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.

Disgaea 5 Complete

I like Disgaea 5. While I didn’t enjoy the story as much as Disgaea 4, there are a variety of improved mechanics, UI, and massive quality of life features that make it a massive upgrade over its predecessor.

Also, just for clarity here, I’m mostly going to be discussing my experience with the game pre-endgame. I’ve played about 40-45 hours, and while I plan on playing more, that may not happen for a little bit for secret reasons.

So, let’s start with the story, and some of the related mechanics. Across the Netherworlds, now rendered as planets, Demon Emperor Void Dark is trying to take over everything. You’re introduced to some of the main characters, Seraphina, and Killia, both who have a bone to pick with Void Dark. In Killia’s case, he’s a brooding loner. In Seraphina’s case, it’s an arranged marriage to Void Dark that she has no interest in. She’s decided the best way to deal with the problem is to kill Void Dark so she doesn’t have to marry him.

Adventure intensifies, and as the duo go on their merry way, we meet an increasing cast of other indivuals, including Red Magnus, Christo, Zeroken, and Usalia, who all also have their reasons for wanting to see Void Dark six feet under.

There’s not too much else to say. Our band of misfits proceeds from Netherworld to Netherworld, trying to push back Void Dark’s advance while not getting slaughtered. Each of them gets a mini-arc/story around their background and flaws, usually followed by a redemption or adjustment.

While I appreciate that these moments existed, most of them feel standard anime trope-esque. There are a few that are more interesting, but most end up feeling predictable. This annoyed me because 4 did (at least by my standards) a much better job of handling these sorts of changes. Here’s an entire mini-writeup on what I mean, but be warned, here there be story spoilers!

Oh, yeah, this whole thing was supposed to be about new game mechanics, wasn’t it?

Well, one of those new game mechanics is Revenge. Each character has a Revenge Bar that fills as they or their allies take damage. Once a character’s bar is filled, they enter Revenge Mode, where all of their attacks are critical hits, and all of their spells and specials have their costs reduced down to 1.

In addition, characters that are Overlords of a Netherworld, like our MC’s mentioned above, also get access to their Overload. Some bosses get them as well!

Overloads are one-time use per battle skills that have a variety of effects, many of which either play with tactic game tropes, or just utterly break them, and all of which are fun. While some are simple (Deal damage to everyone on the map, stat boost, heal all friendlies) there are also a few really neat ones. My personal favorite would have to be Zeroken’s “Superluminal Wolf” which creates 4 temporary copies of the character. And when I say copies, I mean full copies. Each copy can take any action the original can, up to and including casting all of his specials, throwing units, and lifting enemies. Another character has an ability that allows them to temporarily take full control of a few enemy units.

Overloads can turn fights that are going badly, and at the same time add an interesting element to some of the boss fights. You know your enemy has an Overload, and you have to try to manage their access to it. You can do this by chipping them slowly, trying to take them out in one hit, or just finding ways to avoid the Overload’s effect. Dealing with bosses’ Overloads is a fun and interesting change from how static boss fights were previously.

Pretty much every side system has also been improved, but going into detail on each them would be both a waste of time, and not something I’d be capable of doing. So instead, let’s take one system as an example: innocents.

If you haven’t played a Disgaea game before, it might be easiest to think of innocents as a sort of sub-item that can be socketed into other items. They have a type, and a value. The type determines their behavior, and the value determines the impact. For example, socketing a Gladiator gives the item it’s located in additional ATK, and the Dietician gives additional HP.

These are both fairly straightforward examples, but there are also innocents that give extra EXP, extra Mana, innocents that change the damage type of basic attacks, and innocents that give you chance to steal items from defeated enemies. There’s a lot of variety.

Acquiring innocents is a little more complex, though. One of Disgaea’s primary features is the Item World, a series of semi-random procedurally generated levels that exist inside an item. And inside items is where you get innocents. When you get an item, it will usually have a few innocents inside of it, but they’ll be in the hostile state. When you go into that item’s Item World levels, those innocents can show up as enemies, and if you defeat them, they go to the subdued state.

So how do Disgaea 4 and 5 handle innocents differently?

In Disgaea 4, innocents couldn’t be moved until after they were subdued. This meant that collecting an innocent you wanted required going into an item, clearing levels until it appeared, defeating it, and then repeating this process for each new copy of the innocent. Because of how innocents level up, getting an innocent to its level cap could be even more painful, requiring gathering lots of copies of a single innocent, and fusing them into each other.

In Disgaea 5, non-subdued innocents can be moved between items. So instead of going into 5-10 different items you might not be interested in leveling up to get a bunch of innocents you want, you can now move the innocents you’re farming into a single item, and do one run to gather them in a single fell swoop.

But these changes on their own wouldn’t solve the problem of needing to grind a silly amount of innocents. And that’s where the Innocent Farm comes in.

The Innocent Farm is a daycare center zone where you can leave innocents, and they passively gain levels as you do other things. In addition, if you leave two or more innocents in the Innocent Farm, they can breed, giving you even more innocents.

And these sorts of improvements are present across the rest of the game’s systems as well. Better capture mechanics and prisoner management. The Chara World is now its own unique Mario Party style world… thing, instead of being a sort of rip-off of the Item World.

Okay, so looking back at this whole writeup, I think I might have rambled enough. Here’s the five second version of my thoughts:

Disgaea 5 is a mechanical improvement over 4, both for its subsystems (and tweaks to make them more friendly), and also its improvements to the combat structure. While the story didn’t grab me the same way 4’s story did, it’s still solid. It just doesn’t surpass the usual JRPG tropes the same way some of it’s predecessors do. The end result is an incredibly solid game that I’d probably recommend over earlier games in the series, because as much as I like the story, this isn’t a series that I personally play for the writing.

Disgaea 5 Complete is available for Switch, PC, and Playstation 4. I played on PC with a controller, because, well, mouse and keyboard just doesn’t cut it for grid based tactics games.

Disgaea 4 Complete+

God I love this game.

Ed Note: Images for this writeup are from a combo of the Disgaea 4 Complete press kit, and my own save file.

Disgaea 4 is, somewhat strangely enough, the first Disgaea game I played. Specifically, Disgaea 4 Complete+ for the Switch. As far as I can tell, the “Complete” part just means that they opted to include all of the additional DLC and scenarios that were added to the game after its initial release in… 2011.

10 years ago.

Okay, so we might be a teensy bit late on this one.

One of the best things about Disgaea is the ability to customize your hub world and move all the NPC’s you actually care about next to each other.

In any case, like the other games, Disgaea 4 primarily takes place in the Netherworld. The main focus of the story is Valvatorez, a previously incredibly powerful vampire and also arguably total idiot, who never breaks promises he makes. One of these promises involved an agreement to not consume human blood ever. Pretty much all the other side characters are great as well, including Fenrich, Valvatorez’s second in command, who feels like an inverse version of the traitorous vizier trope, and Fuka, a elementary school child who dies, goes to hell, and then proceeds to determinator her way through the Netherworld by refusing to accept her death.

Valvatorez, the vampire who doesn’t drink blood, and Fenrich, his loyal servant who would really like it if maybe he would again.

These games can be kinda weird.

The general arc of the game is Valvatorez’s staging of a coup against the current President of Hell, in an attempt to fix the problems the Netherworld is having, including lack of energy, an inability to handle the influx of guilty souls, and just general failure to… well, be hell.

Behold, the… grid that I don’t remember the name of.

Mechanically, this comes in with the Corrupternment and building placement map. As you advance through the game, you’ll unlock political titles, buildings, and other elements that give benefits to units placed within their area of effects on this grid. You can also pass bills and policies to boost yourself, your rate of EXP gain, unlock new units, make friends, and also just shake down senators for cash.

The general structure of the rest of the game is fairly straightforward, with both the Item World and Chara World in Disgaea 4 following a similar structure of being procedurally generated combat levels where you need to clear all enemies, with a few additional minor changes between them. The game also has Magichange, the ability to turn monster characters into weapons temporarily for your other characters to use (don’t worry, they get better), and monster fusion, which lets you fuse monsters into larger versions of themselves with better range and damage.

Is it really a Disgaea game if the stats aren’t measured in hundred thousands?

Overall, Disgaea 4 is currently my favorite of the games story-wise, if not mechanically. While the game’s art style and mechanics haven’t aged terribly, many of the UI elements and menus do feel a bit outdated at this point, and some of the connectivity features, like fights and pirate ship leaderboards, feel a bit dead. Despite all of this, though, the fights are still interesting, the grind is nice and grindy, and story and characters are still funny.

Okay, so maybe I’ve played a bit too much of this.

You can get Disgaea 4 Complete+ here for Switch, and here for PC if you’re interested.

Disgaea Franchise Week – Kickoff

Here we go dood!

This post inaugurates what I’m calling Disgaea week. Some of you may be wondering why we’re doing this. Is it blatant pandering? Is it because America NIS approved my press credentials? Is it because I love Disgaea and really want them to send me a review copy of Disgaea 6?

The answer has two parts. 1. How dare you question my journalistic integrity, and 2. Yes.

Yes to all of the above.

On the flip side, it also gives a good opportunity to talk about some of the things that are similar between the games, without having to rehash them each time I write about the series.

So lets talk about Disgaea. If I had to summarize the game series in one sentence, I would say: “Disgaea is a tactics game about unleashing your inner mechanics munchkin.” Of course, this ignore the great art, the really solid writing, and skips over all the actual mechanics. But I only had one sentence, so we’ll get to that in a bit.

If you’re not familiar with the series, the Disgaea games don’t necessarily have any continuity between them. Instead, it’s a franchise more in the form of something like Final Fantasy, where each game is a separate cast of characters and goals, but certain elements remain the same, such as the primary combat mechanics, character classes, and Prinnies. Prinnies are the souls of the damned, doomed to pay for their sins in the afterlife by being sewn into a penguin shaped costume and used as the servants/cannon fodder/meat shields/target practice dummies for everyone else in the netherworld.

I’m expandable, dood!

The mechanics of the games often consist of a few fairly nested systems, but the general core gameplay is pretty simple. You’re given a gridded map, a deploy point to move units out onto the map from, and a bunch of enemies you need to defeat to clear the map. The complexity of these maps ranges based on the game, and how you’re expected to beat the map. Some maps are effectively puzzles, requiring moving boxes/blocks around, or destroying various patterns. Some are just standard “Brawl your way across” fights. And some are a combination of the two, or exist to teach you to understand specific mechanics.

Of course, this is just for the standard levels included throughout the campaign. You can also go to the “item world,” which is a series of randomly generated challenge floors. Clearing each floor levels up the item that you’re currently inside, and you can also collect “Innocents” which are people that can be moved between your items, and equipped to your items. So, you can level up your items that you equip to your characters and also equip characters to your items that you equip and where are you going please come back.

And it’s this sort of systemic and mechanical orgy that defines what a Disgaea game is for me. Disgaea games are games where you can level up everything, and once you hit the level cap, you can reincarnate and do it again. They’re games that let you graft and move skills and Evilities (think passive Pokemon-style abilities) from character to character. They’re games where your skills gain experience separate from your character, where you can tweak every inch, and relevel a character over and over until the number on their stat bar is larger than the GDP of the entire planet.

Oh, and you can also go to the chara world, which is different depending on the game, but lets you adjust additional bonuses, and okay, I promise, I’ll stop talking about the systems for now.

Outside of this smorgasbord of interesting interactions, the other biggest thing I’d say the games have going for them are that they’re actually well-written and have voice acting that doesn’t make me cut the cables going to my headphones.

Most of the characters involved, especially the protagonists, are deeply flawed individuals in a variety of interesting ways. My personal favorite would have to be Valvatorez, the main character of Disgaea 4, who is a powerless vampire who could instantly become extremely powerful if he wished, except for the fact that he absolutely refuses to break his promises.

In either case, the key take away from this article is as follows:

  1. I really like Disgaea
  2. Disgaea is a tactics game about being a complete munchkin.
  3. NIS America please send me a review copy of Disgaea 6.
  4. This entire week is going to be me pandering to try to get that to happen.

So buckle up mother fuckers, because this entire week is about to a roller coaster ride of exploding penguins, exceedingly strange mechanics, vampires that don’t suck blood, and the other weirdness that makes up the Netherworld(s)!

Lets go Dood!

MMORPG Tycoon 2

Lots of bone, not enough meat. Yet.

Okay, so let’s get the core of my opinion out of the way: MMORPG Tycoon 2 as it currently stands can be pretty fun, but it feels more like a creative playground than a simulator/tycoon style game. If you’re like me, and you are seeking simulation/tycoon games for the system interactions, I’d say wait on this game for the moment. If you’re not like me, and you just want a really cool imaginative playground of game, you still might want to wait, because I can’t tell if its going to stay that way, or turn into the heavy sim I was looking for.

Look at this. It’s incredible.

It does have the single greatest video game cursor ever though.

Okay, let’s talk about the game’s systems, before we get into why I don’t want to currently recommend it.

MMORPG Tycoon 2 is, as the name suggests, a tycoon game about making a MMO. You start with a blank world map of zones, and it’s your job to make it into a world that your little fake players will want to actually exist in. And also to not go bankrupt while doing it.

Ah, Kyle Land 2021.

This means installing the sorts of thing that every MMO needs, from quest-givers, to shops for equipment and taverns to log out in, to putting in zones that spawn monsters so that your players can grind to their hearts’ content. You’ll also have to put down paths, and set up bandwidth networks which power everything.

In addition to the world building, there’s also a massive amount of customization available. You have the ability to customize the looks of the player characters and NPC’s in the game, with what struck me as an impressive modular system for building simple character models. Buildings and other objects also have robust tweaking and modeling controls.

The in-game classes, NPC’s, and monsters also all share a pretty robust customization system that allows you to tweak their abilities, stats, and also make changes to their character models.

People with good taste and thoughtful design ideas can probably use the modeling system to make interesting and neat monsters and characters. I used it to make a 6 story tall hobo-plague doctor with floating arms that just runs around and beats people up.

Okay, so if the game has all of these features, why do I currently not want to recommend it? Well, while many of these systems exist, they don’t yet interact with each other in particularly interesting ways.

For example, take the bandwidth system. It’s completely decoupled from every other part of the game. You just put down bandwidth everywhere you have objects, and if they don’t have enough juice, you add more. There’s no real need to manage spikes based on player behavior, or other activity.

The same thing feels true of the classes and the monster balance. While you have have the ability to make changes to them, as far as I can tell, it doesn’t really influence the fake players’ decisions. While fake players have the ability to request buffs and nerfs, they don’t do much else.

Closer.

Finally, the weakest system in the game by far in my opinion is the versioning. This is effectively leveling up your MMO, and I dislike it for two reasons.

Reason #1. You don’t level up by getting subscribers/money, or by building out more content for your players. You level up just by placing objects down. If you look at some of the screen shots below, you can see that there are areas where I just smashed down a massive amount of objects because I needed to get my level ups. And also…

Reason #2. The benefits of leveling up are almost entirely numerical, i.e., +5 to loot or something. There are a few that give you more interesting and fun powers (Flight paths, PVP), but most are just… more numbers.

Even closer.

And these are the bones with no meat. The level up system is lackluster, but if the numeric benefits were replaced, or added to with a tech tree, all of a sudden they could become far more interesting. If player classes influenced player behavior more, there would be more impetus to balance them and tweak them. And if quest rewards changed a player’s likelihood to complete them, you could use quest rewards to influence player pathing and decisions.

Of course, these are all just the changes I would make, because I’m curious about what the game would look like as a “simulator” as opposed to a Sims-style creative expression toy, with some light simulation elements. And that’s where I run into my main problem with recommending the game in its current state.

Perhaps a bit too close. Yes, the crocodile is a player class.

I can see the game’s design going in one of two different directions, and it’s unclear to me which of the two it will take.

The first design direction that the developers might choose would be the route of a simulator, something with more in common with maybe Cultivation Simulator, or a pure RollerCoaster Tycoon sort of thing, with systems that govern fake player behavior, happiness, willingness to spend, interaction with in-game systems, etc.

The second possible design direction would be for the game to take a tone of something like Animal Crossing or the Sims. This version of the game would have less focus on the simulation aspects, but with more attention paid to your ability to customize and edit your MMO to be exactly the way you want it, much like building up a village in Animal Crossing or the joy of playing with Legos.

Thing is, I’m not sure that it can go both directions at once.

You don’t get anything out of making custom quests, quest names, or NPC’s other then the satisfaction of making something to annoy your friends with. Or crafting a believable mechanical world, but who does that?

The game currently contains more of the features related to the “playing with Legos” situation. Which is fine. But I suspect that the person who wants to craft a beautiful creation of a MMO doesn’t want their fake players to quit en-masse because they died too much to an angry herd of sheep. They don’t want to have to carefully build exact flight paths, and try to understand fake player behavior, or have to deal with managing the underlying data grid. They don’t want to find themselves in a situation where they need to slap together a higher level zone just to make sure they don’t lose subscribers who hit the previous level cap. They don’t want to be punished for building a dingy back alley in their city, just because they used spooky looking buildings in what the game thinks should be a “happy zone.”

The closest comparison I can draw to this is trying to get a highly rated island in New Horizons. Getting a high rating requires that you make a bunch of changes and follow a bunch of rules that may not mesh with the specific look and feel you’re aiming for on your island. And tying in mechanical progression to making those changes feels bad.

On the flip side, I don’t think the person who just wants play with the simulation/ant farm aspect of the system wants to be forced to put down individual cacti to make the desert area more “Deserty” so that players don’t quit over a lack of immersion.

Running won’t save you Inbae. Bob is coming.

And this is why I’m hesitant to recommend the game right now; there’s a lot of potential, but it’s unclear to me what direction this game will go in, so it makes it hard to know who to recommend it to. Will it remain a lite sim where the primary joy is something akin to Animal Crossing, that of building out and creating your own cool space? Or will it become something more mechanically heavy, but less focused on customization?

With that said, the game has a bunch of potential, and I encourage anyone who finds the premise interesting to add it to their Wishlist and keep an eye on it. It’s $25 on Steam, and as far as I can tell, that’s the only place to get it right now.