December, 2021

23

I like this game a whole lot. The fantasy of running a potion shop is very appealing to me for whatever reason, and it's simulated here with detail and through cleverly designed gameplay systems. Plus the art is obviously superb.

However, I don't want to play it seriously until after it leaves Early Access. I have only dabbled in it for these two days because it featured a holiday event. It's been a very nice sampling of what awaits me, but I'll be moving it to my backlog now.

22

19

Since I have yet to write down my thoughts after a couple months of sporadic play sessions and I have now completed the campaign at least on its easiest difficulty, I'll say something here.

B4B lacks the character of L4D, as much in its presentation as in its actual characters, but it gains modern gunplay that feels pretty good (and gets bonus points for doing the thing where weapon sounds change as magazines run dry). It features a broader array of special infected, but they desperately need greater clarity in identification and ability. It has more varied level setups and campaign structures but sacrifices consistency to achieve them. Taking a cue from roguelikes, it adds per-run random weapons and mods complete with quality tiers that can provide equal amounts investment and frustration. It offers unique character traits and a deckbuilding system of bonuses and trade-offs that contribute substantial strategic depth but threaten significant bloat.

I've been feeling a 3 out of 5. I don't dislike it; it's fun and takes some swings, but I haven't made up my mind on its perhaps overindulgent mess of modern design trends. And I really, really miss the music, dialogue, and theming of Left 4 Dead. (Back 4 Blood's writing is pretty dreadful a lot of the time, incidentally.)

18

Started

This is a charming little throwback MUD! And it's surprisingly lengthy; I had expected something more miniature.

I'm still fairly early with a character at level 10 just after reaching Bigtown, collecting new quests, and starting to figure out my next steps.

Population is sadly very low. I chose to play today because Sokpop suggested a communal return to the game so that everyone interested could benefit from a boost in player count at the same time. I caught the tail end of that event and never saw more than 3 players online. However, the multiplayer element seems like it can just be ignored; I'm treating this as a single-player text-based RPG for now and not worrying about whether anyone else is around.

In addition to being a satisfying (albeit grindy) little RPG, Chatventures has some sharp ideas at play. You can act as quickly as you can type, so you'll get attacks off more frequently than enemies if you're fast. After an early quest, you get an ability called Repeat that, for a mana cost, lets you just type "repeat" to--obviously--repeat your last command, which can be simpler and faster than typing out commands in full. When you fight slimes, you'll find your text input field obscured when they attack you, so you have to type blindly without being able to see typos. Also, I wandered into an area that is currently too advanced for me and fought a pair of harpies that seemed to hit me with a confusion effect, and everything I typed just turned into a random string of characters. This willingness to play with text and limit (or enhance!) the player's ability to make input infuses the game with cleverness and whimsy, leaving me intrigued to press on and see what other tricks it has in store.

Right now I'm feeling a 3.5 stars out of 5.

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I kind of rewrote some of the above more concisely for Twitter, and I'm going to leave it here in case it comes in handy when I go to write a review:

I started playing Chatventures by
@sokpopco. I'd expected a throwback mini-MUD, but it seems to have more length on it than that. There was a short planned event today, a call for its community to return, but population is still very low. That's okay! It's fun as a solo RPG.

On top of being a satisfying lite RPG, it has some clever ideas going for it. Action occurs in real time, so you can attack as quickly as you can type. You can learn an ability early on that lets you type "repeat" and spend a bit of mana so you don't have to retype full commands.

When you fight slimes, their attacks obscure the text input field (pictured above), leaving you typing blind, unaware of typos until after you hit enter. And I ran into some harpies that inflicted confusion on me, which caused my inputs to result in random character strings.

This willingness to play with text and limit (or enhance!) the player's ability to make inputs infuses the game with whimsy and pushes you to keep playing, curious to discover what other tricks it has in store.

It's a $3 game, by the way, and will probably get a 40% discount in a few days when the Steam sale begins.

Started

13

Started

Finished

Started / Finished

12

07

New dungeon to go with Bungie's 30th Anniversary event! It's a good one! (They've all been good ones!)

06

Finally got my solo legendary shattered realm triumph done. I think I was right to choose the hive week for this because it gave me solid cover and clear targets compared to the taken and scorn options, but it was still quite a pain. I thought for a while at the midpoint that I was suffering from teleporting enemies, but I think they were just ones that had fallen off the map; still would have been nice if they couldn't respawn right next to me, though. I was a fool to stubbornly power through with my standard Null Composure when there are no void shields but rather lots of tough, arc-shielded knights. I have a very good Adept Plug One that I should have brought instead. In any case, it's done. I didn't hate it—it was a good challenge—but I wanted to go to bed.