Nightingale Initial Thoughts

Good Morning Folks! Since the Last Epoch servers were down last night in preparations for the 1.0 launch today, and Nightingale opened up for early access I decided to give the game a spin. Right now the game is on an introductory price of $26.99 and I figured since I knew I was going to pick it up eventually, I might as well get in at the cheapest price. I feel like I need to set the stage for this discussion. I’ve played a lot of survival games over the years and most recently have been playing a heck of a lot of Enshrouded. This is going to greatly color my opinion of this game. After spending around 5 hours last night playing Nightingale I can state without a doubt that it isn’t an awful game, but so far at this stage in development it isn’t a great one either.
Let’s scroll back a few years and take a look at the original trailer that announced the game during the 2021 Game Awards. I realize this is setting us up for failure because early trailers are more akin to a “mood board” than anything related to what the final product is going to look like. What I got from that trailer is that we would be Cthulhu-style Victorian-era adventurers in cool costumes tromping through the fae multiverse looking for treasure and building settlements. I personally imagined something with a combat system akin to New World, with big chunky good feeling attacks and interesting combatants to fight and a bunch of gorgeous realms to explore. I imagined a building system something akin to Valheim where you recruit people and bring them back to your base to build up to some epic battles as the baddies attack you. I admit I have not followed the development of this game terribly closely, but these trailers and the ones that followed at Summer Game Fest recently set the expectations.
Nightingale has a bunch of really interesting ideas. It has one of the more creative character generators I have seen to date, where not only do you set the looks of your character but you also can define your background and lineage. For example, if you so choose… you can creat the appearance of every person in your direct line for three generations… and then choose to inherit traits in your appearance rather than set them yourself. This is some utter nonsense, but you can tell this is something that one person on the team was super passionate about. My only complaint was with the beard options where I could not have a nice full bushy beard and essentially had to choose between a svelt goatee and a lovely set of muttonchops.
What they nailed was the world. There were several moments where I just had to stop and enjoy the vistas. It has a very Myst like quality to it, as you explore these areas that were once inhabited by the Fae with impossible constructions, floating towers, and such. The world maybe doesn’t feel quite as atmospheric as the trailers would indicate. During tutorial quests you end up crossing through a Forest, a Desert, and a Swamp… the three biomes that exist in the game currently, and all of them very much felt like what you would expect from a procedural generator. While there were some cool set pieces, none of them felt terribly atmospheric. Each of these three tutorial realms had a very limited scope and served to teach you how the tech tree works.
This starts us down the problem I am having with this game. If I compare it against other survival titles… it is ploddingly slow. In this sort of game, I am used to hitting the beach… because it always seems to be a beach… gathering some twigs and rocks and outfitting myself in my first tools and weapons within the first fifteen minutes. Everything feels extremely drawn out as you have to wait for the game to give you permission to craft anything… which doesn’t really take place until you reach the second of the three tutorial realms. This sluggish quality seems to carry forward into all aspects of crafting. It takes forever for you to be able to craft your own clothing because in order to get to that point you have to have crafted three different sorts of machines to assemble some slapdash leather.
When you can assemble your first gear set… it looks like this. We were drawn in from the trailer and visuals of romping around the wilds in spats and petticoats… and instead, you look like every murder hobo in every survival game. I look like I am about to defend my steakwrap by shivving you. I get that this is the starter “tattered” gear, but in order to get started and run through the first major objective you have to upgrade out of what looked like much better gear. Essentially we are a few hours into the game and the anachronistic aesthetic from all of the trailers is already shot. I am sure that eventually, we will probably have access to get that looks like the trailers, but at the rate of progression through the game, it seems like it will be months down the line.
One of the biggest problems that I am having with the crafting system is “bag bloat”. Essentially recipes will request a type of ingredient, for example “t1 Bones” and that can come from any Tier 1 animal that can drop bones. However in your bag… the items are kept in separate stacks as to whether or not they came from a predator or a prey animal, or later when you learn fishing… each TYPE of fish is stored separately. This trickles through to the final produced material so the game can see that I have “16 Meat” on my hotbar, but in my actual bags this is a combination of grilled prey meat, grilled predator meat, and each individual type of fish that I have caught and cooked. The types of ingredients you put into a meal impact the stats of the meal slightly, but so far this has seemed to be negligible, and all I really care about how is healing myself and not dying to the hunger mechanic that slowly kills you. This isn’t so much a problem for your character’s backpack, but it rapidly becomes a problem in trying to store this nonsense in baskets. There really needs to be a way to convert up materials to a generic form that stacks cleanly.
The other problem that I am starting to get into is that every craft seems to require refinement of a bunch of different materials in order to craft it. This mostly just serves to slow down the gameplay as you have to wait on a bunch of machines to craft up enough of the refined resources in order to do the final combine. I’m more used to survival games using something like a tiering system… which the game seems to have… but isn’t utilizing in the manner I am used to. I would expect a Tier 2 machine would require Tier 2 metal and Tier 2 wood… not just refined versions of the T1 materials or the secondary byproducts of refining the items. For example, if you want to make a Candle you need a wick, and if you want to make a wick you need two twines, and if you want to make twine you need “fibers” either through gathering plant fibers or refining meat into animal fibers. It rapidly feels a bit tedious to actually make anything.
The building system feels similarly cumbersome. I would expect to be able to create a wooden shanty quickly by chopping down some trees and using the wood that I gained from said trees. That is not the case and all of the “wooden” block types require you to gather three resources… plant fiber, sticks, and proper wood. Stone however just requires stone… so I have been crafting everything out of that. Stone however is a limited resource and I am slowly running out of stone piles on the island to harvest because Nightingale is not a voxel game with destructable terrain, which means that I can’t just start excavating the side of a mountain to get resources. I have to harvest specific nodes that yield a specific type of material and then deliver it back to the build side and apply it to the designed form. On one hand, it is really cool that you can essentially plan out the entire building in blueprint form, but when you apply resources… it applies them to the entire blueprint at once and then chooses to “finish” seemingly random blocks.
One of the particularly cumbersome elements comes from when you want to remove an item and place it somewhere else. There is no easy way to remove a segment of the wall or pick back up a crafting machine to place it somewhere else. You can toggle on build mode with “X” key… which I had to find by sifting through the keybindings, and in theory, you can deconstruct an item. This will cause a pile of materials to drop to the ground. However, it does not seem to be ALL of the materials that went into crafting the item initially. The other option is just to break an item… at which point you lose ALL resources that went into building it. Sure it is probably more realistic that if you knock down a wall, you can’t just stand it back up again but we are already dealing with magical floating blueprints so I feel like quality of life is a more important trait here.
You can recruit other survivors but they are honestly… kind of idiots. Here is my companion Agnes lighting herself on fire by walking through the cook stove. I legitimately was tabbed out last night typing a message and heard the clear sound of something catching on fire, only to flip over to this scene. I guess the positive is that Agnes appears to be immortal. She has very simple AI and that AI is to harvest every tree she sees… and gives zero fucks about whether or not that tree is going to fall on top of you and deal damage. You can be in the middle of combat and she is going to walk over and immediately start felling a fucking tree while you are skinning the corpse. She is as good at combat as she is at standing in fires.
This takes us to what I feel is the critical flaw in the game for me. Skyrim is a game that we all love and it did some groundbreaking things for open-world gaming… but even for 2010, it had what I would consider to be pretty shitty combat. Combat in Nightingale feels like Skyrim where mobs just sort of blindly rush at you the second they spot you… flailing wildly… and you sort of just have to swing blindly at them until you connect enough times to kill them hoping that your hitpoints outlast their ability to reduce them. There is no real strategy here. I found that I could just jump backwards in order to avoid most attacks and this became my strategy for ranged attacking them down until they died. Attacking with a melee weapon felt awful. Generally speaking, when you enter combat you have three to six things trying to attack you at the same time and your combat is mostly useless.
I completed the first dungeon and took on the first boss… and it was also similarly bad. It just sort of charged at you and you would need to duck out of the way and plink it down as it was ramping up for the next attack. I mostly used the pillars as a way of skirting around the boss because attacking head-on seemed like an awful idea. Its mechanics consisted on a dash attack and a big point-blank AOE, but otherwise, it just seemed to keep locking on my location and I needed to stop being there for a while. A lot of the selling point of this game is to go off on adventures fighting baddies and looking for cool treasure, and honestly… I am not sure I want any more of this combat. If this is representative of what the game has to offer, and based on some reviews I watched this morning before sitting down to write this… it seems like it is.
There is also the problem of loot. If I am going to go delving into dungeons I feel like there should be some reward at the end of my troubles. What Nightingale has for loot is what I could call “Minecraft Loot” aka some random resources. You might find a single ignot… or a wick… or maybe even some leather straps, but nothing resembling anything special and unique to that dungeon. If the reward for doing dungeons is the same bullshit that I can get anywhere else on the island… then why am I doing the dungeons? The answer is that you have to do the dungeons in order to unlock new cards… which then allow you to open new realms… where you can gather more resources and have more crappy combat. For me at least that mechanical loop is flawed because if everything is just more of the same… “we have Skyrim at home”.
The problem that I see with Nightingale, is it is trying to be a bunch of different games and not really succeeding at any of them. It isn’t what I would consider a good crafting for survival game, because everything feels way too tedious, especially at the beginning. It isn’t a good adventure and exploration game, because combat feels awful. It isn’t a good dungeon delving game, because there is zero loot chase. Nightingale is not a bad game by any means… but it isn’t a particularly good one either. It is launching into a crowd that is thick with really good games that are hitting all of these buttons. Enshrouded for example launched similarly in early access but landed with a game that felt pretty damned close to finished. Valheim a few years ago did what Nightingale is trying to do but just better in spite of being woefully unpolished and having its own stack of problems. The major selling point of Nightingale is adventuring in weird period outfits… and that goes out the window the moment you have to craft something for yourself.
I get that Nightingale is an early-access game, and there is a little warning at the launch to make sure you understand that. However generally speaking in spite of the flaws that a game might have in early access, I can often see a core of the game that is good and just needs as lot of polish and bug fixing. With Nightingale, I am just not seeing a fun mechanical game loop that warrants me spending much more time with it. I put five hours in last night and I would have expected in that time for the game to have set the hook. It is a perfectly reasonable game… it just isn’t better than anything else in the survival and exploration genre. When you are launching in the same year as PalWorld and Enshrouded… you sorta have to do something really good in order to stand out from the pack and I am not seeing it. Sure the world is gorgeous… but a gorgeous world only gets you so far. The post Nightingale Initial Thoughts appeared first on Tales of the Aggronaut.

AggroChat #249 – The Star Wars Spirit

Featuring:  Ashgar, Belghast, Grace, Kodra, Tamrielo and Thalen

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Last week we failed to announce the 5th anniversary of our show so we start off talking a bit about that.  From there Bel goes into a discussion about the BlizzCon Spirit and how he seemingly has caught the Star Wars version and returned to SWTOR after the Star Wars Celebration announcements.  We talk about the game quite a bit and then get into a discussion of Jedi Fallen Order which we missed from last week. From there we talk Magic the Gathering Arena and how Kodra is finally playing Standard.  We also talk about doing some direct Duels and the current Magnificent Momir format. Finally a discussion about Pagan Online that devolves into a discussion about upcoming ARPGs in general.

Topics Discussed:

  • The Blizzcon Spirit
  • The Star Wars Spirit
    • Star Wars the Old Republic
    • Fallen Empire
    • Eternal Throne
    • Overall Tweaks to the Game
    • Jedi Fallen Order
  • Magic the Gathering Arena
    • Standard Format
    • Direct Duels
    • Playing with Jank
    • Magnificent Momir
  • Pagan Online
    • Early Access
    • Potentially Eventually Free to Play
    • Wolcen
    • Last Epoch
    • Torchlight Frontiers
    • Grim Dawn

AggroChat #221 – Fighting Infection

Featuring: Ashgar, Belghast, Grace, Kodra, Tamrielo and Thalen

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Tonight we have another show largely made up of topics that have rolled over from previous shows when we ran out of time.  We start the show with some reasonable methadone for Justice Monsters Five… in the form of a little early access Android game called Zombie Rollers.  From there we talk a bit about Dragon Quest XI which leads to a discussion about Dragon Warrior and Quest titles in North America. Tam talks about his experiences with Hyperlight Drifter on the switch which leads its way to a discussion about Hollow Knight.  This time said discussion is a spoiler filled dive and I highly suggest playing the game before checking out this segment. Finally at the very end we talk about Diablo 3 Season 15… the upcoming switch release, our hopes for Blizzcon and some of the rumors circulating.

Topics Discussed

  • Zombie Rollers
    • Justice Monsters Five
  • Dragon Quest XI
    • Dragon Warrior NES Games
    • Phantasy Star Series
  • Hyperlight Drifter
  • Hollow Knight
    • Full Spoiler Deep Dive
  • Diablo 3 Season 15
    • Switch Release
    • BlizzCon Hopes
    • Rumors

AggroChat #190 – Vegetarian Apex Predator

Featuring: Ashgar, Belghast, Kodra, Tamrielo and Thalen

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This week we record our 190th episode and for whatever reason each time we tick off a 10th episode it seems like a big deal.  Last week during the bustle of getting ready for a show I completely missed a topic so we are leading off with that.  Thalen talks a bit about the early access deck building game Slay the Spire.  From there we talk a bit about our continued addiction to Monster Hunter World in spite of its flaws on the group interaction side.  We talk a bit about our new D&D 5th Edition Campaign set in a custom game world of Tam’s design.  Kodra talks a bit about bouncing off of Warframe and that leads to a discussion about games and accessibility.  Tam and Ash describe Night in the Woods…  and it begins to sound an awful lot like Bel’s experiences with his own home town.  From there we attempt to close out the show but get into another discussion about Monster Hunter World before actually succeeding.

Topics Discussed

  • Slay the Spire
  • Monster Hunter World
  • Fallout: The Board Game
  • D&D 5e Campaign
  • Bouncing off Warframe
  • Accessibility and Games
  • Night in the Woods
  • More Monster Hunter