LinkedIn is Terrible for Communication

Since getting laid off, I’ve had the experience of spending more time then I normally would (any) looking at LinkedIn. It has been an interesting experience, because I exist in the middle of two separate bubbles in that space, one being information technology and business process management, and the other being game development.

In the IT/BPM space, all public statements are universally enthusiastic about AI. On the flip side, the gaming space consists of folks like Chet Faliszek looking to start fistfights with every single person who declares that AI is the future and now.

I won’t lie, this second bit brings me great joy. Currently, my BlueSky feed consists of almost entirely of people looking to feed Ryan Dancey’s carear into a wood chipper after he suggested you could just replace game designers with LLMs.

Again, great joy.

Still, the thing I want to talk about is the first group. The BPM/IT space, and the various posts about how the future is now, and it is AI.

Now, while I’ve said that everyone is posting that AI is the future, you might notice that I never said that everyone is saying or everyone believes that AI is the future. That’s because they don’t. I know at least a fair number of the folks posting about the joys of AI LinkedIn either don’t care, think it’s bad, or actively loathe it, but because of current market conditions and messaging, they feel they have no choice.

The problem is that LinkedIn is almost entirely a platform for social signaling, not for actual communication. There are exceptions to this, like Chet. If you have adequate social or monetary capital, you actually can treat it like you would the YouTube comment section, or alternately, post your real opinions.

But I didn’t write any of Portal, so if I go onto the L’OREAL page, and say that their partnership with NVIDIA for some AI powered makeup is the stupidest thing I’ve ever seen, I’ll never get a callback.

The incentives aren’t to have open or interesting discussions about business, challenges, or exciting new developments, it’s to go along with whatever everyone in upper management currently believes. Even when doing otherwise might be better for everyone.

Anyway, it’s kind of unfortunate that LinkedIn requires all of us to engage in a large scale version of the emperors new robe.

Quick Lorwyn Draft Review

Last night I got a chance to draft some Lorwyn! I’ve been curious about how this format would play in Draft since the pre-release. My local game store, the Fourth Place did an event, so I figured I’d take the opportunity and head over. (Side note: If you’re ever in the area, you should stop by. It’s a great store.)

I would like to say that since the prerelease, I’d practiced and learned the set. This would unfortunately be a lie, because outside of a few drafts on arena, I have done zero prep. I hadn’t even bothered to look at a pick list.

Instead, I had a simple plan: ignore what everyone else was doing, and force Blue/White Merfolk.

This was it. The extent of what I’d learned from my digital drafts was that Tributary Vaulter and Shore Lurker could take people to pieces, and that Gravelgill Scoundrel made it possible to push through clogged boards.

So yeah, that’s what I did. Spoiler alert: I won the pod.

It is a deeply uninspired list, but still managed to be a solid one. Perhaps the only notable thing about it is the lack of rares, with Deepway Navigator being the only one. It runs 24 non-lands, and has 2 cards mana value above 4. It also runs zero one drops. Pure and simple, it’s very much a “just find a way past them” style list.

The games were a pretty swift set of matchups, going 2-1, 2-0, and 1-1-1, followed a Bo1 playoff I won.

I don’t know that there’s anything I can even learn from this. While there were some close games, and I did take a few losses, it was almost always dependent on my opponent getting out something like Virulent Emissary or Scarblade Scout to have a bit more extra life, and slow down my early turns. The moral of the story seems to be that “fliers are good” and I kinda already knew that.

Overall, I have mixed feelings about Lorwyn as a Sealed/Limited set. Ignoring aesthetics and theming, the mechanics have never really clicked for me. While I was initially worried about the lack of removal during the Sealed Prerelease, draft has made it pretty clear that there actually is plenty of removal. At the same time, the very low number of counterspells remain a bit weird.

In the one to two dozen games I’ve played of Draft Lorwyn Eclipsed, games have never really felt super fun or exciting. They’ve been tense! It’s felt good when I’ve won, or pulled out of sticky situations, but I’ve never had any huge moments of dropping a bomb, or feeling like I’ve figured out something incredible, or spotted clever synergies.

Some of it may just be the colors I’ve drafted, with Merfolk have arguably the least interesting play pattern, in that it’s mostly about tapping creatures through card effects, but there are only 8 convoke cards under rare, and only two are instant speed.

I like winning in Lorwyn. I just wish I liked playing a bit more.

As a final note, I’ve seen some complaints/comments online that the set really pigeonholes you into your archtype, with very little space to branch out. I don’t think I’ve drafted enough of the set to make the same statement confidently, but it does seem accurate to the experience that I’ve had so far.

Also, I promise I’ll go back to writing about games instead of just things I’m doing shortly, but despite losing my job, it’s been a weirdly busy last few weeks.

Green Mountain Gamers – Winter Weirdness 2026

I got back late last night from another Winter Weirdness, one of the events hosted by Green Mountain Gamers, a group that organizes game days in the Vermont/New Hampshire area. I quite like these events.

It’s a very lightly structured event. Folks bring their personal games to the event to lend to other people for the event, and then just spread out to play games.

As always, I’ll be talking about what I played, what I liked, and anything else about the event that strikes my fancy.

The games I brought

I brought a smattering of stuff, including Mottainai, Combo, Trio, Pride of Ninja, Brightcast, Blaseball Wild Cards, and the first LoTR trick taking game. These were all small, and I was able to to stuff them into a bag. I’ve linked the ones I’ve done reviews for up the blog, but I enjoy all of these, and someday I really need to give Trio it’s own write-up.

Image of 7 board games, LoTR trick taker, Combo, Trio, Brightcast, Mottanai, Pride of Ninja, and Blazball
Image of the 7 games I brought
Game time

First thing I did once I got there was crack open my copy of Pride of Ninja, and recruit a few people to play with me. I’ve been interested in Pride of Ninja ever since I first saw it two years ago at PAX Unplugged, and having actually managed to buy a copy this year, I finally got a chance to sit down and try a full game.

I really like it! It’s a pick and pass drafting game with what I’d consider to be two small twists: First, after everyone takes a card, players either reveal that card, and place it in a front row slot, or keep it hidden and place it into a backrow slot. This means that as the draft goes on, you get some information about what your opponents are doing, but it’s still possible to hide key pieces.

Secondly, many of the cards work in such a way that you need to care more about what your opponents are doing, and a few can be effective tools for either punishing them, or drafting off their success. What I really liked about these cards though is that it never really felt particularly painful to be on the receiving end of these plays.

Pride of Ninja is great.

Next up was Moon Colony Bloodbath. This was a weird one.

Moon Colony Bloodbath is a tableau builder where you build up, and then lose your tableau. Well, you do if you’re me. If you’re winning, less of said tableau ends up blown away by accidents, infighting, and malfunctioning robots. The player power graph goes up, and then it goes way, way down.

My feelings on Moon Colony Bloodbath is a decided sense of “Hmm”. I don’t know if I disliked playing it because it’s a bit undercooked, or because I just lost every game horribly. During the back half of the game, once my starting supply of colonists had been whittled to nothing, and I was forced to liquidate buildings, there was a sort of dull sense of a boredom instead of a comedy of overconfident self-destruction.

Image taken moments before everything is liquidated and destroyed.

It felt like the final turns of a game of Terraforming Mars, where instead of doing anything interesting, you just min-max for victory points, as there isn’t enough time for any grand scheme to actually come to completion.

I also have a really weird complaint about the games art and theming. The game feels like it wants to be doing a sort of 1950’s-60’s pop-sci/science fiction cover thing. I think this is a really good theme, and standing alone the art is fine if not great, but in conjunction with the rest of the games mechanics, it feels like the artist was never in on the joke. Every location is played fairly straight, every robot just looks like a generic robot. It feels like no one told Franz Vohwinkel that each of these colonists was going to meet a horribly grisly death.

Anyway, with those two finished, I switched over to a few quicker games. This included a few rounds of Tiger and Dragon, a quick playthrough of the first level of the Lord of the Rings Trick Taking Game, and a short game of Combo. No notes here except maybe a reminder to myself that I should actually do a writeup on Combo one of these days.

After all of that, I played Panda Royale. I don’t like Panda Royale. This might be a bad game between the fairly aggravating draft order system, the dull dice types, the pointless and tedious arithmetic, and also the fact that the theme has absolutely zero connection to the mechanics of this sloggy roll and write.

This was followed up by doing a 4 person draft of Edge of Eternities to round out the day. Unlike the other several times I’ve drafted this set, I actually did quite well this time, and manged to win almost all of the games I played.

And then it was time to leave.

Oh…

The Barre Social Club

This event was held in Barre Social Club, and I just want to note that it might be the single most beautiful space I’ve ever been in.

There’s all this great old furniture, and the walls are covered in old maps, magazines, playbills, and other fun bits of old paperwork.

Like, just look at it.

Oh, and this bookcase?

It’s a secret door!

Okay, not that secret, it leads to a kitchen space, but like… still! Isn’t that cool?

It’s a coworking space, so if you’re in Barre, might be worth checking out. Anyway, that’s all for me right now, I’m gonna see if I can write something to put up for today about a specific game. Talk more later.

Holo Vs Robo – a Plants Vs Zombies inspired Hololive Fan Game

I tried to cook bacon this morning after removing 2-3 feet of snow from around my car. As a result, I type this in an apartment filled with an incredible sort of grey haze, like a small cloud of carcinogenic fog has decided to take a nap, sprawling from the kitchen toward the general living room space.

None of this has anything to do with Holo Vs Robo, but if at any point my thoughts wander a little too far, it’s probably from the smoke inhalation.

Anyway. Holo Vs Robo. It’s a Hololive themed Plants Vs Zombies clone. It’s a perfectly okay game, if a bit underwhelming currently in some areas. If you like Hololive, and never played Plants Vs Zombies, you’ll probably like this. If you don’t know what Hololive is, it’s a Japanese VTuber company, and if you don’t what VTubers are, you can either watch this video, or live in blissful ignorance.

On the other hand, apparently Plants Vs Zombies came out 16 years ago, back when I still had hope for the future, and joy in my heart, and given that it’s been turned from a lovely polished single game, to a franchise that included a class-based shooter (that I actually really liked) and a billion terrible mobile games, I figure it’s probably worth discussing the mechanics at least a little bit.

Gameplay

Overall, this is a Tower Defense game. If you’re not familar with the genre, it goes something like this: Waves of enemies spawn in, and you the player need to build structures to attack and stop them from reaching your base. When I call Holo Vs Robo a Plants Vs Zombies clone, it’s not because the two are both tower defense games, it’s because HvR pretty much lifts all of it’s mechanics wholesale from PvZ.

This includes things like the pre-battle screen. Here, you’ll select the up to 8 units you’ll be able to use in any given battle that you want to bring in, while on the right side of the screen being given a preview of the enemy types you’re going to face. Enemies start out as fairly simple robots, and evolve into fancier versions as the game goes on, most of which are some sort of Hololive callback or in-joke.

Once you’re in a level, you’ll spend Cheer (sun/money) to place down towers. Towers have a variety of properties, best demonstrated by going over the ones I have in the above image.

Furthest on the Left, we have Ollie, the red-haired one. Ollie doesn’t attack, but does generate additional Cheer to buy more towers. In the second lane from the left, we have Gura (White Hair/Blue Shirt) and Aqua (Pink Hair). Gura shoots bullets that travel down her lane, and the lane above and below her, while Aqua shoots fast weak attacks down the lane she’s placed in. The green one is Fauna, who heals towers in front of her, and the brown haired one is Nodoka, who acts as a wall.

So there’s your general list of tower behaviors: Generate resources, attack, heal, or generally serve as a wall.

You might notice that there’s no enemies actually visable on the screen, because they’re getting pretty much as fast as they spawn in, at least in this specific case.

There are some special robots, and a few levels that are a fair amount more challenging, but overall, this is not a very hard game. In my case, I found everything but the bonus content and sliding pannel levels to be pretty easy, taking about 11 hours total to do 90% of the games content.

Complaints and Praise

I don’t think Holo Vs Robo is a bad game, but that’s mostly because Plants Vs Zombies wasn’t a bad game. There are some things I am more tolerable of, and some which I am less tolerable of. There’s also a few things I quite like.

As a small thing, the menu options is a bit shit, and following a grand tradition of a certain types of games, I had to launch the game with custom unity flags to make it run on my ultrawide, something I’ve found myself doing a lot more then I’d like to as of late.

As a larger thing, the game doesn’t really do as much to solve the fundamental problem of tower defense games: Once you find a setup that works, you tend to just run that setup until it stops working. This was also a problem that Plants Vs Zombies had, but again: That game came out 16 years ago. While a few levels spice things up, there are still really limited options for Cheer generation, and many of the “good” units… just stay good throughout the entire game. As a result, I don’t really remember what I did during the last 10 levels prior to the finale.

I did really enjoy a lot of the bonus content. There’s some fun goofy little mini-games in addition to the story mode. The art for the little chibi Hololive members is pretty great.

Overall, I don’t really recomend Holo Vs Robo to non-Hololive fans at the moment. It’s a perfectly fine game, but so much of the humor and enjoyment here is based on knowing Hololive in-jokes, that I have to imagine it’ll feel a bit non-sequiter for anyone else.

For Hololive fans, if you’ve never played the original Plants Vs Zombies, this might not be a bad place to try it out. It’s $7.00 on Steam.

Side Note: As a Hololive fan, I was a bit bummed to discover that the Hololive member I follow (and whose on my computer case), Mori Calliope wasn’t available as a tower, but as one of the single use powerups, and IMO, the worst one in the game. It’s a not tragedy or anything, but I can imagine folks who discover their favorite member either isn’t available, or just kinda sucks being a little disappointed like I was. I wish the game did offer more ways to use each tower type. It’s a small thing, but something I did find myself thinking about.

Path of Exile 2 – The (Beta) Campaign

The Path of Exile 2 beta is out. I got a demo a few months ago, but now that I’ve fully played through it, I have even more thoughts. I’m going breaking down my thoughts on it into two writeups, one on the campaign, and one the endgame. Technically, they are the same game, but mechanically they are very different experiences.

Now, before I get into that, there’s some brief background that is necessary. Path of Exile 2 is a sequel to my 2nd most played game of all time, Path of Exile. (about 3000+ hours?) My thoughts are going to be at least somewhat in comparison to it’s predecessor.

As a brief filter, I offer the following phrases:
“juicing maps”
“6L”
“Farming blood adqueducts for a Tab”

If you know what any of these mean, just click here to skip ahead. If you don’t, you are likely to find the following background information helpful.

ARPG’s in Brief

Path of Exile 2, hereby abreviated to PoE 2, is a isometric ARPG from Grinding Gear Games.

For those who might not know, ARPG stands for “Action Role-Playing Game.” ARPG’s are defined by having virtually no roleplaying elements, and the action parts dominated by spamming your abilities every second you have the mana/rage/potato points to do so.

Here’s a less cynical definition: ARPG’s are traditionally top-down or isometric real time action games defined by extensive skill trees, character customization and itemization. Combat generally has two modes, fighting against trash mobs, which are pinatas for stacks of loot, and fighting against bosses, which are also pinatas, except this time they have a baseball bat.

Trash mobs are fairly brainless and just rush the player, while bosses tend to be more correographed experiences, closer to something from a Bullet Hell, or Hades.

The first Path of Exile differentiated itself from other ARPG’s by making everything into game an item, and making those items tradable. Skills are items, (skill gems) which got socketed into other items you wore, and those sockets had colors determining which gems could be socketed.

The ability to refund skills points was an item. To enter endgame areas, specific items were needed. Same to fight endgame bosses. To buy items from vendors, it was necessary to have more items to trade them.

It’s other big differentiator was a skill tree so massive that one of my favorite things to do is pop it out as a joke, just to mess with people, who did not believe it was real.

Finally, there was the gem system. Gems could be supported by other gems. Take a fireball, link it to a multiple projectile gem, and now it shoots three fireballs. Link it to a piercing projectiles gem, and now they penetrate. Link it to a faster cast speed, make a few more tweaks, and now your character is a Fourth of July fireworks display.

Changes between PoE and Poe 2

PoE 2 makes a lot of changes to the above underlying systems, most of which serve to make the campaign much less punishing for inexperienced players. Gold exists as a flat currency to use with vendor NPC’s. This makes getting leveling gear a much easier process.

Gold can also be used to refund skill points. This is possibly the biggest change between the two games, because in PoE, a badly built skill tree would softlock a character. This would make it impossible to get the items needed to respec, and pretty much force the player to make a new character.

Sockets on items and their associated colors are also gone. Skill gems are socketed into a general skill gem menu. The types of support gems that can be used are limited by primary stats. There are even more small tweaks to make suggestions to players on what gems to use, and to prevent them from making choices that simply don’t work.

The skill tree is still massive. There’s now a dodge roll. Movement is a much more flowy thing then it previously was.

The general changes though result in much easier on-boarding experience with the games initial systems, instead of purely being thrown into the deep end, like the player was with the first Path of Exile.

Does all of this mean the game is easier?

Well, yes and no.

The Campaign

Generally I like the campaign. There are some incredibly sloggy bits, notably a single map in Act 2 that just goes on forever, and three or four of the Act 3 areas really tested my patience for just wanting to see the next few things.

That said, outside of these, I really didn’t have many complaints. The bosses feel far more diverse and interesting then their PoE 1 counterparts, and also much harder. The final boss of Act 1 in particular killed me about 10-20 times before I finally defeated it. It’s worth noting that I actually killed it right as it killed me, but that still counts, so on I went.

They’re also just much more fun as a general visual spectacle. My personal favorite is probably Crowbell, a giant crow-man thing that tries to beat the player to death with a bell. The fight isn’t particularly hard, but does have a fun transitions, with Crowbell running around, powering up, wrenching a bell off it’s stand, then using it as a bludgeon.

The trash mobs… well, they’re ARPG trash mobs. The nicest thing I can say about them is that they did in fact contribute to my /deaths count.

Finally, there’s the story elements. I generally quite liked these, even if the current content kinda ends on bit of a cliffhanger. I’m also the only person I know who cared about the lore of PoE, so maybe take that with a grain of salt. There are some callbacks to PoE, but I don’t think missing them will have any impact on your enjoyment.

I will say that I personally experienced a moment of glee getting to fight a character whose only ever been hinted at in flavor text from PoE, but another friend of mine who played the game before me didn’t even realize he was a recurring character, and thought he was someone new.

If you’re playing through the campaign without a build guide, or information about the game, I’d estimate it’ll take about 12-20 hours to play through? There’s a good chunk of game here. That said, the campaign does not currently conclude the story, as that’s planned for the games full release, so if you’re playing the game just for the campaign, I’d hold off.

Overall Thoughts

I like PoE 2. I have problems with the game, but they’re not present during the campaign. It changes a lot of esoteric bullshit that was required to play, made the boss fights more interesting, and is just generally more friendly, if not easier.

Some parts are a bit of slog.

That said, I think the main reason to currently play the campaign is to get to endgame. The campaign is not a finished game yet, with a complete story, and the beta is currently $30.

If the full campaign maintains it’s current level of quality for the remaining acts on full release, Path of Exile 2 will be worth playing purely as a standalone ARPG just for that. But for players who aren’t in a rush, or want a new ARPG, I would say to wait.