Satisfactory

I like Satisfactory. There are a lot of other things I could say about it, but I spent days playing shapez.io, and Satisfactory is Shapez.io in 3D. That is to say, it’s a game about automation and factory construction, and the optimization of those systems.

The story of Satisfactory is that you are [EMPLOYEE#7190] for some gigantic space megacorporation called Ficsit, pronounced Fix-It, and you’ve been dumped onto some lush untouched wilderness to turn it into a giant factory. The reality is that it doesn’t matter that there’s a story, because there might as well not be one.

In any case, after being dropped down onto a planet, there’s an opening segment that amounts to a tutorial. After being introduced to the ability to construct buildings and craft parts, the player is free to do things at their own pace. There’s no real time pressure to get anything done. There is some hostile enemy wildlife, but even those are pretty non-threatening. Let’s talk about those for a minute, because Satisfactory is a game about building things, specifically giant factories, and everything that doesn’t contribute to that feels fairly vestigial and pointless.

Sure, there’s some hostile wildlife, and trees, and rocks, and whatnot, but they only matter to the extent that they get in the way of building. The AI for this wildlife is laughably stupid. The primary enemy, a sort of dog/armadillo thing, has constantly gotten stuck on loops trying to charge me, and then running in endless circles. It’s ineffectual enough to be forgettable, and annoying on the few instances when they actually do manage to connect a hit. The weird murder bumblebees are frustrating, but mostly pointless. Combat is just not very good.

Exploration is a somewhat similar boat. You can select from 4 different worlds to spawn into when you start the game, but they’re all fixed, not random. There are a few things that you can pick up as you venture around the world, and some crashed ships to find, but even those crashed ships are only interesting because they can give you access to hard drives, which give you research. Research lets you pick between various sidegrades/unlockable recipes.

Research is the game’s primary internal motivation. Most additional buildings, structures and tools are unlocked by research. The game itself consists of tiers, and completing the previous tier’s mission unlocks the next two tiers or so, and those tier’s associated missions. All of these missions involve feeding resources into something, usually your space elevator or remote dispatch drone.

Research serves a sort of tutorial gate, forcing the player to get familiar with what they currently have unlocked before they get access to more complex buildings. Let’s look at how the game handles electricity as an example.

Almost every building in the game requires electricity to actually do anything, from auto-miners to assemblers, to constructors. At the start of the game, after building the HUB, it comes equipped with two biomass burners. These can be powered by stuffing them full of leaves, and wiring them up to whatever needs power. Additional power requires building more biomass burners, which will also need to be kept supplied.

When you get far enough along the tech tree though, coal becomes available. Coal-powered generators can be set up to have coal routed directly into them with conveyors, so manual refills are no longer necessary, but in addition to coal, they also need water. This means pipes, and potentially, pumps or a pump system to make sure that water is getting where it needs to be fast enough.

Getting the most out of your power setup with coal can be a bit more involved than biomass burners. It requires at least 3 building types, a miner to dig up the coal, a coal burner, and a pump to supply the water. You might find after building your first set of generators that you need more power, and end up setting up a few more, only to realize that you’ve underestimated the amount of coal to keep things stable. Or maybe you redesign things, and forget to connect your pumps to the rest of the grid, causing a network wide outage, and forcing you to restart the coal plants semi-manually with an attached biomass burner. Maybe you’re burning too little coal, so you set up more burners, only to realize you’re now behind on water.

At its heart, Satisfactory is a game about optimizing systems. Optimize your inputs and outputs, remove bottlenecks, and try to make sure you have enough power throughout it all. While the exploration and combat feels rather week, the building gameplay is incredibly enjoyable. The game is still technically in Early Access, with a fair amount of “WIP” content, but nothing to make me hate it. You can find a link to the game’s site here, and I heavily encourage you to check it out.

P.S. When I started Gametrodon, I did so with the intention of not wanting the site to turn into the game equivalent of those baking websites that open with 3 paragraphs about how this recipe was the last surviving thing they have from their great grandmother, who got it from a mysterious shop next door that disappeared the day after they purchased it. But Satisfactory really makes me want to do one of those writeups, because it has a lot of things you could write about related to the game that aren’t really related to the game.

You could cover the fact that the game had timed Epic Store exclusivity when it first came out about 5 years, still requires some sort of weird ghostly cross-play solution to play online, and that switching that behavior requires you to contact customer support for some reason. You could point out how it’s kind of weird for a game to still be in “Early Access” after 5 years of development and patches, and the weird things that exist in the game because of that, such as the creepy fucking alien artifacts that will speak to you, and make scary noises, but have been a work in progress for over 3 years. Or maybe you could cover the sort of weird tone the game takes around construction and its theming. “Here’s a perfectly vibrant planet, full of unfucked nature, get down there in the space suit you’re renting from us [VALUED EMPLOYEE#3719] and fuck it up.” I’m not sure that the lyrics “Paved Paradise, Put up a Parking Spot” was supposed to be a How To guide. It’s vaguely uncomfortable, much like any worker placement board game where you realize that the “workers” you’re placing, based on the game’s setting and historical context, would have all been enslaved Africans. Not uncomfortable enough to make you stop playing immediately, but it does make you pause the next time you’re about to pull it out at family game night.

In short, there’s a lot of interesting hot takes you could make about Satisfactory. Fortunately the preceding paragraph of extended one-liners has gotten my desire to be Yahtzee Crosshaw off my chest. I don’t need fame and fortune from writing snarky hot takes about video games.

Yu-Gi-Oh: Master Duel

So, for folks who’ve played Yu-Gi-Oh before, and are wondering if they should play Master Duel, here’s my opinion in brief: Yu-Gi-Oh Master Duel can be fun, but only to the extent that you play against other people with decks that function at a similar power level. I can’t speak to higher level decks, because I never made one. I spent a non-zero amount of time being thrashed by players who did make high level decks.

A big critical note: Master Duel is ALMOST ENTIRELY PvP. There are some small PvE sections of the game, but they effectively function as tutorials.

As far as being a digital implementation of the physical game, it seems to do a solid job. I have some problems with how it handles certain mechanics, and there’s also very little flare compared to something like Hearthstone, or Legends of Runeterra. When an opponent searches for a card from their deck and adds it to their hand, the game only shows you the card for a brief moment, instead of keeping it revealed. I hate this, as the game has something like 5000+ cards, and I have no idea what a large number of them do.

Finally, its in-game monetization is fucking awful. I don’t give a shit about some “f2p btw top ranked” motherfucker. The only difference between this game and a crackhead with a knife coming at you in an alley is that the second one is being more transparent in their desire to obtain everything in your wallet.

I’d write more about this, but I already did. Master Duel is #4 on my Least Favorite Game Business Models list.

I’m going to be honest. I don’t have much more to say on Yu-Gi-Oh that provides value in the form of a review. Modern Yu-Gi-Oh is an incredibly alien beast to me. Opening turns can go through what feels like half a player’s deck, only to have any advantage gained be destroyed by one or two cards. First turn kills from the second player are common. The game’s balance seems to rely on handtraps, cards that you discard from your hand to negate your opponent’s effects, and quickly recognizing your opponent’s deck archetype. Knowing their combos and how to interrupt them is just a critical skill as knowing how to play your own deck.

I played 40 hours of Master Duel, and this review is the best I can offer. I know that I enjoyed playing against my friends who also installed it. I know I wouldn’t recommend it to anyone as a “single player” game, which it effectively is in many ways. I don’t like it as much as Duel Links, which had a lot of PvE content. I enjoy some forms of competition in card games, but I don’t enjoy grinding ladder, and that’s primarily what Master Duel seemed to offer.

But hey, it was free*. If you still want to play it, you can grab it here.

*Free to get your ass repeatedly handed to you by Eldlich the Golden Lord, seriously, fuck that card, and that deck.

Lost Ark

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

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

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

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

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

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

Anyway, the point is:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Mini-Games – Peglin Demo and Crow Story

Two free things, ones a demo, and ones just a short game to check out.

Today we’re gonna be talking about two very different games, with… actually pretty much nothing in common. Maybe the amount of time it takes you to play through them? They are respectively, Peglin and Crow Story. Oh, also, they’re both free.

Crow Story is a very short 3D platformer. Playing through the entire game will take you less than an hour. You control a tiny little crow, and you try to make it to the end of each level. There is a story, but it’s told without dialogue, and it’s kind of “Blink and you’ll miss it.”

There’s not very much to Crow Story, but the game doesn’t ask much for your time, and as such it’s a perfectly reasonable way to spend an hour, just hopping around, and swearing when you screw up and get thrown off a ledge.

It’s a small, simple project, but it’s a complete project, and I think that’s worth praising. You can play it here.

Peglin is a roguelite game that uses Peggles breakout/pachinko style mechanics for dealing damage. You venture from area to area, collect items, and just try to survive. Right now it’s just a demo on Steam, but it could turn out to be something fairly interesting.

While I’m not sure how I feel about the trend of “What if we took X and bolted on Roguelike Mechanics?”, I like it a hell of a lot more than “What if we took X, made it a freemium mobile game, and added a lottery ticket system?”

You can play the demo here.

That’s all I’ve got for now. More posts up later this week. Dishwashing has been brutal recently.

Death’s Door

Death’s Door is has some great moments, and a lot more monotonous ones.

Death’s Door is a Zeldalike. I had that word in brackets, intending to replace it with something else, but I couldn’t find an appropriate replacement, so it stays. You play a small crow working for the Souls Commission. Things happen, and now you have to go places and kill the monsters who live there.

Death’s Door is fine, but it’s not good enough for me to really want to recommend it. It doesn’t do any single thing wrong, but it also never really felt like it did anything super special or unique. It has good moments, but after playing for 10 hours, my primary memory is one of frustration with the controls, and a few cool boss fights.

You’ll go from area to area, solving puzzles, and combat gauntlets, and finally getting to a boss who has to be defeated. These areas are fairly linear with a bit of back tracking. As far as I could tell, there were no real branching pathways, but there were a fair number of hidden areas.

The game just never felt that special though. There are a bunch of weapons, but only one really feels like it changes up how attacks work. Of the four spells you get, three felt just like the same projectile with different charge time. The puzzles were never quite challenging. The combat gauntlets were fine, but the longer non-gauntlet sections often ended up feeling tedious. The upgrades that you can buy are purely numerical, and never felt all that special or meaningful.

Howeverrrrrr…..

To be clear, this is effectively a mini-boss.

The full boss fights are, with a single exception, my favorite part of the game. They’re fast paced, bombastic with incredible art, and don’t overstay their welcome. Or at least most of them are. There was a single fight that drove me absolutely insane, and did a great job of illustrating my biggest problem with the game: the controls.

Death’s Door does not feel like it was meant to be played with a mouse and keyboard. I’m not sure how to illustrate this outside of giving an overly long explanation, so here goes:

Your movement is controlled with WASD. You can also swing your weapon with left click, use a spell with right click, and charge a heavy attack with middle mouse. (I never incorporated the heavy attack into my patterns, it was just too inconvenient.) You dodge with spacebar.

The problem is with how directionality works. Since you move with WASD, you can only move in 8 directions, and moving anything that isn’t up/down/left/right requires you to hold down two keys at once. Attacking, however, uses targeting from your mouse, and specifically where your mouse is relative to your little crow. Dodging, however, uses the direction that you’re facing at any given point in time. In addition, the camera isn’t permanently centered, which means that if it moves to keep a boss in frame, you can find yourself swinging in the wrong direction because the camera moved, and moved your mouse relative to your player. I often found myself dodging into an attack I was trying to avoid, or missing attacks because I lost track of where my mouse was relative to my crow.

This is my biggest actual problem with the game. While there were some minor technical issues with text boxes and pop-ins on various objects, I suspect these were caused by the fact that I was playing on an ultrawide monitor more than any actual technical failing.

The one thing I really do want to praise about the game is the art. There are some incredibly beautiful moments, mostly with the boss enemy design. The world itself is striking, even if it’s not always obviously impressive.

So that’s Death’s Door. A solid Zeldalike with incredible art, a few clever moments of world building, great boss fights, but also with janky controls, and a generally sort of humdrum feel for the other parts.

If you’re absolutely craving a game with simple Zelda-esque gameplay though, you could probably do worse. It’s available on pretty much every standard console, and for PC on Good Old Games, Steam, and the Epic Games store.