Monday, November 27, 2017

A Link to the Path

I'm still on track back to the Witcher 3. I'm drawing nearer to completion of this run of Symphony of the Night, with only about 4 sections of the inverted castle remaining to conquer before taking on Shaft and Dracula.

Something I've noticed this time around is that for as well as the castle inversion works for the game, there are some rough edges that prevent the second leg of the game from being quite so effortless as the first. It's easy to go the wrong way and find yourself under-leveled or under-geared for a section of the inverted castle, since there can be no mobility-based progression gating once you have acquired all of the motive skills and abilities from the first castle. Instead there is old-fashioned enemy toughness gating. This can still be gotten around, though, with some creative play and knowing when to mist by rougher sections on the way to gear upgrades or more beatable enemies to farm XP and upgrades on.

Elsewhere, I've done some podcast listening to Titan Quest and Spelunky while going for progression in those titles. I've also added some hardware to my setup, both a terabyte hard disk to the PC, and a Steam Link to the TV. The former allowed me to go and re-download some games that I plan to revisit, and the latter was cheap enough ($1) that I couldn't resist.

I toyed around with Skyrim and XCOM: Enemy Unknown a bit while trying out the Link. I decided to start a new non-Ironman campaign in XCOM just to see if I can't eventually actually win a campaign of that game. I'll need to focus on it at some point to make that a possibility.

The biggest addition to the rotation lately has been Opus Magnum, the new puzzle game from Zachtronics. I have long been a big fan of one of their previous games, SpaceChem. Opus Magnum is in some ways a lot like that one, though I haven't yet encountered its kind of insane difficulty here. Opus Magnum is a real looker, as well. It's got a great posh steampunk style and the alchemy machine works animate really well in a believably mechanical fashion. You play a newly graduated alchemist brought into a great house and tasked with combining base alchemical elements to do things like transmute mundane metals into gold or manufacture talcum power analogues, propulsion fuel, or even just hair product for your noble masters.

You're given a set of inputs and told what the required outputs are, and you have a selection of tools to use to assemble a machine to take care of the process that you have to envision and execute by programming grabber arms that can rotate or extend or move along tracks to deliver elements to various stations where they are transmuted or bonded or split in various ways so that you eventually end up with the finished product and deliver it to the output receptacle. It's a pretty basic concept, elaborated on in a huge variety of ways to create a very interesting and challenging and expressive puzzle game. Your creations only need to get the job done, but once finished they are evaluated against those of other players, so if you like you can chase efficiency on a few axes to enjoy refining your base creations, as well. I'm really enjoying the game so far.  

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