Not Alone

This is just one of those weeks where I seem to be making exceptionally long winded posts. This morning I am in part reacting… to my reaction from Tuesday upon getting access to the New World Preview. One of the first things that I did was go through the chat settings and figure out how to effectively shut out the world. The preview had a significantly wider arrangement of people than the previous tests did, and as a result the quality of chat fell significantly. I decided for my own piece of mind that I would effectively mute everyone as a preemptive strike against toxicity. We’ve spent a good deal of time lately talking about the toxicity of social media and the horrible things that people do to each other online. Nothing I am going to say today should discount the fact that people are often times completely awful. However this morning I had a thing happen that reminded me of what it felt like before the internet. I am not going to go into detail, largely because it is not my thing to share and didn’t directly involve me. However I very much remember the beforetimes and what it was like to live in a very small town in the middle of fly over country. I wrote about some of those experiences on Monday, from a specific point of view and I guess I am going to turn around and write about them from a different one today. Growing up I knew I didn’t quite fit the mold that was provided before me. For starters I was significantly more sensitive than I knew I was probably supposed to be. I can’t remember explicit events, but I do remember getting my fair share of the “big boys don’t cry” nonsense. Still to this day it is awkward as fuck when I walk out of a movie theater after having been wrecked by the emotional conclusion of a movie and end up trying super hard to play it off like my eyes are watering because I have been yawning. I also knew that my interests were not exactly drift compatible with that of many of my peers. I was lucky in that very late in my High School career I found a group of friends that I could be more myself around. I am super thankful having reconnected with my friend Jason over the last year or so, but I spent a lot of my childhood thinking something was wrong with me. My complete disinterest in sportsball and the fact that I was nowhere near as aggressive as I felt like I should be branded me as somewhat of an other. I was a fat kid (and am still a fat adult) and had way more breast tissue that I my peers making me feel a significant amount of shame any time I was pushed into a locker room situation. Then there was the realization as things moved on that I wasn’t near as “Male” as I was expected to be. I was more or less raised by a series of strong women, and those are the people that I most identified with. I spent significantly more time with my Mom and Grandma than I did my Father and Grandfather. Don’t get me wrong, I adore my father and we get along great… I just wasn’t until scouting and realizing that he was a bit of an odd duck too that we really started to bond. Then there is the whole sexuality thing… of being MOSTLY “straight” but not quite and never really understanding exactly what that meant. In the time before the internet, there was a lot of my life that I felt thoroughly alone. I graduated from a class of 60 students, and when you are in that situation your friendships mostly become the most compatible of what is available. I knew I wasn’t quite the way I was expected to be from a societal point of view, and because I was trying to fit in… and pushed those feels deep down to occasionally catastrophic result. I’ve struggled with “Dark Thoughts” as I call them for so many years that I am not even sure when it began, but I will say that it helped significantly to broaden my world. As I roamed around the proto-interwebs I started to find folks that were a lot like myself. Even though at that point it was just a series of text based exchanges, it was like people were a truer version of themselves when online. When every interaction was anonymous… sure there was no reason to tell the truth, but there was also no reason not to. Growing up where I did, my world view was tragically small… and I got to meet vastly different sorts of folks in a very short period of time. I remember being introduced to two people… Semple and Dave. Semple was sweet and outgoing and vibrant and Dave was her quiet and shy but still very sweet roommate. At that point I was into vampire roleplay on IRC, and Semple was one of my “Clan”. I’ve always been a community builder, and I built a little tribe among my Vampire “Childern”. Semple was struggling with something and I did my best to help her with whatever, but she seemed… for lack of a better word Haunted. There were times where she would not show up for days, and I would track Dave down to check on her. He would give me some excuse that she wasn’t feeling good, and that she would get back to me as soon as she could. It wasn’t long before I started to understand the truth of the situation. Semple was the person that Dave wanted so desperately to be and was scared to death that if I ever found out the truth of the situation I would be mad. I’ve always sorta tried to take people at face value, because you find out a lot about a person by the way that they want you to see them. At this point in my life I knew nothing about Trans issues or identity, because I just didn’t have enough experience to understand it. I did however know that the person I had become friends with wasn’t a gender, and that it seemed like they were their most honest self when they were Semple. There are a lot of people that I still wish I had contact with, from various eras of my life. Semple is one of them, because I hope she is thriving and happy. The thing with this era of the internet is that you didn’t really trade information. I guess this is why I get some cagey about the Facebook era, because in this time we were told to never share personal information because someone would come out of the internet and get you. So instead we shared our truth with our words, and rarely even traded emails. This is also likely why I seem to care way more about a persons “handle” than the real name behind it… and why it creeps me the fuck out when someone online calls me “Mark”. Essentially, as much as I might vilify the internet and the toxicity it brings to our lives… I can’t say the beforetimes were better. Were it not for the internet and being able to find my own tribe of people and build my own support structure… I would not likely be here today. There were many times when the dark thoughts would have probably gotten the better of my will… were it not for the life long friends I have made throughout the years. Sure I am never going to sit across the table from most of them, but it doesn’t make them any less real or any less important. This isn’t the sort of post that I am going to syndicate very widely. I go through a routine in the mornings of cross posting my blog… and when it is deeply personal like this I tend not to do that thing. This is a thing I wrote largely for myself and if you are a regular… I guess you get to follow along in that journey. I am not exactly share what this week has been about, because it seems like every day has been a significant post. Thanks for being out there even if we don’t interact much. I come to the internet to meet new people and understand points of view different than that of my own… and maybe just maybe make a good number of new friends along the way. The post Not Alone appeared first on Tales of the Aggronaut.

The Next Town Over

Last night was a rough night. I got unceremoniously startled awake by our youngest cat at two in the morning and struggled to get back to sleep. While I have never been diagnosed with having a panic attack, I had what I can only deem as one. It felt like my heart was beating out of my chest even though both my blood pressure and heart rate were in the normal ranges. On top of that I could not get my mind to shut off. This morning I have to go into work, which in the time of largely unchecked COVID-19 spread is always stressful given that there is no legitimate reason why I should need to do this thing other than for “face” with my management. On the way into work I have to drop our eldest cat at the vet for a glucose check, and if she so much as gets a hint of the cat carrier being around she freaks out and often pisses all over whoever is carrying her. Basically my brain went into overdrive running through the worst possible scenarios of how my morning was going to go… all the while ensuring that my day was going to be shit due to sleep deprivation.
A few weeks back I shared my concerns about how successful this console generation launch would ultimately be, and last night it seems some of those concerns were at least warranted. The reluctance of both Microsoft and Sony to reveal pricing and start pre-orders made me think that in both cases supplies for 2020 would be exceptionally limited if for no reason other than the constraints of ramping up production during a pandemic. Last night emails went out to Sony account holders, but I am not exactly sure what determined getting one versus the many folks who did not. I am wondering in my case if it was tied to PlayStation Plus access, because I have long considered that just part of the cost of owning a PlayStation console. The email is not a preorder notice… but instead a notice that you can now register for the opportunity to preorder a console. The verbiage contained within the email and on the registration page goes a little something like this.
There will be a limited quantity of PS5™ consoles available for pre-order, so we will be inviting some of our existing consumers to be one of the first to pre-order one from PlayStation.

Sony Playstation 5 Pre-Order Registration Email
If you did not get one of the emails you can register through the page on PlayStation.com. I signed up because I had avoided purchasing a PlayStation 4 Pro in part because I was planning on upgrading to the 5 this year. I’ve squirreled away some cash for this purpose and have already prepared the spouse for this expense. In theory once the pre-orders open I will pop in and try and reserve a unit, but I do feel like I will be racing the bots.
When you submit your registration you are asked to provide your PlayStation ID, which is likely there to try and stop bots from scooping these all up to scalp for a premium. That said I would not be surprised if those same craigslist/ebay flippers are now instead creating a number of bogus PlayStation accounts, since you can do that without owning a console. It does however make me wonder if they are going to prioritize this system somehow, so that the first wave is to folks who have verified ownership of a PlayStation 4 and an active PlayStation Plus account or something along those lines. It will be interesting to see how this system plays out.
The majority of my game time last night was spent snuggling with cats on the sofa and playing some more New World. This time I started the game in a vastly different location than I did during my first test, and as a result getting to other territories seems considerably easier. As such I have popped over to the next settlement that the quest chain sent me to. However the quests I am being given are still sending me back across the border for various objectives.
I’ve leveled to 17 so far, and I believe the highest I had gotten in the previous test was somewhere in the vicinity of 25. My first time in the game I was picking abilities from all over the place and as a result I created something that felt very uneven to play. Now that I have focused largely on the defensive tree for sword and equipped a full set of heavy armor I feel considerably more sturdy than I was previously. As a result I seem to be able to take encounters that are significantly higher than my level, and have successfully defeated packs of 23ish mobs that aggro’d onto me while exploring.
Last night I found myself however switching things up and starting to level healing staff a bit. I found out that it seems weapon experience is gained by whatever weapon you last damaged the mob with. So I can whittle something down with Sword and Shield, and then swap quickly to Healing Staff and get that last hit in allowing that weapon to soak the benefit of the full experience. As a result I have poured on some very quick levels and at the very least now have that AOE pulse heal which comes in handy for recovering from a rough encounter.
One of the biggest frustrations that I have had so far in combat is really a two fold problem. Firstly I really hate how hard it can be to get a tag in on a mob when there are multiple people fighting it, as instead you end up registering hits on the players (and since I am not flagged it is effectively damage that just poofs). The second frustration is how seemingly random the aggro table seems to be on mobs. I would be interested to see how the formula actually works because the game seems to be fairly unacceptable to trains, aka where a large number of disengaging mobs chain onto a new target. I noticed this happen a few times in the previous test and I have seen it happen to me a few times here to a lesser extent.
All in all though, I am still really enjoying myself. As Bhagpuss said in his comment yesterday, if it released tomorrow I would likely happily play it in production while they stomp any residual bugs over time. I did not at all expect myself to enjoy the game in the way I have, and I am interested to see how it shapes as it nears release. The post The Next Town Over appeared first on Tales of the Aggronaut.

New World: Diamond in the Rough

One of the problems about an NDA is that it can keep players who are really enjoying the experience of a game fro evangelizing it. This has been the case with me and New World, that is until the current preview of the game. The NDA was lifted and I can finally share all the thoughts I had about my experiences… the challenge now however is I am not exactly sure where to begin. I will admit that based on the marketing of this game, it seemed like something I probably would not like. The early heavy PVP focus would have been a massive turn off. However at some point during the development cycle they made a hard pivot to more of a PVE experience, and attempting to buffer the world with more lore and story.
If you have played Greedfall, you understand the basic conceit of the game. Essentially there is a new island that has been discovered, and your expedition is attempting to colonize it. The thing is, the island is very much not new and you are very much not the first expedition. It appears that folks have been trying to colonize the island for untold centuries, but that there is some malevolent force on the island that possesses everyone that arrives. As a result the island is littered with the ruins of past settlements and the “withered” inhabitants that have been claimed by the spirit of the island, and will attack you on sight with track star zombie like vigor.

Combat

Your game play begins as your expedition is scuttled by some very angry rock tentacle looking things and you wash ashore in a ship graveyard. You stumble disheveled through a very scripted combat event, explaining the basics and from there you are pointed towards an objective to begin your experience in the new world. While we are here lets wind our way into combat. If I were to describe it, I would compare it to Elder Scrolls Online because you have a very similar set up. You have a dodge initially bound to the space bar, light attack is bound to a tap of the left mouse button, heavy attack is bound to a long press of the left mouse button and block is bound to holding down the right mouse button. Once you find ranged weapons, the block shifts to aiming your weapon with left firing.
The game has no classes and as a result you are mostly distinguished by your choice of armor type and weapon type much like Elder Scrolls Online. For weapons you have a choice between seven options. Equipping a straight sword gives you the ability to equip a shield for defense along with it. Hatchet is a very mobile weapon that eventually includes the ability to throw it. Warhammer is a big two hander that is slow and smashy. Fire Staff gives you access to elemental magical attacks, and Life Staff represents your healing options. Bow and Musket represent the dichotomy of fast and agile verses slow and hard hitting. Each weapon has its own progression system so you can in theory learn how to be proficient with all of them.
Using a weapon gains experience for that weapon, and then you can spend those points in a skill tree of sorts unlocking new abilities and buffing your general combat abilities. Each weapon offers two different trees designed to represent different play styles. For sword the first tree starts off with a spin attack and then offers you a bunch of abilities that are buffed if you are attacking from the back. The second tree focuses more on the shield and buffing your health and ability to soak damage. This is not explained at any point and when I first played the game I made a number of very poor decisions as to my build. This time around I am building significantly more tanky and am enjoying the sword and shield gameplay more as a result.

Questing and Lore

The quests in the game will send you out into the island to explore various areas, but in my experience are pretty simple mechanically. Essentially it seems like you have “kill the thing”, “get a specific drop”, and “loot the chest” type quests. Eventually you can partake of PVP quests that involve such gems as “deliver the thing”, but given that I am trying to forget that PVP exists in the game I have no clue how these actually function. The quests are uninspired, but mechanically are fine and largely just serve as giving you a purpose for being in the right level range area at the right time.
Another word of warning is that if you are going into New World expecting a deep story driven experience… this isn’t the game for you. If you are not a reader of quest text, you will have NO CLUE what is actually going on in the world. I mean that is fine because the story is largely superfluous and you can play the game perfectly successfully without it. This is one of those games where the story is told through exploration in the world and finding scattered documents in the abandoned settlements. piecing these together you get a feel for what happened to those who came before, and occasionally give you hints about where to find other features. This note for example hints about a nearby wolf den, that admittedly you can just stumble onto yourself.

Settlements

The game has made a lot of interesting choices, and I guess time will tell which were wise and which were foolish. The first of these is the fact that there are no NPC vendors in the entire game, or at least the the sort that allow you to unload your vendor trash for coin. The only way to sell items is on the Trading Post and this is entirely player driven. As a crafter I think this is pretty great, because I never again have to make the decision of if I should sell an item for gold or if I should break it down for crafting materials. If I get a drop that I don’t think would interest other players… I rapidly salvage the item in my inventory and move on with my life. The negative of this system however is depending on where you start certain resources might be exceptionally hard to get your hands on.
Your view of the world largely focuses on a settlement. At first this will be the the settlement near where you start the game. For me it was Monarch’s Bluffs and in a previous play through it was a settlement called First Light. It seems as though each region of the map has one major settlement and one fort, and the faction and company that holds the fort also holds the city. There is likely a rich PVP based system that exists to determine this, but once again I am completing ignoring that. For me who holds a settlement seems to not really matter at all.
Each region of the game has a faction associated with it and this levels up as you do things that would gain you favor. This can be completing quests or just doing things like killing random baddies that you might encounter along the way. When you level up you a presented with a series of choices that provide quality of life changes to that region for you. For example in this case I have the choice between lowering my trading tax fee a the trading post, increasing the speed at which I gather resources or gaining more faction tokens each time I complete a mission for my chosen faction. These choices end up giving you a reason to support a specific area, and when you get level 25 with a faction you can purchase housing.
Another one of those interesting decisions that I spoke of is the fact that what we would think of as a banking system, is tied to a specific settlement. You are granted access to a storage shed and additional storage space is another one of the options you can occasionally choose when you gain levels with a given region. Your items stored will only be available while you are in a given region and once you cross over into another settlement, you will be starting back at square one both in access to space and for item availability. This makes me think that the game is designed in such a way as to drive loyalty to a given region by the players.

Player Factions

At a specific point in the quest line, you will be asked to choose a faction. Once again I am going to throw back to Greedfall, because you could essentially name the three factions the Coin Guard, Alchemists and the Church if you wanted to. The green team are more aligned to military might and adventuring, the purple team is stealth and forbidden knowledge and the yellow team is the might of divine right. For me it seemed like Green team was the ideal fit… largely because I like fighty things and the color green is my favorite… also skulls are cool. The only negative about these factions is your company… aka the guild equivalent, will be limited to only members of a specific faction. So you will have to convince all of your friends to be cool with the same lore tropes. Really for me, I am fine with pretty much everything but team Yellow, because I have no desire to align to the church.
If you don’t care about PVP however, the choices are largely interchangeable with the primary difference being the armor sets that are available to you through the faction currency. Regardless of who holds a territory, there will be a representative of each faction in each settlement it seems. Other than the main quest chain, there will be a constant repeating stream of faction quests and town quests available. These send you out into the world and the first row is completely PVE focused with the second row all requiring you to flag up in order to partake. I’ve only ever done the first row of quests because again, I am pretending that PVP does not exist in the game.
Town quests come from the Project Board, and this gets into one of the really interesting aspects of the game. The players are effectively improving the settlement as they play the game, and at any point a player can plunk down 100 gold and declare a project to upgrade something. For example in the above picture there is a project to upgrade the Forge to Tier 3 increasing the sort of items that you can craft with it. The other project is to upgrade the Gates to Tier 2, which I believe are involved with the PVP siege game play allowing for the town to be more easily defended. In both cases there are three quests at a time offered, and each of these reward 10 points towards a given project with 3000 total points needed to complete the project. Each player that takes town quests is all working towards the same shared benefits.

Crafting Systems

The game has an exceptionally rich crafting system, that once again I would liken to the experience of playing Elder Scrolls Online. The key difference being there is seemingly nothing holding you back from just leveling everything as they each are progressed independently of each other. These are divided up into three general categories: Gathering raw resources, Refining those resources into materials and then Crafting something from materials. Since I am playing a heavy armored tanky character, I have spent most of my time focused on weaponsmithing and armoring which cover melee weapons and metal armor. From what I can tell, nothing exists in the game that cannot be crafted and the majority of your loot are resources that can then be crafted with.
Gathering is a bit interesting in that there are not just fields worth of nodes out there in the world. Most everything that you can see can be gathered in some way. The trees that are in the above screenshot can be chopped down, the plants can be gathered… and the Iron Vein that I stumbled across can be mined. Rock is extremely plentiful for example, but ore is a little harder to find with specific resources appearing in specific biomes and areas. For example if you find a ruined settlement that was a mine or a quarry… chances are you are going to find ore. If you find a settlement that was a farm, you are going to find things like herbs and various vegetables that you can harvest. Things are just scarce enough that I find myself constantly scanning the horizon for any resource that might come in handy.
When it comes to crafting the items itself… there are a bunch of levers to pull and knobs to turn. When crafting an item there are base requirements and then a few things you can do to increase your chance of getting something interesting. You can add additional primary resource in order to influence the chance of getting a gem socket, or at a resource called Azoth in order to increase a perk appearing on the item. Occasionally you will find something out in the world that allows you to place a specific perk as well. I think the idea being, that in the end game you will be able to directly influence the type of item you are producing if you have sufficient skill and sufficient resources.
The crafting machines are located in your settlement, and are scattered throughout the town with them largely appearing in one of two areas. Everything you can craft has both material requirements and machine requirements. For example moving up a tier in food requires you to have access to a tier 2 kitchen, but moving up to the third tier would require access to a tier 3 kitchen and so forth. This feeds that desire for a town to evolve and for the players to run those town project quests because it ultimately benefits everyone, or at least everyone that is interested in getting items crafted.

Your Campsite

New World is a game without fast travel or mounts, and the various activities will involve you traversing vast distances. Inevitably you are going to die, which makes life a little tricky. Any player can run up to me and resurrect me as I am bleeding out, however I watched three players in the general vicinity do nothing, meaning I had to eventually respawn more or less pushing me back to the settlement. Depending on where I happened to be, this might mean a rather lengthy run to get back to where I was questing. Thankfully the game has what I consider to be my favorite system to handle this.
At nearly any moment, with some minor restrictions as to placement… you can hit Y and build a camp site. This requires 5 pieces of wood and 1 piece of flint, which are exceptionally common throughout the island and has the effect of resetting your respawn point. In addition to that you can use any players camp to craft some very basic materials like simple food and crude gathering tools. You can also use a camp to rest, which allows you to regenerate health at a vastly increased pace. For me at least this means that I am never not carrying wood and flint and when I find myself questing out in the middle of nowhere I always plunk down a camp site just to serve as a life line in case I happen to die. This allows me to get back into the action quickly and respawn significantly closer to the objective.

The Rough Spots

I’ve gone on for some time about the features, and during that I covered a ton of the positives of the game. Now I guess as I close things up I should probably talk about some of the negatives. The first and most immediately apparent is that New World does not have a good character creation system. The models for characters look on par with memories of Fallout 3, and have sadly far fewer options. They are what I would expect for a pvp kill box game where you don’t really care about roleplay, and not what I would expect from a MMORPG. I hope given the delay they can maybe work on this system a bit because it is very much not amazing.
Combat has some weirdness to it as well, namely when it comes to hit registration. If you and the thing you are attacking are on different elevations… even the most slight of differences… you can end up just swinging at the air which is extremely frustrating when you hit a special attack. Special attacks are extremely powerful… but also have insanely long cooldowns meaning you are going to have them up about every other fight if you are rolling through encounters. There is some weirdness with switching weapons as you can get animation locked limiting the usefulness of say having a ranged weapon that you open combat with and then switching to a melee weapon for close combat. It works, it is just way more kludgy than I would have liked.
One of my key complaints from earlier testing was that the radius for what counted as killing something within a certain area was very very short. This appears to have improved significantly but it still can be really hard to find a certain number of wolves for example around a certain den. The spawn rate seems to be either feast or famine, where you can be standing around waiting forever for something to spawn in… or the spawns are happening so fast that you get overwhelmed. I am hoping they continue to tweak this, as it was better for this test than it had be in previous iterations.

Final Thoughts

As I said at the beginning of this massive post, New World was not a game I expected to like. However after having played it for a significant number of hours and through multiple tests I am really looking forward to it launching. They are making some big gambles by constraining the player to largely interact with a specific settlement, but it might also create a game with multiple rich player environments rather than a single vibrant city. I am on board with the crafting system, and I legitimately find combat to be enjoyable. Really for me however this is a game about exploring a very beautiful world, and I like just roaming around looking for resources. I am fully on board with this game and plan on playing when it eventually launches. So now I ask you my readers, have you had a chance to play the game? If so what were your thoughts? Drop me a line below because I am very interesting in hearing about your experiences now that I can finally talk about it. The post New World: Diamond in the Rough appeared first on Tales of the Aggronaut.

Revisiting Hades

Today’s post is going to take a bit of a strange twist. Admittedly it is nowhere near the ride that was yesterdays post, but it is going some places. I feel like I need to make a quick side note and thank everyone for the positive response to my tale of being trapped in a small town. I appreciate it greatly even though my brain struggles to believe it. However lets get back to the story at hand, because it might also be a little long in the tooth if I am not extremely careful. The first thing you need to know about today’s post is what /NoClip is. For the aging among us we will know without a doubt that it is a command line argument that allows you as the player to pass through walls. However more specifically for the focus on this post, it is a group helmed by Danny O’Dwyer that seeks to make documentary films covering the gaming industry. I love the work that they do in part because they are really great films but likely a bigger portion is because I have long dreamed of working in the industry. It is funded largely by Patreon, which I back and the above screenshot is from a really good video on Dwarf Fortress.
For a bit they have been doing a series on the development process of Hades, the fourth release from Supergiant Games. Here comes another side jaunt, because I feel like it is important to understand that I really love Supergiant Games. I loved Bastion and Transistor was a bit of a darling among the AggroChat crew as we gushed upon it over the course of several episodes. Pyre was a bit of a venture off into odd sportsball territory and I did not love playing the game, but I loved the story of the game and ultimately still played quite a bit of it. Hades however takes things back into a direction that is in my wheelhouse, but more about that in a few. /NoClip has been embedded with Supergiant Games during the course of its development cycle and as a result has been releasing this series of really cool videos covering its life cycle. They covered the launch of early access on Epic Game Store that immediately followed an announcement during The Game Awards. Other videos have taken a deep dive into the patching process and how the music and art assets are created. This week they released a video that I don’t think officially slots into the series but covers the struggles the team has had trying to function in our current COVID-19 world. They are all pretty great, so here is a list for you to follow up on your own if you so choose. Fair warning, most of the videos are somewhere in the ballpark of 40 minutes.
I originally purchased early access on Epic Game Store on December 6th of 2018… aka immediately after the game got announced on The Game Awards. I have not however really been playing it much, and the most recent doc made me want to explore it again. For the uninitiated, Hades is a Rogue Lite Action RPG where you play as Zagreus, son of Hades. You’ve decided that you are done with being in the Underworld and want to escape so you can join the rest of your family on Mount Olypmus. However in order to do so, you are going to have to fight your way out of Hell.. aka the Underworld of Greek Mythology.
As you fight your way through the underworld, you will be terribly outmatched and will likely find yourself dying rather quickly. Each time you die you will resurrect in the pool of blood located in Hades audience chamber. Each iteration through the dungeon opens up new interactions with the other members of House Hades, and these dialog prompts often serve as tips on how to deal with more frustrating encounters. You will of course be constantly taunted by your Father, who just wants you to stop this nonsense and return to your duties.
Along the way however you are assisted by other gods that want to see you succeed… the first of which being your adopted mother Nyx. While traversing the labyrinthine passages you will discover boons from the gods. It seems that there are a great number of gods that don’t particularly like Hades and would like to see you succeed. As a result they are willing to lend you their power temporarily in order to hasten your escape.
These boons in general give the player a choice between three different options. Each one changes the way the attacks work slightly and serve as a bit of a mutator to shape your play. In order to succeed you will need to adapt the way you approach your encounters to match the features of the boon. The first of these will be available immediately upon entering the underworld, and another one generally follows rapidly giving you a few options as you ascend.
Earlier I said two things that I suppose I should explain a bit. First I said this game is a Rogue Lite, and not a Rogue Like. The difference to me generally has a bunch of different distinctions but the first and most important of these is that as you traverse the Underworld you are able to gain permanent power increases that carry forward with you. I also said that the first god to help you was Nyx, your adopted mother and she granted you the power of her Mirror of Night. While traversing the underworld you can collect a currency called Darkness, which can be spent in your room through the mirror to slowly and surely increase your power level between play throughs.
The other primary aspect of the Rogue Lite is that while there is a heavy emphasis on randomization, and each play through is going to be significantly different… the rooms that you traverse along the way are very much hand crafted. Each entry into the Underworld represents a branching path that ultimately leads to a boss encounter before moving to the next area. While the order of the rooms and the encounters in each of them is different, there are specific rooms with specific encounters and the symbol on the door gives you a rough approximation of the type of room. For example in the above screenshot the room on the left will reward Darkness upon completion, and the room on the right will reward Gemstones that are used for constructing new things in the House of Hades.
The game itself is split up into multiple biomes, and each of those have a set of enemies that can spawn and that you might encounter along the way. While traversing the underworld you will encounter keys, which can be used for a few things but likely the most important is unlocking new weapons. Right now I currently have access to a two handed sword, a bow, a shield and a spear. I believe as you ascend higher you will encounter other weapons including a gun of some sort. Right now I seem to be stuck on the shield as I enjoy its mechanics. I’m playing with mouse and keyboard and it seems to fit nicely with that playstyle. The game itself however has full controller support and that is likely the actual intended way one should be playing this.
No matter what order you take the rooms, it will eventually end in a boss encounter. The first boss is Megaera a Fury, that is extremely quick and I have yet to beat. That said I only started playing again last night and restarted on a Steam copy instead of my original from Epic Game Store. I am not entirely certain if progress should carry over between the two, but I lost a hard drive since when I last played the game so regardless I started fresh last night. The game is exceptionally fun, and the fact that no matter how badly you do… it is highly likely that some progress will carry over at least in the form of new dialog prompts makes it feel like your deaths are serving a greater purpose.
The other thing that I really like about Hades is how fast a cycle of play ends up being. I can pop in and play a bit and feel like I made some progress and then get out and do other things. The game is eventually releasing on the Nintendo Switch once a proper launch happens, and I figure I will pick it up there was well. This is an ideal game to play in that time between when I lay down and when sleep claims me. Admittedly it was the doc series that got me interested in writing about the game, but I figure if nothing else it serves as an introduction to anyone who is not already aware. The game is exceptionally well crafted, as has everything from Supergiant Games been. Right now the game is available on Steam and on Epic Game Store. I know in the future a Switch Version is coming out and I believe it has also been announced for the PlayStation but with no firm dates on either. If you like Action RPGs or Rogue Lites, then I would suggest checking it out. The 1.0 release is in theory slated for late 2020, but given the state of the world I could see that maybe pushing back a bit. For now on Steam and Epic it is in Early Access and they are patching the game constantly. I also highly suggest checking out the doc series from /NoClip. The post Revisiting Hades appeared first on Tales of the Aggronaut.