Bloodborne

Note: The images in this article are from the press kit for Bloodborne, and the game’s concept art. Capturing screenshots from Bloodborne is annoying, and I’m not sure that a bunch more images would do too much for this writeup.

I like Bloodborne. I think it’s very much worth playing. With that said, writing about Bloodborne is hard because there is so much that I could write about. Almost every aspect, from the technology, to the multiplayer, to the art, to the story, to the lore, to just the design and mechanics could have more than its own article.

This article will not be digging into any of those topics to the level they might deserve. My end goal for anything I write for Gametrodon is to convince you, the reader, that a game has something interesting about it that makes it worth playing and engaging with.

In the case of Bloodborne, the game is 6 years old, and exclusive to the last console generation on PS4. I don’t think it really needs someone to advocate that it’s a unique experience, or a good game. The world already knows that it’s both those things. So instead, I’m going to advocate playing the game for folks who might have thought about playing it, but were put off by the game’s somewhat notorious pedigree and difficulty curve. It’s an article directed at… well… me. Me from 70 hours of Bloodborne ago.

First, a little bit of history for those who might not be familiar with Bloodborne, or why the game has the reputation it does. Bloodborne is made by From Software. If you look them up on Wikipedia, you will see the following quote.

FromSoftware, Inc. is a Japanese video game development company founded in November 1986 and a subsidiary of Kadokawa Corporation. The company is best known for their Armored Core and Souls series, including the related games Bloodborne, Sekiro, and the upcoming Elden Ring, known for their high levels of difficulty.

Wikipedia

“Known for their high levels of difficulty” is the key phrase here. FromSoftware’s Dark Souls series is responsible for naming an entire genre, the “Soulslike” game, in the same way that we get phrases like “Metroidvania.” The “You Died” screen is infamous.

At least in my case, this reputation meant that I had almost no interest in any of their games, despite the fact that they are almost universally praised on every level. This is because I think I misinterpreted “Hard” as “Unfair.”

It is not very difficult to make a game that is very hard to beat. Two examples I can think of would be Kaizo mods/levels for Super Mario Games, and the “I Want To Be The Guy” series. In the case of Kaizo, the difficulty often comes from requiring both near perfect inputs and an absolutely massive chain of them, all while having an almost perfect knowledge of its game. On the other hand, “I Want To Be The Guy” simply puts the player into situations where without knowledge about what is going to happen, the player simply cannot succeed, such as platforms that move when you try to jump on top of them.

Bloodborne’s difficulty doesn’t come from anything like that. Bloodborne doesn’t rely on cheap shots or perfect mechanics to make things difficult. Instead, the difficulty comes punishing you heavily for mistakes or misplays. But almost every time I died, much like with Spelunky 2, I understood why I died. Bloodborne wants you win. It’s just not going to give it to you for free.

Here’s an example: in an area that feels about mid-way through the game, there’s a large rolling log trap that if it hits you, will pretty much just instantly kill you. While this might seem like bullshit, there’re a few important elements about the area that make me view it as incredibly smart game design instead. The first element is that the trap is located incredibly close to one of the game’s respawn points (lanterns), and after only two enemies, making it incredibly easy to get back to your corpse after the trap kills you. The second is that when you look at the area, you’ll see that the trap is actually only triggered when you run across a large button directly in the middle of the road.

This means that after you spot the trap, it’s very easy to avoid it, travel deeper into the marsh, and then get killed by a second trap that’s almost identical.

So why is this first trap important? Well, because to my mind, it’s actually very generous. While deaths in Bloodborne can be punishing, this one isn’t. The purpose of the log trap near the respawn point isn’t to unfairly kill the player, it’s to introduce the concept of the trap to the player, to show the player what it looks like, what happens when they trigger it, and to warn the player that this is an element that might still be encountered farther on. In essence, it’s actually functioning as a tutorial.

The same is true of many of the enemies. Some of the enemies that can combo you to death are first encountered in areas that are either actively detrimental to the enemy, or very near respawn points. And for almost all enemies in the game, choosing to run away and simply not fight them is an entirely valid option.

Bloodborne is not unfair. It asks you to think, and to actively work to defeat it, but it’s rooting for you the whole time. If the pedigree and rumors have made you skip it, or some of the other games made by FromSoftware, I urge you to reconsider. Bloodborne is incredibly satisfying, and worth playing, and if you persevere, you can and will beat it.

And the sun will rise.

Author Note: A brief story for those that aren’t convinced. After beating Bloodborne, I found myself wondering if I’d actually gotten better at the game, or if the game’s small incremental stat buffs, weapon improvements, and other systems had made it so that I eventually made progress without improving. So I made a brand new character with the lowest stats, didn’t take any of the free weapons offered, and replayed the first portion of the game.

A section that took me about 8 hours initially only took me 2 hours with the new character. Two bosses that initially took me over 10-15 tries each took only 3 tries each with this incredibly weak character, and I was using a garbage weapon that I found on the ground and I’d never used prior to this run.

MicroMacro: Crime City

Zootopia with a more realistic police presence.

If Where’s Waldo, Richard Scarry’s Busytown, and Frank Miller’s Sin City had a threesome, the end result would be Crime City. That pretty much sums up MicroMacro. I like it.

“But that doesn’t actually explain anything about the game.” You say. And you’re right! But it does give me a great chance to act like I’ve actually read Sin City, and seem more cultured then I am. (I haven’t.)

So let’s have Mr. Cat explain the game for us instead. I’m sure he can help us with-

Oh dear. I guess I’ll have to do it instead.

Poor Mr. Cat. He’s yet another victim of Crime City, a lawless wasteland of blackmail, assassinations, and robbery.

MicroMacro is a hidden object/character game. Much like Where’s Waldo, you’re looking for small details in a crowd of faces and scenery, and like Busytown, it takes place across a adorable town of cute animal people. Unlike Busytown however, the city has the general tone of hardened noir. It’s filled with call girls, gun stores, fetish clubs, corrupt politicians and open air farmers markets.

This massive map makes up the titular crime city. You “play” the game by picking out case, and then going through the challenges each case offers. For example, in the case of Mr. Cat, the first step is to find the unfortunate victim. Cases are rated by how difficult they are to solve, and made up of steps. Almost all steps asks you to say “where” on the map a specific event in question occurred. The whole map has a grid system on it, so the location of an event can be referred to as A5, somewhat like battleship. (There are some exceptions to this, but I’ll cover them in gripes, because they’re related.)

As you advance through each step in the case, you’ll get more information about the crime, the perpetrator, and the motive. Requests can involve being asked to find murder weapons, trace the route taken through the city by someone involved, and occasionally trying to locate the corpse of the unfortunate individual.

Generally speaking, MicroMacro feels pretty fair as far as these things go. In the three cases I played through, there were no instances of adventure game logic or complete bullshit in play. There was one moment of some things being very cleverly hidden, but not unfairly.

With that said, I do have two gripes with the game. One is fairly minor, and it’s the fact that the game has somewhat limited replayability. This isn’t super surprising. It’s like complaining that Waldo doesn’t rehide himself each time you open the book. I think this concern might be a bit alleviated by the fact that once you finish all the cases, there are actually a few small bonus cases that aren’t included. You can find a few of them here on the game’s website, and get another one by signing up for their email list.

The bigger gripe is that the game has no good way to check your answers to a given question, without seeing the actual answer. This can be a bit frustrating, because if your group makes a guess, whoever checks the answer effectively doesn’t get to play for the rest of that request. There are also a few rare situations where the answer isn’t a battleship style grid reference, but a chain of events you’re expected to list off.

These are minor though. I like MicroMacro. I think you could probably even play the game on your own if you really wanted too, but it would be less fun than doing it with friends gathered around a big table. If this made you curious, you can find a demo of the game here, and you can likely find the game itself at your friendly local game store.

Eternal Return

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

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

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

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

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

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

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

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

No really. Look.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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



Fishards

Become a Fish Wizard. Fight. Kill. Collect silly hats.

Ed Note: We requested and received a few free keys of Fishards after watching the trailer, and being interested. This review is based on the experience with those pre-release game keys. Images are from the Steam Page.

When I saw the trailer for Fishards, I thought it looked neat, and convinced 3 other friends to play it with me. Of that group, I’m the only person who was kinda “Eh” on Fishards, with everyone else generally liking the game, even if they had some criticism. But they’re not writing this article, so lets talk about what I thought about it, and what the game generally is first.

In Fishards, you are a Fish Wizard. By combing the 5 elements, fire, water, earth, slime, and goo, you will cast spells, and defeat your enemies. Each combination of elements produces a specific spell.

While its tempting to compare Fishards to Magikca, I think this is a fairly inaccurate comparison. After going back and playing some Magicka for this writeup, while both games have a concept of “Combine elements for spells”, they both do it very differently. In Magicka, the elements you combine have various properties and rules. While there are specific spells that require you to enter a given combo of elements, just randomly pressing buttons will give you something. For example, if you combine lightning and beam, you get a beam that does lightning damage.

That’s not the case in Fishards. In Fishards, any two elements correlate to a specific spell, with it’s own specific cooldown. It reminds me a lot of playing the character Invoker in Dota 2. Because each spell instance has it’s own cooldown, you can’t really spam the same thing over and over again. There are a few exceptions to this rule, with the fireball and goo-spread spells that let you cast them multiple times. But a vast majority of them cannot be multicast, so you’re forced to switch up spells fairly rapidly.

Another way it’s unlike Magikca is that Fishards is technically stable and runs fairly well. While this is to it’s credit, I also never really found myself super engrossed in the game. If this article sounds kind of…. “Eh” on Fishards, that’s because it is. I don’t really feel strongly about Fishards. It’s neat, but right now, I didn’t really have a huge amount of fun with it.

Here’s the thing though: That’s just my thoughts. Of the group of folks I played with, other folks had some more positive thoughts. One friend generally liked the combo system, even if they thought the spells and other factors needed some tuning. The other two had issues seeing the cursor, but after the Dev’s were told about this, there was a patch that resolved this issue fairly quickly.

You can get Fishards here on Steam for $7. And y’know, that’s probably the right price for it. If the idea of a weird indie top down arena brawler interests you, I’d encourage you to give it a look, and see if you think you’d have fun with it.

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.