Eternal Return

I was going to write about Bloodborne this week, but I don’t want to write about Bloodborne until I finish it. And because Bloodborne is (surprise!) really fucking hard, I haven’t finished it.

So instead, we’re writing about Eternal Return, a F2P BR SURVIVAL MOBA from Korea, and presumably the apex of trying to cash in on every single gaming trend from the last ten years. At least they’re not trying to sell me NFTs. And it’s actually pretty good! From a gameplay standpoint, I mean. Everything else is… present. Y’know. It’s there.

Games start with you picking a character and starting weapon. You can swap out your weapon, but I haven’t found myself in a situation that calls for that.
In any case, once you’ve locked in your character, build, and starting zone, a countdown ticks down and the game starts.

Eternal Return’s map is static, with the same zones and layout each time you play.

Given that describing the game’s genres is a good 4 acronyms, let’s just go through them and take note of what mechanics from each genre are present. Starting with the MOBA/ARTS, or whatever other acronym you want to use for the Defense of the Legends genre.

Eternal Return is played in a top down isometric perspective. You move by clicking where you want your character to go, and the camera remains more or less locked on your character, though you can temporarily move it to look around with the mini-map. You have health and mana (which they call SP), equipment, and an inventory.

Yes, equipment and inventory. Unlike most MOBA’s, and like most survival games, these are two separate things. For your equipment, you have a set of slots that allow you to equip one of each item type (Weapon, Armband, Legs, Head, Accessory, I don’t remember the last one). You can carry more items, but they don’t actually give you stat buffs while they are in your inventory. You also mostly won’t be using your inventory for gear, you’ll be using it for… crafting materials.

Yeah, so following the survival genre, you spend a lot of time rummaging for things. Look for necklaces in cardboard boxes. Look for cardboard boxes in trash cans (No, you can’t pick up the cardboard box that the necklace was in, that’s different). Combine them to craft a shank, or just a jean jacket with spikes. Combine a rock with a glass bottle to create… broken glass. Craft broken glass with glue to create…. a glass plate.

No really. Look.

Was there seriously no better way to get a piece of unbroken glass?

The crafting is (mostly) less tedious then it might sound. Once you select your build, the map will tell you what items in your current zone are needed for it, and what you’ve already picked up. Since each zone has a separate set of items, and the game also has an autoloot function, this makes it fairly easy to figure out what you want to grab at any given point in time.

So, we’ve covered the MOBA, and the Survival game, which leaves us with the Battle Royale bit. Yes, there’s an another entire genre here. The only way to win in Eternal Return is either be the last person, or the last team standing. While this is pretty standard, and has the normal amounts of mental math of, “Do I fight or flee here?”, there’s one big tweak to the formula.

Most Battle Royale games have some sort of shrinking map that slowly closes in, and deals damage if you stay outside of the safe zone. Eternal Return has its own twist on the formula. Remember those zones I mentioned up above? As the game progresses, sets of zones get marked off to close. A two minute timer ticks down, and once that timer hits zero, the zone is closed off.

But not quite. See, you can still enter those zones. You don’t take damage, or lose life. Instead, you have a timer that ticks down each second you’re in the zone.

And if this timer hits zero, your head just fucking explodes and you die.

Now, you’re probably thinking “Wait, that just seems like a minor twist” on the whole “Collapse the play area to force the players into conflict” mechanic. And you would be right, if it wasn’t for how the end game works. Eventually the whole map becomes a death zone. At this point, whoever has the most time left in their bank can win without killing anyone as long as they can outlast their opponents.

The other interesting thing about it is how it opens up movement and routing. In most Battle Royales, leaving the safe zone is certain death, but in Eternal Return, if you find yourself losing a fight, running into a death zone can be a valid tactic. Even if the player fighting you is stronger, they’ll have to spend time to actually continue the chase, putting themselves at a disadvantage in the late game, which they may not want to do.

Okay, so that’s enough nice things about Eternal Return. Lets talk about all the annoying bullshit, and frustrating things about the game.

Starting with the minor stuff, the moment to moment gameplay of fights feels heavily inspired by the sort of twitch/micro movement of League of Legends. While this is neat if you like League, if you’re a Dota player like me, if you don’t play those games, I imagine it can feel a bit frantic and annoying. This is entirely taste based, which is why it’s the most minor.

Next up, the characters you play as. They are incredibly dull and boring. They feel like a series of characters pulled from random first draft webtoons. Their background has the flavor of a one-shot tabletop RPG character, with none of the interesting bits or quirks. I can’t tell if this is the result of garbage localization, but it feels like it might be.

I want to be clear: Leon’s background is possibly the best written of anyone’s in the game, if only because the idea of someone taking the “Are you winning son?” meme of a father walking in on their child crossdressing and making that into the lore for a character is at least a little funny.

Finally, all of the out-of-game UIs and menus suck. Why can’t I do anything while in queue? Why does queueing for a solo match require me to create a 1 player party? Why does trying to create a build suck so much, and why do builds only allow single item paths?

Oh, and on the subject of crafting: there consumable items you can craft (food and traps), but you can’t add these items to your build. You have to add them to your build queue in game after you’ve finished other items. I’m sure pros memorize what secondary items they’ll need and how to craft them. But maybe I should just be allowed to have secondary crafting targets added.

These are all minor gripes though. They won’t stop me from playing the game. The next two problems are bigger and straight up frustrating.

If you queue for a game, have the queue find a game, and then decline the game, you get a shadow ban from matchmaking. To be clear, the game doesn’t tell you that you’re shadow banned. But this has happened to both me and a friend, and the next time we tried to queue, we sat in queue for over 40 minutes without finding a match. We eventually then gave up because we had better things to do with our days. So if you… oh, I don’t know, queue for solos, have a friend hop on, then decline the queue, then queue for duos, you won’t be able to play because now you’re shadowed banned.

The biggest problem that I have with Eternal Return, though, is how hard it is understand why you lost, and to learn from your losses. Fights are small, twitchy, and complex affairs, and tend to be over in under a minute maximum. And when you die, you get kicked out to the menu. You can’t spectate your killer, or watch them to see if they win. Did you die because you overcommitted? Because you missed skill shots? Because they had food to heal, even though you both had large amounts of damage? Did you just get outplayed? Because it’s just a bad matchup? I don’t know, and there’s no way to find out by playing the game.

To my mind, this is the single biggest flaw of Eternal Return. Almost every other Battle Royale offers death spectate. Most MOBA’s have replays. Eternal Return has nothing. Just a single look at the scoreboard, and good luck, go play another game!

So yeah, that’s Eternal Return. Apparently it’s a big hit in Korea? It’s free to start, so if the mechanics sound interesting, I’d say check it out. You can download it for free on Steam here.

Author’s Note: Also, there are a few systems in the game I didn’t cover, like CCTV’s, and various EXP and weapon types, but I’m not sure they add enough mechanically to be likely convince someone to play the game.

Author Note: If I hear one more person refer to the art style of game as “anime” I will cut a motherfucker. The game is Korean, from Korea, made by a Korean studio. The art style is closer to something like Tower of God, or another Webtoon style thing. Just because none of the women in the game have heard of pants, and all the men have sparkle eyes doesn’t fucking make it anime.

Editor’s Note: Okay but, like, it’s definitely anime. Are you telling me that the guy on the left isn’t straight out of Naruto?



Assassin – 10 Years Later

One tradition my High School had was a game played by the seniors called Assassin. I’m sure this is a pretty common thing, but like most traditional games, I suspect it goes by a billion different names and variation, so here’s an what ours looked like.

For each team who wanted to play, they had to pay an entry fee of $20. Teams could have up to four people on them. The game itself was a water gun fight, where if you got hit with water, you were out. At the start of each week, each team was given another team to be their opponents. Your goal was to take out more folks on the opposing side than they took out on your side. There were also a series of rules based around when and where you were allowed to shoot people with your water guns (you couldn’t enter buildings without permission, couldn’t do stuff during school hours, and couldn’t do it on school grounds). In general though, the game should have been pretty simple.

The emphasis here is of course, on the word, “Should.”

In practice, the game tended to turn rapidly into a complete clusterfuck, in part because of the rules, and in part because of how the game was judged. Notable moments over the years included a player purchasing and using a ghillie suit, a car chase (no, really), the use of what I think was converted fire-fighting equipment as water dispersing item, and the head judge acting like a dumbass. I also heard a truck mounted pressure washer was involved one year, but I don’t know how true that was.

Let’s talk about the problems with judging for a moment, though. So, who was the judge? Which absolute fucking idiot decided that it was both a good idea to help run this thing, and to put them themself in a position where they would have to make calls about rules and behavior to a bunch of their peers competing for several hundred dollars?

Oh right. That was me.

To say the game of Assassin I ran went poorly would be an understatement. It would be like saying that there was a fire-related event at Notre Dame, or that people might currently be taking trading cards a bit too seriously.

The phrase “Unmitigated Fucking Disaster” comes to mind.

But it’s been almost 10 years (Jesus Christ it’s been almost 10 years, what the fuck), which strikes me as a good time to revisit this tradition, examine it, and try to figure out what I would do differently if I was to run it again, now that I’m 10 years older. And theoretically wiser. But mostly just older.

So if I could run the game again, what would I do differently?

  1. Take out the entry fee and prize.
    If I could only make one change to the game, this would be it. I’m not going to say that money is the root of all evil or any hippie bullshit like that, but it absolutely corrupts this game in particular. The entry fee means that pretty much however you make your ruling, someone is going to hate you, and it screws good sportsmanship over in a massive way. Talking of sportsmanship, this brings up the second problem…
  2. Remove the elimination aspect of the game.
    The bracket-based elimination is something that I look back on and die a little bit inside, purely from a game design standpoint. It’s one of the worst aspects of the ruleset. If you get eliminated early, you no longer get to play the game, which feels bad, and again, leads to folks wanting to argue hits and knockouts. Removing players is almost always bad design. Instead, it would make more sense to give each team a weekly score based on the number of members of the enemy team that they eliminated. That way the game could run for a series of weeks, and everyone would get to… y’know. Actually play the game. Which brings us to…
  3. Move combat exclusively to the weekend.
    Among all of the clusterfucks and problems in the game, the biggest one was the issue of legal knockouts. Is the parking lot school ground? What about the pavement? If you get shot coming into the school, but it’s before 8:00, does that count? If you’re at a “protected” school event, and you leave to kill somebody, is your kill legitimate? These are all questions that are up for debate based on your interpretation of the rules, and frankly, they’re not worth it.

    Instead, I’d want to move the game to remove all those restrictions, but played exclusively on the weekend, from 6:00 PM Friday, to 6:00 PM Sunday. If nothing else, it would probably make the teachers hate the game a bit less.

So, if all these changes were made, would the game be perfect? Would peace reign supreme? Well, not really. There were a lot of other problems, too, like rampant kingmaking, shooting people in cars, and how the game itself encouraged hiding in your house and waiting for the week to end.

And this brings me to the real problem: how the game was formed. The rules were cruddy because they were a stew of rules invented by a variety of people, including the people running and playing the game, the teachers who hated it, the parents who wanted kids to stop hiding outside their house at 4:00 AM, and the coaches who would have liked it if their student athletes brought water bottles instead Super Soakers to practice. The end result was a system where a variety of people had input, but no one actually had complete power over the rules, and as a result, they kind of sucked.

Especially if your judge is an idiot.

So instead of making minor rules changes, what if we tore the whole thing down? What if we started from scratch, and tried to design an event that would capture the fun tension, but without the actual occasional risk of physical harm, and complete disruption to everyday life? What would that look like?

Well, I have an idea. It’s called Secret Agent. And it’ll be in a post that goes up later next week.

Super Animal Royale

It’s 2D Fortnite for Furries. If you like any of the words in that sentence, you should probably try it, since it’s free.

Sometimes when I write “reviews” for this blog, I feel obligated to play a given amount of a game, or reach a certain threshold before I give my verdict. Then games come along that remind me that I write these articles because it’s fun, and also because when I’m asked “What do you do for fun?” “I write a blog,” is a more adult answer than ,”I think about Pokemon cards.”

The astute reader may note that for a Gametrodon review, it’s taking me a long time give my thoughts on the game, the mechanics, or if I even like it, but surprise! The actual summary was in the excerpt all along.

Super Animal Royale is 2D Fortnite for Furries. It’s free, you can download it here, it’s on Steam, and it’s generally pretty fun. There’s no pay to win bullshit or gacha, though there are a bunch of cosmetic microtransactions.

Is this enough? Can I now go back to wishing that Champion’s Path boosters were less expensive, and wondering why Shiny Charizard V is $400 dollars?

No? I should talk more about the game? Fine.

Part of the reason I don’t have too much to say on the game is that with a few exceptions, there’s nothing here I haven’t seen before. That shouldn’t take away from the game’s quality and polish, but all in all, you have a tiered weapon rarity system, a battle royale where you drop from a giant flying vehicle, a few different game modes, and a battlepass/exp challenge system that might have been copied straight from Fortnite.

Okay, so outside of all of this, the game does one VERY interesting thing that I haven’t actually seen before, and actually makes me think that more games should steal this system: the way it handles healing/health power ups.

In Super Animal Royale, you have a great big health jug. Instead of having bandages or potions, any health juice you pick up just goes into the jug. When you want to heal, you drink from the jug.

And that’s it! No more having to carry around 100 potions. No more having to figure out if you should carry 5 bandages or one Med kit, because the Medkit heals more, but can only be used once, and the bandages can be used on smaller wounds, but are much slower.

Instead, whenever you run over juice, it gets picked up, and added to your health jug.

I think more games should do this. Screw fiddly potion management. Just let me stuff all the healing items I pick up into my great big heal box, and whenever I need healing, I just take a big sip. It’s like Jungle Juice but for liquid bandaids.

Look, I don’t have too much else to say on the game. It’s free. It’s more or less Fortnite. If the screens looked interesting, or if the game looked fun, just go download it and play it.

PS: We streamed the game a bit. And by we, I mean me and another friend who I work on random projects with. You can watch it here if you want to know more about what the game plays like.

PPS: Oh, and the game has bots, which is something everyone who makes battle royales at this point should just do. Keeps the matchmaking time down, and means that even suckers like myself can get kills.

Fall Guys: Ultimate Knockout

Because Mario Party isn’t rage inducing enough on it’s own.

If you’ve seen Twitch at all recently, you’ve probably seen Fall Guys. If you haven’t, allow me to summarize it for you: imagine a battle royale game, but instead shooting each other death as teenagers, you’re all happy jelly bean blobs competing in Mario Party style mini-games to be the last person standing.

It’s simple, cute, and amusing, even if it isn’t particularly deep. Some of the mini-games are fun. Some of the mini-games are not as fun (looking at you Perfect Match). Some look like complete bullshit, but actually have some strategy like Tip Tap Toe.

Most the games are at least enjoyable, and the fun primarily comes from watching other players be launched, whacked, and otherwise smacked around, and also by being a winner. There are a few game modes that are legitimately great, like Hex-A-Gone, a multi level Tron style mode, where the last person to fall all the way to the bottom wins. Most of the team mini-games, like Soccer, Egg Collection, and Ball Rolling are also enjoyable.

When I was first writing this post, I actually had a bit where I was going to go into the worse game modes, and tear them apart a bit, but then a funny thing happened: see, with the exception of Perfect Match, most of the game modes are pretty good when the servers aren’t massively lagging. One particularly awful game, Tail Tag, is actually really fun when things like hit detection and stuff actually work.

I think Fall Guys is a ton of fun, and worth playing, but I have a few caveats to that statement. First off, I suspect there is a large section of individuals who just won’t have a good time. If you already hate stuff like Mario Party, or WarioWare, or just battle royale style games in general, you might wanna pass on this one.

Secondly, Fall Guys is a lot more fun with a friend. If you can get even one other person to play with, each game becomes less of a solo deathmatch, and more of a fun mess as you work against and root for each other. I had a lot of fun with the game on my own, but it’s undeniable that the joy of the game is dampened when every other character you beat or get beaten by is anonymous.

Fall Guys is $20 on Steam, and while it does have micros, they’re purely cosmetic, and not for anything you can’t get anyway.

Fall Guys will not cause you to look inward. It will not grant you peace, or force you to confront deep seated fears. But it’s fun. And when you are launched into space, or toppled into the void right as you jump because some rando grabbed you for absolutely no good fucking reason, it will give you something to be angry about other then the unmitigated nightmare that has been 2020.