Gaming Round-Up: Summer Doldrums

Haven’t done one of these in a while, but I had a lot of things that seemed worth talking about but not worth devoting a whole post to, so let’s do a quick round-up of what I’ve been playing lately.

Exploring Brimstone Sands in New World.(I also considering doing a review of Across the Spider-Verse, but it doesn’t need my help. It’s one of the best movies ever made; if you haven’t seen it, go get on that instead of wasting your time reading about my gaming.)

New World

As you might have surmised from my columns on Massively Overpowered, New World has been my main game for most of the time since it’s launch. I think I’m finally ready to declare it my new “home” MMO, something I haven’t really had since The Secret World went into maintenance mode.

I don’t love New World as much as I did TSW, but it does scratch a lot of the same itches, albeit to a lesser degree, and I’m finding it feels more comfortable and welcoming the more time goes on. As I said in a recent column, it’s not perfect, but it is special.

That said, I have reached a bit of a plateau with it lately. I’ve finished all (solo) quests in every zone, and I’ve got two level-capped characters now. As the raid-focused season two doesn’t have a lot to offer my playstyle, I’m putting the game on the back burner until the fall expansion. I haven’t stopped playing entirely, but I’m giving it less time in favour of other things.

Star Trek: Resurgence

Considering the franchise has traditionally been more about talking than fighting, it’s honestly surprising it took until now for someone to make a Star Trek narrative game. For me, this Telltale-style take on TNG era Trek was an immediate purchase.

Petty officers Diaz and Adsilar in Star Trek: Resurgence.I did see beforehand that reviews were a bit mixed, and having finished it, I can see why. “Mixed” is probably the best description for it.

As a video game, it’s rough. I didn’t encounter many of the reported bugs, but the controls were messy, and the animations more so (what is wrong with the eyebrows of people in this game?!?). You can tell it was done a very strict budget — though you could argue low budget jank just makes it even more of an authentic Star Trek experience.

As an installment of the Star Trek franchise, it’s a lot better, but still imperfect. I loved the first three quarters or so of the game, which were an excellent love-letter to The Next Generation and its more sedate style of story-telling. Nearer the end, though, it starts to fall into the trap of modern Trek: trying way too hard to be epic, shocking, and dramatic. Not every story needs to involve galaxy-ending stakes and heart-breaking tragedies at every turn.

It also felt like a lot of my choices in the story didn’t really matter. This is a criticism that basically every “choices matter” game gets, and I usually feel like people have unrealistic expectations for much their choices should effect the game, but this feels like a particularly egregious example. It’s okay if some outcomes are unavoidable, but don’t give the player numerous opportunities to try to prevent something if none of them are going to have an effect.

Still, I liked it a lot better than any of the modern Trek shows other than Prodigy. I’d probably buy a sequel if they make one.

Dragon Age: Inquisition

My latest Inquisitor Lavellan in Dragon Age: Inquisition.I’ve been thinking about doing another replay of Inquisition more or less since I finished the last one. I had a brief abortive attempt at a Solasmance run aways back, but early on I lost a bunch of progress due to the corrupted save bug, and I got so discouraged I never resumed that run.

The extreme length and grind of the game has always been intimidating, so I finally decided to do something I’ve only done once before (also with a Dragon Age game) and turn to the modding community for help. I installed a bevy of mods to reduce grind and improve quality of life, from infinite crafting mats to faster out of combat movement to a mod that lets you mutli-class.

It’s helped a lot. You can burn through the endless side quests far quicker when you don’t need to bother looting bodies or gathering materials.

Since I don’t think I have two more runs in me, I decided to make this my “canon” playthrough where I make all my favourite choices. This is mostly the same as my first playthrough (Dalish mage, side with mages, romance Sera, befriend Solas, etc.), with the one major difference being I’m going to make Cole more spirit-like this time, which I did on my second playthrough and found I preferred.

I still have somewhat mixed feelings on Inquisition and its overwhelming scale, but it is always lovely to be reunited with your favourite characters whenever you return to an old Bioware game. Sera! Dorian! Solas! How I’ve missed you.

Nextfest demos

Playing the Steam Next Fest demo of En Garde.Another Steam Next Fest is upon us, bringing with it a wave of demos. I don’t like that these demos are often temporary, but it’s a lot better than having no demos at all, which has sadly been the status quo for the gaming world for some time now.

With so many demos, a lot of them are going to be irrelevant to my interests, but a few have caught my eye.

First, there was Jusant, an eccentric climbing simulator from Dontnod. Much as I love Dontnod, I couldn’t get into this one. The controls were far too awkward. Maybe it would work better with a controller, but on a keyboard and mouse, it was borderline unplayable.

Second, there was En Garde, a goofy action game inspired by the likes of Zoro and the Three Musketeers. While I found the humour hit and miss at best, the colourful graphics were appealing, and the gameplay was pretty fun. Will probably get the full version at some point — maybe even right at launch if it’s not too pricey.

Finally, there was the oddly named Gord. Not, as you might expect from the name, a Canadian life sim, but a dark fantasy city-builder loosely based on Slavic history and mythology. This one felt a little slow (yes, even for a city-builder) and a bit rough in places, but I did enjoy the gloomy aesthetic and emphasis on a small group of NPCs rather than a sprawling populace. This feels like a “maybe when it’s on sale” title.

Card games

Sometimes you just need to show the AI who's boss.My obsession with card games continues, albeit at a slowed rate.

Sentinels of the Multiverse and Lord of the Rings LCG remain my favourites. Indeed, despite some significant flaws, I believe LotR LCG has become my gold standard for Lord of the Rings adaptations in the realm of gaming. It does such a good job of expanding the lore while feeling faithful to Tolkien’s vision, and unlike pretty much every LotR video game I’ve ever played, the gameplay actually captures the desperate last stand feel of LotR, as opposed to just being a generic game with a Middle-Earth skin.

My feelings on Arkham Horror and Marvel Champions remain more iffy. I almost sold off my Arkham Horror collection, but I wasn’t quite ready to give up on it, so I just sold some. Maybe I’ll just replay what I have occasionally, maybe I’ll try another full campaign at some point.

As for Marvel… I feel like this meme is already played out, but I still feel the best thing to say is that of all the card games I’ve played, this is one of them. It’s easy and low stress, unlike most of the others, so that keeps it in the rotation for now at least.

On the digital front, I’m still playing Eternal as well, but that’s starting to feel more like a habit than a joy. Partly this is the inevitable consequence of the fact I’ve played about 300 hours of it in less than a year, but also the Gauntlet difficulty does tend to get pretty brutal at the higher levels, and it’s wearing me down.

If I had another option, I’d probably move on, but this is really the only halfway decent digital CCG with robust PvE content. I couldn’t get into Shadowverse or Elder Scrolls Legends. For now, I’ll stick with Eternal.

Card Crazy

I think we all went a bit crazy during quarantine. Me, I developed a crippling addiction to co-operative card games.

Wielding white mana in Magic: Legends.It started with playing Magic: Legends. For all its flaws, I adored the build system in that game, and it made me realize just how much pleasure I get from deck construction, keyword synergy, combos, and other hallmarks of card games like Magic: The Gathering. It goes a long way to explaining my love for the ability wheel of The Secret World, itself inspired by collectible card games.

Magic is the poster-child for these kind of games, and I dabbled with its digital version, Arena, but I’ve never much enjoyed competitive play. I went so far as to buy a small collection of cheap used Magic cards and homebrew some rules for solo play, and it worked better than you might expect, but it didn’t have a lot of replay value. There’s only so much you can do to fit a square peg into a round hole.

No, I had to find some games that were built for PvE play from the ground up, and while there aren’t that many co-operative card games of this nature, I did find a few.

A few months ago I was singing the praises of Arkham Horror: The Card Game over at Massively Overpowered. Since then, however, I’ve found myself starting to fall out of love with the game.

It’s strange, and I don’t entirely understand why my feelings have changed so much. I think a lot of it boils down to the fact that the game’s story-driven nature leaves it somewhat lacking in replay value.

Jacqueline Fine takes on The Devourer Below in Arkham Horror: The Card Game.There are other quirks on the game that have begun wearing on me, too. It requires a huge amount of table space (difficult in my tiny apartment), and the set-up time for some scenarios can be downright brutal. You need to clear a good chunk of an afternoon to play this game.

Also, while in theory the deck-building options are vast, in practice they can be quite restrictive. Resource costs, XP costs, class limitations, limited hand slots, limited ally slots, limited arcane slots… Customizing my deck is one of my favourite parts of these games, but Arkham Horror sucks a lot of the fun out of that.

It’s also possible I just picked a bad campaign to start with. My first (and so far only) full cycle was the Innsmouth Conspiracy, and it turned to be a bit of a disappointment. I was expecting a cloak and dagger tale full of intrigue and mystery, but in practice it’s more like a Michael Bay movie. Very much not the tone I expected from this setting.

I have considered trying another cycle before giving up on the game. It’s possible Innsmouth was simply a dud.

Either way, I do have other options for my card game fix.

Around the time I started with Arkham Horror, I also tried Lord of the Rings: The Card Game, which is made by the same company. In contrast to Arkham Horror, it was harder to get into initially, but I’ve since fallen in love with it.

The forces of Rohan arrayed in Lord of the Rings: The Card Game.LotR was the first co-op card game made by Fantasy Flight Games, and it has a certain degree of jank as a result. The earlier scenarios are kind of a mess, and it’s brutally difficult across the board. I ended up coming up with some house rules to make the game a little less punishing, as the difficulty doesn’t scale well for solo play (which has thus far been my focus).

That said, despite its rough edges, there is a lot of genuine brilliance in this game. Unlike Arkham Horror, there are almost no restrictions on how you can build your deck, and the options for fun builds are nearly limitless.

FFG has a remarkable talent for translating theme into game mechanics, and this is most true in LotR. I am eternally impressed by how different the playstyle of each archetype is, and how well it fits the lore.

For example, Ents enter play exhausted (basically they have summoning sickness from MtG). You know, because they don’t like to be too hasty. But once they’re finally roused, they’re among the strongest allies in the game.

Meanwhile, Silvan Elves feature various powers that trigger when they enter play. To get the best use out of them, you need to find ways to continually move them into and out of play, emulating the hit and run guerilla tactics you’d expect of forest-dwelling Elves.

A promotional image for Lord of the Rings: The Card Game.That the designers of this game had a true knowledge of and love for Tolkien’s work shines through every aspect of this game. I keep coming back to one card in particular that showcases this brilliantly: Tale of Tinúviel.

I just love that this card exists. It’s a relatively deep cut of Tolkien lore, and the mechanics of it capture the theme so elegantly. It may not be the strongest combo in the mechanical sense, but the Tolkien nerd in me just squeals with delight every time I play Tale to have Arwen buff Aragorn.

.I’m also impressed by their ability to turn even single lines from the books into fascinating, thematic cards, as seen in Distant Stars or The Long Defeat.

The appreciation for Middle-Earth can also be seen in the game’s story-telling. Initially weak in the early cycles, later cycles feature almost as much story text as Arkham Horror, and while the quality of the writing may not be super strong in the technical sense, it does do an admirable job of telling new tales in Middle-Earth in a way that feels faithful and respectful to the source material.

The more I play this game, the more I appreciate it, and I believe it will continue to be the focus of my card-game obsession moving forward.

Triggering a preparation card in Lord of the Rings: The Adventure Card Game.I was even inspired to check out the digital adaptation, “Lord of the Rings: The Adventure Card Game.” As of this writing I’ve only just started on it, but I’m not nearly as impressed with this rendition of the game. It’s more “loosely inspired” by the physical card game than a direct adaptation, and while it plays well enough, it doesn’t have the same cleverness or thematic strength as its forebear.

FFG does have one more co-op card game that I haven’t played yet, Marvel Champions. I’ve ignored it so far it due to my general disinterest in super heroes, but the two main exceptions to my super-heroic ambivalence are Spider-Man and especially the X-Men… and it just so happens that Marvel Champions’ latest expansion is Spider-Verse focused, and the next begins a major X-Men wave.

That was enough to convince me to buy the core set as an early birthday present to myself, although I haven’t actually picked it up from the store yet. I’ll give the core set a whirl and see if it’s worth investing further.

I’m just not sure it does anything that my current collection of games doesn’t. By all reports Champions shares a lot of DNA with the LotR card game (but with weaker deck-construction options), and I do already have a super-hero game.

Yes, my newfound obsession has led me to one more title, Sentinels of the Multiverse: Definitive Edition.

I played an earlier version of the game at a board game meet-up many years ago and enjoyed it. The thought of buying my own copy of the game was always in the back of my mind, but I didn’t really look into it until I started developing this greater interest in card games. By the time that happened, the Definitive Edition was on the cusp of launching its Kickstarter, so I got in on the ground floor.

Some of the heroes of Sentinels of the Multiverse: Definitive Edition.Sentinels is very different from FFG’s card games in many ways. For one, it has no element of deck construction at all. Each hero has a pre-built deck that can’t be altered. Despite that major deficiency, though, I’ve still gotten quite a bit of fun out of it.

Sentinels’ strength lies in its relative simplicity. There’s an elegance to its rules that is quite admirable, and it’s a good casual game to play with other people. It can be a welcome break from the complexity and punishing difficulty of LotR and Arkham Horror.

To give you an idea of how big the complexity gap is, most people recommend playing LotR and Arkham Horror “two-handed” (controlling two decks as if you were two players), but I’ve never been able to do this. I find it too mentally taxing.

However, Sentinels requires a minimum of three heroes, so if I want to play it solo, I need to play three-handed… and I still find that less overwhelming than playing LotR or Arkham Horror two-handed.

I don’t think Sentinels will be the sort of game where I feel the need to own everything, but I have already pre-ordered the Definitive Edition’s first expansion, Rook City Renegades. I wanted more variety than the core set offers, and with its focus on darker themes and magical heroes, RCR feels like the perfect expansion for me.

I’ve long been concerned this interest in card games was a passing fancy that I would later regret, but after about a year of this, I’m beginning to think this is a more long-term addition to my list of interests. I can see myself losing interest in specific games (as I said above, Arkham Horror is on the bubble), but I think I’m likely to stick with the hobby as a whole. At the very least, I don’t see myself getting bored with LotR any time soon.