Videogaming: Baldur's Gate 3 is Infuriating

I’ve been playing Baldur’s Gate 3 for the past month or so, since it came out on the Xbox. People have been praising this game since August so I was pretty excited to get into the game. I am a huge D&D and TTRPG fan afterall, so the prospect of bringing that to a videogame seemed pretty exciting.

I’ve just hit Act 3 this past week and I think I am about 60-70 hours in. If I am being honest, I dont think I like this game very much and it almost entirely boils down to the combat.

But before we really get into that, let’s talk about some other things in the game that just don’t seem to connect with me. The game is very heavility influenced by the actual D&D roleplay mechanic system. Unforuntely, that brings all of the similar trappings that come with playing D&D, but without the benefit of having the ability to get contextual information or clarification form your dungeon master. Roleplay is probably my favorite part of D&D and Baldur’s Gate on the whoile does a pretty decent job of this. However, it obfuscates the skill checks and rolls in most roleplay or social situations. I very often will find myself in a conversation which results in a roll, but I have no way to know which character may be most appropriate for the situation or context. Furthermore, when a roll like Persuasion is required I have no idea what the stat for the chracter that I have select is. If the game didn’t explicitly have a dice roll in these situations, I probably wouldn’t care, but if it is going to show me that actual roll, every…single…time at least let me see what my modifier is before I select that as a dialog option.

Contextual clues are the biggest frustration I have with this game. There have been way too many situations where I am walking around the world where combat will just suddenly start, or worse yet, I think it will, and it doesn’t resulting in a conversation that has to preempt combat. Just today I wrestled with a combat scenario against some Githyanki in a hidden library. I must’ve run this combat 6-7 times. After getting obliterated the first time I tried to sneak and get surprise on the enemy for an attack. every single time I would get a spell off and then the conversation would trigger and then waste the concentrate or spell I just cast. I had a nearly identical level of frustration with the combat that occured at the entrance of the Moonrise Towers in Act 2.

I basically had to “cheese” the combat to get an upper hand due to the action economy. Almost every combat has significantly more combatants than your party.

Let’s continue our conversation though on that Githyanki fight and the way it was structured. There were two portals on the sides of the room, summoning in more Githyanki each round. Those portals were placed just sor perfectly to be out of reach of any of my spells like Fireball, etc. This is frustrating game design, because it is almost impossible to know that those exist until you fail at a first attempt of combat. There was no way going into that room to know how to position my characters and accommodate for that specific setup. So many of the combat encounters have this same sort of thing and it is just driving me away from wanting to continue to play.

Xbox - 2023 Year in Review

Let's take a look at my year in gaming on Xbox. I am a bit surprised at this to be honest. I had no idea that I played 43 games. Deep Rock was definitely my most played game this year. I am surprised at my hours for Starfield. I cranked through that game in a couple of weeks and enjoyed it, but fell off pretty hard after the first ending. I didn't make to any subsequent NG+ games. 



Videogaming: Pentiment

This past week I have been knocked out of commission due to a nasty head cold. I unfortunately have never been able to "nap" so I have be stuck on the couch, cleaning up work emails and trying to find something else to pass the time. Too tired to read or engage my brain in any real creative activity I decided to give the recent Gamepass release Pentiment a go, and boy did it hit the right spot at the right time. 

Pentiment is a text based murder mystery game focused around 16th century Bavaria, the Catholic Church, and the Holy Roman Empire. The adventure takes place in the town of Tassing where you have to first investigate a murder at the local abbey. The murder mystery has you as the main character going around the town, looking for clues and interviewing people in the town. All standard "your choice affects the world and people" stuff we have seen in many games. 

What really sets Pentiment apart though is the atmosphere. First the game's art style is a wonderful hand drawn and there is almost no music in the game, with the exception of two notable instances in my play through. It came to be incredibly relaxing while laying on the couch sick. 

The other thing that really caught me about this game is how it built this sense of family and community. The game is really about the people and the families of Tassing. There are three acts in the game that take place over twenty years and through each act you see families grow, some members pass away, and others get married to each other. It was touching and it really grounded me to the characters to see where they have come and where they were going. Finding out that someone from the first act had passed away really struck me emotionally as I needed to delicately navigate how to inquire about the circumstances of what happened the seven years I was gone. 

This was the late 1500's after all and times were tough. Political and religious struggle was bounded by the plague and class warfare and that is reflected in this game. It all came together though in the third act as the game culminates on Christmas Eve. All of your choices an all of the lives of the characters in the game come together on the Christmas Eve celebration at the local inn. All of the townspeople are there and there is this brilliant moment of cultural community that is brought together that just really touched me from a storytelling perspective. That pure sense of community and despite all of the hardships and tragedy that have occurred to the characters in this game, they all soldiered through it together, as a community.

The game can be a bit hard though to get invested in, especially if you aren't prepared for the amount of text you need to parse through. Additionally, there is a beautiful element many of the character's text in the game is different based upon their profession. For example, the monks at the monastery have text bubbles in a gothic font. The local printer has his family's text in a print font. This is a great touch, but can be a bit hard to read at times. Thankfully, there is a "simple font" option for those who want to turn it on, but the game does lose a bit of charm there. 

Also, the other minor fault in the narrative flow is that the game doesn't always give you a good indication of how much interaction and time you have between the scenes. There were multiple instances where I could have interviewed more people, but didn't realize my current interaction was going to progress forward the clock. That was not telegraphed very well early on. 

Overall though, such a wonderful and touching game and I think I might play it again to see how the story changes with different dialog choices and different interactions. Check it out if you are looking for a nice, slow paced game.


Videogaming: Spiritfarer

Every once in a while I come across a game, a book, a movie, or whatever that absolutely hits me emotionally. More often than not, it hits me in such as way that I had no idea that it was coming. Deadhouse Gates did that to me for books and Blade Runner did that to me for film. Off the time of my head I cannot say that I have been hit so emotionally before by a video game, at least in the sort of emotion that conveys sadness, melancholy, and resolution. 

Spiritfarer is that game for me. An incredibly gorgeous 2D side scroller that has you playings as a Spiritfarer, an entity that guides lost sprits to the Everdoor and to whatever lies beyond. I want to make sure that I convey this game to everyone and its impact without spoiling it, because part of the charm and part of the impact that to conveys to you is the story that unfold as you shepherd souls to the Everdoor. 

The Everdoor is a gate, and quite literally the gate to the afterlife, which lends one to ask, where does the game take place? It doesn't take place in the "living world", as it is made clear to you from the outset that not only are the inhabitants, but you too are in fact deceased. I would guess then that the world is a sort of purgatory or waiting room for the next life. Your job is to help the individuals you come across put closure to their lives and help them pass on.

It all sounds rather dark, but it is wrapped up into a beautiful Animal Crossing style package that presents to you whimsical and loving characters who are all represented as various animals. Keeping on the Animal Crossing theme a bit, there is a community building aspect to the game where you have to gather resources and build your residents homes. 

Where the game really gets to me though is in the story moments, the small snippets of dialog that occur between the Spiritfarer and the various inhabitants. You get a touch into all of the character's lives as they reflect upon their successes and failures when they were alive. It is very touching and each time when you finally shepherd your inhabitants to the Evertdoor to say their final farewell, the moment is bittersweet each time. What makes the game so good though, is that they are able to make each characters goodbye mean something. Some of these characters are easily lovable, while others were no necessarily good people during their life. They were mean, perhaps criminals and sometimes dishonest and failures. In the end though, the characters all seem real based upon how they approach their final moments at the Everdoor based upon all of their past life experiences. Some of them are grateful, some are relieved. Others view the experience with resolve or even outright indifference. It seems true either way and in the end the game tells you in no uncertain terms that the time will come for all of us to eventually say goodbye. It is sad, sometimes tragically so, but it is a lesson that we all need to confront eventually in our lives. 

I came out of this game really reflecting upon the experiences and time you get to have with everyone around you and there were times as I played this game, watching the Spiritrarer say goodbye to a companion, and I had to pause in the reflective and quiet moment. It makes you want to hug that loved one you have nearby because sometimes you never quite know when goodbye comes. 

Videogaming: Night Call

I have discovered a really incredible game this past week on Xbox Gamepass called Night Call. It is sort of like a illustrated narrative game, where you play a taxi driver who is driving a night shift through Paris. Each night you pick up passengers in your taxi and listen to their story and ask them questions. Occasionally, you will have to spent time and money investigating clues related to a serial killer who is loose in the city and whom you had run in with at the start of the game. 

The game is mostly black and white with hints of color placed throughout the game. Definitely a "Noir" design, the city appears to be cold, dark and always raining. It is such an interesting game and a huge change of pace to many other games I have played right now. There is no combat in the game, nor is there really even any conflict. It really is just a story playing out with your investigation and which you make choices in those conversations. I wouldn't call it a light game though. The mood and dialog is very dark and intense. The elements in the game deal with very adult themes as well. 

If you can, definitely check this game out. It is not like anything I have played before.

Videogaming: Gears 5

Quarantine time has led to me being able to play some video games and catch up on a bit of my backlog. This past week I finally had a chance to get back into Gears 5 and finish off the single player. I have never been a huge Gears fan. I played both 1 & 2 and finished neither of them. They felt a bit too "dude bro" for my tastes. This past fall I decided to give Gears 4 a shot, as it was on Xbox Gamepass and I had a pretty decent time with it. The gameplay seemed fine enough and it wasn't too long, so I played through the story and was at least engaged with it to give Gears 5 a shot. 

I started playing Gears 5 when it was released this past winter, but only got about three hours into it before I fell off. Oddly enough, I did put quite a bit of time into the multi-player. game, namely the Horde mode. It has a nice, mindless element too it, but I didn't realize right away the the 50 rounds of horde mode can take upwards of almost two hours. That is quite a commitment to one game with teammates. 

I jumped back into Gears last week to see if it would hook me again, and I have to say that I enjoyed it about as much as I did with Gears 4. It was a fun romp, but it didn't really spark any passion for me. There was one really nice emotional moment that came near the end of the game, that was a bit of a surprise. So much so in fact that I actually played through that section, completed another hour or so of the game and then decided to go back and play that section over again to change my decision. 

The ending of the game seemed fine, but it did give a nice sense of "hopelessness to the story that I wasn't expecting. Will I played Gears 6 to finish off this section part of the trilogy? Yeah, probably, but only because I am a Gamepass subscriber.  

Videogaming: #MyDecadeOnXbox - AbleAmerek

TrueAchievements.com has a cool little summary of a users' past decade on Xbox. It is a cool little insight into my past decade playing Xbox. I am a bit surprised that I have been playing for ten years on Xbox to be honest. I actually think I picked up my 360 back around 2009, and that data is just this list. 

So take a look at this cool little infographic. 

Videogaming: Quantum Break

Xbox Game Pass has been a really cool service that I have been taking advantage of lately. It is sort of like a Netflix type service for Xbox, where a library of games is available for you to play for $10 a month. One of my most recent plays was Quantum Break. This game really surprised me. At the time of its release it caught a lot of flak and didn't seem to get very good reviews. 

Microsoft tried to do something interesting with the game, mixing live action "TV Episodes" that aired on a weekly basis to build upon the story. The idea is that decisions in the game would influence the live episode the next week. I'm well past that point, but the overall execution worked out pretty well in my opinion. 

What really blew me away though in Quantum Break was how well they told a time travel story. The logic and science behind their methods to tell the story made complete sense and didn't cause any sort of paradox problems within the story. In fact, if you think about how they executed the ending, the whole foreshadowing throughout the entire game continues to be consistent, even if you did "defeat the bad guy". It has to be one of the better sci-fi uses of time travel that I have ever seen. 

October 2017 - Videogaming (Gone Home)

I finished playing the game Gone Home last night and I have to now recommend this game for everyone to play. It is one of the most emotionally impacting video games I have ever played and also perfect for a rainy, overcast October. 

The game is extremely simple and only takes a couple of hours to play. You find yourself in the front porch of your family's new house. There is a storm raging outside and there appears to be no one home. Over the course of the next couple of hours you will progress through the house to find diary chapters form your sister along with notes about your Uncle who used to live in the house. 

I won't spoil the magic of these passages, but the game has a beautiful atmosphere and perfectly told story. There are moments where your own imagination will get the better of you, but you should just keep going forward for the story. This won't "scare you", I promise. 

https://gonehome.game

May 2016 - Videogaming

I have been in-between a solid video game for the past few weeks. The Division has lost my interest and I am hoping that a future update may bring me back to it. I have been dabbling here and there with a few different games. 

I played quite a bit of the Overwatch Beta that occurred a couple of weeks ago.That game is a ton of fun and has a lot of the same sort of hooks that TF2 had when it came out. While gorgeous and a ton of fund to play, I don't see myself necessarily picking it up right away. For some reason I never came away from the game "craving" for the next time to play. 

This past weekend had another Splatfest for Splatoon and I I ended up playing a lot of that this weekend. I had forgotten how good that game really was, and they have continued to add more maps and more weapons to the game. There has to be over thirty different load outs now for the maps. Tons of fun and it actually scratched my area shooter itch that Overwatch was going for. 

My biggest thing though was that I have been playing some indie games as of late. I finally finished The Fall, which was from the last Humble Nindie Bundle from last fall. The Fall is a cool adventure game where you are an AI in an environment suit trying to save the life of the body inside. You are stuck in a recycling facility that is trying to tear you apart. The game has some great atmospherics and the puzzles are decent, but there were several occasions where I had to basically "try everything" in my inventory to see what would solve a puzzle. Solutions were not always intuitive, but the game was probably 6-8 hours in length total, so it was a good time while it lasted. 

I briefly also played "Affordable Space Adventure" this weekend two for an hour or so. This was in the most recent Humble Nintendo Bundle and a game that has received a lot of praise when it came out. It is a Wii U exclusive and makes fantastic use of the touchpad for having controls and even sounds just on the pad to supplement the game. I am just pas the tutorial section, so I'll have to see how that one plays out over the next few days.