Nobody Saves The World

Nobody Saves The World is great, and you should play it.

Nobody saves the world is pretty great. Between its use of its ability combo and form swapping mechanics, I found it to be an incredibly fun game. The only problem I have with the gameplay is that it mouse/keyboard simply doesn’t play well. A controller is basically required. Otherwise I had a fantastic time with it.

Nobody Saves the World is played from a top down perspective, where you take on the role of the Nobody, a short, blank eyed sort of blob person with no memories of their past. After waking up in a dilapidated shack, and “borrowing” a magic wand from the home of the great wizard Nostramagnus, you set off on a quest to find Nostramagnus, save the world, and figure out how exactly you got here in the first place.

I was gonna post a real zoomed out picture of the world map, but then I realized since this was from my NG+ file, it gave some pretty massive spoilers. So have a smaller one instead.

The magic wand you ‘borrowed’ ends up being the key to all of this, granting you the ability to shift forms. You start out only being able to swap between your pale blobby self and a rat that’s somehow still better in combat than your blobby self. But you’ll start to unlock more forms fairly quickly, such as Knight, Ranger, Magician (the rabbit-from-hat kind) and Egg.

There are 18 total forms available, of which I’d say 17 are meaningful and useful. (Plot twist: the useless one isn’t egg.)

There are two big things about the transformation system in Nobody Saves The World that I like, but explaining them is going to require a little bit more discussion of the other half of the game’s title: the “Saves The World” bit.

See, it turns out that two big problems have popped up at about the same time. The first problem is that the great wizard Nostramagnus who you “borrowed” the magic wand from has disappeared. The second problem is that a giant hivemind flesh blob thing called the Calamity has showed up and is trying to eat the entire world. Presumably Nostramagnus would deal with this if he wasn’t missing.

Anyway, since you have the magic wand, a few other characters decide that you might as well help collect pieces of the gem needed to reseal the Calamity, while they search for Nostramagnus before the world gets treated like a buffet.

Finding these gem pieces, all of which have ended up in large dungeons around the world, sealed by wand stars, is your primary goal. In order to unlock the dungeons, you’ll need to get enough wand stars, and occasionally convince the people guarding these places to let you in. As it turns out, “I am a very legitimate individual, let me through” is actually a pretty terrible way to get into a sacred mausoleum.

The Headquarters of the New League of Wizards. (The New LOW)

I think that’s enough background to give a good picture of the game’s primary gameplay loop. Explore to find locked dungeons, towns, and other stuff. Do side quests and mini-quests to get more wand stars, and unlock the game’s main dungeons. Clear the main dungeons to get MacGuffins to advance the story, giving you more areas to explore. I don’t think explanation quite does justice to how much fun doing all of the above is.

But anyway, remember when I mentioned several paragraphs ago that I like the game’s transformation system for two reasons? Let’s get back to that for a moment. A lot of games with transformation systems seem to use them as glorified keys. Turn into a penguin for the ice zone. Turn into a ninja for the stealth zone. Turn into a cop for the donut zone. But outside of the respective zones, each of those forms is often fairly useless.

NSTW doesn’t do that. While there are a few situations for where you need a form to travel, even those tend to be fairly open (i.e., if you need to get over a large body of water, the turtle, ghost, dragon or mermaid are all equally viable.) But the meat of the transformation system is all about combat, and it feels fantastic.

Form swapping can be done from both the menu screen, and by using the scroll wheel on the fly.

NSTW resembles an action RPG. Each form in Nobody Saves the World has a basic attack, and a passive ability, in addition to its base stats. These two abilities are locked onto that form, and they are fairly varied. As an example, the horse’s basic attack is a kick that hits behind the it, while the slug’s basic attack is a series of small projectiles that are fired after a brief charge time. The strongman has large slow attack that hits most of the area in front of him, while the ranger fires arrows. All these basic attacks regenerate mana when they hit an enemy.

But the forms aren’t limited to these attacks. As you rank up a form by completing its quests, you’ll unlock additional attacks, and when you hit various thresholds for just leveling in general, you’ll unlock additional passive slots.

Both the additional attack slots and passive slots aren’t locked however. You can switch them out with the attacks and passives of other forms that you’ve unlocked.

My maximum zoom horse loadout.

Here’s an example: the slug has one of the lowest base movement speeds in the game, but gets access to an ability that grants it 150% movement speed, and leaves a trail of slime on the ground behind it. You could equip the slug with the generic ability that raises its base movement speed to flat value that can’t be lowered. But you could also take that speed boost ability and put it onto the horse, who has one of the fastest movement speeds in the game, boosting its speed to ridiculous amounts, and traverse the map exceedingly fast. Of course, that still risks you running out of mana, so you’ll equip the ability that lets us spend health as mana, and now you have a turbocharged horse leaving a trail of slime behind it as it rockets across the map.

Maybe that’s not good enough though. Perhaps you want to add the strongman’s passive that makes it so that whenever you would bump into an enemy while slime sliding, you knock them back and deal damage to them if they collide with anything. Maybe you want to add the rat’s passive to build poison on hit, or the dragon’s that increases crit chance against the already slowed enemies.

Nobody Saves the World is absolutely chock full of interactions like this, and it encourages you to use them. Every single form has uses, and is fun to play, giving you a heavy amount of customization while also keeping the forms different through their built in basic attacks, and single locked passive.

And perhaps most importantly, Nobody Saves The World knows this, and it tries to show you these combos and tricks. Many of the quests to rank up a form require you to do something that the form’s basic skills won’t allow, and you have to figure out how to mix and match to best meet that requirement.

In addition, not every trick will work in every dungeon. Some dungeons won’t have healing items. Some dungeons will have enemies that are status immune. In one particularly interesting one, all damage dealt both from and to enemies is multiplied by 9,999, and this dungeon isn’t a gag or a joke! It’s a puzzle to be solved with clever ability usage and munchkin tactics.

There’s a few parts to the combat system I’m not even covering here, such as status effects and elemental wards, but I want to talk about another thing the game does as well.

Purely on its combat alone, Nobody Saves The World would be great. However, in addition to that, it has some incredible art, and great writing. The feel of the world reminds me of something like Gravity Falls: a bright, vibrant place but with some bite to it. There are a lot of fairly funny moments, and also a few pretty powerful ones.

Okay, so let’s wrap this up.

I personally think that the highest form of praise that can be given to any piece of media is to engage with it, and for games that means playing it. For Nobody Saves the World, I played through the whole game, and then started the game’s New Game+ mode, and played through all of that. I’ve hit the game’s level cap, gotten every single Steam achievement, and completed every quest. The game is just incredibly fun, and the world, writing and art is so good that I went out of my way to play the whole thing twice.

Nobody Saves the World is available on Steam, and various consoles. It’s like $25, and its absolutely worth it.

PS: For anyone wondering how the egg could possibly be useful… Despite its incredibly low stats, it has a self heal ability. The heal doesn’t heal too much HP, BUT when you shift forms, your HP % stays the same, and if you equip the “Spend life as mana” passive, you heal more than you take. So you can switch to the egg, heal up to full, and then switch back to another form and be back at max health.

PPS: The second highest form of praise (and probably the first highest if you’re actually the developer) is buying the game for other people. I did that too.

Lost Ark

The mechanical gameplay of an ARPG, and the…. well, everything else of a F2P MMO.

Author’s Note: It turns out writing a review of an entire fucking MMO is hard. As such, this article is an overview of my feelings on Lost Ark. And while I planned on writing more about the game, after about 360 hours of playtime, I never got around to it, and now it’s almost 2023. So take this writeup as you will: a non-MMO players feelings on the game about 2 weeks post-release.

Lost Ark is a MMO-ARPG that was first released in Korea in 2018, and got published worldwide by Amazon about 2 weeks ago. I’ve had a lot of fun playing it so far, but I don’t like how it handles its in game cash store. Ignoring its grindy mechanics, there’s what amounts maybe 20 hour opening campaign that was quite fun to play through, and if you like ARPGs, but not MMOs, it may be worth downloading just to play through that.

Okay, that covers all the big points I’d like to make about the game, as per the Gametrodon editorial policy of not making you read 15 paragraphs to figure out if you’d like the game. Now it’s time for those 15 paragraphs, starting with a bit of context on the sorts of games I like. It’s relevant, I promise.

I dislike MMOs about the same amount that I do enjoy ARPGs. I have tried WoW multiple times and bounced off. I did the free trial of MMO Final Fantasy, and had pretty much the same results.

For ARPGs, though, Path of Exile is my second most played game EVER after Dota 2, and I’ve been playing Dota 2 for over 11 years at this point. Steam says I have 1600-ish hours in PoE, and all of that time was before I switched over to using the game’s standalone launcher.

Anyway, the point is:

  • 1. Oh god I’m old, and I’m going to die
  • 2. Lost Ark is theoretically a MMO-ARPG. This means it’s a combo of two genres, one of which I love, and the other I… well. Hate is the wrong word. Hate implies some sort of emotion. And I simply don’t care about MMOs.

Anyway, if you’re wondering how I feel about Lost Ark, all you really need to know is that instead of writing this article, I’ve just been playing the game non-stop. I sat down yesterday to write this, told myself I’d log in to get some screenshots, and then played for something like 5 hours.

The only reason I’m not playing right now is that I know that if I so much as boot the game up, the probability of this article being finished today drops to zero.

This is not to say that Lost Ark is perfect. I’ve logged 113 146 hours in it so far, and I have some issues with the game. But I’m also not planning on stopping playing anytime soon. In addition, there are so many systems involved in Lost Ark that I can’t cover them all. So instead I’m going to try to give an overview of the game’s portions, and enough info to let you decide if you think you’d have fun with it.

A lot of other folks I’ve seen playing the game have divided the game into early game and post game sections. I don’t hate this categorization, but I’m going to break the content down a little differently.

There is a solid early game campaign that is fairly linear, and has zero freemium bullshit. It’s not too different than playing through the story portion of Path of Exile, or the Diablo campaign. At the same time, it’s also sort of a tutorial for later content.

Generally speaking, I liked these portions of the game. The story is a solid B, the design of many of the actual areas is impressive, the dungeons are fun spectacles, and it’s just a solid ARPG. I want to make a quick special shout out to one specific feature here though, and that’s questing. See, Lost Ark looked at every other game that has you go out, collect eyeballs, and then return to Fred the Eyeball Eater and went “What if we just made it so that after you finish the quest, the person you turn into was in the direction you needed to go next as part of the main story instead of forcing you to trudge back into town with the eyeball sack” and it makes things flow a lot smoother. There’s almost no back tracking required for quests as part of the story progression.

I also really like how Lost Ark’s skill system works. You start with a large set of your abilities unlocked, and you can respec your combat abilities for free. This makes quickly switching things up feel fairly painless, and not the slog that it can be in something like PoE. I will also say that while playing through this first portion of the game, while I took a few deaths, there was nothing challenging enough to make me want to switch up my build. My main was an artillerist, a rocket launcher-toting DPS class, and it wasn’t until end game and raids that I actually read though what my abilities did.

The other part of Lost Ark though is the “end game” content, and this is where the Freemium and MMO genres rear their (ugly) heads. At certain points in the story, you’ll be blocked from progressing to the next part of story content until you reach a high enough item level. The way this works is incredibly simple: you stick your item into a gear upgrader, feed it magic shards until it’s full, and then spend more resources to try to upgrade it.

You can also just move your upgrade level to another piece of gear via gear transfer, though this does destroy the gear used as an input.

You’ll note that I said “Try,” because in Lost Ark, you only have a chance to upgrade your gear. If it fails, you’ll need to gather materials to try to perform the upgrade again.

Author’s Note: Apparently this a common mechanic in some Korean live service games. At least in Lost Ark, you only lose the materials invested in the failed attempt, instead of apparently destroying or downgrading your item?

So how will you get these materials? Well, by engaging in either the end game content, or exploring the world. Let’s start by talking about end game content. There’s a bunch of it, and it includes the following:

Chaos Dungeons – AKA “murder massive packs of enemies with your friends.”

Guardian Raids – ARPG Monster Hunter where your teammates are new to the idea of “not dying.”

Abyssal Dungeons – MMO-style raids, where you’ll learn that no one knows the raid mechanics, including you.

There are also several other modes, including PVP, Platinum Field, and Cube Dungeons.

While you can run end game content almost as many times as you want, you can only really get rewards from a given number of runs per a day. If you want more gear and equipment, you’ll have to find somewhere else to earn rewards (most likely something in the game’s islands and other content systems). You could also buy gear off the game’s in-game market, or from one of the gold farming sites you’ll see advertised by the bots spamming many of the chat channels day and night. But, most likely you’ll get them from islands.

Prepare to spend a non-zero portion of your time waiting around for Islands to pop, and not even be made about it, because TOOKI TIME.

Islands are one of the biggest portions of Lost Ark’s content. After a given point in the story, you get a boat, and can sail around, stopping on various islands. Islands tend to have their own stories and mechanics which can range from being mostly self-contained, to sending you on sprawling quests across the rest of the entire world, to just being permanent PVP murder holes.

Okay, so now that we’ve talked about everything I like about the game, let’s talk about the monetization.

Lost Ark is not the greediest or unfairest game I’ve ever seen in terms of monetization. With that said, it is 100% a “Pay for Convenience” sort of game. The game has a membership system at $10 a month that provides a variety of conveniences, and makes it so you don’t have to pay a fee to use the game’s intercontinental teleports. In addition to that, the game’s premium currency Crystals can be used to purchase gold somewhat like how WoW’s membership tokens work. Crystals can also be used to accelerate research cooldowns at your base, instantly finish daily quests, and reset the timer on stored warp points called “Bifrosts.” In simplest terms, there is no cash shop selling godly weapons, but you absolutely can spend real money to purchase materials to upgrade your gear.

Overall though, I’ve found Lost Ark fun. There are a variety of systems and collectibles I haven’t really touched on in this article, including the world bosses and timer events, the Stronghold mechanics, and skills and how the passive abilities called engravings work. But the end result is fun game, even if it has some weirdness, like the gender locked classes, and Pay 2 Progress Faster mechanics.

Peggle Deluxe/Peggle Nights

Author’s Note: Between various things, this week has been long and not entirely productive. As such, this writeup for Peggle is somewhat phoned in. With that said, Peggle and the two games I mentioned yesterday are worth playing, but this writeup is somewhat content light.

I have a hard time writing a “review” of Peggle for the same reason I’d have a hard time writing a review of a jar of Peanut Butter. There’s a lot similarities between the two, mostly the fact that if you place either of them in front of me, leave, and then return several hours you will discover that I have consumed the entire thing, and upon asking for my opinion, I will respond with “It was pretty good,” and “Do you have any more?”

The point is, like peanut butter, I like Peggle, and I enjoy it, but I can’t quite tell you why. That won’t stop me from trying.

Some brief history: Peggle was published by PopCap games, back before they acquired by EA. I mention this not because “Ah, yes, the good old days” but more to give a sense of time, since that was back in 2007 when you could do exciting things like eat in restaurants. And also because the maximum resolution supported is not high.

This image of the menu is maybe 80% to scale.

So, if you expect things like “adjustable resolution” and “performance sliders” you may be about to have a bad time. Otherwise, let’s continue.

You might notice that this review has two games in the title, Peggle Deluxe, and Peggle Nights. And you might wonder why I feel confident in reviewing two games at once, and the answer is simple: Peggle Nights is effectively just an addon pack for Peggle Deluxe. Peggle Nights has new levels to play, and one new character. And that’s it.

The game has a variety of modes, including Adventure, which has you play through a series of levels as a character, duels, where you take turns with another player or a computer trying to get a high score, various challenges, and just a freeplay mode.

Outside of the challenge mode, though, the various levels play somewhat similarly. You click to launch balls, and they bounce around hitting pegs.

Green pegs give you a boost based on the character you’re playing, blue pegs give points, and the goal is to get rid of all the orange pegs. If you score above a certain amount of points, you get an extra ball, and if you get the ball to land in the pot at the bottom, you also get an extra ball.

They say a picture is worth a thousand words, so I’m just gonna post this GIF and call it a day, since that has to be worth at least several thousand more pictures.

Peggle is simple, enjoyable, and it’s incredibly compelling to going for a high score in a level, or to just try to beat it for the first time in adventure mode. It’s the same sort of pleasure as things like pinball, where it feels like a combination of skill and also just being at the mercy of the board, and as such you just keep playing.

Peggle is something like 15 years old at this point, but you can still find it on Steam and various EA stores if you’re interested, and I am out of effort to continue writing about it, so I’m just gonna end this post here.

Back 4 Blood

A unique Co-op First Person Shooter with Roguelite Deck Building for progression, with modernized Left 4 Dead-esque gameplay, and Counter-Strike-esque Item Shop by Turtle Rock Studios (TRS). 

Author Note: I’ve played a lot of zombie shooters, including World War Z, Call of Duty Zombies, Zombie Army 4, State of Decay 2, and of course Left 4 Dead 1 and 2. As you might guess, I kinda like the genre.

If you’ve never played a zombie shooter before, the general gameplay loop is something like the following: you and several of your friends are dropped into the start of the level. You’re given guns, a few medkits, and “Good Luck!” and tossed out into the apocalypse. You start in some form of safe area, and your goal is to get to another safe area. Along the way, you’ll be attacked by wave after wave of zombies who want to get their hands on your delicious face meat. Different entries in the genre handle things like when waves of zombies spawn, special super zombies, ammo, and importance of individual performance vs teamwork differently. Groundwork set, so lets talk about Back 4 Blood.

Back 4 Blood is the most polarizing zombie shooter I’ve played. I can attest that you will either love it or hate it. At launch it had a lot of problems with bugs and difficulty scaling; however the current patch fixed most issues. As such, I will be judging the game in its current form as of the Dec. 17th update.

Technically, Back 4 Blood offers two different game modes. There are co-op campaigns through 4 different acts, as well as a PVP mode called Swarm Mode. I think Swarm Mode is an awful experience. If you’re looking for PVP look elsewhere. This game ain’t it. The rest of this paragraph is going to be a short list of why it sucks, but then we’re gonna just ignore it for the rest of the article.  Swarm mode suffers from too much downtime between rounds, small map size, and frequent disconnects from either side due to just not being fun.

The PvE experience however is great. It offers high replayability with enormous build diversity and almost infinite skill ceiling in that you can always learn a new thing or two every time you play.

The game offers three difficulties: Recruit, Veteran, and Nightmare. Compared to other games’ difficulties these are comparable to Normal, Hard, and Insane. Nightmare is substantially harder than Veteran. The general progression path for all players is that you complete all missions through Recruit, then grind Veteran until you have enough progression unlocked to handle Nightmare difficulty. The main differences between the modes are the typical numeric difficulty scaling. Enemies hit harder, have more health, and more of them. The only big difference between them though is corruption card system.  

Corruption cards add modifiers to change up attack patterns or defenses of the zombies. This can include the zombies getting armored plating to negate bullets, having no weak points, or auras to buff allies around them. This adds a lot of variety to the missions. You can go through the same mission, but have a vastly different experience based on what the AI director through against you with this Corruption card system. It could be common zombies explode on headshot for acid damage, which would incentivize more area of effect weapons like Molotov’s or barbed wire to slow them. Of couse, the AI isn’t the only one who gets neat cards. Back 4 Bloods biggest twist on the genre is its Deck System. 

To build a deck, a player selects up to 15 cards to put into one, names it, then selects it and a character at the start of a level when joining a game. Order of cards matters in your deck. Your first card you will always have, but the order you pick from then on is somewhat flexible. For example on the first mission of act 1, you start with your first card but then you get a choice from one of your cards in order of 2 through 6.

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This allows you to build the deck in such a way where you can put cards in to counter certain corruption card modifiers on your current run. For example, there are quite a few corruption cards that reduce line of sight via fog, toxic gas, or lack of lights; you can counter this with the card “Marked for Death” which allows you to highlight a red outline of special ridden while multiplying the damage your team does to them by 10%. No one player however can cover all contingencies; but a team can. There are lots of different strategies to deck-building because you can try to create a jack of all trades that can react well to everything, or you can go hyper specialized. The Deck System is complex because most games don’t offer this level of choice in customizing your character in a co-op shooter. You can make hyper specialized character roles, like melee, healer, reviver, sniper, loot find builds, grenadier, etc. or a hybrid between them. Each of the characters has a unique card (see above) which generally provides a unique buff to them as well as a buff to the team such as move speed or extra lives, etc. All characters are viable and usually have unique roles they best excel at. Depending on the campaign you start with a different amount of cards(see below), but you always gain 1 card per level from your deck.

I’m uncertain what is “optimal” but I can confirm that most cards are viable in some build up to veteran difficulty.  Once you get to nightmare difficulty I’d say it is reduced to around 20% of the cards.

You get more cards for your deck by unlocking supply lines with supply points. You get supply points from completing missions. The top supply line is mostly damage cards, middle supply line is mostly support cards, while the bottom supply line is melee/utility/copper find cards. All supply lines are mixed with cosmetics to unlock as you play.

That is not necessarily to say that you can’t win without cards, just that it’s significantly easier with using the “best” cards. Still, all the cards in the world are nothing in comparison to having a good coordinated squad. I recommend joining a discord group because this game truly shines with a four man squad on voice comms. I’ve beat nightmare using exclusively in-game matchmaking on nightmare but prepare for lots of failed runs if you choose to do so.

For solo queue meta, the best decks I run with use the same 2 or so damage cards (Glass Cannon 25%damage/ Hyper Focused for 50% Weakspot Damage),  2 or 3 mobility (Run Like Hell for 12% move speed is auto include for all builds) cards and the rest goes to your role. The only role that deviates from this rule is melee, they will be a little weak early game but they are the kingpin to a group. Without melee to handle the common ridden you won’t have ammo to kill the specials or bosses. Pure economy builds based on copper gain or loot find are too slow to come online to be viable as Nightmare runs are reduced from checkpoint to checkpoint and rarely completing a full act in one sitting.

Here below are the decks I’ve used for my nightmare runs. Even though you lay out the cards you pick up 1-15, you don’t have to choose that way, for some runs you’ll react to what the corruption card is for that mission and prioritize getting different cards first. Generally speaking though I will prioritize 2 damage cards always, if the team is doing poorly I’ll get cards that aid the team such as Needs of the Many for extra lives, otherwise I’ll focus immediately on more selfish cards. 

 In the most recent December update they added a new type of one-use-per-level card called “Burn” Cards which apply a buff for one mission in any act campaign you are playing in. They cost on average 50 supply points, which is steep for beginning players. If you are a new player just ignore the burn card supply line and focus on unlocking all the other cards first. This feature is good because it allows you to take out some randomness in the game, for example if you are a LMG build, you can use a burn card to guarantee a LMG for your character at the start of your mission.

I was iffy on burn cards and this following statement is speculation; I am concerned at how easy it would be for TRS to turn Burn Cards into microtransactions where you buy supply points with real cash, so you can apply those buffs every mission for a campaign. The same could be said of regular cards as well. If such a thing happens though I feel like most players would drop this game. TRS are definitely treading a fine line with the introduction of burn cards. In its current state however it is an amazing addition to the game. Here below are some of the burn cards. 

Core Game Flaws in summary: 

  1. Supply Point Acquisition is ergo the rate at which you unlock stuff is too slow, also no points gained from losses is unnecessarily punishing.   
  2. Not being able to see allied players’ decks to strategize accordingly.
  3. New Player experience is mediocre for 6 hours at least which is intolerable for any game. For any casual player that is at least a week before the game gets “good”.  
  4. Swarm PVP sounds good conceptually as contests to who can hold out longest, but all the downtime between rounds and in practice feels awful to play with random Battle Royale Circle of gas closing in. Left 4 Dead definitely had the formula right with PVP through the regular campaign.  
  5. For Back 4 Blood the ratio between common zombies and mutants is around 75:25 where most zombie shooters are closer to 95:5 so the game feels more special hunting than massive hordes of zombies like most other games in the genre. 
  6. Lots of bosses with Big Health bars appear in the different missions, more than half the time the proper thing to do is just ignore them and run. The UI does a disservice in that all gamers have been trained for generations to see a big HP bar and kill it, not run. It’s a tough call though and I understand it’s useful for a player to know at a glance how close a boss is to being dead. 
  7. Map objectives are sometimes unclear, lots of levels have parts to them where they spawn endless hordes of zombies until you reach some area. An objective indicator stating such would be nice. 
  8. Back 4 Blood failed the silhouette test which is how easily can one spot the difference between the mutant ridden variants based on shape outline alone. In Left 4 Dead you can tell at a glance between Boomer, Smoker, Hunter, but in Back 4 Blood that only applies between the first level special mutant ridden. You can tell the difference between  “Tall Boys”, “Stingers”, and  “Reekers” however most of the variants of each are subtly different which in the heat of battle are harder to distinguish. For example the visual difference between a tall boy and bruiser is that a bruiser is spikier on the arm, but a bruiser has substantially more HP. Generally speaking when you play enough you learn anyways but I feel more could have been done to differentiate between them all to uphold the silhouette test more clearly. 

Core Game Pros in summary: 

  1. Corruption System/Deck Card Roguelite system feels amazing
    1. Makes every run feel different and promotes experimentation with different strategies accordingly.
    2. Enables players to feel powerful towards the end of runs in ways no other in the genre successfully captures. 
    3. Allows players to finetune decks to cater to a specific playstyle that they enjoy rather than forcing each player to play only one way. There probably is an “optimal” deck for each campaign section and each role but most cards are competitively viable for a given role and feel impactful. 
  2. Highly replayable level design is great in that it’s still linear so you don’t get lost but complex enough where there are a lot of little things to learn even when you’ve played the level twenty times.
  3.  Cosmetics are all unlockable via in-game progression, and not with microtransactions aside from launch edition bundles of 4 skins. This will probably change, but on the whole is a sight for sore eyes in a world where everything is like 10 dollars a skin in the rest of the world in AAA gaming. 
  4. Monthly Patching keeps things fresh and exciting. The november update killed this game with heavy nerfs and ridiculous special spawn rate bugs, but they redeemed most of the problems with the december update with burn card system, and buffs to cards, while nerfing speedrun strategies. When speedrunning was exclusively the only way to play the game, it was just not fun and warranted nerfs. It’s still viable in coordinated group play but no longer required.  
  5. The corruption system that randomly buffs them throughout your campaign playthrough is a nice touch to keep you on your toes to change how you proceed through a level. This helps a ton with replayability, as you might gravitate to more bullet stumble type weapons to stagger armored ridden, or you could go for lighter faster firing weapons when they are all fast packing acid or fire heads.
  6. The item shop between missions in an act feels amazing. You are constantly torn between pooling enough coins together to buy a team upgrade for long term power, or biting the bullet and buying up max equipment like frag grenades to shred bosses, or other items. Adding economy as a facet of the game is a huge win for enabling a pause to strategize with the team, as well as extreme flexibility to different strategies for any level. While other games have economy mechanics, none are quite like this for the zombie shooter genre. 

At the end of the day I think if you like roguelites, and Left 4 Dead you will love Back 4 Blood. However, Back 4 Blood surprisingly isn’t a zombie shooter, like that’s the story flavor but gameplay wise it’s truly too different from everyone else. World War Z, Zombie Army 4, Call of Duty Zombies, Left 4 Dead are all games which nail the aesthetic of there are millions of these guys and you need to mow them down and get to that next safe room as soon as possible.

Back 4 Blood and State of Decay 2 play more into a slow proactive playstyle with few bursts of action and a focus on efficient resource use. The spice in Back 4 Blood is experimenting constantly with different card builds seeing what works and doesn’t work for you. Tailoring decks specific to each act ultimately. The power curve where you start weak, but over time become a god at your role is addicting in a way no other in the genre captures.

It’s possible you’re not sold on the game, which is understandable. I personally recommend playing Back 4 Blood on something like Xbox Game Pass first just to try it because the game is very polarizing. Some people love it, some people hate it, but no one comes out of it with a neutral opinion. 

Princess and Conquest

I bought this because I was kind of horny, and frankly, the money could have been better spent.

Princess and Conquest is “unique.” That’s not the same thing as good. I cannot come up with a single simple way to describe it, so I’m choosing to go with Pornographic Action RPG with Political Simulation elements. From what I’ve played so far, I would not recommend it.

I don’t really consider this blog to be “Family Friendly,” but I also don’t currently provide a way to easily opt out of seeing 18+ content. For that reason, I’m not going to provide any in-depth level of analysis of the game’s sexual content. That’s not to say I won’t talk about it, but there should be nothing in this blog post that will make anyone upset or hot and bothered.

General Concept

So, what is Princess and Conquest? Well, at the base, it’s an open-ish world RPG. After a brief tutorial that explains a few of the general mechanics, you’re tossed out into a large open world map. From here, you can whatever you want, as long as whatever you want consists of wandering around, exploring areas, having casual sex, and taking quests to complete for Swirlies, the game’s currency and XP. Combat is done in a sort of real time action RPG thing, where you can switch between members of your current party on the fly. Each member has their own equipment, stats, and abilities. Some have access to magic and projectile attacks, while others don’t.

This isn’t a static open world. There’s a day/night cycle, and time is constantly passing, during which the various kingdoms will declare war on each other, send armies at each other, and generally cause the world to slip into absolute chaos. You can choose to intervene in these fights for one side or another, in order to push the balance of power a given direction. Doing this also gains you affinity with the Princesses you aid, allowing you to convince them to stop trying to murder their neighbors and whatnot.

If you’re reading all of this, and thinking “Okay, that actually sounds kind of neat, and I’m horny and want to play this” pause that thought for a moment. Because Princess and Conquest is, as far as I can tell, made in RPG Maker.

I do not know why anyone would ever choose to make a game with real time combat and open world mechanics in RPG Maker. In another post on this site, I wrote about No Delivery, and noted how the game was impressive for utilizing the engine in interesting ways, and taking advantage of some of its quirks for neat effects.

Princess and Conquest does not do that. Instead, it takes an engine that was primarily built for single player traditional semi-linear turn based RPG’s and uses it for a game that relies primarily on simulation and real time action combat. While it’s impressive that they were able to get it to do this at all, a large number of the mechanics just feel terrible.

The worst one by far is combat. Switching between characters on the fly is incredibly floaty and feels laggy. The hitboxes for the player weapons can feel absolutely miserable, compounded by the fact that many enemies can deal damage on contact. One of the bosses can’t be damaged, even with projectile weapons, unless it is faced directly head on; otherwise projectiles just phase through. Another boss is be able to land hits while in its theoretically “Vulnerable” phase, in addition to not actually taking damage when attacked. In another instance, because of how projectiles were handled, I attacked, missed, and then couldn’t use the projectile again because it was still traveling and hadn’t been cleaned up.

I’m not sure where this part of the article will go, but I’m just gonna write it anyways. I also want to apologize for the relatively lower level of quality in this portion of the article. Sex, and by extension, porn, is complicated topic for a variety of reasons. Frankly, I don’t have desire to do a deep dive analysis and criticism of a $12 Steam game’s portrayal of fantasy sex. Just like I don’t feel like reviewing random videos on Pornhub. If that was what I wanted to do, this blog would have a different name, and likely a higher readership.

Sexual Content High Level View

For a brief bit of context: I’m a straight man. I’ve done some stuff. I would not consider myself particularly “Vanilla.” I’ve seen a fair amount of weird porn, and weird porn art. I’ve had sexual relations with both genders. Okay, context and perspective set? Good. Back to the game.

My primary issue with Princess and Conquest is that it doesn’t offer adequate ability to opt in or opt of the sex/sexual activities. In the time I’ve played so far, I’ve seen content and situations that I suspect would make some players highly uncomfortable. However, there is only one form of controllable interaction, and it’s not broad enough to cover what the game offers.

My secondary issue has to do with the nature of sex in Princess and Conquest. While I consider the above topic to be more of a general statement regarding sexual content, this next one is more of a personal opinion. Sex within Princess and Conquest is almost universally encouraged, as is getting characters that the player has sex with pregnant, through two mechanical benefits. First, having sex has a chance to get an egg which grants more party members, potentially a party member of a hard to find “race” or with better stats. Second, having sex with an NPC will increase the affinity the player has with the Princess character of the same race as the NPC. One of the player goals is to try to avoid massive chaos and breakdown, and affinity points are used to convince people to stop waging war. Since affinity points can otherwise be difficult to get without pissing someone else off, in order to prevent a world war you kinda have to fuck everyone you come across who is interested.

Okay, so enough of that. Again, please don’t take this as some form of full analysis of the game’s sexual content, or my views of sex. The above are merely my two major problems with how the game handles its pornographic content and mechanics.

Okay, so, back to the rest of the game. I have a bunch of smaller problems outside of sex and combat. Here’s a short list:
1. The game is buggy. Most of the time, these bugs don’t do too much. Sometimes, as I discovered to my incredible annoyance, they crash the game. And because of how the save system works, have fun going back to your last save.
Author Note: I actually went back and played some more of the game to get screenshots/see if I was being overly harsh. Then the game crashed.
2. Obtuse systems. The game wants to have a level of political strategy and simulation, but good luck understanding how population growth, eloping, or any other system works without the Wiki, because the game will not tell you. Or Tea Parties! Because I read the wiki, and I still don’t understand how Tea Parties work, or are supposed to work.
3. Frustrating map design. This wouldn’t be as bad if it wasn’t somewhat accentuated by the game engine, but the map design. Dear God, the map design. I want to make something clear. If you have game with a zone-based map, and you leave or enter zones by pressing in a given direction, DO NOT FUCKING MAKE IT SO THAT YOUR MAPS SPAWN THE PLAYER IN A LOCATION WHERE IF THEY PRESS THE BUTTON THEY USED TO LEAVE THE AREA A SECOND TIME, IT BRINGS THEM BACK INTO THE ZONE THEY JUST FUCKING LEFT.
4. Quest system weirdness. I do not like that I cannot have more than one active quest from the adventurers guild at once. I do not like that quest descriptions can be weirdly vague about what you need to do to complete them. And I absolutely hate the quests where the descriptions don’t actually give information about what you need to do to progress the quest.

So that’s Princess and Conquest. A unique concept and set of game mechanics using a game engine absolutely not intended for them, with not great, but functional results. For what it counts for, the writing and porn (from my mildly kinky straight male perspective) is decent, but does not mesh comfortably with the game’s mechanics. Currently, I do not recommend the game, and short of them rebuilding the entire thing in a game engine that can gracefully handle their design decisions, I likely will not ever recommend the game.

Content on these links is NSFW. If for some reason, you still want to play the game after all of this, you can find it on itch.io here or on Steam here. You’ll have to sign in though, as again, this is an adult only game.