Witchfire is a PVE guns and spells extraction shooter that I remember being somewhat interested in during Summer Games Fest 2022. It apparently has been in early access and available on the Epic Game store since last year, but being perfectly honest… a game might as well not exist for all the good launching on EGS does for me. I am not saying that Epic is a bad storefront, it is just a giant gap in my knowledge because I never go there unless I have some external reason… like someone broadcasting that some big game was being given away for free there. Witchfire released Monday before last on Steam and now it has visualization to the majority of the world. However, It still had not tripped my radar until my friend Ace shared this quote from a review.
Imagine the gunplay of Destiny. But none of the intense shame of playing Destiny.
I have so much love for the gameplay of Destiny, but I have zero love anymore for the way in which that game is released and the grind associated with the light level. I am also still super fucking bitter about losing content that I paid for because it was vaulted. So if a game can bring me the feels of Destiny, with a sweet Hexen with guns vibe I am probably on board with that. So I picked up the early access client on Steam for roughly $36 and gave it a go. This morning I am going to talk a bit about my early impressions.
In the game, you can set up multiple profiles, aka characters that have persistent progress between expeditions into the world. The first step in that process is choosing which “Preyer” you are going to be playing, which acts as your default loadout of weapons, spells, and stats. I am playing Butcher currently which is big life totals and running around with a fully automatic rifle… but nothing much else. Once you progress through gameplay you can I believe essentially unlock everything on a single character, but the Preyer sets your starting point and to some extent dictates how your early gameplay is going to progress.
From there you are dropped onto a foreboding-looking island in search of resources on an expedition, which is what the game calls its general mission map structure. Much of your progression path is focused on the acquisition of gold and a glowing red material known as Witchfire. You can get this by killing monsters or by harvesting it directly from nodes you can find in the world. The maps are all custom-built, but the spawns and objectives vary each time you set foot on it. This means you pretty quickly get a lay of the land and understand how to traverse the area effectively, but won’t actually know what dangers lay along your path.
One of the first things that you want to do upon landing on the Island of the Damned, is pop open your map. This will have various objectives marked as well as the most important items the portals that will return you to the base where you started. Witchfire is an extraction shooter, which means you want to collect as many resources as you feel like you can before making your way to a portal and exiting the level locking in your progress. If you die on the island, you lose ALL of the Witchfire that you have not spent on upgrades, not just the Witchfire that you earned in a single play session. This makes you carefully choose your engagements because it seems like the longer you stay on the map, the more likely monsters are to guard your portal out of the map.
I’ve seen this game compared to a soulslike a few times, but I feel like the depth of this comparison ends with the fact that monsters hit really freaking hard, you have very limited health pool and ability to heal yourself, and that the mobs themselves have deeply predictable attack patterns. If you are taking on a single monster it is pretty easy to avoid all of the attacks. However, if you get swarmed… it becomes MUCH harder to read all of the attacks and move out of the way of various things that can kill you. The bane of my existence is the snipers which will give you a muzzle flash/glint in your radar letting you know that they are about to fire upon you. This is pretty easy to deal with in singletons, but when you get four of them attacking you at once it is very hard to accurately dodge all of them.
Every so often upon killing a monster you will be given access to an Arcana power-up which will last for the course of the current expedition giving the game a bit of a Hades vibe. You can also fine White Raven Feathers scattered through the map in treasure chests which will allow you to unlock additional options during each unlock. I’ve seen a lot of very interesting options, like the ability to gain a random elemental damage type when you reload your weapon. I’ve also seen some boring options like just giving you more health or more stamina. These combined with the random nature of the spawns and objectives give each map a lot of replayability.
Again though your goal is to get a bunch of loot, and then duck out before the heat gets too much for you to handle. While this does not really factor in for the early maps, there is a GTA-style heat meter that shows up as “The Witch” starts to notice your presence. When this bar maxes out, it will summon some cataclysm event that seeks to kill you. I’ve not seen this, but I have heard of it and it sounds like bad news given how hard everything already hits for random goons. In the above exit screen, I killed 24 monsters and looted 10k Witchfire… which admittedly is only that high because I retrieved a pile of Witchfire off my corpse after I failed the run before. When you fail completely, you end up creating a pile on the map that represents some of what you dropped on death.
Pending you exit the level successfully you can spend your stockpile of Witchfire on upgrading your core stats at the Ascension shrine, craft additional healing potions, or unlock perks on the weapons you currently have. I did not have a screenshot of this because apparently, you cannot access the weapon upgrade UI unless you have a pending upgrade. However the game has something akin to the Masterwork weapon system from Destiny, which is probably why it draws that comparison. Weapons each have three tiers of “masterworking, ” each giving the weapon some sort of intrinsic perk. You unlock the next one by defeating a certain number of baddies or performing other actions while on the expeditions.
Starting at level seven, you get access to the research system which will unlock new gear for you to equip on your character. Instead of being tied to Witchfire, this one is tied to gold which largely comes from looting treasure chests or very rarely dropping from tougher enemies. I was hoping this would allow me to research specifically named weapons, but apparently, it gives you a random unlock from a broad family of equipment. To start out I am researching a Close Ranged Weapon and a Medium Ranged Weapon, and I believe this progresses as you complete a number of expeditions because it does not appear to be tied to real-world time.
All in all the game is pretty fun. I dig the hunt for treasure and kill the baddies aspect while slowly powering up your character over time. I am starting to get better about looking for plants to harvest and witchfire clusters to gather while in the map, while also keeping an eye out for individual treasure chests. I’ve not made it very far into the game and I am assuming there are other maps that will unlock as I progress my character. If you are interested in Destiny-style movement and gunplay combined with magic powers, interesting gun design, and Hades-style rogue-lite powerups it might be worth a gander. I will warn you… the game can be punishingly hard at times which seems to reward a careful gameplay style rather than running into a nest of monsters guns blazing. There is a lot of cover that you can use to bait enemies out into the open for you to kill them more safely.
Anyways! Thought I would talk about it this morning in case anyone else out there would be interested. They released a few more updated trailers when the game went into Steam early access. The game world is gorgeous so I can see myself playing this on the side when I am in the mood for its blend if tropes.
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Featuring: Ashgar, Belghast, Kodra, Tamrielo, and Thalen
Hey Folks! We start off the show talking about some of the recent updates to Pathfinder adding a number of player background options including build your own animal race. Kodra talks about his experience finishing up Animal Well, and Ash talks about playing a game that mimics raiding in Final Fantasy XIV called Rabbit & Steel. Bel shares his thoughts so far about Diablo IV Season 4, where they gave up on whatever the original vision was and just made the ARPG people expected them to make. This ends up in a side conversation about how breaking an implied promise and removing content from your game is very hard to pull off. We talk about still being bitter about Cataclysm and Destiny 2.
If you have not been following the saga of Glorbo, you might be confused when I posted a random comment last night like “Praise Glorbo”. Essentially fans have been trying to trip up AI-generated content on less-than-reputable websites… and likewise trying to see who will just run with it. The first instance I am aware of, and the one that made gaming press news… is a Reddit post about the introduction of Glorbo to World of Warcraft. This spawned a number of AI-generated articles including the one above that is archived here. A few days ago the Destiny 2 Community got in on the fun and spawned their own AI-Generated article about how tough the new Glorbo fight is to beat and even a post featuring tips and tricks.
So with the FFXIV Fanfest and ExileCon both taking place this weekend… I thought it was fertile ground to fuck with the AI a bit more. Yesterday I contemplated writing up a blog post talking about how Glorbo had leaked just ahead of Fanfest or ExileCon and then trying to spread it on Reddit. So far various fandoms have been more than willing to play along, and it would have been very believable for something to leak just ahead of a presentation. However, at the end of the day, I decided against it. Firstly I was not certain that I wanted the spotlight shone on my blog, or the server load. Secondly, I was not sure I wanted to be involved in the spread of disinformation… even if it is just to fuck with some AI scrapers.
This morning I realized that I could join in with the nonsense in a relatively harmless manner. A while back I went through the process of getting Stable Diffusion models up and running on the tensor cores of my graphics card. This has provided me with some weird hours of fun from time to time, feeding prompts and going down rabbit holes trying to produce something interesting from the madness. This morning I decided that I would ask the mechanical hivemind what Glorbo looked like. So we start off with probably my favorite… and easily the most whimsical that was generated off the prompt “Introducing Glorbo”.
Next up I decided to vary that prompt a bit and feed it “Glorbo the Movie”. My favorite part about this one is how confidently the digital toddler produced something that looks like properly formed words but is complete gibberish. It definitely feels like we are going in a “Pokemon” direction with this one. I am not sure what is more troubling… the fact that his hand just disappears in the fur of whatever is going on with the left creature… or the very human hand on the shoulder potentially emanating from the large-toothed beachball thingy.
Next up I decided to go down a rabbit hole of trying to ask the art mangling machine what Glorbo would look like when he arrived in Path of Exile. This one specifically is off the prompt “Glorbo The New Uber Boss from Path of Exile”. Any combination of Glorbo and Path of Exile seemed to produce this wizard-like dude with very chunky man-nips. This is the most work-appropriate version of the various images that it generated. There were a handful that looked like Vladimir Putin with very aggressive nipples, and I will spare you the damage to your sanity. That said… other than the inexplicably blue beard… I could see passing this image off as something coming to Path of Exile.
The little engine that could completely derails however whenever I started trying to get it to show me Glorbo from FFXIV. This monstrosity is from the prompt “Glorbo Riding a Chocobo”. Like I have no clue what is going on…. with this Horse/Chocobo hydra being ridden by another Chocobo chicken thing.
Even after trying to do a few generations of steering it away from the void… it just kept getting worse. This was honestly the “best” version of what I was able to get from the nonsense machine. This is some kid riding the Human-Centipede version of a Chocobo… while inexplicably wearing what looks like stilts that have a pair of shoes on them. So I am deciding my friends… This is Glorbo. This is Glorbo in all his glory when it lands in Eorzea.
Anyways thanks for indulging me in this madness. I hope you all have a great weekend. Next week starts Blaugust and I figure we will also have plenty to talk about coming out of both Fanfest and ExileCon.
The post It’s Glorbin Time appeared first on Tales of the Aggronaut.
So yesterday my good friend Ammo decided to take up residence on Gamepad.Club with so many of us that have moved there. This is particularly relevant to me because I have so many different profiles spread throughout so many different platforms that I have given her credit for the Avatar that I use most often. The thing is over the course of the last decade, Ammo has crafted for me a plethora of hand-drawn versions of “Belghast” from different games. There are so many of these that we have finally come to the point where I am retiring one. Above is the “Destiny Bel” that she crafted in 2017, prior to the launch of the game officially. It was assembled out of a set of armor that was at my time the favorite from what was available in the alpha and beta tests. Given that I mostly played a Bubble Titan in Destiny 1… I assumed that I would spend all of my time playing the sexy new Captain-America-style shield-throwing Void Titan. So I had her create a version of that with a simulacrum of my head… charging in motion.
Issue number one… I never spent any significant amount of time playing Void Titan. Mostly I never really liked the way the grenade options felt and the super was really bad for burn phases. Given that I never really did much in the way of proper group play in Destiny 2 apart from being carried through exactly one raid… I didn’t have much reason to run Void for Weapons of Light. Sunbreaker had both my favorite grenade and favorite super… so I largely spent most of my time playing that subclass. Then there was also the problem that after they started sunsetting content… and removing some of my favorite places from the game… I stopped playing Destiny altogether. It has felt weird to me that the character occupied such a prominent place in my blog banner, while I had zero plans to return to Destiny at any point in the future. Now watch that actually TALKING about it… will manifest a desire to start playing it again.
The thing is… I really still liked the motion of that character and how it rounded out the end of my string of characters. So it got me thinking about what I could use to replace it. For anyone who has not been around for all of the commissions, what you see in my masthead is my Lalafell from Final Fantasy XIV, my Hunter from Monster Hunter, and more importantly my Palico that is based on Kenzie… a cat that is sadly no longer with us but will always remain close to my heart. Then you have a version of my character from New World wearing the level 40-ish set of faction armor followed by my Necromancer in Reaper form from Guild Wars 2. Next up you have the only commission that I did not make… a version of my World of Warcraft warrior meets Twitter persona that my friend Tam Commissioned, with my PSO2 RaCAST looming behind. Lastly, before you get to Destiny, you have my Elder Scroll Online Imperial character wearing the armor set I almost always have on transmog. Then there are moogles sprinkled in throughout who stole my stuff.
It was around this time that I realized two things. Firstly… none of the characters that Ammo has drawn represent my constant addition to the ARPG genre. That part of my love for games is completely missing from my banner. Part of this is due to the fact that MOST ARPGs don’t exactly have a robust character creation system. A Diablo III Barbarian for example… looks like an old man with a diaper or a young woman with a diaper, and not much past that. Path of Exile while not giving you any control over your character model, does offer a bunch of cosmetic options that allow you to decorate them how you like. In that game, I also have a “zoomy” character in the form of my Righteous Fire Juggernaut I have now played for the last two leagues as my main. I spend most of my time ignited and shield charging through packs of mobs, and quite honestly… I feel like I love that design so much that I will probably create a version of it in every league from this point forward.
So I did what I always do and gathered up a bunch of screenshots and thrust them in Ammo’s direction and said “Here make this!”. This was a weird case because so much of this appearance is tied to one specific microtransaction pack in Path of Exile. Thankfully there is still a video showing off this pack in detail that I was able to supply to her as well. As she always does… she takes my inane ramblings and turns them into something functional. Over the last few weeks, she has been supplying me with sketches and updates… but honestly, she was on the right track with this one from the start. The only regret I have is that the scaled-down version that now resides as part of the masthead of the website does not necessarily do justice to all of the detail she put into this one.
So last night officially, I replaced “Destiny Bel” with “RF Bel” in the masthead. I think the placement works nicely. The only thing I wish I had now were some more small characters like the Moogles to patch over the transition of the left foot. At some point, I know for certain that I want her to draw me a Choya Pinata on a similar scale to the Moogles and maybe a Quaggan… but more specifically the one with a Turtle Shell for a hat. Huge thanks to Ammo for continuing to translate my madness into picture form. I think what I dig so much is that while there are stylistic differences throughout the years, they all feel like they belong together because they were all crafted by the same person. While I absolutely love my new Molten Lad, I do sorta think that the best of these will always be Necro Bel from GW2. It is the feathers that really go above and beyond with that one. I absolutely have the best-looking blog on the internet that very few people actually care about.
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