Friday, July 29, 2022

#IndieSelect: Shutshimi (PC)

Disclaimer:  I received a copy of Shutshimi from IndieGamerChick to play as part of the #IndieSelect series, where games are given out to people to play and help spread the word of under-the-radar indie games on various platforms.  The game Steam Key was given and received without promise or expectation of a positive review, only that the game be played and that experience be shared through social media.  All words and screenshots in this article, unless otherwise stated are from my own experience playing Shutshimi.

Systems: Windows, 3DS, Wii U, PlayStation Vita, PlayStation 4, Linux, & macOS.
Original Release Date: August 25, 2015
Developer: Neon Deity Games

Shutshimi is a horizontal arcade shooter mixed with a dose of Wario Ware-esque, with associate writers from Monty Python and a budget of a few thousand dollars, and is a lot of fun to play.

In Shutshimi, you play as a gun-toting memory-challenged fish who is self-tasked with defending his waters from enemy invaders.  You face the right, enemies come swimming at you from the right to the left, and like any shmup, you have an arsenal of weapons to use against your aggressors.  But the game is not quite that simple.  Each stage is 10 seconds long and you spend those 10 seconds shooting and dodging as many enemies as possible.  Shooting enemies scores points and when you reach a specific point total (2500, 5000, 10000, etc), you earn a free life.  In between each stage, you are given the choice to choose one of three items that are randomly selected that will either be used in the next stage only, or will modify your weapon until you change weapons.  There are also hats you can wear.

That is essentially the base of the game.  You have to survive through stages that typically last 10 seconds.  In every fifth stage, you go up against a boss and have to do as much damage within that 10 seconds or you continue where you left off when they show up again five stages later and you do not have to kill them within the 10 seconds, which is a very nice touch; there have been a couple of times where I started the boss stage and took them out after one hit because I had previously damaged them to the point of almost death.  How you are equipped when you go into the boss fight will greatly affect your ability to take them out as quickly as possible and that, like nearly everything else in the game can be randomized.

The shop which will always show up between stages is populated with three randomized items and what those items do can be a bit confusing for the first handful of times you play the game.  The text for the items sometimes changes so when you see the Dragon Statue it will not always say "I'm ordering a couple of pizzas. What do you want? On mine I'm definitely getting increased bullet hardness. It also comes with free Wi-Fi. So there's that too." or "Surgeon General's warning: waterproof cigars contain increased bullet hardness. Please pick this one. We worked hard implementing this."  There is consistent text about "increased bullet hardness" which means that this particular item will increase the amount of damage that whatever your currently equipped weapon does.  I am guessing that the "1" next to the item means that it will only work during one stage and therefore would not stack if you picked the Dragon Statue twice in a row.  And while you are reading all of this text about a single item, there is an eight-second timer counting down and once it reaches zero, you are stuck with whichever item your cursor was on.  Yes, eight seconds is all you have to visually analyze which items are being offered, and especially in the first dozen times, the screen pops up, trying to parse what the text even means while hoping you do not pick that one item although you have forgotten which one, that inverts your control scheme for shits and giggles.

This limited-time item purchasing mechanic is one of the frustratingly brilliant aspects of the game.   Because I only had eight seconds to decide which item to choose and knowing that not all items were as beneficial as increasing my damage from the Dragon Statue or giving me three guns from the Cherries, I knew that I needed to be strategic in which item I picked otherwise I could end up with decreased movement speed, or worse, double movement speed for the player and enemies.  But with games lasting 20+ rounds, it was not always easy to remember which item did what because I may not have registered that the squeaky-looking-hammer thing slowed down your movement because I also focused on the text for the item.  And then there are items (cassette tape, basketball, etc) that let you equip hats which sometimes do nothing but give you cool looking and maybe change the music, other times give you a special attack, and other times might obscure your vision.  Hats though only last as long as your current life or until you equip a new hat.  And as mentioned above, oftentimes there are clues in the description text hinting at what the item does, but having multiple descriptions for the same items throws me off a bit so it is hard to remember what did what, which I am guessing is part of the point.  I did look up an item description list though, which I do not think I would consider cheating, just a workaround to needing to pause the game to write down information and destroying the flow.

After I had read what the items did and which ones I knew I wanted to avoid, it only took me two more attempts to beat the game.

But did I beat the game?

After the congratulatory VICTORY screen, there was a VICTORY? screen showing what looked to be a reincarnated version of the final boss, but I could be wrong.  Also, Neon Deity Games confirmed that I was actually only halfway through the main game, which made sense because the game continued after the VICTORY screen.  I initially thought that maybe the game would continue indefinitely so you could rack up a sick high score along with more enemies per stage resulting in increased difficulty, but the design of the submarine and the background implied that there was more game to play beyond your VICTORY.

I do have, I think, just one criticism.  I wish there was a little more variety in the enemies.  You have the sharks, the trio of squid, the water bears (at least that is what I called them) the purple jellyfish, a deep one, an egg-spitting pelican, and a cat in a submersible that fires a tri-linear barrage of projectiles at you.  Oh, and there are butts on surfboards too in a specific stage.  Now that I type that out, I guess there are more enemies than I initially thought, but every time I play, by the time I defeat the second boss, I am already growing tired of the enemies that come at me in the same color scheme and same attack patterns.  Of course, if I am griping about predictable attack patterns I should be better at the game than I really am, so that is on me.  In my own defense, side-scrolling shmups are not really my game of choice because at times I get visually overwhelmed when they become bullet-hellathons, but Shutshimi is rarely that because most of the enemies just fly at you while very few have projectiles apart from the bosses.  Really it just boils down to that I can get frustrated with feeling like I am not playing as well as I think I should be

Shutshimi is just a fun game with a great sense of humor that does not seem to take itself too seriously with a lot of great music (that I am likely to get to next week) that has an interesting mechanic that I found to be less frustrating with a little bit of online help.  I do not know if I will actually finish the game (beating the bosses twice I believe), and I am almost positive that I will not be able to beat the game on Heartless mode (more enemies, only one life, no extra lives). although I did impress myself by making it to Wave 8 and defeating the first boss on Wave 5; so I guess that means I do not totally suck  And after this first experience with Neon Deity, I think I will need to look further into their Switch/Steam catalog and find out what they have available.


~JWfW/JDub/The Faceplantman/Jaconian

Wednesday, July 27, 2022

MIDI Week Singles: " Scene 4 - The Giant Laser Cannon" - Captain America and the Avengers (GB)

 

Composer: Eric Swanson
Album: No Official Release
Publisher: Mindscape Inc.
Developer: Data East


I cannot say that I am overly familiar with this game, although I have played the arcade game (the first time being in 1992-93 at Disneyland where I got my ass handed to me while playing as Hawkeye), but like a lot of arcade games, the music always felt drowned out by the din of the rest of the arcade and the sounds of digitized screams.  That and I have never made it to Scene 4 - The Giant Laser Canon, where this music is featured.  This is all to say that the music that is used in the Game Boy port is just that, a Game Boy version of the same music that plays during Scene 4.

If you listen to the theme played in the highest quality arcade music chip that Data East had to offer in 1991 to the music from the Game Boy port of 1994, you can still tell that this is the same song.  It is a Game Boy-ified version of the song, but it is a far cry from the shrill monotones (literally out of the Game Boy's single speaker) that you could risk converting a song to the Game Boy sound chip.  And this is a fun song, great to have in the back ground while beating up the defense forces of Red Skull as you approach his apparent lacky Juggernaut (although the fight with Juggernaut has his own theme), and this was the one track from the entire game (being the Game Boy version) that stuck out to me.

Great job Eric Swanson!


~JWfW/JDub/The Faceplantman/Jaconian
Kämpfen wir nicht alleine

Friday, July 22, 2022

Brief Thoughts on the Dungeons & Dragons: Honor Among Thieves Trailer

First off, a bit of context and history because that is the way we do things around here; some of which I have already talked about, but I am putting it down here (again) for contextual reasons.

I have been playing Dungeons & Dragons since around 1992 when Dellanos introduced the game in its 2nd Edition D&D form to myself and Dr. Potts after we finished playing the main campaign of Hero Quest.  This seemed like a natural transition and I have been in love with D&D (for the most part) ever since.  I have played 2nd Edition D&D, Advanced Dungeons & Dragons, 3rd Edition, 3.5, a couple of games of 4E, and a lot of games, albeit mostly home-brewed games in 5E.  I played a lot of Baldur's Gate games and the bejeezus out of Neverwinter Nights.  I only recently started reading books that take place in the Forgotten Realms (written during the AD&D era), but I have a whole shelf dedicated to Ravenloft novels and the Ravenloft campaign setting and modules at home.  

When the first Dungeons & Dragons movie was announced sometime in 1995, I was pretty excited.  When I saw the initial poster for Dragonheart at a Star Trek convention that same year, I thought it was for the D&D movie, although that movie did not come out until 2000; I seem to recall that we thought maybe it was going to be a movie in the Dragonlance campaign setting because of the title.  When the Dungeons & Dragons movie did come out, I was fairly disappointed.  I wasn't a fan of the story, I thought Jeremy Irons should have had long hair, I thought the casting choices were off, and abhorrent that the director gave the evil guard patrols Beholder companions (although I thought the Beholders looked great, but the Dragons looked like they were drawn by a 10-year-old with jumbo Crayola crayons).  There were a lot of other issues I took with the movie, but that could be its own rant fest that no one wants to read that article about a 22-year-old movie.

When this new Dungeons & Dragons movie was announced, I was pessimistically hopeful, with my one internal caveat being that they not have the main character be a thief/rogue because that was the angle that the first D&D movie took and I still had a sour taste in my proverbial mouth from that.  Then last year it was announced that the subtitle for this move would be "Honor Among Thieves," and my hopes dropped, despite knowing that Michelle Rodriguez and Chris Pine were cast (and eye-rollingly Hugh Grant as well).  But I was going to hold off judgment until at least a trailer was released.  And today (possibly because of SDCC?), the trailer was released.

And I thought, "Huh, this actually looks pretty good; even if they didn't use my growl as inspiration for the Owlbear.

Sure there are things that made me go, "Now wait a minute," like people intentionally diving into a Gelatinous Cube or a Black Dragon that looks as if it is siding with a particular army and not of its own accord, but again, I am withholding judgment until I actually see the movie.  But using Led Zepplin as the backing track for the trailer was a nice touch as I felt it didn't overshadow the trailer itself.  There seems to be a decent amount of humor and that makes sense that the trailer would highlight that aspect of the movie because if anything, a lot of the D&D campaigns I have played in have been rather amusing and not always as serious as the cover art would have you believe them to be.  I do not think that I will be as anal retentive as some people might be regarding how close the movie sticks to a specific edition or react like "that's not a spell in D&D!!"  I have already read some people upset/annoyed that a druid-like character Wild Shape into an Owlbear where the rules say that druids can only Wild Shape into "beasts" and an Owlbear is categorized as a monstrosity so they shouldn't be allowed to Wild Shape into an Owlbear and therefore the movie is trash.

I like what looks to be the inclusion of the Red Wizards of Thay, the Underdark, the rest of the monsters look fantastic, and what I am hoping for is just a good two-hour-long adventure with characters that I enjoy spending time with on an adventure that is enjoyable. And that Conklederp and I can say to each other, "Must've failed their Dex save" on our third viewing (because we all know me and talking during movies).  But based on the trailer, this does look like it could be a fun adventure.


~JWfW/JDub/The Faceplantman/Jaconian


P.S.  And just for ease of accessing the trailer from Paramount Pictures, here it is below:



P.P.S.  I also recommend checking out the accompanying "Monster Manual" that the Dungeons & Dragons YouTube channel put out about creatures and locations in the movie because hearing Chris Perkins talk about Waterdeep and Neverwinter was pretty great.

Wednesday, July 20, 2022

MIDI Week Singles: "Metfest" - Ragnarock (OQ2/MQ2)

 

"Metfest" from Ragnarock on HTC Vive, Oculus Rift, and Oculus Quest 2 / Meta Quest (2021)
Composer: Feuerschwanz
Album: Das Elfte Gebot
Label: Napalm Records
Publisher: WanadevStudio
Developer: WanadevStudio

"Metfest" by Feuerschwanz was a somewhat fun song to play in Ragnarock when I first started playing the game although I was pretty intimidated by it just from the trailer alone where this song comes in at 1:34.  I get the reason behind showing what I find to be one of the more ridiculous sections in the entire game as I have no idea how you are expected to make your way through that without missing a single rune; maybe if I could play the song at half-speed to practice where the runes come in because right now it is just a jumble that I have no idea how to approach.

However, the song itself is great in every other aspect and it is one of The Squire's favorite songs to listen and clap his hands to so this is also partly for him.  I did get a gold on this back in May, albeit one of the times when I was not filming and happened to have an amazing run, and all the other times I filmed I only managed to get a bronze, but I have included one of my runs below.

So if you have a bottle of mead, break it out and enjoy it while listening to "Metfest" and even if you do not speak German like me, you do not have to worry because the sentiment of the song comes across even with a translation.


~JWfW/JDub/The Faceplantman/Jaconian
;asldkfj


P.S.  So here is my bronze medal run of "Metfest," and wasn't my highest scoring run of the ones that I recently filmed (that wasn't my gold medal run).  I recorded more recent runs with this song, but all of those videos are out of sync with the music playing about a half-second before the video, which is not what you want from a rhythm game, but thankfully it is only the video being off and not the actual game.*




*P.P.S.  I only noticed this with videos after the Hellfest update (although I do not have the Hellfest DLC) so I cannot say for certain that the desync was caused by this update, but that is what I can tell from the videos I have recorded both before and after the DLC was released, which you can watch here, and for all I know it is an issue with the recording software and not the game.

Friday, July 15, 2022

First Impressions: F.E.A.R. (PC)

 


Systems: Windows, PlayStation 3, Xbox 360
Release Date: October 18, 2005

I have a mixed history with F.E.A.R.  My first exposure to F.E.A.R. was through the short machinima web series from Roosterteeth P.A.N.I.C.S. from 2005, and I realize that that would be like trying to gather what the Halo series is about from the first season of Red vs. Blue.  I then played 32 minutes of the game on December 22, 2012 (thank you Steam) but had to stop after the first opening mission because I was feeling a little motion sick.  Slightly afraid that I would have a similar reaction to my multiple attempts at playing DOOM II back in September 2012, I decided to shelve not only F.E.A.R. but the two DLC expansions and F.E.A.R. 2 that I had picked up as part of some bundle.  I was a little sad at not being able to play these games that I had heard good things about (solid first-person shooter and scary).

So after finishing Borderlands 2, I thought now might be a good time to go back to my earliest year on Steam and see what I had that I had not played or beaten yet, and thought I would give F.E.A.R. another shot.  Well, after finishing the first stage and halfway through the second and feeling fine, I felt pretty relieved that I would now be able to play this game and likely the rest of the series.

Except after finishing the first three stages (As of this sentence I am starting on "Interval 03 - Escalation - Heavy Resistance," which is stage 3.2 out of 3.4), I am a little disappointed, but only in the similar way I was disappointed in Metro 2033 Redux.  I think I was going into F.E.A.R. with the idea that it was going to be s first-person horror shooter, in that order, but instead, at least so far, it is a first-person shooter with paranormal elements.  That is not to say that I am not having fun, but I wish that there was more in the way of horror than the occasional jump scare (boxes falling off of shelves, lights bursting, doors slamming), weird glowing masses (orbs?) floating above bodies, and a canibalistic villain leading an army of super soldiers that still go down with a well placed pistol shot to the head.

I was not looking for a zombie shooter a la Left 4 Dead, or a survival horror like the first Resident Evil, but something in between.  I think.  I also feel like this is all a slow build, that there are strange things happening here and there while you hunt the canibal BBEG, but that is just the maguffin for what is really going to happen in the later levels.  Or at least I hope so.  There are times when I do question what is around the next corner in terms of enemies because I do not really want to die and restart from an auto-checkpoint; as opposed to save-scumming after every encounter.

But I do want to add that three stages in, I am very impressed with the enemy AI for the most part.  Sure, they talk to each other on radios loud enough to hear down the hall so you have a general idea of how many enemies you might be facing, and it is very satisfying to take out a guard moments after he says, "Checking in, all clear."  But the open areas, like an outside truck loading dock are places that can get very dangerous.  I have had one enemy lean our from behind a crate taking shots at me while two more approach from opposite sides, hiding behind boxes, crates, or pallets while trying to flank me.  Thankfully our main character has currently unexplained special powers that allow him to temporarily slow down time for 10 seconds and takes about 30 seconds to recharge back up to full; although you can use the ability while it is only partially charged.

I will continue to play F.E.A.R. despite being initially disappointed with the level of horror that I thought would be present, but as far as a first-person shooter goes, I am intrigued enough to keep moving and to see if there really is more to Mr. Bad Guy Canibal and floaty ghost girl and if they are at all connected.


~JWfW/JDub/The Faceplantman/Jaconian

Wednesday, July 13, 2022

MIDI Week Singles: "Title BGM" - Dr. Mario (NES)

 


"Title BGM" from Dr. Mario on the Nintendo Entertainment System (1990)
Composer: Hirokazu Tanaka
Album: Famicom 20th Anniversary Original Soundtrack Vol. 3Famicom Sound History Series "Mario the Music.", and NINTENDO Famicom Music.
Label: Scitron Digital Contents, Inc., and NIPPON Columbia.
Developer: Nintendo R&D 1

The only rational explanation I can think of for Hirokazu Tanaka using whatever this high-pitch mosquito-sounding tone for the main melody in a Mario game, being the first Dr. Mario game, is that it could either be the three viruses singing the song or that the tone is somehow reminiscent of being sick.  Honestly, I have no idea.  I scoured several interviews with Hirokazu Tanaka and found no specific mention of his process or decisions behind the tone used in "Title" for Dr. Mario.

But what kind of confidence or sway do you have to have to be like, "Here's the theme for the new NES game featuring Mario that may be a new IP!  Yes, that tone is intentional and not a placeholder."  I do not know if the same thing could be done today outside of an indie title explicitly trying to recapture that retro-goodness, but it works.  The melody is catchy and hummable, and I am still talking about it 30 years later.

Mission accomplished.


~JWfW/JDub/The Faceplantman/Jaconian


P.S.  The inspiration for choosing music from Dr. Mario was when I called my parents over the 4th of July weekend.  My younger sister and my older sister's daughters were over at my parents house and they were playing Dr. Mario on the NES Classic.  That just made me happy, partly because we had bought the NES Classic for my Mom the year it came out so my Mom could at least play Dr. Mario again, and any of the other NES games that she used to play (sadly Tetris was not included), but happy that the Niecelettes were also playing it and it sounded like people were having fun.  So yeah, again, mission accomplished.

Monday, July 11, 2022

Game EXP: The Monster Inside (PC)

 

Systems: Windows
Release Date: August 1, 2017
Publisher: Random Seed Games
Time Spent: 15 Minutes

The Monster Inside is a free-to-play visual and audio novel told with simple isometric diorama visuals.  The story told is straight out of the 1950s-style film-noir detective genre complete with a daytime whiskey-drinking pill-popping private investigator, femme fatale, and multiple murders.  Because this is a visual novel, you are primarily reading the events as they unfold before you, although there are several instances where you are given a choice as to what question to ask or how you want to respond.  From what I could tell, the responses might differ a little but have no effect on how the events actually unfold.

There are a total of seven chapters in this short story, some lasting longer than others (as in they might be three minutes instead of two).  Some of the chapters involve investigating the crime scenes which include simple point-and-click mechanics, in that you literally point at an area in the diorama that highlights with a circle that you click on to investigate.  From what I could tell the two times I played, there do not appear to be more objects to click on than chances you have.  For example, in the park diorama, there are only two objects to click on, not that there are three objects and you have to decide which two you interact with and which one you skip.  It just adds a little bit of interactivity that I really appreciate within the visual novel genre instead of just clicking your way through to the end of the story.

As for the story itself, I really enjoyed the glimpse into this world that was more than a simple Phillip Marlowe mystery.  And even though the game is only 15 minutes, it managed to capture my interest and I would love to explore this world more than what is given here.  Had this been a demo for a longer game, be it a first/third-person adventure game a la LA Noire, a choose your own adventure akin to TellTale Games, or just more of the visual/audio novel that was presented here, I would more than likely purchase the full game to do a deeper dive into this world.  I liked the visual style, I liked the writing, I liked the music, and I like the lore of the world that you are briefly able to sample.  Sadly it does not appear that Random Seed Games has anything similar like this, but maybe sometime in the future.


~JWfW/JDub/The Faceplantman/Jaconian

Friday, July 8, 2022

Game EXP: Borderlands 2 (PC)

 

Systems: All of Them
Original Release Date: September 18, 2012
Publisher: 2K Games
Developer: Gearbox Software
Time Spent: 83.4 Hours

This post will be a lot like my article for Diablo because the Borderlands franchise is essentially a first-person Diablo with guns and like Diablo, all anyone who has ever beaten this game will want to know is my character build and my loadout going into the battle with The Warrior.

But before we get there, let us do a little groundskeeping and context first.

I played the entirety of Borderlands 2 as a single-player game despite the fact that it was heavily designed as a co-op shooter.  Which was similar to playing Left 4 Dead 2 as a solo game.  I mean, if there was not anything on the opening screen telling me that I could team up with three other players, then I probably would not know any better.  This is to say that Gearbox did a great job not making me feel that I was missing out on anything by not playing co-op for the most part.  There were a couple of skills for the Siren that I did not learn because they were team-heavy, like the Res skill that can use your Phaselock to resurrect a fallen ally or the Restoration skill that allows you to heal your team members by shooting them.  But there were so many other skills to choose from, that I will get to in greater depth down the paragraphs, that I never felt that I was sacrificing skill points just to get to better skills.  Great game balance, I guess you could say.

Before I get too deep into the skills I chose with Maya, I will briefly run down their primary class skill as a Siren, called Phaselock because several of the skills I chose from various trees were modifiers to her Phaselock ability.  At the beginning of the game, Phaselocking an enemy pulls them into the air and incapacitates them for five seconds.  As you level up, there are skills that can modify your Phaselock such as lengthening the duration that the enemy is held, causing them small amounts of damage, or pulling other enemies towards the one that is Phaselocked.  At first, I was not sure if I really liked the ability because it singled out just one enemy and playing solo felt like I might want something more area of effect, but looking through the skill trees, I knew that there were skills that modified the Phaselock that I was definitely looking forward to.

After I gained my first skill point and took a look through the skills, I immediately knew that I was going to want to get the Sustenance skill, which allows regenerating health, albeit slowly (as in only 0.4% of your max health per second when you first select the skill and an additional +0.4% for each point after).  This was important for me because I was playing a single-player game where I could not rely on allies to heal me with their own skills, but also because I love the ability to regenerate health in a game where you normally only heal by randomly finding health syringes that only heal you a little bit.  Because Sustenance is only accessible by at least level 16, I had plenty of time to play without regenerating health to decide if that was where I really wanted to spend my skill points and by the time I hit level 16, I had not had a change of mind.  As it turned out, a lot of the skills I chose were focused on healing and in the Harmony skill tree.  Skills like Sweet Release that give a certain percentage of health when you kill an enemy that you have Phaselocked, and Elated which allows you to regenerate a percentage of your health per second when you have an enemy Phaselocked.

There were a couple of times throughout my playthrough that I paid to reset my skills, but at the time, the cost was not much because there were not a lot of skill points.  Later in the game, as it got more expensive (more skill points, higher cost), I had already reached the point where I was loosey-goosey with my money and not worrying about the cost of respawning being between $1,500 up to $4,000, so forking over a couple thousand dollars to reset my skill points to toy with different skill load outs was never a problem.  Before going up against Handsome Jack and The Warrior, I settled with the following skills:

  • Ward (5)
    • +25% Shield Capacity
    • -40% Shield Recharge Delay.
  • Suspension (1)
    • Increase Duration of Phaselock by 0.5 Seconds
      • Chrono Binder Class Mod
        • +4 Skill Points to Suspension
          • Increase Duration of Phaselock by 2.0 Seconds
  • Kinetic Reflection (4)
    • Killing an enemy causes you to deflect bullets against nearby enemies, reducing damage to you by 40% and dealing 80% damage for a short time.
  • Converge (1)
    • Your Phaselock ability now pulls enemies towards the original target.
  • Sweet Release (5)
    • Killing an enemy who is currently Phaselocked creates 5 Life Orb which automatically seeks out and heals you and your friends. The healing is stronger when you or your friend's health is low (up to 15% per Orb).
  • Wreck (5)
    • +50% Fire Rate and +30% Damage with guns while you have an enemy Phaselocked.
  • Elated (3)
    • You and your friends regenerate +3% health per second while you have an enemy Phaselocked.
  • Recompense (2)
    • Taking Health damage has a 20% chance of dealing an equal amount of damage to your attacker.
  • Sustenance (3)
    • Regenerate up to +1.2% of your missing Heath per Second.  The Lower your Health, the more powerful the regeneration.

The guns and gear I had equipped going into the last fight were as follows (along with their required level and color rarity):
  • Gun 1: Bolshy Droog (Sniper Rifle; Level 31; Green)
    • Damage: 1006
    • Accuracy: 93.9
    • Fire Rate: 5.2
    • Reload Speed: 4.6
    • Magazine Size: 24
    • Slag Chance: 45%
    • 4.0x Weapon Zoom
  • Gun 2: Murdering Slagga (SMG; Level 19; Orange)
    • Damage: 79 x 3
    • Accuracy: 71.4
    • Fire Rate: 8.8
    • Reload Speed: 4.2
    • Magazine Size: 99
    • Slag Chance: 24.0%
    • +18 Weapon Magazine Size
  • Gun 3: Paraquat Panorama (Rocket Launcher; Level 30; Green)
    • Damage: 9323
    • Accuracy: 84.3
    • Fire Rate: 1.1
    • Reload Speed: 6.8
    • Magazine Size: 3
    • Corrode Damage / Sec: 375.5
    • Corrode Chance: 31.9%
    • 3.5x Weapon Zoom
    • Deals Bonus Elemental Damage
  • Gun 4: Slaged Stret Sweper (Shotgun; Level 30; Green)
    • Damage: 379 x 10
    • Accuracy: 36.0
    • Fire Rate: 1.1
    • Reload Speed: 4.1
    • Magazine Size: 11
    • Slag Chance: 12.0%
    • Consumes 2 ammo per shot
  • Shield: Listless Acid Nova Shield (Level 30; Green)
    • Capacity: 3630
    • Recharge Rate: 271
    • Recharge Delay: 4.62
    • Nova Damage: 3818
    • Nova Radius: 912
  • Class Mod: Chrono Binder (Level 29; Blue)
    • Team Cooldown Rate +16%
    • +4 Suspension Skill
    • +3 Reaper Skill
    • Increases Action Skill Cooldown Rate for Entire Team.
  • Grenade: Longbow Corrosive Transfusion (Level 29; Green)
    • Grenade Damage: 1335 x 6
    • Blast Radius: 194
    • Fuse Time: 3.6
    • Spawns 6 child grenades upon detonating.
    • Spawns a number of child grenades that seek out enemies and steal health upon impact.
  • Relic: Proficiency Relic (Level 30; Blue)
    • Cooldown Rate: +23%
Lastly, I should include information about my Bad Ass rank and the skills I spent all of those Bad Ass Tokens on.

Going into the final battle, I actually did look up a walkthrough and briefly read through it, only really finding out that the Rakks are constantly respawning and flying around to give you a second chance if you are wounded, that The Warrior was immune/resistant to elemental damage, that you do reduced damage at certain areas of the map and full damage at others, and to take out the Crystalisks shortly after they spawn after The Warrior jumps into the lava.  I was primarily looking to see if the fight was going to be as atrocious as the BNK3R fight and from what I gathered it was not going to be.  I ended up ignoring the part about areas on the map that do regular damage because that meant going into smaller areas surrounded by lava that I could likely get knocked into resulting in instant death, so I hung back towards the front of the boss fight arena, which ended up also being a buffer between me and the Crystalisks that spawned.  To damage The Warrior, I primarily used the Phaselock ability to do damage (because it rarely if ever works on bosses and large enemies like Constructors or Saturn), would take pop-shots at it with the sniper rifle and the rocket launchers, but most of the time I would use the SMG because there were times when I would be hit with strong attacks, or attacks that did constant fire damage and having up to 99 rounds of ammunition to try and hit a flying Rakk (rather than spending nearly half of the second chance time reloading) was a much-needed benefit because I did nearly die multiple times (three to five times I think).  I also did die once towards the beginning of the fight with The Warrior and I was afraid that the game would have me start the fight with Jack all over again, but thankfully I just started the fight with The Warrior at full health and I was able to restock my ammo at one of the ammo vending machines before reentering the boss fight arena.


I did really enjoy this game, otherwise, I probably would not have spent 83.4 hours playing out of obligation.  There were times I was annoyed and that usually revolved around boss fights (as the bosses were essentially bullet sponges), any time there was a Constructor bot (see above link), and the last mission just because I ended up having to go through it three times before getting to the Handsome Jack/Warrior fight.  The story missions felt a little daunting too because they would often span over a large part of a given map and would take between 45 minutes to an hour-and-a-half to complete and I usually do my gaming in 30-60 minute bursts because that is what I typically have time for, but thanks to Conklederp for understanding in me spending a little more time than usual to tackle the last couple of story quests.  I did end up leaving a couple of mission incomplete because one was an escort mission, one was a timed fetch quest, a raid boss who again is a bullet sponge and has a nasty powerful attack that is likely to knock me out in one hit, and another wanted me to explore an area I had already been to a few times that was full of enemies that were bullet sponges.

While playing through the game, I had considered picking up a DLC bundle at a significantly reduced price, but by the time I got to the second-to-last quest, I felt that I wanted to move on from Borderlands 2.  Besides, there is still Borderlands: The Pre-Sequel, Tales from the Borderlands, and Borderlands 3 that I would still like to play before I am completely Borderlands'd out; and a massive queue from Steam, Epic, and GOG that I would like to get to as well.  We will be back Pandora, don' worry.  Or one of the other dozens of vaults out there apparently.



~JWfW/JDub/The Faceplantman/Jaconian
Instrumental

Wednesday, July 6, 2022

MIDI Week Singles: "The Highlands Ambience" - Borderlands 2 (PC)

"The Highlands Ambience" from Borderlands 2 on every system between Xbox 360 to the Nintendo Switch (2012 - 2020)
Composer: Jesper Kyd
Publisher: 2K Games

A lot of the music in Borderlands 2 felt like it was supposed to be ambient, in the background, and unobtrusive as you traveled from one location to another across one map before gaining access to a new map.  To have an overly melodic piece of music while you spent nearly 30 minutes on a single mission in a single location while the sound of gunfire and pithy quips from Psychos and Goliath's raging at you could be a bit distracting.  So ambient music that fills the empty void of Pandora it is.

What stood out to me, and broke up the monotony of having to shoot those infernal stalkers and wormhole threshers, or having to drive around trying to find the most efficient route to Dr. Zeds' arm shipment was the occasional "heayh-heeeeeyyyyyyyyaaaaaaa" that happens at 1:35 and 3:18*.  It just kind of breaks up the loneliness (when playing solo) and made me wonder, who was up in the mountains yelling?  I do kinda wish that someone in-game commented about whomever it was that was yelling, because, to me, that was part of the landscape and location, not specifically just part of the music, but it is likely that the music was written long after the dialogue for the game was recorded.

But that is just me.


~JWfW/JDub/The Faceplantman/Jaconian


*P.S.  I am convinced that there was a similar yell in the first Borderlands, and I can picture it in my head, again wondering who the person was that was yelling and if they would make an appearance and again wondering that in Borderlands 2.  I could not find the specific music track though so maybe I just imagined it?

Monday, July 4, 2022

Game EXP: Diablo + Hellfire (PC)

 

Systems: Windows, PlayStation, macOS
Release Date: January 3, 1997
Developer: Blizzard North

I do not really have a whole to say about this behemoth of a title that started a franchise 24 years ago.

When I started this time around back on June 9th, I had just intended to start a game to get a couple of screenshots to use in my article about Diablo: ImmortalWell, that 15 minutes of playing to get a couple of pictures ended up leading me to fully playing the game and actually beating it for the first time.

Because these articles are titled Game Experience, I will give a brief rundown of my experience playing Diablo.

I played Diablo through GOG's Galaxy client because the game is available through GOG and I purchased it a few years back.  It does come packaged with the Hellfire DLC expansion but I played the game in the standard mode with just high-resolution support.  The Hellfire expansion adds in extra quests, the Monk class, and some improved mechanics like having your player move at around twice the speed they normally do as well as a handful of other things like added magical items, spells, and dungeons.  I decided that I would just play the original game without the expansion because I wanted to focus on the primary game and not what came after.

I chose the Warrior class because I knew that that would make the early game a bit easier starting with more hitpoints and not having to worry about running out of mana.  I primarily used swords up until I killed The Butcher, then I used The Butcher's Cleaver up until I found a shield that boosted my AC quite substantially, and then I went back to almost exclusively using swords.

As far as the shrines go, I did have a wiki article pulled up so that I could find out what the effects of each shrine did.  In the case of the randomized shrines like the  Goat Shrines and Cauldrons, I would save the game, then activate the shrine and if I did not like the result, I would reload my game and either bypass the shrine altogether.  The same goes for when I would talk to Wirt about his inventory, and I do not think I actually bought anything from him.

I did have one quest glitch out on me so I could not complete it.  Around Level 9, you find a Fungal Tome that you give to Adria who then has you find a Black Mushroom.  I found the mushroom, gave it to her and she prompted me to talk to Pepin about finding a demon brain for an elixir he was concocting.  I saved the game but when I came back, the Black Mushroom quest was still active.  I tried talking again to Adria and her dialogue option still insisted that she had not been given the Black Mushroom.  So I went back to where I found it in the caves (Level 9), and found the patch of mushrooms, but there was no highlighted option to pick up a mushroom, so the quest went unfulfilled in my quest inventory.  There were a couple of other quests that I ended up not finishing like the one for Gharbad the Weak which I thought was going to resolve later in a lower level, but it didn't and I never went back looking for Gharbad.  There was also Zhar the Mad, a wizard who attacks you if you go rummaging around in his library.  Because I encountered him in Level 8 before I got a bow, I found attacking him to be annoying because he would just teleport away after swinging a weapon at him, and my magic resistance was too low at the time.  I also took him to be a somewhat harmless NPC that would get aggressive if you pushed him too much.  So I left that unfinished too.

It was not until Level 12 of the dungeon that I picked up and started using bows to fight the stupid Succubi.  The problem with Succubi is that they only have a ranged attack and will run away usually only after being able to hit them once and they move at a pace that is nearly the same speed as your character so you can hypothetically chase them forever.  I always tried to corral them into a corner where I could get in a couple of hits.  This was the same tactic I used with the Goatman Archers but because I had a decently high AC, I was never too worried about taking too much damage.  But the Succubi and their damnable long-ranged magic attacks were something painful.  Luckily, at the time I was hoping that a bow would drop, Griswold had the Silver Bow of the Stars for sale amongst his Premium Weapons and I thankfully had the 26,000 gold needed to buy it lying outside of Pepin's place.  I ended up sticking with that bow for the rest of the game even though there were some pretty good ones that dropped but often had either a strength or dexterity requirement that was too high.

When I finished the game (picture taken right before fighting Diablo), I was level 25 and had the following stats (along with modified stats) and the following gear:


  • Helmet: Veil of Steel
    • Armor: 18
    • Durability 60
    • Resist All 50%
    • -20% Light Radius
    • +60% Armor
    • +15 Strength
    • +15 Vitality
  • Amulet: Silver Amulet
    • Chance to Hit: +18%
      • Oddly enough this was the only amulet/necklace I found in the entire game.
  • Armor: Saintly Plate
    • Armor: 45
    • Durability: 75
    • +122% Armor
  • Ring 1: Crystal Ring of the Tiger
    • Resist Magic +49%
    • HP: +46
  • Ring 2: Empyrean Band
    • +2 to All Attributes
    • +20% Light Radius
    • Fast Hit Recovery
    • Half Trap Damage
  • Weapon 1: Messerschmidt's Reaver
    • Damage: 12-30
    • Durability: 75
    • +200% Damage
    • Adds 15 points to Damage
    • +5 to All Attributes; HP -50
    • Fire Hit Damage: 2-12
  • Weapon 2: Silver Bow of the Stars
    • Damage: 3-7
    • Durability: 45
    • Chance to Hit +19%
    • +10 to All Attributes
I also kept a Staff of Healing from about Level 7 or 8 that had 75 charges so I would really only use potions when I could have been killed during a fight and I did not have time or space to run away and heal up in safety.  There were times I found myself having the inventory screen open just so that I could quickly swap out from my melee to a ranged weapon (or vice-versa) or swap for the Staff of Healing for quick heals while running away from a ranged monster; thank goodness Blizzard put in a weapon swap hotkey in Diablo II.  I also had a Staff of Town Portal with 12 charges that I found after reaching the Hell levels.  
Out of some paranoid fear that I would run into something that would drain charges for staves, I would usually get my staves recharged before they reached their respective halfway point.  I did have my character learn a couple of spells like Heal and Town Portal, mainly so that I would not have to spend a lot of early game gold on scrolls and potions, and of course, by the end of the game, I had 90,000 gold along with all of the other gear that I thought I might need throughout the game just chilling in the town square.  I am sure that some people would balk at the idea and associated image of all of this stuff lying around waiting to be stolen, but that is one of the beauties of playing a single-player game, is that no one is going to steal your lootz, especially if the game lets you litter the ground with whatever you want when you cannot carry anymore.

After finishing this first game in the series, it does make me a little sad that the series has progressively moved away from fighting a few monsters here and there and trying to cheese a single Succubus or three out into the open so you are not fighting eight at a time, to where we are at with Diablo III and trying to kill as many enemies at the same time and racking in that sweet sweet multi-kill XP.  It really is the same progression that happened with the Dead Space series and even the Alien movies.  Everyone loves the sequel as it moves further away from horror and into action-oriented with horror elements.  Ah well.

So that was Diablo for me.  The ending, which I had gathered from Diablo II seemed very fitting for the overall mood, and the narration epilogue provided an explanation as to why my character did what they did after killing Diablo.  And as I expected, I am not somewhat eager to replay Diablo II and likely finish the DLC expansion this time around, but I will have to see if I can still access my Diablo II iso file from my old hard drive and see if the game still runs, otherwise, I would have to repurchase the game either through Blizzard's BattleNet client, or buy it on the Switch, which is rather tempting since I already have Diablo III on the Switch and the game ran great then.

I think I also just like an avenue for listening to Matt Uelman's score.



~JWfW/JDub/The Faceplantman/Jaconian
Come Bleed the Beast


P.S.  I do not think that I will go right back in and play with the Hellfire expansion as I feel like I would like to move on from the first Diablo at least for now.  Maybe I will play the new Monk class, or maybe the Rogue, which I do not think I have ever played.