Crowfall

More like Crowfail.

I’ve been trying to figure out what to write about Crowfall for the last few days. Let’s start with my opinion on the game: Crowfall is too fucking expensive to be worth playing. And when I say expensive, I mean both in terms of money and time.

If you want, you can close this article now, because the rest of it is going to be an extensive exercise in dead horse beating. If you’re still here, please grab your stick and join me.

I’d tolerate the mediocre graphics if the gameplay had any redeeming features. It doesn’t.

I want to start by talking about the easiest part of Crowfall to quantify: the simple monetary cost. Crowfall is $40, and it also has a monthly VIP system that costs about $15 a month. This puts it about on par in terms of pure cost with its competitors. Final Fantasy 14 is $60 for the full game with 4 expansions, and a required monthly subscription of about $15. World of Warcraft is $40, and also $15 a month plus the incalculable cost of knowing you’re supporting Activision-Blizzard, making it cost effectively infinite money. New World is $40 and the knowledge that you’re adding Jeff Bezos’s draconic horde of wealth.

So yeah, Crowfall is currently priced up there with a game that had more players on launch day than Crowfall has had estimated players total. And before you ask why I don’t have a better source for numbers, it’s because the devs turned that part of the API off.

This is a problem, because on a scale of “Virtual Disneyland” to “Digital Version of Detroit,” Crowfall is the latter. It wants to be a hardcore PVP game, with fights for territory, resources, and areas going on constantly. It has castles and landmarks that you can build up and guilds to join. As soon as you’re out of the pure tutorial world, when you die you drop 50% of your gold.

In the normal world, when you die, you drop half your inventory.

I have a bunch of small problems with Crowfall, but I have small problems with almost every game, so I’m going to talk about the big problem I have with Crowfall: the game expects you to do everything with other people. And not just a few other people, a lot of other people.

Let me give an example: One of Crowfall’s big ideas is that you are a “Crow,” a semi-immortal soul repeatedly brought back to life by the gods in order to fight for them. In terms of in-game mechanics, this means that to level up past a given point, you need to get and fuse with a new body.

Getting these bodies requires that you start by digging up body parts. In order to do this and get anything that’s not garbage, you’ll need the grave digger discipline. I believe it counts as an exploration discipline (more on that later). However, in addition to that discipline, which is a socketable rune, you’ll actually want an upgraded version of the grave digger, which you get by… farming random rune drops from digging up corpses. This requires you to have an intermediate shovel at a minimum, which means you’ll need to craft yourself a shovel, then upgrade it, which means you’ll need to mine and quarry stone, because those two are different. Once you have your upgraded rune that you got from RNG and upgrading (and you’ll need to socket Runecraft to actually upgrade it, I believe) you can actually start grinding again. Now, when you’ve finished grinding, you’ll have the body parts. You can’t use them yet, of course, you need to remake them. This means combining them with some other body parts, and also Ambrosia, which you’ll need an alchemist to make. Now that you’ve got all your body parts collected, you can finally combine them into a new vessel.

Hooray! Did I mention that doing this requires that you collect the right type of each body part for the right race of character that you want to create?

So why are we doing all of this? Well, because without doing it, you can’t actually play in a Shadows World, which is to say the big boy world. Up until then, you’ll play in what is basically a tutorial world. That’s right, this multi-step process just to create a character is more or less before you can actually start playing the full game.

Remember how I said we’d come back to that bit about minor disciplines? Well, you can only actually have two equipped at once, and you can only change them out in a temple. Long story short, there’s no reasonable way to do all of what I described above as a single person, or even a pair. You’ll need a guild or another group to work with. Without one, you’ll most likely have to stay in the beginner world, where drop rates are lower, and buildings seem to reset daily.

Now, it’s entirely possible you read all of this, and go “Wow, that seems like the game for me!” And maybe it is. Maybe you’re all excited about PvP, farming for random items for hours, and ganking other players.

One tiny problem: remember how I mentioned the devs hiding the player count up above? Well, that might be because the servers are incredibly fucking dead. In my time spent during the trial, I feel like I saw less than 30 players total outside of the spawn area.

Yeah, the game is not highly populated.

I have some other problems as well. The auto-attacks put all of your other abilities on cooldown, making combat super frustrating. The number of enemy types in PVE are really low. There’s no form of inventory sorting, meaning that your inventory more or less ends up looking like Minecraft. Speaking of mining, your auto attack and your harvesting abilities are bound to same key, so if you don’t click on that boulder correctly, you’re now in combat until that cooldown wears off in a few seconds. Oh, and if you try to put items of a type you already have into your bank, but don’t have an empty bank slot, you can’t. Even though you already have those items in your bank.

So yeah. Crowfall is an attempt at a sandbox, heavy player interaction MMO, but because there’s nobody playing it, and it takes forever to do anything. It’s filled with small annoyances, and systems that don’t feel fun (I’m looking at you, obscenely fast gear decay). Some of its ideas are decent, but on those bones sits nothing of interest.

All this to say: I don’t recommend.

Disgaea 6 – Spoiler Full Edition

It’s been over a month since D6 came out in North America. We had a spoiler-free writeup on the series earlier, and I’m gonna write this post assuming that you already read that one. Is that entirely fair? No, it’s not, but otherwise I’d be retreading a lot of already-visited ground.

Just in case you still choose not to read it, here’s the five second version. D6 has a new art style, performance problems, and gives you meaningful access to the unique mechanics essential to the game faster than its predecessors. Good?

Few more things to get out of the way before we get into this:

  1. I cleared all content except Raksha Ba’al, the last endgame secret boss.
  2. I played without any DLC except the free Hololive DLC.
  3. My save file has about 300 or so hours on it. I’d say that translates to about 80-100 hours of gameplay, maybe a bit more. The reason those numbers don’t add up is because I spent a lot of time auto-grinding.

ART

Disgaea 6 has a very different look than its predecessors. Instead of using 2D sprites like the previous games, D6 uses 3D models. I don’t like them as much as the old sprites. In addition, the super over-the-top skills feel a bit more toned down than usual in terms of visual flashiness. I didn’t see anything that was super memorable, and many of the skill animations feel shorter, as compared to things like D5’s Super Olympia which crushes an entire solar system as part of the attack.

STORY

If I’m rushing through these elements, it’s mostly because I want to just address them and get them out of the way. Compared to the other games, I’d say D6 has a stronger finish and conclusion than 5, albeit with somewhat weaker middle. The characters are solid. There are some fairly funny moments, and a few more brutal ones. All in all, it’s fine. It does follow the same pattern as D5: many characters get a power up at various points in the story arc that correspond to their growth as a character, making that growth feel a bit forced, but it’s an overall improvement.

GAMEPLAY

And here we are: the big one. The chonky boy. The factor that the rest of this post is going to be devoted to: D6’s gameplay loop. So how is it?

Well… it’s a bit different than other entries in the series, actually. Let me explain what I mean.

Disgaea has a reputation for being a grindy game, but despite that fact, grinding usually isn’t necessary to beat the “Main Game” and see the credits roll. It’s more or less required to beat endgame content, but even then, grinding in Disgaea tends to be a bit different than traditional grinding. Instead of the classic “Walk around, find encounter, spam attacks, rinse repeat,” Disgaea tends to take more of a puzzle route. End game grinding in Disgaea is less about how much you grind and more about making your grind as efficiently as possible.

Let’s take D4 as an example. D4 has a set of end game maps that culminate in a map that is incredibly simple. It’s just a large square of enemies, arranged in a specific pattern. And it’s possible, with the right set of skills, abilities, and setup, to hit and clear this entire map in one hit, and hit the level cap after a single fight in this map. This isn’t an oversight. The map is designed in such a way to be beaten like this, and cleared incredibly quickly.

D6 is different. Unlike other games in the series, you will have to grind to beat the main story, because the level cap has been extended twice, all the way up to something like 9,999,999,999, along with the stat cap. The leveling process itself is much faster, and but there are still a few points where if you’re playing each map once, you won’t be high enough level to clear the next one.

And this is where some of the game’s new systems, Demonic Intelligence (D.I. for short), auto-play, and auto-repeat come into play. DI is effectively a visual programming language. Each unit can store up to five of these, and have a single one active. When you toggle on the auto-play feature, the game will have your units execute commands based off their active DI. If you toggle on auto-repeat, when you clear the map, you’ll just start it over again. Which means this is the point where D6 switches from being a tactics game, to being an incremental game.

DI is a really cool idea. I really would like to say I love it. Unfortunately, I can’t because in its current incarnation, it has some massive flaws. Disgaea 6 doesn’t have any form of documentation/information about exactly how DI works. When I say documentation, I mean explaining how the various functions work. For example, it would be great if the game explained that “The Target an Enemy Function will target the closest enemy starting by checking clockwise…” but it doesn’t. And while normally this wouldn’t be too bad, it brings me to the second point. There’s no real way to debug or step by step execute DI Instead, you can either have it turned on or off. There are also several commands that are effectively useless such as option that lets you target a specific square on a grid, without any way to figure out how gridding for maps works.

The end result is a system that is very hard to get it to dowhat you want. Instead, I found myself just sort of brute-forcing it. I would run DI setups that I thought would fail, and they would end up working. More often than not, though, the DI setups I thought would work instead failed. Instead of using DI as a solution to automate grinding to high levels, I tended to make simple patterns, and just have units leveled up high enough that I could face roll through content.

And generally speaking, this would be mostly fine if it wasn’t for another new system: Karma.

Karma functions as a replacement for the Chara World systems from previous games. These are areas that you would use to permanently boost your characters’ growth and stats.

In D6, instead of having an item world equivalent like D4, or a Mario Party board game like D5, each time you reincarnate a character, you get a certain amount of Karma. You’re then given a menu where you can spend this Karma on a variety of things, including extra evilities, stat boosts, and…. max level and stat caps.

And here’s the problem: because of the ridiculous scaling in D6, scaling your stats with Karma feels like the most effective way to boost scaling. But because the level cap is so high, it takes several hours of grinding with DI to have your party hit the level cap. Or you can do this bullshit and have a single member of your party hit max level in about 5 minutes, but there’s no way to use DI to farm it.

Regardless of how you choose to do it, once you do, you hit one final wall: The amount of Karma you get per reincarnation is “relatively” small. And because this is Disgaea, let me give some exact numbers. Each reincarnation from max level gives about 120,000,000 Karma. Each stat point past 2,000 costs 5,000,000 Karma to buy. Stats cap at 4,000. There are like 6 stats. I was gonna say “I’ll let you do the math”, but that’s a cop out, so instead, here it is.

Getting a single character to max stats would require you to run this 3-5 minute setup about 500 times. So, assuming maximum generosity, just about 25 hours, if each loop took 3 minutes. There is no way to speed it up or make it faster.

I wouldn’t say this is the defining factor of D6 for me, but it does highlight what feels like the weirdness of the game. It’s a game based around massive numbers, but makes getting to them a chore. It adds autogrinding and looping, but it does so in a way that makes the system hard to utilize, and debug, and means that you end up skipping more content than you play. And even when you use those systems, in the hyper late game, they’re less efficient than actually playing the game by such a massive amount that you may as well just ignore them.

While it might seem like I don’t like D6 given how much time I just spent tearing parts of the game apart, those things only came to annoy me because I spent so much time playing the game. I do want to call out D6 for what it does well: making an attempt at innovating with some of its mechanics and systems, and trying to make them more core to the main game.

The attempt at switching to 3D, and the new combat animations aren’t great, but hopefully that’s the result of unfamiliarity with new tools and systems. DI is a very interesting system, but it’s heavily busted because of the lack of ability to debug and step through behavior. The frame rate is garbage for no reason, so hopefully that gets fixed.

As an entry in the Disgaea franchise, D6 simply wasn’t as fun from a purely tactical gameplay standpoint as D5. The lack of exciting combat mechanics like Overloads, somewhat reduced skills, and lower character class pool didn’t feel as interesting.

So here’s my verdict:

If you already like the Disgaea series for the story and humor, D6 is worth playing through for those.

If you already liked the series for munchkining tactics and extensive vidya bullshit, and don’t give a shit about the story, D6 is probably not going to be your cup of tea.

And if you’ve never played a Disgaea game before, well, it depends. D6 is in many ways a good introduction to the series, with some of the simplified systems, and auto-grinding. But those same elements also make the meta-flow of progression less interesting, so if you want to see what the franchise’s mechanics are all about, I’d suggest D5 instead.

Pokémon Super Mystery Dungeon

Super Mystery Dungeon came out 5 years ago, but I’m playing it now, so… yeah.

Ed Note: the full name for any of the games in the Pokémon Mystery Dungeon series tends to be Pokémon Mystery Dungeon : <Title of the Rest of the Game>. Because these titles end up being 7 words long, I’ve shortened them down to just <Title of the Rest of the Game> for this writeup.

I really like the Pokémon Mystery Dungeon series. This shouldn’t be confused with the Mystery Dungeon Mainline series, or any of the spinoffs. In fact, I recently tried to play one of the mainline series, which led me back to playing Pokémon Super Mystery Dungeon instead, because Shiren the Wanderer: The Tower of Fortune and the Dice of Fate kicked my ass.

So what exactly makes up the Mystery Dungeon series, why do I like the spinoff Pok é mon games better, and am I filthy casual for jumping off the mainline series?

First off, let’s briefly talk about the Mystery Dungeon Series as a whole. It’s the name for a whole bunch of games published by Chunsoft. And because I’ve only played one game in the series that isn’t a spinoff, I’m gonna just link the Wikipedia article here. Generally speaking, though, it’s one of the few games that can be described as roguelike without annoying that magical group of people who are overly twitchy about the roguelike label being misapplied. That is to say, it’s a turn-based dungeon crawler on a grid.

So, second question. Why do I like the Pokémon spinoff games better? While this article is specifically talking about Pokémon Super Mystery Dungeon, I’ve played and really enjoyed Blue Rescue Team and Explorers of Time. Gates to Infinity was mediocre. But it didn’t turn me off the series enough to avoid Super Mystery Dungeon when it came out. To answer why I like the spinoff games better than the mainline ones, I’m going to compare the games to what I’ve seen so far of Shiren, and list the things the Pokémon games do differently. Here’re a few of the reasons:

Wiping in a dungeon in the spinoff games doesn’t reset your level. While you do lose all your items and money, you don’t go back to level 1. This means that you can grind your way through bullshit, and a wipe doesn’t feel like a complete loss of progress.

Speaking of which, escape scrolls/escape orbs (items that let you escape the dungeon with all of your stuff if everything looks like it’s about to go to shit) actually drop in the Pokemon games, while they apparently only show up if you get rescued in a dungeon in the mainline series.

Oh, and revival seeds exist, so that when an enemy you haven’t seen before TPK’s your squad, you can actually keep playing, instead of just getting dunked on.

The fact that the game has Pokémon as the characters is a benefit, but perhaps even more importantly for me, as the games go on, you get the ability to play as almost any of them, which gives a massive pool of playable characters.

Outside of all these mechanics though, one thing I’ve always liked about Pokémon in general is the sense of exploration. There’s always been something neat and magical for me about the idea of venturing around somewhere and discovering something fantastic. And while I don’t get that feeling from the current mainline Pokémon games, it’s still present in the Mystery Dungeon spinoffs.

So now that we know why I like the Pokémon spinoffs the best, let’s talk about why I like Super Mystery Dungeon the most of the spinoffs.

While the general gameplay is the same, there are a few big changes to how teambuilding works for the post game. For starters, you recruit new team members by completing missions and adding them to your connection sphere. This is nice compared to the older games which instead required you to defeat an enemy, and then win a hidden role to recruit them. In addition to that, you then had to either complete or escape the dungeon with said team member.

Next up, treasure! Super Mystery Dungeon has treasure chests, like the games before it, but also has gold bars, a secondary currency that you keep regardless of whether you wipe or not in a dungeon. They’re just fun to get, and unlike other items, they don’t actually show up on the mini-map. Instead, they show as little sparkles that you have to walk over, and when you do, you’ll get gold bars or another useful item.

If I have a complaint about Super Mystery Dungeon, it would be that prior to the postgame, the game felt a bit slow. To be fair, I was playing it about 3 years ago. But I remember being frustrated by how slowly I learned new moves and leveled up.

So that’s the Mystery Dungeon set of games. If the idea of a cool little Pokemon dungeon crawler with a massive amount of content and postgame appeals to you, break out that 3DS, grab yourself a copy off eBay, and dive in.

Storybook Brawl

Storybook Brawl is a very solid auto-battler, even though I don’t like how it’s monetized at the moment.

I like Storybook Brawl. There are a few things about it that I find a little annoying, but otherwise I think it’s pretty fun. Oh right, I’m supposed to explain what Storybrook Brawl is: it’s a card-drafting auto battler.

For anyone who read that and went “Okay, cool” you can skip the next few paragraphs. For the other 98% of the population who can’t understand an entire game from 2 jargony phrases, let me explain what “Card Drafting” and “Auto Battling” is, and how they’re used in Storybook Brawl.

“Card Drafting” first. At the start of the game, and after each combat, you’re given some gold to buy with, and a row of several units to buy. If you don’t like any of the units available, you can also spend gold to reroll your shop’s selection. While this does leave you with less gold, since gold doesn’t carry over between rounds, you generally want to spend it all.

As the game goes on, your hero will level up and this center pool will include more powerful units. Generally speaking, you only get one experience point per round, but there a few spells that can accelerate leveling up and being able to buy better units.

Oh, we haven’t talked about spells have we? Unless a spell says otherwise, you can cast one spell per round. They have a variety of effects, from random damage on enemy units, to permanent buffs to your own units. Just like units, you get access to more expensive and powerful spells as your hero levels up.

You’ll have about 60 seconds or so to do all of your drafting. At the start of the game 60 seconds tends to be a lot of time to make your drafting decisions. But by the end of the game, where there are more decisions and choices piling up, you usually need all your time.

After that 60 seconds passes, we get to what an “Auto Battler” is. At this point, whatever lineup you’ve managed to create gets matched up against another player’s lineup, and going from top left to bottom right, your units take turns attacking each other. Whoever runs out of units first is the loser, and takes damage equal to… the opposing player’s current level plus the levels of their units that remain on the board. If your thought is “Huh, that equation doesn’t seem super intuitive,” I’d agree. When you run out of health, you lose, and games continue until only one player is left.

Okay, so I’m running out of energy to write this article, and we still haven’t actually talked about any of the unit cards themselves, or treasure, or tripling, or keywords. So I’m gonna burn through them, and then see if my editor tells me that I haven’t covered the mechanics enough.

First up, units! The game has quite a few. I’m going to talk about just one keyword that units can have as it’s my favorite example of something interesting the game does: Slay. Slay is a triggerable keyword that occurs whenever the unit attacks and kills another unit. The important bit here is “Attacks.” If a unit with slay is attacked, and kills the other unit on the defense, that doesn’t trigger the keyword. Using slay effectively means either gambling that your unit will get the first attack, or buffing it high enough to be able to take a hit, and smash back.

Next up: Tripling. When you draft three copies of a unit, those three copies combine into a higher level version of that unit with better stats, and if that unit has an ability, a stronger version of that ability. This is where another neat part of the game comes into play. When the units combine, any buffs that they had as single units also merge onto the upgraded unit. This means that a unit that was decently statted with a few buffs can suddenly become an absolute powerhouse.

The other big thing that happens when you triple a unit is that you get a treasure. You can have up to three treasures at any given point in time. If you’d get a 4th one, you have to choose between throwing out one of your current ones, or skipping the new one.

There’s one more bit mechanic, so let’s talk about heroes. Choosing a hero is the first thing that happens each round, but I’ve saved it for last because it’s also one of my few big gripes with the game.

At the very start of the game, you’re offered a choice of 4 heroes, of which two will automatically be unlocked, and 2 might be unlocked. How big an impact your chosen hero will have on the game can vary quite heavily. Some, like my personal favorite, Morgan Le Fae have almost no impact on your drafting selections, while others can change the cards you want to draft massively. Peter Pan is biggest offender of the second category.

The issue I have with this system is two-fold. First off, I don’t really like that my strategy for a round can end up feeling defined by hero selection. And secondly, I really don’t like how this ties in with the monetization. Remember when I mentioned that you’ll be given a choice of 4 heroes, but can only pick from two of the four guaranteed? That’s because the last 2 are only selectable if you’ve either spent real money to unlock them, or the in-game currency of dust. So while the game isn’t directly “P2W”, it does end up feeling “Pay for More Options.”

I don’t hate this enough to stop playing but it doesn’t feel good.

And that’s Storybook Brawl! Except I didn’t talk about how the various archetypes work together with each other really smoothly. Or how the Good/Evil keyword is really interesting as a sort of Boolean typing on a given unit that can be on any unit, but can only be in one of the states at once. Or how the prince/princess meta is absolute cancer at the moment and King Arthur needs to be nerfed again.

Winning in Storybook Brawl ends up being a combination of unit placement, drafting ability, and yes, some luck. But it feels less random than other auto battlers I’ve played because there’s more synergy between various archetypes of units present.

The end result is that Storybook Brawl is a very solid auto battler, even though I don’t quite like how it’s monetized at the moment. If any of what I’ve described above sounds interesting, I encourage you to download it here on Steam, and give it a shot.

2022 Update: In the time between me playing Storybook Brawl, writing this update, and everything else happening, Storybook Brawl was bought by crypto-company called FTX. You might have heard of them recently, when they lost $16 Billion Dollars and entered bankruptcy, potentially because of massive amounts of fraud. I thought I’d just type that amount out real quick. $16,000,000,000. Anyway, point is the future of the game is completely unclear at this point, even if the gameplay is still good.

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.