A Cup of Hatred

Good Morning Folks! I’ve been in a bit of a holding pattern this week. I have a very long post kicking around in my skull but have not quite committed to writing it yet, or honestly even know how to approach it. However tonight the Vessel of Hatred expansion launches for Diablo IV and I am planning on giving that a go. I did not last terribly long in Season 5, but I am interested to see how things sort out for all of the changes that they are making to the game to make it a bit more Diablo III-ish. Remember I was a D3 seasonal player for over a decade so that is not necessarily a bad thing for me. I am trying to decide if I am going to try out the new Spiritborn class or do my normal Barbarian run. If I go Spiritborn I will probably go the nonsensical-sounding centipede poison build, because might as well play it before it gets nerfed.
In other weekend news, my Minecraft nether tunneling project has finally paid off. Essentially I had been branching out of my main portal in every direction looking for the Warpwood biome, so that I could collect some resources from it and be able to grow the blue-green trees in my base. I really need to plant down some sign posts because my tunnel network is getting a little hard to navigate by memory. The thing I forgot about the Warpwood Biome though, is that Endermen spawn there so I might have to create some structures to be able to farm them for Ender Pearls. I doubt I have a dedicated post to the nonsense I have been up to, because quite honestly… digging tunnels is a big boring, but I find it relaxing.
I also spent a little bit of time this weekend playing around with Tiny Glade. This game essentially is a diorama-building tool that lets you procedurally generate really cool-looking castles and cottages and then terraform the land surrounding it. I wish there was a bit more “game” here like the ability to have tiny NPCs inhabit your world akin to Sim Tower. I used to love that game and then watching the tiny pixel people going about their day. The game is gorgeous though and if you get the hankering to build some cottage-core palaces then this is probably the game you have been looking for. Players have already recreated Rivendell and other massive structures from fiction. One of the neat things about the game is that there is a daily theme to help you get started in your creations.
I’ve also played a bit more Soulframe, but honestly… one of my core complaints about the game thus far appears to be a feature. One of the plots of the game is that this group that you are fighting back against has destroyed knowledge in the world, and as a result, all of your quest objectives show up as this foreign language that you cannot read. Then as you recover knowledge, you begin to be able to translate things a letter or two at a time. This is a cool idea from a storytelling aspect, but it largely just leads to a frustrating in-game experience as you have no clue what you are supposed to be doing or where you should be going. Even more frustrating is that it appears that objectives can be completed multiple times, so your sparrow friend who is supposed to show you the way to the next thing you should care about sometimes sends you back to things you have already completed before. It sure is pretty and combat feels fairly fun, but right now… I am struggling to attach to it due to the obtuse nature of the narrative. Souls players who love obtuse bullshit will probably be in their element here.
Instead of doing new things though, this weekend I fell back on the old and familiar and spent a lot of time playing Path of Exile. It is shocking how good the Currency Exchange system is and how well it works this late in the league. Normally speaking trade would be completely dead and it would be a chore to do any sort of large-volume currency swaps. However, the asynchronous nature of the Currency Exchange means that players are still actively putting things up for sale and creating open buy orders for things that they need. I sold so many Valdo’s Puzzle Boxes for 190 Chaos each, and they did not sit on the exchange for very long before getting snapped up each time.
I’ve been slowly chipping away at objectives and in theory, if I can get to 31 total challenges for the league I will be able to get the same sized totem as I had last league. I have a few candidates to get there, namely the two related to Scarabs that I am getting closer to finishing. I need to look at Sublime Starlight and see what the cheapest path to completing that is as well, given I have a pretty good backlog of the runes from the league mechanic. Arduous Atlas is easy enough, just requires a lot of brute force mapping and is only a matter of time not necessarily effort. I am slowly getting closer and closer to level 100 so the gear grinding goals or whatever that achievement is called might be within reach as well. I’m not super far from several o the ones un Unbelievable Undertakings, but those all for the most part will require me to spec into specific league mechanics to get through them.
I also spent a bit of time this weekend exploring The Legend of Zelda Echoes of Wisdom and I am already a proud member of team Beds for life. I honestly have mixed feelings about the game. It is extremely well built and I think the idea of roaming around as Zelda, but so far combat feels fiddly. Legend of Zelda for me was always a combat experience first and foremost and a puzzle-solving experience as a fun secondary activity that blended along with the combat. I am not sure if Zelda gets better tools but right now killing anything feels a bit annoying so I find myself just avoiding combat whenever possible. Maybe that is the overarching theme that they were going for. I want to get deeper into the game but right now I am only a few hours in and not super far past the initial tutorial.
I have to admit I also don’t feel amazing giving Nintendo money right now. I had already bought Echoes of Wisdom, but their crusade against Switch emulation is a major bummer for me. Playing Switch games on PC has been my primary source of enjoying these games. I would buy the game on Switch and then play it on my PC via emulator because it was simply a more comfortable option than dealing with the short battery life and heft of the Switch console in handheld mode. Additionally playing via emulators allowed me to “patch” things out of games that annoyed me… for example, I ran mods to Breath of the Wild and Tears of the Kingdom that removed durability from the game entirely. My guess is whatever the Switch 2 ends up being will be backward compatible and the current crop of emulators will likely successfully run all of the games on day one. All that Nintendo will have done with their action is push the scene underground. They went from having three emulators that were open-source projects that they could easily keep tabs on… to having to deal with what will be countless unofficial forks that are being maintained by piracy distro groups. You can already buy the Miig Switch and Miig Dumper through AliExpress and the price of them keeps dropping. Basically, Nintendo has destroyed the methodology that allowed folks to buy legitimate copies and play them on legitimate Open Source emulators and will now force those folks to either play the inferior version on official hardware… or rely exclusively on distro groups and torrent sites to get the games. The post A Cup of Hatred appeared first on Tales of the Aggronaut.

What Zelda Was Actually Like

Hey Folks! I’ve mentioned a few times that I have been playing around with Yuzu and while I purchased Tears of the Kingdom on my Switch… I didn’t really get into it until I dumped the game and started playing it on PC. Essentially “Breath of the Zelda” series has one fatal flaw as far as I am concerned… weapon durability. I hates it… I hates it so much… and it ultimately destroys my enjoyment of the game. So on the emulator, I can apply a “patch” of sorts to simply remove that problem. I did not make it all the way through Breath of the Wild until I played it on Cemu, so it isn’t shocking that the same seems to be playing out with Tears of the Kingdom. You also have the side effect of playing at a higher frame rate and with slightly improved graphics.
All told I think I like this entry a lot better than I liked Breath of the Wild. Both games started you out in a sort of “starter island” experience, with Breath of the Wild being a plateau that you could not leave without access to the Glider and Tears of the Kingdom being a literal island in the sky. You are set forth with only the vaguest of directions and left to sort of bumblefuck your way around the island and figure out exactly how you should go about traversing it. At first, this felt grossly inefficient, especially given that you only end up with one shrine marked on your map and you sorta have to guess at the location of the other two. Each shrine is effectively unlocked by the power you’ve learned from the previous one, so by the time you leave the first island you get a feel of how to use the new combining powers to their fullest.
A few months ago Kodra set forth to play some Tears of the Kingdom and found the experience disappointing which led to a discussion on the podcast with me relating my feelings about Diablo IV to his feelings about the latest Zelda entry. The end result is that we thought maybe Breath of the Wild was a good game but not necessarily a good Zelda game. I think the challenge is that we are looking at the game through the lens of multiple decades of living with this series. I personally consider A Link to the Past as my favorite Zelda game in the entire series and I think for Kodra it is Majora’s Mask. As I have been playing Tears of the Kingdom I have begun to re-evaluate that conversation in my head. I think maybe I was misinterpreting my modern view of the series with what the series originally was at its core.
Thinking back about the very first game… I similarly was left to bumblefuck my way around it and failed to make much progress until I got my hands on the above image. Nintendo of America released this magical tome called the “Official Nintendo Player’s Guide” and it contained detailed maps and boss strategies to take down almost every game in the arsenal at the time of publication in 1987. In the original Legend of Zelda, that first dungeon is super easy to find and then the second dungeon requires you to just roam around aimlessly around a ton of territory to actually find it. I am pretty sure originally I had fought these dungeons out of order and did three long before I finished two. So when I got ahold of the maps… I was finally able to strategically knock out the dungeons in order. Similar to Breath of the Wild, I only had the vaguest of directions to go on… that I know Dungeons exist and that I should clear them.
The outrageous options that you have with Tears of the Kingdom and building took a bit of getting used to. Last night before I logged I was held up in a shrine that required me to make hot air balloons to do “something” but that objective was not entirely clear. It was fun as hell though to slap a fan to a minecart and watch it zoom along a track out over a chasm. I’ve built several different boats to varying degrees of success and can see the potential to make gliders that are powered by a fan and can let me cross great distances. Last night I helped repair a cart and tame a horse to drive it. The objectives are what you make of them, and there is often a simple solution… and then a way more convoluted one that you could take if you are so inclined.
I also now get why folks were telling me that weapon durability was not as much of a problem in this game as it is in Breath of the Wild. One of your powers amounts to the ability to take shitty weapons and glue strong components to them… to make less shitty weapons. For example, I glued a fire emitter to a shield and now have a fire-breathing shield. Similarly, I have a Boss Boko horn that is curiously sword blade shaped… glued to a random tarnished sword that I picked up and have turned into a rather effective piece of gear. Per the lore… every weapon in Hyrule has decayed as a result of the opening moments of the game and the only way to make them viable… is by crafting something with them. I still greatly prefer not to have durability turned on however so that when I land upon a weapon I like… I can just keep it indefinitely.
I’m in no real rush to get through this game, but I do find it rather relaxing to play. I’m trying not to let it bother me how general or vague the objectives are. If I see a shrine along my path… I go attempt it. If I see something off in the distance that catches my eye… I go explore it. I am however mostly going in the direction of my next objective marked on my map. However, I was given four equal objectives… and I just happened to choose the one that seemed like it was the correct one. All in all, I think Tears of the Kingdom is probably a more compelling game than Breath of the Wild. The world already feels more vibrant and alive. It also feels like less of a retread of the rote Zelda story we have experienced in one form or another before. There are more new elements being woven into this tale.
I am honestly surprised by how much I am enjoying the game. After the conversation on the podcast, I sort of thought that it would not be for me. I am pleasantly surprised that has not been the case. It is also shocking how much more I enjoy playing Nintendo Switch games on a PC than I ever did on the console. That is entirely my problem, and I wish there was a way to pass saved data back and forth between the two. I might look into this… or I might just get Yuzu up and running on my Steam Deck as that might be simpler. Hopefully, you are having a great week. At this point, I have gotten three certifications this week and will be wrapping up the fourth today. Then by Friday I should have my fifth and be done for a while. I am so ready to return to being alone in my office plugging away in lieu of being in person. The experience has been fine, but by yesterday at lunch, I was done with human interaction. The post What Zelda Was Actually Like appeared first on Tales of the Aggronaut.