Completed Orc campaign as well now.
Starting as orcs is much harder. As humans, you get healing spell pretty early, allowing you to preserve your units. With orcs you get… skeletons.
Also funny how with orcs you sent to assassinate chieftain’s daughter, because she ran off with an ogre.
When I played this game as a kid, I didn’t appreciate spiders at all. Now I do. They are a great way to take out enemy catapults, and if they manage to get into the city, they do surprising damage to buildings.
The mission where you need to rescue Garona? Brutal! I did manage to complete it on my first try, but still, lost most of the units because orcs can’t heal them.
A nice trick that AI knows I wouldn’t notice if not for some YouTuber mentioning it, is that human opponent would cast Invisibility on a knight, then send him to hunt peons.
The last two missions are very similar to the Human campaign: survive until you can summons demons, then overwhelm the resistance.
Category: PC Gaming
Об играх
Warcraft Remastered
Completed Human campaign.
The game is still quite brutal, even with all the advancements in quality of life. You don’t intercept a catapult, and half of your army is dead before you know it.
Counterintuitively, putting catapults in the front of your army works surprisingly well. They are rather sturdy, and extra range allows them to counter enemies early.
Funnily enough, I think that the level before last is harder than the final one. Despite tons of enemies, the base in Blackrock Spire is much easier to defend. Last two levels are basically a Water Elemental factory. You just survive until you get them, then spawn as many of them as possible, overwhelming the enemy.
I still find it awesome that they had a unique sprite for the Blackrock Spire.
Warcraft Remastered
I must admit, an updated version of Warcraft wasn’t on my bingo card for 2024. But here we are.
There is updated control scheme from Warcraft 2, so you can just right click everything. You can also double click to select all units, and you can control up to 12 units at once, instead of just 4 from the original or even 9 from Warcraft 2. As a nice bonus, there is also a seamless switch between the original and updated sprites.
But there is no waypoint system, and no unit queueing either. Still, it’s a much improved experience.
Wing Commander
I don’t think I ever played the first Wing Commander, so it was a surprise to me that, instead of polygons, it used sprites of ships at different angles:
Torchlight Infinite
After playing Torchlight 2 for some time, I decided to give Torchlight Infinite another chance. It’s such a weird experience. The UI is completely stolen from Diablo Immortal, which is no surprise. But the heroes are very weird, as they have names and poetic descriptions instead of proper classes. What does “Frostfire Gemma Ice Fire Fusion” do? Is she a mage or some kind of elemental assassin? You won’t know until you try.
Then there are the skills. There’s basically one main skill, but with modifiers on top. Gemma’s main skill shoots three fireballs in a wide arc (yes, she is a mage). And those fireballs explode into smaller fireballs on contact. So your entire screen is covered in fireballs. And I’m yet to run out of mana in this game. Often, enemies die somewhere off screen, since the range of the fireballs is actually far beyond.
At first I thought it’s some kind of a powered up mode, and then the character will get debuffed. But no, that’s just the way the game plays.
The drops are over the top too. Bosses drop tons of items.
Another good comparison of different MechWarrior 2 versions:
I’ve finished MechWarrior 2 twice, once the PC version, and also the PSX version, and probably will go back for MechWarrior 2: Mercenaries
Intravenous
Storywise, I’m surprised this turned out to be a vigilante story. Junkies killed your older brother, and now you and your mysterious Accomplice are out for revenge.
The game has all the aesthetics of Hotline Miami, with hard-top-down view, but most of the mechanics from Splinter Cell: light indicator, noise indicator, five move speeds, night vision goggles.
The enemies are also very aware of their surroundings. Leave a door open, and they’ll investigate. Try to close a door while you block it, though, and it won’t. So you end up learning very quickly to close the doors carefully.
You also get to choose from three types of armor, and in general, the more stuff you carry, the more noisy you are, and the slower you move.
Battle Isle
As a kid, I didn’t understand how to play this game at all. But being an old man now, and with my love to the Advance Wars series, I decided to give it another try. Now I understand why I couldn’t play it, and it’s one of the weirdest reasons.
First, the control scheme is weird, and I guess it’s that way because Amiga had a joystick. Instead of simply selecting a unit, you hold LMB then drag it into one of the four directions, and that selects what you want to do with this unit. You drag the mouse left to view unit stats, you drag it right to show the move options. Weird, but probably with joystick it made more sense.
Second, it’s a turn base strategy game, with a screen divided between you and your opponent. After reading the manual and pressing buttons, I figured out that I control both sides. I went into the options to specify that I want to play against the CPU, but there was no such option. Turns out, you need to complete a few maps in “human vs human” mode, like playing chess against yourself, before you can progress and play against CPU. Weird, weird, weird.
The game also has a strange notion of move and attack phases. Basically you can only move on odd turns and you can only attack on even turns. Your units can counterattack unlimited number of times, though.
I still like the visuals of this game. They resemble Dune 2 art style, and units have this retrofuturistic look.
Castlevania Dominus Collection released on Steam and Nintendo Switch is one less reason for me to own NDS/3DS now. Until recently, Dawn of Sorrow, Portrait of Ruin and Order of Ecclesia were all NDS exclusive. I even finished Order of Ecclesia a few years ago on 3DS. Now I’m sorry I haven’t waited for this release, as playing NDS games is often a pain: you can’t take screenshots, and the game also hung up on me a few times.
In any case, this is another chance for me to try and finish Portrait of Ruin.
Mullet Mad Jack
The game pretends to be a boomer-shooter, but in fact it’s much closer to a trick-shooter such as Bulletstorm.
You start with a 10 seconds timer, and you die if the time expires. The way to extend it is by killing enemies, the more inventively you do that, the more extra seconds you get.
There are some clever references to movies and anime from the late 80’s and 90’s: Akira, Bubblegum Crysis, Terminator, to name just a few.
But the overall gameplay feels very chaotic. Even though there’s “easy mode” without a timer, it’s not very good. Levels aren’t even levels, just corridors, and you get just a single gun with infinite ammo, which you can trade or upgrade between floors.
Completed Cultic.
I didn’t expect to have sniper mechanics in a boomer shooter. You can hear them cock their rifle before they fire.
Flamethrower is extremely useful in the second episode. It has a fantastic ammo to damage ration, and surprising range.
I could do with a third episode, really. Finished the game in about 5 hours, and didn’t get tired of the mechanics yet, which happens rarely. But then, it’s a neat an nicely wrapped story, told mostly through the journals of a private investigator that infiltrates the cult and a researcher that works with them.
The second and final boss is a “wall boss”. But it’s 3D, and nicely animated, so no complaints:
I wrote about the game quite extensively when I tried the demo, of all things (I never play demos). The full game has somewhat easier jumps, but other than that, it’s very close to my impression from the demo. It’s a faithful homage to Blood, with heavy emphasis on dynamite.
At first there’s the mechanic from Doom 3 where you need to hold a lighter in one hand in dark areas, and so can only operate one-handed weapons. But after a few levels you get a proper flashlight.
I didn’t expect the first boss to be a German tank.
Not after cultists, skeletons and demons I’ve been fighting. But then, the arsenal is also heavily WW2 themed, with FG42 and Sten, despite the game taking place in ’60ies. Maybe that’s just Return to Castle Wolfenstein influence.
Outer Worlds
Completed Outer Worlds.
The second DLC, Gorgon, feels so much like the starting location of the game that one of the characters makes a comment about it. The main revelation is that the marauders, which we meet across the system, aren’t just deranged humans, but they were created by Spacer’s Choice.
Unlike Murder on Eridanos which is very self-contained, this DLC does force you to go back and forth around the system a bit. But other than that, it’s rather… unremarkable.
All companion quests are mostly… non-consequential. Except Nyoka, maybe. But running around the system to help an asexual-lesbian with a date?
Honestly, I did expect some bigger guns. Maybe a minigun, or an antitank rifle? I ended up running with the same sniper rifle and LMG most of the game. And the only science weapon I found useful was the gun that makes enemy float Mass-Effect-like.
The final prisonbreak is nice, as if you helped different settlements, they come to your aid at different points in time on different levels of the panopticon.
There are no major final revelations. No, Phineas is not an alien, or The Devil. The only setup for the sequel, if one is to come, is the fact that the Earth hasn’t been communicating with the colony for 3 years, and that the last cruiser (one out of two) sent there disappeared.
And it’s nice that they put together a very thorough epilogue in the best traditions of Fallout. It does give a feeling of closure, and that it wasn’t for nothing.
Star Wars Outlaws
I didn’t play Star Wars Outlaws, and I’m not sure I will. But can we talk about how boring and basic the designs are?
The pistol is M1911 with a bulb light on top. The jacket is 80’s, the haircut is 90’s, the createure is a mix of axolotl and that Disney dragon with fur.
On the left with have futuristic Tibet, and the right a Blade Runner.
Yeah, I know that the original Star Wars were scrapped from “samurai easterns” and World War 2. But this, this is simply uninspired. And not inspiring at all.
Completed Diablo 4.
Legendary items aren’t the rarest type of item, that’s why their names are so generic. That’s the bit I didn’t understand, or maybe forgot. Finally got my first Unique item. From a Treasure Goblin again, I think.
I know I complained that story bosses are useless. Well, Duriel dropped two unique items. Yes, there’s Duriel again.
The battle cinematic reminded me of those times when we were playing a game just to see the next cutscene. It’s that good.
It’s strange writing that both Donan’s (the fat guy) death and Neryelle loosing her hand are so… Offhand. Neryelle gets bitten by a random zombie, and Lorath has to chop her arm off, and Donan gets poked by a zombie column. Remembering how they offed Decard Cain in Diablo 3 like he wasn’t the cult character in the first two games, that’s nothing.
What I do have trouble with is… consistency. I know this is a story about angels and demons (and divorced parenthood). But why Mephisto is in some kind of a bubble?
Is Diablo and Baal also in bubbles somewhere? Lilith says that this is an eternal battle, because things like hatred won’t just disappear. But then her dying is suddenly a big thing? I mean, can’t she just reappear in a bubble like Mephisto?
After all, we killed Andariel and Duriel at least twice already.
Outer Worlds
I usually don’t bother with DLCs, by the time I get to them, I’m to tired of the game. But Outer Worlds gets the balance just right: not too difficult to become tiring or feel like grind, not too easy to become boring.
So, I went for “Murder on Eridanos” (clear reference to “Murder on the Nile”). Except Puerott didn’t carry a heavy machinegun with him everywhere. But at least many NPCs make jokes about that.
The new mechanic in the DLC is an investigation scope, which is a bit like Batman: Asylum series, but a scope.
The investigation takes place in a megahotel, which is full of people infested with make-happy parasites. Reminds very much of “We Happy Few”, up to the screams of “Laugh louder” when they try to club you to death.
You get ridiculous amounts of XP, but the enemies also become ridiculously tough, surviving 3 headshots from fully upgraded sniper rifle 🤪
Outer Worlds
Still impressed by the fact that upgrades change how every weapon looks. A lot of games don’t bother with that at all.
Obsidian sure knows their scifi. Quests here are named “Canid’s Cradle”, “Slaughterhouse Clive”, “Flowers for Sebastian” and “Stainless Steel Rat”
The good thing about loot autoleveling with you: you always find something useful down the path. The bad thing: you don’t have much reason to explore, because… you always find something better later on.
Funny how the locals on Monarch are like “who do we think we are, cannibals? That’s just corporate lies!”, and then there are literally at least two quests dedicated to… cannibals.
Outer Worlds
To distinguish itself from brown and green Fallout, I guess, Outer Worlds is all pink and orange.
The local version of VATS is slow-mo, not time-freeze, but it works fine as well.
Flaws system is interesting, since instead of being chosen at the start of the game, like Traits in Fallout, you get those as you go. Something like “Robophobia, -1 Dexterity when near robots, but +1 perk”.
Surprised that I did quests in the wrong order in the “toothpaste research” area, and the scientist I was about to rescue got eaten by raptors before I could do so. Forgot that timed quests existed.
There’s a quest chain to aquire unique prototype “science” weapons. The first one I’ve got is a hammer that switches between its elements with every strike. Then there’s also a shrinking pistol, which is a love-letter (or is it a love-pistol?) to the 50s sci-fi:
Outer Worlds
I can’t decide if it’s more of a New Vegas, Skyrim or Mass Effect. But it’s rather enjoyable nevertheless. Despite “moral choices” can be confusing at times, just like in New Vegas.
Compared to Borderlands, that has a very similar Wild West aesthetics and shooter mechanics, it has two advantages in my eyes. First, I don’t run out of ammunition nearly as often as in Borderlands. And second, the weapons aren’t a generated mess. Yes, you do have some better drops here and there, but overall, the arsenal is much more predictable, if a bit boring. You get your usual pistols, assault rifles, shotguns, and a LMG, much earlier than expected, I must admit.
I’m also glad that this is less of a “seamless world” and more of a set of well defined and contained areas. Again, more of an Mass Effect than New Vegas.
Fallout (1997)
Completed Fallout.
To this day, I didn’t know what’s the proper way to find the Military Base where the mutants dwell. I just go to Necropolis to deliberately get captured and delivered to the Leutenant.
Turns out, if you go to Cathedral first, there’s a computer with the base location.
By that point I also decided to get rid of my companions, as a supermutant with a rocket launcher or a minigun would wipe them out anyway. I began to feel like a play “Save Dogmeat” game. It’s ironic that even developers were aware of this. Official way Dogmeat dies is one of those forcefields. Forcefields are a pain in general. You just need to stock on Stimpacks and hope for the best.
Also by this point you get so much experience from simply whacking supermutants, you don’t need quests anymore.
There’s a special perk called “Mental Block” that is used only in one encounter against the Master.
I’m glad I now properly played Fallout. Despite game crashing on me occasionally. It speaks a lot that a 25 years old game is still playable. But I feel like there’s just one way to play this game: get Plasma Rifle, burn everything. Any other path just takes more time.