f_n_c's Posts
Posts f_n_c created.
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[blog] chico's gaming journey
- 624 Views
- 13 Replies
3 Yrs✓#
f_n_c
3 Yrs✓#
It's always great to see someone playing the first Splinter Cell! Is a good game, but it definitely shows its age. If you want to get out from sticky situations by shooting, the first Splinter Cell is not something for you. I'm impressed that you managed to do something with shooting, since for me being spotted was equal to being dead. The game is definitely not easy, and finishing it is definitely a great accomplishment.
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[blog] f_n_c's Slow Gaming
- 3K Views
- 29 Replies
3 Yrs✓#
f_n_c
3 Yrs✓#
UPDATE #13
INTRODUCTION
Suda51 maybe is not one of the biggest names of the video game industry looking only at game sales, but his name was always associated with crazy and wildly unique games. Killer7 was his first game to be released also in North America, and it gave him a solid base to build on its success outside Japan. Developed originally for Gamecube as the last title of the famous Capcom Five and published also for PS2, this game was bashed at first from critics, but today has a cult following and is one of the most beloved Suda51 games. This game was re-released some years ago for PC (the version that I have played personally), making it accessible to a wider audience by eliminating the need for emulation.

Garcian Smith, a very special personality that carries around costantly a misterious suitcase
I was always interested in Suda51 games; they are an odd mix of unique design choices and violence that appeal a lot to me. I played The Killer is Dead some years ago, but I wasn't completely satisfied. The plot was crazy and didn't give any clear answer, and behind a stellar presentation there was a pretty bland game. I liked it for what it was nevertheless, and I was compelled sooner or later to buy also Killer7.
STORY AND PRESENTATION
The game follows the adventures of an assassin group called Killer7, made of seven different people controlled by Harman, an old man in a wheelchair that fights with an enormous sniper rifle. These assassins are multiple physical personalities that exist together in a single body, and the "active" physical presence can be changed through TVs and security cameras. Every member of the outfit has a distinct personality and appearance and fights using different weapons from the rest of the group. Their main enemies are Heaven Smile, a terrorist organization that infects common people, mutating them into monsters that carry out suicide attacks against their targets and laugh maniacally. They are created by Kun-Lan, a superhuman that is both an old friend and main rival of Harman. The group can also see and listen to the ghosts of dead people, who often offer advice on the puzzles scattered through the game or strategies to kill the different Heaven Smiles. Among them the best is definitely Travis, the first victim of the group that manifests itself with a black tank top with always a different word on it.

Kaede Smith, the only woman of the group that carries a scoped pistol
If you feel overwhelmed by this short recap, I have to inform you that everything is contained in the first hour of gameplay. The plot becomes quickly a complex and convoluted political thriller, set in a world apparently in total peace but that lives with the fear of terrorism and has banned globally the internet and air travel. The main political intrigue is set around the US and Japan, where the first is a shady global superpower and the second is a dying state on the verge of disappearance. Even if the plot is very complex and didn't deliver all the key information to fully understand it, it is definitely deep and interesting, and most of it can be unveiled by analyzing all the dialogues present in the game.
As you can see from the screenshots, the game has a very distinctive and aggressive appearance through cell-shading and the use of plain color textures. This art direction cannot satisfy everyone, but it definitely helps to create a cohesive look that remains impressed in the mind of the player. It really helps to mask the age of the game and the lack of polygons compared to modern standards: the technical age can be seen only in the rare, big, open spaces, where the lack of detail is really noticeable. The menus are also highly stylized, and the game is full of amazing little details. For example, the personalities slightly change their appearance from mission to mission, and they also change their short dialogue played in the character selection screen. Remaining in the audio department, the sound effects are good and the music is phenomenal. Centered around dance and electronic music, all the tracks are incredibly well made. The game has even two versions of the difficulty selection screen, one for each difficulty.
GAMEPLAY AND TECHNICAL ASPECTS
This game is a bizarre mix of a rail shooter with a visual novel, sprinkled by Resident Evil-like puzzles. The result is not great, at least in my opinion. You control one personality at a time, and you can change almost freely between them. You move your character manually on predefinite rails in 3D environments, and every time you reach a fork in the path, your character stops until you click on the path you choose. You interact in the same way with the environment to solve the puzzles. By holding down a button, you can enter into aim mode and shoot your gun, and you're always warned by a creepy laughter when you need to activate this mode. You can't move during aiming; you can only shoot, reload, or use the character's special ability. Heaven Smiles are invisible and invulnerable at first; you need to scan them with another button to harm them and aim to their weak points.

The aim mode of Mask, a badass Luchador that fights with two grenade launchers
The fighting sections are not very bad since there are a lot of different enemies and every one needs a specific tactic or character to be eliminated. Sadly, they are the only type of action you get for the whole game, and the gameplay elements are too simple to entertain for the whole length of the experience. The whole control scheme is very strange, and it takes some time to get used to. But the worst part are the strange puzzles, which seem to really be developed by an insane person. They range from "use an obvious object present in your inventory" to "take notes on a long list of documents or images scattered around the level and answer very specific questions about them." Especially this second type is very tedious, since navigating the levels through the various trail branches is very slow.
Aside from the dated but well-masked graphics, there are few technical things to talk about. The game runs smoothly, but I find the PC port really bad. The game features some animated cutscenes that are not remastered at all and look really old even on my low-end laptop. The game was simply ported and not adapted at all to the new platform, since when a game references a button, it reports the PS2 equivalent and not the keyboard, and the options are accessed through an external tool window. A more thought-out conversion could have definitely benefitted immensely to the game.
CONCLUSION

A giant Heaven Smile, encountered only in this level, in the process of falling on the poor Kaede
Is Killer7 a masterpiece? Definitely not. Its gameplay is nothing special, and almost something that must be done between the cutscenes that move forward the plot. It is definitely a game to be experienced at least once if you're into strange and messed up stories. It is an audiovisual experience rather than a game, a vicious attack on two of your senses that leaves your brain stunned and eager for more. It directly jumps into my list of 30 favorite games, and it will probably remain there for a long time.
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Fuel has almost burned myself out. It is fun on short bursts, but nothing more. Probably I will soon be satisfied and ready to write a review.
I have also just started RDR today. It's great to return to the wild frontier after RDR2, and I'm eager to see if it will match the incredible quality of the second installment of the series.
Killer7 - PC
SCORE: 8/10
INTRODUCTION
Suda51 maybe is not one of the biggest names of the video game industry looking only at game sales, but his name was always associated with crazy and wildly unique games. Killer7 was his first game to be released also in North America, and it gave him a solid base to build on its success outside Japan. Developed originally for Gamecube as the last title of the famous Capcom Five and published also for PS2, this game was bashed at first from critics, but today has a cult following and is one of the most beloved Suda51 games. This game was re-released some years ago for PC (the version that I have played personally), making it accessible to a wider audience by eliminating the need for emulation.

Garcian Smith, a very special personality that carries around costantly a misterious suitcase
I was always interested in Suda51 games; they are an odd mix of unique design choices and violence that appeal a lot to me. I played The Killer is Dead some years ago, but I wasn't completely satisfied. The plot was crazy and didn't give any clear answer, and behind a stellar presentation there was a pretty bland game. I liked it for what it was nevertheless, and I was compelled sooner or later to buy also Killer7.
STORY AND PRESENTATION
The game follows the adventures of an assassin group called Killer7, made of seven different people controlled by Harman, an old man in a wheelchair that fights with an enormous sniper rifle. These assassins are multiple physical personalities that exist together in a single body, and the "active" physical presence can be changed through TVs and security cameras. Every member of the outfit has a distinct personality and appearance and fights using different weapons from the rest of the group. Their main enemies are Heaven Smile, a terrorist organization that infects common people, mutating them into monsters that carry out suicide attacks against their targets and laugh maniacally. They are created by Kun-Lan, a superhuman that is both an old friend and main rival of Harman. The group can also see and listen to the ghosts of dead people, who often offer advice on the puzzles scattered through the game or strategies to kill the different Heaven Smiles. Among them the best is definitely Travis, the first victim of the group that manifests itself with a black tank top with always a different word on it.

Kaede Smith, the only woman of the group that carries a scoped pistol
If you feel overwhelmed by this short recap, I have to inform you that everything is contained in the first hour of gameplay. The plot becomes quickly a complex and convoluted political thriller, set in a world apparently in total peace but that lives with the fear of terrorism and has banned globally the internet and air travel. The main political intrigue is set around the US and Japan, where the first is a shady global superpower and the second is a dying state on the verge of disappearance. Even if the plot is very complex and didn't deliver all the key information to fully understand it, it is definitely deep and interesting, and most of it can be unveiled by analyzing all the dialogues present in the game.
As you can see from the screenshots, the game has a very distinctive and aggressive appearance through cell-shading and the use of plain color textures. This art direction cannot satisfy everyone, but it definitely helps to create a cohesive look that remains impressed in the mind of the player. It really helps to mask the age of the game and the lack of polygons compared to modern standards: the technical age can be seen only in the rare, big, open spaces, where the lack of detail is really noticeable. The menus are also highly stylized, and the game is full of amazing little details. For example, the personalities slightly change their appearance from mission to mission, and they also change their short dialogue played in the character selection screen. Remaining in the audio department, the sound effects are good and the music is phenomenal. Centered around dance and electronic music, all the tracks are incredibly well made. The game has even two versions of the difficulty selection screen, one for each difficulty.
GAMEPLAY AND TECHNICAL ASPECTS
This game is a bizarre mix of a rail shooter with a visual novel, sprinkled by Resident Evil-like puzzles. The result is not great, at least in my opinion. You control one personality at a time, and you can change almost freely between them. You move your character manually on predefinite rails in 3D environments, and every time you reach a fork in the path, your character stops until you click on the path you choose. You interact in the same way with the environment to solve the puzzles. By holding down a button, you can enter into aim mode and shoot your gun, and you're always warned by a creepy laughter when you need to activate this mode. You can't move during aiming; you can only shoot, reload, or use the character's special ability. Heaven Smiles are invisible and invulnerable at first; you need to scan them with another button to harm them and aim to their weak points.

The aim mode of Mask, a badass Luchador that fights with two grenade launchers
The fighting sections are not very bad since there are a lot of different enemies and every one needs a specific tactic or character to be eliminated. Sadly, they are the only type of action you get for the whole game, and the gameplay elements are too simple to entertain for the whole length of the experience. The whole control scheme is very strange, and it takes some time to get used to. But the worst part are the strange puzzles, which seem to really be developed by an insane person. They range from "use an obvious object present in your inventory" to "take notes on a long list of documents or images scattered around the level and answer very specific questions about them." Especially this second type is very tedious, since navigating the levels through the various trail branches is very slow.
Aside from the dated but well-masked graphics, there are few technical things to talk about. The game runs smoothly, but I find the PC port really bad. The game features some animated cutscenes that are not remastered at all and look really old even on my low-end laptop. The game was simply ported and not adapted at all to the new platform, since when a game references a button, it reports the PS2 equivalent and not the keyboard, and the options are accessed through an external tool window. A more thought-out conversion could have definitely benefitted immensely to the game.
CONCLUSION

A giant Heaven Smile, encountered only in this level, in the process of falling on the poor Kaede
Is Killer7 a masterpiece? Definitely not. Its gameplay is nothing special, and almost something that must be done between the cutscenes that move forward the plot. It is definitely a game to be experienced at least once if you're into strange and messed up stories. It is an audiovisual experience rather than a game, a vicious attack on two of your senses that leaves your brain stunned and eager for more. It directly jumps into my list of 30 favorite games, and it will probably remain there for a long time.
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CURRENTLY PLAYING
- Red Dead Redemption - Xbox One
- Fuel - Xbox One
Fuel has almost burned myself out. It is fun on short bursts, but nothing more. Probably I will soon be satisfied and ready to write a review.
I have also just started RDR today. It's great to return to the wild frontier after RDR2, and I'm eager to see if it will match the incredible quality of the second installment of the series.
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How many games in your backlog?
- 6.6K Views
- 100 Replies
3 Yrs✓#
f_n_c
3 Yrs✓#
Now there are 383 games in my backlog, that accounts all the games that I want to play. If I count only the games bought and not played (excluding Amazon and Epic free games) there is only Castlevania: Aria of Sorrow.
I used to buy games in advance once. Now I buy only the games that I can immediately play, since generally there is always at least a game present in my backlog for sale in any moment.
I used to buy games in advance once. Now I buy only the games that I can immediately play, since generally there is always at least a game present in my backlog for sale in any moment.
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[blog] f_n_c's Slow Gaming
- 3K Views
- 29 Replies
3 Yrs✓#
f_n_c
3 Yrs✓#
UPDATE #12
INTRODUCTION
Donkey Kong Country (DKC from now on) was a game that always interested me. I liked Donkey Kong in the Mario spinoff games, and the screenshots seemed promising. I knew also that some popular song samples were extracted from its OST and that it used a particular graphic technology. But time is scarce, and I never had the occasion to play DKC until now. I expected a casual platformer like the Mario games, but I was so wrong.

The overwold map of the game, its shape resembles something familiar...
GAMEPLAY AND TECHNICAL CONSIDERATIONS
This is a SNES game, even if it seems something more akin to PS1. This game used 2D versions of 3D models to give the impression of 3D graphics on the SNES, actually circumventing its big shortcomings regarding polygons. With the help of the famous 3D additional chip Mode 7, the game could wrap 2D textures on low-polygon 3D objects and create the technical marvel that everyone can see on screen. Today it feels pretty dated, but I think that the art direction and the particular way in which everything looks grant the whole game a particular charm. The first level in particular, representing the jungle next to Donkey Kong's hut, is a masterpiece and introduces the whole game in a fantastic manner.
The soundtrack follows the same strategy, offering complex and crispy sound samples that stand out in the whole sample-based sound landscape of SNES games. Using a strong string bass, catchy percussive sounds, and rich synths, the composer has created a dynamic atmosphere that can range from jazz-like tunes to otherworld synth-based melodies. I still listen to some tracks of the OST long after I have finished the game, and for my person, that is definitely something since I rarely listen to OSTs at all.

A screenshot of the first level of the game
But what about the gameplay? The graphics and OST are important, but in the end, in a platformer game, it is the gameplay loop that brings the cake home. In my modest opinion, the game structure has aged a bit, but it is still ok. Traversing the levels is still fun, and the higher levels require quite a few skill to be completed. The player can freely switch between Donkey Kong and Diddy Kong; the first one is more nimble, while the second has an additional attack that can knock off nearby walking enemies and defeat all the enemies while Diddy bounces on the tougher ones. Playing one or the other has few differences, and I played roughly the two characters for the same time. Sometimes, the characters can ride some animal friends found in wooden crates, which grants them some special abilities. They offer a welcome addition to the normal gameplay, but their sections are just a fun addition that doesn't impact too much on the whole game.
The levels are pretty varied, even if towards the end you've seen all the possible level types and you traverse environments that are just palette-swapped assets of older levels. I also found the bosses fun but not very characterized, being almost all oversize versions of normal enemies. One of them is a flying barrel, without any clear explanation.

I genuinely hated the mine cart section. It was hard, too different from the rest of the game and too long
You defeat the enemies by jumping on them like Mario or rolling during the first frames of the running sequence. Even if you have more ways to defeat enemies compared to normal Mario games, their positioning and their special abilities keep the whole affair very challenging. I died quite some times in a few sections, and sometimes it wasn't very fun to repeat the same section over and over. I am ok with high-difficulty games, but I think that this one in particular is tedious in some parts. The camera doesn't help either, leaving off-screen important details that could cost you a life and panning out in some bizarre ways. This is surely linked to some Mode 7 limitations, but it still hurts the overall experience. I had a sort of "quick load" after every death, so I think that with normal play the experience is a little less enjoyable (at least for my tastes).
WRAP-UP
If this game has a true highlight, it is the character of Cranky Kong. You encounter him in its cabin once per world, and he gives you some tips while copiously breaking the fourth wall by complaining about the game's good graphics and low difficulty compared to old 8-bit games. I found him, together with the whole Kong crew, hilarious and well-characterized.

The old Cranky in all its glory
In the end, DKC is a fun game, rewarding but difficult. I enjoyed my time with it, but I don't know if I will play it again. I will play for sure the other installments of the series, even if I know that almost all are harder compared to the original game. Personal experience aside, I think that this game was a masterpiece when it was released, and it is worth playing for its historical significance alone. Or at least listen to its OST through Youtube and dance to the astounding DK jungle theme.
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I have a new profile picture Killer-7 related, so it means that I'm really enjoying that insane game. This character, Travis, is fantastic and almost comples me to buy a black tanktop with a neon-colored random word.
I also found Fuel in a flea market and immediately bought it, since it is delisted from all the online stores and buying a physical copy is the only legal way to play it. It's fun, but the races seems either too easy or really too hard. It's not great technically, but driving around its gargantuan open-world has its charm.
Donkey Kong Country - Emulated
SCORE: 8.5/10
INTRODUCTION
Donkey Kong Country (DKC from now on) was a game that always interested me. I liked Donkey Kong in the Mario spinoff games, and the screenshots seemed promising. I knew also that some popular song samples were extracted from its OST and that it used a particular graphic technology. But time is scarce, and I never had the occasion to play DKC until now. I expected a casual platformer like the Mario games, but I was so wrong.

The overwold map of the game, its shape resembles something familiar...
GAMEPLAY AND TECHNICAL CONSIDERATIONS
This is a SNES game, even if it seems something more akin to PS1. This game used 2D versions of 3D models to give the impression of 3D graphics on the SNES, actually circumventing its big shortcomings regarding polygons. With the help of the famous 3D additional chip Mode 7, the game could wrap 2D textures on low-polygon 3D objects and create the technical marvel that everyone can see on screen. Today it feels pretty dated, but I think that the art direction and the particular way in which everything looks grant the whole game a particular charm. The first level in particular, representing the jungle next to Donkey Kong's hut, is a masterpiece and introduces the whole game in a fantastic manner.
The soundtrack follows the same strategy, offering complex and crispy sound samples that stand out in the whole sample-based sound landscape of SNES games. Using a strong string bass, catchy percussive sounds, and rich synths, the composer has created a dynamic atmosphere that can range from jazz-like tunes to otherworld synth-based melodies. I still listen to some tracks of the OST long after I have finished the game, and for my person, that is definitely something since I rarely listen to OSTs at all.

A screenshot of the first level of the game
But what about the gameplay? The graphics and OST are important, but in the end, in a platformer game, it is the gameplay loop that brings the cake home. In my modest opinion, the game structure has aged a bit, but it is still ok. Traversing the levels is still fun, and the higher levels require quite a few skill to be completed. The player can freely switch between Donkey Kong and Diddy Kong; the first one is more nimble, while the second has an additional attack that can knock off nearby walking enemies and defeat all the enemies while Diddy bounces on the tougher ones. Playing one or the other has few differences, and I played roughly the two characters for the same time. Sometimes, the characters can ride some animal friends found in wooden crates, which grants them some special abilities. They offer a welcome addition to the normal gameplay, but their sections are just a fun addition that doesn't impact too much on the whole game.
The levels are pretty varied, even if towards the end you've seen all the possible level types and you traverse environments that are just palette-swapped assets of older levels. I also found the bosses fun but not very characterized, being almost all oversize versions of normal enemies. One of them is a flying barrel, without any clear explanation.

I genuinely hated the mine cart section. It was hard, too different from the rest of the game and too long
You defeat the enemies by jumping on them like Mario or rolling during the first frames of the running sequence. Even if you have more ways to defeat enemies compared to normal Mario games, their positioning and their special abilities keep the whole affair very challenging. I died quite some times in a few sections, and sometimes it wasn't very fun to repeat the same section over and over. I am ok with high-difficulty games, but I think that this one in particular is tedious in some parts. The camera doesn't help either, leaving off-screen important details that could cost you a life and panning out in some bizarre ways. This is surely linked to some Mode 7 limitations, but it still hurts the overall experience. I had a sort of "quick load" after every death, so I think that with normal play the experience is a little less enjoyable (at least for my tastes).
WRAP-UP
If this game has a true highlight, it is the character of Cranky Kong. You encounter him in its cabin once per world, and he gives you some tips while copiously breaking the fourth wall by complaining about the game's good graphics and low difficulty compared to old 8-bit games. I found him, together with the whole Kong crew, hilarious and well-characterized.

The old Cranky in all its glory
In the end, DKC is a fun game, rewarding but difficult. I enjoyed my time with it, but I don't know if I will play it again. I will play for sure the other installments of the series, even if I know that almost all are harder compared to the original game. Personal experience aside, I think that this game was a masterpiece when it was released, and it is worth playing for its historical significance alone. Or at least listen to its OST through Youtube and dance to the astounding DK jungle theme.
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CURRENTLY PLAYING
- Killer 7 - PC
- Fuel - Xbox One
I have a new profile picture Killer-7 related, so it means that I'm really enjoying that insane game. This character, Travis, is fantastic and almost comples me to buy a black tanktop with a neon-colored random word.
I also found Fuel in a flea market and immediately bought it, since it is delisted from all the online stores and buying a physical copy is the only legal way to play it. It's fun, but the races seems either too easy or really too hard. It's not great technically, but driving around its gargantuan open-world has its charm.
3 Yrs✓#
f_n_c
3 Yrs✓#
UPDATE #11
I've been pretty busy lately thanks to the transition between university life and work, but I'm doing fine. Sadly, I hadn't enough time to keep the same 2-week distance between the blog posts, but I'm sure that this meaty update will make up for the slight loss.
INTRODUCTION
My first TES game was Oblivion. Shortly after finishing it, I started to get interested in the franchise and discovered Daggerfall. There was always something that piqued my attention in this title: the big snowy cities, the procedurally generated landmass, or the sprawling dungeons. Sadly, the original game is buggy and not very convenient to play on modern systems, and after some play sessions I decided to put it away. Fast forward to a year ago, I discovered the Daggerfall Unity remake, and I was blown away. The remake completely adapts the game infrastructure to modern systems, fixing bugs and adding mod support. A year after some on-off playing, I decided to commit fully to the game and play it until completion, and here we are. From now on, I'll consider only the Unity remake, since this is the version that I've actually completed, and I think that today there is no reason to play the original version.

The main avenue of Daggerfall City, with its castle looming in the distance
Daggerfall is the apex of a certain RPG philosophy of expansive dungeon crawlers. It was so ambitious that a lot of unfinished content was cut in the final build, and Bethesda nearly went bankrupt after the development. Widely different from the following installments, Daggerfall is a unique beast that in a lot of aspects is also a upgrade of Arena, reusing some assets and the general gameplay concept.
STORY AND LORE
The game is set a lot of years before the beloved Skyrim, in a time when the Septim Empire was still unite but weak, and the emperor wrestled to keep it together. The player is an agent sent directly from the Emperor to the Iliac Bay region (between High Rock and Hammerfell) in order to put to rest the ghost of the king of Daggerfall, who was recently slain in a war against High Rock for the island of Betony. Once arrived, the agent found itself in a complex web of political intrigue between the six main powers of the region that comprehended the legitimate kingdoms: a mysterious lich, the king of orcs, and Mannimarco, the greatest necromancer of Tamriel.

A nice small city in winter
The game plot, compared to the "seek the magical artifacts to beat the warlock usurper of the emperor" of Arena, has a very complex and more mature plot, with a lot of factions acting only for their own self-interest. Daggerfall makes the player not feel as a hero like the later games, but only as a cog in an enormous machination that could be steered in a certain direction. It's certainly a fresh perspective that feels unique in the series. On the other hand, you are treated as a sort of errand boy for the whole game, and the missions are almost all going into dungeons to make a favor to a faction leader. When this game was produced, the TES lore was still not formed, so it has a different feel compared to later games. It has a more classical fantasy vibe, with Khajiit represented as humans with tails, no playable orcs, and a less otherwordly plot.
GAMEPLAY AND TECHNOLOGY
Every element of the later games is present here: equipment based on material quality, attributes, magic, horseriding, dungeons, guilds, and even playable undead creatures. You can even buy a house or a ship, and fast travel takes a belivable amount of time that can change dynamically based on the player's choices. The world has festivities with effects on the gameplay, Daedra Lords summoning on certain days, and a reputation system that tracks an enormous amount of micro-factions. It's incredible how much content the developers managed to cram into a single game.

The hand-crafted interior of a dungeon
You start by creating a character with a very complete character editor that opens up a lot of roleplaying possibilities. You can select a plethora of advantages or disadvantages that make the character easier or harder to level up in order to balance the progression. The combat is similar to later entries, and you can create your own spells like in Morrowind. The game has a strong emphasis on dungeon crawling; almost all missions send the character into some type of dungeon. The dungeons are all procedurally generated by sticking together different handcrafted parts, called blocks. The main quest dungeon uses a mix of common blocks and handcrafted unique blocks to make their exploration a special part of gameplay. Cities are built similarly with handcrafted blocks; the only truly randomly generated environment is the wilderness. Exploring the dungeons is a lot of fun, but when you memorize the layout of the common blocks and how to navigate them, the exploration becomes suddenly trivial.

The internal chamber of an Akatosh temple
There are the classic guilds to join, different temples dedicated to a specific divinity, and knightly orders. Even if these organizations are widely different, the quests all feel the same, sadly. The fact that all secondary missions must be random and that almost all require dungeon crawling of some sort makes all very similar and allows for low structure variety. When I arrived to the last part of the game, I was master of the fighter guild, but I had no incentive to grow my rank with other secondary factions. Every faction grants particular bonuses and services to members of a certain rank, further differentiating them. The whole secondary quest structure feels two steps ahead; sadly, it isn't translated into great gameplay.
FINAL CONSIDERATIONS

Mods can add a true skybox and a variety of different weathers
I definitely enjoyed my time in Daggerfall; it was quite an experience. I played a Dark Elf Crusader through the whole game, and it proved perfect to breeze through the whole game. The Unity version is wonderful, and mods help a lot with immersion and quality of life, enhancing almost any particular of the game. Sadly, it is very long and can be really tedious after some time since the secondary missions are too random to be a worthy investment of time aside from leveling up. Since both the remake and the original game are free, there are no reasons not to try it.

A small temple-village of the Wrothgarian Mountains, chosen by my character as its final resting point.
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[QUOTE]CURRENTLY PLAYING
- Killer 7 - PC
- Donkey Kong Country - SNES (Emulated)
Donkey Kong is very difficult, but I manage to do a little progress every time I play it.
I started also Killer 7. The gameplay is strange and questionable, but the batshit insane story is something unique. I'll see if it will keep to entertain me also after some hours of gameplay.
The Elder Scrolls 2: Daggerfall Unity - PC (Free)
SCORE: 8.5/10
I've been pretty busy lately thanks to the transition between university life and work, but I'm doing fine. Sadly, I hadn't enough time to keep the same 2-week distance between the blog posts, but I'm sure that this meaty update will make up for the slight loss.
INTRODUCTION
My first TES game was Oblivion. Shortly after finishing it, I started to get interested in the franchise and discovered Daggerfall. There was always something that piqued my attention in this title: the big snowy cities, the procedurally generated landmass, or the sprawling dungeons. Sadly, the original game is buggy and not very convenient to play on modern systems, and after some play sessions I decided to put it away. Fast forward to a year ago, I discovered the Daggerfall Unity remake, and I was blown away. The remake completely adapts the game infrastructure to modern systems, fixing bugs and adding mod support. A year after some on-off playing, I decided to commit fully to the game and play it until completion, and here we are. From now on, I'll consider only the Unity remake, since this is the version that I've actually completed, and I think that today there is no reason to play the original version.

The main avenue of Daggerfall City, with its castle looming in the distance
Daggerfall is the apex of a certain RPG philosophy of expansive dungeon crawlers. It was so ambitious that a lot of unfinished content was cut in the final build, and Bethesda nearly went bankrupt after the development. Widely different from the following installments, Daggerfall is a unique beast that in a lot of aspects is also a upgrade of Arena, reusing some assets and the general gameplay concept.
STORY AND LORE
The game is set a lot of years before the beloved Skyrim, in a time when the Septim Empire was still unite but weak, and the emperor wrestled to keep it together. The player is an agent sent directly from the Emperor to the Iliac Bay region (between High Rock and Hammerfell) in order to put to rest the ghost of the king of Daggerfall, who was recently slain in a war against High Rock for the island of Betony. Once arrived, the agent found itself in a complex web of political intrigue between the six main powers of the region that comprehended the legitimate kingdoms: a mysterious lich, the king of orcs, and Mannimarco, the greatest necromancer of Tamriel.

A nice small city in winter
The game plot, compared to the "seek the magical artifacts to beat the warlock usurper of the emperor" of Arena, has a very complex and more mature plot, with a lot of factions acting only for their own self-interest. Daggerfall makes the player not feel as a hero like the later games, but only as a cog in an enormous machination that could be steered in a certain direction. It's certainly a fresh perspective that feels unique in the series. On the other hand, you are treated as a sort of errand boy for the whole game, and the missions are almost all going into dungeons to make a favor to a faction leader. When this game was produced, the TES lore was still not formed, so it has a different feel compared to later games. It has a more classical fantasy vibe, with Khajiit represented as humans with tails, no playable orcs, and a less otherwordly plot.
GAMEPLAY AND TECHNOLOGY
Every element of the later games is present here: equipment based on material quality, attributes, magic, horseriding, dungeons, guilds, and even playable undead creatures. You can even buy a house or a ship, and fast travel takes a belivable amount of time that can change dynamically based on the player's choices. The world has festivities with effects on the gameplay, Daedra Lords summoning on certain days, and a reputation system that tracks an enormous amount of micro-factions. It's incredible how much content the developers managed to cram into a single game.

The hand-crafted interior of a dungeon
You start by creating a character with a very complete character editor that opens up a lot of roleplaying possibilities. You can select a plethora of advantages or disadvantages that make the character easier or harder to level up in order to balance the progression. The combat is similar to later entries, and you can create your own spells like in Morrowind. The game has a strong emphasis on dungeon crawling; almost all missions send the character into some type of dungeon. The dungeons are all procedurally generated by sticking together different handcrafted parts, called blocks. The main quest dungeon uses a mix of common blocks and handcrafted unique blocks to make their exploration a special part of gameplay. Cities are built similarly with handcrafted blocks; the only truly randomly generated environment is the wilderness. Exploring the dungeons is a lot of fun, but when you memorize the layout of the common blocks and how to navigate them, the exploration becomes suddenly trivial.

The internal chamber of an Akatosh temple
There are the classic guilds to join, different temples dedicated to a specific divinity, and knightly orders. Even if these organizations are widely different, the quests all feel the same, sadly. The fact that all secondary missions must be random and that almost all require dungeon crawling of some sort makes all very similar and allows for low structure variety. When I arrived to the last part of the game, I was master of the fighter guild, but I had no incentive to grow my rank with other secondary factions. Every faction grants particular bonuses and services to members of a certain rank, further differentiating them. The whole secondary quest structure feels two steps ahead; sadly, it isn't translated into great gameplay.
FINAL CONSIDERATIONS

Mods can add a true skybox and a variety of different weathers
I definitely enjoyed my time in Daggerfall; it was quite an experience. I played a Dark Elf Crusader through the whole game, and it proved perfect to breeze through the whole game. The Unity version is wonderful, and mods help a lot with immersion and quality of life, enhancing almost any particular of the game. Sadly, it is very long and can be really tedious after some time since the secondary missions are too random to be a worthy investment of time aside from leveling up. Since both the remake and the original game are free, there are no reasons not to try it.

A small temple-village of the Wrothgarian Mountains, chosen by my character as its final resting point.
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[QUOTE]CURRENTLY PLAYING
- Killer 7 - PC
- Donkey Kong Country - SNES (Emulated)
Donkey Kong is very difficult, but I manage to do a little progress every time I play it.
I started also Killer 7. The gameplay is strange and questionable, but the batshit insane story is something unique. I'll see if it will keep to entertain me also after some hours of gameplay.
3 Yrs✓#
f_n_c
3 Yrs✓#
Hi! It's always nice to see a new blog, and you have a post style really similar to mine so I really enjoyed your review. Screenshots are great and you actually convinced me to introduce them in my next review, and you also scratched the itch for a VTM playthrough.
You mentinoed Arcanum, if you tolerate very old and clunky bird-view party cRPGs is a really unique game to play. The game is set in a steampunk setting where classic fantasy race live and are exploited by factory owners, and mages wield great powers but are discriminated since their powers can uncontrollably blow up everything randomly. A very unique setting that wasn't replicated in any other game, if I remember right.
You mentinoed Arcanum, if you tolerate very old and clunky bird-view party cRPGs is a really unique game to play. The game is set in a steampunk setting where classic fantasy race live and are exploited by factory owners, and mages wield great powers but are discriminated since their powers can uncontrollably blow up everything randomly. A very unique setting that wasn't replicated in any other game, if I remember right.
___________________________
[blog] f_n_c's Slow Gaming
- 3K Views
- 29 Replies
3 Yrs✓#
f_n_c
3 Yrs✓#
UPDATE #10
THE GAME
I think that everyone on this site has at least heard of Layton and its games, so I won't introduce the series as a whole. I played the first game some years ago, and I quite enjoyed it; it was a nice refreshing experience compared to the things that I normally play. I know that is not optimal, but I played it on my phone in short bursts, something that has fragmented a lot of the whole experience. I played this installation of the series on a 3DS, luckily. The experience was similar to the phone though: discontinuous play when I was bored of other games. Even if I wasn't very dedicated to this game, I never lost track of what I had to do—something remarkable sign of a well-developed game.
Let's start with the most critical point of the game: the story. It starts as a nice murder mystery and has some sections aboard a train to finally land in the mysterious town of Foolsense. The town nails the atmosphere perfectly, and its inhabitants are well characterized, being similar to the first game but with a nice twist that keeps the situation engaging. Sadly, the game crashes incredibly in its ending. It is moving and heartfelt, but the final twist was utterly nonsensical, even for the Layton standads. The ending leaves a bad aftertaste and has partly ruined my personal enjoyment of the plot. Luckily, the art style is amazing, like the first game, and the addition of more animated cutscenes is definitely welcome.
SPOILER OF THE ENDINGS OF THE FIRST TWO LAYTON GAMES
Even the end of the first game was crazy, with the whole town population being very complex animatronics. But even if this twist was overly exaggerated, it didn't destroy totally the continuity of the story. Being Foolsense and its people all in the mind of Layton and the other main characters, all the sections of the game that take place in the city have zero sense.
The puzzles are definitely an improvement compared to the first game. They are very creative and sometimes disguise well what is a simple mathematical problem at its core, with answers that rarely are far-fetched or not logical. The integration of the puzzles with the story is also more organic; the game clearly shows that the developers have made a lot of experience with the first game and improved in almost all fields. This game also adds some long-term puzzles that can be solved only by gaining the right elements by... completing other normal puzzles. This is an incentive to play more simple puzzles outside the main story, and they are mostly interesting and well-developed. My favorite one was the tea-time: Layton gains tea ingredients by solving puzzles, and they can be used together to brew some teas by following the suggestions of the people of Foolsense. The dialogue of this macro puzzle is especially fun, and it is heartwarming to help everyone by just brewing a cup of tea out of nowhere.
FINAL CONSIDERATIONS
The Diabolical Box is more advanced mechanically compared with the previous episode, but has a story that doesn't quite feel right. It's not a perfect game and represents two steps forward but one backward compared to the Curious Village, and I feel that the developers will have nailed down the formula with the third game. I suggest everyone give this series a shot; it can be a rather fun diversive compared to other more mainstream types of games.
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I joined the temple of Akatosh and the Knights of the Rose with my Redonarn Dunmer Daggerfall character. I'm trying to roleplay a bit, and I'm having quite some fun. Joining Wayrest was a no-brainer as a Dark Elf, but I'm not fully convinced by my choice. Knowing Helseth and Barenziah from Morrowind, probably I will be backstabbed soon.
I started also Donkey Kong country completely blind. It was on my backlog for quite some time, but I never pulled the trigger. I went in expecting a Mario-like challenge, but it's much more difficult. On the other hand, it looks and sounds incredible for a SNES game, and I'm always eager to play it.
Professor Layton and the Diabolical Box - DS
SCORE: 8.5/10
THE GAME
I think that everyone on this site has at least heard of Layton and its games, so I won't introduce the series as a whole. I played the first game some years ago, and I quite enjoyed it; it was a nice refreshing experience compared to the things that I normally play. I know that is not optimal, but I played it on my phone in short bursts, something that has fragmented a lot of the whole experience. I played this installation of the series on a 3DS, luckily. The experience was similar to the phone though: discontinuous play when I was bored of other games. Even if I wasn't very dedicated to this game, I never lost track of what I had to do—something remarkable sign of a well-developed game.
Let's start with the most critical point of the game: the story. It starts as a nice murder mystery and has some sections aboard a train to finally land in the mysterious town of Foolsense. The town nails the atmosphere perfectly, and its inhabitants are well characterized, being similar to the first game but with a nice twist that keeps the situation engaging. Sadly, the game crashes incredibly in its ending. It is moving and heartfelt, but the final twist was utterly nonsensical, even for the Layton standads. The ending leaves a bad aftertaste and has partly ruined my personal enjoyment of the plot. Luckily, the art style is amazing, like the first game, and the addition of more animated cutscenes is definitely welcome.
SPOILER OF THE ENDINGS OF THE FIRST TWO LAYTON GAMES
Even the end of the first game was crazy, with the whole town population being very complex animatronics. But even if this twist was overly exaggerated, it didn't destroy totally the continuity of the story. Being Foolsense and its people all in the mind of Layton and the other main characters, all the sections of the game that take place in the city have zero sense.
The puzzles are definitely an improvement compared to the first game. They are very creative and sometimes disguise well what is a simple mathematical problem at its core, with answers that rarely are far-fetched or not logical. The integration of the puzzles with the story is also more organic; the game clearly shows that the developers have made a lot of experience with the first game and improved in almost all fields. This game also adds some long-term puzzles that can be solved only by gaining the right elements by... completing other normal puzzles. This is an incentive to play more simple puzzles outside the main story, and they are mostly interesting and well-developed. My favorite one was the tea-time: Layton gains tea ingredients by solving puzzles, and they can be used together to brew some teas by following the suggestions of the people of Foolsense. The dialogue of this macro puzzle is especially fun, and it is heartwarming to help everyone by just brewing a cup of tea out of nowhere.
FINAL CONSIDERATIONS
The Diabolical Box is more advanced mechanically compared with the previous episode, but has a story that doesn't quite feel right. It's not a perfect game and represents two steps forward but one backward compared to the Curious Village, and I feel that the developers will have nailed down the formula with the third game. I suggest everyone give this series a shot; it can be a rather fun diversive compared to other more mainstream types of games.
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CURRENTLY PLAYING
- Donkey Kong Country - Emulated
- The Elder Scrolls 2: Daggerfall - PC
I joined the temple of Akatosh and the Knights of the Rose with my Redonarn Dunmer Daggerfall character. I'm trying to roleplay a bit, and I'm having quite some fun. Joining Wayrest was a no-brainer as a Dark Elf, but I'm not fully convinced by my choice. Knowing Helseth and Barenziah from Morrowind, probably I will be backstabbed soon.
I started also Donkey Kong country completely blind. It was on my backlog for quite some time, but I never pulled the trigger. I went in expecting a Mario-like challenge, but it's much more difficult. On the other hand, it looks and sounds incredible for a SNES game, and I'm always eager to play it.
3 Yrs✓#
f_n_c
3 Yrs✓#
UPDATE #9
Hello everyone! After some well deserved vacation I'm back in the flat and hot Lombardy, but at least I have some games to play.
STORY AND PRESENTATION
I admit that I tried to play Salt and Sanctuary (SaS from now on) at least twice, but I stopped around the first boss. The game wasn't gripping enough, sadly. But third's time the charm, and this last attempt was completely different.
SaS is a 2D soulslike game with some platforming elements. In its mechanics, it follows Dark Souls closely, almost like a carbon copy. After the mandatory character creation where you select an appearance and a class, you are tasked with defending a princess traveling towards a nearby realm by ship to marry a noble and forge an alliance. The ship is attacked by an eldritch horror almost impossible to beat, and your character is shipwrecked on a strange island. From now on, the story is told through short dialogues and environmental storytelling, while your character travels into dark and gloomy environments. The game delivers its narrative exactly like Dark Souls, so it is very difficult to grasp all the information hidden in descriptions and environmental details. I know that this approach leaves a magic aura of mystery and awe, but I would rather have known all the details behind the bosses and the environments without resorting to external sources. This is mostly a personal preference though; probably a lot of people are very happy with this stylistic choice.
Talking about the artistic design, I don't like the way human characters look in this game. They are overly stylized and clash with the rest of the game elements. On the other hand, the enemies and the environments are really well-drawn and inspired. In my opinion, the game is much more gritty than Dark Souls (1), with hanged people in a lot of areas and gory monster designs. The armor and the weapons are also very inspired, and it is always fun to find new sets. The music is great and not very invasive, even if there are only a few tracks in the game.
GAMEPLAY AND TECHNICAL ASPECTS
The gameplay is just 2D Dark Souls; there's not a lot to say about the gameplay. Bonfires, limited healing, covenants, statistics, weapon scaling, encumberance, miracles, magic. The game differentiates in some minor aspects, but the feeling to play a clone is strong and constant. The basic gameplay formula works though, so I can't complain. You have a nice choice of armors (light and heavy), weapons, shields, and magic powers. Different playstiles would change drastically the feel of the game, so the variety is just on point.
The biggest difference is represented by the advancement of the character. At every level up, you gain a point to spend in an expansive skill tree that grants you both statistic increases and the ability to use stronger weapons and armor effectively. Compared to Dark Souls, it constrains the growth of the character by linking the upgrades to a defined path, so it is more difficult to screw up and create a bad build. I kind of like this approach; it visualizes your progress in a nice way and is well-presented.
SaS is a challenging game, but not too difficult. If you make a good build, the enemies will be a joke, and only some later bosses will require a good knowledge of all the game systems. I would have liked more challenge, but I used a very strong build, so probably the game is more difficult with other weapons. The small platform sections can be brutal though, and in the optional areas, it can become almost frustrating.
FINAL CONSIDERATIONS
I really liked Dark Souls 1, so I liked also SaS. It clones the formula, introducing an interesting world and some new mechanics. The artistic department is good, and the game plays well with a controller. Playing with a keyboard is doable, but much more difficult. Sadly, this game has some glaring balancing issues. The developers tried to fix them with the enhanced mode, but the problems remained. Heavy armor is almost useless; high-level armor is scarce and almost useless since it weighs too much. Strength-based weapons are satisfying but too powerful, while other weapons feel too weak. With a little more balancing, it could have been a perfect game, but it is also a phenomenal game in this state.
A little final rant on Epic Games. This is the first game that I played fully through the Epic platform, since I obtained it for free. Almost every time I wanted to play, my account was disconnected from the Windows app, and I needed to do the login process from scratch. This is a minor nuisance, but in a world where steam is a well-oiled machine, you don't have much margin for error. Compared to Steam, the experience was awful. I will never buy something from the Epic Store for sure. At least they give away free games, but they are the only thing that compel me to use their horrible launcher.
MY BUILD
If anyone wants to play this game but hasn't any idea on the build to play, I can suggest mine. It is very effective and fun, fitting a new player like me like a glove.
I used Greathammers and Greatswords, fully developing both their upgrade paths. Together, they can cover both slash and strike damage, allowing them to always exploit specific enemy weaknesses. I used mainly greatswords though; they were a little bit stronger, and it was easier to find the material to transmute them into high-level weapons. Both weapons were used always two-handed, so I could stop the Strength development to 35.
I choose to fully develop the Light Armor path instead of the logical Heavy Armor. The game is rather easy, and poising or tanking damage was not very fun, so I switched almost immediately to the Light Armor. Both the weapons of the build are very heavy, so without very light armor, you won't be able to have a usable dodge.
Following these three paths to the end (Sword, Greathammer/Greataxes, and Armor) will leave you with more than 35 Strength, and a decent Willpower and Endurance. To allow fast rolling, you should invest additional level-ups in leveling the Endurance, but adding some points also to Willpower is not a bad idea. You can refund all the Dexterity skills and also some strength nodes to lower your strength to the 35 softcap.
I used the Beggar Light Armor set almost all the game, upgrading it a lot. Towards the end of the game, it allowed me to fast roll with the Greatsword, which is something remarkable. For specific bosses with strong elemental attacks, I used a mismatch of Light Armor to maximize the specific element defense, even if it sacrificed some physical defense. For the transmutation path, I went Kurekimoa -> Jaws of Death -> Scharfrichter for the Greatswords, while for the Greathammers I used the Warhammer -> Obsidian Pillar -> Trinity Scepter. I mainly attached Mossy Charms to both weapons, which were switched to elemental damage charms for some bosses. I used different ring sets depending on the boss.
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I decided that the poor Layton was rotting in my backlog for too long, so I esclusively played that for some time to finish it. I completed the main story, but the game is fun, so probably I will finish almost all the puzzles.
I also made some little progress with Daggerfall. I had some adventures in the Wrothgarian Mountains, and I have found even some pieces of Dwarven equipment. The game is fun for now, but the worst sprawling dungeons are still ahead. Running around in snowclad cities is very atmospheric, and the game has a particular, unique charm.
Hello everyone! After some well deserved vacation I'm back in the flat and hot Lombardy, but at least I have some games to play.
Salt and Sanctuary - PC (Epic Store free game)
SCORE: 9/10
STORY AND PRESENTATION
I admit that I tried to play Salt and Sanctuary (SaS from now on) at least twice, but I stopped around the first boss. The game wasn't gripping enough, sadly. But third's time the charm, and this last attempt was completely different.
SaS is a 2D soulslike game with some platforming elements. In its mechanics, it follows Dark Souls closely, almost like a carbon copy. After the mandatory character creation where you select an appearance and a class, you are tasked with defending a princess traveling towards a nearby realm by ship to marry a noble and forge an alliance. The ship is attacked by an eldritch horror almost impossible to beat, and your character is shipwrecked on a strange island. From now on, the story is told through short dialogues and environmental storytelling, while your character travels into dark and gloomy environments. The game delivers its narrative exactly like Dark Souls, so it is very difficult to grasp all the information hidden in descriptions and environmental details. I know that this approach leaves a magic aura of mystery and awe, but I would rather have known all the details behind the bosses and the environments without resorting to external sources. This is mostly a personal preference though; probably a lot of people are very happy with this stylistic choice.
Talking about the artistic design, I don't like the way human characters look in this game. They are overly stylized and clash with the rest of the game elements. On the other hand, the enemies and the environments are really well-drawn and inspired. In my opinion, the game is much more gritty than Dark Souls (1), with hanged people in a lot of areas and gory monster designs. The armor and the weapons are also very inspired, and it is always fun to find new sets. The music is great and not very invasive, even if there are only a few tracks in the game.
GAMEPLAY AND TECHNICAL ASPECTS
The gameplay is just 2D Dark Souls; there's not a lot to say about the gameplay. Bonfires, limited healing, covenants, statistics, weapon scaling, encumberance, miracles, magic. The game differentiates in some minor aspects, but the feeling to play a clone is strong and constant. The basic gameplay formula works though, so I can't complain. You have a nice choice of armors (light and heavy), weapons, shields, and magic powers. Different playstiles would change drastically the feel of the game, so the variety is just on point.
The biggest difference is represented by the advancement of the character. At every level up, you gain a point to spend in an expansive skill tree that grants you both statistic increases and the ability to use stronger weapons and armor effectively. Compared to Dark Souls, it constrains the growth of the character by linking the upgrades to a defined path, so it is more difficult to screw up and create a bad build. I kind of like this approach; it visualizes your progress in a nice way and is well-presented.
SaS is a challenging game, but not too difficult. If you make a good build, the enemies will be a joke, and only some later bosses will require a good knowledge of all the game systems. I would have liked more challenge, but I used a very strong build, so probably the game is more difficult with other weapons. The small platform sections can be brutal though, and in the optional areas, it can become almost frustrating.
FINAL CONSIDERATIONS
I really liked Dark Souls 1, so I liked also SaS. It clones the formula, introducing an interesting world and some new mechanics. The artistic department is good, and the game plays well with a controller. Playing with a keyboard is doable, but much more difficult. Sadly, this game has some glaring balancing issues. The developers tried to fix them with the enhanced mode, but the problems remained. Heavy armor is almost useless; high-level armor is scarce and almost useless since it weighs too much. Strength-based weapons are satisfying but too powerful, while other weapons feel too weak. With a little more balancing, it could have been a perfect game, but it is also a phenomenal game in this state.
A little final rant on Epic Games. This is the first game that I played fully through the Epic platform, since I obtained it for free. Almost every time I wanted to play, my account was disconnected from the Windows app, and I needed to do the login process from scratch. This is a minor nuisance, but in a world where steam is a well-oiled machine, you don't have much margin for error. Compared to Steam, the experience was awful. I will never buy something from the Epic Store for sure. At least they give away free games, but they are the only thing that compel me to use their horrible launcher.
MY BUILD
If anyone wants to play this game but hasn't any idea on the build to play, I can suggest mine. It is very effective and fun, fitting a new player like me like a glove.
I used Greathammers and Greatswords, fully developing both their upgrade paths. Together, they can cover both slash and strike damage, allowing them to always exploit specific enemy weaknesses. I used mainly greatswords though; they were a little bit stronger, and it was easier to find the material to transmute them into high-level weapons. Both weapons were used always two-handed, so I could stop the Strength development to 35.
I choose to fully develop the Light Armor path instead of the logical Heavy Armor. The game is rather easy, and poising or tanking damage was not very fun, so I switched almost immediately to the Light Armor. Both the weapons of the build are very heavy, so without very light armor, you won't be able to have a usable dodge.
Following these three paths to the end (Sword, Greathammer/Greataxes, and Armor) will leave you with more than 35 Strength, and a decent Willpower and Endurance. To allow fast rolling, you should invest additional level-ups in leveling the Endurance, but adding some points also to Willpower is not a bad idea. You can refund all the Dexterity skills and also some strength nodes to lower your strength to the 35 softcap.
I used the Beggar Light Armor set almost all the game, upgrading it a lot. Towards the end of the game, it allowed me to fast roll with the Greatsword, which is something remarkable. For specific bosses with strong elemental attacks, I used a mismatch of Light Armor to maximize the specific element defense, even if it sacrificed some physical defense. For the transmutation path, I went Kurekimoa -> Jaws of Death -> Scharfrichter for the Greatswords, while for the Greathammers I used the Warhammer -> Obsidian Pillar -> Trinity Scepter. I mainly attached Mossy Charms to both weapons, which were switched to elemental damage charms for some bosses. I used different ring sets depending on the boss.
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CURRENTLY PLAYING
- Professor Layton and the Diabolical box - Nintendo 3DS (DS Mode)
- The Elder Scrolls 2: Daggerfall - PC
I decided that the poor Layton was rotting in my backlog for too long, so I esclusively played that for some time to finish it. I completed the main story, but the game is fun, so probably I will finish almost all the puzzles.
I also made some little progress with Daggerfall. I had some adventures in the Wrothgarian Mountains, and I have found even some pieces of Dwarven equipment. The game is fun for now, but the worst sprawling dungeons are still ahead. Running around in snowclad cities is very atmospheric, and the game has a particular, unique charm.
___________________________
What are your top 11-15 games?
- 572 Views
- 10 Replies
3 Yrs✓#
f_n_c
3 Yrs✓#
Probably I will have changed my opinion before tomorrow, but...
15. Far Cry: Blood Dragon
14. Dark Souls
13. Dirt Rally 2.0
12. Red Dead Redemption 2
11. Castlevania: Rondo of Blood
15. Far Cry: Blood Dragon
14. Dark Souls
13. Dirt Rally 2.0
12. Red Dead Redemption 2
11. Castlevania: Rondo of Blood
___________________________
[blog] f_n_c's Slow Gaming
- 3K Views
- 29 Replies
3 Yrs✓#
f_n_c
3 Yrs✓#
UPDATE #8
STORY AND PRESENTATION
This game is almost always suggested as a hidden gem around gaming circles, so I started it with great expectations. You follow the story of Sean Devlin, a racecar mechanic and driver during WW2. After a very long prologue where our hero looks where he shouldn't, meets an evil Nazi, and almost loses his life, he escapes in Paris and joins the resistance.
The first impact of the story was rough. The game is set in WW2, but historical detail is completely absent. Nazis are comic villains, and the story is definitely over the top. I would have preferred a more grounded approach, but this isn't totally a problem. The story is rather predictable and bland and acts only as a backdrop to connect the various missions in the open world. The Nazi characters are flat, the main antagonist is forgettable, and its main hypersexualized female lieutenant has only some scenes in the prologue to disappear almost completely in the rest of the game. The resistance allies are slightly better, but they drop in and out too fast. In my opinion, the plot as a whole is not bad, but it fails to be an experience worth remembering.
Luckily, the overall art direction is good. While the areas liberated from the Nazi influence through gameplay actions have vibrant colors, the places under Nazi rule have black-and-white colors with red details. This is definitely not the first time a game or movie has used this gimmick and not even the first time used to present Nazi rule, but it works and gives the game a peculiar tone. Even if most of the game takes place in Paris, the campaigns around the city create a diverse and rightly-sized map. Paris and the other areas under the Nazi rules are well created, with famous landmarks clearly recognizable and heavily altered by the occupation force, giving an interesting twist to a city that was used a lot of times as an open world map.
GAMEPLAY AND TECHNICAL ASPECTS
The game is an open-world TPS like most of the biggest hits at the time of its launch. It seems a patchwork of ideas taken from other famous series: it has the costume-centered stealth of Hitman, the red-coded Nazi installations to be blown off like Just Cause, Sean can climb buildings just pressing a key like in Assassins Creed, and much more. Even if the game presents itself as a mashup of ideas, the gameplay works and is very fun. Going around killing Nazis and destroying installations is fun, and the stealth, even if very simple, gives an alternative to the classic TPS gameplay. The mission objective variety is decent; some situations tend to represent multiple times during the game, but it's not something dramatic. The game also has a simple system of upgrades and rewards to complete specific actions, which give some goals during the free roam.
Sadly, the technical aspect is laking, at least on PC. This is clearly a console game that was ported without any adaptation. This is particularly evident in the menus and in the world map; that would be perfect for a gamepad, but it is rather stupid for a mouse-keyboard combo. The game had plenty of harmless glitches and some game-breaking bugs during very cluttered situations that forced my PC to exit from the game. While the support for options and the general presentation are good, some technical faults are difficult to overlook.
FINAL CONSIDERATIONS
The Saboteur is a fun, rough gem. It is a game that desperately needed more funding to fully realize the creative view of its authors, a fact testimoniated by the jumbled story and underdeveloped gameplay elements. It could have been a true masterpiece, but money has decided otherwise. It's sad, since the core of the game is okay and it results in an original combo of art and copied gameplay. If played on console is a clear 8, but it has too many technical problems on PC to have such a high mark.
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Every time I come home and I don't have much free time, I fire up the Professor Layton game and have a crack at some puzzles, finally making some serious progress.
I started also Salt and Sanctuaries. I didn't like the art direction a lot in the first hours, but I have gradually changed my mind. The game is excellent; it is a great Dark Souls 2D clone, and it keeps the formula fresh even with such clear inspirations. My only complaint for the first half of the game that I have played is the difficulty: too high for some areas and too low for most of the bosses.
The hot and humid environment of Lombardy has pushed me towards a game with mountains, and I started Daggerfall another time with a Paladin-like class. Exploring the snowy cities and labyrinthic dungeons is awesome, and with a mod, it is impossible to fail the main quest like I did some years ago. Maybe I will finally finish the game this time.
The Saboteur - PC
SCORE: 7.5/10
STORY AND PRESENTATION
This game is almost always suggested as a hidden gem around gaming circles, so I started it with great expectations. You follow the story of Sean Devlin, a racecar mechanic and driver during WW2. After a very long prologue where our hero looks where he shouldn't, meets an evil Nazi, and almost loses his life, he escapes in Paris and joins the resistance.
The first impact of the story was rough. The game is set in WW2, but historical detail is completely absent. Nazis are comic villains, and the story is definitely over the top. I would have preferred a more grounded approach, but this isn't totally a problem. The story is rather predictable and bland and acts only as a backdrop to connect the various missions in the open world. The Nazi characters are flat, the main antagonist is forgettable, and its main hypersexualized female lieutenant has only some scenes in the prologue to disappear almost completely in the rest of the game. The resistance allies are slightly better, but they drop in and out too fast. In my opinion, the plot as a whole is not bad, but it fails to be an experience worth remembering.
Luckily, the overall art direction is good. While the areas liberated from the Nazi influence through gameplay actions have vibrant colors, the places under Nazi rule have black-and-white colors with red details. This is definitely not the first time a game or movie has used this gimmick and not even the first time used to present Nazi rule, but it works and gives the game a peculiar tone. Even if most of the game takes place in Paris, the campaigns around the city create a diverse and rightly-sized map. Paris and the other areas under the Nazi rules are well created, with famous landmarks clearly recognizable and heavily altered by the occupation force, giving an interesting twist to a city that was used a lot of times as an open world map.
GAMEPLAY AND TECHNICAL ASPECTS
The game is an open-world TPS like most of the biggest hits at the time of its launch. It seems a patchwork of ideas taken from other famous series: it has the costume-centered stealth of Hitman, the red-coded Nazi installations to be blown off like Just Cause, Sean can climb buildings just pressing a key like in Assassins Creed, and much more. Even if the game presents itself as a mashup of ideas, the gameplay works and is very fun. Going around killing Nazis and destroying installations is fun, and the stealth, even if very simple, gives an alternative to the classic TPS gameplay. The mission objective variety is decent; some situations tend to represent multiple times during the game, but it's not something dramatic. The game also has a simple system of upgrades and rewards to complete specific actions, which give some goals during the free roam.
Sadly, the technical aspect is laking, at least on PC. This is clearly a console game that was ported without any adaptation. This is particularly evident in the menus and in the world map; that would be perfect for a gamepad, but it is rather stupid for a mouse-keyboard combo. The game had plenty of harmless glitches and some game-breaking bugs during very cluttered situations that forced my PC to exit from the game. While the support for options and the general presentation are good, some technical faults are difficult to overlook.
FINAL CONSIDERATIONS
The Saboteur is a fun, rough gem. It is a game that desperately needed more funding to fully realize the creative view of its authors, a fact testimoniated by the jumbled story and underdeveloped gameplay elements. It could have been a true masterpiece, but money has decided otherwise. It's sad, since the core of the game is okay and it results in an original combo of art and copied gameplay. If played on console is a clear 8, but it has too many technical problems on PC to have such a high mark.
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CURRENTLY PLAYING
- Salt and Sanctuary - PC (Free Epic Game)
- Professor Layton and the Diabolical box - Nintendo 3DS (DS Mode)
- The Elder Scrolls 2: Daggerfall - PC
Every time I come home and I don't have much free time, I fire up the Professor Layton game and have a crack at some puzzles, finally making some serious progress.
I started also Salt and Sanctuaries. I didn't like the art direction a lot in the first hours, but I have gradually changed my mind. The game is excellent; it is a great Dark Souls 2D clone, and it keeps the formula fresh even with such clear inspirations. My only complaint for the first half of the game that I have played is the difficulty: too high for some areas and too low for most of the bosses.
The hot and humid environment of Lombardy has pushed me towards a game with mountains, and I started Daggerfall another time with a Paladin-like class. Exploring the snowy cities and labyrinthic dungeons is awesome, and with a mod, it is impossible to fail the main quest like I did some years ago. Maybe I will finally finish the game this time.
3 Yrs✓#
f_n_c
3 Yrs✓#
Thank you!
3 Yrs✓#
f_n_c
3 Yrs✓#
UPDATE CK #1
Hello everyone! As I announced in my last blog post, I will start to give some short updates on my Crusader Kings 2 (CK2 from now on) campaign. I will roughly outline the life of each character without going into too much detail regarding the way I play. If you're interested in more detailed information, let me know. I could do a run where I'll explain everything I do to teach the fundamental mechanics of the game.
DISCLAIMER: CK2 can be a pretty amoral game. Murder, incest, child marriage, and adultery are common through normal play. If you're sensible about these themes, you better skip some parts or don't read the CK2 posts. It's your choice.
SHORT CK2 INTRODUCTION
Since I can't expect everyone to know CK2, I will introduce the game briefly. CK2 is a grand strategy game where you control a dinasty with a starting date ranging from Charlemagne to the High Middle Ages and an end date placed in 1453. You impersonate the reigning character of your dinasty, controlling every part of its life. You can declare war, marry and have children, murder people, be excommunicated, control the infrastructural and legislative development of your country, and much more. Every time your ruler dies, your land and titles (King, Emperor, Duke, etc.) will be handed to your successors based on predetermined inheritance laws. If you die and there are no members of your dynasty in the direct succession line, it's game over. Your goal is to create a stable power base for your dynasty, keeping your vassals in check and avoiding being conquered by neighboring kingdoms.
KING ROBERT "THE FOX DE HAUTEVILLE (1066-1081)
It had passed a lot of time since my last run in CK2, so I decided to take things slow and play a relatively easy character. For this reason, the choice fell on Robert "the Fox" de Hauteville. It starts as a Norman ruler controlling Apulia and Calabria with good lands. He has the Holy Roman Empire (HRE) in the north, very weak Christian rulers to the east, and fragmented Muslim states in Sicily. Expanding is easy, and multiple options are open to characterize the playthrough. Since I want to take part in the crusades, I opted for the 1066 start, which leaves enough time to build a power base before the first crusade, which happens around 1091.

Above, you can see the starting situation. Robert is not a young ruler; in fact, he is already 51 when the game starts, a considerable age for the time. He has a good first son, a hunchback second son, and a normal third son. He has a very good martial score and is a talented commander, so conquering land with him at the head of the army will be pretty easy. Even if he is technically a Duke, he can easily form the Kingdom of Sicily with a few conquests.
A little time after I start, my first son dies of dysentery. This is not good, since my second son is hunchback, a trait that can be inherited by his sons and would taint his descenance for a long time. I decide to play anyway and marry the son with the intelligent daughter of the doge of Genova. Hoping that they will produce decent children, I leave them be.
Duke Robert started to launch multiple aggressions towards his Christian and Muslim neighbors to conquer land. The aggressions are all successful; the Muslims never call other Muslim rulers to help them in the wars, and the Christian rulers are pushovers. Robert can freely attack Muslim rulers as he wants since they are infidels, but to attack Christians, he needs to fabricate claims on their land, a long and tedious process viable to conquer only single counties (the smallest land portion considered by the game). He manages to conquer some Christian lands and the whole of Sicily, expelling the Muslims from Italy and creating the Kingdom of Sicily.

In the picture above, you can see Robert at the end of his life, with all the land he has conquered. Unfortunately, he wasn't as lucky as in war with women. His wife and one of his daughters (the one with the red veil) tried to kill him. He couldn't do much for the daughter, and he was not friendly enough with the pope to divorce her. So he slipped a little poisonous snake in the queen's chambers, and she was dead. Robert, in the last years of his life, married the minor daughter (under 16) of one of his vassals who had recently died.
He was friendly with all his vassals, moved the capital to Palermo, and he changed the inheritance law to primogeniture to better control his lands. He started a war to conquer Capua, but the enemy commander inflicted him a very bad wound. He became infirm and depressed, unable to cope with the loss of mobility. Finally, he succumbed to his illness in 1081.
KING ROGER (1081-1086)
King Roger was the hunchback and intelligent son of Robert. When he took the throne, everyone despised him, even his wife. He was chaste and without any children, but he had decent traits considering that he was a hunchback.
His kingdom lasted only 5 years, and I had no time to take a screenshot. But he had a pretty rich life. He joined the Hermetic Society of Scientists and made his apprentice his closer advisor in court, something that his vassals probably disliked a lot. He also conquered Amalfi and Malta in his short reign, something remarkable. He actually vassalized the Muslim ruler of Malta and converted him to Christianity, only to place him as his designated regent. They were very close, but it wasn't something very intelligent.
The Muslim ruler of Tunis was not in a good position, since Pisa was trying to seize some African lands from him. Roger tried to take advantage of the situation and attacked Tunis, only to die while he was leading his own troops on the battlefield.
GUY "THE SWORD OF BLESSED VIRGIN" (1086-1096)
Guy was the third son of Robert, uncouth but shrewd. He was only 24 when he took the throne and insinuatedly married the widow of his brother Roger.
Sadly, he inherited a war against the Tunisian king that he couldn't win since the kingdom was weak after the succession. The loss of the war put the kingdom in a big debt and triggered a revolt that led to the death of the death of the most important bishop of the kingdom. Guy took a loan from the Jews, and they expelled them to avoid paying them back and get other money, but he was able to hire some mercenaries and win the war. As soon as the vicious bishop was in jail, the pope interceded, and Guy was forced to free him.
He conquered Salerno in 1091 to get some money and complete the conquest of the Kingdom of Sicily. He was crowned in 1092 by the same bishop who revolted against him, and his vassals started to like him more. Luckily, gifts and onorific titles brought everyone on its side, even the evil bishop who revolted against him.

His wife died of childbirth after giving him a daughter and a son, and he remarried with the daughter of the Duke of Brittany. He was a cynical and brave man, so when the pope called a crusade to free Jerusalem, he was the first to answer. He placed 6,000 men on his boats and led everyone to conquer Cyprus. This was an intelligent move since the Muslims were busy fighting the Christians around Jerusalem, and Guy managed to siege the whole island without opposition. The Christians won the crusade, and since Guy conquered a lot of land by itself, the pope decided to give the Kingdom of Jerusalem to his beneficiary.
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Drogo, Guy's beneficiary, was a old man with two daugthers and a single son. Since Sicily would have been a pretty boring run from now on, I decided to switch characters and continue the run impersonating Drogo, the King of Jerusalem. From now on the game will be really "Crusader Kings". See you in the next update!
Hello everyone! As I announced in my last blog post, I will start to give some short updates on my Crusader Kings 2 (CK2 from now on) campaign. I will roughly outline the life of each character without going into too much detail regarding the way I play. If you're interested in more detailed information, let me know. I could do a run where I'll explain everything I do to teach the fundamental mechanics of the game.
DISCLAIMER: CK2 can be a pretty amoral game. Murder, incest, child marriage, and adultery are common through normal play. If you're sensible about these themes, you better skip some parts or don't read the CK2 posts. It's your choice.
SHORT CK2 INTRODUCTION
Since I can't expect everyone to know CK2, I will introduce the game briefly. CK2 is a grand strategy game where you control a dinasty with a starting date ranging from Charlemagne to the High Middle Ages and an end date placed in 1453. You impersonate the reigning character of your dinasty, controlling every part of its life. You can declare war, marry and have children, murder people, be excommunicated, control the infrastructural and legislative development of your country, and much more. Every time your ruler dies, your land and titles (King, Emperor, Duke, etc.) will be handed to your successors based on predetermined inheritance laws. If you die and there are no members of your dynasty in the direct succession line, it's game over. Your goal is to create a stable power base for your dynasty, keeping your vassals in check and avoiding being conquered by neighboring kingdoms.
KING ROBERT "THE FOX DE HAUTEVILLE (1066-1081)
It had passed a lot of time since my last run in CK2, so I decided to take things slow and play a relatively easy character. For this reason, the choice fell on Robert "the Fox" de Hauteville. It starts as a Norman ruler controlling Apulia and Calabria with good lands. He has the Holy Roman Empire (HRE) in the north, very weak Christian rulers to the east, and fragmented Muslim states in Sicily. Expanding is easy, and multiple options are open to characterize the playthrough. Since I want to take part in the crusades, I opted for the 1066 start, which leaves enough time to build a power base before the first crusade, which happens around 1091.

Above, you can see the starting situation. Robert is not a young ruler; in fact, he is already 51 when the game starts, a considerable age for the time. He has a good first son, a hunchback second son, and a normal third son. He has a very good martial score and is a talented commander, so conquering land with him at the head of the army will be pretty easy. Even if he is technically a Duke, he can easily form the Kingdom of Sicily with a few conquests.
A little time after I start, my first son dies of dysentery. This is not good, since my second son is hunchback, a trait that can be inherited by his sons and would taint his descenance for a long time. I decide to play anyway and marry the son with the intelligent daughter of the doge of Genova. Hoping that they will produce decent children, I leave them be.
Duke Robert started to launch multiple aggressions towards his Christian and Muslim neighbors to conquer land. The aggressions are all successful; the Muslims never call other Muslim rulers to help them in the wars, and the Christian rulers are pushovers. Robert can freely attack Muslim rulers as he wants since they are infidels, but to attack Christians, he needs to fabricate claims on their land, a long and tedious process viable to conquer only single counties (the smallest land portion considered by the game). He manages to conquer some Christian lands and the whole of Sicily, expelling the Muslims from Italy and creating the Kingdom of Sicily.

In the picture above, you can see Robert at the end of his life, with all the land he has conquered. Unfortunately, he wasn't as lucky as in war with women. His wife and one of his daughters (the one with the red veil) tried to kill him. He couldn't do much for the daughter, and he was not friendly enough with the pope to divorce her. So he slipped a little poisonous snake in the queen's chambers, and she was dead. Robert, in the last years of his life, married the minor daughter (under 16) of one of his vassals who had recently died.
He was friendly with all his vassals, moved the capital to Palermo, and he changed the inheritance law to primogeniture to better control his lands. He started a war to conquer Capua, but the enemy commander inflicted him a very bad wound. He became infirm and depressed, unable to cope with the loss of mobility. Finally, he succumbed to his illness in 1081.
KING ROGER (1081-1086)
King Roger was the hunchback and intelligent son of Robert. When he took the throne, everyone despised him, even his wife. He was chaste and without any children, but he had decent traits considering that he was a hunchback.
His kingdom lasted only 5 years, and I had no time to take a screenshot. But he had a pretty rich life. He joined the Hermetic Society of Scientists and made his apprentice his closer advisor in court, something that his vassals probably disliked a lot. He also conquered Amalfi and Malta in his short reign, something remarkable. He actually vassalized the Muslim ruler of Malta and converted him to Christianity, only to place him as his designated regent. They were very close, but it wasn't something very intelligent.
The Muslim ruler of Tunis was not in a good position, since Pisa was trying to seize some African lands from him. Roger tried to take advantage of the situation and attacked Tunis, only to die while he was leading his own troops on the battlefield.
GUY "THE SWORD OF BLESSED VIRGIN" (1086-1096)
Guy was the third son of Robert, uncouth but shrewd. He was only 24 when he took the throne and insinuatedly married the widow of his brother Roger.
Sadly, he inherited a war against the Tunisian king that he couldn't win since the kingdom was weak after the succession. The loss of the war put the kingdom in a big debt and triggered a revolt that led to the death of the death of the most important bishop of the kingdom. Guy took a loan from the Jews, and they expelled them to avoid paying them back and get other money, but he was able to hire some mercenaries and win the war. As soon as the vicious bishop was in jail, the pope interceded, and Guy was forced to free him.
He conquered Salerno in 1091 to get some money and complete the conquest of the Kingdom of Sicily. He was crowned in 1092 by the same bishop who revolted against him, and his vassals started to like him more. Luckily, gifts and onorific titles brought everyone on its side, even the evil bishop who revolted against him.

His wife died of childbirth after giving him a daughter and a son, and he remarried with the daughter of the Duke of Brittany. He was a cynical and brave man, so when the pope called a crusade to free Jerusalem, he was the first to answer. He placed 6,000 men on his boats and led everyone to conquer Cyprus. This was an intelligent move since the Muslims were busy fighting the Christians around Jerusalem, and Guy managed to siege the whole island without opposition. The Christians won the crusade, and since Guy conquered a lot of land by itself, the pope decided to give the Kingdom of Jerusalem to his beneficiary.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Drogo, Guy's beneficiary, was a old man with two daugthers and a single son. Since Sicily would have been a pretty boring run from now on, I decided to switch characters and continue the run impersonating Drogo, the King of Jerusalem. From now on the game will be really "Crusader Kings". See you in the next update!
3 Yrs✓#
f_n_c
3 Yrs✓#
Thank you! I feel I have acquired a good English level, but this blog and other things help me to keep the level and don't get worse with time. Actually, I had some trouble writing non-technical and more creative pieces, but I feel that the blog helped me a lot on that side. It's good to have someone acknowledge my progress. Thanks again!
___________________________
Crappy ports, remasters, and remakes.
- 2.4K Views
- 39 Replies
3 Yrs✓#
f_n_c
3 Yrs✓#
Playing The Saboteur on PC. The game is obviously developed for consoles, they just made it work on a PC and shipped the game as it was. The default controls are not great but it's nof a big deal, on the other hand the map and the menus are atrocious. Is not bad, but it's definitely not a perfect experience.
___________________________
HLTB Friends?
- 2.2K Views
- 26 Replies
3 Yrs✓#
f_n_c
3 Yrs✓#
I have no friends here but I'm an active member publishing my blog and creating some collections. Feel free to add me, I would really like to have someone to compare stats and read reviews.
___________________________
[blog] f_n_c's Slow Gaming
- 3K Views
- 29 Replies
3 Yrs✓#
f_n_c
3 Yrs✓#
UPDATE #7
Disclaimer: I played the game with the Arx Libertatis port, so some things could be a little different from the base game.
This game is very strange. It was on my backlog for a long time, but I always neglected it for something else. Maybe my expectations were too high, but I found this game a little underwhelming. BUt considering that it is the first Arkane Studios game, it is one hell of first product. But let's get down to the review.
THE GAME
The last game of the golden age of immersive sims, Arx Fatalis, is definitely a strange game. It builds on the big masterworks of this niche genre, posing itself as a spiritual successor to Ultima Underworld. It is an action-RPG dungeon crawler at its core, constellated with some simulation elements.
A goblin guards a dungeon where your character begins as a naked man. In a few minutes, you are free, and you discover that you are in a sprawling dungeon inhabited by all sorts of fantasy races that built their home there when the outside world became a frozen wasteland. In two hours, you discover a big medieval human town, an evil cult, and a classic chosen one plot. The lore around the world is good, but there are only a few Elder Scrolls-like, bland lorebooks to explain it.
I can't say that Arx Fatalis is totally predictable. The dungeon is big, and every level is well-characterized, but its plot is so bland. I would close an eye if the game belonged to another genre, but for me, an RPG with a bland story can't be great. You have wonky cutscenes with top and bottob black borders like Deus Ex where the characters speak with a dead stare in their eyes, but it lacks the fun one-liners and satire that makes Deus Ex interesting. It's just a long slog, with unremarkable characters and really predictable plot twists. Icing on the cake, the ending is very fast and very bad, it seems that they run out of money to close the game in a dignified way.
GAMEPLAY
First of all, exploring the dungeon is very fun. Every level is subdivided into areas inhabited by different races and strongly themed around them. There is always some secret to discover, someone to fight, or a small event where your character can make the difference. The immersive sim elements are really present in the early game, allowing your character to cook, brew potions, and solve puzzles, but in the middle game, they are sacrificed in favor of a more streamlined action approach.
The classless roleplaying system is great, complex enough, but not too much for an action RPG. You can invest points in physical characteristics and skills every time you level up, increasing your chance to do almost anything. I played as a battlemage, and it worked really well, and I think that the game pushes you a little toward this playstyle. Melee characters are a little weak at higher levels; magic-only characters run out of usable spells fast; and stealth is wonky and not really well developed. A battlemage can open the fight with powerful spells, and then, if the enemy is still alive, poke it to death with its sword, always being effective.
This game is often remembered for its peculiar magic system, centered around drawing magic glyphs with your mouse. A series of glyphs is a spell that can be used immediately or kept for future use. You can keep in memory only three spells, and it is very difficult to draw glyphs while fighting, so often your mana isn't the principal bottleneck of magic, but the memorized spell limit is. The system is very fun, but it has its flaws. There are a large number of glyphs and spells, but only a handful are really useful. For example, the only offensive spell worth using is the fireball since it inflicts damage scaling with your level and uses few mana, and I rarely used something else for the whole playthrough.
The game difficulty is generally low, but the first real boss and the final boss are utterly insane and almost impossible to kill without some sort of soft exploit. In addition, the economy is totally broken; you go from being too poor to buy anything to having so much money that it can't be spent anywhere, since from the middle of the of the game onwards, merchants have almost exclusively weaker gear than you. Secondary quests can be fun, but like the main quest, they are difficult to track, and often I have used a guide to know where I should look to make the quest advance.
FINAL CONSIDERATIONS
From my review, Arx Fatalis seems like a bad game. It has a lot of flaws, but it's so damn fun. Exploring the dark corridors, tracing glyphs, and killing mosters feels great, and I was moved to finish even some secondary quests. On the other hand, the miriad of small defects bring down the total product quality, and the low budget is evident in some phases.
It's definitely a recommended play for immersive sim and RPG fans, but another person could find it a slog to go through the whole ordeal. It is very fast though (11h on HLTB for the story), so I think that is always worth a play, especially to try the not very humble origins of Arkane Studios.
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I have made some progress with Professor Layton, and I feel that I have surpassed 65% of the game. I'm taking my time, finishing all the puzzles, and enjoying the atmosphere.
The Saboteur had not had a brilliant start, but it started to pick up steam. I'm in chapter 2, and luckily the plot evolved into something more enjoyable than the wonky start. The game mechanics as a whole work, copying without remorse bits of other games and glueing them together. The result is not bad, but also not excellent. It seems like a perfect 7.5/10 game for now.
As you can see above, I returned to Crusader Kings 2. The 3 wasn't really clicking with me, and the DLC roadmap seems to be deviating from my tastes. It is a great game, but its focus has shifted from strategy to roleplaying, which is not exactly what I want. Investing more money in it seems pointless for now, so I returned to the old, reliable CK2. I'm having a blast with a Sicily-Jerusalem run, and probably I will write short posts about it on the blog.
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Some months ago I have created also some collections, and updated the Metacritic top 100 games. I leave their links here in case someone is interested.
I'm particularly proud of the CRPG Book's collection. It is a great resource, listing all the CRPGs published, reviewing them and corredating the entries with great screenshots. If you like RPGs you should have a look at it, it's totally free to download.
https://crpgbook.wordpress.com
Arx Fatalis - PC
SCORE: 7/10
Disclaimer: I played the game with the Arx Libertatis port, so some things could be a little different from the base game.
This game is very strange. It was on my backlog for a long time, but I always neglected it for something else. Maybe my expectations were too high, but I found this game a little underwhelming. BUt considering that it is the first Arkane Studios game, it is one hell of first product. But let's get down to the review.
THE GAME
The last game of the golden age of immersive sims, Arx Fatalis, is definitely a strange game. It builds on the big masterworks of this niche genre, posing itself as a spiritual successor to Ultima Underworld. It is an action-RPG dungeon crawler at its core, constellated with some simulation elements.
A goblin guards a dungeon where your character begins as a naked man. In a few minutes, you are free, and you discover that you are in a sprawling dungeon inhabited by all sorts of fantasy races that built their home there when the outside world became a frozen wasteland. In two hours, you discover a big medieval human town, an evil cult, and a classic chosen one plot. The lore around the world is good, but there are only a few Elder Scrolls-like, bland lorebooks to explain it.
I can't say that Arx Fatalis is totally predictable. The dungeon is big, and every level is well-characterized, but its plot is so bland. I would close an eye if the game belonged to another genre, but for me, an RPG with a bland story can't be great. You have wonky cutscenes with top and bottob black borders like Deus Ex where the characters speak with a dead stare in their eyes, but it lacks the fun one-liners and satire that makes Deus Ex interesting. It's just a long slog, with unremarkable characters and really predictable plot twists. Icing on the cake, the ending is very fast and very bad, it seems that they run out of money to close the game in a dignified way.
GAMEPLAY
First of all, exploring the dungeon is very fun. Every level is subdivided into areas inhabited by different races and strongly themed around them. There is always some secret to discover, someone to fight, or a small event where your character can make the difference. The immersive sim elements are really present in the early game, allowing your character to cook, brew potions, and solve puzzles, but in the middle game, they are sacrificed in favor of a more streamlined action approach.
The classless roleplaying system is great, complex enough, but not too much for an action RPG. You can invest points in physical characteristics and skills every time you level up, increasing your chance to do almost anything. I played as a battlemage, and it worked really well, and I think that the game pushes you a little toward this playstyle. Melee characters are a little weak at higher levels; magic-only characters run out of usable spells fast; and stealth is wonky and not really well developed. A battlemage can open the fight with powerful spells, and then, if the enemy is still alive, poke it to death with its sword, always being effective.
This game is often remembered for its peculiar magic system, centered around drawing magic glyphs with your mouse. A series of glyphs is a spell that can be used immediately or kept for future use. You can keep in memory only three spells, and it is very difficult to draw glyphs while fighting, so often your mana isn't the principal bottleneck of magic, but the memorized spell limit is. The system is very fun, but it has its flaws. There are a large number of glyphs and spells, but only a handful are really useful. For example, the only offensive spell worth using is the fireball since it inflicts damage scaling with your level and uses few mana, and I rarely used something else for the whole playthrough.
The game difficulty is generally low, but the first real boss and the final boss are utterly insane and almost impossible to kill without some sort of soft exploit. In addition, the economy is totally broken; you go from being too poor to buy anything to having so much money that it can't be spent anywhere, since from the middle of the of the game onwards, merchants have almost exclusively weaker gear than you. Secondary quests can be fun, but like the main quest, they are difficult to track, and often I have used a guide to know where I should look to make the quest advance.
FINAL CONSIDERATIONS
From my review, Arx Fatalis seems like a bad game. It has a lot of flaws, but it's so damn fun. Exploring the dark corridors, tracing glyphs, and killing mosters feels great, and I was moved to finish even some secondary quests. On the other hand, the miriad of small defects bring down the total product quality, and the low budget is evident in some phases.
It's definitely a recommended play for immersive sim and RPG fans, but another person could find it a slog to go through the whole ordeal. It is very fast though (11h on HLTB for the story), so I think that is always worth a play, especially to try the not very humble origins of Arkane Studios.
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CURRENTLY PLAYING
- Professor Layton and the Diabolical Box - 3DS (DS mode)
- The Saboteur - PC
- Crusader Kings 2 - PC
I have made some progress with Professor Layton, and I feel that I have surpassed 65% of the game. I'm taking my time, finishing all the puzzles, and enjoying the atmosphere.
The Saboteur had not had a brilliant start, but it started to pick up steam. I'm in chapter 2, and luckily the plot evolved into something more enjoyable than the wonky start. The game mechanics as a whole work, copying without remorse bits of other games and glueing them together. The result is not bad, but also not excellent. It seems like a perfect 7.5/10 game for now.
As you can see above, I returned to Crusader Kings 2. The 3 wasn't really clicking with me, and the DLC roadmap seems to be deviating from my tastes. It is a great game, but its focus has shifted from strategy to roleplaying, which is not exactly what I want. Investing more money in it seems pointless for now, so I returned to the old, reliable CK2. I'm having a blast with a Sicily-Jerusalem run, and probably I will write short posts about it on the blog.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Some months ago I have created also some collections, and updated the Metacritic top 100 games. I leave their links here in case someone is interested.
NEW COLLECTIONS
- Updated Metacritic Top 100 Games: https://howlongtobeat.com/user/f_n_c/lists/10049/Metacritic-Top-100-Games-(2024)
- Metacritic Top 25 DS Games: https://howlongtobeat.com/user/f_n_c/lists/37888/Metacritics-Top-25-DS-games
- Metacritic Top 25 PC Games: https://howlongtobeat.com/user/f_n_c/lists/37893/Metacritics-Top-25-PC-games
- Metacritic Top 25 PS1 Games: https://howlongtobeat.com/user/f_n_c/lists/38090/Metacritics-Top-25-PS1-Games
- The CRPG Book's History of CRPGs in 35 Games: https://howlongtobeat.com/user/f_n_c/lists/38088/The-CRPG-Books-History-of-CRPG-in-35-games
I'm particularly proud of the CRPG Book's collection. It is a great resource, listing all the CRPGs published, reviewing them and corredating the entries with great screenshots. If you like RPGs you should have a look at it, it's totally free to download.
https://crpgbook.wordpress.com
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[blog] MZD's Vidya Journal
- 3.3K Views
- 48 Replies
3 Yrs✓#
f_n_c
3 Yrs✓#
Hello, it's nice to see a new blogger! Ler me chime in in the Elder Scrolls discussion, since I'm a big fan of the series.
Having started with Skyrim, your best bet is to play the mainline games in backwards release order. The older you get, the clunkier the game will become, but also more interesting lore and story wise (from 5 to 3).
Every game has its own story, later games have references and nods to previous games but nothing extremely important. Arena had almost no lore, Daggerfall started to have something but the real canon lore really started with the spinoff Redguard.
Daggerfall has built on Arena improving everything, it's almost an Arena 2.0 with a different story and setting. It is definitely particular and has it's own charm, but the original game was riddled with bugs and design constraints that the Unity version fixed. It's worth a playthrough, but I strongly suggest to install the mod that removes the timer from the main quest. All the quests are timed, and I have thrown away almost a finished playthrough because I was too late to finish a mission of the main quest and I had no good saves to roll back to. Morrowind it's old and clunky but it's definitely the most interesting of the bunch; while Oblivion it's the middle ground between the thrid and fifth game.
Having started with Skyrim, your best bet is to play the mainline games in backwards release order. The older you get, the clunkier the game will become, but also more interesting lore and story wise (from 5 to 3).
Every game has its own story, later games have references and nods to previous games but nothing extremely important. Arena had almost no lore, Daggerfall started to have something but the real canon lore really started with the spinoff Redguard.
Daggerfall has built on Arena improving everything, it's almost an Arena 2.0 with a different story and setting. It is definitely particular and has it's own charm, but the original game was riddled with bugs and design constraints that the Unity version fixed. It's worth a playthrough, but I strongly suggest to install the mod that removes the timer from the main quest. All the quests are timed, and I have thrown away almost a finished playthrough because I was too late to finish a mission of the main quest and I had no good saves to roll back to. Morrowind it's old and clunky but it's definitely the most interesting of the bunch; while Oblivion it's the middle ground between the thrid and fifth game.
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[blog] f_n_c's Slow Gaming
- 3K Views
- 29 Replies
3 Yrs✓#
f_n_c
3 Yrs✓#
Thank you! That was exactly the idea behind the blog's title.
I started this blog quite some time after I started using the site, since I felt that I couldn't ever reach a playing speed so fast to supply the blog with regular updates. One day I said "Fuck it, I'll play and update with my own pace", and I opened the blog anyway.
In retrospective, it was a great decision :-)
3 Yrs✓#
f_n_c
3 Yrs✓#
UPDATE #6
I probably would never have played this game without HLTB. The reviews were good, but it was the very short playtime that got me hooked. I played on the 3DS since I was more comfortable, but the game is now open source on PC. There's actually no excuse to pass on it now.
THE REVIEW
You're the captain of a spaceship. Something goes wrong, and you are teleported far from your spaceship and separated from your mates. After a short hike, you save the first crewmate, and you're prompted to explore the world to find all the missing crew members. The premise of the game is simple, and the story is told through short cutscenes that play when a milestone is reached. The story is just an excuse to send your character to explore the game world, nothing more. This is a 2h game, so the choice to focus all the attention on the gameplay is completely justified. Nevertheless, the dialogue between the captain and his crewmates is often fun and not annoying at all.
The core of the game is clearly the gameplay. At first glance, it can seem like a simple, retro-looking platformer, but it is much more. You can't jump, but you can only invert the gravity of the world. It sounds crazy, but it's even justified by the cute story. While the gravity is reversed, you have complete control over your character, and you can't reverse the gravity until you have touched the ground. It can seem like a simplistic mechanic, but it's very fun to fly around and is always satisfying to complete a room. After a short introduction, you are free to explore your surroundings as you will. The external world is composed of interconnected screens, and you can jump through multiple screens without touching ground in some areas. While exploring, you can find datalogs that highlight the entrances of the areas where your crewmates are blocked. When you enter through these areas, the design becomes tighter, and the goal is no longer to explore but to traverse the linear rooms, dodging the obstacles.
The challenge is always fun and stimulating, but some sections have unexpected and interesting difficulty spikes. The game is not an easy platformer, but the short runtime makes the challenge fun rather than frustrating. Jumping around is very fun, and the gradual addition of some gameplay elements keeps the situations fresh for the whole game.
As it was already said, the game presents minimal pixel art where few colors are used to give a modernized C64 feel to the whole product, which is definitely interesting. The different areas are color-coded, and the palette choice always makes the poor scenery shine. The chiptune music is also very good; the tunes stick in your head and are definitely one of the strongest points of the game. There are some collectibles in the game that could increase the total game length, and some of them are place in really devious places very difficult to reach.
FINAL CONSIDERATIONS
As stated in the opening, there's no reason not to play VVVVVV in its open-source incarnation. It is a tight, challenging game, with a nice retro feel and a fantastic soundtrack. I definitely recommend it, and it takes away a solid 8/10. It was definitely one of the biggest surprises of this year for me. I couldn't put it down until the credits, and I felt that it was a fantastic and fun experience.
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There has been no considerable progress in Professor Layton; I have resolved only a handful of puzzles from the last update.
All the available playtime was absorbed by Arx Fatails. I actually finished it, but I still play it to complete some additional content that I missed. It was a fun experience overall, but with some major flaws. In the meantime, I started playing "The Saboteur". It seems like a great mix and match of different genres, but the general tone of the game (nazi supervillains paired with hypersexualized women) fell rather flat for me. I just finished the infinite prologue while playing Arx; I will see how it evolves after some additional hours.
VVVVVV - Nintendo 3DS
SCORE: 8/10
I probably would never have played this game without HLTB. The reviews were good, but it was the very short playtime that got me hooked. I played on the 3DS since I was more comfortable, but the game is now open source on PC. There's actually no excuse to pass on it now.
THE REVIEW
You're the captain of a spaceship. Something goes wrong, and you are teleported far from your spaceship and separated from your mates. After a short hike, you save the first crewmate, and you're prompted to explore the world to find all the missing crew members. The premise of the game is simple, and the story is told through short cutscenes that play when a milestone is reached. The story is just an excuse to send your character to explore the game world, nothing more. This is a 2h game, so the choice to focus all the attention on the gameplay is completely justified. Nevertheless, the dialogue between the captain and his crewmates is often fun and not annoying at all.
The core of the game is clearly the gameplay. At first glance, it can seem like a simple, retro-looking platformer, but it is much more. You can't jump, but you can only invert the gravity of the world. It sounds crazy, but it's even justified by the cute story. While the gravity is reversed, you have complete control over your character, and you can't reverse the gravity until you have touched the ground. It can seem like a simplistic mechanic, but it's very fun to fly around and is always satisfying to complete a room. After a short introduction, you are free to explore your surroundings as you will. The external world is composed of interconnected screens, and you can jump through multiple screens without touching ground in some areas. While exploring, you can find datalogs that highlight the entrances of the areas where your crewmates are blocked. When you enter through these areas, the design becomes tighter, and the goal is no longer to explore but to traverse the linear rooms, dodging the obstacles.
The challenge is always fun and stimulating, but some sections have unexpected and interesting difficulty spikes. The game is not an easy platformer, but the short runtime makes the challenge fun rather than frustrating. Jumping around is very fun, and the gradual addition of some gameplay elements keeps the situations fresh for the whole game.
As it was already said, the game presents minimal pixel art where few colors are used to give a modernized C64 feel to the whole product, which is definitely interesting. The different areas are color-coded, and the palette choice always makes the poor scenery shine. The chiptune music is also very good; the tunes stick in your head and are definitely one of the strongest points of the game. There are some collectibles in the game that could increase the total game length, and some of them are place in really devious places very difficult to reach.
FINAL CONSIDERATIONS
As stated in the opening, there's no reason not to play VVVVVV in its open-source incarnation. It is a tight, challenging game, with a nice retro feel and a fantastic soundtrack. I definitely recommend it, and it takes away a solid 8/10. It was definitely one of the biggest surprises of this year for me. I couldn't put it down until the credits, and I felt that it was a fantastic and fun experience.
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CURRENTLY PLAYING
- Professor Layton and the Diabolical Box - 3DS (DS mode)
- The Saboteur - PC
There has been no considerable progress in Professor Layton; I have resolved only a handful of puzzles from the last update.
All the available playtime was absorbed by Arx Fatails. I actually finished it, but I still play it to complete some additional content that I missed. It was a fun experience overall, but with some major flaws. In the meantime, I started playing "The Saboteur". It seems like a great mix and match of different genres, but the general tone of the game (nazi supervillains paired with hypersexualized women) fell rather flat for me. I just finished the infinite prologue while playing Arx; I will see how it evolves after some additional hours.
3 Yrs✓#
f_n_c
3 Yrs✓#
UPDATE #5
My first 10/10 goes to an unexpected game. I knew that this game was good and the premise sounded intriguing, but I never thought that I could like it so much.
STORY
It is difficult to present this game without spoilering some of the surprises. In fact, discovering things about the game world is half the fun. I'll try my best to keep this review totally spoiler-free.
Your character, a red-robed man with his face permanently covered by a hood, wakes up. After you wander a little bit, you encounter another character who speaks an unknown language. Guessing from the context, you manage to learn your first words and solve a very easy puzzle. This is the start of the journey that brings the player to explore the world of the game while learning the NPCs language(s).
The plot is not complex but is presented mainly with environmental storytelling, not something unique but well done. Discovering the secrets of the world around you is very fun, and the ending is satisfying.
GAMEPLAY
The core of the game is translating the language spoken by the NPCs to solve puzzles and progress through the game. Even if it could seem boring, the way the challenges are presented keeps things fresh, and the language puzzles are always used in different and more complex ways. Understanding what people say to you, reading signs, activating contraptions, and understanding written directions are only some of the types of language puzzles present in the game.
Every time you encounter a new language symbol, it is reported in a menu where you can click on it and write your guess. Every time you read the symbol again, a bubble over it will report the guess that you’ve made. In definite checkpoints, your character will take out a diary and draw on it images that you should be able to link with language symbols that you have encountered sooner or later. When you link correctly all the drawings on a page with the correct symbols, the signs become validated, and when you read them again, the bubble over them will report the right meaning. This method allows you to easily understand what you’re reading once you have the signs validated, without having to scroll between multiple pages to translate a phrase.
The game is great, but for me, what sold it was the UI. Reading symbols, adding guesses, validating the translations, and reading the translated content was easy and seamless. A bad UI would have forced the player to keep track of elements with external devices, and would have transformed the joy of translation into a boring slog back and forth through notes.
DESIGN; MUSIC AND FINAL CONSIDERATIONS
The game has a definite and very recognizable design that makes the whole explored world coherent, even if its areas are widely different. The areas of the game have a definite design and color palette, which makes them instantly recognizable. The palette is vibrant and the choice of color is great, and I was astounded by what was on screen multiple times. The music was also great—not invasive but often present—and helped to empathize with the most crucial moments.
I don’t have anything bad to say about this game. Yes, some puzzles could be a little better, but they didn’t ruin the fun or the product as a whole. The fact that an indie studio pulled this off is amazing; the game is very fresh and feels very polished. A solid 10/10 for me. I suggest to everyone even remotely interested to try this game out; its low prices encourage it even more.
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I have done some more puzzles on Professor Layton. I’m managing to complete all of them as soon as I encounter them, even if some are quite challenging. For now, only a few puzzles had strange solutions; almost all of them were challenging but fair.
I also completed VVVVV before starting Arx, but I will keep the review for the next update. Arx seems great. It’s old, but it has a certain charm that definitely makes it interesting. The underground fantasy world is well designed, and the UI seems to come from a distant past, but it’s actually very good when you get used to it.
Chants of Sennaar - PC
SCORE: 10/10
My first 10/10 goes to an unexpected game. I knew that this game was good and the premise sounded intriguing, but I never thought that I could like it so much.
STORY
It is difficult to present this game without spoilering some of the surprises. In fact, discovering things about the game world is half the fun. I'll try my best to keep this review totally spoiler-free.
Your character, a red-robed man with his face permanently covered by a hood, wakes up. After you wander a little bit, you encounter another character who speaks an unknown language. Guessing from the context, you manage to learn your first words and solve a very easy puzzle. This is the start of the journey that brings the player to explore the world of the game while learning the NPCs language(s).
The plot is not complex but is presented mainly with environmental storytelling, not something unique but well done. Discovering the secrets of the world around you is very fun, and the ending is satisfying.
GAMEPLAY
The core of the game is translating the language spoken by the NPCs to solve puzzles and progress through the game. Even if it could seem boring, the way the challenges are presented keeps things fresh, and the language puzzles are always used in different and more complex ways. Understanding what people say to you, reading signs, activating contraptions, and understanding written directions are only some of the types of language puzzles present in the game.
Every time you encounter a new language symbol, it is reported in a menu where you can click on it and write your guess. Every time you read the symbol again, a bubble over it will report the guess that you’ve made. In definite checkpoints, your character will take out a diary and draw on it images that you should be able to link with language symbols that you have encountered sooner or later. When you link correctly all the drawings on a page with the correct symbols, the signs become validated, and when you read them again, the bubble over them will report the right meaning. This method allows you to easily understand what you’re reading once you have the signs validated, without having to scroll between multiple pages to translate a phrase.
The game is great, but for me, what sold it was the UI. Reading symbols, adding guesses, validating the translations, and reading the translated content was easy and seamless. A bad UI would have forced the player to keep track of elements with external devices, and would have transformed the joy of translation into a boring slog back and forth through notes.
DESIGN; MUSIC AND FINAL CONSIDERATIONS
The game has a definite and very recognizable design that makes the whole explored world coherent, even if its areas are widely different. The areas of the game have a definite design and color palette, which makes them instantly recognizable. The palette is vibrant and the choice of color is great, and I was astounded by what was on screen multiple times. The music was also great—not invasive but often present—and helped to empathize with the most crucial moments.
I don’t have anything bad to say about this game. Yes, some puzzles could be a little better, but they didn’t ruin the fun or the product as a whole. The fact that an indie studio pulled this off is amazing; the game is very fresh and feels very polished. A solid 10/10 for me. I suggest to everyone even remotely interested to try this game out; its low prices encourage it even more.
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CURRENTLY PLAYING
- Professor Layton and the Diabolical Box - 3DS (DS Mode)
- Arx Fatalis - PC
I have done some more puzzles on Professor Layton. I’m managing to complete all of them as soon as I encounter them, even if some are quite challenging. For now, only a few puzzles had strange solutions; almost all of them were challenging but fair.
I also completed VVVVV before starting Arx, but I will keep the review for the next update. Arx seems great. It’s old, but it has a certain charm that definitely makes it interesting. The underground fantasy world is well designed, and the UI seems to come from a distant past, but it’s actually very good when you get used to it.
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[blog] FRI'S BACK(b)LOG
- 5.7K Views
- 65 Replies
3 Yrs✓#
f_n_c
3 Yrs✓#
I have such fond memories of GTA Chinatown Wars. It was my favorite GTA game until a month ago, when I completed GTA 4. It really exploits all the peculiar capabilities of the DS, and the drug-dealing minigame is almost... addicting. I'm glad to see someone else enjoying it.
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[blog] f_n_c's Slow Gaming
- 3K Views
- 29 Replies
3 Yrs✓#
f_n_c
3 Yrs✓#
UPDATE #4.3
Well, it was quite a long series of reviews! I don't have much game-time nowdays, and it often comes in short bursts so I needed to choose the games to play accordingly. From now on, I want to return to update the blog, even if probably I would have time only to post after major game completions and not with regular updates.
Professor Layton's games are perfect to fill small gaps of time when I come home from work, since a puzzle can be completed in a short time and can give immediate gratification. I played the first one a year ago, and I wanted to continue with the series. The game has been great so far; the puzzles are challenging and the story is interesting, probably even more than in the first game.
I had my eyes on Chants of Sennaar from the release day, but it fell forgotten in some dark corner of my backlog. I finally tried it, and I was impressed. The main mechanic of language translation is unique and well thought out, but for me, the biggest winner is the UI. Consult previous notes and annotate the glyphs meaning: interact with the world is seamless and easy, and I never felt unable to solve a puzzle thanks to bad design choices. The game is also great to watch and listen to, so for now, it is a win for all sides.
I have chosen two mind-intensive games, and I hope to avoid being burdened by too much thinking. The quality of both products probably won't allow that, but I'll see.
Well, it was quite a long series of reviews! I don't have much game-time nowdays, and it often comes in short bursts so I needed to choose the games to play accordingly. From now on, I want to return to update the blog, even if probably I would have time only to post after major game completions and not with regular updates.
CURRENTLY PLAYING
- Professor Layton and the Diabolical Box - 3DS (DS Mode)
- Chants of Sennaar - PC
Professor Layton's games are perfect to fill small gaps of time when I come home from work, since a puzzle can be completed in a short time and can give immediate gratification. I played the first one a year ago, and I wanted to continue with the series. The game has been great so far; the puzzles are challenging and the story is interesting, probably even more than in the first game.
I had my eyes on Chants of Sennaar from the release day, but it fell forgotten in some dark corner of my backlog. I finally tried it, and I was impressed. The main mechanic of language translation is unique and well thought out, but for me, the biggest winner is the UI. Consult previous notes and annotate the glyphs meaning: interact with the world is seamless and easy, and I never felt unable to solve a puzzle thanks to bad design choices. The game is also great to watch and listen to, so for now, it is a win for all sides.
I have chosen two mind-intensive games, and I hope to avoid being burdened by too much thinking. The quality of both products probably won't allow that, but I'll see.
3 Yrs✓#
f_n_c
3 Yrs✓#
UPDATE #4.2
Icewind Dale - Enhanced Edition - PC
SCORE: 6.5/10
Review:
I really liked Baldur's Gate 1, and I love frozen settings like the one in Icewind Dale. But this game gets too many things wrong. The dungeons have interesting stories, even if the general plot is quite boring, and are fun to traverse. The opportunity to create your whole party is interesting, and I was very happy to play my burly Dwarven Defender for the whole game. The problem is that the action nature of the product underlines all the defects of the Infinity Engine, and the high difficulty can be offputting at times. I marked the game as finished, but I didn't really beat the final boss. It is ridicolous that you are forced to play the DLC to have a chance against him, and I was too burned out to go on. The game is enjoyable, but I would never play it again.
Dragon Quest V: Hand of the Heavenly Bride - 3DS (DS mode)
SCORE: 8.5/10
Review:
This is actually the first game that I played with my newly modded 3DS. I never finished a Dragon Quest game, and I wanted to play this entry of the series in particular for quite some time. Considering the technology and the timeframe of its release, it is quite a technical marvel. History aside, it is a great game, even if I don't find it a masterpiece. The story is great and really conveys the passage of time, but I found the plot of the SNES-era Final Fantasy games more interesting. The combat feels great, the encounter rate is balanced, and the monster taming mechanic is well integrated, but I really disliked the use of recolored common enemy sprites for most of the bosses. Overall, it is an experience to remember, even if it holds more historical importance than actual quality, in my opinion. I will play other Dragon Quest games for sure, starting with the IX chapter, which I have at home.
Kirby: Planet Robobot - 3DS
SCORE: 8.5/10
Review:
I wanted some new Kirby action, and this was marked as the best 3DS Kirby game. I was not disappointed. The robot mechanic is well designed, and it is exploited to create some good ambient puzzles, even if I didn't like the whole robot theme a lot. A solid platformer overall, with a lot of great moments. The bonus games are a fun gimmick, but they didn't keep me around for long.
Skyrim DLCs - Xbox One
SCORE: 7.5/10
Review:
I am reading a lot of Elder Scrolls in-game lorebooks recently, and I was compelled to finish my Skyrim playthrough. I didn't have the patience to build a house, so I'll skip heartfire. After some daedric quests, I was ready to take on both DLCs because I was a little underleveled. Dawnguard was a mixed bag; the start is very weak, but then it opens up with an epic dungeon and a lot of interesting lore, so the late content is almost worth the wait. The ending tries to be epic, but it is underpinned by the ancient game engine. On the other hand, Dragonborn was great. Returning to Solestehim after Morrowind was a pleasure, even if it was greatly changed. The island is well-built and has some interesting quests. Apocrypha is also a great setting, but the whole DLC ended when the story started to pick up some serious steam. Overall, it is a serviceable experience, in line with the base game.
Balatro - PC
SCORE: 9.5/10
Review:
When this game became the hit of the moment, I just glossed over it. I like poker, but I found a roguelike based purely on that something unappealing. After quite some time, I decided to give it a go, and, oh boy, I was hooked. Everything is perfect: the music is catchy, the sound design is on point, the art has a definite style, and the mechanics are very engaging. My only problem is that is a little to easy to win a run when you have discovered how to play correctly, but it has plenty of content to keep the player occupied after the first win. One of the biggest surprises of the year for me, that's for sure. It will remain downloaded on my PC for a lot of time.
Luigi's Mansion - 3DS
SCORE: 8.5/10
Review:
This was another game that I wanted to try for quite some time. I was surprised by its arcade core design at first, but I loved it. The controls are not optimal on the 3DS, but I didn't have any serious problems with them. Going around the mansion vacuming ghosts never gets old, and the bossfights are varied and well designed. I was really impressed by the soundtrack and how it interacts with the gameplay: it is always the same theme while exploring the mansion, but it can be played normally or muttered by Luigi to give himself courage when he's in dark and spooky places. It has a great pace, and the whole game length is just about right.
3 Yrs✓#
f_n_c
3 Yrs✓#
UPDATE #4.1
Hello, I'm back! A lot of things happened in these months, and I forgot to update the blog. I have finished a lot of games in the meantime; here are some short reviews for them. Since the last time I log onto the site to write a full Pokémon W2 review it crashed and wiped out the finished review, I'll divide this long post into several smaller ones to avoid any accidental loss.
Hello, I'm back! A lot of things happened in these months, and I forgot to update the blog. I have finished a lot of games in the meantime; here are some short reviews for them. Since the last time I log onto the site to write a full Pokémon W2 review it crashed and wiped out the finished review, I'll divide this long post into several smaller ones to avoid any accidental loss.
Pokemon White 2 - Emulated on phone
SCORE: 8/10
Review:
I really liked this Pokémon entry. It was the last game that I needed to finish to have completed at least one game for every release up to gen 5. It fixes the problems of the first B/W, and improves the formula to have a smoother and more polished game. Everything is fun, and also the challange level is good and not to easy like the first game. This time the whole region is developed and has a purpose, and it's great to traverse. A solid entry overall, second only to Platinum to my personal ranking of mainline Pokémon games.
Grand Theft Auto 4 + DLCs - Xbox One
SCORE: 9/10
Review:
The mainline game hit me hard. The first missions have a perfect atmosphere; the rest of the game is good, but it didn't reach the same heights for me. The secondary missions are forgettable, and the money system is broken, but it's just a very good game. It became my favorite GTA game instantly. The Lost and Damned has a good story and some interesting mechanics, but it ends as soon as it picks up steam. The Lost story was worth an entire game, not a small DLC. The Ballad of Gay Tony, on the other hand, has fun and over-the-top missions; even if the story is not great, its characters are well characterized. The game as a whole is a mastodontic masterpiece; it is impressive what Rockstar produced such a hit more than ten years ago.
Call of Duty 4: Modern Warfare - PC
SCORE: 8/10
Review:
CoD MW3 was the first game I bought for the PS3 back in the day. I didn't play the previous games, and I never understood the plot fully. Now I wanted to finally play the other games of the series, and I started with MW1. The game is great, but some story missions are forgettable while others are astounding. The design of the game presents respawning enemy waves and some other elements that the series has deleted from the next entry, which make the high difficulties very hard compared to the following games. I had my ass kicked by the hard difficulty, and I was forced to switch to normal, but it was a great ride nonetheless.
Castlevania: Harmony of Dissonance - Xbox One
SCORE: 7.5/10
Review:
I started this game with no expectations since it is considered one of the weakest entries in the franchise. I was surprised. The music is not great, and the game is too easy, but Juste is so good to control, and the various magic powers are enjoyable. They tried to create something like the inverted castle of SotN, but copying the same castle layout and pasting different enemies and colors is not enough. In the end, it was not a bad experience; I was hooked until I got at least the good ending.
Kirby's Dream Land - Game Boy
SCORE: 7.5/10
Review:
Since I got a flashcard for my Game Boy, I wanted to play some games and not use it only for LSDJ. I always liked Kirby, and going back to its first game is quite an experience. The copy ability is missing, but the levels are well crafted for a Game Boy game, and it's quite fun nonetheless. The fact that it must be finished in a sitting and is very short greatly contributed to the positive score.
3 Yrs✓#
f_n_c
3 Yrs✓#
UPDATE #3.1
Here we are with another biweekly update of the blog. My university lessons started to become serious, so I had less time to play.
IWD is still on hold, but I will probably resume it soon.
I made some progress with Pokémon. I captured some legendaries (Regirock, Regice, and Reshiram) and explored some new cities. I feel that the end (all cities explored and all major "quests" completed) is near, but I don't know how much I will play this game in the future.
Duke Nukem 3D is pure fun. I finished the first two episodes, and I'm having a blast. It is moderately challenging, the shooting is satisfying, and the humor is dated but perfect for this kind of game. The second episode was less interesting compared to the first, but the third returns on Earth, so I have high expectations. The rewind feature added in this edition was useful at first when I didn't know how to play, but after the first half of the first episode, I ditched it in favor of the more classic save/reload. I know that some developers have a bad reputation online, and this version of the game is hated, but I find the development commentary very interesting. It's something that really adds value, even if it's present in only a few levels.
I also started a Karling run in Crusader Kings 3. I took the Karling count in the 1066 start, and with a single character, I managed to create the French Empire, but a cascade of rebellions started after his succession, destroying everything. I'm a little sad now.
CURRENTLY PLAYING
- Icewind Dale: Enhanced Edition - PC (ON HOLD)
- Pokémon White 2 - Emulated
- Duke Nukem 3D: 20th Anniversary World Tour - PC
Here we are with another biweekly update of the blog. My university lessons started to become serious, so I had less time to play.
IWD is still on hold, but I will probably resume it soon.
I made some progress with Pokémon. I captured some legendaries (Regirock, Regice, and Reshiram) and explored some new cities. I feel that the end (all cities explored and all major "quests" completed) is near, but I don't know how much I will play this game in the future.
Duke Nukem 3D is pure fun. I finished the first two episodes, and I'm having a blast. It is moderately challenging, the shooting is satisfying, and the humor is dated but perfect for this kind of game. The second episode was less interesting compared to the first, but the third returns on Earth, so I have high expectations. The rewind feature added in this edition was useful at first when I didn't know how to play, but after the first half of the first episode, I ditched it in favor of the more classic save/reload. I know that some developers have a bad reputation online, and this version of the game is hated, but I find the development commentary very interesting. It's something that really adds value, even if it's present in only a few levels.
I also started a Karling run in Crusader Kings 3. I took the Karling count in the 1066 start, and with a single character, I managed to create the French Empire, but a cascade of rebellions started after his succession, destroying everything. I'm a little sad now.
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