Don’t Think, Just Jam

I started a screenshot album for my virtual adventures. Check it out if you’d like.

  • 67 Posts
  • 428 Comments
Joined 2 年前
cake
Cake day: 2023年11月25日

help-circle
  • I’m not exactly an expert on Daggerfall but I’ll try.

    First things first, Daggerfall is less of a structured game (in modern sense) and more of a life sandbox compared to later games. Some basic tips:

    • Save often.
    • There are no map markers, ask locals about where to find stuff/people to make things easier.
    • Fast travel takes (in-game) time and has various options which will affect the cost, travel speed and whether you’ll reach your destination well rested or not.
    • Quests are timed (yes, all of them).
    • Most of your adventuring will be focused on randomised quests.
    • Locations open and close at specific hours, you can break in if you want but don’t expect a warm welcome.
    • Dungeons are HUGE, nonsensical and, sometimes, impossible - there’s an option called “Smaller Dungeons” in the settings menu on the initial launch screen, it’s a good idea to use it.
    • You can train your skills in guilds for a fee (you need to join them first, I believe). This type of training costs time, money and fatigue, and has a global cooldown so you can’t do a tour through all the guilds in a city and train everything in one day.
    • Item repairs have to be done at blacksmiths and take multiple days (depending on item state, if I recall correctly). This can be toggled off in the settings menu on the initial launch screen if you want.
    • Diseases are a serious matter - they won’t pop up instantly but show up some time after contracted and will kill you if left untreated. They will also progressing during fast travel as moving between places does take appropriate amount of time.
    • Diseases like Vampirism or Lycanthropy can be contracted at random when fighting respective enemies and have pretty significant effects on gameplay (both positive and negative).
    • Buying a wagon gives you additional storage for loot, just keep in mind that personal inventory and wagon inventory are separate and the latter can’t be accessed in dungeons unless you’re near the exit.
    • Some equipment has various states it can be toggled between - using a cloak for example will switch between having your hood up or down (it doesn’t affect gameplay in any way).

    Unlike newer games, most of the action happens at POIs, with travel taking place via world map - moving between locations manually isn’t particularly interesting due to lack of random (or any, really) encounters, simple terrain and huge landmass the game is set in. If you want to travel by yourself then check out some mods to make it a bit more worthwhile.

    If you’re interested in a vanilla experience then the base package is fine as is. If you want more (better graphics, random encounters outside of towns, new quests or gameplay additions) then Nexus Mods has you covered. Here are some neat ones that don’t affect the gameplay much:

    • World Tooltips - adds basic tool tips when aiming at objects (item or character names, level transition destination, location opening hours etc).
    • Quest Offer Locations - quests can take you to various parts of the world but don’t inform you about where you’re suppose to go until after you agree - this mod changes that.
    • Convenient Quest Log - makes quest log more readable, adds quick actions to cancel non-story quests and travel to the required location.
    • Lively Cities - adds various NPCs to dwellings to make them feel more lively, like the name suggest.
    • Basic Roads - adds roads between towns and cities. Useful for navigation if you’re interested in manual travel.
    • Wilderness NPCs - adds random NPCs (friendly and hostile) outside cities, also useful when travelling manually.
    • No Rush Main Quest - removes timers from main quests. Dunno how useful it is since I haven’t used it (nor did much of MQ) but adding it just in case.

    That’s all I have for now, I’ll update the post if anything else comes to mind.


  • Grand Theft Auto: Liberty City Stories

    Tried playing it on my Steam Deck but it doesn’t want to cooperate unfortunately. Despite multiple attempts over various versions of PPSSPP (emulator) and playing around with settings, game always crashes after 15-30 minutes of play.

    I might try setting it up on my desktop as a last ditch effort but that will have to wait as I don’t care enough to bother with it at the moment. I’ll finish it one day.

    Daggerfall Unity

    After my failure with GTA:LCS I wasn’t really sure what to play and decided to go back do Daggerfall instead. Not much new to say about it for now as I only updated the mods and did a few quests. Still haven’t touched the main story outside of reporting to Castle Wayrest since my character is not a fighter and was sent away to train before proceeding (not that I expected anything else, it’s just where I stopped with that for now).

    It’s time to play the game properly for a bit, I guess.

    Sam and Max Hit the Road

    I finished the game two or so weeks ago but I’ve been thinking about it again over the last few days so I might as well mention it here. Despite my initial reaction (I liked it well enough, just not to a huge degree) I’ve been slowly warming up to it, especially the writing.

    I think the main reason behind my previous opinion had to do with the fact I’m not having a good time in general at the moment so everything I do is tainted by my foul mood. I needed some time to let my brain catch up and understand what I just played.

    The more I think about it the more satisfied with the game I become - it’s an interesting reversal since I usually tend to lean towards being more critical as time goes one and I have the chance to look at things from a distance. I also started watching someone else’s playthrough which allowed me to look at things from a different perspective as well. All in all, it’s a lovely (and rare) surprise.





  • I completely agree that accessibility/assist modes are more important and if I had to choose I’d go with that. Since we’re in a fantasy land however I’m still going to advocate for customisation because, let’s be honest, most of the difficulties (besides “the main one”) are usually not that great.

    I’m speaking from a perspective of someone who tends to go for the higher difficulty options which extremely often go with the laziest possible decisions like turning enemies into damage sponge and increasing their attack power. That’s it. Stuff like improved enemy awareness, faster reaction times, smarter tactics aren’t exactly common and that’s my main pain point when selecting difficulty. There are also other things like ammo/loot scarcity, need drain in survival games etc.

    Having an option to tweak at least some of these things could help folks like me who often end up in a situation when one difficulty is piss easy and the other feels like a drag. Peoples skills and expectations vary way too and there’s simply no way few basic difficulty settings will be right for everyone. And if someone damages their experience? Oh well, let people make mistakes and take responsibility for their choices. Inform them that changing this stuff will affect their experience and leave them to their decisions. We can’t (and shouldn’t) baby-proof everything, in my opinion.



  • I’m not sure what I want to play at the moment so I thought I’d jump into Elder Scrolls Online for a bit. After spending a lot of time trying to play as a pacifist character I decided to make a new “normal” one instead - that took a while.

    I ended up remaking my character 3 times as I couldn’t decide on who exactly I’d like to play as. Started with my usual choice, Warden, but I wasn’t really feeling the beast master skills and eventually settled down on Nightblade - the class of choice for my very first character, I believe.

    I’m having fun so far though I do have some serious issues with the game. Both story and levelling feel WAY to fast, like they were made for someone with neither time nor interest in playing an MMO. Another big problem has to do with movement speed - my character feels like she’s constantly sprinting (even walking and sneaking are sped up) and the worst part is, this only affects my new, dark elf character. Jumping in as an old wood elf Nightblade has her moving like a normal person instead of an arena shooter protagonist. I don’t know why that is but I’m not a fan.

    Main content is extremely easy and the writing is… not great for the most part. It’s not like I require some high art from the game but if it could be a little less generic and basic, that would be great.
    While of the voice acting is pretty solid there are some real stinkers in there as well - you could tell me few of the characters are voiced by a decade old text-to-speech software and I would believe you.

    I don’t know if the game changed so much since my last proper stint or if I didn’t really notice it back then (it’s been years since I played as a combat character). Either way, I might be going back to playing other stuff faster than anticipated. Oh well.


    On a slightly different note… I like to listen to game soundtracks - old or new, action packed or mellow, there is something about many of them that just makes me want to put them on as a background for whatever I’m doing at the moment.

    I decided to go back to albums from old Maxis games: SimCity 3000 and 4, The Sims and its expansions etc. They all have this atmosphere that makes them stand out and keep you feeling chill and happy. Well, after putting them on I noticed a serious problem - I can’t really listen to them any more, not as a whole anyway. Despite not having such problems in the past, nowadays some of the songs with higher tones sound extremely grating and unpleasant to listen to. I can do it for a bit but but things get painful rather quickly and it makes me sad. I love these soundtracks and not being able to enjoy them really sucks.

    I have no idea why that happens but it’s not only limited to these old title. There are some newer games where I end up turning the music off completely since they end up being more annoying than atmospheric. I hate it.


  • I agree to an extent but there’s a difference between “we made a specific design choice because it fits with what we want the game to convey” and “well, normal mode works like X and feels super easy to anyone experienced with gaming but on hard all the enemies are bullet sponges with 5x HP and player dies in one hit”. The latter approach brings nothing to the table and that’s what I’m against. Plus already mentioned accessibility options for those who need them.

    Besides, many games ALREADY HAVE easy modes - giving me ability to adjust things manually (which in my case is usually up, not down) wouldn’t affect their vision any more than it’s already possible.



  • Customisable difficulty. Have a single or multiple presets balanced to what you’d like your players to experience but give me an option to adjust some of the stuff to my liking. There are SO MANY games I’d love to play way more than I do but none of the difficulty options feel “right”, bringing the whole experience down.
    It’s also a great feature from an accessibility standpoint - pretty important thing for those who literally can’t play your game for reasons that could be easily worked around if such customisation was there.

    “But my artistic integrity and vision!”

    No, shut up. Your vision doesn’t mean squat if my experience with the game is annoying to the point where I don’t even care about the lore implication of an enemy placement or how gameplay systems intertwine with themes and story of the game. It’s important, sure, but it shouldn’t be more important than player’s enjoyment of your product.

    Balance your game how you imagine it but let me play with the sliders to make it feel how I want it to. Just drop a scary message about it not being the intended way to play and it’ll be fine.





  • Can’t say I feel guilty about liking these but if we’re talking about mediocre games I love that would be:

    • Drakengard 3 - simple, repetitive gameplay, huge amount of asset reuse and terrible performance if you’re crazy enough to play it on PS3. It also has a really engaging and tragic story, full of weirdness unique to the series (well, the first game anyway, haven’t played D2 yet).
    • Kane & Lynch (both games) - they’re rough, gritty and don’t pull any punches. Pretty divisive in terms of gameplay though I personally think it’s thematically consistent and adds a lot to the atmosphere. My favourite games from IOI despite not being as well designed or polished as the Hitman series.
    • Oni - 2001 action game by Bungie. Really cool hand-to-hand combat system, huge empty levels, simple story with wannabe Ghost in the Shell elements.
    • Starbound - lots of hype about Terraria in space, lots of wasted potential and cool features that didn’t make to the final release. I tend to prefer beta versions (mainly “Glad Giraffe” beta) but the final one also seemed alright based on what little I played of it. Definitely not as good as it had chance to be during development.
    • Scarface: The World is Yours - budget GTA clone based on the 1983 movie with Al Pacino (it’s actually a sequel). It looks bad even for the time but it plays well enough and has some neat mechanics which made it stand out, if only a little.
    • Tresspasser - the infamous Jurassic Park game with full control of your arm and focus on physical interactions with the environment. It’s a bit clunky and far from polished but it’s an interesting experience nonetheless.

    That’s all that comes to mind for now, I might update the post if I remember anything else.



  • Oh right, I heard about the Linux situation - it’s unfortunate. I never actually played 4 so most of my info comes from osmosis pretty much. The last thing I heard about it was that some modes on the PC version are still active however that was a year or so ago and things might have changed by now.

    The thing is, I didn’t even think about the official servers when I asked this question. My mind automatically went to PC version with potential unofficial ones, which now that I think about it might not even be a thing for Bf4.



  • Halo 4

    I finished the game, it was alright - neither an extraordinary experience nor an abomination as some Halo fans tried to paint it as throughout the years. Gameplay was solid, level design quality varied depending on the theme, pretty great sound effects, kind of generic music though it did have some neat tracks here and there.

    Still don’t care about the Forerunner storyline. I enjoyed bits and pieces (talking about the plan with Dr. Tillson during Composer was really well done) but as a whole the campaign wasn’t that interesting for me. I did like Cortana’s arc - it was pretty emotional and just well done in general. A tasteful ending to her adventures with Chief (yes, I’m aware of Halo 5, no I don’t count it since I won’t be playing it).

    Dunno if anyone remembers but when writing about Halo 2 I mentioned how I really like its art style. While some of the classic stuff still looks good (except for the new Pelicans) I don’t vibe with Forerunner designs at all in this game. I mean… architecture is fiiine and the natural segments were cools but enemies? I didn’t particularly care for them.

    My reaction to Forerunner weapons is even harsher than towards Covenant ones - I just don’t like them. Human tech was always my favourite part of these games and Halo 4 did not change that. I especially love the DMR, it sounds and feels fantastic. It ended up being my favourite weapon in the game and I’d be more than happy to play the whole thing using just that.

    All in all, I was a bit worried about this game but it turned out better than expected. Definitely not my favourite but solid enough to not regret playing it.

    Oh, audio quality of secret videos is not great. Does anyone know if it was like this in the original release or did something go wrong when porting to MCC?

    Master Chief Collection

    This is it, the end of Master Chief Collection. It was an enjoyable ride - not as great as I hoped it would be but that wasn’t really a probable goal considering the years of hype I witnessed about the series. All of the games in the collection are solid to great, they just aren’t up my alley as much as I hoped they’d be. Nothing wrong with that though, just a personal preference.

    I mentioned this before but this playthrough made me realise that my favourite way of experiencing Halo’s universe is through the books rather than the games (except for Reach and, to lesser extent, ODST). They tend to focus on different vibes and tone which work very well with my tastes.

    I’m glad I got to play this, if only to have an informed opinion on a series which helped to shape the medium into what it is today.

    Sam and Max Hit the Road

    After playing through entirety of MCC in such short amount of time I thought I could use a change of pace for a bit. I don’t play many point & clicks these days, especially the really old ones, so Sam & Max felt like a perfect choice for that.

    First things I noticed were the tone of the game and characterisation of our protagonists. Heck, writing in general turned out way different than expected - not in a bad way mind you, I simply didn’t expect the main duo to be such a menace or to hear multiple F-bombs in the middle of a conversation (even censored ones).

    Puzzles aren’t too bad however there were a few times where I needed to use the hint book as a crutch. It’ll take a couple more games before I adjust my brain to playing completely raw but even doing it like this is enjoyable and that’s what matters. I also don’t see the point in feeling bad about doing so in general - while S&M isn’t the worst in this respect, I’m fully aware of the moon logic used in some of these games and I’d rather have fun than tear my hair out trying to figure out some of the more ridiculous solutions.

    Game works pretty great using ScummVM. I did have to tinker with it a bit to make saves work correctly (game crashed when I tried to load them) but other than that I had zero issues. Lets hope it stays that way.


    Got some additional thoughts after finishing the game. First things first, I forgot to mention how good the game looks, I really love the pixel art work on display here. Same with music to be honest.
    Voice acting was great, even if I didn’t always care for the direction they went with. It did what it wanted to really well.

    As for the rest of the game, some of the later segments were pretty rough - both in terms of what needed to be done but also things like finding the map transitions hitboxes.
    Story was alright, enjoyable enough to play but never managed to fully grab my attention. Humour was also a bit of a mixed bad - some of it was great, some felt a bit outdated and some just wasn’t my cup of tea. Nothing I’d outright hate at least.

    All in all, a fun distraction after my non stop shooting spree. Probably won’t be coming back to it but it did its job. It also did kinda fit the bill with my pew pew marathon thanks to the shooting gallery during credits. Looks like I need to choose something less modern for my next playthrough.

    Edit: Just finished Sam & Max, added some thoughts.