AggroChat #537 – Breaking E-Commerce

Featuring: Ammosart, Ashgar, Belghast, Kodra, Tamrielo, and Thalen
Hey Folks! This week, we are down a Grace, and Bel botches the intro… but we keep moving forward. We start off the show with a brief discussion about Silksong effectively breaking every digital game distribution platform when it released this week. Kodra and Tam talk about puzzler Is This Seat Taken, and Bel reprises the discussion about Path of Exile II Third Edict and how it is actually rather good if you are playing a well-balanced class.  From there, Tam talks about Aero GPX and Sword of the Sea and how they give F-Zero and SSX Tricky vibes. Bel talks about playing Destiny Rising and how it is quite possibly a better Destiny game than anything we have gotten in many years.  We discuss Capes, and then dive into the meaty topic of the week and talk about some of our early interactions with Silksong. Topics Discussed:
  • Silksong Breaking All Storefronts
  • Is This Seat Taken
  • Path of Exile II is Actually Good
  • Aero GPX
  • Sword of the Sea
  • Destiny Rising
  • Capes
  • Silksong Early Thoughts
The post AggroChat #537 – Breaking E-Commerce appeared first on Tales of the Aggronaut.

AggroChat #222 – Gacha of Mana

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

aggrochat222

Tonight my stalwart friends managed to make me completely fail at getting through the intro once more.  The truth is I never know what Ash is going to say when I call upon him… tonight was not a thing I was expecting.  The first game discussed was Spiderman for PS4 which had rolled over from a few shows. Next up the start of the MTG Arena Open Beta and the end of wipes…  so that everything from this point in theory carried forward indefinitely. Kodra talks about his experiences playing Celeste and its interesting variable difficulty settings.  We talk about Dragalia Lost and how it is once again taking the world by storm… as most Nintendo mobile releases seem to. Finally we talk a bit about Battle for Azeroth and why some of the systems and the grind involved with them feels bad and often times pointless.

Topics Discussed:

  • Spiderman PS4
  • MTG Arena – Open Beta
  • Celeste
  • Dragalia Lost
  • World of Warcraft Grind

On the 2017 Game of the Year

Excuse me while I brush the cobwebs off.

At some point this month (possibly even this week), there’s going to be a Game of the Year show from Aggrochat. I’ll keep most of my thoughts contained to that show (or possibly a post after said show), but I do want to place some special emphasis on one game from last year. In a year filled with many incredible games, one stands out as my overall favorite.

On the 2017 Game of the Year

Hollow Knight was my favorite game of 2017, and also my favorite Metroidvania, period. (For anyone wondering, it’s displacing Castlevania: Aria of Sorrow.) It’s a beautiful and expansive entry into the genre, set in a kingdom of bugs. The art style is fairly unique: It’s hand-drawn with limited use of color. This is fairly subtle, but it’s enough to give most areas a unique feel. Things that hurt you tend to be orange.

On the 2017 Game of the Year

A while back, Matt Lees mentioned (when talking about Hyper Light Drifter) that “It’s a bit like Dark Souls” basically translates to “I don’t know what I’m talking about.” I’m not really going to help matters at all: Hollow Knight bears a more than superficial resemblance to Dark Souls. Aside from the obvious “lose all of your currency on death” aspect, it really shows in the storytelling. You are dropped into the kingdom and a nearly empty town with no context. Bits and pieces of the story are handed out as you go, mostly from various NPC interactions. Taken as a whole, you can get a picture of the world (and the awful things that happened before you got there). You get the feeling of being alone in a very big world, thanks to how rare it is to see NPCs that don’t want to do you harm.

On the 2017 Game of the Year

The thing that really puts Hollow Knight over the top for me is the incredible sense of exploration. The game is very nonlinear even for the genre, and the map is very large. Without sequence breaking, you need to get the fireball, the dash, and the wall climb. After this point, things get really open. You’re intended to go into City of Tears, but there’s very little preventing you from poking the other edges of the map and finding your way into some very dark places. On a smaller scale, the game is good at rewarding poking into things. Hidden rooms are blacked out until you either walk into them or break open the entrance. Tiny corners tend to have some sort of reward, usually in the form of a relic (lore and currency) but sometimes a captured grub or something rarer. I also found traversal a lot of fun once you have the dash and wall-jump, although no single ability stands out in this area. (Ori still holds the crown for most fun movement ability ever.)

On the 2017 Game of the Year

All of this without even mentioning the charms, or the bosses, or the major secrets. I really had fun with this one, and you can probably hear me repeat a lot of this in a few days.

On the 2017 Game of the Year

Excuse me while I brush the cobwebs off.

At some point this month (possibly even this week), there’s going to be a Game of the Year show from Aggrochat. I’ll keep most of my thoughts contained to that show (or possibly a post after said show), but I do want to place some special emphasis on one game from last year. In a year filled with many incredible games, one stands out as my overall favorite.

Hollow Knight was my favorite game of 2017, and also my favorite Metroidvania, period. (For anyone wondering, it’s displacing Castlevania: Aria of Sorrow.) It’s a beautiful and expansive entry into the genre, set in a kingdom of bugs. The art style is fairly unique: It’s hand-drawn with limited use of color. This is fairly subtle, but it’s enough to give most areas a unique feel. Things that hurt you tend to be orange.

A while back, Matt Lees mentioned (when talking about Hyper Light Drifter) that “It’s a bit like Dark Souls” basically translates to “I don’t know what I’m talking about.” I’m not really going to help matters at all: Hollow Knight bears a more than superficial resemblance to Dark Souls. Aside from the obvious “lose all of your currency on death” aspect, it really shows in the storytelling. You are dropped into the kingdom and a nearly empty town with no context. Bits and pieces of the story are handed out as you go, mostly from various NPC interactions. Taken as a whole, you can get a picture of the world (and the awful things that happened before you got there). You get the feeling of being alone in a very big world, thanks to how rare it is to see NPCs that don’t want to do you harm.

The thing that really puts Hollow Knight over the top for me is the incredible sense of exploration. The game is very nonlinear even for the genre, and the map is very large. Without sequence breaking, you need to get the fireball, the dash, and the wall climb. After this point, things get really open. You’re intended to go into City of Tears, but there’s very little preventing you from poking the other edges of the map and finding your way into some very dark places. On a smaller scale, the game is good at rewarding poking into things. Hidden rooms are blacked out until you either walk into them or break open the entrance. Tiny corners tend to have some sort of reward, usually in the form of a relic (lore and currency) but sometimes a captured grub or something rarer. I also found traversal a lot of fun once you have the dash and wall-jump, although no single ability stands out in this area. (Ori still holds the crown for most fun movement ability ever.)

All of this without even mentioning the charms, or the bosses, or the major secrets. I really had fun with this one, and you can probably hear me repeat a lot of this in a few days.