took a step into the manor’s ruined garden, in an instant, she felt a searing pain behind her eyes, and all faded to black.

Then she woke up, several hours later. She was chained to a bed in a dimly-lit stone chamber. No doubt inside the manor ruins. She then gazed upon the terrifying form of an eight-foot tall woman clad in the largest suit of power armor she had ever laid eyes on.

The woman spoke:

“Ah… you’re awake. Praise the Lord for His mercy; you shouldn’t have come looking for trouble here.”

Captured by Christians. Of all the people to encounter on the Rim, it had to be Christians.

Still, at least these Christians were heavily armed and armored, not at all like the flimsy weaklings that ranted and raved on glitterworld street corners. And they must have known how to assemble a heater, as Kat had never experienced the comfort of an HVAC system since her previous employer’s ship crash-landed on this miserable planet many years before.

The massive woman in power armor introduced herself as Jade. She was married to a man named Jacob, and though the husband was the de facto “leader” of the family, it was the mighty preaching wife that was most obviously in charge. They had three children at the time: two sons Virgil and John (young boys of the same age, but one biological and one adopted, in that order), as well as an adopted teenage daughter named Estelle.

Kat might have introduced herself. But she did not speak. She was a mute, and had been since childhood. It did not stop her from writing her responses on paper, but she didn’t appreciate the attitude when Jade tried to force her to speak. It was bad enough that Jade was at fault for knocking Kat unconscious and imprisoning her. But now she had to insult her with a high-and-mighty attitude as well?


Okay, let’s be fair: Kat wasn’t much of a catch herself. She was an alcoholic, an addict, and a bad one. There were reasons for her inebriation, though.

She had a fantastic, nearly eidetic memory. Some would consider this a blessing. She did not. While her talents never faded away, neither did the terrifying memories of the past that haunted her present. She was tortured, abused, and humiliated to serve a raider gang that didn’t honestly care if she lived or died. Worse, her parents had been the leaders of said gang. Her only source of comfort as a child were the chickens and cattle that the gang kept for milk and eggs, as well as the hounds they bred for combat.

She escaped that old life by hitching a ride on a starship, becoming a janitor to make ends meet. While most passengers aboard starships sleep the years away under cryogenic suspension, Kat never got to experience this; she had to travel the long way. Her duties demanded that she remain awake for the entire voyage across the Rim. While her passengers aboard the vessel peacefully slept and ceased aging, they did not sense the passage of time. But Kat did. By the time the vessel’s journey ended, the timid young lady had grown old, too old to ever have a biological family of her own.

Her troubles did not end with lost time. Her employment as a janitor came to a crashing halt quite literally when her ship exploded in orbit above a particularly dreadful Rimworld, one undergoing a severe ice age. In order to survive, she returned to the skills that she thought she had left far behind her: making tools of war for mindless, bloodthirsty raiders.

And once again, she turned to her true passion, spending time with the only beings who truly understood her: the beasts and critters that called the Rimworld home.

Jade made one thing absolutely clear: if Kat wanted to live, sobriety was non-negotiable. As punishment for raiding their home, she would never sip another drop of alcohol again, so long as she was under their custody. She would be locked in her cell without booze until she “overcame her demons,” after which they might release her.

Though Jade towered over Kat like a mountain, and could probably have torn the 50-year-old woman in half with her bare hands, there was no separating Kat from her only source of comfort. Without speaking a word and without giving a reason, Kat started tearing her cell apart.

Under normal circumstances, under more brutal supervision, this little tamtrum would have been ignored, or (more likely) a death sentence. Not so for this little Christian family in the wilderness. They couldn’t afford it. Outside the walls was a violent polar tempest, with a temperature that did not rise above -45 degrees farenheit (-42.7778 C) during the summer months. The family, horrified at this woman’s resolve to drink, relented. They allowing her a single alcoholic beverage per day, which they promised to brew. But in exchange, Jade required service, one they were having difficulties providing themselves. As it turns out, the family had “inherited” the manor after the previous royal inhabitant had been murdered by deserters of his own faction. They left many treasures behind, including rare and exotic lifeforms, ones they could train and use to defend themselves against the many dangers of the Rim.

In exchange for food and shelter from the bitter cold, Kat would promise to tend to their rather… unique menagerie of animals. At last, Jade was speaking reason. At this offer, Kat eagerly agreed and joined the familial colony. Better life with religious nutjobs than freezing to death in the cold.

The colorful assortment of wildlife Kat was now responsible for included:

  1. Zora and Emu, the family’s two megalochelys. These ancient tortoises had been resurrected by some uber-rich magnate and left to multiply on the Rim wherever they might.
  2. Nakri and Odah, the family’s pair of great wyrms. Not quite mythological “dragons,” but powerful in their own right. The wyrms were flightless lizards of massive size and strength that could tear through steel like butter with their razor-sharp claws and teeth. Odah, the male, was the decidedly easier of the pair to deal with, and the better trained. The female Nakri was pregnant (or “gestating”) for eighteen months after Kat joined the family, and every month until she gave birth, she would get more and more difficult to handle.
  3. Frankie, the family’s pet Yorkshire Terrier. A terrific yappy dog and a great cuddler. Kat never had a complaint about him.
  4. The family’s pet Siamese cat named Bernard. The family did not have him long for reasons that shall become apparent, unfortunately.

From day one, Kat realized that living with the family was going to be difficult. She did not accept the god they believed in, or their ceaseless evangelizing. Even with all of their happy singing and dancing, their optimistic outlook in the face of annihilation… Kat didn’t share it. She couldn’t, and didn’t want to believe in some invisible thing that allowed her life to proceed the way it did.

Jade and Jacob were insistent, naturally. Pushy. They convinced her to read the stories and learn the doctrine, and with nothing but free time now available to her, she did so. But the pain in her heart was too much to bear to strangers. She remained mute and stoic, even as her alcohol withdrawls became painful and relentless. More than once, when the headaches hit their peak, she would wander the halls, hounded by Jade who would try to comfort her with scriptures and preaching. Kat only resented her more for the trying.

“We both hunger and thirst,” Jade would say. “We are naked, buffeted by suffering, without a home. Working with our own hands, we bless those that hate us, and suffer those who despise us. Our reward is not here, in the Rim. It comes after. This is why we live the way we do.”

This was not the answer Kat ever wanted to hear. That was not a guarantee that offered hope. Jade tried three separate times to calm Kat down, and every one of them failed. Jacob, in the end, eventually stepped in, putting aside the religion and offering words of actual comfort and direction.

(True story, even though Jade’s “social” score was near 14, she failed each and every time to comfort Kat because their “ideoligions” did not match. You can be the most professional and eloquent speaker and just not have the right ideas to convince or comfort people. This game be brilliant like that.)


One day in the middle of winter, Jade departed alone, promising to return after helping a nearby tribal village solve a “research issue.” Research, with a bunch of cannibals? Really? What good would that do the family, honestly?

Jade was always looking to help people, even her enemies. Every time a merchant approached the manor, if they owned slaves, she would purchase a single slave just to set them free. When raiders attacked the manor, psychopathic monsters that Kat knew personally, Jade would knock them unconscious with a single strike from her massive plasteel fist… just to resusitate them and send them back home with nothing more than a headache and a stern word. She would offer her skills to the most meager of purposes, even when provided with little evidence that she would receive anything in return.

This bothered Kat. But she remained as silent as ever. It was Jade’s life, her family’s decision to make, not Kat’s. It was their supidity, not hers. And they made many such illogical decisions.

Speaking of one such decision, it was around this time that Jade’s family grew larger. Jacob had been researching archotech that would allow them to create new life in a laboratory setting. Human life. Though their new son had been only a few cells in size, Allen would be “born” from the growth chamber in the ten days it would take for Jade to return; they would have a brand-new infant in less time than it took to sneeze, and all without the pains of pregnancy. Turns out the family really took the whole “multiply and replenish the earth” line from their fancy book very seriously.

Though the thought of a vat-born child made her a bit nauseous, she decided that if the technology had to exist at all, at least it existed in the hands of this relatively-reasonable family instead of raiders and cannibals. Or worse.

Despite Jade’s absence, those ten days were not enjoyable for Kat. Her withdrawal symptoms had reached their peak. And in the midst of an alcohol-deprived panic attack, Kat suddenly saw falling stars out her window. But they weren’t shooting stars. They were drop pods. A machine army, come to demolish what remained of the old manor, and no doubt murder everyone inside, including her.

She could have run. But she didn’t. Though she may have disliked Jade, disliked the family in general… this was not a fate she thought anyone deserved. She took up her double-barrel shotgun and went to defend Jacob and the children.

Explosions then rocked the manor. Estelle died first; she thought her training against target dummies would translate to military-grade combat intelligences. She severely underestimated her defensive position and was down in a single explosive shot. Virgil tried to be a hero, to get his unconscious sister to safety. A second explosion killed them both. John died next; though more reserved and cautious, the burning ruins of the manor collapsed upon him, crushing him to death.

Jacob and Kat, unaware that all three children had died within seconds of each other, and they themselves completely taken by surprise, huddled together in the center of the manor in hopes that their meager automated defences would hold. They did not. A giant centipedal robot barreled through the wall (flanked by four others), firing an explosive round at Jacob. His protective shield belt took the majority of the impact, but they did little to protect his legs. His legs shattered, he could not move, flee, of fight against the massive killing machine advancing towards him.

The real tragedy was the one happening in the center of the room. Allen had just been born, moments before his siblings perished. Jacob screamed at Kat to save the baby. But one thing was clear: she could not save them both. If she tried to save Allen, it would take too much time to run back through the burning manor. Even then, she could not cross the flaming ruins with a guarantee that they would both survive. And to be fair… Jacob had experience. So, instead of saving the child, she saved the one she knew she could. She grabbed Jacob, leaving the baby to howl in his nursery alone as the machines continued to disassemble the manor around them. And Jacob, legless and semi-conscious, could do nothing as Kat dragged him away into the blizzard, having chosen to save the father and not the son.

Kat did not apologize for her decision, and she never did. Though in her panic, she had brought no medicine with her. She was no doctor, but she knew enough. When they had escaped far enough from the threat, Kat bound Jacob’s wounds, applying tourniquets with the very clothing she wore.

And in that moment, Jade returned to the burning manor with all the fire and fury of a mother in mourning. She had heard the explosions from a mile away, and had come running. Mounted atop the great wyrm Odah, wielding a charge rifle and her signature siegebreaker power armor, Jade and her monsters tore the mechanical abominations to ribbons.

In seconds, the fight was over. If Jade had been there, perhaps her children would still be alive.

Though half the the manor house had been disassembled by the machines and the other half set on fire, when the smoke cleared… Jade uncovered a miracle: the roof of the nursery above Allen’s crib had held firm. Right in the center of the carnage, surrounded by machine corpses, was a crying newborn baby, untouched by the machines. They had not identified him as either a threat or a target. Perhaps it was because he was vat-born.

Jade found Jacob and Kat huddled together in a cave some distance away for warmth. She did not have to ask what had happened. And Kat did not feel the need to blame Jade for absence. She did not have to; life on the Rimworlds was difficult, unfair. Brutal and sinful, filled with a thousand horrors built upon the corpses of a thousand more. To point it out would be cruelty.

Jade and Jacob managed to find the bodies of Virgil and Estelle, and constructed caskets for them. John’s body, on the other hand, did not survive the inferno or the collapse of the manor. Funerals were held for the children. All of them… save for Allen, their single surviving miracle. Still they spoke of a loving god, and still they clung to their scriptures and doctrine.

But Kat could not fault them, for Kat had found her own resolve. Though she still faced months of alcohol withdrawls and never-ending nightmares, she had faced down certain death and emerged victorious. She even managed to save another person’s life, and perhaps two, in the midst of it all. If she could stare those killing machines in the eyes and survive, what was a simple lack of alcohol to her? Where was the power and pain, in all those memories she hated so?

They were nothing. Nothing the right application of food, sleep, passion, recreation, and time couldn’t cure.

She never did speak again. Not after the many tragedies that had befallen her throughout her life. She never did fully embrace the faith that Jade and Jacob had chosen for themselves. But she sat and listened whenever they sung their songs and danced their dances. And she learned to love little Allen, that singular miracle, even if she couldn’t tell him so. Instead, she shared her love with the animals and beasts as she tended to them, training them to defend the loving family that had adopted her.

In fact, she was so inspired by the family’s resolve, she personally tamed one of the mightiest beasts of the tundra in an act of pure inspiration: a great big black bear she decided to name Da Vinci. Though Kat would remain mute, she had no need for words when Da Vinci and Nakri and Odah could roar them for her.

My Rimworld Review Score: 10/10.

This game is an unequivocal masterpiece. If you like simulation games, don’t miss this one. There’s no end to the stories you can experience.

My 100+ Hour Tale – Final Fantasy XIV: A Realm Reborn

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On Tuesday, I finished the main story quests of Final Fantasy XIV: A Realm Reborn (I got the end credits and everything), and now I feel that the game can truly begin with the expansions of Heavensward and Stormblood. But before I continue, I wanted to condense my thoughts about the base game as much as I can and share what I think works in this MMORPG and as well as what things I’ve seen that have been done better in comparable titles.

Here is my Warrior of Light, Jerik Noa:

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Sing, O sing, ye Candidus Fellows, unto the pure Light of Dawnbreak!

And yes, with the conclusion of the final story quest, I just received another bottle of Fantasia, so I might be changing into a female character soon. They just seem to have so many cooler fashions and styles available, besides the fact that I usually prefer to play female characters (I’ll have to write an article about my thoughts of gender in video games, especially in games where you customize your character down to the freckles on their cheeks; although, come to think of it, that approaches the unassailable gates of feminism and political discourse, and we all know how prepared I am for those topics). I’m thinking a Mi’qote, as that was the first race I played as when I first picked the game up, although the thought of playing a hardass Dark Knight Lalafell is hilariously intriguing. I would be playing a nightmare-fueled spikey-armor clad toddler with a three foot soul-sucking blade that just wants a hug.

Is that racist? That seems racist. Can you be racist against fictional fantasy races? I mean, it’s no better than my character now: whenever I change job classes to weaver or goldsmith, I suddenly become Eorzea’s most frightening butler, complete with cummerbund and necktie. Mi’qote just seems like the right middle road between plushy-adorable and mildly-threatening.

 

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On the left: Warrior of Light. On the right: adorable Papalymo. Would you believe the one on the right is arguably more dangerous?

So, how was the ending? Without spoilers, of course, I can say that it was… unexpected. Having gone into this MMO aware of some of the story elements, I knew a few different things had to happen, and a few things still need to happen. I just wasn’t sure how it would all pan out. Unaware of what parts of the story fall into place between A Realm Reborn, Heavensward, and Stormblood, I realize that I still have a ton of content to get through, not to mention taking to time to master all of the other classes and trades.

Here’s my list of good versus bad (with some neutral sprinkled in) from what I’ve played so far in Final Fantasy XIV:

Positive: Changing Classes Made Easy

I started this particular playthough as a gladiator, although I quickly realized that starting the game off as a tank is just asking for trouble in multiplayer dungeons and raids. If you aren’t familiar with a run and you tank for the first time, you’ll probably tick off your teammates. Fortunately, FF XIV makes it super easy to change classes and level them up, even going so far as to make the process of leveling faster for those who already have a high level in another combat class. I hadn’t been an archer before, so I chose to continue my game as an arrow-slinger and eventually as a Bard.

I’m really looking forward to playing as a machinist, as machinists have royally screwed me over in PvP with their pushing and pulling abilities, and I would like to experience being on the other side of the coin. But, then again, tanks are in short supply nowadays, and dark knight looks awesome. Either way, I’ll get to it all eventually.

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Astrologian, too. Heart of the Cards, baby.

Negative: Vesper Bay

Why. The heck. Does Vesper Bay. Not. Have. A FAST-TRAVEL OPTION.

I would say this is a simple complaint, but bear with me, it’s more complicated than just missing an important waypoint. This has more to do with a lack of balance and a clear insistence on wasting my time and resources than it does with ease of travel. Considering you come back to this place repeatedly in A Realm Reborn makes this a travesty in more ways than one.

First, there are two ways to get to Vesper Bay. The first is by fast-traveling to Horizon and hoofing it all the way across the map of Western Thanalan to get there. Even on chocobo-back, this is an annoying journey to have to repeat again and again. I consider this the ‘unintended’ slow way, but the alternate route is no better. The other way to Vesper Bay is by boarding a boat from Limsa Lominsa (by talking to an attendant next to the Arcanist’s Guild). This necessitates teleporting to Limsa Lominsa, teleporting to the Arcanist’s Guild, then taking the boat. Unless you want to spend a lot of money teleporting to Limsa Lominsa again and again during the story missions, then expect to set your home marker to Lominsa.

But with your home marker on Limsa Lominsa, what’s the use of being in any other Grand Company than the Maelstrom? You’re going to spend a lot of money teleporting to Gridania and Ul’dah if you join the Twin Adders or the Flames, since acquiring and spending guild seals with your Company is a good way to keep your character’s gear up-to-date, not to mention keeping your Barracks active once you reach that point.

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I’d rather not, Minfilia, thanks.

Once you’re done with the story missions, I imagine (or desperately hope) you won’t have to travel to the Waking Sands as often, and you can set your home point elsewhere. But it really bothers me when games make important oft-visited locations difficult to get to. Even search “vesper bay ffxiv” in Google, and the third entry is: “How do you get to Vesper Bay”. When you’ve made it that inconvenient and confusing to repeatedly return to a story-critical location, you’ve either accidentally screwed up as a developer or you’ve done it intentionally. As the game has been out for almost five years now, I’m thinking the latter.

Related Negative: Fast Travel Costs

Just a short point: fast travel is insultingly expensive. I’ve never played an MMO with such high costs of travel. And since your home point is Limsa Lominsa, a landmass away from Gridania and Ul’dah? You’ll be paying out the nose every time your journey takes you hither and yon.

Positive-ish: Oh, the Joys of Resource Gathering

Remember when I talked about fishing in Ocarina of Time and Dark Cloud 2? Well, strap on your gathering pants and get ready to make some money, honey! Whether it’s steel, alumen, mythril, electrum, red coral, fleece, or boar leather, there’s goods to procure from your local environment. I’m not overly fond of the resource node system, especially with how difficult it can be to obtain necessary materials like elemental shards. I understand how high-quality materials work, and I like that part of the system; it’s a thrill to hit those HQ nods and hear the sharp bang of the sledgehammer or the golden glint of the catch on your line. But in The Elder Scrolls Online, for instance, you’ll obtain about three to five resources per node in a single instance and only have your crafting skills to worry about. In FF XIV, the craft and the gathering are separate, and the gathering is more literal, piece by piece.

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Until you rage-quit from worse-than-XCOM accuracy percentages. What do you mean, I missed three times in a row with 92%?!

Oh, and if you don’t upkeep your gear with your current level, you’re going to find gathering a waste of time. Instead, worry about leveling up with fieldcraft leves as soon as you can, then go back and get the materials you need.

Related Negative: Inventory Space

I don’t have housing yet. All my money has been spent fast-traveling and getting stupid lightning and wind shards for crafting. So my inventory is full, my chocobo’s pack is full, and I’ll soon be turning to my retainers to hold mats. You can’t sell anything in this game. Almost everything has a crafting purpose, no matter how obscure. I can’t tell you how many times I’ve chucked something to free up space just to have to go grovelling back to the Market Board to buy more later on.

Everything about the inventory is so dang inconvenient. Except the ‘Sort’ key, that I like. Let me have a material’s sack like The Elder Scrolls Online, realism be damned!

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I have to have all these coeurl skins and pinches of mythril sand and fishing bait and walnut logs and…

Negative: The Overabundance of Story-Critical Dungeons and Trials

I’m imagining this is how it went.

One thing the developers of Star Wars: The Old Republic realized as the game was getting longer in the tooth was that its emphasis on story was more important than multiplayer gameplay. That isn’t to say The Old Republic had lackluster gameplay; far from it. They realized that they had so much content gated behind dungeons and trials that most players passed it by on their way through the main story missions for each class. Not everyone who plays MMORPGs wants to do so with friends. So they chose the RPG over the MMO and rebuilt their dungeons so players could single-handedly go through 4-man dungeons by themselves (with help from a tanky battledroid and their NPC companions).

And it doesn’t matter what class you choose to be, either. A tank can DPS, and healer can tank, and DPS can… well, DPS more.

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Violence solves ALL the problems!

Final Fantasy XIV went the completely opposite direction. Not only are their 4-man dungeons not optional, there is no way for players to accomplish them by themselves. Dungeons are strictly one-tank, one-healer, two-DPS affairs that break down if any player doesn’t do their part with relative skill. I’m making this sound more dramatically bad than it is, of course, but you all know how I feel about multiplayer; last night I was the only one in the group who hadn’t run the 8-man final dungeon, I fell behind pretty dramatically at one point, and all the other players talked about while the unskippable cutscenes were playing was Japanese porn and masterbation. I won’t question their ability to kick Ultima Weapon in the junk, but I’d rather not hear about what they plan to do with theirs.

“You’ll be doing this dungeon a lot,” they said when I fell behind.

Uh-huh. Like hell I will.

*sigh*

I probably will.

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Despite their vulgarity, my fellow players in that 8-man dungeon were very nice about me getting behind since it didn’t impede their progress. If it had… I would have had a worse experience.

Positive: Gameplay. Like, All the Gameplay

Everything I wrote above this would probably make you think I dislike Final Fantasy XIV. But that isn’t true; I’m 250 hours in, and I’ve probably got that much to give and more with the fun I’ve had so far. I’m in a good Free Company that answers questions (and at least doesn’t kick me out). I’ve nailed down being a level 55 Bard, and I’m excited to see where the storyline goes as I proceed into Heavensward.

It’s a joy to fight, especially when you line up all of your attacks appropriately (and with my mechanical keyboard, it sounds good too). Maximizing my DEEPS (or DPS, damage-per-second) is awesome, and I feel like I’m in a good spot.

Just as long as I can keep multiplayer at arm’s length. Or find a good group of friends to connect with, which is unlikely considering I’m one of the few people I know that cares for a subscription MMO and Final Fantasy and has an appropriate system that can play it. In other words, yes, I anticipate my journey in Eorzea will end due to repetition, multiplayer negativity, and poor time-wasting design decisions. But it won’t be for a while.

At least until Fallout 76 appears. Or I buckle down and actually write more for Alyssum. Type-type-type-type.

A Realm Reborn Review: 8.5/10

EDIT FROM 2023: THIS GAME IS AMAZING. PLAY SHADOWBRINGERS AND ENDWALKER RIGHT NOW. DO IT!

UPDATED A Realm Reborn Review: 10/10

That is all. 😀

My (Preliminary) 10-Hour Tale – No Man’s Sky

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“Oh, Mr. Conductor,” I say with exuberance, waving down a man dressed in a bright pink space suit and a tiny blue conductor’s hat. “Does the hype train get off at the next exit, my dear sir?”

“NO,” says the bright pink conductor of the Hype Train in a booming voice that reminds me of the unwavering density and blackness of the vast universe.

“THE HYPE TRAIN NEVER STOPS.”

Chugga-chugga, choo-choo, my friends. Man, very few video games get into the hype levels No Man’s Sky has generated. I didn’t even feel Fallout 4 or Fallout 76 got this much attention, especially considering this is the third such wave of excitement for the 70’s-sci-fi-book-cover space exploration simulator. Even the lead programmer and head of Hello Games had this to say:

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Nothing says despair and dread like a lower-case “oh no”.

His reaction is appropriate. At the game’s release in 2016, I bought into the hype train like crazy and spent the full $60 game for something that was very unpolished and most decidedly not multiplayer. This derailed the Hype Train quite badly for a lot of people, leading Steam reviews to put No Man’s Sky at Mostly Negative.

Fortunately, I don’t think Sean Murray and the team at Hello Games has much to worry about anymore with No Man’s Sky’s latest update called NEXT. How big and important was this update? When I downloaded, it came to about 6.7 Gb. Impressive, I thought, for a game that was about that large before the update. But what’s more impressive is what it meant for the originally single-player-only experience: No Man’s Sky is actually multiplayer.

And what’s more? The game looks even more incredible than it did before from both a gameplay and a graphics standpoint.

I mean, look at what the last three days did for No Man’s Sky:

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Wow!

It’s gone from Mostly Negative to Mixed. I don’t think I’ve yet seen a game do that. And that’s 2000 positive reviews more than there were yesterday. I mean, just take a look at the patch notes for NEXT. Hello Games took their sci-fi adventure and flipped it on its head. Base building is nearly infinite, freighter armadas can be purchased and travel the stars with you, and even the basic building materials and recipes have been overhauled to the point where crafting and exploration is now an exciting venture instead of a mindless grind.

Admittedly, I struggled and panicked at the very start of the game; I was dropped onto a very radioactive planet with no ship and three-fourths of my radiation shielding gone, and had no idea what materials I needed to recharge it. I didn’t even have a scanner to search! But panic turns into resolve when you finally get your bearings, and following the mysterious storyline of the Atlas is proving to be very interesting.

There’s finally a reason to upgrade your blaster: biological horrors and sentinels show up in the worst places, and even caves are no longer safe places to hide. You’ll need to refine the raw materials you harvest from the worlds you explore, and refined materials are often more valuable than their components. Oceans are deep enough to fly under (this may be a bug, I’m unsure) and mountains are now continental in height. Artifacts can be found in hidden underground ruins and can sell for millions of credits, incentivizing exploration and discovery in a way the game hadn’t before.

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I made a dad joke! Do you get it? 1.3k people did!

With all that said, I did encounter two game-breaking day-one bugs that interrupted my play.

The first was a bug with the main quest; the quest wouldn’t allow me to warp to another system until I fueled my ship with antimatter. I would craft the warp fuel and fuel my hyperdrive only to have the quest reset and send me back for more antimatter. Good news: unlimited fuel. Bad news: no way to use it. I managed to un-bug the quest by purchasing another ship. I imagine it was something to do with the fact that I got a ship with a hyperdrive earlier than the quest assumed I would get one. Interestingly, I had a similar problem with earlier updates of No Man’s Sky.

The second occurred when only partially repairing some systems on my ship. The game didn’t like ‘partial repair’ so much that the next time I loaded my save game, the game initialized on a brand new world as if I’d started a brand new game, with no inventory, no ship, no upgrades, nothing. I fixed this with help from the No Man’s Sky Reddit and editing some junk code from my save file.

As of an hour ago, I’ve learned that both of these issues have been patched out, however. So as far as bugs are concerned, the only ones I’ve stumbled across are gone.

I thought I’d start out on normal mode, but to be honest, creative mode is looking really appealing. Check out this awesome cliffside base by ParagonHex:

I’ve played NEXT for about five hours now, and I have no desire to stop. I’ll have more to share in the coming days, but until then, consider this a tentative but glowing review of No Man’s Sky. I can’t wait to helm the bridge of my own freighter fleet and establish a sprawling base on a tropical planet. In the meantime, I’ll be trying to discover my first ruin and not get eaten by horrors.

Early Review: 9/10

My 10-Hour Tale – Tropico 4

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*sigh*

I’m going to have to talk about politics, aren’t I?

Nope, not going to do it. I’m going to talk about a really fun strategy game that’s themed around political intrigue, foreign relations, benevolent dictators that can make the rebellious “disappear” at any time, secret police, every citizen living below the poverty line, social security, free healthcare, free college education…

Nope. You can’t make me. I’m not going to do it.

Mmmm. Hmm-mm. Nonononono hmmmmmmMMMMMMM BOTH DEMOCRATS AND REPUBLICANS ARE THE PROBLEM THE US WAS NEVER MEANT TO HAVE A TWO-PARTY SYSTEM CHANGING LAW SHOULD BE NATURALLY DIFFICULT BECAUSE OF MANY VIEWPOINTS NOT JUST TWO THE FREE MARKET SHOULD BE ALLOWED TO REGULATE ITSELF I DON’T UNDERSTAND WHY MARIJUANA IS ILLEGAL ESPECIALLY FOR MEDICAL PURPOSES I SYMPATHIZE WITH WOMEN’S RIGHTS ON ABORTION BUT ADOPTION IS A MORALLY ACCEPTABLE AND LIFE-CHANGING OPTION FOR ALL INVOLVED ESPECIALLY FOR COUPLES WHO CAN’T HAVE CHILDREN RAISING THE MINIMUM WAGE IS SELF-SABOTAGE AND NATURALLY LEADS TO FEWER JOBS ESPECIALLY FOR THOSE WITH NO EXPERIENCE EDUCATION SHOULD BE MORE ACCESSIBLE TO THOSE BELOW THE POVERTY LINE NO MATTER THEIR RACE OR RELIGION SCHOOL TUITION COSTS ARE RIDICULOUS AND SHOULD BE BETTER REGULATED BY THE STATES I ACCEPT MY WHITE MALE PRIVILEGE BUT UNDERSTAND THAT NOT ALL WHITE MALES HAVE PRIVILEGE EVERY LGBTQ+ PERSON CAN AND SHOULD BE WHO AND WHAT THEY WANT TO BE AS LONG AS THEY AFFORD ME THE SAME COURTESY BUILDING THE WALL ON MEXICO’S DIME IS A STUPID IDEA BUT THE U.S. SHOULD BE ABLE TO CONTROL ITS BORDERS WITHOUT SEPARATING FAMILIES WHO COME SEEKING ASYLUM THERE SHOULD BE TERM LIMITS FOR EVERY ELECTED MEMBER OF CONGRESS SENATORS AND MEMBERS OF THE HOUSE SHOULD BE FORCED TO LIVE IN THE DISTRICTS THEY SERVE TO KEEP THEM ACCOUNTABLE TO THE PEOPLE PRESIDENTIAL AUTHORITY TO USE EXECUTIVE ACTIONS SHOULD BE RESTRICTED I HONESTLY BELIEVE THE WEALTHY WOULD PRODUCE BETTER GOODS HERE INSTEAD OF IN CHINA AND OFFER BETTER PAYING JOBS DOMESTICALLY IF NOT FORCED TO PAY SUCH HIGH TAXES HEALTHCARE IS NOT A RIGHT BUT MODERN MEDICINE IS WOEFULLY IMPRECISE IF ADMINISTRATION FEES DIDN’T COST SO MUCH AND GOOD DOCTORS HAD BETTER PROTECTION FROM LAWSUITS MEDICAL COSTS WOULD BECOME AFFORDABLE ON THEIR OWN

mlezo

ERROR: OPINION OVERLOAD. UNABLE TO UNDO. (I was going to use the Scanners movie head explosion, but thought it a bit graphic.)

*pant* *cough* Sorry. Give me a minute.

There. It’s done. It’s all out there. I’m a strange specimen of libertarian/independent mixed up with a conservative upbringing. I have reasons and personal experiences for thinking all these things, as most people do, and I’m fairly flexible accepting well-reasoned arguments on both sides of any topic. I have a lot of respect for those that consider themselves classical liberals, trying to understand socialists gives me a headache, fascists are just plain wrong, and communists need to go live in 1970’s Cuba or 1960’s East Germany.

So why do I reveal these many political sins I call opinions in a video game review? Well, two reasons. First, because I must be a glutton for punishment, as I have the overwhelming desire to be part of a discussion I’m very unqualified to participate in (although you should never assume unqualified means uneducated). Second, because it’s games like Tropico 4 that make me wonder what it would be like if I threw out all of my beliefs about good government and became a dictator of my own resource-rich island out in the Caribbean.

Turns out, I’m pretty good at being a dictator.

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My very refined Presidente avatar. Yes, a pipe instead of a cigar. I was going for “the most interesting Presidente in the world” look.

Tropico 4 is, yes, the fourth game in the strategic Tropico series by Haemimont Games and published by Kalypso Digital where you take the reins of your own Caribbean island as a Fidel Castro-esque figure with an awesome voice actor. You can choose to be a fascist dictator that offers nothing but swift and terrible military action to your rebellious subjects or a benevolent presidente-for-life who offers free education, free healthcare, free housing, and free margaritas to all your loyal citizens. Okay, maybe not the margaritas, but you can certainly set up your own cabaret and celebrate the good life.

Having played the previous Tropico games, I chose this one to write about because it’s been my favorite. It’s also the best in the series right now, if reviews would have you believe. I haven’t played Tropico 5, but friends and many reviews on Steam say Tropico 4 did everything better. Tropico 4, like its predecessors, comes with a plethora of DLC (too much DLC, in my opinion, although I got them all in a bundle) that breaks down into the very-positively upvoted Modern Times and…everything else. You get additional islands and challenges along with a smattering of questionably useful buildings like nuclear bomb shelters and propaganda towers in case life in the Caribbean gets a little… fallout-y.

As dictator (or El Presidente!), it’s your job to balance the many goods and services your citizens need as well as manage the many different factions of people that arrive on your sun-kissed shores. These tasks can range from painfully easy to painfully difficult depending on the difficulty settings (yes, there are easy-to-use difficulty settings, huzzah) imposed by the level or by yourself in free play mode.

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Yes, that is farmland and a dump in the middle of my community. It can’t smell good, but it just works.

First, Tropicans need to eat (a variety of foods always helps the mood). They need proper housing (good housing is expensive) that is free of crime and gang violence. They need to worship God in churches and cathedrals. They need good medical care from clinics and hospitals. They want liberty of information through radio, newspapers, or television. Tropicans want good and meaningful jobs and education opportunities.

On top of all these things, Tropicans have opinions about how Tropico should be governed. Each belongs to a faction, like the religious faction who value faith and church availability above all else, the militaristic faction that values national defense, the loyalists which value independence from superpowers, the environmentalists that will complain against you for over-exploiting Mother Nature, the Capitalists and the Communists (duh), and the intellectuals who value education and wisdom.

Tropico 4 is all about maintaining a balance of all of these factors and somehow still make a tidy profit for your national treasury… as well as improve the financial health of your hidden Swiss Bank account. You’ll get foreign financial aid from the US and Russia as long as you remain in their good graces, but it’s never wise to go into the negative for very long lest your foreign relations deteriorate and almost everyone starts to protest (sounds familiar to modern-day politics, to be honest).

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Typhoon!! Everyone hide in your baseme- oh. Island. Right. Um, duck and cover?

So how do you make money? You can jump-start agriculture with cash crops like tobacco or sugar, mine iron or gold, raise cattle or llamas, or strike into the tourism business and establishing a few hotels and entertainment venues. Then, build factories to take advantage of your island’s natural resources, like cigar or weapon factories. In Modern Times, you can even establish chemical plants, concrete factories, and business offices to supplement your income. Most factories come with extra upgrades you can unlock by providing them with power from power plants or wind turbines, letting you improve the job quality for your factory’s workers or help you produce goods faster.

In fact, you’ll need power for lots of things, like movie theaters and hospitals. And giant rotating statues made of solid gold. You know, the essentials.

Establishing a fully-operating and well-oiled economy in Tropico can be tricksy. To help you navigate the dangerous political waters of life as El Presidente, you can pass certain laws or edicts to increase the people’s opinion of you… or remove any dissidents that would raise their voice against you. Edicts include social security for the elderly (the price of which increases as your island’s population grows older), declaring a national holiday (which changes some Tropicans into Loyalists or Nationalists), issuing tax breaks straight to each citizen (which is obviously great PR but pricier the more people live in Tropico), make housing free (which is great for public opinion but the capitalists hate it and cuts into your bottom line), establishing a literacy program (increase the rate at which workers gain experience in their jobs), and even printing money (which grants a ton of money but makes everything you build permanently more expensive).

Some of the more interesting edicts that I rarely played with until recently include legalizing same-sex marriages (which increases intellectual respect but lowers religious respect), call for an anti-litter campaign (which decreases pollution but also decreases liberty), and declaring martial law (in case crime gets out of control, liberty and all production is decreased). Modern Times brings a few entertaining edicts to the table, including banning social networks (increases production, but it also shuts off Tropico 4‘s social integration at the same time, lol), passing healthcare reform (increases the amount of people that can be treated at clinics and hospitals), and calling for a Festival of Love (makes a baby-boom population increase and boosts tourist spending for a few years).

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And you thought I was joking about the giant rotating golden statue.

So how do I play Tropico? Probably in the most ham-fisted way possible: the guy with the money makes the rules. Farming farming farming cash crops right away, leaving only a few farms to make food for everybody. Open the doors of Tropico early enough with an immigration office, and you’ll have all the labor you’ll need to see huge profits (or, as Trump would say, YUGE). Unless I start with a church, I tend to ignore them until I have a big enough checkbook to afford a high school first (as churches can only be run by educated priests). Buy a clinic; there is no choice here (people dying is the last thing you’ll want). If you’ve got lots of white sandy beaches, go for tourism immediately: even with few amenities, tourists will practically shower you with money in between the timed exports.

The intellectuals, the religious, and the loyalists usually hate me for a while, and a rebellion starts to form when you get to about 45% approval rating or lower. But by the time it gets down to about 43% or 42%, I usually have enough money to afford churches, entertainment, and a ministry to help me pass edicts like social security and my first tax break. From there, build even more farms and plantations, a college, an armory, and a few guard posts, and the paltry few rebels who’ve chosen to live alone in the miserable jungle will have no choice to accept the amnesty I offer when approval gets back above 50%.

I think Tropico 4 and the series in general is so funny (and fun) because while you can choose to be a communist “presidente” who does nothing positive for the people, you still have to rely on foreign markets, exports, and trade in order to progress. Why do you think embargos and sanctions work so well in real life? The money has to come from somewhere, and sorry Venezuela, but printing money only gets you so far when inflation rages. Education and healthcare might be free in Tropico, but all the farms, mines, office buildings, churches, restaurants, hotels, and tenements are all state owned and regulated as cheaply as possible. What’s an education in North Korea worth these days? Would you trust Cuban doctors to treat a heart defect or operable cancer?

Workers aren’t paid according to their skills; workers are paid on a scale of what the government thinks they should be paid, usually dependent on which jobs are needed most at that time. Which can be $1 a day, if you wish (although job quality will go straight down the crapper). Don’t want to be a teamster? Well, the teamster office is paying $25 an hour at the moment, even though it’s on the other side of the island. How many of us would drop our current jobs, abandon our homes, and remain nomadic depending on where the money goes?

Does that appeal to anyone?

If it does, imagine if your “presidente for life” was some politician you really couldn’t stand. *ahem* In real life, you may be able to vote in your country, but very few get to choose their dictator.

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Tropicaaaaaaans iiiiiiin SPAAAAAACE!

Tropico 4 is a fantastic game from El Presidente’s perspective. It asks the grand question, “What would the dictators of the world do with unlimited resources and man power?” Tropico‘s seemingly fantastic answer is: “What they’re already doing and then some.” I like to think I’d be a pretty benevolent dictator, if thrust into that position. But you didn’t see many people fleeing to communist Cuba during the 80’s and 90’s for its economic opportunities, religious freedom, and safety from political persecution. No, I’m pretty sure those rafts were floating towards Florida, not away from it.

Review: 9/10 for fun, 9/10 for making me research history and current events, 1/10 for making me talk about politics

My 10-Hour Tale – Endless Sky

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Release Date: October 2015

System: Windows, Mac OS X, Linux (Steam)

As you walk down your loading ramp into the anchorage of the Helheim starport, the musky smell of fusion coolant and greasy off-world cuisine fills your nostrils. Filled with about two dozen similarly-sized if not similarly-designed freighters, you immediately sense anxiety in the air as your eyes scan the port for the delivery office. Dozens of cargo containers line the edge of the dock, makeshift homes for a crowd of miners looking to find their fortunes excavating this toxic volcanic world.

Good thing you aren’t looking for work yourself. Many of these young men have probably been waiting for weeks to get a mining permit or join a crew. It isn’t that the dangerous mining jobs are scarce; it’s no doubt the mountain of legal paperwork, performing physicals, and collecting hastily filled-out medical and insurance waivers that makes the entire hiring process run like molasses.

To your surprise, three young men in port authority uniforms approach, two of them picking up and carrying a large fueling hose towards your ship and one stepping towards you with a digital ship log in his hands. You’ve never seen a starport with such prompt ship service, especially one as busy as this.

“I.S. Faulknor, registration number 281-79-AS675. You’re Captain Elizabeth Oren, correct?”

You nod and reach your hand to shake his. His hands don’t move from the clipboard. In fact, his eyes don’t quite match up with yours.

“You have the twenty tons of medical supplies we requested from the Delta Velorum system, correct? I’ll have my men confirm your delivery logs. Follow me.”

The uniformed man turns without waiting for a response, walking roughly towards what you hope is the dock delivery office. You follow behind him, instinctively reaching to check that the blaster at your hip is still there. It is.

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Hyperspace! Weeee!

The uniformed man leads you through the crowd of desperate and bored miners. You notice that many of these would-be miners look a lot younger than legal working age, and give you, the sharp-looking and (some would say) good-looking starship captain, a look of curiosity and interest. At the very least, you’ve taken a shower in the last 48 hours – many of the miners looking at you look and smell like they never have. The stares get more pointed and even indignant as you follow the uniformed man past the city entrance gate and the long job lines.

You ask your new companion why delivery confirmation would be done outside of the starport. He doesn’t respond immediately.

“My… My supervisor is off-duty but said wanted to speak with you the moment you landed. Please follow me. You will be paid after you speak with him.”

You struggle to maintain a straight, unassuming face, despite the fact that the young uniformed man isn’t watching you. He picks up his step, looking over his shoulder every couple of moments, not at you, but for someone or something else.

The entrance of Helheim looks nothing like the bustling starport. Instead of sprawling lines and crowds, you see only a few tired people and rusting bots stalking the streets. Large refuse trucks collect trash, dirty government offices line the streets, and smokestacks of the refineries smolder down the road ahead of you. You pass alleyway after alleyway, each one dustier and more filled with heaps of slag and garbage than the last. Unsurprisingly, your young friend turns into one of these alleyways ahead of you, not stopping to check if you are still following. Before you can call out to him, you feel something sharp press against the small of your back.

“Captain Oren, I presume,” says a deep somewhat mechanical voice behind you. “I wouldn’t move if I were you. I have two snipers hidden up above on rooftops watching your every move, and we wouldn’t want any accidents to happen, would we? If you would kindly remove your blaster belt… with your blaster on safety, mind… and give it to me, I would be much obliged.”

You sigh, unclipping your belt. You ask the figure if he disarms all the pretty ladies this way as your eyes scan the street ahead of you. No one notices the exchange, least of all any police drones.

“Just twice,” replies the voice. “Once, when some ornery lass tried to swindle me out of some credits while gambling on Shorebreak. And once before that, when some smartmouth little lady tried to smooth-talk her way into a passing grade from her flight instructor… Shame those street smarts didn’t translate to the real world very well, eh?”

The moment you hear the words “little lady”, your eyes widen.

“Kaden…?” you whisper, straining to get a look behind you. “William Kaden?”

The sharp pain vanishes.

“That’s Instructor Kaden to you, little lady,” says the synthesized voice, the volume of his voice suddenly much lower. “Keep your eyes forward and don’t look around. I wasn’t lying about the snipers. Though, admittedly, they’re less for you and more for anyone else that might be following you.”

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You’ll see this every time you land on a planet, and planets will offer different services, such as starports for purchasing ships, outfitters for buying upgrades, and more.

Memories of your flight training on your homeworld of New Boston years ago fill your mind, memories filled mostly with pain and disappointment from your time under the tutelage of Instructor William Kaden, ex-Republic pilot and all-around hard-ass. Although you had graduated by the skin of your teeth, he had been the one teacher you had never been able to please or impress. The pain of him asking for your training pistol and your flight badge at the end of Kaden’s advanced flight class still stung.

Now someone – possibly William Kaden – is standing behind you threatening you with a combat knife and possibly your own firearm. Whether the man was bluffing about the snipers was irrelevant; attempting to disarm him and return to your ship is out of the question. Although, if this man really is Instructor Kaden with a voice-changer, you know you don’t have anything to worry about; William Kaden is – and was – one-hundred percent Republic lawman. But what would a retired Republic pilot and flight instructor be doing on a mining world at the edge of Republic space?

You ask him bluntly if he’s looking to purchase twenty tons of medical supplies.

“Afraid not, little lady. As I’m sure you’ve deduced by now, you’ve been shipping something a little more important than morphine and band-aids. Don’t know the grade of your ship’s sensors, but the crates were hermetically sealed and lead-lined. All the better you didn’t know. Let’s take a little walk, shall we? Don’t acknowledge me, now, eyes forward. Just down this first alley, that’s it. I’ve got a proposition for you that you might not want to pass up…”

*             *             *             *             *

The original Escape Velocity was one of my favorite Mac games growing up (yes, I still have my dad’s old Power Macintosh G3 right above me on a shelf now, it even has a Zip drive… remember Zip drives?) Later on, I fell in love with Escape Velocity: Nova. Absolute love. This game made you captain of your very own ship and gave you a galaxy full of opportunity and danger to explore. You start out in an admittedly tiny cargo shuttle, but you could eventually become admiral of your own fleet. Or, you could join one of the many factions in the game and accept their storyline missions to eventually unlock amazing ship types and ship upgrades.

While Escape Velocity: Nova remains available for both Macintosh and PC, there’s one thing it isn’t, and that’s FREE and OPEN-SOURCE.

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There are dozens of ships, from tiny shuttles to gigantic warships. Some can be bought, some have to be earned, and others have to be stolen.

Endless Sky is a single-player “2D space trading and combat” game “inspired” by Escape Velocity. The quotes are mighty hefty, because Endless Sky is basically nostalgia fuel for anyone who played EV or EV: Nova in the 90s and early 2000s. You might even call it a spiritual successor.

Just like its influence, in Endless Sky you can essentially be any kind of pilot you want to be. Set sail (or engine) as a raider who boards ships to plunder their cargo (don’t forget yer peg-leg and eyepatch, yarrr), or follow the law and become a mercenary who chases down pirate bounties. You can be a simple trader who goes from system to system trading ware like metals, luxury goods, and (yes) medical supplies. You can even land on pirate systems and accept smuggling runs that pay very well if you don’t get your delivery scanned and confiscated by policing gunships.

You can certainly play to your heart’s content in this sandbox space simulator. But like Escape Velocity, Endless Sky has a main storyline that the player can follow as well. There are even unique dialogue choices to help you decide what kind of captain you want to be. Unlike Escape Velocity: Nova, unfortunately, it seems like this storyline isn’t quite as complex when it comes to branching pathways and joinable factions.

Yet.

The game is still in an early state; while I’m hesitant to call it ‘Early Access’ since so much of the game is complete and ready to play, there are many items that lack graphics and tooltips, and many of the alien factions (of which there are many, owning systems that are accessible only by jump drive that enables travel between unconnected systems) are lacking any story connections or starting points. This makes many ships and items unavailable unless you attack and disable the alien ships yourself and steal their equipment. This, obviously, makes them hate you, which is never good if you ever wish to travel in their territory.

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If you’ve played EV: Nova, you’ll find the minimalistic UI very comforting and familiar.

If you can’t tell by my attempt at writing a storyline hook above, I’ve wanted to build a storyline in EV: Nova ever since I started playing the game. Now I’m feeling the same way about Endless Sky. There are quite a few mods available for the game at the moment, and modding seems very easy compared to modding Escape Velocity. (As you can tell, I have so many things I want to do that I obviously can’t do them all. I can’t say it’s the next thing on my list but making a storyline mod for Endless Sky is on there.)

The major strength of Endless Sky is also its weakness: it is a free, open-source game, being developed as a hobby by a single very busy developer. This means that, unfortunately, updates seem few and far between. As of now, it’s been more than six months since the last update. According to the Steam discussion board, the developer hoped that the end of May would mean an update to v0.9.9, but so far this hasn’t been the case. Communication is relatively regular, however, so I haven’t lost hope in the game’s development.

I would do better to explain how the game plays, but you know what? It’s FREE. I urge you to go play it for yourself. Relax. Go on some trading missions. Once you have a bigger ship, go blow up some pirates. Or be a pirate, either one. It’s worth your time, and updates are only going to make the game even more entertaining. Should it ever go on sale, this is one game I will be paying for.

Review: 9/10

 

My 10-Hour Tale – Into the Breach

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Release Date: February 2018

System: Windows (Steam, GOG.com)

Unto the breach? Into? Oh well.

Before I decided to purchase Into the Breach, I only knew one thing about the game: it was made by Subset Games, the same studio that brought us FTL: Faster Than Light. I haven’t reviewed that game just yet, but I can firmly say that it was one of the most difficult and enjoyable experiences I’d had with an indie “roguelike” title back in 2012. FTL’s systems were unique, varied without being overly complex, and an entire campaign could go south within the space of a single battle. At the end of your travels to warn the Federation of the rebellion’s impending invasion, you were either prepared to go up against the mighty Rebel flagship or you were not. And more often than not, I was not prepared. But that’s the fun of the RNG and exploration.

In like fashion, Subset Games brought a new grid-based tactical game into the world that shared the same kind of desperate upgrade-as-you-go can-they-save-the-world feeling. Into the Breach makes me think of Gundam or Pacific Rim set to the tactical system of XCOM or Final Fantasy Tactics, but with a twist: not only do you want your heroes to save the day by defeating all the bad evil monsters, you also want to do your best to save the civilian cities and buildings. In other words, the point of the game is to be opposite of a Michael Bay film. A pixelated Michael Bay-less film.

I mean, collateral damage is going to happen, and it may or may not be my fault, but heroes don’t have to worry about that, right? No. Wrong. Very wrong.

Oh, and time travel! That’s always good, right? Don’t worry, no terrible time loops in this story.

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It’s the leader units you want to look out for. These things are big meanies.

Giant Mechs Versus Giant Aliens

So as far as the narrative goes, here’s the gist of it: Earth in the far-flung future is being invaded by gigantic city-sized alien bugs called the Vek. An unnamed group of human and A.I. mech pilots are called upon to battle them with three giant robots armed with a variety of different weaponry and gadgets. The Vek multiply quickly, and the odds look grim for humanity… The only ace-in-the-hole our intrepid pilots have is the ability to reverse time and “start over” whenever defeat seems imminent. Through this mechanic, the pilots (and the player) can even reverse time once per battle, restarting a bad turn.

Into the Breach is a turn-based game in which the player will face increasing numbers and types of Vek in battles that only last about five to six turns (a turn being all the Vek move, then all your mechs move, rinse and repeat). This means the combat can be very fast paced if you allow it to be; this is not recommended, as speed invariably leads to making terrible mistakes. In reality, you can take your time, analyze the battlefield, and create the best solution to squish the Vek and keep them off of civilian population centers and important buildings and vehicles. Call it a side-effect of time travel.

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FAILURE: INVASION IMMINENT. EMERGENCY TIME TRAVEL PROTOCOLS INITIATED.

Future Arms and Tech

Your pilots will have a single mech team at the beginning. But unlocking achievements will help you unlock additional mech teams that can bring all new exciting tactics to the fight. For example, the Rift Walkers (your initial team of mechs) have pretty straightforward attacks, including the Titan Fist (which damages and pushes the target backwards), the Taurus Cannon (a long-range attack which has the same effect as the Titan Fist), and Artemis Artillery (which damages the center target and shoves all surrounding units one tile away from the center). Eventually, you’ll unlock mechs with weapons like Aerial Bombs (which damages and create smoke on the target, making the target unable to act), Flamethrowers (which damage units over time) and Acid Projectors (which inflict A.C.I.D. status on targets, doubling any damage the unit suffers). Better yet, every piece of weaponry will show you their effects when mousing over it, so there’s no confusion about their effects.

The point of all of this weapon diversity is to help you twist and manipulate the battlefield to your advantage. You see, the Vek emerge from the ground (which you can stand on top of to block their emergence) and they don’t act immediately after announcing their attack. This gives your pilots the ability to counter them before they act.

The Vek will attack your mechs, allies, or civilian buildings, and it’s up to you to choose whether to attack and kill them, somehow shove them out of the way of their intended target, or even shove your target into other Vek, damaging them both. If you’re clever enough, you can even turn Vek attacks against themselves, and there are achievements for doing so. If you’re even more cleverer and willing to take a risk, you can smash your own units into the enemy or push yourself with artillery explosions for a movement boost. The game encourages you to do anything, including self-sacrifice, to achieve victory. Don’t worry, though; the mechs are capable of self-repair, which you can take advantage of instead of attacking.

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Your first team: the Rift Walkers.

Be cautious, though: not only do your mechs have HP bars (and losing pilots means losing their valuable experience and abilities), you have an overall “Power Grid” that represents the health of the civilian cities. Damage to structures will remove bars on the Power Grid, and when it hits zero, it’s game over and time to time travel to an alternate timeline where you didn’t screw up. This sets up a conundrum you’ll encounter many times in combat: should I sacrifice my pilots to protect my Power Grid now, or should I sacrifice the Power Grid to save my pilots for the future?

Oh, and one more thing: your pilots aren’t the only ones time-hopping. Every once in a while, a “time-pod” will drop onto the battlefield that you can secure or ignore. Don’t ignore them for too long, though, or the Vek will also attack them. You won’t want to ignore them since they’re filled with goodies like new pilots and mech powerups… Unless you’re going for the achievement to ignore them, of course. Into the Breach is pretty achievement heavy when it comes to putting you at every disadvantage possible.

Not-Exactly-Paradise Islands

In every campaign, there are four island sectors ruled by different factions (including corporations, terraforming specialists, A.I. engineers, and scientists). On each, you’ll encounter different biomes which can work with or against your overall strategy. At first, you’ll only be able to go through the islands one at a time, but after you successfully defend each island, they’ll become available from the beginning of a campaign from then on.

Missions on each island will have special secondary objectives on top of simple survival. A successful “lightning bolt” objective will add to your Power Grid power rating. A successful “star” objective will grant the player a reputation point that they can spend at the end of the island on new pilots, fusion reactors (which power the weapons and defensive capabilities of the mechs), weapons, tools, and Power Grid power. If no weapons appeal to you, purchasing Grid Power is sometimes a good option as obtaining any power over seven will add to your “Grid Defense” rating. This is the percentage that civilian buildings will completely resist Vek damage. There’s nothing like losing complete hope only for a building to negate its own damage!

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Such a simple UI. It didn’t need to be any more complex than this.

After completing two islands, you’ll be able to play out the final battle at the Vek Hive island… If you think defending additional islands too risky, then, by all means, take on the final battle. The difficulty of the final fight will curve to how many islands you’ve completed, but you’ll probably be better prepared if you complete three or four islands. If you succeed in destroying the hive, you’ll get a happy ending, and your pilots will time travel to another timeline, ready to continue the fight (for eternity? Some lines suggest that your pilots have been in the fight for a very long time, relatively speaking).

Of course, it’s also possible for a fantastic run to be killed in the final battle. Or any battle, for that matter. Just like in FTL, snatching defeat from the jaws of victory is a very distinct possibility at all times in Into the Breach.

Success and Failure

Into the Breach manages to be difficult without being overbearing (unless you want it to be, there is a brutal hard mode for expert tacticians). There’s an “every single move and action counts” mentality that makes the game feel a lot like the game of chess I never knew I wanted to play, complete with a time travel “turn reset” button in case I mess up somewhere along the way. The whole campaign isn’t very long, meaning it’s a great game to pick up on a lunch break, and failure isn’t ever permanent. In fact, I found that getting certain achievements depended on a bit of failure.

Deciding what each mech is going to do and how they will move is completely dependent on which type of mech they are and what armaments they have. Artillery with increased move distance makes them infinitely more versatile, melee mechs need increased health and a pilot that can make the mech armored (or resistant to single points of damage) and flying mechs never have to worry about water or acid pools. Of course, it’s completely up to you to upgrade your mech in every game. Utilizing every mech’s strengths and overcoming their weaknesses is where the true challenge lies. Each mech team you obtain has a completely different game plan, and it took me quite a while to get used to a team change.

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Of course, the Vek live in an active volcano. Where else do giant bugs live?

My personal favorite? Blitzkreig. A hook mech to reel enemies in, a boulder mech to squish and stop Vek from emerging from the ground, and a lightning mech to chain-electrocute close-up enemies (even through buildings).

My verdict? If you like tactical board games, you should definitely play this game. Into the Breach is slow enough for beginners to learn and enjoy, yet there’s nothing stopping a more advanced player from playing at crazy-fast speeds if they wish (there are speed achievements, too). Complete with an intuitive UI and tooltips explaining absolutely everything, I never had any questions about the effects of any weapon or gadget.

If you can learn chess, you can learn Into the Breach faster. In fact, the only thing Into the Breach is missing is a multiplayer “mech vs. Vek” or even “mech vs. mech” feature, which I think would put it over the top in my book. Co-op with two teams of mechs versus a mass of Vek on an expanded board would have been amazing.

And I just found out there are mods for the game. I think my brain just broke because of the awesome.

Review: 9.3/10

My 100-Hour Tale – Dark Cloud 2

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Release Date: November 2002

System: Playstation 2, Playstation 4 (PSN)

First off, let me apologize: this review may be all over the place, there’s a lot to cover. I considered making this a Backstage Tale instead of a review, but I figured just because Dark Cloud 2 is one of my favorite titles on the PS2 doesn’t mean I can’t be critical of some of its features and give it a good ribbing. I’ll admit right now that, although I attempt to create the illusion of impartiality, I’m a pretty biased guy. I have no journalistic aspirations. After all, if you want a 100% objective review, here’s a good example (ha, and you thought there was no such thing).

When it comes to games that represent my childhood and teenage years, games that I’ve given hundreds of hours of my life to leveling and grinding, games with soundtracks I’ll play in my car to make my sisters embarrassed to know me, I might gush a little more than usual.

That being said, Dark Cloud 2 is one of the most entertaining and fulfilling games I’ve ever bought for two systems and never finished. Blasphemy, I know. But I never did say my 100-Hour Tales had to have a satisfying ending.

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Yes, that is a pig monster I flipped on its head with a sword with gold exploding from its butt. Isn’t that how you make money?

Timey-Wimey Ball

Dark Cloud 2 is a third-person action-adventure RPG known as Dark Chronicle everywhere but the good ol’ United States (because we love our sequels so much that we don’t buy a game unless we see a number next to the title, no matter how disconnected the stories are between the two games). Go figure, huh?

Level-5 is responsible for the development of this wonderful game. And they are known for delivering wonderfully-Japanese games (of course they would, they’re Japanese). This is the same company that has given us such gems such as Dragon Quest VIII and XI, the Professor Layton series, the White Knight Chronicles, the Inazuma Eleven series, and the Studio Ghibli-designed Ni No Kuni: Wrath of the White Witch and Revenant Kingdom. Level-5’s design and story development are lovingly anime every step of the way, and Dark Cloud 2’s is no different.

For this review, I’ll start with the bad. Okay, not bad, just rough.

For anyone that doesn’t know, Dark Cloud 2 is a time travel story. This means that, just like other stories about time travel, there are plot holes the size of Mack trucks. In fact, one of the weakest aspects of Dark Cloud 2 as a whole is its story. You follow the story of a present-day boy named Maximillian (voiced by Scott Menville, who also voices Robin in Teen Titans) and a girl named Monica (voiced by Anndi McAfee, who also voices Emily Wong, an investigative journalist from Mass Effect) who comes from 100 years in the future. She was able to travel to the present (her past) because of a mysterious blue stone she holds called an Atlamillia. Max was given a similar red stone with instructions to never lose it; it, too, is an Atlamillia, and coincidentally allows the wielder (and those around him) to travel 100 years into the future. There’s a third Atlamillia in the world, but its location is unknown (the story never says where it is in the present if it even exists at that time at all).

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Monica, Max, and Cedric going back to the past. I refuse to make a ‘Back to the Future’ joke.

So far so good, right? Well, not so much. This big bad Emperor Griffon (voiced by none other than Mark Hamill, actually) somehow wields a lot of power over time *cough* ATLAMILLIA *cough* and has eradicated several important people and organizations in Monica’s time by erasing their origins points in the present. Pretty tricky. How Monica is able to remember these important people and organizations when they have been completely erased from time, the game doesn’t explain. The Atlamillia, maybe? *cough* WHY NOT *cough* Anyway, Max and Monica travel to these origin points and fight all sorts of monsters and recruit villagers to restore these future people and organizations so they can help you get to Emperor Griffon and stop him from messing with time.

Right off the top of my head, I can think of twelve ways to ruin our heroes’ origin-point-restoring plan with time travel before they even get started. But that doesn’t make for a fun video game. So, oh well, I’ll allow it.

The absolute worst part of Dark Cloud 2?

The dialogue.

Oh, the DIALOGUE.

(The fish isn’t around long and is never seen again, it’s a shame.)

Great voice actors, obviously terrible voice direction. Play the game and just try to endure the awkward pauses. Upon his defeat, one villain in particular is given a sob story about his mother out of absolutely nowhere, and I couldn’t take it seriously when I watched it as a teenager. It still makes me cringe. But it’s okay: you can merrily skip every last cutscene by pressing start and then triangle. I won’t say anything more because I’ll probably get in trouble with people who actually like the campy characters.

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Yes, that is a giant tree with a tailor’s shop in his nose and a sandwich shop hat. His name is Jurak, and you’ll be reviving his origin point, nose-tailor and all.

The Part Where He Gushes

This is the part where I gush.

The gameplay is superb. Absolutely bonkers good. Max wields a wrench (or hammer) and a gun, while Monica brandishes a sword and a magical bracelet that fires elemental spells. As the story progresses, Max gains the ability to drive Steve, a fully-upgradable mech robot, and Monica gains the ability to transform into the very monsters you fight. You start with pretty rudimentary weapons without many stats, but as you kill monsters, they’ll drop experience orbs with which your weapon will slowly level up. The last hit on the monster determines which weapon gets the experience, even if another weapon did most of the work (if you want to distribute experience evenly between main and side weapons, kill a monster with Steve then quickly switch to Max or Monica before picking up the experience orbs).

Once your weapon has a level, they’ll be granted synthesis points. On your travels you’ll pick up a lot of different resources, most notably crystals of ten different stats: attack, durable, flame, chill, cyclone, lightning, exorcism, smash, beast, and scale. Spectrumize (or break down) a crystal or resource to turn it into a synth sphere which can then be applied to the leveled-up weapon to increase the appropriate stat. (For example, let’s say I want to upgrade the ‘beast’ stat. I have a ‘Hunter’s Crystal’ in my inventory and a synthesis point available on my weapon. I would spectrumize the ‘Hunter’s Crystal’ and then apply it to my weapon for a three-point increase to ‘beast’.) You can spectrumize almost anything, including other weapons, but they may not be as effective as crystals or rare gemstones.

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+6 means Monica’s sword has leveled up six times, and the blue glowy lines around it mean it can evolve.

With high enough stats, your weapon can then ‘evolve’ and take on a different form, and oh boy, there’s a weapon tree for all four types of weapons (Max’s wrench/hammer, Max’s gun, Monica’s sword, and Monica’s bracelet/armband). Weapons can break and become unusable, but they’ll never disappear on you like they did in the first Dark Cloud. You can always repair them with repair powders, which are plentiful in dungeons or can be bought.

You’ll be fighting monsters in many different dungeons, which are randomly generated in a way that reminds me of a very simplified Diablo dungeon pattern filled with monsters, locked doors, an entrance, an exit, and a gate key. Even the same level will never generate the same way twice. On every level, you can gain medals based on beating certain challenges, which include beating a time limit, catching a certain size of fish (YES, THERE’S FISHING, more on that later), playing a game called Spheda (YES, THERE’S GOLF, more on that later), or meeting other special conditions. Later in the game, you’ll also find objects called Geostones which are vital to your origin-point-restoring efforts.

And at last, we reach the big draw of Dark Cloud 2: the actual world restoration project called Georama. With Geostones, you’ll receive blueprints to building the structures, natural formations, and tools your present dwellers will need to build a proper future. You’ll recruit people from the starting town of Palm Brinks to live in these communities as if they were destined to live there as well as build their homes, fulfilling the conditions laid forth in the Geostones that will end in the correct future a century from now.

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You’ll find lots of these. One per stage, in fact, after a certain point in the story.

No two environments are alike; Sindain is a forest with rivers and hills. Building successfully in Balance Valley depends on evenly spacing your buildings on four different plateaus. Veniccio requires platforms (since most of the building area is ocean) and metal homes of different colors. And hot embers are currently falling on Heim Rada, so wood buildings are right out. I spent so much time getting my village to look right, I was doing it more for fun than actually accomplishing it only for the objectives. The only thing that limited my creativity is the high expense of the materials.

All The Extra Bits

YES, THERE’S FISHING. And fishing competitions! And fish RACING! You can even level up your fish! When I fish in Dark Cloud 2, I remember all my fond memories of fishing in The Legend of Zelda: Ocarina of Time. It’s all super relaxing and rewarding.

And yes, there’s GOLF. Or spheda, as the game calls it. It is super difficult; your golf ball (‘time spheres’) and the hole (‘time distortions’) are both colored red or blue, and you can only score if your ball and the hole are opposingly colored. Every time the ball bounces, it will change color. You have to think strategically and get the ball to the hole at the same time as it changes the right color and in a certain amount of hits. I’ve had an equal amount of success and failure at spheda, but I still love it.

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Ahh… Night fishing at the docks. All so Max can catch a huge fish to show the guy next to him and recruit him for wacky time-traveling adventures.

Oh, and Max has a camera which he uses to take pictures of absolutely everything and can ‘invent’ items based on the photos he takes. He can even take special pictures called ‘scoops’ that he can give to a friend for a reward. This is actually a huge part of the exploration…

Oh, and all the people you recruit from Palm Brinks can join you on your adventures, providing special bonuses or selling certain items to you, even while you’re in dungeons. Cedric has saved my life by repairing Steve and his weapons so many times…

Oh, and apparently there’s a special dungeon for anyone who actually beats the game (unlike me) that ends in one of the most difficult bosses in the series, someone who may be familiar if you’ve beaten the first Dark Cloud

Oh, and you’ll be humming the earworm soundtrack for days…

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My favorite screen, especially if I’ve broken most of my weapons to get here.

There’s so much to love in Dark Cloud 2. I really adore this game. Like I said, I’ve bought it twice, once for PS2 and once for PS4. For anyone with a PS4, I would highly suggest picking up this game and giving it a try. I haven’t beaten it, but I keep coming back to it, even after all this time. Dark Cloud 2’s weapon upgrading system has such an addictive depth. The game’s monsters and bosses are all unique and varied, and dungeons are just fun to delve. It’s just such a shame that such an epic time travel story had to be so darn campy.

But that’s just my opinion. I know a lot of people love it because of the camp. Regardless, play this game. If you missed it in 2002, you missed a diamond in the rough.

Review: 9.5/10

My 10-Hour Tale – Reus

Before writing this review, I shot and edited a short gameplay video with no voiceover to put on YouTube as an experiment. Immediately after uploading, it was flagged for content ID on the game’s soundtrack, despite Abbey Games insisting that the game could be streamed, recorded, and even monetized for Let’s Plays. So that kinda sucks. Maybe I’ll attempt an update once I do more research and practice my editing skills. I’d love to do video reviews along with the written blogs.

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Release Date: May 2013

System: Windows (Steam, GOG.com)

Okay, okay, after my Backstage Tale about god games, you probably think I have a purposely narrow view of what a god game should be. I really only have my personal definition of a god game (you know, ‘miracles’, a dividing line between minion behavior and player direct control, and perhaps a bit of terraforming) because I wish to see other games of this genre succeed.

Expanding on the subject, there’s something intriguing between having world-changing powers but no control over your subjects. You could see it as giving mortals ‘free will’. A natural conflict between the player and pre-defined NPC behavior arises immediately. This lack of player control can become immediately frustrating, as I illustrated in my previous article about the game Black and White and its giant creatures. Even with proper AI programming, minions are nearly guaranteed to annoy the player if given too much independence. Perhaps the most difficult comment any god game designer could hear a player make is: “I could get this done a lot faster if I could just control them.”

Of course, games can be fun with a lack of control. Just ask anyone who’s played on a slot machine. There’s that issue of balance again: on one side, you win or lose by complete chance (or RNG), and on the other, it’s simply a strategy game where the player controls everything. So, what’s the middle ground?

Meet Reus.

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Just a bunch of giants on a barren world, full of potential. Nothing big.

Just Me and My Fellow Giants

Developed by Abbey Games, Reus is a two-dimensional god sim/strategy/puzzle game where the player isn’t a god exactly. Instead, the player controls four giants with god-like powers: a forest ent-like giant, a rock giant, an ocean crab giant, and a fungal ‘spore’ giant. These giants all have abilities to create different biomes across a circular worldspace: oceans with the crab giant, deserts and mountains with the rock giant, forests with the forest giant, and swamps with the fungal giant. Once the biomes are in place, the giants can lay down resources like plants, minerals, and animals that vary between biomes. With enough resources planted down, humans will settle into villages and towns, claiming the resources you lay down. You have no control over the behavior of these humans, including how they’ll react to neighbors and even towards the giants themselves. Initially, the goal of the game is to complete the different eras, helping the humans grow their settlements. Besides the eras, there are 30, 60, and 120-minute games where you can complete challenges ranging from simple to remarkably difficult.

There are three basic types of resources: food, wealth, and tech. Food can come from elderberries (which your father smelt of), mackerel, and pears. Wealth can come from beaver (their hides, I assume), agate, and quartz. Tech can come from peppermint, ginger, and dandelions. This is just a few of the many types of resources your giants can lay down: there are over 100 different types, all with their own bonuses or ‘symbioses’ (for example, chickens produce more food if placed next to a blueberry plant). In order to ‘transmute’ a resource into a more advanced one (such as changing tech-based agate into more versatile salt), your giants can use ‘aspects’ which also act as a resource boost (to change agate into salt, you need to have your rock giant use ‘seismic aspect’.

On top of this, every resource can be granted multiple aspects, and even more so if those aspects are ‘potent’, ‘greater’, or ‘sublime’. The forest giant can use an ability called ‘fertility boost’ to increase the chance of higher quality aspects. This also happens in locations that have a higher ‘natura’ rating. Most plants grant ‘natura’ naturally.

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A tiny bayou town living under the shadow of a giant rock and the living embodiment of hay fever.

This is all to help your villages complete special projects that, when completed, will grant your giants human ambassadors which will upgrade your giant’s powers based on which biome the ambassador comes from. These unique projects grant big resource boosts, like granaries providing food, toolshops providing wealth and tech, etc. These projects themselves can be upgraded multiple times, each with more complex resource and situation requirements than the last.

But wait, there’s more! Your giants can provide a lot of resources very quickly, but if you give a village too much too quickly and not include resources that also provide a resource called ‘awe’, your villagers will soon grow discontent in their prosperity and attack nearby settlements and even your giants. That’s right, your giants are vulnerable creatures. Each has a life bar and can ‘die’ at the hands of tiny Kratos-like warriors. If you lose a giant, they return to sleep in the earth to recover and you will no longer have access to their powers for the remainder of the era. With multiple villages established, you’ll be herding cats to make sure villages don’t kill each other or your giants before you can help them all complete their projects for the essential ambassador upgrades.

Bummer. Good thing the rock titan can cause an earthquake that will topple the largest villages and towns into oblivion if they get too uppity. You can use the crab giant to sink a village into the ocean. If desperate, the fungal giant can lob giant balls of swamp goo at attacking armies.

Too Fine a Balance?

This is where Reus attempts to draw the fine line between chance and control, with ‘attempts’ being the keyword. While you can’t directly control what your villages do to your giants or to each other, you can use ‘awe’ to calm them, remove ‘awe’ to provoke them, or invoke the ‘clean slate’ protocol by quaking or sinking them. (Some high-end project upgrades like the level 3 Historic Point require that village to destroy the closest nearby village, for example, so some war is useful.)

On paper, this seems simple. Unfortunately, since you have no say on what your villages end up building for their projects, and since many of the challenges hinge on the creation of certain projects, and since it’s pretty RNG which other villages your villagers make peace or war with, Reus seems to fall off the balancing wire into a game of chance once you’re on the hunt for challenge completions. Increasing your giants’ ability to control the environment (and, accordingly, the humans) takes a lot of practice and memorization.

I’ve gotten lucky with resource symbiosis once or twice where I created a good enough amount of ‘awe’ to stop a war. But it didn’t happen often, and I couldn’t tell you which resources I used to accomplish it. It seems like resources with useful amounts of awe are few and far between, or are reserved for higher-level transmutations. And those higher-level transmutations are entirely dependant on upgrading your giants with the right projects from the right villages in the right biomes with the right resources that don’t go to war with each other or end up hating your giants.

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It’s kinda hard to tell, but there are tiny soldiers on that mountain, and they’re throwing spears at the swamp village. Look at Rocky’s face. Rocky isn’t mad, just disappointed.

A Puzzle of Many Colors

This is another game I often come back to because it’s so easy to pick up and play. But it’s hard to master. Maybe not hard, but time-consuming. If you don’t know your end goal, you’ll waste a lot of valuable time making, upgrading, smashing, and remaking resources until the right symbioses happen. Worse, even if you do know your end goal, there’s a chance your aspects won’t be potent enough for upgrades, which leads to more resource remaking.

The game falls into a pit I affectionately call Blind Crafting Syndrome: even if you’ve crafted it before, unless you’ve memorized the recipe, the game won’t give you a clue on how to repeat it. While enjoyable with no prior knowledge, Reus is frustrating to return to after time away. Reus doesn’t quite have a crafting system like Minecraft or My Time at Portia, but there are so many different combinations and requirements of resources and aspects and biomes that it requires an immense amount of trial and error to complete the higher-level challenges. If Reus had some type of planning tool you could use before laying down a resource, or even an in-game encyclopedia, it would help immensely.

Your giants are incredibly pondering and slow creatures as well (I guess they should be). Managing an entire world, even a small or medium-sized one, takes a lot of travel time and planning. All the time while playing, I would have a sinking feeling that I was doing something out of order or inefficiently, but I didn’t want to have to look up online someone else’s ‘correct’ answer. Maybe it’s my anxiety of time limits and incredible challenges, but all the time-wasting trial and error (mostly error) dulled the game for me. This game should be casual and relaxing. But it’s not. Yes, there is an endless mode, and I could practice my Reus skills. But you can’t complete challenges in ‘alt’ mode. No, I would probably head to the Reus wiki or the Steam guides for help to figure out a game plan for finishing a particular challenge in the timed game.

I would, that is, if I had an intense desire to continue to play.

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Give a forest village some chickens, they’ll ask for some blueberries. Give a forest village some blueberries, they’ll want some pear trees… Etc.

Reus is another indie game that looks simple, colorful, and inviting at the beginning but by the endgame becomes a very challenging strategy/puzzle game. A bit too much into the puzzle genre for me. In fact, to me, it feels a lot like a 1000-piece jigsaw puzzle. I get why people enjoy putting them together, and I’ll find joy in locking a few pieces together here and there (hence why I’ve played Reus on and off through the years since its release). But I don’t have the patience to put the whole thing together.

While not wholly applicable, this one, in particular, came to mind.

Review Score: 7.7/10

My 100-Hour Tale – Realm Grinder

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Release Date: June 2017

System: Windows, Mac OS X (Steam), Online (Kongregate.com)

Clicker games are a relatively new concept. Well, ‘last six years’ new.

Wikipedia calls them ‘incremental games’, a game whose gameplay “consists of the player performing simple actions such as clicking on the screen repeatedly…to earn currency”. After enough clicking, there’s usually some mechanic (a ‘minion’, a ‘service’, a ‘structure’, or a ‘business’) that enables the game to ‘click’ for you, enabling you to earn immense amounts of the game’s currency over a certain amount of time. Multipliers are added into the mix, stacking higher and higher to the point where even a 28000% increase isn’t a drop in the bucket.

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Where it all starts. Again. And again. And AGAIN.

It’s inexplicable. I can’t describe it. There’s something about Realm Grinder that appeals to me, despite the very nature of the game. I shouldn’t like it. I shouldn’t like to waste time watching numbers tick ever upwards while watching Youtube videos. I shouldn’t like clicking on upgrades whose effects are soon lost in the flood of even more upgrades. Numbers increase exponentially to the point where I have to consult a chart to make sure they’re the numbers I want. Unless you’re a college physics major that deals with incredibly large numbers on a regular basis, I doubt you know how many zeroes are contained in ten-quattuordecillion… Or what that is in scientific notation. I sure don’t. I might as well be playing with my graphing calculator. At least that way, I could type the number I want immediately instead of waiting for some silly game to get there.

But then I wouldn’t get the serotonin rush from having reached that point over an achingly long period of time, would I?

The Gainful Grind

Realm Grinder is an incremental game (or an idle RPG, according to the Steam page) developed by Divine Games and originally published on Kongregate. In fact, that’s where I first played this time sink before discovering it was also free and linkable to Kongregate through Steam.

Do you like a game with goals? Trophies? Upgrades to go with those trophies? A ton of factions to choose from with different upgrade trees to suit your preferred playstyle? Then Realm Grinder is the clicky game for you!

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Happyville, tax rate: 49.13 undecillion gold coins per second. Talk about hyperinflation.

You start the game with very little money at first, building neutral buildings like farms, inns, and blacksmiths. These don’t produce much. In fact, without the right upgrade path, these units (businesses? Buildings?) will count for almost nothing. Then, for a small fee, you’ll choose a path: good or evil. The good side emphasizes a more active playstyle, while evil emphasizes idling and offline growth. The good path has honorable buildings such as castles and cathedrals while the evil side has slave pens and hell portals; either side you choose, you’ve got eleven building types to build, seven morally aligned and four neutral.

But we’re not done yet. Once you’ve picked good or evil, it’s time to choose the race you’ll align yourself with in that playthrough. On the good side, you’ve got the fairies, the elves, and the angels: fairies focus on boosting the output of the lowest tier buildings, elves focus on clicking, and angels focus on spell casting and mana regeneration (more on that in a second). For evil, you have the goblins, the undead, and the demons: goblins get cheaper buildings, the undead get increased production the longer the playthrough lasts, and demons increase the output of the highest tier evil buildings.

The more currency you collect, you’ll start to gather gems, which give you a base multiplier to all production. In order to collect your gems, you have to start your playthrough from the beginning, but you’ll have that base multiplier to help you out on your next playthrough. Play long enough, and you’ll gain the ability to reincarnate, giving up all of your gems to really start over with yet another type of base multiplier. And as you collect currency, you’ll increase your chances of finding faction coins, which allow you to gain additional multipliers in your current playthrough! Did I mention that each faction has their own spells which give you additional short-lived multipliers through the use of a slowly refilling mana bar (or quickly refilling, depending on your faction)?

But wait, there’s more! You can even spend real-world money on rubies, which can allow you to receive gems without restarting your playthrough, boost your multipliers even further, and purchase unique upgrades.

Oh, the multipliers. I told you this game is all about multipliers.

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Notice the red ‘Buy All Upgrades’ button. You’ll be clicking this a lot.

Play long enough and unlock their many treaties and pacts, and you’ll get to play as neutral factions like the Faceless, which become stronger over multiple playthroughs, the druids, which focus on magic and balance, and the Titans, which have multipliers for your multipliers. Advance even further, and there’s the good dwarves (which enhance the base good factions), the drow (which enhance the base evil factions), and the dragons (which enhance the neutral factions). And then there are the mercenaries, which allow you to take any perks and upgrades from any factions to mix and match them to your heart’s content.

“Oh, Don’t Worry, It’s Free…”

Can I tell you how much time I have in this game? Hint: not nearly as much as some of the reviewers in the Steam reviews have.

155 hours.

I won’t lie, a lot of that time was from me having left the program on in the background while doing other things. But I think an equal amount of time was me having my mouse hovering over the next upgrade, waiting for the currency to tell me when I could click. I don’t remember if I actually gave money to this game. I think I did. A dollar or two. Considering the amount of screen time I spent with this “free” game, I thought the developers deserved something from me.

I say “free”. Steam says “free”. But no. This game and the many ‘incremental games’ I have on my phone have cost me a lot of time. Was it time wasted? Perhaps. Was it time I would have wasted anyway? Maybe.

But man, can these games be addicting, especially in your downtime. It feels as though clicker titles like Realm Grinder take the most enticing thing about video games – slow and steady progression – and drip feed it to you just enough that the itch never goes away. I had stepped away from this game for about three months before writing this, and the game was just where I had left it, ever chugging its dozens of multipliers away like I’d never left. I’m not quite sure if it’s my computer or Kongregate’s server that logs my progress. Maybe it’s both.

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Oh, did I mention the excavations? More upgrades! More multipliers!

Either way, I’ll keep it installed. I never know when I’ll need something to fiddle with while watching my favorite streamers on Twitch. If you feel like it, give some love to GrandPOObear and MrLlamaSC, won’t you? I’ve just got to unlock the dragon faction. I just have to. Then I’ll uninstall this wretched game.

Maybe.

Review: 8/10

My 10-Hour Tale – Holy Potatoes! A Weapon Shop?!

Just a heads up to any readers: Chains and Tales is now on Patreon!

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If you like the content you’ve seen and you have any interest at all in seeing Chains and Tales continue to grow, please check it out and consider signing up. Not knowing how this is going to work in the slightest, I’ve put a few tentative perks for donations. Ha, I don’t even really have an audience yet and may be jumping the gun. But I’m gearing up for success and want the blog to support itself with good writing and honest reviews! No matter what my Patreon looks like a week, a month, or a year from now, that won’t ever change.

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Release Date: July 2015

System: PC (Steam, GOG.com)

I adore games that try to put a twist the tried-and-true and slightly tired ‘hero adventuring’ formula. One of my favorite Wiiware games were two games from Square-Enix: Final Fantasy Crystal Chronicles: My Life as a King, and Final Fantasy Crystal Chronicles: My Life as a Darklord. In these games, you weren’t the hero venturing forth to unknown lands and delving dark and dangerous dungeons. You were either the one in charge of the kingdom sending the heroes forth, or the evil darklord trying to stop these heroes from plundering all your hard-earned treasure. Dungeon Keeper and its ‘spiritual successors’ (there it is again) the Dungeons series did the same thing.

But what if, instead of being the heroes or the overlord or the king, you were a humble merchant just trying to get by in a world full of danger? A fun game called Recettear: An Item Shop’s Tale (which I may review at a later time) set you in the shoes of a young item shop lady trying to make ends meet.

So, what’s the one profession every hero needs at their back? A blacksmith, of course! Every hero needs a Hephaestus or a Griswold!

And what if that blacksmith… were a potato?

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Yes, that is a giant golden potato statue in the middle of my smithy. And Kingdom Hearts carpeting. It’s all for the bonuses!

Holy Potatoes! A Weapon Shop?! is a simulation/management game where you assume the role of Patata, a young blacksmith who inherits his grandfather’s (or grandtater’s) old blacksmith shop, partnering with the mysterious and possibly threatening Agent 46 (who looks nothing like a potato version of Agent 47 from Hitman, why would you ask that). Cliché, yes. But the story doesn’t take itself too seriously at all. In fact, with spud puns fly left and right, the game’s entertaining sense of humor was what kept me invested for all ten hours.

You start the game with little more than a shack, a few workbenches, and a few fellow apprentice smiths to help. Your objective is to develop your craft and sell the weapons you create to heroes that inhabit the potato-themed world, working your way up to more advanced facilities and hiring additional workers to assist you.

Your actual goal in Holy Potatoes! A Weapon Shop?! is to purchase the smithy from Agent 46, who insists that he used to be your grandfather’s business partner… But there’s something fishy (or starchy) about this guy…

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Sure, Mr. Bald Potato. Sure.

You might notice something funny about your smiths right from the word ‘go’: their designs and names are all based on potato-flavored puns of pop culture references. My two favorites had to be Winnie Stonebell (aka Winry Rockbell from Full Metal Alchemist) and Laura Craft (aka Laura Croft from Tomb Raider). Develop your smithy enough, and you might invite some legendary smiths to work for you!

Your smiths will develop their skills as they work on weapons or train at different locations on the world map. Your smiths can also level up in a few other areas, such as improving their ability to explore the world for materials or learning the art of bartering for improved weapon selling prices. But be careful not to work your smiths too hard for too long without a vacation, because they’ll get penalized on their job performance.

All weapons strengths are based on four different attributes: power, speed, accuracy, and magic. Each weapon can be ‘boosted’ by one of your smiths or a ‘freelance’ smith for a big one-time increase to stats. Each weapon can also be enchanted with a stat-boosting item that will give the weapon a catchy suffix. You can even name your weapons!

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Lots of weapons to choose from!

With weapon-crafting experience, your fellow smiths will level up in their respective job classes, unlocking improved class types and enabling them to further improve the attributes of the weapons they work on. Also, you’ll start the game with only a few weapon types, but as you unlock the world area by area by obtaining fame and travel passes, you’ll be able to search more locations for the relics you’ll need to reveal more.

With increased fame comes opportunities to craft weapons for very special spuds. You may very well recognize them! Be warned, however, you’ll only have one chance to craft these one-of-a-kind weapons, so your smiths will have to be prepared. Succeed in famous weapon crafting, and you’ll get a big reward and a bunch of fame. Every so often, you’ll also be given the chance to win big prizes at contests that judge your weapons based on their attributes. At the beginning of the game, there’s no way to win. By the late game, you’ll be winning every award without even trying.

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No contest.

So, with having to juggle your increasing number of smiths on various journeys and vacations, crafting and selling weapons, balancing all of the different weapon types and their growth potentials, is it easy to get lost in Holy Potatoes! A Weapon Shop?!

Yes. In all the wrong ways.

If you can’t tell from the screenshots of the main game area, even though your blacksmith continually gets bigger as the story goes on, your blacksmith becomes more and more crowded with every upgrade. I’m also not a huge fan of the entire UI in general. I know it’s a management game, and information is supposed to be everywhere. But there’s just too much. I don’t think I’ve ever looked at the day, time, or weather in the upper right corner as that information is rarely important enough to look at. The ‘chat’ box on the bottom right is sometimes clever but useless unless you really need to review what happened two seconds ago. All the numbers you see in the menus about weapon stats and smith stats are all just numbers, too: the higher the better, that’s all.

In fact, there’s a single example that wraps up my entire problem with this game: the ‘Feed Me’ button in the upper left. It’s a cute puppy thing. I don’t want the puppy thing to be sad. So, I click on that button so the graphic changes to show a full food bowl and a happy puppy thing. That’s it. That’s the purpose of that button. And frankly, if that button does, say, give all my smiths a bonus to productivity because the puppy potato is happy, the game doesn’t say so.

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This button right here. I can’t stand the emotional manipulation! Just let me play the dang game, puppy potato!

There is so much gosh-darn clicking in this game, it makes the late-game unbearable. Almost nothing in this game is done automatically. When characters do anything, literally anything, whether it’s taking a vacation or exploring or selling weapons or whatever, they don’t just come back to their workstations when they finish. First you have to click on the smith to get a report saying that they finished. Then you have to manually point and click a workstation to send them to. How much harder would it have been to assign them to their last workstation, or a random one if that one got filled?

Confession time: my ten hours playing this game was not concurrent. I’ve had to come back to it a couple of times because I lose the desire to play it. I’m certain I’m at the late stage of the game, but every time I reach a fame objective, do you know what the next objective is? Gain more fame. At this point, I’m starting to wonder if there’s an ending, or is it just a never-ending race for more fame. I really wanted to finish it for the review to say a hilarious cathartic ending was waiting at the end of the grind, but I just couldn’t do it.

All this isn’t to say I didn’t have fun with this game. On the contrary, the humor and the overall game system at the very least kept me wanting to come back and play it. If you want to kill an hour or even a half hour, it’s a great game. But I find it very challenging to sit down and play for longer stretches of time. In doing research for the game, I discovered that even the creators of the game’s wiki gave up before they were finished. It’s kind of a testament to the game’s lack of depth. But then, what did I expect from a game about a potato blacksmith?

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The humor keeps it afloat. The game mechanics weigh it down.

I think this must be what the item and potion shop owners must feel like when a battered-up adventurer strolls into town looking to buy and sell. There’s nothing like a peaceful life, but man is it a bit boring and monotonous.

If you enjoy management games, don’t mind a clickfest, and can pick up on a lot of anime and video game pop culture references in the form of potatoes, pick up Holy Potatoes! A Weapon Shop?! this game during the Summer or Winter Steam Sale. Or, better yet, get it on a GOG.com sale without all the nasty copyright protection. You might not finish it, but you’ll get a kick out of it.

Review: 7.5/10