Minecraft Dungeons

I spent months seeing ads for Minecraft Dungeons and assuming it was a fancy Minecraft mod. As it turns out it’s a completely different game. It uses Minecraft textures, sounds, creatures, and trappings (like the currency is emeralds), but its actually an Action RPG.

Blocky Diablo would also be accurate.

If you’re new the genre, ARPG is just a fancy name for a Diablo clone. It’s a 3rd person top down dungeon crawler where you collect loot and level up your character. As a big fan of Diablo II and a big fan of Minecraft, you might expect that this would be my kind of game… and you’d mostly be right.

I mostly enjoyed Minecraft Dungeons. While I didn’t play much endgame content or go to the much harder difficulties, I did clear the full story, and some of the postgame, and had a good time with it.

However, I have three fundamental problems with the game

  1. Lack of twangy guitar music.
  2. Consumable arrows.
  3. Map readability and collision.

While issue one pretty much speaks for itself, issue two is a bit more nuanced. Why does it matter that Minecraft Crayons has consumable arrows? To explain that, let’s talk about how the game handles skills.

Minecraft Funyons has an interesting “class” system. I put class in quotes because there are no set classes; how your character approaches the game depends entirely on what kind of gear you wear and enchantments you apply. If you want to be a rogue, you equip armor that makes you deal more physical damage. To be a tank, you equip armor that reduces the damage you take. If you want to be a caster, you equip armor that reduces the cooldowns on your artifacts (effectively your abilities), and then equip artifacts that deal damage. And if you want to be an archer, you equip armor that gives you extra ranged damage and extra arrows.

The problem is that the arrow economy is such that even with bonus arrow armor, enchantments, and artifacts, you STILL run out of arrows at some point each run. With at most 10 de facto classes, it’s a strange design choice to make one of them effectively unplayable.

My third issue was map readability. While the Minecraft style maps are very pretty, because all the elements are visually similar, I often found it hard to quickly figure out which terrain was walkable and which blocked me. And that’s a big problem when trying to make a split second decision with a million mobs following me. Hit a wall, and you’re dead.

Being pinned against terrain by a wave of enemies wouldn’t be terrible if the standard roll ability let you roll through the enemies, but it doesn’t, unlike almost every game I’ve ever played with a dodge. It also doesn’t actually dodge hits. All it does is give you a quick burst of speed followed by being slowed. Looking back, I found this design decision this most frustrating part of the game.

And there are a few other things that don’t quite make sense to me. The enchantment system seems to be built to encourage you to try out new sub builds frequently. But this never really worked. There are only two ways to get your enchantment points/levels back to try out a new item or build.

Option 1 is to salvage the original item, getting rid of it. If you do this and then don’t like your new build, you’re shit out of luck. Option 2 is go give your items to the Blacksmith, which gives you back your enchantment points, and then upgrades the item after your clear 3 levels. But again, if you don’t like your build, you’re still shit out of luck, abeit only for 3 runs. Why there isn’t just a “refund enchantment points” button is beyond me.

The game is also a bit buggy. While none of these are “Eat your savefile” or “Crash your machine” levels of bugs, they’re still annoying. For example, I fought a miniboss at the start of a level, and then spent the entire level listening to the dramatic boss music. Almost every chest you open spews some consumable items out of the level, entirely wasting them. Another time I rolled in the middle of combat and got stuck in a hole in the map.

Overall, I did have fun with it, even if it was somewhat simple. It honestly felt like the game was initially designed as a roguelike, but at some point they changed it to a perpetual gear chase. The addition of the Tower, a game mode that is quite literally a roguelike adds to that theory.

Minecraft Dungeons is available on pretty much every platform, and also has cross-play between all of them. So if you’re looking for a solid, but simple ARPG you can play with other folks, grab a copy, and sit back. Just be prepared to deal with some annoyances along the way. And if you’re still on the fence, you can read more about it here.

Ed Note: The post-game content is actually surprisingly extensive, and decent. I played it even if Max didn’t. It functions similar to PoE’s mapping system, in that the zones themselves are remixes of previously cleared areas with increased mob variety and specialties. It also has it’s own special gear chase with gilded items and whatnot. TLDR: Postgame good!

Dungeon Defenders: Going Rogue

Dungeon Defenders going rogue is undercooked and unfinished, don’t buy it.

Let me save you some time and money. Don’t buy Dungeon Defenders: Going Rogue. If you want to close this article now, or perhaps just read about a better Roguelike, or a better Tower Defense game, that’s fine.

I’m writing the rest of this article because posting a writeup that’s just one paragraph long is rude. Also, spite, because I spent $15 on this junk.

Dungeon Defenders: Going Rogue wants to be a combo tower defense game and roguelike. It’s also technically an entry in the Dungeon Defenders series. (More on the franchise’s weird history later.) If you’ve never played a Dungeon Defenders game, they were 3D tower defense games with action combat, and fairly heavy leveling/progression systems.

Dungeon Defenders: Going Rogue, is not quite that. Here’s how the traditional loop of a Dungeon Defenders game worked: you’d pick a map to run, and a difficulty for that map. A map consists of a series of waves of enemies to fight, and potentially some form of boss at the end. Killing enemies drops mana, and you use mana to build and upgrade towers. Enemies can also drop loot, items you can equip, and whatnot. If you get to the end of the map, you unlock more maps and challenges, and if you fail, you keep the loot you had so far, but you have to start over.

All this is combined with having a permanent character, from one of the game’s classes, who you level up and such, also with mana.

Dungeon Defenders: Going Rogue tries to take that formula, and turn it into a roguelike, but it just doesn’t do that very well.

Let’s quickly get mechanics out of the way. Like standard Dungeon Defenders, you have a hero, and you have the same sort of abilities. These abilities vary from class to class, but generally have a pattern. Each class has a basic attack, a secondary attack, a nuke, an activatable overcharge, and two tower slots. Unlike towers in normal Dungeon Defenders, these towers have time to live, and die once the the timer empties. But the cooldown to place a tower is far higher than the time a tower actually stays alive, so in practice, you can only ever have two towers up for a short amount of time. In an ostensible tower defense game, this is a bit strange.

The biggest issue I have with Going Rogue is that as a roguelike, it’s incredibly boring. A good roguelike offers a high skill ceiling for mechanical mastery (Dead Cells, Enter the Gungeon, Nuclear Throne), informational mastery (Slay the Spire, Inscryption), or preferably a combination of both (Binding of Issac, Spelunky). If your game is going to be based around playing effectively the same thing over and over, playing needs to feel rewarding, and runs need to feel different. A weaker player should have good runs where they can feel like they’re succeeding even if they don’t know everything, and a strong player should be able to salvage even bad runs.

But even if you disagree with my definition of what makes a roguelike good, I think you’ll agree that being boring is exceptionally bad in a roguelike. Every run cannot just feel the same. And that’s the issue with Going Rogue.

The way the game handles abilities and power growth is underwhelming. After you clear a level, you open a treasure chest, and the chest has a few random items in it. One of these are the game’s runes, which seem to be intended to function as value pickups. Ultimately, I find them mostly worthless, because there’s virtually never a reason to not pick them up, and they give uninteresting stat buffs, such as 5% health, or 10% movement speed. They’re numerically boring stat sticks. And most of the time you don’t even get to choose which ones you’re getting.

At end of 3 waves, when you clear a map, you get a slightly bigger chest with a special rune drop that lets you choose between 3 different runes. The problem is that the very generic runes mentioned before are still in the pool, and it’s entirely possible to roll the same one twice as one of your choices.

The weapons, trinkets, and towers suffer from a similar but slightly different issue. As a run progresses, better towers/weapons/trinkets drop from the end of level chest. And because they’re almost always net better, there’s virtually never a situation where you’d choose to keep your current item, even if it has interesting stats, over an item with more damage. Get a cool tower early on? Too bad, by the time you’re in the 3rd zone, it’ll have 1/5th of the DPS of any random trash that pops out from your end of level chest.

The end result is a system where you can’t construct a build. You can only pick up bigger numbers, and hope they’re big enough.

Perhaps this could all be ignored if combat felt good, but it doesn’t. It’s a weightless affair, where you swipe at enemies until their health bar empties, and they fall over and die. Particle effects and animations are unimpressive, and feel like greybox assets. There’s not an ounce of mechanical mastery required, and the fact that abilities have virtually no synergy does the game no favors either.

But that’s all subjective. Maybe I have bad taste. But regardless of my taste, the game is buggy. In five hours of playing, here are a few highlights of what I encountered:

Random disconnection from multiplayer for no reason, killing the run.

Items dropping with a description of “ITEM TEXT GOES HERE”, no stats, and a sell value of 9999.

Items all dropping with the exact same stats, instead of having random rolls.

So that’s Dungeon Defenders: Going Rogue. A unpolished, unfinished mess. A brawler with poor combat, a tower defense game with no towers, and a roguelike with no power progression. If you took your money, and set it on fire, you’d get more value. This is because while the money would be gone, at least you wouldn’t have wasted any time playing the game.

Ed Note. So, Dungeon Defenders as a series has a bit of weird history. There was Dungeon Defenders, then a shit ton of DLC, then Dungeon Defenders 2, and presumably even more DLC. At some point, the company making it sorta shut down, then someone else bought the rights/reformed the company? I’m not 100% clear. In any case, the folks who bought the rights again wanted to make a new Dungeon Defenders game. They didn’t have any money though, so they made Dungeon Defenders Awakened. It was mediocre. Then they made Dungeon Defenders Eternity which… no longer exists. And now they’ve made Dungeon Defenders: Going Rogue, which isn’t worth playing.

Ed Note 2: If for some reason you want to see actual gameplay, why not watch me play it with a friend here?

Kirby and the Forgotten Land

Kirby and the Forgotten Land is fun, but I wish I could play the challenging parts without beating the game first.

Kirby and the Forgotten Land is fine. But even though I just finished the game, I don’t really have any strong feelings about it. I think if you’re looking for a fairly relaxing 3D platformer, or are newer to video games, Kirby would probably hit the spot. That said, if you don’t play Kirby and the Forgotten Land, I couldn’t really make a strong argument that you’d be missing out on much.

Kirby games are generally fairly easy*. I don’t think this is a bad thing. Kirby is Nintendo’s entry level franchise. Making a game that everyone can beat, but still feels fun to play for both folks who might be picking up a controller for the first time as well as jaded freaks like myself is a tough balancing act. If you want more insight into that sorta thing, I suggest you check out this article from the Washington Post, with the creators. Even how the game handles detection isn’t straight forward, and is built in such a way that if an attack looks like it should connect, it connects! Which is brilliant, and clever, but still easy.

*Many Kirby games have post-game content in the form of boss rushes/time attacks/etc. These are NOT easy.

This writeup is about Kirby and the Forgotten Land though. So let’s get the bit of this article were I describe game mechanics verbatim over with, shall we?

In Kirby and the Forgotten Land, you play as Kirby. Like most Kirby games, the primary mechanic is being able to swallow up enemies, and copy their abilities. Unlike most Kirby games, the game is the first true 3D entry in the series. You don’t quite have the ability to jump/float infinitely, as it would break most of these 3D maps. Compared to something like Amazing Mirror, the game is incredibly linear, taking place over a series of levels played in order.

Each level has 5 mini-objectives, and two main objectives that are always the same. Objective one is to complete the level, and objective two is to find hidden captured waddle-dees. Usually the waddle-dees are in some sort of hidden area off the main path, or in something that needs to be destroyed. Objectives 3-5 are usually to complete some sort of additional task, and while these start out as hidden, each time you complete a level, you’re given a hint about what these extra goals are.

By the time I completed most levels, I had found 8-9 of the 11 waddle-dees. Beat enough levels, and you’ll reach the boss. Actually unlocking the boss does require that you freed enough of the waddle-dees from earlier, but I never actually had to go back to replay a level. I always had enough waddle-dees anyway. Beat the boss level, you unlock the next world.

Let’s talk about the bosses. They’re solid. Like most Kirby games, there are mini-bosses, which are fairly easy, and main bosses, which are the only places in the game I died. They’re fun spectacles and are somewhat challenging.

Outside the main game levels and the bosses, there are a few more activities. There’s a home town area that gives access to several mini-games, which I never played. There are also side areas called treasure roads that serve as time-trials/skill checks to get currencies to upgrade your abilities. I played like two of these, and then decided I didn’t care.

Complaining about Kirby being a generic video game is like complaining about Lord of the Rings being generic fantasy. Kirby is meant to be an easily played and approachable game, with a certain level of challenge and depth offered in the post game for more skilled players. As I mentioned in the intro, it’s not like it’s easy to make a game anyone can beat and feel good about it.

But with that said, I also don’t have strong feelings about it. Kirby and the Forgotten Land doesn’t offer anything I haven’t seen before, or seen at a similar level of polish. It’s a new Kirby game, with all that the series entails, including bright and colorful visuals, a story that takes a surprisingly dark turn in the last 90% of the game, and a final boss that looks like it belongs in a JRPG.

If you’re newer to gaming I think it’s a really solid place to start. Not because it is easy, but because it’s well designed. It’s good training ground for a lot of the habits and ideas that could serve well playing other games. Kirby and the Forgotten Land is $60 for Nintendo Switch. It’s a fine 3D platformer, with a fair amount of content and side objectives, but it doesn’t redefine Kirby games, and outside of the boss levels, there wasn’t anything super memorable about it. I don’t dislike it by any means, but I don’t feel passionately about it.

Post-Script: So after finishing the game, and dying a bunch in Elden Ring, I went back and decided to play the post game. It’s much harder and could best be described as a remix of the base game. It takes sections from each world, compresses them into a single level with juiced up boss fight at the end. Then it adds extra enemies to each section. It’s a lot more fun and interesting, because it isn’t as easy. I appreciate that it’s there, but I wish there was just an option to start with this version of the game.

TLDR: There’s a harder game mode, but you have to beat the game to unlock it.

Human Fall Flat

QWOPlike puzzle platformer, good with friends, bleh without them. Bit pricey for what you get in my opinion.

Ed Note: Images are from the IGDB game press kit. You can tell because the characters pictured below are either blank, or some level of thoughtful creative outfit, and my custom character had a dick, and “Fuck Single Moms” written on his back.

I have been planning to write about Human Fall Flat for just about two years now. This draft has sat there, staring at me, patiently waiting for its moment to shine. Well, I’m dead out of energy to write about anything this week, so now’s your time to shine buddy. I’m gonna blow the dust off this post, and put it up.

Human Fall Flat is a cooperative, physics-based, 3d-puzzle game. And when I say physics, think physics in more of a QWOP sense than Half Life 2. As a single player game, I wouldn’t recommend it. As a co-op game, I think it can be a lot of fun with at least 3 players, and I have good memories of laughing my ass off while playing it with friends.

Look at all these tasteful, creative characters. Couldn’t be me!

This is because of how wonky the controls are. You move with WASD, and left/right mouse button correspond to grabbing with your left and right arms. This grabbiness is binary, meaning you can either be grabbing something, or not grabbing something, but there is no in between. In addition, while you “Move” with WASD, it’s less actual movement than it is making your small blob person waddle in the right direction.

All of this is deliberate. The main difficulty with many of the puzzles in Human Fall Flat is not the actual puzzle, but managing to complete the puzzle while having the acrobatic ability and dexterity of a drunk jellyfish.

It’s this combination of “The spirit is willing, but the flesh made out of marshmallow peeps,” along with the (usually) simple puzzles that made the game enjoyable for me. Trying and failing to make a simple jump is frustrating on your own, but it’s golden to watch your friend jump onto ledge, barely pull themselves up, and then get clubbed by a swinging log and sail into oblivion, all while listening to them curse over Discord.

Then it happens to you, and it’s a tragedy, but your friends are laughing.

This image is a pretty good summary of a lot of this game really.

All of this takes place across a wide variety of levels, with a pretty good smattering of goals and objectives. In my personal opinion, the earlier levels tend to be longer and more fun than some of the free DLC ones, but there’s a solid amount of content. By far my personal favorite was a level that involved piloting various types of boats, for a given definition of “pilot.” It would be more accurate described as “50% pilot, 50% hanging to the side of the rudder and begging someone to pull you up before you fall off and die.”

That’s really all I have to say on Human Fall Flat. As I’ve already noted, this is a game that really has to be played with friends. As a single player experience, I found it to be stale, and uninteresting.

The game is a bit pricey for what it offers at $20 a person, so my personal suggestion would be to wait for a sale before picking it up. I’d say $10 is closer to what it’s worth. The game is available on everything (seriously, pc, all major consoles, and phones for some reason) but doesn’t support crossplay as far as I’m aware, so if you and the gang do decide to grab it, make sure you all get it for the same platform.

If you still want to grab some copies, you can find it here for PC

CRIMESIGHT

A fantastic asymmetric social deduction game.

CRIMESIGHT is an asymmetric social deduction game, and it’s fantastic. It might be my favorite giga-brain moment sort of game, and it makes you feel very smart, as long as you don’t scuff up wins that you have in the palm of your hand.

Which I’ve done a few times to be honest.

In order to talk about what I like about CRIMESIGHT, I’m gonna briefly cover how the game works. There are going to be several paragraphs going over the game’s mechanics. If you don’t want to read any more, here’s my summary of why I like the game: it’s full of incredibly clever mindgames and bluffing linked to an interesting balance of resources and information between the two competing sides.

A screenshot of a game of CRIMESIGHT in progress. I think I lost this one.

A game of Crimesight is played over up to 10 rounds, on a single map consisting of multiple rooms and areas, and with 6 pawns. One pawn is the Killer, and one pawn is the Target.

First, a little bit more about pawns. Pawns start the game with nothing, regardless of their roll. Each pawn can carry up to two items, and has two health slots. They can also carry a single weapon. Weapons do not take up an item slot, and cannot be dropped once picked up. Every three rounds, the day ends, and pawns need to eat, or else they will become hungry. Hunger, like any other injury in the game, puts a token into one of the health slots. A pawn with one slot occupied can only move up to two spaces per round, and pawn with two slots occupied can only move 1 space per round, and is also blinded.

Each round, the players in the game may issue a number of commands to pawns, determined by the player’s allegiance, and the number of other players in the game. These commands consist of a movement command, and an action. First, movement. Each pawn can move up to three areas in one round. If they move more than two areas, though, they get fatigued, and will only be able to move twice in the next round. Then the pawn does an action. The action can be to search an area for food, to use an item on a location or another pawn, or to interact with an object. Pawns always move, and then take an action; they cannot do otherwise.

Let’s talk about the two allegiances, Moriarty or Sherlock, and the differences between the two.

The Moriarty player wins if they can have the killer pawn murder the target pawn. In order to do this, three conditions must be met. The killer must have a weapon, the killer must be in the same area as the target, and there can be no witnesses with line of sight. If the Moriarty player fails to pull this off in 10 rounds, the best they can hope for is a draw.

The Moriarty player also has several special advantages. They can see which nodes on the map contain food, weapons, or special items/objects. They start the game knowing the target and killer. In addition, if both Sherlock and Moriarty command the same pawn, Moriarty’s commands always win out, and will overwrite Sherlock’s. Moriarty can also always command pawns to move up to three spaces, even if the pawn is fatigued. Finally, they have access to a single special command, “assail,” which can only be used by the killer. When the assail command is executed, the killer will delay their action until the end of the round, and then move as close as they can to the target, and if their end location meets the criteria for committing murder, they will do so.

There are downsides to the assail command, however. Using it will reveal the killer and target, and if the killer does not reach the target that turn, there is a single final turn, after which if they cannot pull off the murder, Sherlock wins.

The Moriarty player also has one weakness: they cannot issue commands to the pawn designated as the target.

The Sherlock player has none of the advantages listed above. They start the game being able to see that 2-3 of the searchable areas have food in them. They don’t know anything about the rest of the nodes. They also start out not knowing who is the target, and who is the killer. There are only three advantages that the Sherlock player has over Moriarty.

For reference on why I included this photo: I played a game as Sherlock that went to 10 rounds. There was one obvious target, and an obvious villain. But, I thought to myself, what if the “target” wasn’t the villain, and the obvious villain wasn’t either, but Moriarty was instead using them to make us move the actual villain right next to the real target? AND I WAS 100% CORRECT. And this victory screen is from that game. Gigabrain strats.

The first is that the Sherlock players can issue more commands to pawns than Moriarty. The Sherlock player can also command any pawn, including the target. At the end of every day, they get additional information from “deductions,” where the game will tell Sherlock if the Killer is within 3 areas of the target, and based on that, narrow down potential killers and their victims.

The game has a really interesting balance of power and information going on. When the game starts, Moriarty knows everything, but has almost no “resources” (i.e., the killer doesn’t have a weapon, all of the pawns are fairly bunched together to prevent murder attempts, and they’re also all healthy making it easy to run the target away from the killer). On the flip side, the Sherlock player has the board state where they want it, (no wounded pawns, pawns all close to each other so Moriarty can’t move a single witness away from a murder attempt, no gas leaks, dogs, etc) but zero information about who they need to protect from whom.

As the game continues, the balance of power starts to shift. The balance of resources and board state shift into Moriarty’s favor as pawns split up to search the map for food, pick up weapons, or end up hungry if they fail to find any. However, Sherlock gets more and more information: each time the two clash by commanding a pawn, more info is revealed to Sherlock about can’t be the target. The end of day deductions also potentially cut out large swathes of possible murder/target combos.

I do want to talk about the game’s multiplayer modes a bit though. There can be multiple players on the Sherlock team, or multiple on both teams. So far I’ve played the 1v1, 2v2, and 3v1 modes, and I vastly prefer 1v1 and 3v1.

While the game supports up to four players, there can only ever be one player aligned with Moriarty, in 2v2. The second non-Sherlock player controls Irene.

In the 1v1 modes, the game is fairly straightforward, since each player knows who the other player is. 1v3 is where things get interesting, because as a Sherlock player, you start the game not knowing which of the other 3 players is playing Moriarty. I find this neat because it lends an extra level of trying to read other player’s moves and actions, which isn’t present in the base game, and also lets you play more mind games as Moriarty.

This brings me to 2v2, and why I don’t enjoy it or the Irene roll very much. When playing the Irene roll, you effectively play a weaker version of Sherlock, but on the side of Moriarty. You can only command one pawn, you can’t see the location of items, you do know the victim and target, but you can’t use the assail command. It can be amusing, but it still feels like a fairly weak roll.

On the flip side, it’s not much fun to play against Irene either. Unlike Moriarty, if Irene issues a command to a Pawn at the same time as Sherlock, it’s a toss up on whose action goes through. And even if Irene wins out, it doesn’t give any information to the Sherlock player about who is/isn’t a target.

Outside of that one thing, I don’t really have any issues with the game. The game’s text display can be a bit frustrating, and there isn’t really a good option between “Tell me all the rules each time something happens” and “Tell me nothing,” but that’s pretty much it.

So that’s CRIMESIGHT in a nutshell, an asymmetric social deduction game for up to 4 players. I find it incredibly fun, and setting up either clever kills, or blocking them makes you feel smart. If all of this sounds like your cup of tea, you can buy CRIMESIGHT here on Steam. It’s $20, and it’s worth it.