Showing posts with label Roguelite. Show all posts
Showing posts with label Roguelite. Show all posts

Thursday, June 13, 2024

Week 3 of Darkest Dungeon II: Deja Coup

     Welcome to Week 3 of Dungeon Diving; our ongoing exploration of Darkest Dungeon II. This blog is written chronologically and basic summarizes my thoughts and experiences as I play Darkest Dungeon II. Now I know this is going up on Thursday but I have come to realize my Wednesday are actually pretty busy mainly due to Bible Study which I attend every Wednesday. However Bible Study is taking a break as of this Wednesday so I might have more time now however that might be up in the air as well. More about that in the WHAT'S NEW section at the end. On that note, let's Dive.

Wednesday

- Started off a new week with a pretty good runs however they both feel apart near the end against Leviathan and then hitting a Oblivion Ingress into the Collector.

- Collector is such a rough fight without an back-end damage dealers (Future Phil: This will become a re-occurring theme of this week)

- Re-reading my previous blog I realized that I had Occultist as my Number 4 position and that makes so much more sense.

- Daemon Pull is so in-disposable.

- Since the deck is always stacked against you I have taken to quitting and restarting when I use Inn items that are supposed to get rid of quirks and they do not do it. Like 67% and I can't get rid of Anemic. C'mon game.

- At first I was annoyed they re-purposed the Cannon boss from Darkest Dungeon as a random encounter boss. However I realize it thankfully is nowhere near as tough as it was in DD and most of the time you get a cool item when you beat it that strengthens your stage wagon.

- Whilst he is a cool character, Leper really sucks if he gets moved out of position 1 or 2. He already has the built in weakness of being blind 80% of the time and he has no way to big damage to the back-end. If he could at least move forward 2 spaces (something he was able to do in DD) it would be so much better if he is pushed out of position 1 or 2.

Thursday

- I think it might be time to make a change, team Power Creep (the MVP team of my last blog) just is struggling a lot. Either that or I might change the time positions.

- New team has a built in name, Deja Coup (hence the name of this blog). Also it is nice to bring back the ol' Jestal team aka Jester/ Vestal. Deja Coup is made up of Vestal/Jester/Duelist/Man-at-Arms

- This team is built to deal with stress it appears, they did not struggle at all with it and I think it is mainly due to Jester.

- Team was doing good until we made the mistake of taking on the Shambler and MaA died. 3 on 4 for area's final node was too hard. Pretty much made a rule if I lose a character I will just abandon the run.

- Beginning to notice a annoying trend, the final area always have tons of road hazards and most of the time I find myself getting ambushed at the worst time.

- Resentment boss seems much more do-able now. Lost Jester but we able to beat it.

- I must admit when Deja Coup work, they work well. It really is a testament that all characters work so well together, well with the exception of Leper.

- Denial is much more beat-able with any team as long as we stock some debuffing items for the back-end. Also note to stock a lot of holy water to get rid of all the debuffs it puts on me.

- The Profane Scroll wants you to run a front row Vestal... haha... no.

Friday

- Understand speed and being able to move before the enemy is super important especially when it comes to using items.

- Getting ambushed by the Antiquarian and being able to smack her around the globe was a good feeling. Like call an ambulance but not for me!

We used to be friends... a long time ago.

- Realizing Duelist potential is really nice especially her dying so much on me in the early days using her.

- After a nearly flawless run Deja Coup falls apart against Resentment due to... you guess, lack of back-row damage. I must have got lucky in a previous run because it felt inflating it's front 'lung' which was much easier to hit but  this time it was mainly the harder to reach back one.

- Really need to think out my routes better, sure pleasing the squad is good and all but running a Stress Relieving team means I can get rid of small ticks of stress much easier. Saying this because following their 'requests' keeps leading me down hazard roads and Cannon ambushes yay *sarcasm*.

- Starting to notice a weird trend, everything I try a new team they do well for a couple runs but subsequent runs things fall apart a lot faster. Weird that.

- Vestal is a key component of Deja Coup, not only is she the healer of the team she is also our main consistent back-row damage dealer. A lot of folks say she was nerfed and she is no longer brain damage hit heal every turn character now she is much more nuance and about setting up consecrations.

- Going back to a previous post, I am required to kill the boss of this area and characters are telling me to go a separate patch. Trolling I tell you.

- After a good run with so many close calls we lose Duelist simply because we forgot to equip MaA with his 'Bellow' ability to hit the back row of the Sleeping General lair boss. SMH.

- I must say, previous DD was fixated on killing you with Stress and Heart Attacks, DD II is more everyone does a million Damage Over Time (DOT) effects every attack. Going to try running a Resistant (RES) stage wagon build to counter it.

- I feel the run after losing to DOT is a apology run aka a run where the game just throw good items at you. I already have 4 pieces of Road Gear for my anti-DOT station wagon.

- Realizing that Combat Items are basically free attacks and not just healing is changing my game approach a lot.

- Apology run is going well. Time to stock up on my own DOT items for the final boss.

- Wow. Despite having a amazing run up till the boss, we barely win with only MaA surviving. Going to change his name to MVP.

- I did not re-equip Duelist's Coup De Grace for her back-row damage so it was on me.

Saturday

-  Also worthwhile  noting that my anti-DOT team still had good/ great relationships at the end.

- I do enjoy a good Daemon Pull as mentioned above. Clearing bodies whilst getting the enemy in front of the front line damage dealers with Combo status? Chef Kiss.


- After a particularly bad run that ended with a Warlock ambush I think I am done for today. Going to play some anime fighters instead.

Sunday

- I am a private person so I will not go too much into it but today was a really sad day for me. Definitely a break night.

Monday

- The Grand Slam achievement requires you to beat all the confessional bosses without losing anyone. It really is one of the hardest things to pull off for sure.

- Nothing beats turning around tons of negative affinities to positives one.

- Still trying to get the Grand Slam, I have been quitting as soon as I lost a character. I really do not like replacing characters at the Inn because they always come in with no affinities and seem to have bad traits off the bat.

- Was hesitating pulling the trigger on completing the Altar of Hope but now I see you can use excess candles to either try to either pull good items before a run (rarely happens) or re-roll quirks. Pretty good because some quirks are game breaking aka Head Injury (50% chance of being Dazed) or the Yips (15% of being Blinded).

- New squad is 'Pulling Flames' with Occ/Due/Run/Lep with Duelist using the Instructice class. Trying something different with her.

Tuesday

- Had the most insane run, arrived at Act 1 boss and instantly got hammered by DOT and more and everyone was on Death's Door by Round 3. However we also inflicted tons of DOT on the boss and somehow we still won and not just won, everyone survived! A insane moment which I wished I recorded.

- After this epic win, I proceed into the game without equipping my winning team with memories. Realizing I missed up I quit before reaching the Inn and I lost everyone. After this hard earned win I messed up big time. I am such a dummy.

- 'Monarch' class Leper is supposed to do big damage against Cosmic foes and they appear a lot in the game so I thought this was a great idea, however his regular damage blows and he still has all Leper's normal flaws. Unless they buff this class in the next update, I do not think I will ever use it again.

- Pulling Flames is losing points for me. Struggle bus and all the seats are filled. Giving it one more try before moving on.

- Yeah this team lacks a lot. Occultist tries to heal Leper and instead bleeds him and he dies. I need a more consistent healer? Maybe Plague Doctor? Besides I do not need Daemon Pull if Plague Doctor can clear bodies and Runaway can put Combo tokens for Leper.

- Yep. P.D was the missing link. Being able to heal multiple DOTs is invaluable as well.

- Stress seems to be this teams biggest weakness. Anti-stress stage wagon?

- Team was doing great until we reached the boss. DOTs do not harm the back lungs so the Seething Sigh boss just keeps wiping us out. I need to re-think my teams to include someone like Highway Man, Crusader or Grave Robber who can actually hit the back row.

WHAT'S NEXT

    Another week, another blog. However as I mentioned in my Sunday entry, my family has had a pretty bad tragedy and I might be taking some time off from writing this blog. I might come back next week but do not be surprised if we do not have a blog next week because I will be pretty busy with family obligations. 

    I am still playing Darkest Dungeon II tho so I will eventually return to this. Till next time.


AV

Friday, June 7, 2024

Week 2 of Darkest Dungeon II: Power Creep

     Welcome to Week 2 of Darkest Dungeon II or as we are going to call it, 'Dungeon Diving'. This will be an ongoing blog discussing our experience with the game. It is presented chronologically and normally updated every Wednesday. Now I said normally because Wednesday has come and gone and yes, I do know today is Friday lol.

    It was a pretty busy week so I am only now getting around to writing this blog. This will discuss my experience with the game up until the Wednesday. We are now deep in the game so this will be much more extensive than the previous one. With the house keeping out of the way. Let's Dive.

Wednesday

- Was pretty busy today ( which might be a re-occurring theme lol in hindsight) but I was able to squeeze in some late night gaming.

- Decided to try out Duelist, the new character introduced in Darkest Dungeon II specially the DLC update 'The Binding Blade'. She reminds me of Shield Breaker in design with how she moves back and forward.


- I do have slight beef that beating the game with a character allows you to add 'memories' which are persistent character buffs and also the traits the characters picked up in their previous run but you do not keep any of the relics/ items you obtained. I know it is probably balanced so you need to start over but obtaining a really cool item and having to start over again to get it again is a pain.

- Turns out Plague Doctor/ Grave Robber/ Duelist/ Highway Man has some sauce. They steam rolled the Denial boss with no issues, funny enough I was actually going to retire earlier in the same run because they were all not fans of each other and relationships are important in DD II.

- Rage Quitted on the Foetor boss, 'Harvest Child'. I was stuck in a loop where everyone was constant eating and tanking all my character relations.

- Ambushed by the Antiquarian. Funny how they made her into a mini-boss in this one after being the best way to farm for resources in the original. Thankfully she is not that hard and once you kill her bodyguards she became red paste.

Thursday

- Had a pretty awful run where I had to fight the lair boss and I was sent down a path with multiple road hazards. Ended up getting ambushed and than the fire breathing minions keep pelting me and watched as every member succumbed to it.

- Need a break after that B.S

- The B.S ramped up for the subsequent run too specifically on the final node before the Inn. First my Duelist gets one shotted when One Shot Protection aka Death's Door should exist. Then it was just my Man of Arms and he kept missing not only his attack which would have healed him but also would have killed the Cosmic Evangelist. I just wanted to get to the Inn and I would have cashed out but nope.

- This team of Vestal/ Crusader/ Duelist/ Man of Arms is fun but sometimes it is a struggle.

- Duelist being made of paper is the real issue here, even with health buffs and trinkets she gets sneezed on and she is at half health.

Friday

- Team 'Locked On' aka Occultist/ Crusader/ Highway Man/ Man at Arms is cooking now. Defeated the Denial without an issue.

- Break Night. I occasionally like to take a night off from gaming as anyone who followed my 'Learning AF' know. Just rested tonight and did not play much at all.

Saturday

- Saturdays are a mixed bag for me. Either a lot happens or nothing happens at all. This was a nothing happened at all one.

Sunday

- I skipped my normal Sunday afternoon nap to get wrecked by the second confessional boss 'Resentment'. It was a decent run until we lost my Occultist and had to replace him with a 'rookie' Plague Doctor. Occultist really was the engine and without him it was a struggle.

Monday

- Getting frustrated now, started a new run and my first encounter was the now infamous Warlord mini-boss. My team was super weak with no good equipment and we got destroyed.

- I think it is because we are constantly trying to clear the second confessional boss because the game is much harder now. Having a lot more bad runs compared to good ones.

- Thinking part of the frustration is me trying to use Locked On no matter what. Think I might do some experimenting with some other teams/ combos.

- Occultist/ Crusade/ Duelist/ Leaper is not working. Crusader wants to use Holy Lance from rank 3 but when he does that combined with Duelist moving forward as well Leaper ends up in Rank 3 with nothing to do. Wasting a move on just getting into position without buffing or hurting the opposing team is not a good strat.

- Thinking of re-visting this team with Man at Arms instead. MaA can at least get from the back ranks to the front with his Hold the Line skill

- Just realized, have I been calling him Man of Arms/ MoA instead of his proper name which is Man At Arms in previous blogs. My bad. I'll try to use MaA going forward.

- Wiped out in the third act again due to Duelist's health. I am okay with it because this team felt really frustrating to play with.

- Switching to MaA was the best idea, he fits so much better in this team. Occultist/ Leaper is still a great team but they need a stable 2 and 3 position to work and not dancers aka character whom like to move back and forward a lot.

- Prime dancer characters are Jester, Highway Man, Grave Robber and now the Duelist.

- LOL we need to talk about the prizes some of these Lair bosses give out, The Lair boss gave out the book for the Tangle which I was currently already in, why would I need a book for a area I am already in and can not use?

- Also speaking of loot, some of the character specific trinkets draw-backs are so bad I rather use strong no character trinkets instead. The MaA trinket I keep getting asks him to be rank 2 instead of 1 which he never is and if he is at 1 he gets punished for it.

This Trinket is Booty.

- Okay, so it appears you can go back to areas you have already beaten? I guess that was the point of getting a Tangle book within the Tangle.

Tuesday

- Thinking my new team, 'Power Creep' nicknamed after the term people use when new DLC characters replaced previous characters by doing what they do but better might be the one. Occultist/ Crusade/ Duelist/ MaA made short work of the Leviathan lair boss. Most of the times we walk away from boss battles barely alive but this was dominance, pure and simple.


- 'Power Creep' did it. We finally dusted the Obsessions confession boss on our second try. Looked up a strat that told me to stack all the debuffs on MaA to tank it and boss folded. 2 more confessional bosses to go.

- Hah, as our narrator loves to remind us, overconfidence is most insidious killer. We tried to keep going and felt we could take on Chirurgeon mini-boss in a Ambition run and whole team is quickly wiped out cause we were under-levelled. Back to start I guess.

- I do like how certain 'Quirks' make more sense in DD II, DD had some really annoying ones which also made no sense and removed so much player agency.

- DD II has kept Darkest Dungeon tradition of focusing on a poor character when they are already falling apart. Combined that with a no health Duelist and well, game over man, game over.


WHAT'S NEXT

    So again apologies for the lateness of this blog, I will try to keep it most consistent like how I did with my 'Learning AF'. Also I know I keep promising an impressions blog about DD II but I am too busy playing it so its hard to crave out the time I can to write it. At this point we might be just putting it all into Darkest Dungeon II eventual RAVE (which I know I'll give it one).

    Next blog we will explore more specifically with my brand new team which I've really enjoy using and finding the missing piece of the puzzle I needed to use the Duelist the way I want to use her. Spoiler: she is a amped up Crusader spamming Holy Lance lol. Till then.

AV

    

Wednesday, May 29, 2024

Week 1 of Darkest Dungeon II: Burn Bright

     Welcome to Dungeon Diving! Our ongoing blog about our Darkest Dungeon II. Similar to the style I employed for my Learning Anime Fighters, this will be a chronological 'diary' of my thoughts whilst playing the game. I will have a much longer and detailed impressions videos later this week but right now we will be talking about mostly my gut reactions whilst playing the game. This blog is designed to be ongoing and I will update it every Wednesday.

Wednesday

- I finally got Runaway's first memory unlocked. I have been playing this game for at least 3-4 days now and every time I tried to unlock her memory to get more of her skills and I kept failing. I even had to look up a video online to get an idea on how to beat it, it was that annoying.

- Fortunately Runaway's default skill set is actually pretty good and I got pretty far with just using that. As the brand new character to the Darkest Dungeon franchise I like what she brings to the table.


- I was playing this game originally with a controller which is possible but I have defaulted back to Mouse and Keyboard (M&K). There is just so many menus to navigate and constant need to figure our what moves do what and how this token affects me that doing it with a controller just wasn't doing it for me. I exclusively playing the original DD with M&K as well so that makes sense.

- Damn. I thought had a good team and everyone had good relationships and then I got destroyed by the Denial boss. I really thought I was onto something too.

Thursday

- Okay, I've found a better team lol.

- Got to the second boss, Resentment. I was focusing on it's core but it turns out its 'lungs' should be the focus. Good to know.

- Realizing I do not need to fix my wagon for the final run up to the mountain is saving me time and currency. I can focus on getting a final item instead.

- All the lair bosses aka the big bads of the region have some nasty tricks to ruin your run. I thought the easiest one was the one in the Foetor and even that thing has teeth.

Friday

- I wish there was a way to sell unwanted items, so many times I'll be a couple currency short at the Hoarder/ Hospital but I have tons of items I would love to get rid of. Just throwing stuff away is so wasteful. Sure this is a hold-over from DD but man I wished they consider changing it.

- I have beaten the first boss Denial so many times now, the second boss, Resentment however? Not so much. It feels doable tho.

Saturday

- I think I've found my go to team. It is Occultist/ Highway Man (HWM)/ Grave Robber/ Man of Arms (MoA). I have taken to calling them 'Target Locked'

Sunday

- Looking at my Darkest Dungeon wallpaper for the original game and I realize I do miss some of the original classes. Surprisingly the character I miss the most is the Arbalest/ Musketeer. DD 2 has so many annoying backline enemies which are hard to reach with most of the cast.


- Thank goodness Occultist has his 'Daemon Pull' skill which brings them close to the front ranks. When I have teams with out him I actually miss that ability so much.

- I finally beat Resentment with team 'Target Locked' I was right, focus on the lungs, interchanging with attacks on its core. Did not even lose a squad member.

- Having the same team get wiped out on the first boss in a Obsession run is very humbling tho lol.

Monday

- Tried to take down the Shambler mini-boss with Target Locked and lost the whole team except Man of Arms. Tried to complete the objectives to at least get some extra candles and the next area is another alter to Shambler and this time I can't reject fighting it. WTF man.

- This game is so addictive. I constantly tell myself I am going to play something else but I keep coming back.

- Yoooo you can get rid of positive traits at the hospital too? LOL I forgot that was a thing.

Tuesday

- Getting jumped by the Collector mini-boss after a long lair boss fight is dirty pool Red Hook. I need you guys to know that.

- Okay, did I accidentally turn on hard mode? New run, first boss is the Warlord mini-boss and my time is not strong enough for that. This is some b-s.


- Occultist 'Anamnesis' skill might not be worth it. You need two 'Unchecked Power' tokens and be in position 1 or 2. This might work for front row Occultist but who runs that combo?

- 'Obsession' is tough as well and it has 2 stages. I was having a great run and even took down Fanatics' pretty easily. Also it appears on later runs you have to fight more back to back battles to get to the boss.

WHAT'S NEXT

    So on that note, we are done with our first Darkest Dungeon II ongoing blog. I think we will be here for awhile because right now we are loving DD II. I have other team combos to try, other characters to learn and at least 3 more major bosses to conquer.

    Also we still have the upcoming Kingdom update still coming soon as well. Check back in next Wednesday for another installment of 'Dungeon Diving'.

    AV

Friday, May 17, 2024

RAVE: Tainted Grail Conquest

     To the sound of a death march, you triumphally strike down the tree's (!!) arms and it crumbles to the ground. To your awe and dismay, it becomes a 'lost soul' and proceed to strike you back even harder and your character collapses to the ground. DEAD. All your progress lost. You sigh. You nod. You say 'One more run'.

    While the above paragraph describes a boss battle in 'Tainted Grail Conquest', it also describes many roguelikes/ roguelites specifically deck building roguelites and the appeal they hold for some people like me. Going up against nearly unsurmountable odds however as you play the game you improve yourself and your deck of action cards, then those odds become less unsurmountable but doable and before you know it, you are now steamrolling bosses with the strongest deck imaginable and nothing beats that feeling when you have that 'God' run where you feel un-touchable.

    For the people who mostly visit this blog for it 'Learning Anime Fighters' series of blogs, welcome! The main core of this channel is a series of blog/ reviews which we call RANTS and RAVES. RANTS are reserved for things we do not like, like atrocious tracers (not artist) like Greg Land and believe it or not those are rather uncommon. I try not to be a 'hate baiter' or a 'reaction farmer' it is just not in my nature. If anything, a large portion of my reviews are normally RAVES. RAVES are stuff I really enjoy, whether it be a TV show, a musical artist or in most cases, a video game. In today's case, it is 'Tainted Grail Conquest' a deck building roguelite made by the team at Questline for publisher Awaken Realms. Also note; this is not our first time discussing this game on our blog. I previous did my impression blog about it which can be found here. Tainted Grail Conquest Impressions.

    That impressions blog was written when I had a bit of time in the game but now after 58 hrs we have beaten the game and rolled the true ending and credits and I feel it deserves to be praised so here is my RAVE review for it.


    The origins of this game, Tainted Grail Conquest, was it was originally designed to be a mode in the main game 'Tainted Grail The Fall of Avalon' however the more they worked on it, they realized it could become a full game so they completed Conquest first and got it out there whilst they worked on finishing The Fall of Avalon. Speaking of The Fall of Avalon is out now and if you are into First Person RPGs ala Skyrim I would recommend checking it out. It looks interesting however First Person RPGs are not my thing however deck building roguelites definitely are. The world and lore of Tainted Grail is also based on a board game by Krzyztof Piskorski titled the same as the main line game. He is also a part of the developers of the game 'Awaken Realms', a indie Polish company.

    The game itself is designed like many deck builders. You start with a paltry deck with a couple decent cards but nothing crazy. However the more you play the game the more cards you unlock and if you are doing side-quests (which this game has in spades) you can unlock even better cards. You also open the door for more classes spread out between fighters, archers and summoners. Funny story through. Even tho there are many classes (9 in total) I have only used one my entirely playthrough. I fully intend to go back in and try some other classes but the one class I used, the default one, was the one best suited to my playstyle.

    Despite only using one class through, I enjoyed every moment of this game except in the middle where I felt I hit a wall. Each run was ending in failure and I can now correct myself from my impression blog where I said a boss stayed dead after you slay them. I was wrong. I think I was confused because sometimes you get a different boss and the game also said 'Slay the second beast' so I thought I did not have to slay the first beast again but like all roguelites, when you die, your game progression is completely reset and any bosses you had beaten need to be beaten again. This middle was where a bit of frustration kick in but I realized I was just not building my deck correctly with the best possible cards. Slight spoiler: some of the best cards are locked behind NPCs side quests. There is one specific card that once I realized its potential became my go-to starter card and well, I started completing runs after runs because of it. Speaking of, yes, in a flip on the tried and true formula roguelite, Tainted Grail Conquest has full-on RPG lite meta progression side quests. You talk to the person and they give you a long set of tasks and at the end you can 'save' that NPC. As mentioned, these are meta progressing so they persist between runs thankfully so once you find a certain item you do not need to seek it out again, just need to give it to the right person. I also say thankfully because like all roguelites the 'map' does change between runs so a certain person you might need or a location you need to visit does not show up in this run and you need to do another one and hope for the best. This, I will not lie got a bit maddening especially when you just need to met a certain NPC one more time to complete their task and the RNG won't roll you the 'map' where they are available.

    Saving these NPCs are also part of the game story and to get the 'true' ending you need to save them all and fight the 'true' boss. Speaking of 'true' boss, if you have played 'Slay the Spire' (aka THE deck building roguelite) this final boss concept is something you might be familiar with.

    

    The gameplay itself is done well. Instead of a pre-determined path where you make decisions on which forks to take like most deckbuilding roguelites, each of the 3 randomly generated areas allow you to free roam to an extent. During your free roaming you will encounter NPCs, enemies (which you fight in the conventional turn based deck building style) and events. The game surprisingly gives you a lot of freedom. You start the area and you want to run straight to the boss? Go for it. You see the NPC you need to help but they are being blocked by an enemy? Go behind the enemy and you can still talk to the NPC without even having to beat the monsters. I found this was really helpful in my early runs when I was not as strong but after awhile I became so OP I would purposely trigger battles just so I could get more loot. Speaking of loot; it is plentiful. Of course you have gold but at the beginning and at the end of every boss battle you get to spend some time in the 'village'/ hub you have filled with main line NPCs like the blacksmith or the candle maker (more on that in a bit) and whilst those NPCs use the gold, each of them also accept a unique currency exclusive to them. Give them enough of this currency and you can get more candles when you start your run or more weapon slots or item slots. This progression is also kept between runs as well so building a better village also makes you stronger in the long run as well. This unique, almost base building aspect is what really kept me coming back to Conquest. Helping these poor souls out and helping them deal with their own demons and getting rewarded for it became a enjoyable gameplay loop. Another big part of the loot is 'Runestones', these special stones which you can slot into your weapon or your armor can change your playstyle from a little to a lot. At first I dismissed these are fluff but overtime and as I got better runestones I realize they are pretty key to winning certain battles so do not ignore them like I did and use them correctly.

    I mentioned candles before right? If we are still discussing gameplay, then we must talk about the 'Wyrdness'. The wyrdness is how Conquest conceals the map. The more you traverse the maps, the more the wyrdness creeps in, the more it effects the game. Of course, there is the obvious ones like you can not see in front of you and there is nothing but a strange haze obscuring your vision literally but wydrness also triggers certain 'bad' cards to enter your deck and these are never a good thing. Bad cards can be like giving the opponent a barrier aka a shield before you can actually hit them or you do less damage or have less energy to play cards, crappy things. So you want to keep the wyrdness away so you use a limited commodity item called 'Wyrdcandles'. These special items help keep the wyrdness at bay and having high light from the wyrdcandles can actually cause good cards to show up in your deck too as opposed to the bad ones. You can also see your enemies clearly and what events/ NPCs they are guarding. Generally, it is a good idea to always have high light from Wyrdcandles but no all things are done in the light and some random encounters, important encounters mind you can only be done when you have no light and wandering in the wyrdness. It is a unique concept, similar to how torches work in 'Darkest Dungeon' and I like how they implemented it... most of the time.

    Outside of the gameplay, the game itself is rather well polished for a smaller studio. Most of the main line NPCs are fully voiced for all their dialogue and even some of the lesser character in the map have voice lines too. The soundtrack is suitably moody with an occasional hard rock, almost chanty vibe. I'll share a track with you all below that best shows that.


    The graphics of the main game are passable. Nothing ground breaking but still it is not bad. The art of the cards are nice however with some really good illustrations and effort put into it. However I did have a couple issues with slow down during the game which got progressive worst during longer runs and at one point the game completely crashed on me. One of the biggest causes for the slow down is whether you 'stun' enemies for some reason that special effect always made my frame rate tank for a couple minutes. Whilst not always game breaking, it did get annoying after awhile and with the game 'completed' I do not see any performance patches coming anytime to fix it so keep that in mind. The interface is intuitive in-game and the games has multiple modes like 'Endless Power' and 'Endless Misery' as well. I muck around in 'Endless Power' and it seem its was a stripped down/ streamlined version of the game with nothing but back to back battles and no need to progress the story. I think it would be fun to muck around in but since the story/ RPG elements was the appeal of the game for me I bet I would get bored after awhile.

Pick a card mon ami


    Overall, this is a good game and a good time especially if you love this genre like I do. The game's core structure is solid based on many of the genres tried and true tropes of turn based, knowing what the enemy's intentions are and planning ahead with your deck. The storyline is compelling enough to keep you going with a good cast of characters to help and fight for. The sound design is pretty good and it looks fine. A bit rough in places but it is not horrible. Other then the slowdown/ tanking frame rates after certain actions it runs well too. It is not a masterpiece but I had a great time and I see myself still playing even through I have now completed the game. This 'tainted grail' is actually not bad for you at all and therefore gets a RAVE from me.

AV

P.S this game is currently on sale at gog.com for only $9.99 (50% off) as of the posting of this blog.

Friday, December 29, 2023

RAVE: Inscryption

 



I want to open this RAVE with a spoiler warning. This RAVE will come in 3 parts. The first part will be short and succinct. The second part will be a deep dive into why 'Inscryption' is my favorite game I played of 2023. However to do a deep dive into 'Inscryption' will give away some of the mystic and spoil a lot of a 'game' that I feel you should go in spoiler free. The second part is why this RAVE has taken a bit longer than I desired to write because I had to find a way to make sure the spoiler section of this RAVE had to stay hidden unless the person desires to read it. The third part is well... you will see.

PART ONE: It Wrinkles My Brain.



I had heard of 'Inscryption' the moment the game dropped. I saw some reviews and like this one, they were very guarded about spoilers. After I played it I understood why. 'Inscryption' is a game like no other and you'll be blown away how deep this rabbit hole goes. At it's core, it is a roguelite deck builder which I knew I would already get into based on my love for this particular sub-genre of the roguelite genre. However baked into it is a escape room where each piece of the puzzle you solve unlocks another piece until you are finally 'free'. That however it the most I want to give you in part one. 

If you watch the trailer, or see images of the game you'll get a feel for the mood of it. It's art style is very stylized and the dark atmosphere suits it so well. If this interests you than I will say you need to play it at least once, the rules which seem complex at first are actually not that hard to grasp and once you are hooked, you'll be hooked literally. There is a reason why this game is my game of 2023 and the fact that I have invested a lot of hours into it (estimate 150) within the span of 2 and a half months should show how much I enjoyed it. On that note; play it, preferably without spoilers and allow yourself to be taken. Now if you want to know more we are about to hit the spoiler territory.


AV

Wednesday, November 8, 2023

Risk of Rain News: Festival of Gup is a SUCCESS

 


So we had a little tidbit with the Festival of Gup announcement that today 11/8 on the 10 Anniversary of Risk of Rain, that Hopoo and Gearbox will have some big news for us.

Being a massive Risk of Rain 2 fan and Hopoo fan in general, I eagerly awaited and they blew us all away. Our Risk of Rain journey is not at the end, it is only beginning!!

Lets talk about it (in terms of enthusiasm).

Risk of Rain 2 Survivors of the Void (For Console)- Being a PC player (wow, I never thought I would use that sentence but hear we are) I've been enjoying Survivors of the Void for awhile and as followers of this blog know, my favorite survivor is from the DLC (Rail Gunner baybee) but the console Risk of Rain 2 players have been waiting patiently for this. I am happy for them, honestly. Also it means they can stop spamming Hopoo's social accounts with the same meme over and over again which I am thankful for. They can now really enjoy RoR 2 the way it was always intended.

Risk of Rain: Hostile Worlds- this is the worrying one, whilst its in the RoR universe it is also a mobile game and it is built like a mobile game (aka pay to play and gatcha elements). It is also isometric which neither RoR games are and not produced by Hopoo or Gearbox. However, it does look cool and has the RoR aethetics and an ability it appears to use 3 survivors at once seems like a fun twist on the formula. I am mildly interested about this one and will probably give it a try at least. No release date either.


Risk of Rain Returns- Okay, now we are cooking. The 2D remake of RoR is made with Hopoo and some of the finest modders who understand RoR best. It has an extensive rebalance, 2 new survivors so far (including one I really want to try), new tracks and remastered tracks by Chris Christodolou and it is out today. As a person who never experience the original and when I went to buy it realized the remake was coming and decided to wait, this will be a real treat for me. I must admit it might take a minute to playing RoR in a 2D setting but it seems the bones are still the same and I bet it'll be a blast.

On top of that, each countdown video teased multiple color palates, new shrines, Providence trials to unlock stuff and it got me more and more excited for it so I think I'll will play this one a lot whilst I wait for the final announcement.


Risk of Rain 2: Seekers of the Storm- An official in-universe expansion/ DLC is on its way and we are getting more Risk of Rain 2!! According to the developers, it'll be on par with Survivors of the Void in terms of content and as we know that was a pretty sizable expansion. My jaw was on the floor and the fact that this literally came out of nowhere with the exception of one or two small teases is the best part. This seems in its early stages and its done mostly by Gearbox (not Hopoo) but the Gearbox team also did parts of the Survivors of the Void and that turned out well so any fears it is not a wholly produced Hopoo joint might be unwarranted. They gave a breakdown of the new antagonist and they seem on a similar level as Providence and Mitrix which is exciting as well.

Also with it being done from the ground up by Gearbox, this might be what console gamers have been wanting so it can launch at the same time on all platforms (one can hope). The only bummer is no announcement date but it does have a Wishlist option on Steam which you know we did.

All in all, what a time to be apart of the Hopoo/ Risk of Rain franchise. I will be buying Risk of Rain Returns as soon as I get paid and expect some blogs about that and even more blogs once we hear more about Hostile Worlds and Seekers of the Storm. A festival and a celebration indeed!

A-V

Friday, September 29, 2023

RAVE: Iratus: Lord of the Dead

 It is strange. Sometimes I get in the mood to play a new game and get started but sometimes I just swing back to some old favorites and get caught up playing that instead. Such is the case with Iratus: Lord of the Dead. I first played this game on my Steam Deck way before I ever played Darkest Dungeon and funny enough a lot of critics of Iratus call it a Darkest Dungeon clone. Because I was strangely afraid of playing Darkest Dungeon (due to its perceived difficulty) I decided to try something similar but no way near as hard. Within a couple days playing it I truly feel in love with Iratus and honestly I remember nothing but fun times when I was playing it. Fast forward a long stint with Darkest Dungeon and all it's DLCs, I got in the mood to go back to Iratus. I also felt that if my desktop PC was able to handle Darkest Dungeon it should not have a problem with Iratus too and I was able to run it without a hitch.

Within a couple hours I found myself drawn back into the world of Iratus and this time I wanted to try some new minions I did not use previously. One of the by-products from switching from the Steam Deck to my desktop was losing all my save data so I hate to start from scratch progress wise and I oddly did not mind that. So without any more fanfare, we now have our RAVE for Iratus: Lord of the Dead.

    


Iratus is a dungeon-crawler roguelite similar to Darkest Dungeon (DD) as I previously mentioned. You play as Iratus, a rather cocky necromancer who is trying to conquer the world. Unlike some roguelites the lost you incur are not to yourself but to the minions you control and when you lose a minion they are gone for good. That Level 15 Banshee you've been slowly levelling up with all them cool items? Gone if you have a particularly bad battle. Sometimes you can lose a whole squad and have to start all over with a brand new team. However unless you lose all your minions you can rarely be defeated which make it a bit easier compared to some roguelites.

Iratus is not the most graphically intense game but the graphics are very serviceable especially for an indie game in this genre. It is on the same scale as Darkest Dungeon with just key frames of animation being the focus and definitely better than Indies' Lies minimalist approach. It also has a gothic art style to it, similar to Darkest Dungeon but with a more Dungeons and Dragon approach compared to DD's Lovecraftian style. The sound is okay, nothing to write home about however the guy who does the voice lines for Iratus is definitely having a good time and it shows in his performance (even tho hearing the same lines over and over can get a bit grating). The sound effects are nice tho and very satisfying when you score hits or cast spells. It is however in the gameplay where Iratus shines.

As mentioned above, Iratus is a tough game too however it is not as hard as say Darkest Dungeon. Thankfully Iratus does not borrow from Darkest Dungeon's mechanic where you get a disease and afflictions even if you have a good run. The upgrade economy is much more generous too compared to DD. Also as a nice twist because you are playing the bad guys, you get to inflict the stress on your opponents instead of the other way around. Some of the cooler teams in Iratus actually do stress damage instead of physical damage and you can actually scare enemies to death or install so much fear in them that they run away or turn on their allies. Its actually one of the cooler elements that the thing you feared the most in DD is now a benefit for you in Iratus.

The minions are what sells Iratus to me. Using resources you obtain while playing you combine these resources to make minions. When ether it be a fearsome Werewolf, a sturdy reliable Skeleton to a backstabbing conniving Lost Soul. You have so many choices and making up a team of maximum 4 characters, you can make endless combinations of teams and find synergy for days. During my most recent run for example, I use a mostly stress team with some melee hitters for the stress resistant folks (which there are some) and it was a blast especially because I never tried a stress team before. This constant discover of new teams and new ways of playing kept me going for 3 back to back runs and unlike some roguelites, a full run aka beating the game is an investment especially compared to a 30-40 min run in Risk of Rain 2. On average, if you want to beat Iratus, you normally are in it for a long haul of a 3 to 4 hr campaign.


Each minion can also be built according to your preference with each having multiple abilities you can build one way or another and they also have a special attacks too which are powered by Iratus' resource called 'wrath' and these are the most spectacular attacks in their arsenals. Iratus is no back-seat driver too, he can contribute with spells at least once a round and potions (which you craft with resources) which can either buff his squad or nerf the opposition. Iratus also has something snarky to say when ether his squad scores a kill or a he hits his opponents with a nasty spell. He is like the narrator of the game much like the narrator in DD (but honestly, nowhere near as cool).

Like all roguelites, the fun comes from the random elements the game throws at you, the challenge of a particularly hard boss or when you sometimes find a broken team combination and just steam roll over your enemies. Along the way there is chances to earn cool items for you or your minions, sacrifice your minions for more resources and even random events with multiple choices (similar to Slay the Spire and Indies' Lies). Whilst the challenge is there, honestly Iratus is one of the easier roguelites and completely wipes do happen but it is not as common. If anything, if you are starting off on this type of roguelites, I would highly recommend it because it'll definitely ease you into the genre. The game even has automatic auto-saves and multiple difficulty choices to make it easier to pick up. The game has since released some DLC which added some more minions (and new area with harder enemies which unlocks the 'true' ending)  and an extra character or two. I enjoyed this game so much I bought all the DLC (Wrath of the Necromancer) and even brought a 'supporter pack' (which included the OST, alternative skins and a digital strategy guide) and a couple of the alternative skin packs as well. Unfrozen, the makers of the game has recently announced they are working on a sequel and another project which is very interesting.

Can you believe this is Fanart?! Amazing work from Coremort.

Iratus: Lord of the Dead is basically Darkest Dungeon but you are not a fan of how difficult DD gets or you just want to play a bad guy for once. The game has a lot of charm and very easy to pick up and play as well. You have numerous minions at your disposal and each one brings their own unique flare to the game and along the way you will slay many heroes. I honestly feel because I enjoyed Iratus, I was able to tackle Darkest Dungeon and we know how that ended *cough* 5 blogs back to back *cough*. It gets a RAVE which is the highest recommendation on this blog and on top of that, it is not that expensive to pick up. It is constantly on sale along with the DLCs and it is well worth your time and money.

C'mon. Sometimes it is good to be bad.

AV

Sunday, August 27, 2023

Rave: Remnant 2




PREFACE: Opening Salvo.

After two previous blogs about Remnant 2 (which I recommend you checking out since you are also reading this one) we have arrived at our 'review'. For people that is new to RANTS & RAVES, the way I review a game is after I complete it, I normally give it one out of 3 potential rankings. Not arbitrary numbers like 9 or 7.5 out of 10. No, I normally rank it if it is worth your time and if you are interested in this game, will you enjoy it. On that note, things can be either RANT; something I did not enjoy and if anything I am annoyed I invested time in it, OKAY;  as the name implies, it is good but at the same time there are some clear faults and flaws in it that takes away from the overall experience and the top ranking, RAVE. As you can see from the title of this blog, Remnant 2 gets a RAVE but at the same time, its not a high RAVE like some previous games we have played and reviewed. Remnant 2 gets a Rave hence the lowercase. Whilst I enjoyed the game and I am still enjoying it, it only met my expectations and it did not go beyond it. It is a shame because this was arguably my most anticipated game of this year and now I can say it was just good.





STORYTIME: Getting to the Root

Remnant 2 is the sequel to Gunfire Games sleeper hit Remnant: From the Ashes. It is a direct continuation of it in that it shares a lot of the same characters, same worlds and a lot of the same mechanics that made the first game so fun. I've previously discussed my history with the franchise so I will not go into it too much but the main point is I loved the first game. I enjoyed playing it co-op with good friends and I enjoyed playing it solo as well. It had tons of elements that appealed to me. I love Souls-likes, this was described as Dark Souls with Guns, I like post apocalyptic world settings, this had that in spades. I like fantasy elements but at the same time I like science fiction and some how this game was able to combine both. It was melding pot of everything I was looking for and every session I played either solo or co-op was a great time. I used to stream and I streamed it consistently for at least 10 or more long sessions. I still have the archives. It was a great time so when Remnant 2 was announced I was 100% down for it. A lot of this is already explored in my first blog 'Fire on High' about the game. Also as mentioned in those initial impressions, the first couple days with the game was rough to say it lightly.

Even through the game was 'Steam Deck Verified' (a rating that has since been removed due to the game not performing well with the default SD graphic card), starting out I had a rough time. The initial cinematic that used in game graphics was very blurry and areas lacked smaller details. The frame rate was very choppy and during the first boss fight I was surprised it did not crash. Worst was a nasty glitch which seemed to affect the default configuration buttons which caused me to not have a healing button. My character would heal once and then every subsequent heal I would have a melee attack instead. It was frustrating and also time consuming and as I looked for a solution to fix it, I fixed the graphic config where the compromise is good enough that it doesn't look amazing but it looks good enough and the frame rate is capped at 30 (which while not ideal is still playable despite what some folks say). Despite all this I am not giving it a low Rave because of that. I am the one trying to play a next generation game, Unreal Engine 5 powered game on a Steam Deck after all and I know despite its strengths it is nowhere near as capable as a top of the line PC or a PS5. First impressions do last through and it did sour my initial experience with the game especially since I paid full price for it which is something I normally do not do unless I really want the game day one and I was told it was 'verified' by Valve and Gunfire themselves so I did not expect all these issues.

However enough about my own personal storyline, the story of Remnant 2 (warning possible spoilers) picks up many years after the original. The world has moved on and characters have grown up before our eyes. One of the most important characters is Clementine, the star of a previous Remnant DLC 'Subject 2923'. She saves us and our companion Cassandra early in the game and brings us to Ward 13, her home. There we meet a lot of familiar faces from the first Remnant. Riggs; the armorer. McCabe; the mod expert, Reggie the merchant and many others. We even have some new faces and each person plays their role. Ward 13 has gone from a small hub to a full on environment of its own. It has secrets and multiple NPCs you can chat with. Some of these NPCs have even grown up in between games (despite some characters not aging at all, kind of weird but go along with it). We also meet Commander Ford again (from the original Remnant) and it is him that sets us off on our real journey, as we re-discover the World Stone; a device that allows us to travel between worlds, some crazy stuff ensues and before we know it, we are at the center of all the conflict and the main enemy from the first game, The Root has only got stronger and needs to be finished for good.

The story of the Remnant series (including its prequel game Chronos: Before the Ashes) has always been a well written, well planned arc. There are some good lore videos on Youtube which I highly recommend checking out if its your jam. It uses some Dark Souls story telling elements too by hiding some deeper lore in the item descriptions flavor text and it pieces together a good yarn. In regards to that, I have nothing but praise for it. The NPCs in this game all have detailed stories too and each main world has a long detailed quest for you to accomplish before you can proceed in the game. When ether it be killing a elf king or the protector of a world whom has gone mad, each character has stories (not just a story) to tell and it deepens the experience. The story is not why most people play Remnant through, it is the gameplay that is it's real draw.




GAME FEEL: So Anyway... I Started Blasting.

A lot of this 'review' will be focus in this area so grab some snacks. Remnant 2 embodies the old idiom 'if it ain't broke, don't fix it'. Everything that worked in the original Remnant is back, the dodge rolls, the shooting and feedback, the healing mechanic but they also kept some of the problems like melee attacks (where you can not lock on for some reason but when shooting you can, go figure) and some infuriating lag especially when trying to aim after a roll. They also kept the main appeal of the previous one. Exploring procedural generate worlds? yep. Different playthrough with different paths to explore and different enemies including bosses along the way? yep. Tons and tons of loot? Hell yeah. Puzzles with complex solutions and cool rewards at the end? Even better in this one. Not resting on their laurels, they changed some things though, mostly for the better. Remnant 2 has now classes and tons of them. They called it Archetypes and each one of them have their own unique benefits and customizable skills. There are even some hidden ones, one particularly one requiring you to 'see the Matrix' pun intended. These are great and really play into making your character you want to be, rings and amulets return and their are the extra pieces you need to really finish out your build. Later on, you can even combine two Archetypes and get a really strong character and the combinations are endless.  Armor set bonuses are no longer a big factor so you can mix and match sets like in most Souls games and not be afraid you'll lose some special bonus. Relics aka your healing item has been changed and now the game has multiple types of relics which you can use based on your build. You want faster healing but at the cost of less relic charges? The Enlarged heart is your friend. You want your relic to fuel your mods (special functions attached to your guns) instead of healing you? They have one for that as well. They also have added special add-ons for the relics called 'Relic Fragments' which work hand in hand with your relic to give you more ammo drops, less spread on your weapon, more health etc etc. The relics are not the only thing you can upgrade too with all weapons either having a built in mod or a custom mod you can put on it yourself and you upgrade it level by level to make it better. On top of that (I know its getting a lot but it make sense when you are in the game) each weapon has a 'mutator' slot which can be upgraded too and those give you extra perks like faster reload time, does more critical damage and other things as well. When it comes to instruments of destruction, you will have a big tool box however we now reach an big issue I have with it. The games upgrade economy.

Remnant 2 unfortunately has a real bottle neck way of making you focus on only certain things. This extends beyond the weapons too but we will come back to that later. I recall reading early on that the games upgrade materials at the very end is very stingy and that currency you need to upgrade them with ,which is called scrap also becomes a lot more scarce later on if you are not actively farming. Out of the 3 main weapons, I currently have a fully upgraded long gun, hand gun and melee weapon and that seems to be the best I can do in this playthrough. Even using the game's built in system to re-roll worlds to get different experiences and fight different bosses, I am not able to branch out and try different weapons or try new builds without feeling woefully underpowered. My current situation right now with 111 + hrs into the game is try my new build and weapons, get slaughtered in every new area but eventually get to the mini-boss (not even a main one) and barely touch them, after a couple frustrating tries, switch back to what had carried my whole game and go on my way. All this business of trying new approaches are gone because the game has now over-leveled everything to my weapon level and because I need to max them out to play the game, non fully levelled weapons don't stand a chance.  In a way, even though the game encourages you to keep going after you beat the final boss I feel it honestly pushes you into a new game if you want to try a new build/ weapons. Having under-levelled stuff will be to your determent. With the games limiting upgrade economy you are left with a very few fully leveled weapons and tons of cool alternative sitting in your menus like a museum of sorts. Its rather sad.

As previously mentioned, this bottle neck approach is carried over and one of the worst changes from the original Remnant, the games level up system, which is called traits. Traits are limited to 65 in any run. Remnant: From the Ashes had unlimited traits but Remnant 2 with infinite re-rolling system, multiple bosses and expansive areas only gives you 65 to work with. On top of that, these trait points must be found in world or by killing bosses and the game no longer levels you traits independently. Trait books used to be a new way of boosting your character in Remnant whilst in Remnant 2 it has becomes a necessity to find them if you want to really max out your character. This walk back from a previous, well received system is surprising and a lot of issues with this game are about how limited trait points are and how again we can see all these cool things that we can have but only in the menus. Sure unlike weapons, you can reassign the traits points at anytime with a now unlimited use Orb of Undoing (which previously costed your scrap and was changed in a Quality of Life update) but no matter what, your options now has walls and it is beginning to fill more like a closed garden then a wild wood. All this in a game with no PvP element. Remnant 2 is purely Player vs Environment/ Enemy aka PvE so why should anyone care if we break the system with overpowered builds? Its not like the world boss Sha'Hala is going to get upset and rage quit on us. We should be allowed to play how we like and unfortunately the game designers do not see it that way. They sound very adamant about the trait cap so I guess we should get used to restricted play styles.

Now I know, this can all be resolved with starting a brand new game and rebuilding but after a 111 + hr investment in my case, the prospect of having to go through all the growing pains of another playthrough where I am back to square one with under levelled weapons and traits all over again is not entirely appealing. I rather continue the run I currently have with all the cool stuff I have collected. However the restrictive upgrade economy (have I mentioned your healing relics are tied to your final upgrade material for your weapon? So you have to choose to either have more relics or maxed out weapons?) means in the end, a new game might be the only answer if you want to explore more builds and weapon ideas. You need good weapons too because the game becomes unforgiving in ways that are kind of strange and not player friendly at all. Buckle in, its time we talk about the bosses of Remnant 2.




BOSS DESIGN: Don't you know that Imma Boss? - NCT127 !MASSIVE SPOILERS AHEAD!

Now I know certain folks do not like discussions about bosses in video games and some people even consider it spoilers to talk too much about them but there is a spoiler warning above as clear as day so now we are going to talk about them.

Boss encounters are a hallmark of a good Souls-like. After surviving an area, exploring every nook and cranny, you discover a hopefully big wide area or sometimes a 'fog wall'. Sometimes, not all the times there is save point near-by as well. Now if you played a good share of Souls game or Soul-likes you know what is about to go down. One of my good friends and fellow Remnant: From the Ashes enjoyer Blythe lives for boss battles. Heck, he will sometimes ignore everything even on a initial playthrough just to get the boss so he can fight them. He know it, we all know it, a good boss battle gets the blood pumping and really helps with your enjoyment of the game. I can talk about my epic boss battles with Lady Maria in Bloodborne, or the Delver in The Surge 2 or even big spoiler for Souls-like Thymesia, fighting myself. Boss battles really need to deliver if a Souls-like wants to succeed with fans.

It is on that sad note, that I relay, for me, personally, 80% of the boss battles are annoying in Remnant 2, 10% are just not memorable and a whooping 10% of them are actually fun. It is a rather sad ratio but for me, most boss battles really feel short of the mark of being a good time. To not over-state my case I will explore 1 horrible boss, 1 decent boss, almost good boss and 1 very very bad boss.

The horrible boss is called Primogenitor. This bosses mechanic is simple, its a little parasite that hides inside bigger bodies which you need to kill to expose it. After that they attack you directly (very badly) and after a very short flurry of confusion, it will run away and than comeback in another big body and the pattern resumes. The problem with this boss is compounded by the fact it is a bullet sponge and takes a lot of damage before it exposes itself and when it is exposed your time to hit it is very limited. It is also very small making hard to hit and all the while it is creating more ads (aka enemy goons) that accost you and then you add random explosions its throwing at you and much later you have multiple flying goons so it becomes a balancing act of finding the boss in which of 3 big bodies it can be hiding in, avoid the goons, explosions and a arena with a lot of random climbing in and out of pit falls. It is a miserable experience and under-levelled it took me a long time to kill and the whole time I hated every moment of it. Unfortunately, the goon gank squads, the micro-managing of tons of elements like explosions and terrain and almost crazy damage a boss does is par for course for most of the bosses in this game. The goons have an unlimited spawn count too, so you can never take them all out and make it where it is just you and boss. No the game wants you to deal with all this. Now, in a co-op environment, this might be fun especially in a well put together team where everyone knows their roles but for a solo player which what I am and have been for 95% of my playthrough, it was not fun. It is simply not designed for a solo person to handle and not everyone likes playing co-op games. 95% of my Souls experience was solo and I like it that way. This game is marketed at solo and co-op players but I feel when it comes to bosses, it definitely skewered towards co-op only.

The decent, almost good boss is the Ravager. This boss is a call-back to Remnant and storyline wise it even makes sense why you find him like this. He is a challenging boss but has clear tells before big attacks, a cheap move where he tried to suck you into a vortex which can be avoided and limited (but still annoying) ad spam. His arena is large with clear places and pillars you can hid behind and catch a breath before he slowly takes them away as gets closer to the end and gets more desperate. Add that this boss has amazing replay-ability with 4 different options with different loot for each option when you encounter him which also affects your storyline going forward too. If we had more bosses designed like him, the bosses in this game would not be such a low-light to me.

Our final case study is the actual final boss and this boss is really, really bad. The arena is restrictive in the strangest ways where you can get hung up on terrain, now the first phase can be challenging but thanks to some tells, you can eventually get used to the timing and get some good hits in. However it was when he switches to phase 2 when the game throws all it can at you, too and things just get messy. The whole game becomes a washed in red and gets all 4th wall breaking because the game goes between a digital world and the 'real world'. The boss now has full screen filling attacks, there are hostile obstacles on the ground and there is a new danger of rolling out of the boss arena and insta-dying. The boss continues to be able to absorb everything you throw at it and you are always one or two hits away from being killed. Finally, as an extra insult, when you think it becomes a 'oh shit' moment and the boss goes into phase 3, it becomes a very lame, easily beatable 'siege' moment which could have just been summed up in a cut scene. Fight Sister Friede in Dark Souls 3... that is how you do a third phase properly. As the final boss in the game (so far) it does not leave the best impression and it kind of reminds me of another Souls-like Mortal Shell where the last boss was arguably the worst boss in the game and I dreaded doing a final run to the boss. I dread doing multiple playthrough of this game due to this boss too.

What should be the one of the stand-out aspects of the game stands out in a different way and unfortunately it goes back to what I previously said where the game feels definitely co-op focused which is a shame because we have arrived at another big problem. For a game who obviously want you to work together it has no built in chat function. You have to use a third party like Discord if you really want to have voice chat with friends or be stuck with the limited built-in pinging and emote system. It is a rather weird choice and definitely something I hope the developers address at a later time.

My Endgame build.


THE FUTURE: The Best is Yet to Come?

Speaking of the developers, Gunfire Games so far has a shown they are fully invested with making Remnant 2 the best game it can be. Remnant 2 unlike Remnant: From the Ashes is a certified hit with lots of critical and commercial success. They even recently celebrated 1 million copies sold which is amazing and congratulations to them. The studio also definitely has an ambitious plan going forward with 3 promised DLCs (as mentioned in the Ultimate versions) and maybe even more after that. Hopefully it can help them address some of the quirks I have with it and it can become a RAVE (all caps). Just a couple quick pieces of feedback from me would be taking the 'accessibility' trait which governs overall movement (climbing ladders, vaulting and running) and just making it a built in benefit that levels up as you play the game, that alone will put points back in limited trait pool. Speaking of, I am not part of the group whom says we need unlimited traits but maybe at least above 65 so we can do more different builds. Adding to that, keep adjusting the upgrade economy (which they have done before so we know it is possible) so we can use more weapons and have multiple choices instead of locking us into some maxed out weapons and some mid maxed ones. This would open up this previously mentioned museum and let you experience multiple builds and weapons without always having to start a new game. 

Now you might think after reading all of this I do not like the game and I do. My future with this game is not grim. I enjoy playing it and I will eventually play more co-op and maybe that'll change my feelings about it more about it. This will not be my last blog on Remnant 2 and I'll probably enjoy doing Archetype reviews like I did with Risk of Rain 2 content. This game might reach the point where it becomes an obsession like my previous RAVEs like Risk of Rain 2, Darkest Dungeon or Deadbolt and I am actually very close to getting 100% on all the achievements too so I got that to aim for as well. I want to try out the harder difficulties too and getting the cool unlocks that come with that so this game has legs. I just wished I was not so restricted with how far I can run.





CONCLUSION: In The End

So with all my gripes, you would think this was a negative review and in all honesty it is not. I have a couple reservations and issues with the game but overall I like it. The action is amazing and when you are in the heat on the moment and your hitting your critical hits and rolling right before a big blow will smash you and come out of unscathed, the game feel is intoxicating. The well thought out puzzles that are better than your average action games, Remnant's puzzles involved using the brain and your environment (and a slight knowledge of music theory in some areas). Even on a Steam Deck the game looks great and I can tell they put a lot of love into each environment. From the now Root infested jungles of Yaesha to the pulled out of Aliens/ The Matrix N'Erud, each biome is filled with sights and wonders. The sound design is top notch again too, maintaining the fine line between the sound effects of a real life Chicago Typewriter to the more out there weapons you can find that channels the powers of the stars. The voice acting cast is top notch and whilst your avatar does talk a bit too much sometimes and at weird times, even that had been toned back recently following feedback. And therein lies my hope for the future, Gunfire has shown that they are listening to feedback and making adjustments accordingly so we might get to a point where the game's open sandbox will truly be open.

For now, this game gets a Rave and a recommendation especially if you liked the first game and especially if you have so co-op partners to support you. Me, for one, will keep playing too. Even with more than 111 hrs I have still not fought ever boss or explored every area, which is amazing and I'll provide updates as they happen. The Root won't stop and neither shall I.

AV