PAX Report – Path of Exile 2

So, one of the coolest things I got to do at PAX was sit down and see the media demo for Path of Exile 2. I’d like to thank the folks Grinding Gear Games and Octavian0/Chris for showing me the game, since I’m obviously a much smaller outlet than a lot of other folks. If you’re curious about why you should care about my opinion click here.

Overall Thoughts

There’s a bunch of interesting small things, but as someone who previously played a bunch of PoE, two things stood out to me from the demo:

  1. A focus on making the game much more reactive than Path of Exile is.
  2. An intention to simplify the parts of the game that can be simplified.

Let’s go through them!

Increased Reactivity, Less Spamming

There were two big sets of changes I saw in the media demo of Path of Exile 2, and the demo I played. The first was that bosses felt and played differently than in the first game. I watched one boss fight thathad a sort of bullet hell sub-mechanic, and I fought against two bosses in the demo.

Of those bosses, the demo’s version of “Hillock” is a good example here. Hillock is the very first sort of mini-boss in the game, and he’s just a big chonky dude. In PoE, he just runs at the player, so you kite him back, and whack him down.

In Path of Exile 2, the boss has a much larger variety of attacks, including summoning packs of zombies, and a ground targeted panel that crosses a large portion of the screen and has to be dodged with the game’s new roll/dash. Plus, Hillock was just generally much more aggressive with its gap closers.

On the player’s side of the media demo, Octavian0 showed off a much larger level of interactivity between skills than I’ve seen previously in PoE. This included things like: throwing down clouds of poisonous gas and igniting them with fire; and setting up plants to grow over time, but that can be detonated early by casting another skill onto them. Instead of just having PoE’s synergy between skills, there was real interactivity between them.

Simplification

This might sound bad, but it really isn’t. In this case, I’m mostly talking about simplifying some of PoE’s internal systems, specifically mechanics around getting early game items.

I saw two big examples of this. The first was skill gems. Instead of single gems, gems now come as uncut gems that when dropped, and you use them to choose what skill you need.

The second was around…. GOLD. Yes, PoE has gold now, but it seems like it’s mostly to buy campaign items from vendors. And honestly, it feels like a really good change for onboarding. I’m someone who loves PoE’s economy, but asking a new player to understand the idea of alterations and chromas and vendor recipes, as well as the skill tree has always felt like a bit much when I try to get new friends into the game.

So yeah. Simplification of systems that can be simplified.

Some Other Notes, and Neat Stuff

I’m just gonna be rambling now, but there was a bunch of other cool stuff I saw. For example, there are gonna be mounts! And Rhoas have been been redesigned look more like Chocobos, and less like head-crabs with legs.

The WASD movement feels great, as does the dodge roll. It honestly feels better than right clicking. There are skills on weapons, so that seems neat. Also, many bosses seem to build up stun, giving them a much nicer sense of pacing than “dodge dodge dodge dodge pray flask dodge”.

Overall, after what I’ve seen, I’m really excited for Path of Exile 2. It’s gonna be a different game, and potentially a much harder one, but it looks incredibly fun. It’s trying to address a lot of the problems Path of Exile has, just as a result of 10 years of incremental updates.

My Background

I like Path of Exile. How much do I like Path of Exile? Well, here’s my Steam playtime.

And this before I switched over to the single player client, where a majority of my play time is.

For fellow PoE players, who are going “Yeah, but for all we know, that was spent farming tab cards in Blood Aqueducts,” I offer the following notes.

  • I killed Uber Elder when it was peak end game boss.
  • I almost exclusively play necro/summoners, but I’ve also played trappers/miners in a few leagues.
  • Most of my playtime was between Delve League, and Echos of the Atlas, with a smattering afterwards, so I am a bit out of date. That said, I tried to chat with some folks who have played more recently, and did a quick act 1 run for comparison with the demo I played at PAX East.

Legend of Mushroom

Legend of Mushroom confuses me. It is, technically, a video game. It is technically a video game that I have played a lot of. But in the grand scheme of things, if the average free to play game is a lure on a fishing line, Legend of Mushroom is made entirely out of hooks. It has no real bait aside from pretty graphics, and the most bare bones of dopamine reward loops. I’ve written about idle games before. Legend of Mushroom is different.

It looks like a game. It feels like a game. But much like John Carpenter’s “The Thing,” the second the flesh peels back, it becomes apparent that what you are dealing with is not of this earth, and would terrify even the devil.

Mechanically, Legend of Mushroom is what you get when you set out to make a Skinner box game, and do the Skinner box part, but forget the game. Every mechanic in the game is accompanied by bells, whistles, and a complete absence of player agency.

There’s a battle system, but you can just have all your skills auto-cast. There’s a gear system, but all gear is from a random lootbox, and after 15 days, I’m still not at a point where anything matters for the gear other then bigger numbers. There’s a pet/skill system, but getting pets and skills is, again, a random lootbox. You can’t really make builds, and the better ones are so much better that there’s no reason to not just slot them in.

And yet, technically, I have “played” this game for 15 days. In that time, I don’t think I’ve made any meaningful decisions about gameplay. Instead, I have just clicked on the things to be clicked, and then watched ads. And then I have watched more ads, to get more things.

Why bother writing about it?

Two reasons. One is the fact that after writing about this sort of game, I tend to stop playing. Writing purges any desire I have to continue. The second is that, as always, these sorts of games have some weird shit going on.

The standard weird shit is that one of the events the game is currently running is an event for spending money. Not too uncommon. But the amounts of money are just plain bonkers, especially for a game with no game play.

The game has another weird system though. It’s referred to in-game as the “Employment” system.

Here’s the UI.

You might now understand why I put those quotes up there. It’s also not really thematically about employment, because I’m unaware of a system of employment in which someone just beats you up, chains you in a basement, and extracts wealth from you until you either break free, or someone else sets you free.

That’s just called slavery. I’m not sure why the cute mushroom game has a system for taking other players as slaves, but is does, so that’s neat.

Conclusion

There is no reason to ever play Legend of Mushroom, and with this post, I am free from its grip. If you for any reason, were tempted to play, don’t. If you were tempted to spend money in Legend of Mushroom, do something more productive with it, like buying drugs, or lottery tickets.

Or setting it on fire.

Or “investing” in crypto.

Qiddaya Should Not Have Been Given A Booth At PAX East 2024

Something I’ve privately bemoaned/whined about over the last few years is how every year PAX East seems to have less games, and more brands and lifestyles. It’s a small thing, but one that annoys me slightly, and that I can’t do anything about.

In the grand scheme of things, it doesn’t matter that much. I don’t actually care if Verizon wants to brand itself as internet for gamers. I’m not all that annoyed at whoever wants to sell me a new gaming chair. And ignoring everything else, my main problem with Wyrmwood is that I am never going be able to both own a house and one of their tables.

Qiddaya is not like that. Qiddaya is a problem.

What is Qiddaya?

Qiddaya is a planned tourism center in Saudi Arabia. It is owned by the Public Investment Fund, a sovereign wealth fund controlled and owned by Saudi Arabia.

The distinction I want to make here is that Qiddaya is not a private enterprise, it’s a government funded venture. As for why it’s being planned, there’s probably a whole thing on the nature of economic transition, oil economies, and soft power that should be written by someone who knows what they’re talking about, IE not me.

Why Should You Give A Shit?

Under sharia, as interpreted in the country, consensual same-sex sexual conduct is punishable by death or flogging, depending on the perceived seriousness of the case.

US State Dept 2022 Report on Human Rights Practices – Saudi Arabia

Forced labor occurred among migrant workers, notably domestic workers. Conditions indicative of forced labor experienced by foreign workers reportedly included passport confiscation, nonpayment of wages, restrictions on movement, and verbal, physical and sexual abuse.

US State Dept 2022 Report on Human Rights Practices – Saudi Arabia

The law does not provide citizens the ability to choose their national government in free and fair periodic elections held by secret ballot and based on universal and equal suffrage; it establishes an absolute monarchy led by the Al Saud family as the political system.

US State Dept 2022 Report on Human Rights Practices – Saudi Arabia

In short: Qiddaya will be a city built by slave labor, in a country where same sex relationships can be punished by death, and run under Sharia law as controlled by a monarchy.

Conclusion

I cannot stop Qiddaya from being built. I have zero capacity, influence, or ability to protest it, the organizations behind it, or it’s purpose.

What I can do is be FUCKING PISSED that ReedPop is giving them a booth a PAX East in the middle of Massachusetts to shill their version of the story.

Games are both art and a business, neither of which are apolitical, and as a form of mass media are going to end up fought over and contested. That said, ReedPop and PAX have echoed a message of diversity and inclusion over the last few years.

It’s hard to take that message even the least bit seriously when they give space to a foreign government whose own laws actively contradict that message.

One Final Note

Oh, and by the way. If we were in Saudi Arabia, I’d probably be breaking the law by making this blog post.

The press law requires all online newspapers and bloggers to obtain a license from the ministry.  The law bans publishing anything “contradicting sharia, inciting disruption, serving foreign interests that contradict national interests, and damaging the reputation of the grand mufti, members of the Council of Senior Religious Scholars, or senior government officials.”  On August 23, local media reported that the Council of Minsters approved a new tourism law that criminalizes any criticism of the country’s tourism industry.

US State Dept 2022 Report on Human Rights Practices – Saudi Arabia

P.S. I’m what I believe is referred to as a “whiny bleeding heart liberal”, but if you’re on the opposite side of things, you should still probably be pissed at Qiddaya/Saudi Arabia on account of it being a monarchist state run under literal Sharia law.

P.P.S If I was banking on my countries economic future, I would not do it by putting a water park in the middle of a desert.

Lost Ruins of Arnak: The Missing Expedition

Note: The Missing Expedition is the two player co-op expansion for the competitive base game, Lost Ruins of Arnak. While I’ve played a two games of Lost Ruins of Arnak, I’m mostly going to be going to be focusing on my experience with missing expedition. That said, the co-op expansion sits on top of the base game, so the game mechanics are pretty much the same.

At the end of Lost Ruins of Arnak, I was feeling a sort of intense “Hmmm”-ness. Not good, not bad, just “Hmm”. It wasn’t because the game is boring, but because the campaign was one of extreme highs and lows, and for various reasons I’ll get into, it ended on a low.

Lost Ruins of Arnak is made up of a bunch of different design elements, but isn’t really defined by any of them. It’s like those little fancy cheeseboards. There are deckbuilding elements, but given that you only draw 5 hands from your deck, and one is the starting hand, it’s hard to call it a deck builder. It’s got worker placement, but you only place 2 workers each round, and there are only 5 rounds.

The general structure of Missing Expedition is as follows: Like base Arnak, the game is played over 5 rounds. On each round, players draw a hand of five cards from their deck, then take turns performing primary actions, with the solo-mode opponent taking actions to lock off options from the players as well. Once a player can’t take anymore actions, they’re forced to pass, and can take no more turns. Once all players are out, the round ends, things are reset, and the next round starts. In addition, on a given turn, players can take any numbers of fast actions.

The actions fairly standard Euro sorts of things. Place a worker. Buy more card for your deck. Spend resources to advance down a progression track. Buy a different type of card. Play a card.

It is a dense game.

Like I said: Cheeseboard.

So now lets talk about the individual games a bit.

The Campaign

The Missing Expedition is six games long. Now, it doesn’t do the scaffolding campaign or legacy thing, where new mechanics are slowly introduced between games to build player familiarity. Instead, each game is more like a mod-pack, that sits on top of the base game, and adds even more mechanics and game behavior.

And while this does a lot of things, one thing it does do is make setup pretty slow. Arnak has a lot of pieces, cards and deck to be sorted, and setup was about 20-30 minutes each time we played.

I like the word Modpack to describe the co-op expansion, because Missing Expedition feels like a game for people who already a played a ton of Arnak, and wanted more, as opposed to a comfy tutorialized version where you don’t have the urge to shank your friends after they take the cards you wanted to buy.

For example, we ended game 1 with -12 points, and that game took four hours to play. It was not what I would call a energizing experience. But we got better! Game 2 ended with only -0.5 points.

Games 3-5 ended up going much better, giving us a fair amount of confidence going into game 6.

It was also game 6 that we realized we had been doing the games unlocks completely wrong, and should have unlocked much more then we actually did.

Game 6

Game 6 was the lowest of the lows for the experience. There are a lot of reasons for this. One is that is very hard. Another was that the story conclusion was a little bit lackluster.

Remember when I mentioned how each scenario works differently? And it’s all specific rules each time?

We misread one of the rules, and as a result played the last third or so of that scenario completely incorrectly.

I don’t have a good way to describe the experience of realizing the last four hours of what was supposed to be a climatic experience was, in fact, just kind of a mistake/waste of time. Now, we could replay it, but this is supposed to be a campaign game. If you know what’s coming, for me there’s not much point.

So. It ended on a low.

Conclusion

The Missing Expedition feels like an expansion made for people who already love Arnak. Like, really love Arnak and have played it a bunch. I think Arnak is fine, and so most of the fun for me was hanging out with a friend and trying to find ways to game the systems.

It also (and I should note my friend disagrees on this, so it’s purely a matter of taste) didn’t quite deliver on the narrative to the extent I was hoping? None of the mysteries brought up are really solved, and most of the story is just… fine. Not funny or super engaging, just present to remind you that it’s there.

We also really struggled with the rulebook at times, which led to the game 6 fiasco. I’m more then open the fact that my dumb ass can’t read rule books. But I was playing with someone who designs board games, and even he was having trouble. I don’t think The Missing Expedition does a great job managing the different game modes.

If you like complex co-op Euro games or loved Arnak and wanted more weird Arnak, The Lost Expedition might be right up your alley. But for me, I’m going to disappear into the forest.

Skulls of Sedlec

Work has been incredibly busy lately. As such, this review, much like Skulls of Sedlec, is going to be incredibly compact.

Skulls of Sedlec is an 18-card pattern building, open drafting, and set collection game. Two of those three phrases I didn’t know until I went and looked them up on Board Game Geek, and I somewhat disagree with the third. It also has 12 expansions of which I will be reviewing zero. After all, the point of a Button Shy game is to make a micro-game that fits into a wallet, not one that you can go band for band with.

The full rules for Skulls of Sedlec are less than a page long, so I’m not going to spend too much time on the rules. The short version is that cards are divided up into piles, and on each player’s turn, that player takes one of three actions. You can:

  1. Flip two cards in piles face up, then take one of them into your hand
  2. Take a single face-up card from a pile into your hand
  3. Put a single card from your hand into a stack/tableau.

Board Game Geek calls this game a set collection game, but I disagree. After all, most cards don’t score based on being part of a set. Instead, they score based on their relation to other cards in the pyramid. Some, like the lovers do need to be in a set to score, but many like royals or clergy have their own unique scoring rules.

Overall, I quite enjoyed Skulls of Sedlec. It’s a very compact game, and I’m not sure I’d get more than 2-3 more plays out of it. But it’s quick enough that I feel I could teach it pretty easily, even to non-board gamers. I’ve seen a fair number of people note that they didn’t consider it worth playing without the expansions, but I found it quite enjoyable, even as a standalone.