This month marks our ninth AggroChat game club title, and we have officially gone full circle looping back around to Belghast. He chose a deeply nostalgic title that draws in the feelings of Legend of Zelda: A Link to the Past and Secrets of Mana and wraps them up in a modern package. Secrets of Grindea is a charming early access title, and it marks quite possibly one of the more positively reviewed games we have done in this time. The only real complaints that we had… was that there wasn’t more of it yet. So join us as we talk through out thoughts about the game, and also queue up the November/December game of the month… Fallout 4
Pause in loading gave a rare screenshot opportunity.
It seems my recent Destiny addiction has rekindled the fires in a handful of my friends. As a result over the weekend I spent most of it in a Fireteam with Damai attempting to help level our friend Carthuun represented above by his PSN name Saldonas. Saturday night my wife was freezing, so I got drafted into going to bed the moment our podcast broke up to provide “warmth”. As a result I had to spend a good chunk of Sunday morning editing the podcast, creating the YouTube version, blogging about it and broadcasting it to the world. After that I of course has to throw out my own Aggronaut post… which means that I was fairly late getting started on playing anything. By the time I logged into Destiny Damai and Carth had a fireteam going and were working on the last few missions of the original storyline. From there we pushed through The Dark Below and House of Wolves expansion content as a group, which honestly had been a bullet point that I wanted to get through at some point. The problem is with so much new and exciting stuff to do and gear to get… I never quite got around to making the time for it. However with Carth leveling for the first time… all of the items you get through those storyline elements were actually relevant. I finally st0pped grouping around 7pm when my wife got back home, and I went off to fix dinner for the two of us. At that point I think Carthuun was sitting around the level 25 mark which is not too shabby for a day of grouping.
The big thing that I sorted was how to use PS4 party chat comfortably. I have a Logitech G430 sitting relatively unused because after swapping to using a Blue Yeti microphone on my machine upstairs, I swapped to simply using a pair of Behringer HPS3000 studio headphones. The sound output was better and they are nowhere near as heavy as the Logitech pair because they don’t need an attached boom mic. Ages ago I ordered a few pairs of adapters that take a standard headset and converts it down to the single jack style input that modern phones and the PS4 controller uses. Yesterday I took the time to dig out my G430 and one of those adapters and after some fiddling and piping all of the game audio through the headset… I finally arrived at something that was fairly comfortable to use. I don’t seem to mind the fact that playstation chat is mono audio… when I have the rest of the game audio coming through my headphones as well. Additionally having something other than my dedicated PS4 headset… makes them far more comfortable to use for several hours on end. Also this finally allows me to crank up the game audio without frustrating my wife, who has on occasion asked me to turn it down when a really crazy moment happens and the audio is booming. Now that it is sorted I feel more comfortable using a headset with the console, and am also more likely to just hang out in party chat for awhile. I am wondering what the upper bound on a party group is, and if you can have more than just the three fire team members.
Swapping Companions
When I got downstairs last night to prepare for the season finale of Fear the Walking Dead, I of course booted up and started playing Star Wars the Old Republic. Now that I have finished with my smuggler, I am picking up where I left off on my Sith Warrior. Through the course of the evening I worked my way through the rest of the Nar Shadda storyline and just now starting on Tattooine. I have to say it is very nice to finally have all four buffs after beating one of each base class. I am a bit saddened however that I am finally reaching the stage of the game where it feels like having a healer is a very useful thing. This means relegating Vette to crafting and spending the majority of my time with Malavai Quinn. In the grand scheme of things I have no problem with Malavai, because he seems like the honorable Imperial Soldier type. The problem being that I just like running around with Vette, because I always loved Mission Vao, and honestly for me… she was always Mission 2.0 rather than her own character. Instead she will farm up companion gifts… that I will ultimately give to her later… which seems a little strange?
Basically if I have a shot in hell of getting the special legacy unlock thing for beating all of the stories, that means I have to play through the rest of Sith Warrior, Imperial Agent, Bounty Hunter, and Sith Inquisitor all before the end of the month. I am seriously doubting I will be able to do it, but…. that said if I ONLY focus on the story missions I might be able to make it. When you only focus on the class story the early planets at least go extremely quickly and you stay at a decent level. I might need to spend some cartel coins however to unlock more mod gear to throw on my characters. The plan I arrived at on my smuggler of upgrading my armor every other planet seemed to work pretty well and I would really like to do that with my Sith characters. The problem being the game is not extremely forthcoming with armor options. There are sets available for pretty much any level range on the Cartel Market, but each of them cost a fair amount of coin. So I guess we shall see what ultimately happens. I guess if I got desperate I could make them wear the free moddable flight suits they give you, but that is not exactly a great option. I might use the imperial pilot suit for Malavai Quinn however.
YouTube AggroChat
The funny thing about AggroChat is that in the grand scheme of things… we don’t actually get that many listeners… or at least not enough listeners to go through the trouble of some of the things that I do. For example… our YouTube videos maybe get a dozen views a piece. That said I like doing them, and I am not sure why. I guess they are just far easier to link to someone when they ask you about the show than linking the actual podcast page. Also I like embedding a youtube video far more than I liked embedding the Libsyn player. I feel like I could probably do better about advertising our show. I tend to do it in a rather haphazard fashion, because I feel rushed to get each show out the door and ready. By the time I finish editing, uploading, and doing all the other things… I reach this point where I just want to be done with it for another week. It is not necessarily the most enjoyable period of my week. I love making the show, but the tedium that comes from doing all the fiddly bits to make it happen… gets annoying. So I reach this point where I just want to hurl it out into the world and hope someone finds it interesting. The hardest part is it feels like we don’t have a lot of feedback. Podcast listeners tend to listen silently, and while we have a few people that comment here and there… you don’t get the sort of commentary that you do when you have a blog. There are weeks however like this week, where I feel like we got into some extremely interesting conversations, and it is well worth listening. I love the folks I podcast with, because ultimately they are the folks that I hang out with on a daily basis.
The most recent episode of Aggrochat was our discussion of Tron 2.0, which I had picked as our Game Club game for September. As it turned out, only Kodra and I finished the game, but everybody at least played far enough to form reasoned opinions and we had a good discussion about the game and about the evolution of the FPS genre over the past decade.
Overall I feel like my memories of Tron 2.0 weren't terribly inaccurate. There was a definitely a bit of nostalgia coloring them, but the annoyances I ran into were mostly things that I remembered from playing it when it was new. I do feel like playing Tron 2.0 and Wolfenstein: The New Order back to back highlighted a number of the changes that have taken place over the years in the genre.
Programs can get bored and fidgety too.
There were little things like using the scroll wheel for weapon zoom instead of the right mouse button, but also things that were still common in FPSs a decade ago that no longer are, such as jumping puzzles. There really weren't that many of them, but it's telling that jumping puzzles where what ended up making a couple of the others call it quits. Jumping accurately when you can't see your feet isn't easy. There's a reason you don't see it come up as much in modern games (Portal being the main exception that comes to mind).
I still think the mechanic of memory for your subroutines (weapons, armor, and general power ups) which changes when you enter a new system is pretty clever, especially combined with the ability to upgrade subroutines to both make them more powerful and make them take up less memory space. It's a little disappointing though that you don't get access to some subroutines until it's too late to reasonably upgrade them and use them properly.
Overall, I feel like Tron 2.0 remains a game worth playing both because it's fun and has an entertaining story, and for a look back at the kinds of experimentation that were being done in the FPS genre 12 years ago. I only wish it had a gotten a sequel that could have really polished the systems and made them all fit together just right.
The most recent episode of Aggrochat was our discussion of Tron 2.0, which I had picked as our Game Club game for September. As it turned out, only Kodra and I finished the game, but everybody at least played far enough to form reasoned opinions and we had a good discussion about the game and about the evolution of the FPS genre over the past decade.
Overall I feel like my memories of Tron 2.0 weren't terribly inaccurate. There was a definitely a bit of nostalgia coloring them, but the annoyances I ran into were mostly things that I remembered from playing it when it was new. I do feel like playing Tron 2.0 and Wolfenstein: The New Order back to back highlighted a number of the changes that have taken place over the years in the genre.
Programs can get bored and fidgety too.
There were little things like using the scroll wheel for weapon zoom instead of the right mouse button, but also things that were still common in FPSs a decade ago that no longer are, such as jumping puzzles. There really weren't that many of them, but it's telling that jumping puzzles where what ended up making a couple of the others call it quits. Jumping accurately when you can't see your feet isn't easy. There's a reason you don't see it come up as much in modern games (Portal being the main exception that comes to mind).
I still think the mechanic of memory for your subroutines (weapons, armor, and general power ups) which changes when you enter a new system is pretty clever, especially combined with the ability to upgrade subroutines to both make them more powerful and make them take up less memory space. It's a little disappointing though that you don't get access to some subroutines until it's too late to reasonably upgrade them and use them properly.
Overall, I feel like Tron 2.0 remains a game worth playing both because it's fun and has an entertaining story, and for a look back at the kinds of experimentation that were being done in the FPS genre 12 years ago. I only wish it had a gotten a sequel that could have really polished the systems and made them all fit together just right.