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nex3 finished Unicorn Overlord
Coming to this from 13 Sentinels it is almost precisely the opposite of what I expected. Where 13S has a phenomenal plot full of complexity, mystery, and deep characterization, UO's written like generic pulp fantasy—no, not even that, like a monster-of-the-week TV show apisiring to generic pulp fantasy. But where 13S's combat feels sloggy and bolted-on, UO's is consistently fun and reasonably engaging.

The core failing of the game is the fact that word, "reasonably". Although battles in the game are never boring, the systems promise far more than they're actually able to deliver. The game is stuck between two worlds: a stolid traditional Attack Magic Item Flee system and an FFXII-style fully automated luxury battlesim. It's straining towards the latter and it almost manages to grasp it, but the small gap remaining makes all the difference.

The goal of a system like this is to elicit in the player strategic thinking. Consider which characters complement one another's skills, which skills are useful in which circumstances, how to make a unit that's flexible, powerful, and effective against the present challenge. Find clever combinations of skills and equipment that exploit holes in your enemies' defenses. This is what Unicorn Overlord wants, and it's what it narrowly misses.

This is how a battle goes: your unit (composed of several characters) bumps into an enemy unit. Each unit is arranged on its own 3x2 grid, and each character has a set of active and passive actions they use under certain user-defined conditions in initiative order as long as they have resources. You can customize these before the battle, swap equipment with anything in storage, and the game will tell you how much net damage you will deal and how much you will take. Once you're satisfied with your setup, you hit go and the battle plays out automatically. Since resources are very limited, most battles only last a few "turn cycles" as they would exist in a Dragon Quest style system.

In practice, this system has a few critical issues. The first and most noticeable is the degree of variance in each battle. Whether hits are critical or miss entirely is up to the random number generator, which is of course quite sensitive to initial conditions—as indeed are the deterministic behaviors of a battle. This means that you can change a prospective battle from losing to winning often enough by simply rearranging your characters or toggling skills on and off arbitrarily, a practice which quickly overwhelms the amount of time you spend on actual tactical decisions.

The ability to change a unit's programming for each battle also erodes the gap between this system and something more traditional. With some finagling, you can usually choose fairly specifically which enemy will be hit by which attack, allowing you to essentially route around the automation and pre-plan a more standard RPG battle. That level of customizability undermines the conceit of programming.

At the furthest extreme, because you can swap any equipment with anything in storage before a battle or between battles, in principle the best way to play is to keep all your top-tier gear unequipped and just swap it on each unit before they fight and off once they're done. I couldn't bring myself to go to such noxious lengths most of the time, but I did keep a few "just in case" initiative boosters around.

I hypothesize that this game would be substantially more fun if you voluntarily chose not to change your unit's loadout after deploying them. I just wish this were something that was built into the game, rather than something players have to turn to upon discovering that the game doesn't live up to its own goals.

6 hrs ago


nex3 finished Dragon's Dogma II
I wasn't sure, after my first few hours of play, how much I'd like this. I had high hopes that it would capitalize on some of the unfulfilled potential of the first game, and my first impression was that it didn't quite. The first big monster encounter didn't really add anything to what the original was doing, and there's no trace of the cool rhythm-oriented attack sequencing that intrigued me so much.

But I kept at it, I switched from Fighter to Thief, and I came around. The exploration is very cool, capturing a sense of place and reward-for-exploration with the best of the open world games. And the more I played the big monster fights, the more I thought they were pretty compelling.

The rest of it is... mixed. I have a tremendous amount of affection and respect for the way it chooses to use friction in its palette: the limits on fast travel work fantastically, with my only complaint being that staying awake on an oxcart should be more feasible and not a totally endless parade of encounters that end up destroying the cart; the class system hits a good balance of rewarding multiclassing without making it free; the quests are mostly a pleasing level of kinda janky.

But boy, is this game huge. Even resisting the urge to explore comprehensively or track down every last side quest, I'm twenty-five hours in and feeling like I've barely scratched the surface. And while I'm not intrinsically opposed to a game of that size, I don't think the moment-to-moment combat or writing quite has the legs to hold up a game of that size. Not for me, not when I have so many other games I want to get around to.

5 days ago


nex3 wants Skin Deep

7 days ago


10 days ago


nex3 wants Quake

18 days ago



1 month ago


1 month ago


nex3 finished Subpar Pool
Although this is a solidly decent way to spend some time, it feels like the more you push up against the sides of its design the more it ends up disappointing. The core is great: golf-pool is a very clever design, and the various ball and course variants are inventive and fun. But the challenges that drive the meta-progression and focus the actual play... they just aren't good! They veer wildly from the trivial to the extremely difficult, with the latter largely requiring a long run of pure luck to beat rather than any particular skill. And it's a shame, because the core gameplay just isn't quite enough to motivate the player to dive into it over and over on its own.

1 month ago


nex3 followed notbrunoagain

1 month ago


nex3 finished Hollow Knight

When I first tried Hollow Knight five years ago, I bounced off it hard. I had not yet known the sweet embrace of Dark Souls. Although I did enjoy a platformer and the occasional metroidvania, the rhythm of this game's combat did not match the beat of my heart, nor did its by-the-book early traversal quicken my pulse. I didn't make it deep enough to even begin to meet the dramatis personae. I just set it down intending never to pick it back up.

That same heart, in the intervening years, grew to love From Software's oeuvre. This love has much to do with why I did eventually return, although not perhaps for the reasons you'd expect. Although Hollow Knight borrows some formal aspects from those games, most notably the bench/shade mechanic and a preoccupation with boss fights, it is on the whole more different than it is similar. And every time I've tried to dip my toe into a game because it's "like Dark Souls", I've walked away shaking my head and mourning designers' inability to learn the right lessons. That was never going to be my reason for playing this.

To understand the true reason, you must first understand what happened after FromSoft stole my heart. I played through all the games in reverse, from Sekiro to Demon's Souls, then wept for there were no more worlds to conquer. But to my friends, these paths were as yet untrodden. I would tune into their streams in vicarious delight as they first saw sights that I now knew so well. And on rare and precious occasion, a friend would ask me to take their hand and guide them through a game entire, the voice in their ear every step of the way.

I joined the journey of one friend in particular through Lordran, from believing these games were fundamentally Too Hard for them to beating the DLC bosses so fast it put the sickest Os in the group chat to shame. Playing together as learner and guide made us better friends and gave them a new perspective on their own skill broader than any video game. At the end, they told me, "I want to teach you to love Hollow Knight like you taught me to love Dark Souls". Now you understand: I had to return to this game.

So I picked Hollow Knight back up, started a new save, and began again. To be sure, after half a decade of honing my action game skills, I was far more proficient than I was before. Although the core mechanics are vastly different than a FromSoft 3D slash-and-roll, my skills transferred plenty well. I knocked out bosses quickly enough to leave Sable as dumbstruck as they had left me. But the real difference, the reason I'm wholeheartedly giving this game five stars now when I didn't even care to finish it before, was Sable. (And Sam! Another friend who was not as omnipresent, but who popped in frequently enough to substantially shape my impression of the game as well.)

Their infectious affection unlocked for me everything there is to love about Hollow Knight. With their encouragement I slipped quickly through the early game and found that the meat of it was indeed good. I could appreciate in fullness the personality of the various characters met through the game, their foibles and their tragedies. I could enjoy the environment design, have fun playing around with various builds, and really sink my teeth into bosses.

The boss design, once it gets challenging, is fascinating. Each boss has a relatively small set of moves, and the effective answers to them are highly technical combinations of movement and attacks. The emphasis is less on finding an opening and more on learning to sneak in hits while you evade. On the other hand, because you rebuild "soul" for healing while hitting the boss, in principle if you can find a hit/heal loop however inefficient you can just run it indefinitely even with imperfect play. The bosses then have to be designed around this, giving increasingly few chances to heal at all as they get more difficult but also taking quite few hits relative to, say, a Dark Souls boss.

Perhaps the place where Hollow Knight draws most from From's playbook is its plot: intricate and mournful but always a background presence, relegated to fragments of text with vague allusions and the occasional brief onscreen interaction. It must be easy to beat this game without understanding it at all, so once again I'm grateful to the guidance I had—just enough to draw my attention to key moments and answer the occasional question, never so much to shatter my nascent understanding with too explicit an explanation.

The story works so well precisely because it's understated. It's a collage of moods of which you see fragments, which the game asks you to connect yourself, to see the tendrils intertwine between what it has to say about parents and childhood, about duty and choice, about love and emptiness. It's a story in which can reflect much about what the player brings to it while still holding its own themes strong, not simply conforming to the reader's views. It's beautiful in that way.

I do have my complaints about Hollow Knight. I actually have kind of a lot of complaints. It's very clearly Team Cherry's freshman effort, full of little design flaws—why does it fire a spell if you press B to leave the menu and leave it down a little too long? why do you have to juggle charm notches just to see where you are on the map? why can't you see the world map in the fast travel screen?—that routinely drive me up a wall. But they're all small, and the ones that aren't fixable with mods are easy enough to simply ignore. And even for this, having a friend around helped. I am, after all, a huge believer in the healing power of bitching about stuff that annoys you.

Sable, since I know you'll read this: You did it. You taught me to love Hollow Knight. Thanks to you, I now have strong opinions about bug ghosts and spider/bee cross-species adoption. Dung beetles make me sad now and it's all your fault. I am changed irrevocably. Thank you.

1 month ago


nex3 is now playing Dragon's Dogma II

1 month ago


1 month ago


1 month ago


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