Dinosaurs, Feet Pics, and Palworld

Ed Note: This week’s writeup is a bit of an experiment and possibly the most unhinged thing I’ve ever written. Would love to hear your thoughts.

Part 1: Dinosaurs

I had a cousin growing up who really liked dinosaurs. I only ever saw him during whole family vacations, and one time he made everyone watch an incredibly stupid TV show about what if dinosaurs could travel to present day or something. It was dumb, and when it was over I was glad, because it meant that I no longer had to care about giant stupid lizards. Then I could go back to talking about cool things, like Pokémon.

Left: Cool, Awesome, Knows Ice Beam. Right: Dead, Stupid, Probably a Bird Anyway

These family vacations took place on the beach, and involved long walks up and down the coast. We spent the walks looking for cool animals to put in a bucket of water for a bit, and then put back in the ocean. I also spent a lot of that time talking about how cool Pokémon were, and which one was the best. That’s a really easy question to answer because it’s Kyogre.

This is the best Pokémon and if you disagree you can eat shit.

I have wanted a Kyogre since I was like 9. I am now 29 and the thought of being best friends with a giant whalefish that I could ride through the waves and across the ocean still fills me with sort of indescribable joy.

Which is to say, I have had the fantasy of having my own real life Pokémon for a very long time.

Chapter 2: Feet Pics

The wonderful thing about the internet is that if there is something you really want, and there are enough other people who also really want it, someone will eventually make it and upload it.

The less wonderful part of the internet is that goes in reverse.

Feet pics are probably the most benign version of this. I don’t get off on nicely manicured toes, but enough people do. So if you’re attractive, and know how to file those nails, you can open an onlyfans, snap a few shots below the ankles, and pay your mortgage. It’s the invisible foot of the free market. In modern society there is no god other than money.

Credit to PaladinGalahad. This image contains a link to their deviant art, and if you click on it, you know exactly what you’re getting in to.

In the best case scenario, your kink is widespread enough to either become mainstream (like breasts) or at least popular enough that it gets its own Quentin Tarantino.

Behold, the Patron Saint of Foot People

Chapter 3: Pokémon Games vs Pokémon Franchise

There’s a deep dive in dissecting the Pokémon games, but the short version is that they have been selling the exact same formula for 25 years, and it is a good formula. Well, not good. Passable. These games are passable JRPGs carried by their combat mechanics and let down by virtually everything else. Story, art, progression: they’re all mediocre in Pokémon and sustained by turn-based combat mechanics that are old enough to drink.

The franchise has never changed, but its audience wants more. Pokémon has never once delivered on the desires of its audience. I think the best example of this is Pokémon Go. The game is a pedometer strapped to a GPS with pictures of Pokémon doodled on it. It could have solved world obesity if it wasn’t managed by a company with the dexterity of a walrus on horse tranquilizers.

Behold: A billion dollar game.

The point is: in the same way that some people really like dinosaurs or feet pics, other people really like Pokemon.

Chapter 4: Enter the Challenger

The well of discussion related to Palworld has been poisoned. The arable land it sits on has been burned. The earth has been salted. Because on our internet it’s more profitable be a pundit with quick takes than engage in being a reasonable human being.

Everyone discussing Palworld falls into one of two camps: they are either ready to suck the game’s developers off, or they are trying to find the devs’ addresses so they can send them a mailbomb. There is not a lot of middle ground.

Palworld is the incarnation of the open world Pokémon game that a subsection of Pokémon fans have wanted for 20 years. It is a game a game where you can capture a mammoth the size of a school bus. It is a game where you can hatch and ride a falcon.

Palworld materializes a fantasy that some audiences have had for longer than they’ve dreamed of threesomes, or having a stable job and being a homeowner. This is ultimately what Palworld offers. If that is not a dream you have chased for a majority of your life, you are likely to be disappointed.

What you’ll find is an open world crafting sim with a monster collection mechanic, and more bugs than bug type creatures. So far I’ve seen an infinite duplication glitch, a grappling hook that doubles personal lag switch, more pop-in than a pop-up book, enemies and friendly units unable to path, and a full on multiplayer game save file with over 25 game hours just get deleted.

This game is buggy as hell, and I’ve played 40 hours of it. And I want to play more.

Palworld sold 6 million copies because it satisfies, even poorly, a dream I think many of us have had for years. It is at best serviceable and at worst barely functional.

The game fulfills some of my deepest fantasies, but not even I would not argue that it is a good game. It is a functional game. Everything about it works and is fine.

I love Dumud so much.

But where other games ask me to do dumb shit like mine rocks, this game lets me mine rocks with a giant fish. Somehow that is enough to make me play 8 hours straight after work without eating.

In another game, if an NPC I controlled got stuck on a cliff, and starved because it couldn’t find it’s way down, I would lose my shit. Here I just shrug and carry them back to the food bowl.

Seriously, how did he even get up here.

Palworld doesn’t feel meaningfully innovative in almost anyway. Even its creature designs feel uninspired, and the rest of the game feels like it was built out of assets purchased from the Unreal marketplace. It’s a bizarre mish-mash of aesthetics and theming, and has some really weird design.

And none of that matters, because it has a fat fish boy and I love him.

Baldur’s Gate 3 at 4 Players

It feels a little pointless for me to write about a game that has already been devoured by the game journalism/influencer cycle that is modern games media So to actually add some value here, most of this writeup is going to be from the perspective of how the game plays with 4 human players, and some of the oddities with that.

The best way I would describe Balder’s Gate 3 is that it’s a digital version of Dungeons and Dragons, run by a strict but infinitely patient Dungeon Master. Yes, you can win all these combat encounters by just shoving people off cliffs. Yes, you can attack random people around you. Yes, you can let yourself be dominated by the purple mindfuck octopus. It eats your brain, you die. Better load a save.

This is where Baldur’s Gate is at its best in some ways. The engine handles all the stupid fiddly bits around combat, rolling dice, keeping track of HP, movement, spell slots, inventory, items, weight, etc.

Brief aside: Baldur’s Gate also gets to do one thing that tabletop D&D doesn’t: forcing players to learn systems via failure. Unlike a standard D&D game, where TPK’s mean everyone rolls up a new sheet, BG3 can wipe the party, ask “Now, what did we learn from that?” and have you run it back. And when it comes to learning D&D’s esoteric bullshit, I think this is quite a strong way to do it.

Act 1: You meet in an out of control spaceship.

So first, some background. I’m not a massive RPG person, so the only way I had any real interest in BG3 was playing the game with friends. I also didn’t want to spend $60 only for everyone to drop out.

Before buying, I got the three friends I planned to play it with to promise that we would play the game every weekend at some point on Saturday until we finished it. The hardest boss (scheduling) already defeated, the adventure kicked off.

Baldur’s Gate 3 is split into 3 parts, or Acts as the game calls them, with limited ability to go back once you proceed from one to next. To my mind, Act 1 is the strongest, with Acts 2 and 3 being a bit weaker for reasons we’ll get to. But at 4 players, Act 1 worked quite well.

We spent a lot of time messing about in Act 1 and it had some of the most satisfying moments of the game for me. The highlight, though, was the Underdark, and some of the roleplaying choices it offered. Baldur’s Gate tends to play more with the tropes of “Good vs. Convenient” rather than “Good vs. Evil.” This is to say, you can get what you want by letting people suffer, or can stick your neck out for them, and have someone else try to chop it off.

I think the strength of Baldur’s Gate’s writing was the clearest to me when I found myself wanting to really have my character (a paladin) stick to his ideals even when it was incredibly inconvenient. On the whole, though, Act 1 as a group of 4 didn’t really have as many of the pain points that would start to crop up later, starting in…

Act 2: The woods are dark and deep and trying to eat us.

Act 2 is where problems started to crop up. If Act 1 is traditional D&D fantasy (after the opening), Act 2 ratchets it up a bit, bringing you into the Shadow-Cursed Lands. They’re lands that are cursed by shadows. And these shadows try to eat you. One cool mechanic is that they won’t eat you if you’re carrying a torch. Which is fine except if you’re a party of 4, everyone is going to be carrying torch. This means no one has a weapon out when you get ambushed.

It’s also where we started seeing bugs. Here are some notable ones. We got soft-locked at our camp, and had to lose an hour or two of progress. The host player’s computer crashed each time he talked to an specific NPC for a romance-chain cutscene. Once, one of our characters was permanently locked up jail, even while not jail, and required that special type of esoteric bullshit to fix.

Act 2 was also where the meta-gaming got ratcheted up, at least a bit. Of the 4 of us in our party, two hadn’t played the game before, and two had. There were a few encounters that we did not do in what I’d call the “full spirit” of the game. For example: when I go to talk to strangers, I do not usually immediately barricade the entire room with pallets in case, say, I’m attacked by flying ghouls mid conversation.

I have mixed feelings on this. On the one hand, I don’t harbor any ill will towards my friends for this. I knew they’d played before, and it’s hard to just play a game knowing everything that happens, and not spoil anything. On the other hand, it kind of a bummer. I think sometimes failing to protect an important NPC and living with consequences of that is fair.

In addition, Act 2 also involved one of the major problems with the game at 4 players: NPC party member quest chains. Many of these chains require having the NPC present in the party for the chain. But your party is capped at 4 characters, which meant that we had to kick out a human player and have them sit on the side while everyone else escorted whoever it was to wherever they had to go.

It’s a huge frustration, and makes it very difficult to want to do these quests, as it meant not actually playing with my friends. You know, the people I’m there to play the game with. But more on that in…

Act 3: We’re outta time, and only got 4000 minutes to save the world.

Act 1 is pushing the shopping cart down the hill. Act 2 is the wheels getting a little wobbly. Act 3 is the bit where the wheels fly the fuck off, and the whole thing flips head over heels.

That’s not to say Act 3 is bad. Baldur’s Gate, as it is realized in the game, is one of the best designed cities I’ve ever seen in a video game. They manage to make every inch of it both relevant and interesting, but without feeling like it was designed just for the player. It’s fascinating design that I can observe, but not parse in any way that I would be capable of mimicking.

And because it’s so jam packed, there is a ton to do. That said, it does feel less fleshed out on occasion than some of the other acts. Finally, this where the “Add the party member to the party” comes back with a vengeance. There were at least four party quests we didn’t touch because it would have meant someone had to stop playing.

That’s not to say there wasn’t enough to do. Despite having party members who had played the game multiple times, we found a new-to-them side quest that elaborates on some pretty critical lore for one of the primary characters. I cannot stress enough how content packed this game is.

I do have one story I want to share though. Throughout the game, we had kept an NPC alive, and done various side quests around him. Many of these were a pain, but it was really fun to see him change as we helped him, and grow.

Then in act 3 one of my friends murdered him for armor. It felt really bad. It was made even worse by the fact that we didn’t need this chest armor, and this person got it only because they wanted to respec into a brand new build for the 5th or so time.

This was probably the biggest moment that broke the fantasy for me, and it’s unfortunate that this happened right before the…

Finale: wake up and choose violence.

The finale to Baldur’s Gate is a comparatively short affair compared to the rest of the game. It is an impactful and cinematic story moment and set of fights that doesn’t quite overstay its welcome.

It is also unfortunately where the game just shits the bed technically. Performance is incredibly bad. Some of the enemies really don’t quite look like they belong. We saw at least 3 fairly major bugs occur, including enemies not spawning, one member of the party having all of their items unequipped while still equipping them, and watching a magical spear that returns after being thrown… not doing that, and just vanishing.

It’s unfortunate, because instead of a blaze of glory, BG3 goes out with the equivalent of an oil fire. Instead of a sense of dramatic triumph, the primary emotion I have when I think back on this part of the game is frustration. I’d rather fight mind flayers than pathing and the framerate.

But when the dust settles, it’s time to take stock of the casualties, and the story.

Hey, remember when I mentioned issues with the NPC party member quests?

Epilogue: So long and thanks for all the flesh.

So. Because we hadn’t done many of the NPC quests, the “post” final fight sequence of cutscenes was one of the most depressing end-game sequences I’ve ever seen. Because we left almost every character to suffer.

This included watching Wyll, who only hours ago had promised marry my 7 foot dragonborn paladin, rushing off to the Hells with Karlach. So yes. After 76 hours, BG3 ended with my character getting cucked by Karlach. Yes, I am salty. Can you tell?

It’s unfortunate, but the result is that Baldur’s Gate 3 ended on kind of a low note for me.

Baldur’s Gate undeniably deserves its game of the year award. But it’s not a perfect game by any means. It’s a masterpiece as a result of its scope and depth, but not its polish.

And to be frank: it doesn’t quite work at 4 players.

Slay The Princess

Slay The Princess is a horror visual novel, in the purest sense. It’s well produced, with excellent voice acting, and art that does a very good job of communicating what it wants to. For anyone turned off by the “horror” aspect, this game has maybe one “jumpscare”-esque moment. It also doesn’t rely on any breaking of the 4th wall, like messing with files with on your computer or those sorts of things.

As a result, it almost entirely relies on the strength of its writing, art, and voice acting to tell a story, and a really interesting one. This makes it incredibly difficult to talk about.

As such, I’m left with two choices. I could engage with the work itself, and try to access it. Or I could dance around it, and look at the space it exists in, without engaging with it directly.

This writeup will be the second one. At the end of this writeup, there is a link to a page full of spoilers, because there are some things I want to discuss, but simply cannot without spoiling the game. But that page isn’t here, so if you are afraid of spoilers, you can keep reading (just don’t click on the link. There won’t be anything here that couldn’t be seen by looking at the steam page, or booting up the game.

To some extent, game reviews and criticism aren’t particularly well suited for evaluating games that are almost entirely reliant on narrative. Literary criticism tends to do much better at that. Game reviews are better at evaluating mechanics.

The primary mechanic of Slay The Princess is reading text. As far as mechanics go, is it a fundamentally strong mechanic? Yes. We have an entire medium of work reliant on that mechanic that isn’t games. They’re called books. Slay The Princess also has images, which means we can compare it to comic books, which are also pretty popular. Or we can call them graphic novels if we’re being fancy.

I think it’s a very strong visual novel, and if you enjoy horror, or games focused around narrative discovery like Gone Home, I would recommend it.

That said. If you want spoilers and longer form discussion, here you go. I suggest you only read this if you have no interest in the game, as doing so will destroy parts of the experience.

Slay The Princess is $18 on Steam.

The Finals – First Impressions

Naming your game The Finals is a bit of a crime against words. It also makes me wonder if the game ever had some sort of comp scene, what that would be called. The Finals finals? Finals of The Finals?

Regardless of the weird naming, The Finals was neat enough for me to put 7 or so hours in. So here are some first impressions after that time.

And this is where I’d put my in-game screenshots, if I’d taken any before the beta went down.

Gameplay

The Finals is a multiplayer shooter, and most of the game’s novelty and innovation comes from everywhere except the shooting. The Finals’ innovation starts with its game modes: Cashout, Quick Cash and Bank It.

Gamemodes

Cashout and Quick Cash follow the same general structure, but with different numbers of teams and objectives in the game. In both cases, the goal is simple: get to a box, bring it to a deposit point, and then defend it while it deposits.

In Cashout, the game’s competitive mode, it’s four teams of three against each other, and in Quick Cash it’s only three teams of three. The scoring also changes between modes. Quick Cash requires 20,000 points to win, and only spawns 10,000 point boxes, making it effectively the first team to get two points. In Cashout, it’s 40,000 points. In addition, getting team wiped costs a large amount of points.

Bank It is closer to something like the dog tags mode from Call of Duty. There are various coin spawns around the maps, and enemy players drop the coins they’re carrying when defeated. Once picked up, coins have to be deposited in boxes that spawn in for about a period of 90 seconds to actually be added to your score.

What’s interesting about the game modes is that while I was playing them, they did generate a bunch of interesting decisions. Is it better to rush an enemy team that is trying to capture, or just to go after another objective on your own? Should you go in now, or try to wait for the third team on the map to attack first, then swoop in to clean up?

Traversal

The most interesting part of The Finals for me is the traversal, and traversal mechanics. In the context of this game, that can mean several things. It can mean putting down a zipline to go over a gap, a jump pad to make a surprise entry into a skyscraper, or a dash to zoom down alleyways.

Or, if you’re me, ignoring that and smashing through everything in your path.

One of the biggest features in The Finals is a incredibly high level of destructibility. Almost all smaller buildings and objects can be blown up or smashed to pieces, allowing the impromptu creation of entrances and exits. I’ve played games with high destructibility before, and often they end up turning the map into a giant pit as players destroy and destroy and destroy. But The Finals neatly manages to avoid this pitfall (ha) and maintain the structure of its maps while allowing much of them to be destroyed.

The end result is that a coordinated team can go across a gap, up 5 stories, and then through most of an office building in about 15 seconds. For me, this was the most fun part of the game, and it was a shame that only one of the loadouts I played really had the ability to conduct emergency home renovation. Which is as good a time as any to talk about the loadout system.

Loadouts

Loadouts in The Finals start by choosing a body type. There are three, ranging from heavy to light, with each having a different pool of items and weapons to equip, as well as different specials, speed, and HP.

I mostly played the heavy class, so I’ll use it as an example here. After picking heavy, you have 1 special slot, 1 weapon slot, 3 equipment slots, and 4 backup slots. The weapon slot holds a primary weapon. For the heavy, these include a large machine guns, a sledgehammer, flamethrower, and a grenade launcher.

Equipment slots contain grenades, walls, and other supplemental items like a rocket launcher. The Finals doesn’t have an external ammo system. Instead, while guns have to be reloaded, everything else is cooldown based.

Finally, the backup slots. Anything except special abilities can be placed into these slots, and they can be swapped out mid game. It’s important to note that even if you put a primary gun into a backup slot, you can’t swap it with a equipment slot while in game, only your primary. In addition, swapping items isn’t possible in some of the modes.

Overall, the loadout system is fine, but the lack of sidearm or secondary weapon to close out fights felt really weird. Presumably, those are supposed to be ended with say, flame grenades, but it still feels off for a fire fight to pause while both sides scramble to reload.

Overall Thoughts

The Finals was fairly fun. If I was grading it, I’d call it fine. There are a bunch of impressive things about it, including the terrain destruction, and the high fidelity while doing so. Does that mean I think it’s gonna succeed?

Not really.

I’m not sure how much space there is in this market for live service games, and make no mistake, The Finals is a live service game. It feels like it’s trying to primarily compete with something like Apex Legends.

Now, I could be wrong here. If the team creating The Finals is small enough, and they can capture a small portion of their playerbase as a long term audience, maybe it could become self-sustaining. But I could just as easily see it going the way of Vampire: The Masquerade – Bloodhunt.

Perfectly good game! Interesting mechanics! Relatively fun! But might not hit critical mass. Same thing happened for Gundam Evolution.

It’s kind of depressing to continually see this pattern repeat, but hey, many of these projects have been in progress for years. I have to wonder if we’ll see this sort of thing continue.

Author’s Note: All the voice acting in The Finals is done with generative AI, a point covered in this podcast. Some people are, unsurprisingly, rather unhappy about this.

Clank! Legacy: Acquisitions Incorporated

I liked playing Clank Legacy. After playing through the full campaign of 10 games, if you asked me to bring out my copy and play a game, I’d say “Sure.” If you pulled out a fresh copy, and asked me to play, I’d probably pass.

Let’s talk about why that is.

The full title of Clank Legacy is Clank! Legacy: Acquisitions Incorporated. I’ll just be calling this game Clank Legacy for the writeup. The subtitle does give us the game’s primary source of flavor and story: the Penny Arcade D&D Actual play. It’s an interesting enough story, but the entertainment value is carried by the humor and tone rather then the narrative arc.

It’s also an incredibly self-referential title.

Ah, yes. The Clank Legacy is Legacy Clank.

Clank Mechanics

Clank is a deckbuilder with a board movement component. The goal is to get the most victory points, but unlike Tanto Cuore or Dominion, the biggest source of those points is from moving around the board and grabbing artifacts, gold, and items instead of buying VP cards from the buy row.

In most senses it’s a fairly standard deckbuilder. Each turn you draw five cards and play them. When your deck runs out of cards, the discard pile becomes your deck.

As I mentioned, the game starts to diverge from standard deckbuilders when it comes to the goal. The end goal is to get from the starting zone, grab an artifact, and get back to the starting zone without dying. There’s more it than that, but it’s a decent general overview.

Cards generally give one of three resources: Movement, Skill Points, or Combat. Movement is used to move around, Skill Points are used to buy cards from the game’s version of the card market, and Combat is used to defeat monsters in the game’s version of the market.

The next big place where clank differentiates itself from many other deckbuilders is that you must play every card in your hand each turn. And this is a bad thing because decks start with two copies of Stumble, a card that generates Clank’s eponymous mechanic: clank.

From left to right: Skill, Movement, Clank, and Fight.

Clank is a semi-random damage mechanic. Whenever you generate Clank, you put a wooden cube of your color into the Clank pool. Whenever a new card is added to the market, if it has a Dragon Attack symbol on it, all the Clank goes into the Clank bag, and then a number of cubes are drawn out. If your cubes get drawn out, you take them as damage. If you take all of your life as damage, you get knocked out, and may score zero points.

There’s another primary way for attacks to happen, though. Once a player does make it back to the starting zone, they score some extra victory points, and each time they would take a turn, they instead perform a dragon attack against all other players.

There’s a key interaction that I want to highlight here, because we’re going to come back to it later:

  1. Clank has a buy row of random cards, and those are refilled after each turn when a player buys cards with Skill, or defeats monsters with Combat. There aren’t any other ways to interact with the row.
  2. Clank’s primary mechanic to force players to end the game is that some of the cards trigger dragon attacks when they flip up into the buy row.

Just keep this in mind. It’s going to be important in a bit.

Legacy Mechanics

Time for the other half of the title! Legacy. This is a Legacy board game, and as such, it involves all the classic Legacy mechanics. Permanent powerups, permanently changing board state, and using the game’s campaign structure to perform mechanical scaffolding, slowly doling mechanics and ramping up complexity over the campaign.

And because it’s a board game instead of a video game, it involves Legacy components and behaviors. Half a dozen sticker sheets, a bunch of envelopes with hidden contents, tearing up cards, removing tokens, and eating cardboard. That last one might just be me.

There are a lot of envelopes. Like, a huge number of them.

On the the whole, I found it a bit cumbersome. Not bad, just unwieldy. It also requires some additional components that aren’t included, notably a permanent marker of some sort. And maybe an x-acto knife to cut stickers in half for the parts of the game where you’re supposed to place them on creases on the board, and they don’t stay stuck.

I like the Legacy components. Now admittedly the game’s lookup book for events, the Book of Secrets, fell apart at the binding almost immediately. But I’ve had actual books do that to me, so I’m willing to ignore it.

Yes, I painted the minis. Yes, I was much more proud of them before I looked this closely at this high resolution picture. No, the Dwarf isn’t done yet even though I’ve already finished the campaign.

The legacy elements themselves are quite fun an interesting. There are a few that are a bit underwhelming, for example one that is effectively just madlibs. But there are some really fun ones around upgrades, events, and expanding the board. They’re quite enjoyable, and very compelling to interact with and chase after.

Keep that bit in mind as well.

The Actual Critique

So, we’re now like eight paragraphs deep about game mechanics. In a moment, we’re going to discuss the game a s a whole. But first one last distraction.

Imagine a world where chess pieces are edible, and quite tasty. It’s not important why. What’s important is that if you choose to play chess, you’re going to be tempted to eat at least a few of those delicious, delicious pieces. So on your turn, you can play the actual game, Chess, or pull one of your own pieces off the board and have it as a snack.

This is a game design problem. Actively consuming your resources to do something that opposes the theoretically primary goal changes things. And if you play with an opponent who agrees that eating is more fun than playing, you might spend part of the game just taking turns munching on pawns instead of going for check. It’s a very different experience.

This is of course, a metaphor for the primary “problem” I have with Clank Legacy.

Stickers > Victory Points

It’s more fun to run around doing quests and unlocking legacy events than it is to to get victory points. Putting out stickers, reading things from a big secret book, and unlocking new cards and quests is really fun! It’s the whole point of Legacy games.

This means that in many of the games I played, the game stalled out. It wasn’t that we weren’t having fun… But we definitely weren’t optimizing for “winning.” We were optimizing for doing as much legacy “stuff” as possible. We would actively tell our opponent what our plans for the next turn were, and what cards needed to stay out. Often, we would give thoughts or advice on the opponent’s plan to try to help them have a better turn.

Clank Legacy is, in theory, a competitive game. But it wasn’t very fun for me to play it like one. Trying to “win” felt like it came at the expense of trying to actually have a good time.

The main issue here, is that when this happens, the game turns into a version of the Cold War, instead of a race. Because the advancement of threat and danger is dependent on the market row, and players buying from the market row, there’s no outside force pressuring the players to run home.

In addition, if one player wants to accelerate the pace of the game, they have buy cards from the market row. And if those cards aren’t good, they’re actively making their deck worse.

Overall

I liked Clank Legacy. I’d play more of my copy, because despite finishing the campaign, there are still interaction points, quests, and other special things we haven’t completed. And it also might be fun to actually go and play a round competitively! I’m not sure. I haven’t played it like that yet.

But if someone asked me for a fresh campaign, I feel like I’ve seen enough already that I wouldn’t be interested in starting from scratch, or replaying through some of the initial games with very simplified mechanics.

Spoiler Warning

You’ve been warned. From here on out, we’re getting into spoilers. You can still stop reading this sentence. Or you can stop at this one. Well, don’t say I didn’t warn you.

So you know that whole design problem I mentioned up above? The one where the game can be stalled out with no issues, because the buy row remains stagnant?

One mechanic I haven’t mentioned is the patron. Patrons modify setup and few other game mechanics, generally in a small and (quite frankly) often negligible way.

Except for the last Patron in the campaign, effectively the final boss fight. Instead, it’s the only Patron in the game that actively clears cards out of the row every turn. In addition to that, if it reaches a certain (very badly defined and poorly worded) threshold/trigger, it clears EVERY card out of the row.

It’s the only mechanic that does continually clears cards out of the market row in the whole campaign. And then, because this is a legacy game, you destroy that Patron, never to use it again. So the designers are clearly aware that they could induce the extra time pressure, and prevent the cold war stalling. But they actively choose to do it only once, for a single game.