I took my Warlock through the Legion Class campaign and then through the Broken Shore questline to get my warlock mount:
A very dark screenshot, but it's a void elf in grey robes on a dark mount.
It was fun campaign. I enjoyed the warlock class campaign, and the mount quest had a lot of callbacks to the original mount quests.
I can see the Broken Shore questline becoming annoying if you try to do it too often, but since I haven't done it in a long while, it was pretty good. The only real blockers are the two points where you have to wait for a Legion invasion in order to proceed.
Also, the Sentinax step was a bit annoying. Since everyone outlevels the zone, the demons die very quickly. If you don't have spammable AoE, (preferrably instant cast), it can be hard to tag demons coming out of the portals. It's especially annoying when you are the person who actually summoned the portal.
In any case, with the Warlock done, I'm now working on a Priest. The truth, though, is that I'm not really enjoying any of the priest specs in solo play. Holy is fine in groups, but there is something I just don't like about the Shadow rotation. I think I find going into Voidform to be more of a chore than fun, but Shadow is balanced around Voidform.
Tonight we only had two healers in a 15-person Heroic N'Zoth raid. It took us a few tries, but we got it down in the end. But it was a good fight to reflect on how corruption affects healing.
The thing about corruption is that the healer doesn't really see it happening. All you see is someone's health suddenly dropping, with no relationship to mechanics. Honestly, it's a little weird. It makes healing rather unpredictable and more reactive than normal.
It's actually a really good fit for Glimmer paladins, because you can immediately Shock the person who just dropped.
Another odd thing is that it's suddenly your best players who need attention. Normally, in a raid, you have the usually suspects who are a bit slow to move out of the fire, and so you have to pay extra attention to them. But now, it's likely you have to pay more attention to the better players, because they're pushing the edge on corruption.
I can't decide how I feel about it. One the one hand, it's better than the heavy raid-wide damage auras that past tiers used to challenge healers. And it's not really that different from a mechanic where the boss blasts random raid members.
However, it might have contributed to the lower difficulty of Heroic raiding this tier. When we first went through Heroic, people had relatively low corruption. So our dps was lower, but people weren't taking random damage. Instead damage was very predictable and and not as severe. That made it easier to survive and learn the fights. Compare to something like Heroic Kil'jaeden where people would die left and right while learning.
In some ways, healing actually feels a little more difficult now than it was when we first did the fights. But damage has significantly increased, so the fights are over faster.
I finished leveling a Void Elf Warlock to 120 and went through the legendary cloak quest line. It was pretty enjoyable. I leveled mostly as Affliction, as I've always been fond of the DoTs and Drains playstyle.
My current max-level roster:
Alliance:
Human Paladin
Human Mage
Night Elf Demon Hunter
Draenei Shaman
Void Elf Warlock
Horde:
Blood Elf Warrior
Blood Elf Paladin
I kind of regret the Horde Paladin. I played the Warror as a Sylvanas Loyalist, so I boosted the Paladin to see the Saurfang side of the Horde War Campaign in Battle for Azeroth. However, I haven't actually played through the campaign again.
The bigger problem, though, is that my main, the Human Paladin is on the Doomhamer server, and all the others are on Lightbringer. So really, I got them to 120, and pretty much let them languish. I kind of wish Blizzard would do a one-time sale and let you rearrange all your characters. I'd consolidate Alliance on Doomhammer and Horde on Lightbringer. (Which sounds backwards, now that I'm typing it out.)
I'm not sure if I should level another alt, or just leave it as is and wait for Shadowlands.
Blizzard revealed today that there will be no Warforging, Titanforging, or Corruption for loot in Shadowlands. Essentially, we will be going back to the static items as in previous expansions before Legion.
I personally did not mind these mechanics. Blizzard gave out more loot, so that it was easier to hit the baseline, but harder to get Best-in-Slot. Now they will revert that, and we will go back to a more Classic feel where there is less loot overall, and upgrades are rarer, but if you get a piece, you're not going to replace it again until a new tier comes out.
That does mean that the variance will be higher. I remember some tiers where one time simply never dropped for us.
On the positive side, this means that class sets can come back. You won't have to choose between set bonuses and warforged items.
Overall, it's probably a positive change. I think that there was a significant faction of the audience who had troubles dealing with the fact that you could not "finish" a character in Legion/BfA. That you could not say, "this character has the best gear possible, I can put him aside and move on to a different character".
Final Fantasy XIV released it's latest patch, 5.25, yesterday. This isn't a full story patch, but contains the start of the current expansion's Relic weapon quest line.
Relic weapons are an interesting item. They're the second-best weapons in the game, but they will require a lot of steady grinding to get them to their highest form. A reward for pure dedication. I rather think they're a good fit for MMOs, which thrive on steady progress.
On the other hand, for games with alts, there will be a lot of unhappiness because the alts have to regrind their weapons. Surprisingly, though, FFXIV makes you grind each weapon separately, and no one complains about that. I wonder why.
In any case, the new story was pretty good. It featured a solo scenario that turned into the equivalent of a trial at the end. Indeed, an Extreme version of trial, for 8-man groups, was also released. The story hinted at a lot of future developments.
I'm looking forward to seeing where the story goes. However, I've never actually finished any of the relic weapons from the previous expansions, so I'm not sure how this will go. At least the current version is enough to get my item level up so that I can finish a couple of pieces of content from the previous patch.
Blizzard has released a Shadowlands Class Update, discussing changes coming to the classes in the next expansion. For the most part, they look to be drawing back on specializations, creating a more common base that all specializations share.
For paladins, we have:
Devoted servants of the Light, Paladins tap into its holy power to
protect their friends and vanquish their enemies. In the original
version of the game, Paladins had several categories of spells that
transcended their specializations, such as Seals, Blessings, and Auras.
While we feel that not all of these categories of spells make sense for
the modern game, having those categories defined the Paladin class. We
want to restore that feeling of shared spell categories with the
unification of the Paladin resource system, and the restoration of
several iconic abilities including Auras. While a few of these abilities
are situational utility, they play well into the Paladin’s archetype as
a holy avenger and bane of the undead.
General Changes Blessing of Sacrifice, Hammer of Wrath, Sense Undead, Shield of the Righteous, Turn Evil, and Word of Glory will be available to all Paladins, regardless of their specialization.
Holy Power returns as a resource for all Paladins to use to fight off attackers and defend their allies. Abilities such as Crusader Strike and Hammer of Wrath grant Holy Power on use, which can then be spent to call upon the most powerful forms of the Light—including Word of Glory and Shield of the Righteous—to vanquish foes and protect allies.
As champions of the Light, all Paladins can use powerful Auras to safeguard and enhance their allies. Concentration Aura returns to all Paladins, reducing the duration of interrupts and silences. A redesigned Retribution Aura
allows Paladins to avenge fallen allies with a short burst of Avenging
Wrath, giving these holy warriors the strength to vanquish evil or keep
their remaining allies on their feet. Crusader and Devotion Auras are also available to all Paladins.
All Paladins will also have access to more Talents that allow them to manipulate and spend Holy Power. The Divine Purpose Talent
will be available for all Paladins to select and standardized for all
specializations, allowing their abilities that spend Holy Power to have a
decent chance to make the next Holy Power-spending ability free and
increase its damage or healing output. Holy Avenger allows the generation of huge bursts of Holy Power in a short window, while Seraphim allows the Paladin to spend their Holy Power to increase their secondary stats for a moderate amount of time.
Holy
The Azerite Trait Glimmer of Light moves to a space in the Level
50 Talent row, competing with powerful existing options such as Beacon
of Faith. While Holy Paladins’ Aura Talent row has been replaced by the
class-wide Aura bar, Aura Mastery continues to give Holy Paladins the unique ability to give any Aura a special empowerment.
Protection
To better uphold their oath to protect the innocent, Protection Paladins now exude Shining Light—a
new passive that makes the next cast of Word of Glory free whenever
Judgment critically strikes a target, enabling Protection Paladins to
shield themselves and defend their allies from attackers.
Retribution
The darkest places within the Shadowlands inspire Retribution Paladins to perform valorous acts in the name of the Light. Wake of Ashes
is available to all Retribution Paladins instead of needing to be
picked as a Talent, allowing these holy warriors to vanquish evil with a
blow so powerful it damages all foes close to its impact and reduces
any survivors’ movement speed significantly. Demon and Undead enemies
are further crippled with a substantial stun when struck with the
ability.
Empyrean Power (previously an Azerite Trait) will be available as
a Talent, giving Crusader Strike a moderate chance to make the next
Divine Storm cost no Holy Power and increase the damage dealt by a
significant amount.
The big change is Auras and Holy Power (and Hammer of Wrath!). While getting back Auras is very nice, I have a much more mixed reaction to Holy Power.
Holy Power does not quite work with healing. Last time around, all I really remember is blanketing the raid in 1-HP Eternal Flame HoTs. It was really weird, and ended up making the paladin feel more like a druid than anything else.
As well, Holy Paladin healing was excellent this expansion. Both builds (Glimmer and Judgment of Light) were fun to play and felt paladin-like. We are getting Glimmer as a talent in the expansion, which is good. However, significantly changing paladin healing at this point feels like fixing something which isn't broken.
Well, we'll see what the system feels like in the Alpha and Beta.
Control's first DLC, Foundation, was released last week. I picked it up and have been slowly working my way through it. I'm not very far in, though.
It looks like the difficulty has picked up a bit. Or possibly it's just that there is a new type of enemy, and I haven't figured out how to handle them well yet. Control was mostly a ranged game, but the new enemies are melee who rush you with pickaxes. If you try to pick them off from heights, they start throwing dynamite at you.
Control also continues its pattern of having the main story line be reasonably hard, but having the side mission bosses be a difficult challenge. It's a pretty good pattern, because you never get stuck entirely. Since the side missions are independent, you can go after them in any order. Or skill up through the main story line first.
The story appears to be filling out some of the history behind the Federal Bureau of Control, investigating the time period before the main cast of Control.
In any case, Control was an excellent game, and Foundation is a worthy continuation.
A couple of months ago, I decided to try to learn how to make a World of Warcraft Addons. Here's my first addon: MinimapCoordinates. MinimapCoordinates is a very simple addon that only does one thing: puts your current location in the text above the Minimap.
It's so simple, it actually caused me problems when I first tried to submit it to Curseforge. They rejected it until I could say something about why someone would want to use this Addon. Apparently, "They want to see their location above the minimap" was not good enough. So I called it "minimalistic and light-weight", and that passed.
I made it primarily to learn a bit about Lua, the WoW Addon API, and to how set up the infrastructure around Addons. The code is hosted on Github. There's some neat integration where pushing a Git version tag automatically notifies Curseforge and packages up the Addon for download.
MinimapCoordinates is available for both Battle For Azeroth and WoW Classic.
I'm trying to decide what to tackle next. Ideally, it's more complex than this, but not too crazy.
Due to the coronavirus, Blizzard has enable a buff, Winds of Wisdom, which increases XP by 100%. Naturally, this is encouraging people to level alts.
I have been leveling a Void Elf Warlock. I'm up to 112 and into Battle for Azeroth. The Legion Warlock campaign was really good. I haven't finished it, as the next part requires dungeons, so I'll go back and finish it at 120.
I'm kind of regretting not leveling one of each class during Legion. The class campaigns are really enjoyable.
In any case, one of the interesting things about Winds of Wisdom is that it stacks with heirlooms. So you can zoom through levels. Or alternatively, you can stop using heirlooms and still level at quite a rapid pace.
I've realized that I really enjoy upgrading gear when leveling. You get a new piece of gear, you equip it, and your character's look slowly changes. Without the gear treadmill, you're just filling in a bar and your level increases every so often. Nothing really changes, especially since Blizzard front-loads most of your rotation.
I wish the XP gain on heirlooms wasn't tied to the piece of gear. Maybe it should be always active once unlocked.
In any case, the Winds of Wisdom buff offers a good opportunity to combine fast leveling with upgrading gear.
Wow, this World Boss is terrible. The week in between causes me to forget how bad this boss is.
It isn't even that bad of a boss, but the lag is really, really bad during this fight. The lag combines with with the special where you have to run to the safe zones to deadly effect. I think that most people just don't register as being in the safe zone and thus they all die. I lost half the raid today even while Aura Mastery was active.
At least your ghost spawns right next to the fight.
The devs probably should have given that ability to the other world boss, and left Shek'zara without any heavy raid-wide damage moves. Though they probably didn't predict the amount of lag.
Actually, Vale in general is much laggier than the rest of the zones. I wonder what is causing the issues in that one zone?
My paladin is a Jewelcrafter. This expansion was very weird for that profession.
On the demand-side, sockets became part of titan-forging. There's a small chance that any piece of gear drops with a socket on it. But it's pretty rare. I think I have one piece (other than my crafted ring) with a socket at the moment. So not very many people were buying gems this expansion.
On the supply-side, jewelcrafters were flooded with gems. The number of raw materials gained per unit of ore was very high, much higher than in previous expansions. I think I have over 100 of each rare gem in my inventory, just left over from crafting the rings.
That combination of low demand and high supply drove gem prices very low, and made the profession very disappointing.
For solutions, on the demand-side, I would have liked to see a socket be the "first level" of titan-forging. If a piece of gear titan-forges, it always gets a socket. It may get additional bonuses after, but it starts with a socket. This would make the demand for gems higher and more consistent. In addition, it would also smooth out the power of titan-forging. Socketed pieces were generally considered better than 10-15 extra item levels.
Another idea is to allow jewelcrafters (or maybe blacksmiths) to make an item which adds a socket to a weapon. Like Ramaladni's Gift from Diablo 3. This would also make it a little easier to use the main stat gems for hybrid classes, as weapons don't often share primary stats in endgame.
On the supply-side, simply produce less raw materials per ore. Also instead of having special colors that weren't used for stat gems, have those recipes use two or more regular gems.
Jewelcrafting in Battle For Azeroth was a disappointing profession. Let's hope that Shadowlands makes it more useful.
My guild killed Heroic N'Zoth a couple of weeks ago. Here's some screenshots of us celebrating with the mount:
Group photo at Proudmoore Keep
Parade in Boralus
It's a really nice mount, an excellent reward for the last boss of the expansion.
Ny'alotha, The Waking City, itself was a good raid. Having the raid entrance switch between zones was very weird and very fitting. The fights were pretty good. There weren't any clear-cut outstanding fights, though.
I did like the ending cutscene. Blizzard incorporating your character into the capstone event of the expansion was very well done.
If I have a complaint about Ny'alotha, it's that Heroic felt oddly easy. It was tuned correctly, but the Heroic-only mechanics didn't really change anything. If you master the fight in Normal, you've mastered the fight in Heroic. About the only real difference is that in Heroic, multiple people have to do mechanics, while in Normal, you can have the stronger members of your team carry the rest of the group. For example, soccer in Dark Inquistor Xanesh or the lower realm in N'Zoth. You didn't have to learn the fight again.
As an aside, "soccer" in Xanesh is a misleading term. "Billiards" or "pool" is a better and more intuitive description of how the mechanic works.
Ny'alotha, The Waking City, was a pretty solid raid to end the tier. It was not as good as Battle For Dazar'lor, but it was on par with Eternal Palace. Blizzard should put some more effort into mechanically differentiating Normal and Heroic versions of the fights. The point of raiding is to wipe, and slowly master the new encounters. But there was very little wiping in Heroic Ny'alotha.
On the whole, I think Jaina Proudmoore was the best raid fight this expansion. A superb encounter, and quite fitting for the expansion.
It's been a long time since I last posted. No real reason why, I just fell out of the habit. I really should make more of an effort to post on a consistent schedule. Maybe I'll try to designate a specific time to write.
How is everyone doing with the coronavirus? Here it is very quiet. Many things are closed, all restaurants are take-out only. Many people are working from home. I've been working from home for the last little while, occasionally going into the office to fix problems.
Gaming-wise, I started playing World of Warcraft again. Yeah, probably not the best of decisions, but I really missed raiding with my guild.
I'm also playing a bit of Wolcen. I played through the story in offline mode, using a sword-and-shield tank character. Then I played through it with a friend in online mode, this time using an elemental mage.
I dip into Final Fantasy XIV every now and again, mostly to see the new content.
The final game I'm playing is the Control DLC, Foundation, which was just released on the weekend. I've just started on it, but so far it's great, and has everything which made the original Control such a great game.
I also ended up not renewing the EA Access subscription. I tried Bloodstained: Ritual of the Night, which turned out to be the type of game that I am really, really bad at. I just could not beat the second boss, so I gave up on it. There wasn't anything else I was really interested in, so I stopped the subscription. However, I still think it was good value for the money. If EA releases another new game that I am interested in, I anticipate signing up again.
Hopefully everything is going well with all of you in this unusual time.
I picked up Wolcen: Lords of Mayhem last week, and I am enjoying it a lot. Wolcen is an ARPG, and it's clear that its developers intended it to be the "Goldilocks" of ARPGs. If Diablo III is too simple, and Path of Exile is too complicated and rigid, Wolcen is clearly aimed at the sweet spot between the two. Wolcen has done a marvelous job hitting its mark.
Wolcen is technically class-less, but there are three main archetypes: caster, rogue/archer, and warrior. Your character can equip any type of gear. You can learn every spell and ability, but abilities require specific weapons to use. For example, you can only cast spells if you use a staff or catalyst. The clever part here is that Wolcen has at least one 1H and 2H version for each archetype. So if you focus on one archetype, say pure caster, you can use the 2H weapon. But you can also combine 1H from two archetypes and use abilities from both. For example, if you use a pistol and a catalyst, you can use both archer abilities and spells. It's a very simple and intuitive system.
Abilities drop from mobs, sort of like POE gems, but you learn them permanently. If they drop again, you gain special currency when you learn them. You can equip 5 or so abilities. Equipped abilities gain experience and level up. As they level up, you unlock talents to modify the abilities like D3 runes. However, these options cost 1, 2, or 3 points (points available depend on ability level). This makes for a lot of different combinations. You can swap abilities and talents whenever you are out of combat.
There are no "primary" attributes. Instead there are 4 secondary attributes: Ferocity which modifies crit chance, Toughness for health, Agility for attack speed, and Wisdom for applying ailments (debuffs). Basically every weapon can do multiple types of damage, and you have a chance to apply an ailment based on the type of damage. You get an overall damage boost from your top 3 attributes. Every level, you get 10 points to distribute. You can reset this for a gold cost.
Wolcen has a skill tree very much like Path of Exile. Only it is much smaller and more focused. Fewer points, and easier to get to the edge, but each point feels like it does more. Wolcen also has the tree divided into rings, and you can rotate the rings so that you can pick which sections you want to focus on. Skills can be completely reset as well, for a secondary currency cost.
I am very happy that Wolcen allows you to respec and change abilities and talents easily. It makes it much easier to experiment, rather than having to start over all the time. I am terrified that Diablo IV will decide to be more like Diablo II and be a lot harder to change things.
There are some other interesting facets. The gem system is a bit more complicated, with specific socket types to get different effects. There's a built-in roll when you press space, which allows you to evade attacks and move around quickly. The basic attack has a built-in charge (which you can turn on and off if you don't want to charge). I really like these options because it means that movement abilities aren't "required", and you can take other abilities if you prefer.
Gameplay is pretty good. It's not quite as smooth as D3, but it's quite enjoyable. The bosses at the end of Acts I and II were pretty difficult. However, you can set the difficulty down to Story mode for just those fights, if you want.
I really like the story. I haven't finished it, I'm just starting Act III. But so far it's been solid, with pretty good voice acting. The female character models are a little weird (super long legs), but they look better in armor and in gameplay. Speaking of armor, I really like the armor design in this game. The cosmetic system is superb.
I'm currently playing a sword-and-shield tank, putting most of my points into Toughness, with a variety of buffs and debuffs. It's a lot of fun.
I should note that Wolcen has had a lot of server issues on launch. Most of which seems to have calmed down now. However, there's an offline mode which is completely functional. I've been playing in offline mode for the most part.
I don't know what the endgame is like, though. Apparently there's some sort of mode where you build up a city or something? I figure I'll worry about that when I get to it.
I am really enjoying Wolcen and highly recommend it. They've hit the sweet spot between simplicity and complexity almost perfectly. It's fun to fiddle around with all the options, try out different talents and builds, but still being able to respec whenever something isn't working out. The game looks good, plays well, and the story is interesting.
For me, the single player campaign is worth the money. If the endgame turns out good, that will be the cherry on top.
My EA Origin Access Premier subscription is coming up for renewal, and I thought I would look back and see whether it was worth it. I originally picked it up a year ago for Anthem.
Perhaps surprisingly, I didn't actually play many games on Origin. But then again, I usually play MMOs, which have their own setup. Games I played:
Anthem - Maybe it didn't have the longevity people (and Bioware) wanted but I really enjoyed the campaign, leveling, and messing around for a bit at max level.
Torchlight 2 - In the end, I did not like Torchlight 2. On the other hand, I might have purchased it and regretted the purchase.
Vampyr - Great game. I thoroughly enjoyed this one.
Jedi: Fallen Order - A great Star Wars game. An excellent story.
So four games, two of which were AAA games that I played at launch, which would have cost me the full price. Vampyr, I think I could have found on sale for about 60%, and Torchlight 2 would have been very cheap.
All in all, I think was good value for the money, but not by a whole lot. In hindsight, I think I should have made an effort to play at least one more game from the back catalog. For example, Dragon Age 2 or similar.
So should I renew the subscription? Unlike when I purchased it, there's no major EA game I am anticipating. On the other hand, the track record of the past year seems pretty good. I don't regret purchasing the subscription in the least.
Taking a look at what's new, I see they just put in Bloodstained: Ritual of the Night. I was thinking about trying that, so maybe I'll just stick with the subscription for now. They're also saying something about making Origin available on Steam, which would simplify things, assuming I can manage to connect the two services.
The world-building and atmosphere is superb. The game was just a joy to watch the story unfurl. The characters are varied and great.
The mechanics were pretty good, and they played well. It has just enough customization so that you can pick a playstyle, but not so much that you can mess up your build, and the game becomes unplayable. I ended up using the basic pistol and Launch for most of the game.
Two cautionary notes: first, there is no difficulty setting, and some of the bosses are hard. It seems to be optional side bosses mostly, however. I don't think there were major blockers in the main line. As well, bosses tend to be difficult because they deal a lot of damage in one or two hits. So you have to get good at avoiding taking hits. A fight which is going well can go south quite quickly.
Second, the game is clearly setting up for an expansion, DLC, or sequel. The ending, while tying up the main story and seeing Jesse grow into her position, leaves several important threads dangling. Honestly, though, I'm really looking forward to any new story content.
Control is a great game, and I highly recommend it!
This post contains major spoilers for The Rise of Skywalker. I discuss the ending and everything.
After watching The Rise of Skywalker, my first thought is that the story in Jedi: Fallen Order was a thousand times better than this movie.
I came across a forum post suggesting that The Rise of Skywalker would have been a better movie if Jar-Jar had been in it. After recovering from the shock of such rank heresy, I read the reasoning, and it actually made some sense! The thought was that RoS really needed a single designated comic relief character. That would have had allowed the other characters to be more serious, which would have improved their part in the movie. Instead, everyone other than Rey is trying to be witty and tossing one-liners around, most of which simply do not work. The worst was when C3P0's gallant sacrifice got undercut with a snarky one-liner.
Rise of Skywalker is best summed by this Simpsons clip of Sideshow Bob. RoS is Sideshow Bob, and the rakes are mistakes. The movie just steps from one mistake to the next. Palpatine is a mistake. Palpatine having a thousand Star Destroyers is a mistake. Each of those Star Destroyers being a planet-killer is a mistake. Rey being Palpatine's granddaughter is a mistake. General Hux getting dispatched ignominiously was a huge mistake. (Hux is my favorite character from the trilogy, and it was galling to see him go out like that. Such a waste.) And so on throughout the entire movie.
Truthfully, I just don't like J.J. Abrams movies. I haven't since Star Trek: Into Darkness. It's all "action sequence, one-liner, action sequence, one-liner, etc." Sometimes I really wonder how the same man wrote Alias.
J.J. Abrams also doesn't have a sense of space and time. It feels like this entire movie took place in a small city instead of a galaxy. Instead of people moving across a galaxy, they're merely going up the street to a different neighborhood. That's why it seems like their paths cross all the time. The Force Awakens had a very similar problem.
Heh, I think Finn/Rose must have done extremely badly in China. It's super-conspicuous how Finn gets paired with a black woman this time around.
The one thing I did like was the relationship between Rey and Kylo/Ben. I really liked how their realities bled into each others. It was a superb effect executed beautifully. And they simply did not bother explaining it. They didn't know why it was happening, just that it was, and then they started taking advantage of it. For me, Rey's "crowning moment of awesome" was when she dropped her lightsaber behind her back to Ben.
The ending itself violates Sanderson's First Law of Magics. There's no real reason Rey should be the winner. She just is, because the Jedi are simply more powerful than the Sith for some unknown reason. As such, it is an unfulfilling ending. Rey should have won because Ben was redeemed, because there were two Jedi at the end. Something like Rey holding Palpatine in place with the lightning sabers, and Ben finishing him.
I don't really have an opinion on the kiss, which seems to be controversial for some reason. The connection between the two of them is pretty much the only good part of the trilogy.
I do think having Ben die was a mistake. This was the final movie in a trilogy of trilogies. Let it end well, with hope and redemption and forgiveness. Have the last link to the original movies, Leia and Han's son, survive. This idea that redemption is only allowable if the bad guy immediately sacrifices himself--that needing to forgive the living is not necessary or desirable--is a weakness in modern Western storytelling.
Ultimately, I feel like you could take the three movies in this trilogy, and cut out everything but Rey and Kylo's story. Reduce Finn and Poe to side characters who only occasionally appear. The resulting movie might actually be pretty decent.
Grandmaster Vladimir Kramnik has proposed a new chess variant: No-Castling Chess.
To Kramnik, the problem with high-level chess is that it results in draws more often than wins. The logic behind his proposal is pretty straightforward:
There are too many draws because defense is stronger than offense.
Castling is a very strong defensive move.
Banning castling keeps the king in the center, making it more vulnerable and empowering offense.
It also makes it harder to "link" the rooks.
Most other solutions for high-level chess have focused on introducing randomness and time pressure. This is an interesting proposal because there is no randomness at all. In fact, it's a simpler variant of chess that everyone learns before you learn about about castling. But because castling is so strong, pretty much all established theory assumes that one or both sides castle early in the game.
Kramnik is apparently working with Alpha-Zero, and he says that Alpha-Zero comes up with some very interesting games in this new scenario.
Of course, this isn't a proposal which makes it likely that humans will start beating computers once again. It may turn out that White's moving first is an insurmountable advantage with a stronger offense. And after a few years, new opening theory will be established. But for those few years, high-level chess will be very interesting as the game is figured out once again.
On a whim, I picked up Control, by Remedy Games, from the Epic Games Store because it was on sale for the holidays. I'm really glad I did, because it's a lot of fun. However, it's also a game where I would strongly recommend that you go in blind, because discovering everything about the setting and story is so enjoyable.
I've put anything even slightly spoiler-ish behind the cut. Here are the non-spoiler important points:
Control is a third-person shooter.
The setting is modern-day paranormal. Shades of the X-Files and Half-Life.
There doesn't appear to be a difficulty setting. However, the game does not seem to be overly difficult. It's possible it will get harder later, or maybe there's some dynamic difficulty going on.
Heh, it's pretty hard to try and convince people to play this game while withholding all information. But the setting and story of the game are just so interesting and well done.
I was browsing Steam when it popped up. I really enjoyed those three previous games, so I went to buy it, but then paused when I saw the 'Early Access' label. The three previous games were story-based games, so does that mean this one is not? Or perhaps they are releasing the story in pieces?
The game is described as a "rogue-like". The early reviews all seem uniformly positive, with many saying that this is one of the most polished Early Access games they've seen.
Supergiant themselves describe Early Access this way:
We designed Hades as an Early Access game from
the ground up. Our foremost goal was to see if we could create something
great in partnership with our community -- a game that was true to our
values about design, worldbuilding, and storytelling, and could
naturally evolve based on the feedback we'd get along the way. Every
aspect of the game, from its modular structure to its approach to
narrative, flow from this idea.
What the hell does this mean?
If I buy Hades now, is it a beta where it changes significantly, and I would have to start over when it reaches 1.0? Or maybe because it's a rogue-like where you are constantly dying and restarting runs, changes to the core game don't really matter story-wise. And the story is set in stone, even if new chapters are released slowly?
Should I buy this game now? Should I wait for Hades to actually release? Normally, buying a Supergiant game would be a no-brainer. Buy it, play it through to the end, thoroughly enjoy it, and then wait for their next game.
Why do game companies insist on making things complicated?