A treatise on why mob density is the single most important aspect of ARPG combat, something even Minecraft Dungeons. Giving you a horse is a weakness, no travel should be long enough without monsters to kill that I need a mounted companion, let me shield crash and leap slam to the next mob pack PLEASE.

Visual feast, I am crazy for stories that are this specific and creatively told.

Truly baffling how mismanaged this project must have been. My heart goes out to any and all people who had to work on anything regarding this game. A multi-billion dollar company is incapable of giving the resources and the scope required to NOT end a half-a-decade development cycle with this bland, copy-pasted rehash. The grappling hook is goated, thank god, but even the implementation of alternative equipment sucks. They had to bring back the Halo 2 Gondola Ride, everyone's favourite masterclass in waiting for an encounter to end. This Halo sure could be infinite if they were willing to reuse the same environments a few million times more.

Pure distilled ludo. The three-man team behind Timemelters and previously Sang-Froid trim all of the fat, sacrificing graphics and presentation to make this clicky, thoughtful puzzle-tower-defence-action game.

Each handcrafted level leads you comfortably through trial, error, iteration to the end (or often the beginning) of each map, where the plan comes together, your five clones high-five each other and shoot lasers into a magic ball.

The systems are smooth and intuitive, with very little unintended friction or bugs and that is a dream for such a miraculously complicated time-travelling mechanical device.

So the bastards roped me back in with hundreds of free packs, an expansion featuring the return of some of my favourite characters and I managed to make the push to legend. I'm older now, the player base is more mature, metagaming is solved quicker, easier and more definitively thanks to sites like vicious syndicate. The end-result? This isn't what I was playing when I was booting up the game everyday to complete my dailies when I was 14. This isn't the game that me and my friends would play when we would mirror match up Legendary Priest. This isn't even naxxramas.

I don't know what happened. I usually play a weekend of a league, finish the campaign in one day and then spend the next two days playing maps until I am satisfied, bricking my character in some YOLO move to stop myself from feeling like I have to keep playing and then move onto other games until the next season comes around. But this time it was different. I realised that I could complete (almost) all of the league challenges. Have they always been this straightforward? who knows. I reached level 100 for the first time, had a hinekora’s lock drop for me, managed to afford a headhunter, cleared 38/40 of the seasonal challenges to unlock all of the "free" MTX outfits (rip the final totem reward), levelled a 2nd magic-find character and then decided I was done.

I started watching Noah Caldwell-Gervais' Diablo Franchise Retrospective in the background during early maps and I was positively mental stimulated by his discussions of casino psychology, skinner boxes and how they relate to loot-driven RPGs - specifically the idea of an addict sitting a slot machine all day, not because they think they will win big, but because the world around them can fade away to be only the wheels spinning in front of them.

I laughed at the time, but after some 100 hours of playtime in just under two weeks, I understand that sensation deeply. Path of Exile is the most finely tuned slot machine to ever exist and thankfully, for the most part, it doesn’t require credits to spin the wheel, only your hard earned time.

The most insulting part for myself is that Necropolis isn’t even that good of a league! I graveyard crafted one(!) good item, sold any allflames for profit and then spent the rest of my playtime mad that I couldn’t disable corpse drops or atleast hide them without clicking a tiny button on their massive UI tombstone. I quit affliction much sooner because I had FOMO from picking the wrong build and atlas strategy but I now realise that anything can make profit (at least with the new atleast/scarab set up introduced in this league). Running Harvest, Heist, Incursion and selling the outcomes lets you get such a steady source of income that you feel more like a business mogul than a gambling addict.

5 I can quit anytimes out of 5.

Like sleep-walking backwards through Life Is Strange (2015), ringing out sapphic wish fulfilment to the beat of strained plot. Chapters awkwardly paced, lacking in substance or drama. Distractingly good hand animations framed within tired mid-shots.

2023

Hotline Miami is a seminal piece of indie game design and it is boggling that video-game-enjoyers can boot up OTXO and pretend that they are getting an experience that is in anyway comparable.

I think I sabotaged myself playing Sorcerer the entire the time.

Combat is poetry. I like that lot.

The main plot is so very drab and predictable, but the writing for all of the hangouts are so lovely. Crammed full of references and nods to the greater marvel universe with some much needed limelight for the unsung heroes of the Midnight Suns. I just ignored the Avengers for my play through, which is a shame because they have some fun decks, but I could not stand Doctor Strange or Captain Marvel talking to me for one second longer.

"What is it you always say, it's time to morb?"

Gold Seal completed, which marks the end of Viceroy, I'm hovering around Prestige 6 and might push out the ranks a bit. I think AtS has made me a better problem solver and more patient. The loop of solving a rubik's cube of what do I have, what do I need, what can I make scratches a simulation itch at a pace that holds my interest for much longer than other city builders can.

In a world where 90% of games aren't available on modern platform, an MCC is necessary for any franchise to stay relevant and accessible.

You can run past 85% of the enemies which is awesome.

I love Rock Band Blitz and this is just a very Y2K version of that.