Author Archives: thebonusworld

Gut Check: Hades

When I finally gave in to all of the peer pressure I felt from the deluge of praise people were hurling at Hades and begrudgingly bought it, I felt this immediate wave of buyer’s remorse wash over me. After playing a little of it however, I can honestly say that it’s one of the most fun action games I’ve played this year. I can also confidently say that I won’t be seeing it through to the end because I’m bad at it.

Hades is a rogue-like action game and the latest release from Supergiant Games, makers of such classic indie titles like Bastion and Transistor. With previous titles like those, Hades had some big expectations around it and a lot of hype that seemed to dull between its release into early access at the end of 2018 and now. That’s at least how I perceived it considering I never really heard much about the game until its official release a few days ago, so I might be entirely incorrect on that front. I know people have a lot of strong feelings about Supergiant’s past games, but I truly think Hades might be the best game the company has released up to this point.

That might come as a surprise to anyone who frequents the site and knows my disdain towards the rogue-like genre as a whole, but that’s how good this damn game is. I won’t lie and say that my feelings toward the genre have changed in any meaningful way, but I am enjoying Hades in spite of the fact that it’s a rogue-like. Hades does some interesting things in weaving the story around the concept of you dying and returning only for you to perish once more. Characters acknowledge these cycles and play off of it in some pretty neat ways that I won’t spoil for anyone who hasn’t played it.

It also helps that the game looks incredible and is just oozing with style on all fronts. The character design is incredible, with NPC’s and enemies alike all rendered in a gorgeous art style that’s even better to watch in motion, Hades has its visual presentation locked in. Even the way menus and title cards explode into frame are exquisitely done, letting it be known that every part of the visuals of Hades were crafted with the highest level of care and attention. Also the soundtrack is rad as hell and you should listen to some of those tracks.

Despite the quality of the writing and the brilliance in presentation, Hades biggest strength is in the quality of its gameplay. It’s honestly been the main factor that’s kept me wanting to keep coming back to Hades. I’ve only gained access to the second weapon thus far, a bow and arrow, but that alone made the game feel completely new and fresh thanks to how it works and the power-ups you can get for it.

Every weapon has a standard and heavy attack that can be augmented by various upgrades you can find throughout the levels, adding higher critical chances, replenishing health, making certain attacks better against armor and a lot of other standard upgrade stuff. But when Hades hits you with an upgrade that allows you to shoot lighting bolts that chain between enemies as you use your dash, that’s when the true fun begins.

From run to run you’re collecting all sorts of different flotsam and jetsam that you can use to trade in for upgrades, items, weapons and some other things that I still don’t fully understand just yet because of early into Hades I am. But unlike a lot of other rogue-like games, Hades doesn’t seem like it’s obscuring information from you. Every power-up and ability increase that I’ve been presented with has very clearly explained what it’s going to do, which I appreciate very much. I’ve always hated when games try to be overly secretive and obfuscate simple item descriptions to seem more mysterious or enigmatic. I don’t have the time or patience to learn about the origins of this health potion, I just need it to keep all of my blood inside of me.

I haven’t seen too much of the game considering I’m still very early on in it, but I’ve heard it only continues to get more and more buck-wild as you progress. I look forward to potentially seeing some of this stuff, but I can’t shake the feeling that no matter how strong every other aspect of the game is, I still won’t be able to shake the fact that it’s still a rogue-like. It sucks because I like just about everything else about Hades except the genre it’s in. Actually, I don’t love when enemies off-screen manage to hurl themselves at you with a speed that’s borderline impossible to dodge, but I’m sure I’ll “crack that nut” soon enough.

I’m genuinely glad that I decided to give in to the heaping helping of praise that people have been dumping on Hades, but I do wish it was more of a standard action game that I could progress through normally. I suppose the way the story is handled in its current form wouldn’t work as well in a genre where constantly dying isn’t a thing, but there is a “god mode” setting I want to try out that allegedly let’s you play it without having to worry as much about dying that seems right up my alley.

I don’t think Hades is going to change your mind about rogue-likes as a genre if you’re like me and just don’t click with them, but it might make you a believer for a little while. But if rogue-likes actually are your thing, then Hades seems like one of the best ones that’s been released in a while.

Blog: Torn – 09/30/20

I think my brain might be busted in a major way because all I can think about is wanting to buy games that I know I’m not going to be into, and in some cases on a platform I know I don’t play that often. I feel stupid because I literally have to have an internal argument with myself every time I see someone praise Hades or Spelunky 2. The problem is that I know exactly how this ends, and it involves me just throwing about $50 into the garbage.

I’ve gone over my distaste for the rogue-like genre of games in the past and for a while it was easy for me to look at something like The Binding of Isaac and think, “Not only is this game visually unsettling, but I can just tell that playing it won’t be a great experience for me.” But here I am staring right at Hades and Spelunky 2, and I’m actively feeling my resolve start to falter.

Hades – Supergiant Games

Just look at Hades and tell me that it doesn’t at least look visually appealing. Every screenshot and clip I see of the damn game makes me load up the store page for it and hover my cursor delicately over the “gimme the cash” button. But it isn’t just a delight for the eyes apparently, because people are raving about every aspect of Hades to the extent where I think the mechanics, visuals and story might be able to outweigh my dislike of its run-based nature. Hell, Dead Cells was a rogue-like and I fucking loved the time I spent with it.

What’s really fucking with me is the desire to buy it on my Nintendo Switch, a console I play so little that whenever I do decide to check on my Animal Crossing town, I have to wipe the dust off of the screen first. So why in the world am I looking into buying Hades on a console I don’t really play that much? My running theory is that Hades is the perfect kind of game for the Switch, and apparently I’m planning on doing some gaming on the go in the midst of this pandemic or something. It’s stupid and I’m pretty sure I’ve talked myself out of buying it on the Switch.

Spelunky 2 – Mossmouth

The other game I’ve been contending with is Spelunky 2, a sequel to a game I actively didn’t enjoy but everyone on the internet apparently is wild for. Spelunky as a series are some of the only games where I feel like a genuine weirdo for not enjoying, and while I can’t make specific criticisms about a game i played back in 2008, I just remember hating its overly ambiguous approach to items and objectives as well as its cumbersome controls.

By all accounts, Spelunky 2 is just more Spelunky with fluid dynamics involved, a combination that a lot of people are really enjoying. Maybe with 12 years of wisdom and experience under my belt since the last release I can finally appreciate Spelunky for its true brilliance. Maybe Hades will make me a believer in the rogue-like genre. Or maybe, just maybe, I’ll waste my money on two games I’ll play just a handful of times.

UPDATE: I have bought both games. Somebody please help me.

Blog: More Than Games – 09/23/20

Welcome to another fantastic edition of this blog where I sometimes talk about video games. Boy howdy are there a ton of video games I want to talk about this week, I’m basically swimming in rewarding gameplay experiences that I’m eager to discuss. It’s hard to convey sarcasm through a written piece, but that was all a big fib. I did a lie. No, this week has mostly been about me reading a book, hearing about how people are enjoying games I know aren’t for me, and watching the slow and steady erosion of our democracy continue unabated. So hell yeah, video game blog time!

Honestly it’s been a week of just reading through the latest Dungeons & Dragons module, Icewind Dale: Rime of the Frostmaiden, and preparing to run that for my group. You can read more about what that process has been like in September’s Master of Disaster feature on “prepping,” but to quickly summarize, it’s been a lot of work and a lot of fun. It’s consuming most of my time these days but I’m enjoying the process of it all.

Rime of the Frostmaiden – Wizard’s of the Coast (Image Published on IGN)

Otherwise I’m just kind of watching people lose their collective minds over the release of Hades and Spelunky 2, two rouge-like games that I know aren’t for me. But seeing all of this praise being dumped on these games is making me feel like I owe it to myself to at least give them a shot. I’m really in a holding pattern until next week when Baldur’s Gate III enters early access and the desire to play other games will leave my body.

Oh, and there’s that clusterfuck of a “pre-order” situation that Sony and Microsoft both waded into unwittingly that’s been interesting to watch. For those who don’t know what happened, both Sony and Microsoft had some pretty rough pre-order snafus, with people even ordering the wrong Xbox in some cases. It was bad, and even though I literally just wrote about my wanting both Sony and Microsoft to delay their consoles, I still keep trying to get a PS5 anyway. Like, there’s barely anything to play on launch day as is, but I just want the new shiny thing! I can’t buy a 3000 series graphics card because I’d literally have to upgrade everything else in my computer to accommodate it so I want the funny looking PlayStation instead!

Image Credit – Forbes

But hey, all of that is small potatoes when stacked up against the deluge of bullshit that’s currently going on in the world. So do yourselves a favor, check your voter registration and make sure you vote on November 3rd. Seriously, it’s fucking grim out there and it’s getting worse every day.

The Master of Disaster: Prepping – 16

One of the most interesting, fun and tedious parts about being a Dungeon Master is preparing from session to session, but even more of a challenge is preparing a new campaign entirely. My group and I are currently wrapping up our “one-shot” of The Sunless Citadel, a pretty decent Dungeons & Dragons adventure, and are gearing up for our next big campaign. As luck would have it, Icewind Dale: Rime of the Frostmaiden released just as we were finishing up, so we decided that it would be our next adventure. Being that this is my first time prepping a full campaign, I figured I do it as meticulously as possible. Here’s what’s happened.

Considering I’ve always had some difficulty with absorbing the things I read, I had to approach preparing for Rime of the Frostmaiden from an overly redundant and thorough angle. I can’t just read something once or twice and commit it to memory. My brain just never worked like that so I had to bust out old my note-taking methods from my school days in order to properly tackle this behemoth of a book. What that meant was that I had to essentially read the book paragraph by paragraph, rewriting everything I was reading into a notebook.

The notes themselves, while useful, aren’t really why I’m doing all of this extra busy work. The problem I have is that I need to rewrite something to commit it to memory. I don’t think that’s too uncommon, but it definitely adds a lot more time and effort to whatever it is I’m trying to absorb. But I wanted to be as meticulous as possible, and luckily the book is actually really interesting which has fueled me to continue with this overly redundant way of learning.

Rime of the Frostmaiden – Wizards of the Coast

Both my notebook and the module itself have tiny little bookmark tabs everywhere that denote all of the important information I might need at a moments notice. I do it in a way that is more granular than the format of the book itself can account for allowing me to quickly access anything from notable characters, town lore, quests, items, hazards and more. On top of that, my notes also point me to whichever page in the book I need to get to, so I’m covering all of my bases to make sure I am never more than a few pages away from relevant information my players might need.

But I don’t want to paint all of this as an exercise in futility or anything, because I’m genuinely enjoying the book on its own. The story in Rime of the Frostmaiden is interesting and captivating as written, and all of my efforts in documenting it are just so I can provide my players with the best campaign I can muster. I get to enjoy the book as is, but my players are relying on me to deliver them an exciting and cohesive story to go along with the actual game itself. If I don’t nail this thing then they might have a pretty lackluster impression of the module, and that would be upsetting on a lot of levels.

Other things that I’ve done in preparation outside of just reading the book has involved making generic encounter maps for the frozen wasteland of Icewind Dale, along with listening to well over a hundred instrumental pieces of music and “soundscapes,” and categorizing them into several different playlists that I can quickly switch between. Is the place they arrived in a happy town? Well I’ll play the happy town songs for them. Is this battle an intense and dramatic one? Got it covered.

Page 2 of my Character Creation Syllabus

I even went as far as to make a 4-page syllabus of just about everything they need to know in order to create characters for this campaign. When I say that out loud it sounds truly insane, but they genuinely appreciated me doing that. When I’m head down on preparing for campaign, the thought that I might be more “into it” than my players always creeps into my mind, but their reaction to getting a literal syllabus was overwhelmingly encouraging.

All of the little seemingly superfluous things I’ve done in preparation I do because I know that it’s worth it. I can describe a battle in the middle of the frozen wasteland just fine, but having a generic snow-covered battle map I can toss up for them will help give them a sense of place and another opportunity to tangibly interact with their characters. Picking out hundreds of music tracks and categorizing them by their “emotional weight” seems ridiculous, but music is so damn important to setting the tone and atmosphere that I find it’s necessary to a successful campaign.

Maybe this article is just going to be met with other Dungeon Masters feeling like I’ve just described what they all do all the time, but to me I feel like I’m really putting in the extra effort to make this campaign a success. Like I said, this is my first time truly preparing for something this large and intricate, and I don’t want to mess it up. Luckily my players seem just as excited for this new campaign as I am, so I don’t think my efforts will go unnoticed.

Blog: Super Mario 3D All-Stars Feels Scummy – 09/16/20

I’m almost certain this has been covered by other folks before, but as we creep closer to its release I find myself feeling worse and worse about Super Mario 3D All-Stars as a whole. You’d think that a package containing one of the best video games of all time would be a more exciting proposition, but there are so many little upsetting nuggets of information that keep cropping up that have effectively killed any enthusiasm I had for the collection.

For those who aren’t aware, Super Mario 3D All-Stars is an homage to the original Super Mario All-Stars on the Super Nintendo that contained the likes of Super Mario Bros., Super Mario Bros. 2, Super Mario Bros: The Lost Levels, and Super Mario Bros. 3. It was an incredible package that is still held in high regards today as one of the best deals in games. Super Mario 3D All-Stars does not seem like it will be anywhere near as revered as its predecessor.

Super Mario 64 (the best game in the package.) – Nintendo

The first issue comes down to the game selection itself. Super Mario 3D All-Stars contains Super Mario 64, Super Mario Sunshine, and Super Mario Galaxy all for the “reasonable” price of $60. The exclusion of Super Mario Galaxy 2 is suspect to say the least, especially when you realize that one of the three games in this collection is a big ol’ stinker. That’s right folks, we’ve entered the portion of the blog where I dunk on Super Mario Sunshine.

Super Mario Sunshine is a game that doesn’t feel good to play, has some of the worst levels in Mario history in it, and steals the focus away from Mario and his cool jumps in favor of using a dumb water-gun jet-pack thing. It also inverted the camera controls on both the y and x axes which is an insane thing to do as is, but they took it a step further and disallowed the ability to un-invert it at all. You either had to reprogram your brain to play this bad video game, or do the smart thing and stop playing it altogether. Super Mario Sunshine is a bad game and shouldn’t be considered an “all-star” of anything.

Super Mario GalaxyNintendo

But aside from suspect game choices, there isn’t any real work being done to these games. Both Super Mario Galaxy and Super Mario Sunshine are now presented in a modern 16:9 aspect ratio, but Super Mario 64 isn’t for some reason. None of the games are getting graphically retouched or injected with new content or accessibility features beyond the ability to mitigate some of the motion controls in Super Mario Galaxy. It just seems like a mediocre package meant to celebrate the 35th anniversary of Mario.

But the scummiest and grossest thing that Nintendo is doing with Super Mario 3D All-Stars is making it a limited release, both physically and digitally. I get limited physical releases, especially in this day and age where more and more of us are just buying things digitally, but to put an end date on when I can purchase this package digitally is wild. For reference, from the time it goes on sale at the end of this week you’ll have until the end of March 2021 to snag this overpriced collection of mostly good games.

Super Mario Galaxy – Nintendo

At first the decision just seems like that classic “Nintendo is out of touch” thing, but the more you think about it the more your mind starts to craft these conspiracy theories and underhanded schemes that you could totally see Nintendo doing. My take on the situation is that Nintendo is trying to create a false scarcity for these revered games to boost their sales over the holiday season in lieu of having a big marquee game release. The artificial scarcity makes both physical and digital versions of the package seem like must have collector pieces, while also bolstering their fiscal 1st quarter earnings by guaranteeing that the sales can only hit during a specific period of time. Totally unrelated piece of information, the first fiscal quarter always ends on March 31st, just around the time when Super Mario 3D All-Stars will no longer be available for purchase.

But after you look at the blatant attempt to boost profits in a time period where a marquee game would normally come out, it’s important to remember that Nintendo has another incentive to cut off sales of Super Mario 3D All-Stars. There’s a reality in which Nintendo breaks the collection up and allows you to buy each game individually for a slightly inflated price. The collection itself feels like your chance to get the “best value” price before they break it up into 25 or 30 dollar chunks. But if I’m honest, it is Nintendo and they’ll probably try to make you pay full price for an untouched version of Super Mario 64.

Super Mario Sunshine (a bad game) – Nintendo

Super Mario 3D All-Stars would be a no-brainer for me if it was graphically retouched, or also offered the 3DS remake of Super Mario 64 on it. To me, I thought the bare minimum would be to just make these games run in 16:9, but Super Mario 3D All-Stars even falls short of that by only providing that “upgrade” to two-thirds of the games included. I think that Super Mario 3D All-Stars is bad package that Nintendo is trying coerce its fans into buying it by telling them it’s a limited time offer. The worst part however is that it’s totally going to work and Nintendo will make a boat load of money off of it. Or maybe the inclusion of Super Mario Sunshine is the worst part of this entire package? Who can say?

Gut Check: Tony Hawk’s Pro Skater 1+2

It’s rare when something that’s so clearly playing off of your nostalgia actually delivers and makes good on all of those memories you have of a game instead of just reminding you how flawed your brain is. It turns out that the original Tony Hawk’s Pro Skater series was phenomenal and Tony Hawk’s Pro Skater 1+2 brings everything you loved about the series into the modern era extremely successfully.

From the start you’re immediately struck with the first wave of nostalgia in the form of a compilation of skate footage starring the characters of Tony Hawk’s Pro Skater 1+2, set to Guerrilla Radio by Rage Against the Machine. I also enjoy that none of the footage was reused from old games, and instead it’s just modern footage of new and aged skaters doing sick tricks. It’s one of the first examples of this game knowing exactly what it is and who it’s for.

When you get to the main menu you can choose between playing the first or second Tony Hawk’s Pro Skater, along with a third option for online and free skate which I admittedly have not engaged with yet. There’s a pretty decent character and board creator that you unlock more options for by completing in-game challenges across both games, as well as a park creator that I also have not touched yet. The challenges can get pretty wild too, asking you to make specific combos over certain gaps and such, but luckily Tony Hawk’s Pro Skater 1+2 allows you to track specific challenges if you like.

But that’s all ancillary stuff we’re talking about, the real magic is in the gameplay. As far as I can tell, Tony Hawk’s Pro Skater 1+2 feels just like I remember those originals feeling. It’s fast and snappy and borderline infuriating when you over rotate and fall on your ass, just like I remember. Even better is Tony Hawk’s Pro Skater 1+2‘s decision to include various accessibility options that allow you to toggle certain game features on and off along with certain cheats like unlimited special meter an perfect grind balance.

For example, I don’t believe the revert was in the first Tony Hawk’s Pro Skater, but it is when you use the default gameplay options. If you really want that first Tony Hawk’s Pro Skater experience though, you can change the feature set to what was available in that first release. I don’t know why anyone would do that but the option exists if you want to have less fun.

The weird thing about talking about the mechanics of Tony Hawk’s Pro Skater 1+2 is that if you’ve played those original games, you know how this one plays too. It’s the game you remember except prettier. It retains all the good and bad about those first two games, including the one or two bad levels you had to slog through to get back to the fun ones, but I genuinely forgot how much I hated some of these levels until I was confronted with them once more.

Aside from the game itself, I think the most pleasant surprise for me was just revisiting the soundtrack once more. It’s weird to return to the place where a lot of your music tastes were cultivated nearly over two decades ago, but in a good way. I can’t remember what song played in the main menu in the original, but Tony Hawk’s Pro Skater 1+2 immediately starts playing Superman by Goldfinger because they know exactly who their audience is and what song jumps to mind when they think of that first game.

There’s always the worry that you’re remembering a game being way more fun and memorable than it actually was, but Tony Hawk’s Pro Skater 1+2 validates all of that nostalgia by delivering a truly fantastic remake of a those classic games. It’s also hilarious to me that they aged up all of the skaters from the original game allowing us to finally see a man in his mid fifties do a 900 off a rooftop only to get hit by a car that’s whipping around corners at breakneck speeds, and I think we could all use a little more of that in 2020.

Blog: Console Bore – 09/09/20

As of writing this, Microsoft finally saw fit to confirm what might be the worst kept secret in the gaming industry, in announcing the existence of the Xbox Series S, the all digital and budget model of their next console. I could talk about how odd and wildly different from the upcoming Series X it looks, but instead I’d like to add to the cacophony of voices asking, “Should these boxes just be delayed?”

Honestly, I think they should be for a multitude of reasons. First, it’s 2020 and things are a fucking mess with a lot of folks (myself included) out of a job and unable to justify buying a $500+ video game machine. Things are tough out there with people not only possibly being unable to afford the thing, but supply chains being what they currently are might make for a difficult production and distribution pipeline. It’s like if Rolex was trying to pitch me on their newest line of expensive watches where normally I’d say “no thank you,” but trying to sell it to me in this economy is just fucking wild.

Xbox Series X – Microsoft

But maybe you’re Captain Moneybags, sitting upon your throne of gold coins and job offers with plenty of disposable income to throw around. First of all, how about throwing some of that cash my way, and secondly, what are you gonna play on these boxes anyway? Launch lineups are generally pretty forgettable, but this time around it’s downright miserable.

Sony has Marvel’s Spider-Man: Miles Morales coming day and date with the PS5, but that’s kind of it. Without a doubt both Microsoft and Sony will get some sports games, some sort of dancing game and an Assassin’s Creed, but that doesn’t seem worth the price of admission to me. Sure I’ll play Assassin’s Creed Valhalla and the Spider-Man game, but the first one I’ll be able to play on my PC or PS4, while the latter is more of an expansion pack that’s built on the same bones as its predecessor. That’s not a dig against these games but there’s nothing that’s jumped out and made me eager to buy a new console.

Playstation 5 & friends – Sony

Then you look at Microsoft who basically just has third party stuff coming out with nothing else to show especially after Halo Infinite got delayed into next year. Like the PS5, they’ll get some sports games, some Ubisoft titles and the next Call of Duty, but they’ve got even less going on than Sony does. Sure they have Game Pass which will allow users to play a variety of stuff, but you can already play those games right now on your current generation of Xbox or a PC.

Maybe by the end of the month both companies will announce some super amazing games that I just have got to play on day one, but as of now there’s like one thing I want to play that’s exclusive in Spider-Man and that’s it. Personally, I wouldn’t mind a cool March release for these bad boys, or even just a full year delay. But it’s expensive to just store product in a warehouse for a year, and it’s unwise to do that with what will be rapidly aging technology. A delay could see a drop in price and a better lineup though, which is something I’m into but these companies certainly will not be.

Gut Check: Spiritfarer

You’d think that a game about aiding the souls of the recently deceased in completing their various unfinished businesses would be a downer, but Spiritfarer just might be one of the most pleasant gaming experiences I’ve had this year.

I Spiritfarer, you play as a young child who has been tasked with taking up the morose mantle of being the new Charon, or as you might better know them, the ferryman of the river Styx. You and your adorable magic cat, commandeer a massive boat in the hopes of collecting the souls of the departed and helping them find peace in the afterlife. The boat serves as your primary play space, where you’ll have to fish, cook food, grow vegetables, smelt metals, spin yarn and more in an effort to keep the recently departed happy.

All of the souls onboard your vessel have their own specific tastes and desires, from dietary restrictions to more personalized dwelling spaces. As time goes on you’ll start balancing several objectives at once, like taking food out of the oven or watering plants, all of which give the impression of urgency without actually being stressful. It’s extremely low stakes with the notable exception being whenever your passengers exhibit a change in moods, which is when I as a player will hurl food and affection at them until they smile again.

I mean that fairly literally as well. In Spiritfarer, the main ways you raise the mood of a disgruntled passenger is to either give them food they like, build them a room they want, or to just hug them. There’s a hug option for each of the passengers which is great, but it’s also the most crushing feeling in the world when they say that they’re good on hugs for the day. It’s so brutal.

But that brutality is lessened by the gorgeous artwork and animation in the game. The way the plumes of light cut through the gaps of buildings on your boat at sunset is truly something to behold. Even when you disembark from your boat and head onto an island, Spiritfarer displays some truly jaw dropping vistas.

But Spiritfarer isn’t just a pretty looking management sim, it’s also got some light platforming and adventure elements that hold up as well. The platforming isn’t going to blow anyone away by any stretch, but it feels fairly snappy and responsive enough. It only really became an issue when I would try to be faster than the game could really contend with. For instance, there are these lightning storms you can fly through, and during that voyage you can race from point to point in an attempt to collect some lighting in a bottle, which I’m pretty sure is either money or a crafting resource. When you’re trying to be fast and precise, the platforming in Spiritfarer doesn’t really hold up.

That’s fair though. Spiritfarer isn’t an action game as much as it’s an adventure game. In between managing your relationships with passengers, growing crops, and crafting things, you also have to find more lost souls and complete objectives for the ones already onboard. Sometimes it’s about revisiting a childhood home and confronting the memories that linger in there, and sometimes it’s about being a union representative for spirits that are being taken advantage of by their boss.

One of the only issues I have with Spiritfarer has a lot to do with completing these quests. You have a mission log where you can refresh yourself on what someone wants, or where you should go, but the souls that require you to travel around and collect or build something for them before they join you lack any indication of where that person is.

For example, I found a spirit that wanted me to bring back their lost sheep. One of these overly rambunctious sheep happened to be on another island which I managed to find fairly easily, but the mission log didn’t tell me where the spirit who wanted the sheep actually was. This was a problem because it had been two days between finding the sheep and wanting to bring it back to the spirit. After some searching, I caved in and just consulted the internet which revealed that I was nowhere even close to finding the spirit.

Outside of that however, Spiritfarer has been an utter delight to play. It has that insidious “just one more thing,” quality about it that routinely has turned hour long game sessions into 3 hour affairs. I cannot sing its praises enough and wholeheartedly recommend you give it a shot if you’re looking for that pleasant oasis in this desert of misery we currently live in.

Blog: Games-tember – 09/02/20

I cannot believe that it’s already September. This year has simultaneously felt like it’s taken forever and vanished in the blink of an eye. I personally love the fall and can’t wait until this muggy, humid, miserable heat fucks right off for a few months. Along with that shift in weather however, the fall comes bearing oh so many highly anticipated video games along with new consoles that arguably should be delayed. But let’s focus on the games for now with this short list of my most anticipated games of September.


NBA 2K21 – 2K Games

NBA 2K21 – 09/04/20

I wanna just get this one out of the way and get it over with. NBA 2K21 releases in a few days here and I’m all in for it. I don’t expect anything to change too dramatically in this latest entry, considering they never actually update the modes that I play. but in lieu of any real update to the modes I normally play, I end up buying every entry in the series just because I love basketball. NBA 2K21, like its predecessor, will be a game I end up dumping hundreds of hours into over the course of the year. For instance, I’ve put almost 700 hours into NBA 2K20, so I’d say that I can definitely get my moneys worth out of these games. I don’t expect it to be markedly better or worse than previous entries, I’m just a sucker when it comes to basketball games.


Tony Hawk’s Pro Skater 1+2 – Vicarious Visions

TONY HAWK’S PRO SKATER 1+2 – 09/04/20

I genuinely don’t know if I even have dexterity to play Tony Hawk’s Pro Skater anymore, but you can bet your ass that I’m going to try. Like a lot of people in my age group, the Tony Hawk’s Pro Skater series holds a special and borderline sacred place in my heart. I can still remember some of the mission specifics and optimal routes from certain levels in past games, and am especially eager to hear that classic soundtrack once more. Cause the only way to listen to Goldfinger’s “Superman” is during a two minute chunk where you’re trying to find a fucking secret tape. I look forward to revisiting these games for the first time in over a decade even if I’m destined to be terrible at them.


Marvel’s Avengers – Crystal Dynamics

MARVEL’S AVENGERS – 09/04/20

I’ll be honest, I did not come away from the beta for Marvel’s Avengers with many positive things to say, but it’s just one of those things where I need to see how it turns out. I like the Avengers as heroes and would love nothing more than to play a good Avengers game that appropriately captures the feeling of working together as a super powered team. Do I think this game is going to capture that feeling or even be good? No, not one bit. But I would love to be pleasantly surprised and proven wrong. I’m definitely going to wait and see how people feel about it before I make a purchasing decision, but I’m still lured in by those big beefy lads and lasses in tights and fun costumes.


Spelunky 2 – Mossmouth

SPELUNKY 2 – 09/15/20

Look, I did not, do not, and probably never will understand why people enjoyed Spelunky so much, but I am curious to see how those people receive the long awaited sequel. Spelunky is often called one of the best games in a genre that I don’t enjoy (rogue-likes), so it’s not hard to understand why it was never for me, but I’d like to give it a shot and potentially see what all the fuss is about. Maybe Spelunky 2 will be the game that makes me a believer, or maybe it’ll be a big disappointment for all of the fans of the first game. I guess I’m mostly just trying to mentally prepare myself for when everyone I follow on Twitter starts posting nothing but videos and screenshots of how good they spelunked or whatever you actually do in that game.


Baldur’s Gate III – Larian Studios

BALDUR’S GATE III – 09/30/20

I’m pretty sure I’ve written 2 or 3 different articles about why I’m jazzed about a game that is historically part of a genre of games I usually hate. Like my previous features about Baldur’s Gate III posited, I just really like Dungeons & Dragons 5e and am eager for a way to get that fix on a more than weekly basis. I feel like I’ll also be more comfortable with this Baldur’s Gate III because I already understand the rules and mechanics of Dungeons and Dragons, so the learning curve won’t be as insurmountable. I never would have predicted that I’d be excited for a game like this, let alone consider it one of, if not my most anticipated game to come out this year. I have to temper my expectations however, because Baldur’s Gate III isn’t officially releasing this year, it’s just entering early access.


So that’s what’s on my radar for this month. Despite the large amount of delays that have cropped up this year, there’s still a lot to look forward to. But with the new consoles coming out within the next few months, September might be the last month big games can come out without being in the shadows of Microsoft or Sony’s shiny expensive boxes. Or maybe they’ll delay the consoles like they probably should, but that probably won’t happen.

The Master of Disaster: Combat Encounters – 15

People often talk about the three pillars of Dungeons & Dragons and how crucial they are when making a well rounded campaign. Of the three pillars, exploration, role-playing and combat, I usually tend to focus on the role-playing pillar the most while paying less attention to the others. I’ve always felt that exploration was the toughest one for me, but as I run more Dungeons & Dragons games with different groups, I find that combat ends up feeling the weakest and least interesting.

Combat always seemed like a layup to me, wherein I could just launch enough monsters at the players and call it a day. It wasn’t until I had to deal with a real slog of a combat encounter where everyone was rolling terribly, that I realized just how bad at these encounters I actually was. Simply pitting stronger enemies against a party doesn’t make for an inherently fun encounter, so I wanted to outline some things that I’ve started to fold into my combat scenarios to make them more interesting.


LOCATION

One of my biggest issues with a lot of Dungeons & Dragons adventure modules, particularly the lower level ones, is that they don’t provide much in the way of variety for the players. Take the 5e book of one-shots, Tales from the Yawning Portal (TYP) for example. In TYP there’s a level 1-3 scenario called The Sunless Citadel, in which a group of adventurers has to go to this mysterious citadel that exists at the bottom of a ravine. While I’ve enjoyed running my players through this scenario, I’ve found that the majority of the fights they’ve gotten into basically turn into slug-fests where it’s just about standing your ground and hoping you hit more than your enemy does.

Most of the battles in The Sunless Citadel go this way, where there isn’t enough space or location variety to do any of the crazy stuff that makes Dungeons & Dragons so special. No one is going to swing from a chandelier or knock a dude into a pit if that stuff just isn’t there, and that’s the problem. These locations tend to lack a lot of variety often just being some dusty old dungeon where something was worshiped in a time long forgotten.

Tales from the Yawning Portal – Wizards of the Coast

My solution to this is to invite people to flex their creative muscles by allowing them to basically manifest room features (within reason) if they succeed on a good enough investigation or other appropriate check. It can be something as simple as letting them scoop up dust to throw in an enemy’s eyes to blind them, or finding an empty bottle to hurl at a threat. I’m not gonna let them just find a rocket launcher or anything like that, but I think it’s important to allow players to get wacky and shake up the mundanity of just rolling dice to hit armor classes.

Most of the wildest stories you here when people describe their experiences with Dungeons & Dragons tend to come out of some wacky combat scenario, but planning for wackiness is an impossibility. Sure you can put some fun stuff in every room to entice the players, but they might not always take the bait. Instead, I tend to entertain just about every wild thing they want to search for in the midst of combat, and will make a decision then and there.

LEVEL DESIGN

Level design is incredibly important when making a combat scenario, and I often find that limiting the playing field both in width or height makes for a boring encounter. It’s easy to craft a battle in a single story room, but that doesn’t really afford the players or enemies any opportunities to do much besides just run at or away from each other. Things like pillars and furniture can help for sure, but I find that the best encounters are the ones where the enemies aren’t always in your line of sight.

I prefer battles that span larger areas as opposed to confined spaces, but that’s a broad sentiment that needs to be explained. You can make a combat encounter be on the first floor of a house and call it a day, but it would be far more engaging if the entire house and both front and backyard were in play as well. Sure a battle could just naturally spill out into those areas, but that might not happen which could lead to a bland encounter.

What really makes these encounters slow down to a crawl is when the party starts out all bunched together and there’s no incentive for any of them to move. That’s why you need a diverse location with plenty for the players to explore beforehand that could have them start the encounter off a little scattered. It isn’t a way for me as a DM to punish the party for splitting up, instead it’s a way to make combat encounters more than just a war of attrition. Are the wizard and rogue looking through an office on the second floor while the fighter and cleric explore the lower floors? Great, now the players have to really take into account their strengths and weaknesses and open their decisions up beyond just “what attack do I use?”

Descent into Avernus – Wizards of the Coast

If they’re determined to group up again, make that an exciting event that might involve them using a full dash or disengage action. The act of self-preservation shouldn’t feel laborious, it should feel like a triumph. As a DM, you have be able to paint these less flashy actions as a victory for whoever needs to utilize them. Players have so many non-combat oriented abilities they can utilize, but no one will ever do any of them if it’s just about making sure the tank can take all the hits while casters do their work from a distance. My method is to make sure that every player has the opportunity to shine in a given combat encounter, while also putting them in positions where their characters might not be primed to be in. Just don’t be malicious about it.

Make sure everyone has the chance to bail out and regroup if they need to, but give them a chance to be the focal point at all times in combat. Sure all the characters combined are a party that needs to work together, but being a party shouldn’t steal their individualism as characters. The line is quite thin, but making sure that a character both feels capable and under powered on their own is difficult, but I find that when it’s done right it makes for some very memorable moments.

LESS FREQUENT & MORE INTERESTING COMBAT SCENARIOS

This final point also builds on the previous one, but it’s important enough to be its own thing. There is nothing less interesting than opening a door to a small room, rolling initiative, beating the bad guys, then opening another door a few minutes later to do it all over again. It’s tedious and makes battle feel more like a chore than an opportunity for fun. I think combat scenarios should be bigger than just combat in general, which is confusing at first, but let me explain.

So you’ve got your big open mine where a bunch of goblins hang out. There are various natural ramps along the walls allowing for miners to reach new areas, there’s a mine cart track and a large molten lava pit in the center that’s used for smelting. We’ve got ourselves a big open combat scenario right there, but the party is bunched up together as they entered the room and don’t really have a reason to split up. That’s why you need to give them a reason.

Adding multiple objectives to combat scenarios beyond just killing everything is key. Have the players take a look around and find that there are half a dozen detonator plungers with wires leading off of them in various directions. If you visually track those wires, you can see a few of them are attached to explosive charges that are crammed into cracks in the walls. Also, this mine is right below a village of unsuspecting innocent people! Oh no! Now the party has to survive and accomplish a goal to truly be victorious.

Sword Coast Adventurer’s Guide – Wizards of the Coast

But you need to have a contingency plan for when your players just try mage hand the wires off the explosives or something. Maybe some goblins with fire arrows will show up to detonate the charges themselves, or some fire elemental gets summoned to do it. Maybe the goblins are protected by a massive troll who is going to run interference for the party, thus emboldening the slinkier and more nimble characters to go and deal with the charges while the tankier classes try to push the troll into the lava.

That combat encounter alone is way more interesting than just a flat room with 7 goblins running up to you with swords. I firmly believe that adding in objectives, having waves of enemies show up at different times, and having a big space with a lot of different tiny stories going on in them is key. Some goblins are on planting charges duty, some are running defense, that troll is protecting both of those parties. Having all of that going on at once will make for a longer and more memorable combat scenario than the firing squad of goblin archers standing opposite the party.


I’m not the ultimate authority on this stuff, but I’ve had plenty of experience in making boring combat encounters. Adding in some of these elements alone made for a more engaged party in my experience. It’s a shame that Dungeons & Dragons often paints combat encounters into these random occurrences like something out of a Final Fantasy game where you open a door and enemies pop out.

The beauty of Dungeons & Dragons is that it empowers your players to use their imagination to conquer any challenge in their way. Too often I find that new players will use the rules and their abilities as static things, like it’s all they can do. The rules are there to guide you and give you a way to navigate the crazy shit you want to do and not the other way around. Regardless of if you take my advice in this article or not, make sure you’re emboldening your players to be creative whether they’re in combat or not.