A role-playing game. Which could mean a lot of things, actually, but in my case it’s always going to be a video game. I don’t play pen-and-paper games.
Developer: BitMonster | Released: 2014 | Genre: RPG, Third Person
This was learning towards being both a kids game as well as tablet first, both of which normally doesn’t sit well with me, but it was so damn cute and charming that I couldn’t help myself completing it anyway.
It also felt very much like a spiritual successor to Zanzarah.
I was in control of a girl with glasses in third person, running around in four areas collecting flowers, kicking vases or chests for coins, unlocking doors with keys bought with flowers, and solving quests. There was also a shop for better equipment and even simple level-up stats. Sometimes a mailman flew down from above and offered a letter for me to read – usually from her dad.
Developer: Interdimensional Games | Released: 2014 | Genre: RPG, First Person
This was an FPS+ on a big plane promising to be somewhat akin to Deus Ex, with multiple paths and dialog choices. I pledged $20 for its failed Kickstarter back when it was announced in 2014.
It turned out to be sort of a virtual reality game where I inhabited the body of a soldier on a hi-tech plane in the future, already flying high above the ground. Everything took place on this plane and it took me just over 4 hours to play through it, making it feel like a DLC for another game. In truth, the game is to be construed as an intro for a trilogy of games – the next one taking place around a big tower.
But truth be told, I’m pretty sure I’ll stop after this introduction as there were quite a number of things I didn’t like about it. The ironic thing is, bugs are actually not on that list. Playing this game so many years later means patches must have ironed out most of them.
Developer: Supergiant Games | Released: 2014 | Genre: RPG, Action
Imagine if you took an isometric action RPG with a smattering of Robotron, changed the action to be mostly like V.A.T.S. from e.g. Fallout 4, added great Art Deco parallax graphics, a sword with staccato comments, and atmospheric music that often have singing on top as well – and you basically have Transistor.
It took me about 6 hours to complete this one but I was seriously considering abandoning it after an hour or two. The combat was innovative and polished but was still problematic for me. The gist of the game is a turn-based part where you stack “functions” (abilities) in a limited queue and them fire them off with super speed, making you feel like The Flash. Then comes the sour part. The queue needs some time to recharge itself and you are extremely vulnerable as things are now real-time. Because of the huddling nature of the confined combat areas, it’s easy to get pummeled left and right, even when zapping around with a teleport ability I earned early in the game. This goes back to me wanting to kill as many as fast as possible, and if my queue doesn’t deliver enough damage, I may take too much damage in the real-time part. Emptying the health bar temporarily burns out an ability slot, forcing me to use other means of attacking. Burning out all attacks of course means death.
For most of the game, this system just didn’t click with me.
Developer: CD Projekt RED | Released: 2016 | Genre: RPG, Third Person
I completed the main story of The Witcher 3: Blood and Wine (the second expansion pack) in the end of December 2016 and wrote a blog post about it, but I still had a few question marks and secondary quests to finish off and I did so in January. I must say that some of these secondary quests were really funny and absolutely worth completing. I’ll get into detail about some of them in the spoiler section below.
It also turned out that there were a few additions to the game that I had not discovered yet in my previous blog post. One was the “Hanse” bases – unique map icons of fortified castles or caves swarming with bandits. Clearing these out could be challenging, especially if some of the bandits managed to light signal fires to call upon reinforcements. A base cleared out would be followed up by a short cutscene of soldiers taking over the place. Bandits in the surrounding areas would then have dispersed.
Another change was that clearing out a town had a different cutscene. In the vanilla game, villagers would immediately walk in and settle down. Now Geralt started meditating instead, a timelapse of a day passing by was shown, and as Geralt came back to his senses, villagers were now living and working there. It made sense that the developers wanted to make this change. The previous cutscene felt like the villagers were just outside the combat area, waiting for Geralt to finish off the monsters.
Here’s a gallery of 18 HUD-less screenshots I saved while playing Blood and Wine – the last expansion pack for The Witcher 3. They are all from the new zone called Toussaint.
There should be virtually no spoilers in these screenshots – it’s mostly just Geralt and nature.
UPDATE: Since the creation of this blog post I’ve finished the expansion, saving another batch of HUD-less screenshots. I’ve overhauled the gallery with better screenshots – only four of the original ones remain.
I’ve used a Jetpack plug-in for WordPress to show the gallery in a nicely tiled manner. If you’re reading this in an RSS feed, open the blog post in a new tab in order to browse the screenshots in a viewer.
Developer: CD Projekt RED | Released: 2016 | Genre: RPG, Third Person
I had a vacation between Christmas and New Year and I managed to complete the main story of the second and last expansion pack. I was invited to a new zone by a couple of noble knights in shining armor. The new zone had a different color palette, more vibrant and saturated, and the buildings looked like something from the southern part of Europe. But to be honest it didn’t really feel all that different. The dungeons, the caves and even the big town felt like it could just as easily have been part of the main game.
At least the people there were much friendlier towards Geralt. No more spitting as I passed by.
The second expansion followed the trend of a harder difficulty that the first expansion introduced. I was particularly miffed at the spewing plant monsters that spawned around a monster area, confusing me with bubbling pods and forcing me to run around all over the place. Sometimes I avoided a spot in the distance because I could see those pesky plants warming up for a fight. Some of the vampire enemies, especially the naked ladies, were also a bit too tough for my liking.
Here’s a gallery of 14 HUD-less screenshots I saved while playing Hearts of Stone – the first expansion pack for The Witcher 3. Most of them are from the upper right corner of Velen as well as Oxenfurt.
There should be virtually no spoilers in these screenshots – it’s mostly just Geralt and nature.
I’ve used a Jetpack plug-in for WordPress to show the gallery in a nicely tiled manner. If you’re reading this in an RSS feed, open the blog post in a new tab in order to browse the screenshots in a viewer.
Developer: CD Projekt RED | Released: 2015 | Genre: RPG, Third Person
It took me almost 17 hours to get through the first expansion pack – main quest, secondary quests, treasure hunts, question marks and all. Again the writing of the story and quests was of a very high quality, and there was a lot of both awe and humor to behold. If anything, some of the tasks fulfilling the three wishes of Olgierd von Everec were quite arduous and that actually held me back a few times.
“Should I play some more today? Urggh, that wedding/heist… I think I’ll watch some Netflix instead.”
I was also slightly disappointed at the generally higher difficulty. The last half of the vanilla game had lulled me into a great feeling of superiority, defeating monsters with ease, but in this expansion pack I constantly had to be on my toes. I reckon most players like that, but I’ve always liked having it a little easier. And it was not just the bosses. A giant toad and a mage with crazy tornado skills were tough, but as bosses that was kind of expected. The new enemies like boars and spiders ran all over the place and it was hard to get close to them without using freezing bombs. Even old vanilla enemies were not easily defeated.
Geralt of Rivia, Gaunter O’Dimm and Olgierd von Everec – the three main characters of the expansion.
There was also a new “temporary” love interest in the expansion in the form of the red-headed medic Shani, which unfortunately I couldn’t remember at all from the previous games. She reminded me a whole lot of a younger version of Catherine Willows in CSI.
Check out the this gallery with the second half of more than 50 HUD-less screenshots from The Witcher 3: Wild Hunt. This part contains screenshots from Kaer Morhen, Velen, and various islands in Skellige.
There should be virtually no spoilers in these screenshots – it’s mostly just Geralt and nature.
I’ve used a Jetpack plug-in for WordPress to show the gallery in a nicely tiled manner. If you’re reading this in an RSS feed, open the blog post in a new tab in order to browse the screenshots in a viewer.
Check out part 1 for the first half of the gallery.
Check out the this gallery with the first half of more than 50 HUD-less screenshots from The Witcher 3: Wild Hunt. Most here are from various mountain tops in Skellige.
There should be virtually no spoilers in these screenshots – it’s mostly just Geralt and nature.
I’ve used a Jetpack plug-in for WordPress to show the gallery in a nicely tiled manner. If you’re reading this in an RSS feed, open the blog post in a new tab in order to browse the screenshots in a viewer.
UPDATE: Since the creation of this blog post I’ve saved a few more HUD-less screenshots. Rather than just add to this one and make it bloated, I’ve decided to split it up into two posts with 26 screenshots in each.
Check out part 2 for the second half of the gallery.