Wednesday, February 7, 2024

MIDI Week Singles: "Main Theme" - OneBit Adventure (AND)

 


"Main Theme" from OneBit Adventure on Android, Windows, iOS & macOS (2019)
Composer: Jonathan Concepcion-Rodriguez
Album: OneBit Adventure
Label: Self Released
Publisher: Galactic Slice
Developer: Galactic Slice


In the game, the song doesn't loop perfectly.  When you hear the song start to repeat for that one second at 0:58, that's where the song ends in the game before it repeats back from the beginning, and there is a brief one-second repeat of the first second of the song.  I bring that up not in an attempt to shame Mr. Concepcion-Rodriguez, but only because I noticed it while listening to the music both in and out of the game.

The second thing is that when I first started playing, I thought that the section that plays between 0:22 and 0:39 played much more frequently than it does.  I think it's because the music that plays before and after is there to drive you forward since all of the action is based on the character's movements.  The enemies only move once you do.  You only attack when you move your character.  The music needs to help drive the player up the screen toward greater loot, more kills, and an ever-increasing step count.

This is a great chiptune though, and like I said in my First Impressions article, the tones used and the intentional quality of the music fit the visual aesthetics perfectly and I wouldn't change a thing about either.



~JWfW/JDub/The Faceplantman/Jaconian

Monday, February 5, 2024

First Impressions: OneBit Adventure

Release Date: August 2, 2019
Systems: Android, Windows, iOS, macOS
Publisher: Galactic Slice
Developer: Galactic Slice

For all of the shit that I have given mobile games over the last six months, I finally found one that is what I wanted it to be.  OneBit Adventure is a simple semi-monochromatic vertically scrolling roguelike/roguelite where the end game is, from what I can tell, to last as long as possible while looting as many things as possible.

Not knowing anything about the mechanics of the game before starting, I decided to play a Wizard out of the seven possible character classes (Warrior, Blood Knight, Wizard, Necromancer, Pyromancer, Archer, and Thief) partly because the pixel art is exceedingly similar to that of the Black Mage from the first Final Fantasy.  I went with that without looking too closely at the rest of the stats or character descriptions. I only now just noticed that it has the lowest difficulty rating, although also the third lowest health (I think), below the Archer and Pyromancer.

As of this writing, I have done two runs in the game over three days and it is pretty fun.  Attacking is similar to the Witch and Hero series where you just run into enemies to do damage, although with the Wizard, if you have a wand equipped you can use your mana to automatically cast a spell if the enemy is two spaces away from you.  So you move up the screen, killing enemies, collecting coins on the ground, breaking open crates and barrels to find consumables and sometimes equipment, opening chests for the same, and occasionally running into merchants to buy/sell and upgrade gear.  About halfway through the stage (maybe?) you have the option of entering a separate dungeon area to collect materials used to upgrade your equipment which culminates in a boss fight.  If you win, you unlock a chest with what I presume to be better loot than what would normally drop during a standard run.  Then return to the regular map where you continue your ascent up the screen and ever greater glories.

Like a good video game mechanic, you can rest at campfires which heals your HP/MP (if applicable) to max and gives you the option of saving your game and returning to the main menu, resuming your current run, or ending it and tapping out.  There are plenty of other mechanics here because this is a free-to-play indie game, but most of the pay options have to do with either avatar and profile cosmetics, and buying diamonds (in-game currency)or materials for equipment upgrades.  I haven't yet come across any pop-up ads or a limit on how long you can play, but after each death after your first, you can either pay diamonds to revive (since your first revive is free) or end your run and return to the home menu.  The incentive is that the more steps you put in, the harder the monsters get although the more XP you get in turn.  Once you reach 1,000 vertical steps (if your think of each row on the screen as one, you only earn one step for each new row you step on the first time, likely to prevent people from running around in circles to rack up steps without actually doing anything), you can fast-travel to that point after you die.  It is really refreshing not to have to be constantly bombarded with options to buy anything using real-world currency, although the option to do so is there in the background.

Maybe because I haven't delved too deeply into the game and how the game is handled in terms of progression, as my only and main complaint is with the location of the directional pad being off to the bottom right of the screen with no option to move it to another part of the screen.  I know it's a personal preference thing, but I hold my phone with my left hand so then moving has my entire thumb covering up the entire bottom of the screen.  And since I do tend to still be active on the bottom part of the screen, at times my character is completely obscured by my thumb.  The fix for this is to hold my phone in my right hand and use my right thumb, but this feels awkward and I feel uncoordinated.  I wish there was an option to either move the directional pad or have it be an invisible floating one on the bottom quarter of the screen, similar to Mighty DOOM.

And the music.  The music!  It's appropriately chiptuney and not trying to come across as something that the visuals are not.  It's also very repetitive, but considering the game, it works very well.  Zero complaints about the music.  I would like to say more about this, but stay tuned later in the week and I promise that we'll get there.

I could see keeping OneBit Adventure on my phone for the foreseeable future, playing a run or two in just a handful of minutes, and calling it for the day.  The game doesn't really ask more of you than that unless you are trying to get on one of the unassuming leaderboards, which the game thankfully doesn't try to remind you of every time you die.  There's no "Keep Playing to be the Best Adventurer!"  Just a skull (your skull?) to tell you you've died and how many, if any diamonds to resurrect you.  And with the game also available on Steam and itch.io, I kind of wonder if there is cross-platform saving/progression, but I think I really want to keep this as a mobile-only game, for the same reason that I don't want overly complex and mechanic-heavy games on my phone.  I know that there are additional dungeons but I don't know if those are locked behind and paywall, a skillwall or a leveled wall, so we'll have to wait and see for the Cthulhu Dungeon.

I may also attempt to tinker with some of the other classes to see how they play and how/if they make the game feel any different than playing with the Wizard.  Does having a tanky Warrior mean that I won't have to focus or think about my MP or will they learn magical abilities?  I guess we'll all just have to find out together as the year progresses.

And now that you've reached the end of this article, I present to you a short run-of-the-mill run with my Wizard:




~JWfW/JDub/The Faceplantman/Jaconian
I'll Keep Your Memory Alive

Friday, February 2, 2024

Monthly Update: February, 2024



I'm not really sure what all to talk about in terms of January and February.

I'm actually playing a lot more games concurrently on the Steam Deck than I first realized.  There's Final Fantasy VII which I talked about last month, and then there's The Procession to Calvary, which I have not talked about, and Star Wars: Squadrons which I picked up while on vacation last month when it was on sale for $2; which I justified as being the same cost as a video game rental back in the day.  It's been a long while since I last played American Truck Simulator, and I'd like to play either Firewatch or The Enemy Within next.  Although I also have BAD END THEATRE already installed, so maybe I'll go with that after The Procession to Calvary.

Before this current attempt/playthrough of Final Fantasy VII, I'd been a bit cooler than lukewarm about the Final Fantasy VII remake series, but now I'm really interested in seeing how the game has been updated for the current generation, and again, makes me want to play through Crisis Core all over again.  Part of this also stems from Conklederp watching me play and explaining parts of the plot and Cloud being an unreliable narrator in the first third of the game, especially with his recounting of his time in SOLDIER and their mission in Nibelheim.  I'll tell you what though, a lot of the scenes in FF VII with Aerith's adoptive Mom (and likely with Barret and Marlene's backstory) hit a lot harder now that Conklederp and I have The Squire; and Uematsu's swelling music doesn't really help either.  I always kind of forget how linear FF VII is before you leave Midgar, and how a lot of the subsequent FF games have a similar approach to the linearness of the opening or the game as a whole (at least the ones that I've played).

I'm not going to say that I'm any closer to beating Tears of the Kingdom because I still haven't gotten any closer to doing any of the main quests in the Zora's Domain area.  I really should because I know that whatever ability I end up acquiring from having the Spirit of Sidon with me would be beneficial.  Plus whatever side quests I pick up there will likely not be secluded to the Lanayru and Akkala regions.  But I did explore most of the Gerudo Highlands except for a couple of quests, and my camera reel is sitting chock-full of pictures I need to turn in to a couple of stables, some koroks, and to Mr. & Mrs. Hudson (which did seem a little weird taking a picture of their seven-year-old daughter as she played with her friends in the streets of Gerudo Town).  I also feel a little bad about not having picked up Signalis in a while, I just get smacked hard with the bug to play TotK and if I'm not playing that, then it's something on Steam Deck.  I also started the Link's Awakening remake in late December, which The Squire was somewhat interested in, but if we're in the basement, he'd rather watch episodes of Star Wars Rebels, or more recently, the 1977 animated version of The Hobbit since I'm not showing him the live action until he's a bit older.

On the laptop games with The Squire front, I think I'm slowly moving him away from "Oops We Died" (aka Crumble) because he only wants me to play level 5-D which I can now do in around six minutes, but it's still a stressful six minutes that I would rather spend playing Runner 2, which we are still doing.  And "Old Horse Game" (aka Peggle Extreme).  But on my own time, I did start up the Heart of Winter expansion from the first Icewind Dale using my not-so-great-party, and I occasionally pick back up on Evoland II if I know I have an hour to play just because save spots are sometimes few and far between.  I think I also feel a little guilty about being less interested in this entry compared to the first game, even though I see what Shiro Games is doing with the different eras of video games being directly related to different eras in the story of the game.  And I guess I am still playing Halo: Combat Evolved Anniversary as I booted it up during my lunch break earlier this week.  But that interest was re-sparked when I saw that Spec Ops: The Line was recently delisted, and I went to see if I could still download it (I can), and thought I should finish one first-person shooter before starting another one.

On the reading front, I'm still on "Evermeet: The Island of Elves" by Elaine Cunningham, which I started back in November after checking it out from our library.  I had the book for 21 days and made it about 15% of the way through, then turned off the WiFi on my Kindle when I would have had to return to the book so that I could keep reading it.  Then when the next person returned it, I checked it out again.  So now (as of Monday, January 29th) I am only 48% of the way through and I have eight days left before I have to either finish the book or turn off the WiFi again; the eBook is still returned to the library, it's just not "physically" removed from my Kindle, so it's not like I'm stealing a digital copy of the book; not really anyway.  And it's not likely that I'll finish it this time around either as I have only a couple of days left, and still 240+ pages left to read.

Hey, that all looks good from a 'writing about my life' standpoint, so let's leave it there for the time being.

Oh, and I'm looking forward to doing another escape room for Folly's birthday this weekend.  This'll be with a company that our escape room group hasn't done before, so it'll be fun to see another perspective and take on 'unlock this lock to access this key to another lock.'  I love escape rooms.



~JWfW/JDub/The Faceplantman/Jaconian
Instrumental

Wednesday, January 31, 2024

MIDI Week Singles: "Sorry! Menu Theme" - Battleship/Connect Four/Sorry!/Trouble (NDS)

 


"Sorry Menu Theme" from Battleship/Connect Four/Sorry!/Trouble on the Nintendo DS (2006)
Composer: Mark Cooksey (?)
Album: No Official Release
Publisher: DSI Games
Developer: Gravity-I

Mark Cooksey is credited with audio and sound for Battleship/Connect Four/Sorry!/Trouble, and I couldn't find anyone else credited in that department, so we're going to go with Mr. Cooksey as the most likely person to have composed this menu theme for Sorry!  What I actually like about a lot of the menu themes from this game (which I've never played, likely because of my existing paranoia about playing board games against a computer opponent) is that they are quite good while the in-game music is still reminiscent or at least in the same wheelhouse as the menu theme.  You can tell they're in the same family using similar instrumentation, and rhythms to have some semblance of connective tissue between the different games; although Sorry! and Trouble are variations on Parcheesi.

But the menu theme from Sorry! I just really dug.  I like that the first 10 seconds sound like it's going to be an upbeat jazzy little ditty, but then six seconds later the listener is like, "Oh, we're in a minor key.  I guess that makes sense with Sorry!"  I really love that about this song, since the whole premise of Sorry! is that you're encouraged to be antagonistic to the people you're playing against, knocking their pieces off the board and sending them back to the start when your piece lands on theirs, prompting the player to say "sorry."  Maybe that wasn't everyone's experience playing the board game growing up, but I think the bouncy beat in a minor key is a perfect theme before you jump into the actual game and the computer always happens to have the right card to take you out of the game.  Every time.  Because they will.


~JWfW/JDub/The Faceplantman/Jaconian
A Clydesdale's Best Friend

Friday, January 26, 2024

How I Have to Play Final Fantasy VII on the Steam Deck

 

Before I started Final Fantasy VII on the Steam Deck, I made sure that it was at least of a "Playable" status, although I would have given it a try just to make sure; because the 2014 release of Lords of the Fallen is categorized as "Unsupported" and I haven't had any issues with it.  It is important to note that the version that I am playing on Steam is a slightly different version than the one that was originally released on Windows in 1998, which is different in several ways from the PlayStation release over a year earlier.  It seems to be a mix of the 2009 International version, which has improved graphics and soundtrack but still contains many of the keyboard-centric commands of the 1998 Windows release.

Like a lot of early Steam games, when I start Final Fantasy VII on the Steam Deck, a separate config window is brought up.  There is the option to change the graphical style from the HD-ified 2009 character models to the 1998 Windows models (which are still an improvement over the 1997 PlayStation graphics).  But, you have to use a mouse to navigate this menu and you might think that the right trackpad on the Steam Deck was built for moments like this, and normally you would be right, but not this time.  Here, you have to hold down the "Steam" button to activate the mouse cursor with the right trackpad to navigate if you like.  It did take me a few minutes to figure this out.  I also tried going into the controller config screen to have the right trackpad automatically function as a mouse, but that didn't seem to work, so the "Steam" button method would have to be it.

I did see some people talking on the discussion page about needing a Square Enix login, and it does appear that my Square Enix account was already attached to my Steam account since, except when I logged into my account, it only mentions Final Fantasy XI and Final Fantasy XIV.  So I'm not 100% sure what was going on with that, but since it seems to be an issue for other players that I did not have to deal with, I still wanted to bring it up here just in case.

But then I ran into another problem.

Once you get past the Eidos Interactive and Squaresoft animated screens and the New Game or Continue screen, the game brings up a screen to show you how the keys on the keyboard are mapped.  Normally this would just be a reminder since the Windows copy of the game came packaged with a plastic keyboard overlay that would fit between and around the spaces of a keyboard 10-Key.  And to get past this screen, you had to press the "Okay" button which was mapped to the "A" button by default.  However, the game would not recognize the A-button as a valid input.  It took me a search on the Steam Discussion boards to figure out that I needed to press the "X" key on the keyboard since "X" is by default the "Okay" button.  So I had to go back to the button config screen within Steam and mapped the "X" key to the R4 button on the back of the Steam Deck.  I figured that I wasn't going to be using this button too often and I already mapped the Screenshot function to the R5 button (which I do for every game that doesn't use the R5 back button).

And I thought that that would be the end of my Steam Deck button config-related issues.  And it was for a time.

Then I realized that the R/L shoulder buttons didn't do what they were supposed to do.  So like the R4 button above, I went into the controller config screen and mapped PgUp and PgDn to their respective shoulder buttons.  I did briefly consider doing a never-running away run, but then I remembered that there was additional functionality for navigating the menu screens so I went in and remapped them anyway.  And all was well and good.  Until I had to do squats.  This particular minigame requires the player to press three buttons in succession to perform a successful squat.  The button prompts here were [Switch], [Cancel], [Ok].  Before the practice squats started, I was confident I knew what the game wanted for [Cancel] and [Ok], but I had no idea what it meant by [Switch].  Longer story short, the [Switch] button is mapped to the Insert key on the keyboard, so Insert is now mapped to the L4 back button.

But aside from that, the game runs great.  Which it actually does, no sarcasm there.  I think my past experience with the Steam Controller and seeing that as more of a keyboard emulator than a traditional controller has made me more comfortable with customizing the button remapping beyond simple swaps and even if all of the above seems cumbersome, none of it has deterred me in playing this game.

On the side, but not actually while I'm playing, I am watching an older Kotaku series by Tim Rogers on the differences between the original Japanese in-game text and the English translation, which adds a nice little bit of historical context to this 27-year-old game.  I am also watching Dan Floyd's playthrough which he started two weeks ago. . . maybe that's part of what kicked off this desire to play/finish Final Fantasy VII as I do love his commentary while he plays through areas that I just recently went through; that and also re-catching the Final Fantasy bug after finishing Final Fantasy XIII a few weeks back, because I do really love JRPGs of the '90s.  And while I still assert that Final Fantasy VII is not the pinnacle of the franchise, I do love the world created by so many of the other entries.

Now I guess we'll just have to see if there are any more button mappings I need to do and if it actually only takes me 36.5 hours, or 81.5 hours even without doing anything with the Knights of the Golden Round Chocobo quests.



~JWfW/JDub/The Faceplantman/Jaconian

Wednesday, January 24, 2024

MIDI Week Singles: "Main Theme" - Bobby is Going Home (A2600)

 


"Main Theme" from Bobby is Going Home on the Atari 2600 (1983)
Composer/Arranger: Unknown*
Album: No Official Release
Publisher: Bit Corporation
Developer: Bit Corporation

The main theme in Bobby is Going Home is another example of one of the earliest uses of continuous music in a home console video game.  While not an original composition for the game, something you find semi-frequently, what is impressive is that you can still tell that this is "What a Friend We Have in Jesus," or at least you can tell if you're already familiar with the song.  Remember that the Atari 2600 was capable of only producing two distinct sounds at any given time, so having a game with background music along with sound effects needed to work a bit of magic.  Something else that is interesting that isn't captured in the music above but in the linked game play video is that at times the music slows down and speeds up, which seems like a deliberate choice, possibly to throw off the player with the timing of their jumps, and if that is indeed the case, then kudos to Bit Corp. for throwing that in there.

I couldn't find any credits for Bobby is Going Home outside of what is known/available on Wikipedia and Moby Games interviews with Bit Corporation about why this particular song was chosen.  It might've just been that the song was in the public domain and that it was still simple enough that it worked with the melody and bass line with the bass line being cut for the jumping sound effect.  Whatever the reason, just another great example of 40-year-old video game music.


~JWfW/JDub/The Faceplantman/Jaconian
Is It Worth The Time?


Monday, January 22, 2024

Game EXP: Icewind Dale: Enhanced Edition (PC)

 


Systems: Windows, MacOS, Linux, iOS, Android, PlayStation 4, Xbox One, Nintendo Switch
Release Date: October 30, 2014
Publisher: Atari, Beamdog, Skybound Games
Developer: Overhaul Games
Time Spent: 196 Days, 8 Hours

First off, I did not spend 4,712 hours playing this game, but neither the game nor the Amazon Game client keeps track of time spent playing the game so instead of my actual game time, I decided to put my in-game time.  A lot of that was spent traveling between Lower Dorn's Deep to either Khuldahar or the Severed Hand to sell/buy items/equipment/arrows or to have items identified, but more on that last one later.  Secondly, all of the pictures I have and am using are pictures I took of my laptop screen using my phone because the Amazon Games client has neither a dedicated screenshot button nor my go-to Windows button + PrtSc resulting in only black screens.

I dare not say that I beat Icewind Dale: Enhanced Edition because I know The Kid would decry that statement because not only did I not beat the game on any one difficulty, but I moved around the difficulty quite a few times just to get through troublesome sections.  I only say that because last month (I think,) The Kid beat Icewind Dale using only Core Rules which means that the game is played using the 2nd Edition AD&D rules set (or normal rules and settings that enemies are at their default level and don't do anymore or less damage, healing spells/potions do their respective healing amount as opposed to easier settings where they always heal the maximum amount relative to the level of the spell/potion).  I started playing on Core Rules, mainly as a point of pride since I have many years/decades of experience with Baldur's Gate and several other of the Infinity Engine D&D games, but that was not always the case.

But then I went into battle against Yxunomei, the Marilith in the Dragon's Eye.  This battle was exceedingly difficult for my party.  Even with a lot of prep work of drinking various potions, and having various buffing spells cast, I found that the combination of not having enough characters with +2 weapons and likely the class make-up of my party led me to have to drop the difficulty setting down to Easy.  On Easy, enemies do only 50% damage (there are other benefits on Easy like always learning spells, gaining maximum HP when leveling up, etc.  But those are more passive-like modifications than those that actually play a part during combat).  I also lowered the game down to Story Mode for several battles in the Forgotten Temple where I was fighting against The Voice of Durdel Anantha, umpteen Boneguard Skeletons, several Greater Mummies, and whatever the hell was causing my characters to lose their minds the moment I stepped into that damn room.

But since the general consensus seems to be that my party was the cause of a lot of my problems, let's meet this ragtag group of adventurers who all ended up in the Icewind Dale town of Easthaven in 1281 DR.  One quick thing about my characters and the classes I chose, was that I wanted to pick classes that I had never used before, so there were a lot of specializations, and I didn't multi-class anyone because I wanted to focus on their main class and see how they built out.

Kiersa: Half-Elf Fighter - Wizard Slayer

The de facto leader of this group.  For the first half of the game, I had her primarily as a melee fighter, but due to the magic weapons that were found and available and my lack of gold to buy any weapons that she was already proficient in, she ended up being proficient in a lot of weapons.  We're talking Bastard Swords, Long Swords, Maces, Axes, Long Bow, Katana, and Sword & Shield Style.  For the second half of the game, she was getting outpaced in terms of AC because a lot of the magical gear couldn't be worm by Wizard Slayers, and was taking a lot of damage, so I had her hold back and take up the Longbow.  I kept this way until the final battle where she was able to equip the Restored Blade of Aihonen +5 which felt like it was going to be needed for the upcoming final boss fight.  I also couldn't tell you what the benefit was of the Wizard Slayer class.

Grendar: Human Fighter - Berzerker

I somewhat based the creation of Grendar on Wulfgar and Kierstaad, as a member of a Barbarian tribe in Icewind Dale, but wanting to experience more of the world than what the traditional/rigid beliefs of his tribe would normally allow.  My thought was that he joined up with Kiersa recognizing her fighting ability and that they were the two that started this group before everyone else joined in.  As far as the Barbarian skills, I would frequently forget to use his Berzerker Frenzy ability, but even when I did, he became exhausted along with all of the penalties that come with that status effect, so I found I used it sparingly, but almost always during boss battles.  And while the extra 15 HP was appreciative, I feel that in this game, with as frequent as combat is and how many enemies you usually fight, 15 HP is really just an extra hit and never felt like a significant boost to temporary HP.

Begorn: Dwarven Cleric - Priest of Tempus

Being a Dwarf in Icewind Dale and in somewhat close proximity to the Barbarian tribes there, I thought that having a Dwarven cleric be a Priest of Tempus would be a good way for there not to be any (who are we kidding , more likely "as much") animosity between the Dwarf and Human Barbarian.  Plus, I knew that Icewind Dale was significantly more battle-focused than either of the Baldur's Gate games so having a healing tank with some offensive buffing capabilities seemed like a good way to go.  Although, Before ended up not being as many as I would have liked/hoped due to lower that expected HP and higher than desired AC.  I did experiment around the time I fought Yxunomei with non-healing spells and I did try some buffing spells going into the Fallen Temple room in Lower Dorn's Deep, but in the end, most of Begorn's spells ended up just being healing spells; more on healing spells at the end.

Denal: Elven Ranger - Archer

I didn't think that there was going to be any tracking needed in this game as it just seemed like a mechanic that would be too class-specific and a problem for a group made up entirely of Fighters or Bards.  This was my reason for her being with our group though, was that she was already in Easthaven and was hired to lead Hrothgar and company.  I also just liked the idea of an Elven Ranger.  I had originally thought I would have her focus on dual wielding along with archery, so I did give her one point in Two Weapon Fighting, but that ended up being wasted since she ended up being my main ranged fighter.  So by the end of the game, she was firing off five arrows per turn which while awesome, meant that I had to frequently restock on arrows, even with the ammo belt and the Bag of Holding loaded.  It also meant that I would have to quickly unequip special arrows because they would go fast.  She was really my saving grace in the later areas where I would need to draw out single enemies and quickly pick them off.

Melida: Halfing Thief - Bounty Hunter

It was a toss-up between the Bounty Hunter and the Swashbuckler, but since the Swashbuckler couldn't backstab, what I felt was a key feature of the Thief class next to finding traps.  What's funny though is that Melida was horrible at hiding in shadows despite frequently putting 5-10 points into Hide in Shadows every level up and she ended with 105, and 70 for Move Silently.  Plus with her having not-great armor for most of the game, I decided that she was going to focus on ranged attacks.  This then became an issue because there weren't any nice magical short bows, only one with a +1 rating, at least that I was able to find.  But she was great at finding all but the hardest-to-find traps and always succeeded at disarming them.  As for setting her own traps, it seems bad game design to have a key feature of a class be that they can only set their super special trap when there are no enemies around, in a game where enemies are almost literally everywhere except where you've already been.

My in-game explanation for why she was with our group was that she had been tracking a bounty up to Easthaven, but by the time she got there, either the bounty had been claimed by someone else, or they had frozen to death and it was a bring in alive only bounty.  So just her next job.


Alakan: Human Mage - Invoker

If you are going to create a wizard and have them specialize in a school, do not create a Diviner because then you cannot use any Evocation spells like Magic Missile, Fireball, and Lightning.  Creating an Invoker means that you cannot learn or cast any Divination (or Conjuring) spells, which includes Identify.  This means that you'll be traveling to any merchant whenever your passive Lore skill is not high enough to identify those cool-looking gauntlets that are probably not cursed.  Probably.  Really, the Invoker subclass was only expensive in the early game when I was still picking up every bit of gear to sell, and then just inconvenient to hold onto gear before I knew its magical properties.

My biggest problem though with the Evocation spells, especially from about 3rd level on, was how many of them were area-of-effect spells.  I mean, sure I could cast Web and hope to ensnare a handful of enemies then cast Cloudkill or Chain Lightning, but I felt that with a few exceptions, I really only needed spells that targeted individuals.  Although I did really enjoy casting Fireball; although annoyed when it was cast too late and it ended up being targeted behind the swarm of monsters and only hitting a few of the stragglers.


I could probably go on about all of the things that I don't like about Icewind Dale although I feel like I've already talked The Kid's ear off about all of these, which at times comes across as complaining because the game was too hard.  But since I am not on that boat, let's just go over a couple of them.

  • Considering how combat-heavy the game is, and how many monsters are thrown at you in each encounter, healing spells should be comparable to balance the game and not strictly RAW to 2nd Edition.  Because I can guarantee you (without any evidence) that Gary Gygax did not design "Cure Moderate Wounds" to be an acceptable spell after going up against a dozen salamanders.
  • Enemy type and placement for nearly the entire game felt like it was designed by the type of DM who thinks that D&D is a competitive game where the DM is actively trying to kill the PCs.  You know, an asshole.
    • There were so many encounters where I would enter through a door, attack for literally fewer than 5 seconds only to exit back through the door when I knew that the enemies couldn't follow.  I would do this until my spells were used up and then I would rest and repeat until the room was clear. These moments felt like chores.
  • I apparently missed getting the first two lieutenant badges that you need to proceed to the end of the game.  These two badges are in chapters 4 and 5, and you do not need to acquire them to continue to chapter 6.  I find it to be bad game design that there is a main objective-required item located in an area that you can miss entirely.  Even more so since the explanation for what the badges are and why you need them are given to you back in chapter 4, but only if you collect that first badge.
  • That last room against the BBEG must have been designed by a DM with a power trip seeking revenge on the PCs for making it to the last room.  There were so many traps that repeatedly tripped in that room that caused so much damage that even if I could see them, the AI for your party members is so bad that they'd probably walk all over them even if Melida had time to search for them.
Despite all of that, I did enjoy the story, implied and direct, and how it retroactively tied into "The Crystal Shard" by R.A. Salvatore.  I don't recall in that book if there was any discussion about how Crenshinibon ended up in the Icewind Dale region, or it might have been brought up in subsequent books.  I had partly started it because I wanted to play Baldur's Gate but I am still reading books in 1348 DR and BG takes place in 1368 DR and I really want to read through the Avatar series that takes place during the Time of Troubles, when Bhaal spawned a score of mortal progeny, so sayeth the wise Aluando.  And since I had never beaten Icewind Dale and with it taking place in 1281, I felt that it was the perfect time to attempt this classic CPRG.

I guess the next question is if I start the Heart of Winter expansion with my current party or create a new one?  I may have to do a bit of research on that, and then see if I have a copy of Icewind Dale II on one of the game clients or a physical copy lying around somewhere.

So yeah, a mostly fun game with a good story, but a shitty and antagonistic DM who needs to go to therapy to work out a lot of issues.



~JWfW/JDub/The Faceplantman/Jaconian