Thursday, February 06, 2020

Take Me To Funkytown

I'm really getting into Pathfinder: Kingmaker. It's one of those rare, special games that opens up entire new dimensions of gameplay as you get further along, somewhat like Mask of the Betrayer. I'm now close to the end of Chapter 2 and so have gotten to see the other part of the "Kingmaker" title, actually building a kingdom, in addition to completing the next major plot arc of the game. I'm liking it more and more, and even many of the specific gripes I had about Chapter 1 have now gotten better.


I complained a lot about weight: it feels micro-manage-y, and your early companions' builds seem particularly designed to make weight as painful as possible (Valeria being unable to carry her own equipment, and people like Linzi are min/maxed with STR as a dump stat, penalizing the whole party's carry capacity). But, one of the best things about the start of Chapter 2 is that you can buy a Bag of Holding (and a second Small Bag of Holding comes later in the chapter), which helps immensely with your quality of life. They're implemented in a very clever way, too: I was expecting something like the old-school Baldur's Gate bags, where you have to manually open them and slot items in and basically have limited slots but unlimited weight. In P:K, it's a lot simpler: they're just ordinary inventory items, but with a negative weight. A regular Bag of Holding weighs -200 lbs, so once you have one, your party can haul up to 200lbs of stuff and still act as if you aren't carrying anything. This makes going on quests a LOT more enjoyable, as you can effectively start at 0 and then gradually pick up more loot before you're forced to return to a store to liquidate it.


Even the insanely heavy Rations items become more feasible once you have a Bag of Holding: 6 rations weighs 60 lbs, which is a lot but can be totally covered with a single Bag. And, thanks to the importance of passing time in this game, they start to make a lot more sense in the second chapter. You do periodically need to rest in order to refresh your spells, remove exhaustion and perhaps heal. You can rest for free without using any Rations, but it may take 20 or more hours to successfully hunt the food you need and rest. Or, you can have a complete rest in just 9 hours, at the cost of consuming rations (and the gold they required to buy, and the weight they demanded you to carry). This turns into a classic tradeoff: purchasing rations will let you complete your quest and return to the capital more quickly; you will profit a little less from the quest, but you may be able to make up that cost by doing more quests in the time you (eventually) save. And even the weight becomes less of an issue once you start to plan your expeditions. You'll be collecting loot gradually as you progress through your quest, while periodically consuming rations, so your total weight may not change that much. I'm starting to view this as an interesting part of planning: anticipating how often I'll want to rest for a given expedition from the Capital, and bringing along enough rations to support that timeline.


I think I've now set a pretty good cadence. This isn't explained very well in the in-game UI, but the best overall approach seems to be to appoint a Hunter and to check the "Use Rations" option. This way you'll still typically collect ~2-5 rations and be able to do a 9-hour rest.  Even better: if you've used a Region Project to expand the borders of your Kingdom, your Player Character can use their Special resting ability to collect free rations from the populace! At this point, Resting becomes trivial: there's no need to Hunt, so you can just focus on the Meal and have the rest of your party do double-duty on Camouflage or whatever else you need.


I'm really digging the kingdom management stuff in general. It's a lot more game-y than I expected, in a really good way. I'm used to stronghold management in an RPG generally being a particularly complex and well-crafted dialogue tree, with various choices to spend money and get intangible results. P:K, though, has its own separate system and game mode with unique views, including city planing (an ultra-simple version of Sim City), strategic maps for planning settlements, a sort of clearinghouse Events and Projects view that allows you to view ongoing and potential endeavors in parallel, and so on. This is a Pathfinder game, so most things still come down to a D20: Solving a Problem will require you to match the Difficulty rating of that particular problem, and you can gain bonuses based on your advisor's stats (say, Amiri's Strength as the General or Valerie's Charisma as the Regent); your Kingdom ranking based on prior investments and accomplishments (an Economy rating of II will grant a +4 on all future tasks performed by your Treasurer); some miscellaneous improvements you can make (a +2 to all challenges in a region from putting up a Bulletin Board attracting adventurers, or a +1 to all Military challenges due to selecting ambitious recruits); and even consumables, reservoirs of goodwill from previous advancements that you can strategically spend to give a bonus to your dice roll. There are equivalents of "Crits" (exceeding the DC by a large amount to get a particularly beneficial outcome) and "Fumbles" (failing it by a correspondingly large amount and actively hurting your barony). Anyways, it's all very fun, both congruent to and distinct from the other D20s you roll while slaying trolls.


That said, as with the more traditional systems in the game, I do wish that the game more clearly described how these systems work. One major example: The game does warn you early on that, if any of your kingdom stats drop below 0, it will cause unrest and make your rulership more difficult. So, you naturally keep an eye on, say, your Economy and your Loyalty and so on and try to keep them positive. But, what the game doesn't say is that your BP (Build Points) also count as a kingdom stat. You can't ordinarily spend them to negative amounts, but certain throne room events will auto-deduct a fixed amount of BP. This can put you in the negative without even realizing it. And worst of all, this can lead your kingdom into a death spiral: insatibility causes a malus on all Kingdom challenges, so you may end up failing previously-scheduled Problems that you thought were under control. Those disasters can further lower kingdom stats, plunging you deeper into stability and worse penalties, and so on. Fortunately I only lost about a day of in-game time before I realized what was going on and was able to reload a prior save (I have around 50 separate saves by this point), but it's the sort of situation that could have caused me to rage-quit otherwise.


I'm still coming to grips with the risks and tradeoffs in the kingdom management system. One common quandry is whether to start a long-running Project, which might tie up an important advisor for 30-60 days and leave him or her unable to respond to more urgent Problems that arise in the meantime. And the most important projects in Kingdom Management (annexing new realms, advancing your barony's rankings) require your personal attention for two whole weeks; more problems can crop up during this time, not just in the kingdom management interface, but out in the real world of adventuring and dungeons, too.


Your quests feed into the kingdom management: you might recruit a new party member who then becomes an key advisor, or encounter a traveler on the road who pleads for you to start a new project to repair a bridge. And it's particularly fun when your kingdom management feeds back into the quests: you can decide where to found a new settlement, and then it will show up THERE, on the OVERWORLD MAP. And if you decided to build a Temple there, why, then you can visit the Cleric and purchase healing scrolls; if there is a Shop, you can visit the trader and sell off all your damn heavy loot. I find myself mulling over these considerations now as my dominion expands: where do I, selfishly, want this outpost to be located to best support my future excursions as a chief executive with a careless disregard for her personal safety?


That said, I have felt a little conflicted about the way the game treats me as a ruler. It's slightly disconcerting to walk into your capital for the first time and be greeted by your minions, bowing and scraping before you, calling out "Your Grace!" It's probably because I've been immersing myself in social-democratic writing recently, but my immediate reaction is "Ew! Down with autocracy!" I find myself wishing that the game would let me organize my "barony" as an anarchist utopia. But... I'm Lawful Neutral! Not Chaotic Good! Argh!

MINI SPOILERS

My party is a lot bigger now, and more flexible too. In my previous post I talked about wanting to respec Linzi, but now I think I'll probably just fill her slot with another person on the team. I now have multiple options for tanking, damaging, supporting, spellcasting, and so on, giving me plenty of options in pulling a gang together.


I even went so far as to spend real-world money to build my party! PK has a few DLC, including a couple of free ones and some paid ones. I sprang for the Wildcards DLC and have been happy with the purchase. My immediate motivation was to acquire a Treasurer, as that's the one advisor slot that's empty at the start of Chapter 2. In retrospect that was a poor reason; the standard treasurer is actually a lot easier to recruit (just 1 space away from your Capital, versus a medium-length expedition into a mountain range), and his higher INT stat makes him perform better than Kanerah. But I'm still enjoying it immensely; the storyline is really cool, with some really unique mechanics above and beyond the Kineticist class that makes her really interesting to include in my party. It opens up some additional side quests that I'm still working through that are adding some more fun flavor to the game.


I like how this game gently encourages you to use the new party members, without forcing them on you. It's a well-known problem in RPG design, where most players will just stick with the initial party they receive and not try all the cool new people who arrive later on: you've already learned how to roll with the original team, and it doesn't feel worthwhile to switch it up. In P:K, you usually get the option for a new character to join your party immediately; but you don't have to take them, and can send them to your capital instead. The new members have personal quests that bring you to the same place you need to go for the main chapter story quest; you don't have to bring them with you, but it feels efficient to do so, getting to knock off four quests for the cost of one.


My party to the troll hideout ended up being:
  • Valerie, again, who is hands-down the best tank in the game (as you would expect from a Tower Shield Specialist!).
  • Harrim the cleric, who is probably the best off-tank. He can wear heavy armor and a heavy shield, with some racial bonuses to movement. I've built him as more of a buffer than a healer, so he ends up kind of filling the role Jaethal played in Chapter 1.
  • Ekundayo the ranger. His pet Wolf is another front-line fighter, not nearly as survivable as Valerie but able to plug up the front and protect the rear row. Ekundayo shoots lots of arrows, very fast, and with great accuracy. I guess he's a little like Amiri in terms of being focused on raw damage output, though he lives a lot more! It's cool to have an archer with high STR, and he puts my various Composite bows to great use.
  • Jubilost the alchemist. His acid bombs were key to dispelling the troll menace. I've taken the "Extra Potions" feat a few times, granting him a ton of them to use; he'll also attack with a crossbow at times, but I rarely need to worry about running out of bombs.
  • Guchok, my player character Bard, still mostly focuses on buffing the party, and contributing some damage with her own bow and arrow. I've recently unlocked some more compelling debuff songs that I should play around with, I'm curious how they compare to the normal Competence-boosting ones. 
  • Octavia returns as my spellcaster-and-thief. I've now officially combined the roles and made her an Arcane Trickster. She mostly focuses on direct-damage spells, both single-target and AOE, leaving the arcane buffs to Guchok and others. She can also push out a lot of physical damage with her Hurricane Bow. I liked her combat a lot more once I learned the trick to making her default to using her crossbow instead of Acid Split (set a damaging ability with limited uses, like Telekinetic Fist, to her auto-attack, and then she'll fall back to using her weapon once they're exhausted).

That was a pretty good loadout; Harrim is on the weak side as a healer, but Guchok can fill in the gap, and by this point I was carrying around about 20 pounds of healing potions and another 10 points of healing scrolls, so it actually felt good to use those consumables when needed and lighten the load.


In my journeys since then, I've continued to adjust my party, prioritizing any active companion quests and filling in the remaining slots with people to balance out our roles or just add some personalities I like. I think that my all-purpose go-to party for the near future will look like:
  • Valerie, as before. She's recently picked up some levels that decrease the Tower Shield penalties, making her more effective.
  • Amiri. She hits like a tank and absolutely shreds opponents, even more so while raging.
  • Jaethal. She's surprisingly tanky, has great buffs for the party and herself, and does good damage. These three front-liners also share many Teamwork Feats; I'll often keep them focused on the same opponent, but even without spreading their targets they form a solid line and protect my rear.
  • Guchok sings.
  • Tristian doesn't contribute a whole lot during combat, but has a lot of great buffs for the pre-fight, and practically unlimited heals for the post-fight. He knows great cures and situation-specific buffs, but it's hard to know in advance which will be useful.
  • Octavia continues being a great offensive mage and reliable ranged fighter. I've spread her memorization across a range of types (single-target, DOT, AOE) and elements (fire, acid, cold, electricity), so she'll typically have something for almost any situation.

I am still feeling some mild aggravation at not being able to anticipate obstacles, particularly with characters like Tristian and Octavia that use Vancian magic which requires you to memorize specific spells while resting before encounters. As one example, when you visit an island in the middle of a lake, you will find a ton of Wisps. They can be deadly, but get a lot easier with Protection from Electricity (Communal). Tristian knows that spell, but never bothers to have it memorized, since he has precious few slots and nobody else in the game uses electrical attacks. And, to the best of my knowledge, there's nothing in the game letting you know to expect wisps prior to you arriving on the island. So, you to go the island, fight a little, experience a near TPK with multiple Death's Doors, reload a saved game, swap out your spells, rest, then visit the island again. Which, I mean, it's fine, but it's really clunky. It feels like very old-school, late-90s/early-2000s RPG design. Which might be good for many people! It's just not something I enjoy these days. It feels way more rewarding for me to adjust and respond to overcome a challenge, rather than relying on the meta-magic of Save and Reload.


Let's talk plot!

MEGA SPOILERS

So: I've been playing a Lawful Neutral character. I've been very focused on eradicating the Troll menace from my lands, hunting them down and tracking their lair. This situation got considerably more complicated when I met Bartholomew Delgado, a reclusive (but surprisingly friendly) mage. It turned out that he has been carrying out research on trolls, having captured a specimen and running experiments on him. This is slightly grisly, but I was even more disturbed to find that this specimen was capable of speech and demanding release. I'd thought that trolls were part of the general mass of anonymous monsters, and hadn't realized that they were sentient beings.


This led to a tricky and tense situation, particularly as Octavia, my ostensible (co-?) girlfriend emphatically demanded his release. But, I mean, every single other troll I'd encountered had attacked without provocation, and I felt a responsibility to my citizens, so I reluctantly backed Delgado's research.

I felt even worse about this after finally arriving at the troll stronghold, where right off the bat you're greeted by a friendly and loquacious troll named Jazon. I was nervous but delighted to get to use my [Diplomacy] to secure an audience with the troll leader. That's right: there is a King of the Trolls, who, it turned out, had founded a new society and government, with the aim of establishing a sovereign Troll state that can exist alongside Human ones.


Which is all pretty fascinating! I mulled over the prospect, eventually deciding that I saw the value in forging peace with these creatures. Unfortunately, that doesn't seem to be in the cards: the king is under the sway of Tartuk, the reincarnated kobold leader, and the two will attack you no matter what. I eventually defeated them and the troll threat. It was fun, and felt like a big, weighty, challenging achievement, but I am still left with some nagging worry that I might have done a genocide. I don't think that the game has a peaceful way out of this, though.


END SPOILERS

I seem to now be in a period of respite. There's a sort of clock ticking down in my journal to the next major event, giving me about two months of in-game time to bum around and do stuff: explore the map, claim resources, clear zones, and, best of all, do some Kingdom Management! I'm still trying to find the right balance between doing Kingdom things and doing questing things. I think questing stuff will be the most important overall, as it's the only way to get XP and Gold; Gold can always be turned into BP, but BP can't be converted back into Gold. And the items and levels I gain can help increase my advisors' stats for better Kingdom actions, but Kingdom actions have (at least so far) only a nominal impact on your questing ability.


So, yeah, this game is really fun! I find myself thinking about it a lot even between sessions, which hasn't happened with a game for quite a while. There are lots of really complex systems that interlock in interesting ways, and now that I'm getting a handle on those systems, I'm finding it especially compelling.

Monday, February 03, 2020

My Favorite RPGs of the 2010s

So I've been playing Pathfinder: Kingmaker, and liking it more and more the further along I get. I've started mentally sorting it - "Definitely better than Pillars of Eternity. Is it better than Shadowrun: Hong Kong, though? How would you even compare a massive, crunchy, 100+ hours FRPG with a svelte, modern, streamlined 20-hour cyberpunk RPG?" And it occurred to me that, hey, maybe I should just go ahead and rank ALL THE RPGs!

More specifically, this is a belated list of my favorite RPGs of the 2010s. I came up with this list by reviewing all my blog posts with the "rpg" tag, published between January 1 2010 and December 31 2019. Some of them are arguably not RPGs, but I don't feel like re-tagging my post history. Items in [brackets] were released prior to 2010 but first played by me in this decade. (I have also bracketed Remastered/Enhanced versions of games I played in previous decades.) Items with stars* are games that I wrote one or more blog post about but never finished. And, I'm not listing games that I played but never blogged about, including the first two Witcher games. In most cases I included DLCs and remasters with the original games, except I have split out the various Neverwinter Nights expansions into separate entries.

This is a straightforward "What I enjoyed the most" list, as opposed to the more forceful and controversial "best" or "most influential" lists. As with previous lists of this type, I'm basing this on my current feelings in 2020, and not how much I loved a game at the time that I played it.

Without further ado, here are My Favorite RPGs of the 2010s!
  1. Dragon Age: Inquisition
  2. Fallout: New Vegas
  3. Divinity: Original Sin 2
  4. Shadowrun: Dragonfall
  5. The Witcher 3
  6. Sil
  7. [Vampire: The Masquerade: Bloodlines
  8. [Neverwinter Nights 2: Mask of the Betrayer]
  9. Siege of Dragonspear
  10. Shadowrun: Hong Kong 
  11. Mass Effect 3
  12. Sunless Skies
  13. [Fallen London]
  14. Dragon Age 2
  15. South Park: The Stick of Truth
  16. [Baldur's Gate: Enhanced Edition]
  17. Dex
  18. Lord of the Rings Online
  19. [Neverwinter Nights 2]
  20. [Planescape: Torment: Enhanced Edition]
  21. The Elder Scrolls V: Skyrim
  22. Torment: Tides of Numenara
  23. Pillars of Eternity
  24. [Neverwinter Nights: Hordes of the Underdark]
  25. Wasteland 2*
  26. Shadowrun Returns (Dead Man's Switch)
  27. Mass Effect Andromeda
  28. [Fallout 3]
  29. Divinity: Original Sin*
  30. [BioShock]
  31. [Neverwinter Nights: Shadows of Undrentide]
  32.  Deus Ex: Human Revolution
  33.  BioShock 2
  34.  Star Wars: The Old Republic
  35.  [Neverwinter Nights]

I do like RPGs a lot! Even the games near the bottom gave me a lot of pleasure. For example, I still have very fond memories of the Imperial Agent storyline in SWTOR; in that case, my memories of grind diminish it somewhat, but I still have no regrets about playing it.

I'm still in progress on Pathfinder: Kingmaker, obviously, but at the moment I think I would slot it at #5, between Dragonfall and The Witcher 3. Yes, I'm liking it that much!

Friday, January 24, 2020

Let Me Shake Your Hand!

I've reached the end of the first chapter of Pathfinder: Kingmaker, which seems like a fine time to check in on my progress!


Speaking of time: As noted in my inaugural post, I'm mostly pleased with how the time system works in this game. There's a time limit of 90 days (I think) to complete the first chapter, and I accomplished the main task with 46 days remaining. So it's definitely on the generous side, while its mere existence solves the "problem" of just resting to full health after each and every fight. This was a decently completionist playthrough, too... I think I had visited every area accessible through the fog, and had cleared all but two maps, both of which had extremely high-level enemies.


I'll start out with a bunch of random petty complaints:

Speaking of those two maps: I strongly suspect that P:K will be a lot like BG in that it would be more enjoyable to replay than to play the first time. On the one hand, it's fun to explore new areas and not know what to expect; on the other hand, it's extremely un-fun to be ambushed by a bunch of invisible wererats and annihilated without being able to respond. These sorts of encounters can only be solved with meta-knowledge that you, not your character, possess: that this one particular map, unlike all the other maps around it, is an especially high-level challenge and you need to come back later. As a player, all you can do is reload a previous save game and leave; as a character, all you can do is die.


I really enjoy the idea behind camping and cooking, making its own system with resources and trade-offs, but there are tons of mechanical and lore aspects of it that irritate me. For starters, camping is by far the biggest time-sink in the game, with most of that coming from hunting. Which... if I'm cooking a recipe that's consuming a slab of beef AND a bag of flour AND a bag of rice, why am I also hunting deer for 20 hours? I'd expect to either hunt (more time but less resources) or use recipe ingredients (more resources and less time), not both.

Instead, if you want to skip the huge time devoted to hunting, you need to use camping supplies. These are ridiculously heavy! For a while I was carrying one for each party member, and it was more than half of the total weight carried by my party, at a whopping ten pounds per person. I think that I finally get the purpose of this - it's so you can rest while inside a dungeon, without returning to the overworld map for hunting - but ye gods, the weight is absolutely terrible. I finally stopped carrying the supplies and am glad I did, they aren't remotely worth the encumbrance.

In general, I'd like to be able to:
  1. Store all my cooking supplies in my shared storage back at base.
  2. Look at my known recipes.
  3. Decide what dish(es) I'm going to make.
  4. Take those ingredients with me.
  5. Leave everything else back at base.
Except... as far as I can tell, there's no way for you to view your recipes unless you're actively camping. And you can't bring up the camping UI while you're in your base. So, you don't know what food items you need to bring with you. And so you end up lugging around a bunch of heavy food that's useless because you don't know any recipes that require it. (I think this will get better once I have enough recipes and raw supplies to, say, just bring along 15x meat and potatoes and flour to bake a bunch of shepherds' pies; but in the current game, where I know about six recipes and have 3-4 each of like 15 different ingredients, I don't have that luxury.)


And speaking of weight: I'm a little baffled why the game has a whole system around using Lore (Nature) to skin wild animals for their pelts, when those pelts turn out to be totally useless. They aren't used in anything or for anything, and are only valuable to sell; but their price-per-pound ratio is some of the worst in the entire game.  Likewise you can pick up bottles of wine and mead and stuff that seem like they must be useful, but nope: They're just practically-worthless vendor trash.

The user interface definitely isn't the worst I've used, but also isn't the most helpful. I didn't realize until reaching Level 3 that my PC's cantrips weren't appearing on my quick-bar to cast. It took me an embarassingly long time to figure out how to assign them. Likewise, I didn't realize until even later that my mage had more memorization slots after leveling up that she hadn't yet filled: new spells are automatically memorized into slots, while newer slots for older levels just hide way back in your Spellcasting screen until you go hunting for them. Anyways, it's all fine once you know where things are, but it doesn't seem super-learnable in-game, compared to other RPGs I've played that have more detailed tutorials or friendly-nag prompts.

Economy-wise, I'm experiencing my standard generalized paralysis of whether stuff is worth buying or whether I should be hoarding my gold; I'm now up to around 10,000 gold pieces and haven't bought anything interesting. There's, like, a +2 belt of Strength for 2,000 gold; that sounds good, but will I be seeing +4 belts in Chapter 2? Will I find more free belts while questing? I just don't know!

Finally: it's a tiny interface thing, but I really with that you could use your numpad to select dialogue responses, instead of needing to use the mouse or the top row of number keys. I've gotten used to driving conversations through the numpad in the Shadowrun games, and Divinity games, and the Dragon Age games, and pretty much every other PC RPG with branching dialogue, and it feels weird to be playing a game without it.


Okay, with random pettiness out of the way, let's move on to random compliments!


In my first post I'd noted that the maps in this game feel small. I'd wondered if that was an engine limitation, but nope, I see now that they're capable of being very large, indeed! Old Sycamore is probably my favorite area in the game so far and has great design. Each individual level is big and varied and filled of interesting stuff and routes; and the system as a whole is cool and nicely interconnected. It reminded me slightly of the Nashkel Mines, for giving me the sense of venturing into a proper dungeon for the first time after wandering the surface for weeks. At the same time, after experiencing Old Sycamore I'm glad that most other maps are on the small side. In my opinion, the density is what's important, having interesting and worthwhile stuff accessible, and there doesn't seem to be much useless padding in this game. A typical map might have one big fight against a tough opponent, a treasure cache, and a hidden secret with some more treasure, and that's it. You don't need to wander for long to confirm that you're done before moving on.


The maps are pretty, and good, though in my opinion a notable step down from Divinity: Original Sin 2. The first thing I notice is much less verticality: the terrain is three-dimensional, with rolling hills and occasional cliffs and chasms, but that's really just important for pathing and choke-points, there isn't an advantage to being on higher ground. That isn't necessarily a problem in this game; I loved the combat in DOS2 but the arenas did feel contrived sometimes ("Here's another ladder climbing 50 feet up into a tree!"). Where DOS2 combat was very tactical and focused on fine positioning and sequencing of actions, P:K combat feels more strategic: it's about resources and focused targets, is very forgiving about line-of-sight and positioning. One of the best examples might be how sneak attacks are handled: other RPGs will require you to move a rogue into a spot directly behind a foe and unleash a melee attack with a specialized weapon in order to get a sneak attack bonus. P:K's requirements are far simpler: if you have the sneak attack skill, and are "flanking" an opponent, you get the bonus. All that is required to "flank" an opponent is for at least two party members to be in melee range of the target. This makes good intuitive sense: if a foe is distracted by the big scary tank in front of them, you'll have an opening to slip a shiv through their armor. But it also opens up some really interesting scenarios: now you can sneak attack with projectiles, or even spells, letting you build proper rogues that don't need to directly expose their bodies.


Speaking of rogues: I'm planning on resetting at least a couple of my party members, and rogues are the main reason why. One thing I didn't fully grok until recently is that thief and rogue are two pretty distinct roles in this game. You do need a thief, someone who can pick locks and disarm traps. But that person does not need to be a rogue! Your rogue class is all about your combat skills, the sneak attacks and so forth. Your thief role is all about your Trickery ability, which is open to every class; it is improved by your DEX, so there is synergy with Rogue, but it's definitely not necessary. I do like this trend in RPGs of separating out combat and non-combat skills to different progressions, somewhat like the Inquisition Perks in DAI or like skills in Pillars Of Eternity, though the ability system in P:K makes more sense to me than the skill system in PoE did.


At a high level, I'm really digging the party composition so far. I'm guessing the order of recruitment varies depending on the initial choices you make during the prologue, but in my game, the first three companions after the prologue were all women, and five of the first six recruits were as well. This has been a really nice change of pace from DAI and PoE, which were both 2/3 male. There's some fun subversion of stereotypes here, too: your tank and your heavy hitters are women, while the first (and so far the only) healer is a man. You have a ton of flexibility in how you grow your party, which I think helps you pick companions at least somewhat based on their personality and then level them up to fit your party: you're stuck with their alignment and initial stat choices, but otherwise can choose any legal class each time they level and have total control over their skill progression. There are three free respecs, and more respecs at a cost after, so once I'm confident I've recruited most of my party and have a handle on combat synergies I think I'll go back and redo a few of my favorite characters so there's less overlap and more capabilities in my party loadout.


Those characters themselves are good. The "Getting to know you" conversations with companions back at your base can feel a little wall-of-text-y, and tend to feel more like lore dumps of the world than personal anecdotes from a person. The dialogue usually sounds like "I'm X, I'm a citizen of nation Y, I come from city Z, I worship god A [APPROVE/DISAPPROVE?!], I belong to faction B", etc., etc. It's very exposition-focused and doesn't feel directly relevant to my immediate circumstances or quests, so I end up just kind of glazing over.

That said, the characters are a lot more fun pretty much everywhere else. They aren't super-chatty in most dialogue, but will occasionally jump in when you're facing a decision that they feel very invested in. As I noted before, they have wonderful banter in the camping interface whenever you rest. I've recently been pleased to see that they can also appear in the storybook segments (which I think is just flavor, but very welcome flavor!)


The voiceovers seem kind of inconsistent. Some companions are pretty much fully voiced, with all lines read out in full. Others aren't voiced at all, except for their fireside banters. Some (apparently) minor NPCs get voice acting, while (apparently) more important ones do not. The quality varies a bit from person to person, and in one or two cases it sounds like someone may not have great microphone equipment or technique, but everyone is pretty good, and I don't generally find myself skipping past spoken lines.


I'm starting to hit some of the very early romance content, and, well, I'm glad that this game has romance! So far it feels a bit on-the-nose, with both your dialogue prompts and your companions' responses sounding extremely flowery and over-the-top. But I shouldn't complain, I'm just happy for it to be here!


I don't have much plot stuff to share yet, but some minor characters to chat about, so let's visit

MINI SPOILERS

Speaking of romance: so far I'm flirting with Octavia. I kind of hope Amiri is a romance option, but haven't seen any clear openings there yet. It looks like Valerie is romanceable. The game acts like Valerie is the most beautiful creature to ever exist on the planet, and... I just don't get it? I mean, she's definitely fine, but her portrait, model and description don't seem drop-dead gorgeous. Of course, taste is unique, but the game wants to emphasize that everyone finds her extremely attractive and are instantly smitten by her beauty, and it's a weirdly hard sell.


I do dig her as a character, though. At least her personality, which, despite her being a Tower Shield Specialist, tends to sound very paladin-esque, befitting her Lawful Good alignment. Mechanically, she can be pretty challenging, mostly due to my biggest frustration in this game, weight. She has surprisingly low Strength, which in most games wouldn't be that big of a deal since her job is more to absorb damage than to deal it out; but because this game has both personal and party-wide encumbrance, and she's lugging around freaking heavy armor and a super-freaking-heavy shield, she's constantly under a malus that diminishes her effectiveness at everything. I've been mitigating that a little by giving her a STR-boosting belt and dropping all unnecessary equipment, but still, if I had rolled her stats I would have respecced her long ago.

My current party loadout looks like this:
  1. Valerie takes point in our flying "V" formation, usually drawing threat on new engagements. She's single-classed as a Tower Shield Specialist, with very few active skills but some passives that boost her survivability and support other melee fighters.
  2. Jaethal is single-classed into Inquisitor. I've started loading up on Teamwork feats for her since she can proc them herself, but that's leading me to put those feats on Valerie and Amiri as well. I'm still using her scythe. She'll bless the party before a fight, and can hit damn hard. She's surprisingly survivable, probably thanks to her decent armor and Valerie's threat acquisition.
  3. Amiri is my glass cannon. I gave her one rank in Vivisectionist, which gives her Sneak Attack (any time she's flanking, which is always) and a once-per-day mutagen that boosts her STR and AC. Everything else goes into Barbarian. I think she should get some durability buffs at higher levels, which will help a ton, because she's by far my most vulnerable companion at the moment. I need to micromanage her a little so she doesn't rush ahead of Valerie and get slaughtered. During more complex fights, I like to have Amiri juke to the side while Valerie and Jaethan meet the front line, then have Amiri rush to the enemies' back line and destroy the casters and archers there. 
  4. Guchok, my PC, is a single-class Bard. I'll often open up fights by having Guchok summon a monster next to my foes, which will cause them to burn abilities and a round of actions targeting it, while my party can do real damage to them and close ranks before they respond. Once the fight is joined, Guchok usually just attacks with her light crossbow from the rear. After it's done she'll help heal wounds incurred. She has a set of utility spells that are situationally useful.
  5. Linzi is another Bard! I gave her one rank in Thug, which gave her Sneak Attack and some other goodies. She's usually the one singing morale for the party, though on very long adventuring stretches between rests she'll eventually run out and Guchok will take over. Otherwise she's mostly overlapping Guchok, but with a slightly different spell loadout.
  6. Finally, Octavia, who seems like a great party member but I can't quite decide how to build her. She has fantastic thief abilities and is my go-to for out-of-combat thievery. In combat, I mostly use her as a mage, focusing on direct damage spells (which can land sneak attacks!).
I really like the mix of personalities in that group, but there's a weird mish-mash of arcane and roguish stuff going on between Guchok, Linzi and Octavia, so I think I'm going to eventually respec them into more discrete roles.

In terms of story: Guchok is Lawful Neutral, and I've been trying to follow that, but do definitely find myself veering towards the Lawful Good side fairly often. Like a lot of D&D-inspired games, it can be really hard to make a compelling "Evil" side, which pulls the whole center of gravity towards the "Good" side of the scales. I am digging how the game handles alignment stuff. You get ample opportunities through dialogue to take actions that will shift your alignment, and those are clearly marked. And, more rarely, your alignment will unlock specific outcomes: by being Neutral, I could negotiate an armistice with two warring factions at Old Sycamore, for example. I do like this, as it feels like cases where your reputation would realistically open up a certain possibility that might not be available to someone else.


I don't feel like there have been many proper, big-picture choices so far. It sounds like there was a chance to capture Tartuccio alive, but if so I didn't have the opportunity to do so. I'd wondered if you could persuade the Stag Lord to stand down, but it doesn't seem like that can be done, either. There are plenty of smaller choices along the way, though. As noted above, I avoided fighting either the Kobolds or the Mites, and ended up re-establishing peace between the two; I'm not sure yet if that will have any longer-term consequences.

END SPOILERS

Yup! This is A Game. I think I'm going to start getting into the Kingdom Management side of things soon, which is very exciting. I've always loved stronghold-management stuff in RPGs, and kingdom decision-making since the old Castles game, and am really looking forward to seeing whatever Kingdom stuff is in store for me.

Wednesday, January 15, 2020

Trailblazer: Queenmaker

Another year, another massive RPG! Thanks to the annual generosity of my brother, I have yet another meaty game to sink my teeth into. I've started playing Pathfinder: Kingmaker and am really enjoying it so far. I'm only a short way into the game, having recently reached Level 3, but I can tell that this will be a massive journey, so I figured it's worth a short post up front to cover my initial impressions.


First, as is clear from the title, this game uses the Pathfinder system and is set in the Pathfinder universe. I was slightly leery about this: as I've whined about before, I've spent much of my life bouncing between various fantasy worlds, re-learning their magic systems, their political systems, their terminology and mythology. I've never played the pen-and-paper Pathfinder and was dreading learning all this stuff all over again. But, as I quickly and happily came to learn, it is extremely similar to the D&D systems that I already know, particularly the Neverwinter Nights incarnation. This makes perfect sense; as I had previously heard, Pathfinder spun off from the "open-sourced" 3.5 edition of D&D, but for some reason I had assumed that they had changed the core rules to differentiate themselves. Instead, I've been pleased to see that the various terms I've learned over the years (flat-footed, flanked, proficiency, combat maneuver, etc.) are still around and mean pretty much the same thing. That's given me a lot more confidence in plunging into a rules-heavy game like this.


As I texted my brother shortly after starting, "I can tell that this is going to be a great RPG because Steam says I've played for 100 minutes, and all I've done so far is roll a character." I am playing as Guchok, a Lawful Neutral half-orc bard. I'm still getting a handle on her personality, but I'm thinking of playing her as a cast-against-type charismatic orc with ambitions of empire. She uses her ferocity (+2 on Intimidate Persuasion checks!) to encourage people to fall in line behind her. She wants to show that half-orcs aren't the violent barbarians that "civilized" people assume they are, and she wants to do that by building a civilization that's better than anyone else's. And if she uses some of her orcish toughness to get that civilization built, well, so much the better.


I mostly selected the bard class because I wanted to build a CHA-heavy character to maximize my Persuasion skill, and Bard and Sorcerer are the two CHA-primary classes. I almost never choose an arcane caster for my first playthrough of a game since the magic system is usually the most complex part of an RPG and it's harder to plan a build; I also had fond thoughts of my very first playthrough of the Baldur's Gate series with a bard and thought it would be fun to take a similar path this time around.

I pretty quickly figured out that this probably wasn't the optimal choice to make. Outside of the very first dialogues, when you are the only person in your party, skill checks are automatically performed by whoever in your party has the highest skill rank; there doesn't seem to be a particular advantage in having your primary character be the face of the party as opposed to someone else. (Other than roleplaying reasons, which are perfectly fine!) And secondly, the very first person to join your party is, yes, another Bard. She seems likely to be the most constant companion of the game, the one character who is guaranteed to always get resurrected.


It definitely isn't disastrous. Pathfinder's class system is similar to the NWN one, but even more flexible. Every time you level up you can choose to advance one of your existing classes or take the first level in a new class. There aren't any dual-classing penalties or skill losses, just the standard warnings against casting arcane spells while wearing heavy armor. All that to say, while Linzi starts as a bard, her stats (decent DEX and INT) give her some flexibility; Guchok's raw CHA is higher, so she may remain focused as the party's primary Bard, while Linzi may become a ranged Eldritch Knight or something, slinging spells and arrows from the back line. It looks like the game does have respec options (at an increasing price), so once I have a better handle on builds I may just get rid of her Bard level altogether.

Hm, let's do a quick initial run-down.

The Good


Tons of build options. They're pretty overwhelming at the moment, but also exciting. If I was the sort of person who replayed RPGs, I'd look forward to trying this game with radically different builds.


Maps. They're really gorgeous, and feel more alive than I think any other RPG I've played: not just green grass and rushing rivers, but also swarms of butterflies fluttering around flowers and rabbits hopping through grass and cats stalking through the bushes. Those are purely cosmetic but add immensely to the atmosphere.


Time limits. I have somewhat mixed feelings about this, but (not having failed one yet) it feels like a fantastic solution for the old "problem" of "Why don't I just rest back to full health after each fight?". There's now some incentive to keep pushing forward after you've taken some damage to health and spell supply. I also like that there's a system around resting, which keeps things interesting and has its own trade-offs. It's giving me warm memories of Iolo strumming his lute while Dupre and Shamino sit around the fire.

Storybook segments. These are exactly like the Meres from Torment: Tides of Numenara, and so far I like the ones in Kingmaker better. They aren't one-off dream sequences: instead, they're directly integrated into your storyline, and they can use the text-heavy format to depict scenarios that would be hard or boring to do with the in-game engine. Rushing through a fiery hall to find safety, or tracking a band of kobolds along a ravine, or whatever. Skillchecks are incorporated very well here, and make much more sense than the associated pools did in Torment.


Music. It's very memorable and pleasant, and I find the tunes running through my head as I go about my day.

Companions. It's still early on, I only recently got a full party (plus one), and I haven't gotten to know them too well yet; but I'm already intrigued, there seem to be some compelling personalities, a nice variety of builds and histories, and, best of all, banters over the fireplace.

 

The Fine


Player character portraits. They're good, but there are a lot fewer than I would expect. If you have a particular race+gender in mind, there are probably only 1-2 options that would work. But, I do really like how unique each one is, there's a ton of personality evoked from each one. I ended up back-designing my character based on a portrait I liked ("Who is she??"), which was a fun way to approach chargen.

Non-scaling enemies. I'll almost definitely promote this up to "The Good" later in the game, but it can be pretty frustrating at level 2, when a lot of the non-random enemies you encounter feel far overleveled. Unlike Divinity Original Sin, there don't seem to be particular "zones" oriented around levels, and you can easily waste a day of traveling only to find out that you can't do anything at your destination.


Maps and journals. The individual maps feel on the small size compared to other games, but maybe they get bigger. More worryingly, you can't add notes to either your map or your journal! This is a Big Problem for me, since I now need to fall back to old-fashioned pen-and-paper to keep track of which areas still have outstanding tasks that I can't yet tackle at my level. On the plus side, I really enjoy the first-person non-PC-narrated voice of the journal entries, it's been a while since I've seen a game do something innovative and fun with their quest tracking.


The Bad


Various UI glitches. In particular, the number 0 keeps showing up when it shouldn't (like, "You will gather 5 rations. It will take 0 to 0 hours.", which ends up taking 4-20 hours). Pretty surprising to see these after the game's been out for well over a year.

Inventory management. This is probably a lost cause at this point and I ought to stop complaining, but I shan't. It's 2020, who is actually having fun looking through each and every item they're carrying to figure out what they can safely drop in order to reduce their encumbrance? Other games have found creative solutions to this (designating followers to run back to town and sell your stuff while the rest of you keep adventuring, for example. Or just removing encumbrance altogether! Or getting rid of trash loot!), and it feels like such a step backwards to deal with it again.


Weaponry. I had issues with this in NWN and it feels at least as bad here. You have a very limited number of combat feats available, and if you want to specialize in a particular weapon, you need to choose from one of the 50 or so available. Are you going to invest in Estocs, or Sabers, or Scimitars, or Bardiches, or Falchions, or... At this point, I just have a handful of +1 enchanted weapons, and I'm frozen by choice paralysis: What if I take a Weapon Focus in Longsword, then immediately find a +2 Trident, or a Falcata with Freedom of Movement? I really, really miss the old-school BG approach of broad categories, like "Two-Handed Weapons" and "Ranged Weapons", that were still forms of specialization but didn't lock you in as severely.

The End (For Now)


Not much to report so far on the plot or major choices. I'm looking forward to the kingdom-management dimension of the game, but, well, I need to establish my kingdom first! Or queendom, or orcish dominion or whatever. Expect more posts in the future as Guchok's journey continues!

Wednesday, January 08, 2020

Untitled Geese Games

I like games, but it's somewhat rare for me to feel much anticipation for a particular game. I usually try to block out pre-release hype as much as I can, both to cut down on spoilers and to avoid disappointment from underwhelming deliveries. For the rare games that I get hyped on (your Dragon Age, your Failbetter), I'll grab it at launch and start playing almost immediately. So I don't often have a long-simmering unfulfilled urge to play something.

That exception is: Untitled Goose Game! This charming, tiny game from an indie studio burst onto my radar after it launched last year. I avoided any gameplay videos or detailed reviews, but the squeals of glee filling my social media feed made me uncharacteristically excited to try my own hand (wing?) at being a terrible goose.


But: An obstacle! While UGG has been released on multiple platforms, on PC it launched as an Epic Games Store exclusive. For no particular reason other than my inherent orneriness, I've resisted buying any exclusive games on non-Steam platform. I actually have had the Epic Games Store installed for several months now, but just to claim the weekly free games on it, which I then swiftly never download nor play.

As is so often the case for scenarios where I want something but cannot justify purchasing it for myself, my salvation came at Christmastime, when my brother (no, my other brother) bought me the game. Conscience free, I commenced honking.


But: An obstacle! The Epic Games Store is also a launcher, like Steam; but unlike Steam, it doesn't really offer any in-game features or overlay. Most critically, it does not include a screenshot key. And UGG itself does not have an in-game screenshot key. How was I ever going to write a blog post about something if I couldn't take any screenshots of it?! 0/10 game store, would not recommend.

I'd last tangled with this issue while playing Star Wars: The Old Republic, another non-Steam game  lacking screenshot capabilities. In that case I ended up jury-rigging a ridiculous flow where I would launch from Steam into Origin, then from Origin into SWTOR, then use the Steam overlay for screenshots. The alternative I wanted to use was the NVIDIA GeForce Experience, which includes a variety of useful utilities including, yes, a screenshot button. But: An obstacle! For several years now, NVIDIA has bafflingly insisted on creating an account with them before downloading or using their software. It isn't enough to pay hundreds of dollars for their hardware, they want to track our usage data and provide marketing information and store everything in a database that will inevitably get hacked and leaked. I've grimly held the line on creating this dumb account, which means no GeForce Experience, which means no screenshots, which means unhappy Chris.

Yet again, though, I found an excuse to overcome my orneriness and do the thing I wanted to all along. As of January 1st of this year, California's Consumer Privacy Act (CCPA) has gone into effect. This gives California residents (including me!) a wide array of rights over how their personal data is collected, stored and used, somewhat analogous to what EU citizens currently enjoy with their GDPR.

So: I made my account, and I play to issue monthly demands for NVIDIA to report all the data it has on me, then to issue monthly demands for it to stop sharing all the data it has on me, then to issue monthly demands for it to delete all the data it has on me. My petty hope is that the cost of compliance gets to be so expensive and painful that NVIDIA throws up their hands and says "This is dumb" and just lets us use their software THAT WE PAID HUNDREDS OF DOLLARS FOR without creating yet another worthless hackable account.

On to the game!


I ran into a game-breaking bug at almost the very start. There's a tutorial-ish section where you learn how to do various goosey things: run around, honk, flap your wings, grab things with your beak. You then move into the first main area, a garden, and encounter the main dynamic of the game: a mischievous sort of "to-do" list that states your goals. This included various tasks like "Enter the Garden", "Steal the Gardener's Keys", "Make the Gardener Hit His Thumb," etc. And... I couldn't do any of them. I could see the garden, locked up tight. I ran around, looking for other entrances; tried to pile up objects into a ramp leading over the wall; honked my little lungs out. Nothing.

I was determined to get through the game without consulting any walkthroughs or FAQs, but after thirty minutes of fruitless endeavor I finally admitted defeat and went online. And found that there was supposed to be a gardener character, who was just entirely missing from my game. Further investigation pointed me to an FAQ on the developer's page advising to choose the "Reset" option to put things back in their right place. Which I did, and the gardener did show up, and the rest of the game was fine. But still, that was an unfortunate start to the game. I have to wonder how many people never even got to really play the game because they ran into that bug at the very start.


Once I could actually play the game, though, it was wonderful! It's one of the most purely fun things I've played recently, joyful and silly and clever. It's a simple game, but all of its elements pull together perfectly. The art style reminds me of my beloved Katamari Damacy, with slightly cartoony people, living in an environment of bold and pastel colors. The "dialogue" is also reminiscent of Katamari Damacy, with characters delivering lines like "?", "!" and "..."; their desires are shown in thought balloons, a la The Sims. The music is subtle and perfect: little piano figures that play to highlight pratfalls and confusion, making you feel like the star of a vaudeville play.


I swapped around the controls partway through the game, initially playing with mouse-and-keyboard and finishing with an xbox controller. Both are perfectly fine. The controller felt slightly better for most tasks, while I think the KBM makes it a little easier for the rare cases where you need to nudge a large round object with your beak. (I don't think the game supports rumble vibration, or at least I don't recall ever feeling that type of feedback.)


The heart of the game is its puzzles, those "To-Dos" of causing chaos. These are extremely clever and well-done. I highly recommend avoiding any walkthroughs and puzzling through them on your own, partly because it's more fun and satisfying to figure them out, but also because the actual game short already, and if you blow through the puzzles it may feel unsatisfyingly brief.

Each individual puzzle is well-crafted. Even though each goal is just a few words long ("Rake in the Lake"), it is also clear. Often the goal will be opposed by a human being who will attempt to thwart you, grabbing things away from you or chasing you off. There are usually several different ways to accomplish a goal: you might create a distraction in another area to lure away the person, or use stealthy movement to avoid being noticed, or rely on speed to outpace them and narrow openings to thwart their movement.


The high-level design is excellent, too. The whole game is one big map, but it's divided into a series of contiguous zones. A given zone may have, say, eight tasks. These tasks will gradually make its inhabitants more and more frustrated. Once you have accomplished seven tasks, they will start taking  anti-goose measures. This will then unlock a ninth task. Completing that ninth task will unblock the egress and allow access to the following zone. What's brilliant about this is that you don't need to 100% each area, so if there's one particular puzzle that's too confusing or that you don't have the dexterity for, it won't block your overall progress through the game. It also means that at any given time you probably have at least two challenges to work on, so if one thing you're trying to do gets too frustrating you can give it a rest and work on something else.


There's... not a whole lot more to write about, honestly, even in spoilerville. This game was really charming and fun, swiftly wiping away the various minor annoyances that preceded it. It was gone quickly, but provided tons of joy during its duration, and it's something I'll think of fondly for a long time to come.