Not Exactly AFK Journey

One of the things that has largely been absent from this blog for the last few years is mobile gaming. It is not necessarily that I lacked the desire to have stupid fun sleepytime nonsense gaming, but more that my hardware could no longer really support it. In 2018 I bought the Razer Phone 2, in large part because it had a ton of features and was being discounted significantly. That phone has been a trooper for me all through the peak pandemic years and finally started to show its significant age starting around 2022. I hate the entire process of upgrading devices and should have taken things like the fingerprint sensor failing on me as a sign that I should go ahead and do it. Instead, I suffered through all of 2023 and most of 2024 with a phone that would crash any time I attempted to launch a game. Recently I upgraded to a OnePlus 12R seen above, and I am pretty happy with that decision.
More importantly though it meant that I could actually indulge in various games that I had heard about for awhile, but did not have the hardware to really enjoy. AFK Journey is one of those “it” games that burned through the AggroChat crew starting in April and continuing on a bit into the summer months. Various Fedifriends have also been into the game so it was enough to make me want to download it as one of my first forays into another round of modern mobile gaming. Generally speaking, these games have a steady burn rate for me where I enjoy the first few weeks of playing… up until the point where I need to spend money to progress. At that point, I uninstalled it and moved on to the next one. What I am mostly looking for is some dumb fun busywork before sleep claims me and so far AFK Journey has excelled at that notion.
I’ve mostly been playing this on my mobile device, where I largely record fancy pulls when I think to press the awkward screenshot key combination of power and volume down. However recently I have installed the desktop client where it is so much more enjoyable to just roam around the world. Essentially the game is a combination of the usual busywork of a gacha game where you have various vents that you are expected to participate in every day in order to move the needle forward. You are rationed enough cash shop equivalent and hero pull currency in order to keep you hanging on to see if the next ten pulls get you something truly interesting.
Then there is this weirdly sprawling open world filled with optional content that you will absolutely miss if you are just clicking the auto movement button to progress you to the next quest item. This is the point where I always think what I think in these situations… that a game like this would be really freaking fun on a proper gaming device like the Nintendo Switch. I am sure I could probably figure out how to shoehorn this onto the Steam Deck… were it not for the fact that it does not appear to have controller support. Sure I could probably install something like ReWASD and map WASD and the assorted keyboard shortcuts to a controller… but that is an awful lot of work for a game that I probably won’t be playing two months from now.
I am running a full party of Graveborn, in part because those were some of the coolest champions that I pulled early on. My inner metalhead edge lord loves the trappings of darkness and death, and these all vibed with that heavily. I mean I am after all a dedicated Golgari player in Magic the Gathering, so this all seems like the right call. There was no team of Dwarves, so it was an easy pick over the assorted cute woodland furries and elves. Unfortunately, I have reached the point in the story where I find out that the Graveborn are kind of the dicks of the story… but MINE aren’t like that. They are mobile and misunderstood anti-heroes dammit!
For a game called “AFK Journey” it is shockingly interactive. Sure there is an autobattle system, and I have autobattled my way through several hundred levels of it because this ultimately gates how much you can progress your characters. This is in large part why I installed it on the PC, so that I could have it autobattling in the background without draining my phone battery. This feels like more of an upkeep chore than anything else, and I had neglected it for far too long allowing my cast of heroes to languish a bit. The actual combat is all non-interactive so I guess maybe that is where the bulk of the AFK nature comes from. You gear and choose your team comp, but after that, it just sort of plays out on its own. I am fine with this because quite honestly controlling anything on a phone is a bit fiddly for my giant sausage fingers.
I did spend $7 on the game, to unlock a cosmetic battlepass track. I figured I needed a costume with an overabundance of belts to match the edge lord nature of my undead team. I am not sure what I think about the whole open-chested nature of the outfit, but sometimes you just sort of have to accept that these things are built for folks who lust after such things. It was an improvement over the general fancy nature of the wizard outfits I had been given up to this point. Since I am effectively playing Merlin… I don’t think the game is ever going to give me proper armor to wear and I just have to accept that.
So far I am having quite a bit of fun with the game and actually enjoy roaming around the world looking for secrets to loot. I’ve yet to hit the upper ceiling where progression is ridiculously slow. I basically get to progress one character each day and they have this whole system where every 10th level up costs way more than the preceding 9 levels. So basically I zoom everyone up to a multiple of 10s, then that next level up I can do one of those each day for a week until I can zoom them again up 9 more levels. I’ve been given a shocking amount of pull currency and have had enough banked to comfortably do a ten-pull every single day on the normal banner since I started playing. The premium pulls also seem to add up and I have a 10 pull banked against the rate-up banner, but given that I have already pulled Nara I am going to hold onto that until the next banner rolls around. It is a gacha game, and you sort of have to go into it expecting a specific set of trappings for that experience. That said… it seems to be one of the more enjoyable mobile gacha games that I have played in a while. I will forever mourn the loss of Dragalia, but for the moment this seems to be taking its place as my stable focus for the time being as I wait for sleep to claim me. The post Not Exactly AFK Journey appeared first on Tales of the Aggronaut.

A Simulated World

Hey Folks! Since today is the Memorial Day holiday I opted not to do a traditional blog post. However, I did decide to record a video. This is another of my bits of nonsense where I talk about some aspect of a video game I am playing. In this case, I have been playing a lot of Honkai Star Rail and I thought I would talk a bit about Simulated Worlds. This Rogue-Lite mini-game within a game does not require any of the limited daily “activity currency”, which means you can effectively farm it forever for at least some amount of resources per run.
Unfortunately, it just takes a significant amount of time to run through a Simulated World, which means this is clocking in at roughly 24 minutes long. If you are curious about the game and have not given it a shot, feel free to watch the video. I am running on autopilot largely because I was trying to keep the size of this video down, and the NPCs can complete battles much faster than I can when I am being more strategic. The post A Simulated World appeared first on Tales of the Aggronaut.

Farewell to WoW Mobile

For a while now we have known that Blizzard was working on a game with Net Ease that would translate the World of Warcraft experience to the mobile platform. I think many of us became deeply concerned about what this might look like when Diablo Immortal launched and turned out to be the egregious money grab that it was. Yesterday Bloomberg broke the news that it seems like the partnership between Netease and Blizzard is strained and the World of Warcraft mobile project has been canceled. This game had reportedly been in development for three years and the only reason reported was a “conflict about financial terms”. So this leaves us to speculate exactly what happened and given that I like theorizing things I can see three paths that might have taken place. I have no knowledge if what I am about to say is true, but I am just theory-crafting the downfall of this game.

The Backlash from Diablo Immortal

Giving Blizzard the benefit of the doubt, it is entirely possible that they were caught off guard by the negative reaction towards Diablo Immortal by the traditional gaming audience. It is possible that they thought they were releasing a game that would play by mobile gaming practices and it would have no blowback on their existing franchise. This was wrong and Diablo as a brand has been deeply tarnished by this game. So for theory number one, it could be that folks inside of Blizzard realize this and do not want to do anything to harm the recovery trajectory of World of Warcraft. Interest in Diablo 4 has seemingly fallen as a result of Diablo Immortal, and there is no way that the Warcraft brand can sustain another hit to the player base. So it is entirely possible that WoW Mobile has had the plug pulled on it to stem the bleeding and signal a shift in direction.

NetEase in Hot Water

Anytime you talk about Chinese politics, things get confusing quickly. Right now both NetEase and Tencent seem to be singled out by China as “problem children”. There have been several stories indicating this including one from June where those two publishers were specifically excluded from getting games approved by the regulatory bodies. Video Games in general is getting caught up in a sweep of things being deemed harmful to “cultural unity”, and I do not have enough time to really address this point today. However, if you are curious look up the Tang Ping aka “lying flat” movement, and Bai Lan or “let it rot” movement. Essentially there is a group of disaffected youth that are actively rebelling against the “996” culture or 9 am to 9 pm 6 days a week. As a result video games, take-out food, and social media are being blamed… and the Chinese government has been actively targeting these sectors. Diablo Immortal was clearly banking on the mobile game spending habits of the Chinese market for success and in order to bring a game into that market, you need to partner with a Chinese company. Generally speaking, this is required to navigate the regulatory red tape in order to get a green light. However, with NetEase already being shunned by these regulators, it is entirely possible that Blizzard is considering this a risky proposition and actively chopping for another company to collaborate with that is not being actively targeted.

Doing It On Their Own

I am certain that part of the equation with NetEase is also that they acted as a springboard to develop a mobile title. Diablo Immortal for example was built using the existing NetEase Messiah engine which likely sped up the development time considerably. Blizzard had released a few mobile apps but never anything to the level of a fully 3D action RPG, and as such, they were able to lean on a company that had released several. In the meantime, Blizzard has seemingly been actively building ArcLight Rumble, which itself is rather impressive graphically and by all accounts runs beautifully on various mobile devices. This appears to either be their own engine or leaning heavily on some tech from King, but whatever the case is not tied to NetEase. So this makes me wonder if the canceling of WoW Mobile is a signal that they feel like they can do this on their own now. Granted this does nothing to help with the Chinese regulatory hurdles, but it seems as though as a company they are feeling like they may have mastered mobile development. With some experience in building a mobile title, maybe the company views it as a little less daunting. Maybe there are even direct assets that they would want to reuse given that ArcLight Rumble is set in the Warcraft universe. I’ve not personally had a chance to play the game but from what I have heard from friends it really is a solid outing.

Bits and Pieces of the Above

It could be bits and pieces of everything that I just talked about. I would love to think that Diablo Immortal was a bit of a wake-up call that while it quite literally is a machine for printing money, it is also damaging the company as a brand. I do not think Blizzard could survive another fiasco this time centered around the, even more, beloved brand of World of Warcraft. Even if you are not actively playing the game you have nostalgia for it, and that nostalgia can be weaponized if it is handled improperly. I also think that the current state of NetEase in Chinese politics is probably a non-starter as well. There is significant cultural turmoil happening and video games are getting caught up in the mix. Finally, I do think that after ArcLight Rumble, Blizzard as a whole is in a better state to take on their own mobile development. As a result, I would probably bank that it is a little bit of each of the above topics wrapped up into one mix that lead to the cancellation of this project. Then again… as I said before I know nothing about this situation other than what I have read in the reporting so it could genuinely be none of the above. It could simply be as simple as what was stated that it was a “conflict about financial terms”. Maybe NetEase simply demanded a bigger cut of profits and that was enough to sever the relationship on this project. The post Farewell to WoW Mobile appeared first on Tales of the Aggronaut.

Anima Distractions and Android Switch Fun

Good Morning Friends! I give you this lovely picture of Moogle’s doing a chorus line to brighten your Friday. This is evidence that I did in fact finally get around to finishing the Dark Knight storyline in Heavensward. No, it doesn’t make any sense why Moogles should factor heavily into the edgelord Dark Knight storyline, but this is Square and never question their madness. I am feeling heavily distracted right now, but even in that state, I am still putting on levels, which means I am still ultimately serving my final goal of 80 everything by Endwalker. I mean for reference when I made yesterday’s post I was 66 Dark Knight and 56 Monk and I have put two levels on for both classes, which is just about all one can really hope for without excessive grinding.
I ran another Syrcus tower, getting me my final Aether Oil needed and allowing me to turn to get my Hyperconductive Nothung. I don’t love the appearance of the Nothung in general, and for glamour, purposes am still using the Awoken Deathbringer look. The next step involves a lot of slow grinding out materials, but luckily it does give me a really great poetics sink if I find myself needing one. If I so choose there is a method for this next part that involves burning through Leve Allowances and farming “Amber-Encased Vilekin”. This material is a guaranteed drop… but sadly from the random chests that appear during levequests. The preferred method of farming is to start a levequest, fly around looking for a chest… then abandon the quest and start another one doing the same thing. This seems wasteful and by god, if I am going to do this thing I am going to at least complete the quest and get the gil/items.
Since I am very easily distracted apparently… I also decided to knock out the first two parts to get a nifty glowing weapon for Paladin. Ultimately I want the final step for paladin because like Dark Knight it looks really cool, but at a minimum, the first few parts were easy enough to do since I could run all the dungeons required to solo. At some point, I need to return to FATE grinding for Atmas, but I figured I would save that for a time when Bee is also around and we can farm together. Running FATEs with at least two people feels significantly better than soloing them.
In other news, I have been spending a lot more time with my Gamesir controller and my phone. I don’t have a proper photo of how mine looks set up with the Razer Phone 2… because the device is also what I tend to use as a camera making it extremely impossible to take a picture of itself because android doesn’t offer an astral projection mode. In practice, it feels like using a much more narrow switch, and it does an extremely solid job of playing emulators and I am slowly branching out into more remote play options. The Xbox Game Pass app works great, meaning you can stream anything easily through XCloud that you would normally.
The other thing that I have been messing around with is streaming games from my PlayStation 5, though in practice it would work the same for a PlayStation 4. There is an official Remote Play app, but sadly it does not seem to work as expected with the Gamesir controller. Instead, I had to move over to one of the third-party unofficial apps and am running PSPlay which costs $5 on the android store. By default the Gamesir is configured for Japanese style controls with the bottom-most button begin “back/undo” and the right-most button is “confirm”. However, I was able to remap all of the controls through the PSPlay app and have been enjoying the heck out of playing PlayStation games in this pseudo-android-switch sort of setup. The PSPlay app offers a local-only mode, which greatly reduces latency, and of note when you are not touching the screen to take a screenshot… those on-screen controls touch controls go away. A tap of the screen or a swipe translates to taking the same action on the controller touch screen, which is nice.
Like I said though, I am slowly easing into testing different apps. The next on the docket is going to be to start trying out Steam Link and maybe Moonlight if I have to fall back to that instead. One of the reasons why I wanted to explore this was to find a way to play Final Fantasy XIV from bed… and I already have a very viable solution for that. The only gotcha is that I need to devote the hour or two of time to set up my account with the crossbar UI, and then get used to actually using a controller. I am wondering if it might be easier to set everything up on the PC with a controller, and then synchronize those UI settings over to the PS5, given that on PC I at least have access to a mouse when it comes to dragging windows around. All in all, I am very happy with this solution so far, and while the screen mapping functionality for android games is still not the best thing in the world when something supports a controller the experience is flawless. If you are curious about the Gamesir controller, it is available in a Type C variant that I use as well as a Bluetooth version. From what I understand the Bluetooth version requires being charged before using, whereas the Type C is plug and play. It is of course available on all of the major Chinese websites, but based on what I am seeing the price difference is not enough to deal with the month long ship times. The post Anima Distractions and Android Switch Fun appeared first on Tales of the Aggronaut.