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A Brief Statement

Gametrodon condemns the behavior of the abusers at Activision-Blizzard, and the management that enabled them.

The next several months will likely determine if the company has any chance for reform, or will just act to save public face without making any actual commitment to demolishing a culture of sexism and abuse.

California Department of Fair Employment & Housing Complaint

NPR Coverage of the Complaint

An Open Letter from Blizzard Employees to Management

Jason Schreier’s Twitter – Writer for Bloomberg, and coverage of the unfolding events.

We encourage our readers to review the links above for more information and context.

The most valuable voices to listen to at this time are those who have had to endure this discrimination and abuse.

Disgaea 6 -Spoiler Full Edition

It’s been over a month since D6 came out in North America. We had a spoiler-free writeup on the series earlier, and I’m gonna write this post assuming that you already read that one. Is that entirely fair? No, it’s not, but I’d be retreading a lot of already visited ground if I didn’t do that.

Just in case you still choose not to read it, here’s the five second version. D6 has a new art style, performance problems, and gives you meaningful access to the unique mechanics that make up the game faster then it’s predecessors. Good?

Few more things to get out of the way before we get into this:

  1. I cleared all content except Raksha Ba’al, the last endgame secret boss.
  2. I played without any DLC except the free Hololive DLC.
  3. My save file has about <300?> or so hours on it. I’d say in terms of actually playing, I played about 80-100 hours, maybe a bit more. The reason those numbers don’t add up is because I spent a lot of time auto-grinding.

ART

Disgaea 6 has a very different look then it’s predecessors. Instead of using the sprites previous games did, D6 uses 3D models. I don’t like them as much as the old sprites. In addition, the super over the top skills feel a bit more toned down then usual in terms of visual flashiness. I didn’t see anything that for me was super memorable, and many of the animations feel shorter, as compared to things like D5’s Super Olympia which crushes an entire solar system as part of the attack.

STORY

If I’m blocking these out, it’s mostly because I want to just address them and then get them out of the way. Compared to the other games, I’d say D6 has a stronger finish and conclusion then 5, albeit with somewhat weaker mid-stance. The characters are solid, and there are some fairly funny moments, and a few more brutal ones. All in all, it’s fine. It does follow the same pattern that D5 does in having characters get a power up at various points in the story arc that correspond to their growth as a character, making that growth feel a bit forced, but it’s an overall it’s an improvement.

GAMEPLAY

And here we are: the big one. The chonky boy. The factor that the rest of this post is going to be devoted to, D6’s Gameplay loop. So how is it?

Well… it’s a bit different then other entries in the series actually. Let me explain what I mean.

Disgaea has a reputation for being a “Grindy/Grinding” game, but despite that fact, grinding usually isn’t necessary to beat the “Main Game” and see the credits roll. It’s more or less required to beat endgame content, but even then, grinding in Disgaea tends to be a bit different then traditional grinding. Instead of it being the classic “Walk around, find encounter, spam attacks, rinse repeat” Disgaea tends to take more of puzzle route. End game grinding in Disgaea is less about “How much you grind” and more about “Making your grind as efficient as possible”.

Let’s take D4 as an example. D4 has a set of end game maps that culminate in a map that is incredibly simple. It’s just a large square of enemies, arranged in a fairly specific pattern. And it’s possible, with the right set of skills, abilities, and setup, to hit and clear this entire map in one hit, and hit the level cap after a single fight in this map. This isn’t an oversight. The map is designed in such a way to be beaten like this, and cleared incredibly quickly.

D6 is different. Unlike other games in the series, you will have to grind to beat the main story, because the level cap has been extended twice, all the way up to something like 9,999,999,999, along with the stat cap. The leveling process itself is much faster, and but there are still a few points where if you’re playing each map once, you won’t be high enough level to clear the next one.

And this is where some of the games new systems, Demonic Intelligence(D.I. for short), auto-play, and auto-repeat come into play. DI is effectively a visual programming language. Each unit can store of to five of these, and have a single active one. When you toggle on the auto-play feature, the game will have your units execute commands based off of their active DI. If you toggle on auto-repeat, when you clear the map, you’ll just start it over again. Which means this is the point where D6 switches from being a tactics game, to being an incremental game.

DI is a really cool idea. I really would like to say I love it. Unfortunately, I can’t because in it’s current incarnation, it has some massive flaws. Disgaea 6 doesn’t have any form of documentation/information about exactly how D.I. works, and when I say documentation, I mean things like “The Target an Enemy Function will target the closest enemy starting by checking clockwise…” at that level of detail. And while normally this wouldn’t be too bad, it brings me to the second point. There’s no real way to debug or step by step execute D.I. Instead, you can either have it turned on or off. There are also several commands that are effectively useless such as option that lets you target a specific square on a grid, without any way to figure out how gridding for maps works.

The end result is a system that feels very hard to do to get what you want. Instead, I found myself just sort of brute-forcing it, with certain D.I. setups that thought would fail working, and setups that I thought would work fail. Instead of using D.I. as a solution to automate grinding, I tended to just use incredibly simple patterns, and just have units leveled up high enough that I could face roll through content.

And generally speaking, this would be mostly fine if it wasn’t for another new system: Karma.

Karma functions as a replacement for the Chara World systems from previous games. These are areas that you would use to permanently boost your characters growth and stats.

In D6, instead of having a item world equivalent like D4, or a Mario Party board game like D5, each time you reincarnate a character, you get a certain amount of Karma. You’re then given a menu where you can spend this Karma on a variety of things, including extra evilities, stat boosts, and…. max level and stat caps.

And here’s the problem: Because of the ridiculous scaling in D6, scaling your stats with Karma feels like the most effectie way to boost scaling. But because the level cap is so high, it takes several hours of grinding with D.I. to have your party hit the level cap. Or you can do this bullshit and have a single member of your party hit max level in about 5 minutes, but there’s no way to use D.I. to farm it.

Regardless of how you choose to do it, once you do, you hit one final wall: The amount of Karma you get per reincarnation is “relatively” small. And because this is Disgaea, let me give some exact numbers. Each reincarnation from max level gives about 120,000,000 Karma. Each stat point past 2,000 costs 5,000,000 Karma to buy. Stats cap at 4,000. There are like 6 stats. I was gonna say “I’ll let you do the math”, but that’s a cop out, so instead, here it is.

Getting a single character to max stats would require you to run this 3-5 minute setup about 500 times. So, assuming maximum generosity, just about 25 hours, if each loop took 3 minutes. There is no way to speed it up or make it faster.

I wouldn’t say this is the defining factor of D6 for me, but it does highlight what feels like the weirdness of the game. It’s a game based around massive numbers, but makes getting to them a bit of a chore. It adds autogrinding and looping, but it does so in a way that makes the system hard to utilize, and debug, and means that you end up skipping more content then you do playing. And even when you use those systems, in the hyper late game, they’re less efficient then actually playing the game by such a massive amount that you may as well just ignore them.

While it might seem like I don’t like D6 given how much time I just spent tearing parts of the game apart, it’s only because I spent so much time playing it that those things actually came to annoy me. I do want to call out D6 for what it does well, making an actual attempt at innovating with some of it’s mechanics and systems, and trying to make them more core to the main game.

The attempt at switching to 3D, and the new combat animations aren’t great, but hopefully, that’s the result of unfamiliarity with new tools and systems. D.I. is a very interesting system, but it’s heavily busted because of the lack of ability to debug and step through behavior. The frame rate is garbage for no reason, so hopefully that gets fixed.

On the flip side, as an entry in the Disgaea franchise, D6 simply wasn’t as fun from a purely tactical gameplay standpoint as D5. The lack of interesting combat mechanics like Overloads, somewhat reduced skills, and lower character class pool didn’t feel as interesting.

So here’s my verdict:

If you already like the Disgaea series for the story and humor, D6 is worth playing through for those.

If you already liked the series for munchkining tactics and extensive vidya bullshit, and don’t give a shit about the story, D6 is probably not going to be your cup of tea.

And if you’ve never played a Disgaea game before, well, it depends. D6 is in many ways a good introduction to the series, with some of the simplified systems, and auto-grinding. But those same elements also make the meta-flow of progression less interesting, so if you want to see what the games mechanics are all about, I’d suggest D5 instead.

Kyle’s Good Stuff Gamepass List

A list of Good Stuff you can get on Microsofts Gamepass Service.

Ah, Gamepass. If you haven’t heard of it, Gamepass is Microsoft’s “Netflix for games” service. After some jackass gave me shit for pre-ordering Back 4 Blood, saying that it would come out on Gamepass, and I could play the whole thing for like $10 instead of $80, I decided to see if there was anything else on the service I’d care about. And there is! In fact, my opinion is if you play more than 3 AAA games per year, it probably makes sense to subscribe Gamepass for a few months of the year.

So anyway, that’s what today’s thing is. A list of the good games on Gamepass that I’ve been playing recently, what each game is, what I think of it, and why you should play it. Some of these you’ve probably heard of, and some you probably haven’t. But anyway, let’s get into the list.

Ikenfell is a turn-based tactical RPG with quick time event-style minigames for attacking and blocking. (Think the Super Mario RPG sorta stuff.) Plotwise, the hook is that you go to a magic forest that has a wizard school in it to try to find your missing sister who was attending said wizard school.

Storywise, I thought it was amazing. The music was almost all really good. There was one boss battle where the music sort of took me out of the moment, but that was it.

With that said, the game is a little grindy. Unless you like the grind, I suggest turning on the game’s accessibility options or cheat mode to farm EXP, and then turning them back off for the boss fights, where the combat is the most interesting. The puzzles are also pretty good.

I love Psychonauts 2. It’s the best platformer of the year in my opinion. Psychonauts 2 is a puzzle platformer that requires a lot of outside the box thinking and trickery.

While it frontloads a lot of mechanics, I got used to them pretty quickly. The side quests feel amazing even when they’re just fetch quests. The Art style was mildly off-putting, but I got used to it after a bit. The story is also really good, and better then the first game in my opinion. While a lot of the gameplay returns from the first game, there are a few new abilities, including a time stop. There are also lots of new minigames. Finally, the pacing of new enemies is much better than its predecessor: there’s a new enemy each area, and a fairly good variety of foes.

If you do decide to pick up Psychonauts 2, I highly suggest you get the “Deal Double Damage, Take Double Damage” ability as soon as you can, because without it enemies can feel a bit tanky. Like trying to break a brick with a pool noodle.

Clustertruck is a fast paced 3d platformer. Unlike what the splash image might imply, you do not spend it smashing trucks into each other. Instead, you play a high-speed highway version of the floor is lava, except the only part of the floor you can stand on is trucks being launched at incredible speeds.

While I think Clustertruck has the best movement of anything in this list, I really don’t like how the abilities you use get unlocked. You have a trick meter that you fill by doing tricks and stuff. Except by the time I got to the final level, I had unlocked maybe half.

On that subject, I did not like the final level. It breaks a bunch of the conventions that the rest of the game set up, and not in a fun way.

Ed Note: We already have a full writeup on Hades that you can read here. As I don’t feel like retyping out 90% of that review, I’m just going to put two or three choice quotes from that article below, and call it good enough. Frankly, I think all the game of the year awards from…. everyone really do a good enough job.

“I have no criticisms.”

“The only roguelite that has ever made me want to keep playing just because of the strength of the story.”

“The characters and their relationships offer unique takes on the characters that you may already be familiar with, but will still be presented in a new light.”

So yeah, everyone loves it, and everyone but me has played it.

Sunset Overdrive is a action adventure game, with both third person shooter elements, and little bit of Tony Hawk movement. Its tone feels a bit like Borderlands.

This game came out in 2014, and it does sorta show. Character creation was limited, and all the characters look ugly IMO. But that’s the aesthetic. Graphics quality is fine for its time. The guns feel good, there’s a huge map to explore, and the characters are memorable and odd. There was one annoying child I wanted to run over a with bus, but after a bit, I didn’t want to run him over as much. So. Character development.

I do have two problems with it, but I have only played 5 hours so far, so perhaps these get alleviated? Anyway, here they are.

  1. It can be hard to find where resources you need for an upgrade are. There’s no radar or anything.
  2. I really don’t like the holdout missions where you have to protect some payload from zombies. In every other game with this sort of mission, you want to hold a position and mow them down. Since Sunset Overdrive instead wants to constantly be moving around to keep up your combo meter, the end result is the two systems clashing, and these missions feeling kind of junky to play.

So yeah, if any of these strike your fancy, you may want to check out Gamepass for PC.

Note: These were all played through Gamepass for PC. The editor to too lazy to check if they’re on all Gamepass for Xbox, because he doesn’t own one.

Pokémon Super Mystery Dungeon

Super Mystery Dungeon came out 5 years ago, but I’m playing it now, so… yeah.

Ed Note: the full name for any of the games in the Pokémon Mystery Dungeon series tends to be Pokémon Mystery Dungeon : <Title of the Rest of the Game>. Because these titles end up being 7 words long, I’ve shortened them down to just <Title of the Rest of the Game> for this writeup.

I really like the Pokémon Mystery Dungeon series. This shouldn’t be confused with the Mystery Dungeon Mainline series, or any of the spinoffs. In fact, I recently tried to play one of the mainline series, which led me back to playing Pokémon Super Mystery Dungeon instead, because Shiren the Wanderer: The Tower of Fortune and the Dice of Fate kicked my ass.

So what exactly makes up the Mystery Dungeon series, why do I like the spinoff Pok é mon games better, and am I filthy casual for jumping off the mainline series?

First off, let’s briefly talk about the Mystery Dungeon Series as a whole. It’s the name for a whole bunch of games published by Chunsoft. And because I’ve only played one game in the series that isn’t a spinoff, I’m gonna just link the Wikipedia article here. Generally speaking, though, it’s one of the few games that can be described as roguelike without annoying that magical group of people who are overly twitchy about the roguelike label being misapplied. That is to say, it’s a turn-based dungeon crawler on a grid.

So, second question. Why do I like the Pokémon spinoff games better? While this article is specifically talking about Pokémon Super Mystery Dungeon, I’ve played and really enjoyed Blue Rescue Team and Explorers of Time. Gates to Infinity was mediocre. But it didn’t turn me off the series enough to avoid Super Mystery Dungeon when it came out. To answer why I like the spinoff games better than the mainline ones, I’m going to compare the games to what I’ve seen so far of Shiren, and list the things the Pokémon games do differently. Here’re a few of the reasons:

Wiping in a dungeon in the spinoff games doesn’t reset your level. While you do lose all your items and money, you don’t go back to level 1. This means that you can grind your way through bullshit, and a wipe doesn’t feel like a complete loss of progress.

Speaking of which, escape scrolls/escape orbs (items that let you escape the dungeon with all of your stuff if everything looks like it’s about to go to shit) actually drop in the Pokemon games, while they apparently only show up if you get rescued in a dungeon in the mainline series.

Oh, and revival seeds exist, so that when an enemy you haven’t seen before TPK’s your squad, you can actually keep playing, instead of just getting dunked on.

The fact that the game has Pokémon as the characters is a benefit, but perhaps even more importantly for me, as the games go on, you get the ability to play as almost any of them, which gives a massive pool of playable characters.

Outside of all these mechanics though, one thing I’ve always liked about Pokémon in general is the sense of exploration. There’s always been something neat and magical for me about the idea of venturing around somewhere and discovering something fantastic. And while I don’t get that feeling from the current mainline Pokémon games, it’s still present in the Mystery Dungeon spinoffs.

So now that we know why I like the Pokémon spinoffs the best, let’s talk about why I like Super Mystery Dungeon the most of the spinoffs.

While the general gameplay is the same, there are a few big changes to how teambuilding works for the post game. For starters, you recruit new team members by completing missions and adding them to your connection sphere. This is nice compared to the older games which instead required you to defeat an enemy, and then win a hidden role to recruit them. In addition to that, you then had to either complete or escape the dungeon with said team member.

Next up, treasure! Super Mystery Dungeon has treasure chests, like the games before it, but also has gold bars, a secondary currency that you keep regardless of whether you wipe or not in a dungeon. They’re just fun to get, and unlike other items, they don’t actually show up on the mini-map. Instead, they show as little sparkles that you have to walk over, and when you do, you’ll get gold bars or another useful item.

If I have a complaint about Super Mystery Dungeon, it would be that prior to the postgame, the game felt a bit slow. To be fair, I was playing it about 3 years ago. But I remember being frustrated by how slowly I learned new moves and leveled up.

So that’s the Mystery Dungeon set of games. If the idea of a cool little Pokemon dungeon crawler with a massive amount of content and postgame appeals to you, break out that 3DS, grab yourself a copy off eBay, and dive in.

Storybook Brawl

Storybook Brawl is a very solid auto-battler, even though I don’t like how it’s monetized at the moment.

I like Storybook Brawl. There are a few things about it that I find a little annoying, but otherwise I think it’s pretty fun. Oh right, I’m supposed to explain what Storybrook Brawl is: it’s a card-drafting auto battler.

For anyone who read that and went “Okay, cool” you can skip the next few paragraphs. For the other 98% of the population who can’t understand an entire game from 2 jargony phrases, let me explain what “Card Drafting” and “Auto Battling” is, and how they’re used in Storybook Brawl.

“Card Drafting” first. At the start of the game, and after each combat, you’re given some gold to buy with, and a row of several units to buy. If you don’t like any of the units available, you can also spend gold to reroll your shop’s selection. While this does leave you with less gold, since gold doesn’t carry over between rounds, you generally want to spend it all.

As the game goes on, your hero will level up and this center pool will include more powerful units. Generally speaking, you only get one experience point per round, but there a few spells that can accelerate leveling up and being able to buy better units.

Oh, we haven’t talked about spells have we? Unless a spell says otherwise, you can cast one spell per round. They have a variety of effects, from random damage on enemy units, to permanent buffs to your own units. Just like units, you get access to more expensive and powerful spells as your hero levels up.

You’ll have about 60 seconds or so to do all of your drafting. At the start of the game 60 seconds tends to be a lot of time to make your drafting decisions. But by the end of the game, where there are more decisions and choices piling up, you usually need all your time.

After that 60 seconds passes, we get to what an “Auto Battler” is. At this point, whatever lineup you’ve managed to create gets matched up against another player’s lineup, and going from top left to bottom right, your units take turns attacking each other. Whoever runs out of units first is the loser, and takes damage equal to… the opposing player’s current level plus the levels of their units that remain on the board. If your thought is “Huh, that equation doesn’t seem super intuitive,” I’d agree. When you run out of health, you lose, and games continue until only one player is left.

Okay, so I’m running out of energy to write this article, and we still haven’t actually talked about any of the unit cards themselves, or treasure, or tripling, or keywords. So I’m gonna burn through them, and then see if my editor tells me that I haven’t covered the mechanics enough.

First up, units! The game has quite a few. I’m going to talk about just one keyword that units can have as it’s my favorite example of something interesting the game does: Slay. Slay is a triggerable keyword that occurs whenever the unit attacks and kills another unit. The important bit here is “Attacks.” If a unit with slay is attacked, and kills the other unit on the defense, that doesn’t trigger the keyword. Using slay effectively means either gambling that your unit will get the first attack, or buffing it high enough to be able to take a hit, and smash back.

Next up: Tripling. When you draft three copies of a unit, those three copies combine into a higher level version of that unit with better stats, and if that unit has an ability, a stronger version of that ability. This is where another neat part of the game comes into play. When the units combine, any buffs that they had as single units also merge onto the upgraded unit. This means that a unit that was decently statted with a few buffs can suddenly become an absolute powerhouse.

The other big thing that happens when you triple a unit is that you get a treasure. You can have up to three treasures at any given point in time. If you’d get a 4th one, you have to choose between throwing out one of your current ones, or skipping the new one.

There’s one more bit mechanic, so let’s talk about heroes. Choosing a hero is the first thing that happens each round, but I’ve saved it for last because it’s also one of my few big gripes with the game.

At the very start of the game, you’re offered a choice of 4 heroes, of which two will automatically be unlocked, and 2 might be unlocked. How big an impact your chosen hero will have on the game can vary quite heavily. Some, like my personal favorite, Morgan Le Fae have almost no impact on your drafting selections, while others can change the cards you want to draft massively. Peter Pan is biggest offender of the second category.

The issue I have with this system is two-fold. First off, I don’t really like that my strategy for a round can end up feeling defined by hero selection. And secondly, I really don’t like how this ties in with the monetization. Remember when I mentioned that you’ll be given a choice of 4 heroes, but can only pick from two of the four guaranteed? That’s because the last 2 are only selectable if you’ve either spent real money to unlock them, or the in-game currency of dust. So while the game isn’t directly “P2W”, it does end up feeling “Pay for More Options.”

I don’t hate this enough to stop playing but it doesn’t feel good.

And that’s Storybook Brawl! Except I didn’t talk about how the various archetypes work together with each other really smoothly. Or how the Good/Evil keyword is really interesting as a sort of Boolean typing on a given unit that can be on any unit, but can only be in one of the states at once. Or how the prince/princess meta is absolute cancer at the moment and King Arthur needs to be nerfed again.

Winning in Storybook Brawl ends up being a combination of unit placement, drafting ability, and yes, some luck. But it feels less random than other auto battlers I’ve played because there’s more synergy between various archetypes of units present.

The end result is that Storybook Brawl is a very solid auto battler, even though I don’t quite like how it’s monetized at the moment. If any of what I’ve described above sounds interesting, I encourage you to download it here on Steam, and give it a shot.

MUCK

Muck isn’t great, but at least it’s free.

Muck is worth playing as an example of how compelling various roguelike elements and open-world survival games can be, even when done in a mediocre context. With that said, I think Risk of Rain 2 is a better 3D roguelike, and Minecraft is a better open-world crafting game. Maybe because Muck was made as a joke. Okay, let’s step back for a minute.

Despite the fact that we live in 2021, people apparently still write rude YouTube comments. I’m not sure why they do this. There are only two possible outcomes when you write a rude YouTube comment:

  1. No one sees your comment, no one cares, and you scream into the void.
  2. Someone sees your comment, and they feel bad for a moment.
  3. Someone sees your comment, and decides to dunk on you as hard as feasibly possible.

Muck is an example of #3.

I’m going to link the video here, all you really need to know is that Muck was made quickly, mostly to make a silly video, and now has been played a whole bunch.

I’ve only played about 5 hours of Muck, but I’m still going to write about it, because I’ll be damned if I don’t get something out of those five hours.

I don’t think Muck is bad, it’s more that it just isn’t very polished in any respect, which all things considered, kind of makes sense. To my mind, the game has more in common with roguelikes than crafting/open world survival games. I say this because in my experience, you don’t actually spend a lot of time building bases or structures like you might in say, Valheim.

Instead, you’ll toss up a few walls, build your crafting stations, and then desperately scramble around looking for food, supplies, and powerups before night falls, and enemies attack. If you’re playing multiplayer, there might be some division of labor on who exactly is trying to find what, but it’s basically a non-stop rush to get lumber to craft a workbench to craft a pick to mine rocks to make a furnace to smelt ore to…. you can probably see where I’m going with this. In any case, at some point, you’ll notice the sun has gone down, and you’re being mauled by goblins. Or wolf-shaped things. Or what appears to be a flying anemic dragon.

If you manage to kill them, they’ll drop some gold, which you can spend to open chests containing permanent buffs, similar to Risk of Rain. If I had any actual complaints, it would be that these buffs tend to be fairly dull, such as faster move speed, faster attack speed, more damage, etc. Nothing about them really lends itself toward being build-defining, or letting you choose a playstyle.

At some point you’ll either die, and restart this entire process (or just quit), or you’ll build up enough weapons and armor to start actually trying to beat the game. Unlike many other games in this genre, Muck actually does have an ending. You win by beating a few bosses, collecting some gems from them, repairing a boat with said gems plus a bunch of other supplies, and choosing to leave. Then there’s a final boss fight, which might just utterly shred you if you get unlucky.

You’ll notice I haven’t said much about combat in Muck, and that’s because it’s as barebones as it feasibly could be. You have swords, you hit people with them, and you move away from them when they do an attack to dodge their backswing. Some enemies shoot projectiles.

And that’s pretty much everything that makes up Muck. I don’t have too much to say on it. Its a free, incredibly barebones randomly generated survival game with roguelike elements. It doesn’t do anything incredible, but it’s also not trying or claiming to do anything incredible. There are worse ways to spend your time, and all the better ones cost money. If you’re really bored, and everyone in your friend group refuses to buy new games ever, consider grabbing Muck for free on Steam.

MTG Arena – Historic Brawl Best Cards

The best cards until Wizard prints better ones, or half the list gets banned from the format.

Ah, Monday. The first and worst day of the week, when you realize that you really should have been productive over the weekend, and instead spent the entire thing playing games, lazing about, eating jalapeno naan, then chugging milk to try to stop the burning.

Maybe that’s just me.

In any case, you get to Monday, you realize you haven’t written an article for the week, so you end up trying to throw together some Buzzfeed-esque listicle to stall for time. Look on the bright side though: this article has no ads, and isn’t click-arbitraging!

  1. Ugin, the Spirit Dragon

Ugin gets the #1 spot on this list for a very simple reason: He’s a colorless boardwipe. In a format with a limited amount of control and board wipes, he gives every single deck access to a powerful amount of control, and every single other one of his abilities is strong as well. He’s also not banned in every other format, unlike a large majority of this list.

  1. Command Tower/Arcane Signet
    I’m putting these here as a pair, because they’re effectively the exact same thing: mana production in your commander’s colors. The only reason to not run both of them is because your deck is mono-color.
  1. Solemn Simulacrum
    Colorless land ramp, card draw, and a 2/2, all for 4 mana. Like Ugin, Solemn Simulacrum gets its spot on the list because it slots into pretty much any Historic Brawl deck.
  1. Field of the Dead
    Banned in Historic. Banned in Brawl. Banned in Standard. In theory, a card that makes you a 2/2 zombie every time you put a land into play while you control 7 differently named lands isn’t this good. But with the length of Brawl games, it’s just a powerhouse. Of cards on this list, I’d hold off on crafting this one primarily because I wouldn’t be surprised if it gets banned from Historic Brawl.
  1. Golos, Tireless Pilgrim
    Golos is an entirely reasonable card in every other format. In Historic Brawl, he’s one of only 9 five color commanders, and one of two colorless five color commanders. Combine this with his land fetching, and his activated ability, and you have arguably the single best five-color commander in the format. Golos is a Solemn Simulacrum on crack. It’s worth keeping in mind that Golos was banned in Brawl, so you may want to wait on crafting him. Or maybe craft him now before he gets banned. Regardless, arguably one of the best commanders.
  1. Uro, Titan of Nature’s Wrath
    I’d like to think the creation process for Uro went something like this:
    MTG Designer A: All right, so growth spiral is a perfectly reasonable card.
    MTG Designer B: Sure.
    MTG Designer A: But what if it was also a 6/6 Creature that triggered it’s ability each time it entered the battlefield, or attacked?
    MTG Designer B: Wow. That seems like it might be too powerful. We better increase its mana cost by 1 and make it sorcery speed.
    MTG Designer A: Sure. But because it costs so much, you should be able to cast it from the graveyard, and maybe it isn’t a creature unless you do? And maybe it should give you life?
    MTG Designer B: Sounds good to me! Let’s get lunch.
    The end result is this absolute unit.
  1. Wilderness Reclamation
    It turns out untapping all your lands at the end of your turn in addition to the start of your turn is pretty good.
  1. Omnath, Locus of Creation
    I was gonna say that Omnath, Locus of Creation falls into the same space as Golos, but then I went and actually checked, and he really falls into more the same space as Uro, which is “Format warping god-emperor.” Seriously, this motherfucker got banned everywhere. Except Historic Brawl apparently. So enjoy him while he lasts I guess?

I honestly can’t think of anything else to add to this list at the moment, so yeah. Here’s some weekly content. Now go yell at me on Twitter about how I clearly missed Stormcrow, and Golos is trash because he dies to removal.

Back 4 Blood Beta

My friends review the Back 4 Blood beta so I don’t have to!

Back 4 Blood can’t seem to decide if it’s a spiritual sequel to Left 4 Dead or not. On the one hand, the marketing, dev team, aesthetics, all scream Left 4 Dead. On the other hand, the subreddit for the game keeps saying that it’s unfair to compare to the two, c’mon guys.

If you haven’t played Left 4 Dead, here’s a brief overview of the structure of the game. You play as a group of 4 survivors, you start in a safehouse, and try to make it to the next safehouse while shooting, beating and running from the undead. I think the shortest way to describe it would be “Co-Op Horde Shooter”. In addition to the normal zombies, there are special infected who have a few special abilities, you have the ability to res your friends when they get downed, and you have to manage ammo.

B4B adds a few systems, including a stamina system shared by melee and sprinting, and a card system that seems sort of like a rouge-like. Oh, and attachments for your guns. Cool. Overview done, lets get to the reviewing.

I think the Back 4 Blood beta is garbage. The thing is, I haven’t really even played the game, and I don’t like the genre, so I figured I’d ask my other friends I played with for their feedback. So let’s see what these other folks thought, shall we?

Stop comparing it to Left 4 Dead guys, that’s not a fair comparison! It’s just marketed the same, and by the people who made Left 4 Dead.

Person 1 – Likes the genre. 100+ hours between the various Killing Floor games. Unknown amount of time in Left 4 Dead.

“It’s not worth $60 and the things that are missing are fundamental. The net-code sucks, there’s a crazy amount of rubber banding, all the time. Bot AI sucks. This game requires you to have 4 people that contribute at least to a minimum amount, and the AI is so garbage, it simply can’t pick up the slack.

Matchmaking sucks, it takes forever, and matches you into games that are literally just ending, or about to run out of continues. Lobbies closing also seem bad, cause when you run out of continues, the game just kicks you out. Reload animations are kind of jerky.

A lot of the weapons feel like they need more balance. I do like that the hitboxes for the head are massive, like twice as large as the head and I like the new systems they’ve added. The card system is neat, I really like the stamina and melee system. The problem is, though, even if the new systems are cool, the fundamentals to making the game fun just aren’t there. I’d pay no more than $20 for it in its current state.”

Person 2

“I love it, but the bots need to be infinitely better. Matchmaking just kind of sucks right now,but I’m sure it will be fine eventually. Netcode feels awful, you rubberband like shit. I know some people complain about gunplay, but I think that’s pretty good. You should be able to remove attachments from guns. Difficulty scaling needs tuning. Feels like there needs to be 4 difficulties instead of three. AI director is kind of shit. I like the card system, and the ways to build into classes. Telling specials apart is hard.”

Update: This individual is still pre-ordering the game.

Person 3 –

“The two minutes of gameplay that I got to see between two hours of disconnecting, uninstalling the game, and then trying to launch the game on anything but the lowest settings was okay I guess.”

So, there you have it. The Gametrodon survey. I had more fun shooting my friends with guns in the rifle range than I did in any of the missions I played. So yeah. Right now, I absolutely won’t be buying Back 4 Blood based on the beta. It was just kind of trash, and since it comes out in three months, I really don’t expect it to get that much better.

SNKRX

SNKRX is neat, but not revolutionary.

If I had to boil down my thoughts on SNKRX, it would probably look something like this: It’s a neat little game, but its actual moment to moment gameplay is somewhat lacking, and its upgrade progression structure that it borrowed from the Auto Chess genre doesn’t map super well to its mechanics. On the other hand, it was also $3, and I’ve spent more than that on food that’s made me sick. So I feel like I got my money’s worth.

I learned about SNKRX several months ago, and then proceeded to forget about it until last weekend, when I saw an unfinished article about it in the drafts folder. This wasn’t my article, because someone else promised me they’d write me an article, and then didn’t, because they’re preparing to “Follow their dreams and move to another country for school.” And since that effort took most of their time, they didn’t really have the space to finish their article.

Which is fine. I’m not upset or anything.

So after reading what they’d written, I decided to go grab SNKRX myself. While I’ve seen people describe it as like the game Snake, I’d say it’s closer to Geometry wars. Each level places you in a large square, while waves of enemies spawn in and try to kill you. There are no level layouts other than the square, and there are no obstacles. Occasionally variant enemies spawn in, and I’m pretty sure they start showing up based on what level you’re on, but I didn’t pay enough attention to be sure.

Every few levels, instead of being presented with waves, you’ll be tasked with killing a single larger enemy/boss while waves of normal enemies spawn in.

These are the two level types in the game.

After you beat a level, you go to the buy screen, where you purchase more units for your snake/train.

A Brief Side Note: If you’ve ever played an Auto Chess style game, such as Underlords, Team Fight Tactics, or the original Dota 2 mod, SNKRX pretty much completely copies the upgrade mechanics from those games, and you can skip this next bit.

Here’s how it works: After each round, you’re given gold based on two factors. First is the gold that you earned during the round, from killing enemy units, and also from enemies dropping it, based on various combos and perks. The second main way is interesting: You get up to 5 gold per round based on how much gold you have saved up.

You spend this gold on either upgrading your items, (which you get a choice of after specific rounds) or buying more units for your train. After each round, you’re given a selection of three units to buy. You can buy as many or as few of them as you want, and you can also spend gold to get a new pool of three units.

Units have a few separate factors. They have one or more classes, they have an ability, and they can also be upgraded. More on upgrades in a moment. Classes function as a sort of set bonus style mechanic. For example, when you have 3 Rogues, all Rogues get a chance to deal 4x damage with each attack. When you have 6, that chance increases. Most of these bonuses are threshold based, requiring you to hit some number of units before they come into play, and usually play to those units’ strengths. For example, Rogues’ fast attack speed and multiple projectiles benefit from the damage multiplier.

Some of these set bonuses are more interesting than others. The Infestor class bonus buffs up the mini-units that many Infestors summon while the Curse class bonus increases the number of enemies that can be cursed. On the other hand, the Warrior class bonus just decreases enemy defenses.

So let’s go back to talking about those upgrades, shall we? Upgrading items is straightforward. You just spend money, and after buying enough levels, they upgrade.

Upgrading units is a bit more convoluted.

In order to upgrade a unit, you need to collect 2 copies of the unit. So to upgrade a level 1 Blade to level 2, you need 2 more level 1 Blades. To upgrade a level 2 Blade to level 3, you need 2 more level 2 Blades.

And this brings me to my first big problem with the game: Unit recruitment.

See, while the game’s upgrade structure is almost an exact copy of the Auto Chess structure, the game doesn’t allow you to use multiple copies of the same unit at once in your train. What this means is that where in Autochess, picking up your second level 2 of a unit can be a small, but useful power spike, in SNKRX, that gold is effectively gone until you can actually finish the upgrade. Again, because you can’t use more then one a unit in your lineup, if you roll a unit in your buy pool that you already use at level 3, it’s effectively a dead slot.

So yeah. Despite the interesting between level progression, the actual gameplay itself only has two types of levels, and few types of enemies, meaning that it’s not super satisfying to play, and the post round progression isn’t the most satisfying thing in the world. I don’t really hate or love SNKRX, but it’s not a terrible use of $3.

SNKRX is on Steam, and also apparently, this Github page?

Weekly Wrap-Up

3 Interesting games I haven’t played enough to do full writeups on, because I’ve been playing too much Hunt: Showdown and Minecraft.

Ah, Saturday. Well, technically Sunday at the time of writing this. July has passed us by, it’s now officially August, and I really need to make sure I pay my rent at some point tomorrow.

But enough about all of that. I don’t actually have a full new writeup this week, as I’ve mostly been playing old stuff, and I’m not sure anyone would benefit from me writing about Minecraft, Hunt: Showdown a second time, or even Dota 2. So instead, here are a few things that might be neat to check out. I may do longer reviews of them in the future, but for now, short reviews will have to do.

Shiren the Wanderer: The Tower of Fortune and the Dice of Fate

The Shiren the Wander series was the progenitor of the mystery dungeon games, and arguably my favorite set of non-mainline Pokémon games to ever exist: the Mystery Dungeon series. So visiting the actual sources for those games is interesting. Shiren is far more brutal than what I’m used to, even though I have a decent understanding of the mechanics. The game can feel like a roguelike at times. In either case, I haven’t beaten it yet, so all I can say so far is that it’s neat and very hard.

Skul: The Hero Slayer

I have mixed feelings on this one. So far, Skul reminds me of both Dead Cells, and Hollow Knight, but it hasn’t really clicked for me. It feels like a sidescroller roguelite, but the combat isn’t as clean as Dead Cells, and the story feels overplayed for what it is. On the other hand, I’ve only played for an hour and half so far, so make of that what you will.

Barotrauma

Last, but not least, we have Barotrauma. As best as I can summarize, Barotrauma feels like a combo of Minecraft and Overcooked. You and others attempt to pilot a submarine through the underground oceans of Europa, while not being murdered by fish, enemy subs, other enemy monsters, having your equipment breakdown, or overheating your nuclear reactor. It’s Overcooked in that it’s a frantic dance of chaos and resource management, and it’s Minecraft in that after playing 2 and half hours, I haven’t beaten a single mission, and still barely understand how to start up the reactor. It’s got both single and multiplayer, but I’m not too interested in the single player parts, and the folks who convinced me to buy it haven’t finished the tutorials yet, so I’ve yet to see how incredibly poorly we work together to play it.