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Things I played in 2018

Hopefully some of them will be games that actually come out this year, but around here that's not super likely to happen.

List items

  • Spent day 1 of 2018 finishing collecting all of the animals in the game. Now I consider myself officially done with it. Although I may come back to it sometime to try and Dead Quiet run.

    UPDATE: To my great surprise I was able to get in a few games of MGO. Say what you will about it compared to other MGO's, but MGSV is my favorite feeling game that features ADS, so any more that I can play of it makes me happy. Give it leaning and a blue circle and I would tell PubG to go stuff itself.

  • I only logged back in because I got an email warning me of an upcoming username release, but that was just enough to remind me that even last time I got into this more than I expected I would. I'm thinking I'll have more words about it at some point.

  • Post holidays I've found myself with access to VR. Of the things I've been able to try on my decidedly sub-VR SPEC pc, Rec Room has kinda been the thing. It's a clear case for telepresence, it's got competitive, co-op, and casual gameplay, and it runs well when nothing else does. It's not what I would hand someone for 5 minutes to show off VR, but it is the thing that I booted to play more of after I had tried everything else out once. Save for...

  • Part of my interest in VR is to see if I can find anything that'll finally make me motion sick. Just as a personal finding-the-limits-of-your-own-physicality curiosity. But after top contenders of Trackmania Turbo and 6DOF revivial Sublevel Zero, nothing but non-starters. Then I expanded my VR library by looking into the Dolphin emulator VR fork, and I got to revisit some favorites in VR.

    In comes Crazy Taxi, and out-of-nowhere throwback, and we finally find something that gives me a physical reaction. Something about how the camera sticks directly behind the car, combined with how the car likes to spin in place and snap to ramps… It just did something to me. I did feel sick, but it raised my heart rate enough that I noticed it, and kinda made me feel like I was on fire inside? I dunno. It was cool. And it's been a while since I played any Crazy Taxi, which is a dope ass game, so kind of a good time overall.

  • Again, looking for older things that my computer could run in VR, I was looking into Doom, Quake, and Doom III. But thinking about Doom III, turns out I had Quake 4 already installed from...some curiosity last year. So...playing Quake 4 now. It's weird. It's a direct sequel to Quake 2. Seeing that Strogg iconography around is actually giving me some flashbacks to high school, playing Quake 2 over and over, alone and with friends. So, I guess it's doing something right.

    UPDATE: Wow, what a nothing of an ending. It's one of those endings that makes you get the feeling the devs were told to cut some spending somewhere, so they said "well, let's go minimal on the ending. I don't think anyone's gonna finish this anyway." The penultimate boss fight and lead up to it were alright, but then you shoot the last thing, and it's like a negative denouement. I was tired of the game and was ready for it to be over, but then ending was so lacking I wanted to grab it and say, "No, game, that wasn't a real ending. You need to keep going so you can do it right this time."

  • BFG Edition, with VR mod

    Surprised enough to get it working, runs okay on my still sub-VR spec pc, which I guess is mainly surprising for a still lingering from release feeling with Doom 3 of "man, this doesn't look that pretty for how much processing power this thing is taking."

    But non-VR Doom 3 feelings aside, I'm really surprised how much work they've put into this thing. I started playing seated with a controller because I wasn't expecting much (and the first menu you have to deal with can't be done with motion controllers), but motion controls work, off-hand flashlight, analog moving / turning as well as teleport-movement, and lots and lots of comfort options / vr adjustments. Even 3 different ways for how to interact with the in game button-screens, including actually touching them! I'm really impressed! Someone cared a lot and put in a lot of work.

    I played just enough to watch The Shit go down, and I think this might be what I show off VR with for a bit. I was already thinking about playing some more Doom 3 (since I dragged myself thru all of Quake 4 now) and the VR version is well done enough that want to experience more of it.

  • I remember seeing the quick look for this and thinking it looked rad. It finally came to Steam (a platform I could play it on) and I picked it up, and we played a bunch of 2 on 2 at a party. Everyone got into it and had a good, tense time. It was the last thing we played that night, so everyone was already kinda winding down towards done, but it picked everyone back up. It's that kinda good game, right there in the same clique as Samurai Gunn and Videoball.

  • Really cool to be in. "Shoot yourself to exit this menu" is on the level of Tilt Brush's "throw this menu away to close it". But I don't know. Non-VR Superhot might be the can't-miss version.

    There's something about the "streams of eneimes run at you and attack you" genre isn't great normally, and VR doesn't help, and Superhot VR just kinda becomes that, compared to the normal game that feels like it takes more "puzzle solving" to get thru the levels, where SHVR was less "see if this path works" and more "This is the thing you do on this level, just do it exact enough to proceed." But again, that's VR so far.

  • Another backlog stream game. Mainly bought it because it was <$3 at the time, not even realizing it was by the same creators behind Super Star Path, a hybrid space shooter / color matching puzzle game that I'm a big fan of the concept of.

    A very arcade-y gallery shooter, the player is locked to the bottom of the screen and you have to balance bullet dodging with enemy prioritizing. Between the spritework and the enemy design the whole thing actually has an SNES era feel. One of the levels has a train boss. The named bosses are cyborg animals. The final boss is a dude with a jetpack. This isn't putting it on blast, it's like a modern game version of camp, but the kind where you can tell this is just the kind of games the people behind it like and wanted to make, and I really dig it.

    Really short, wound up beating in in under 2 hours (all on the stream), and I feel it's ripe for some weekly-challenge-level-friends-leaderboard type hooks that are sadly missing. I wish there were more of it, that's the kinda game it is. That being said, it's a fun challenge that's I heartily suggest picking up.

    (For those interested, stream vod here: https://www.twitch.tv/videos/231446928 )

  • Trying to turn Wednesdays into "stream myself catching up on my steam backlog" days, and this was the first one I went with.

    It's like an off-brand Meat Boy? It's like an off-brand Meat Boy. That's something I'm into, I liked Meatboy and Dust Force and Action Fist. This one just lets you fly tho? But not like fly, you just have infinite double-jump. Feels like a rom hack. And then it gets into the levels that are well aware of that, and you're doing some 2D enemy dodging. It's maybe not got the best difficulty curve, but if you can beat those kinds of games you can at least get into it.

    Honestly the only thing that bumps this up in my queue is that collecting all the collectibles in a given world will unlock a recipe for a cookie, and each world is a different recipe. So now I just want to collect all the recipes so I can try a bunch of different cookies.

    (For those interested, stream vod here: https://www.twitch.tv/videos/229149398 )

  • I've been aware of this game since at least 2013 when we did a in-progress review of it for No Credit Continue, and psyched to finally get hands on it. As far as metroidvanias go I'm more of a vania fan while this so far I think this leans more metroid, but I trust Konjak to make a game that looks and feels good, so I'll put in the time.

  • Finally got hands on a GTX 1060, and so getting into the "real" VR experiences. And this feels the most like a "real game" in VR. But that still somehow feels slight in that "we don't know what the thing we want to do in VR is, so here's some guns and blink movement".

    That being said, actually getting skilled at teleporting around to get behind people and pick out specific enemies to grab and take weapons from and everything, it's pretty satisfying.

    And there's something extra brutal about being able to just grab a guy - which makes his super defenseless - and just putting the gun barrel against their head and pulling the trigger. Kinda makes me feel "I should feel bad about doing this, but the efficiency is worth more than the sympathy." Not the kind of visceral reaction I was expecting to get from VR, but worth thinking about.

  • Had been looking forward to the VR mode in here for a long time, but kind of a bummer it's only 40 short tracks specifically set aside for VR.

    Still a front runner for trying to make myself sick (another non-starter), but I will say they did some smart things for comfort - Tracks generally go in one direction (making it almost feel like a runner) and crashed are sensed ahead of time and the view gently fades out and back into the respawn, so even when the car crashes the momentum of the camera (you know, now your head) is maintained and respected. Not bad for something set up to be so jarring!

    Though now that I've touched it I might be playing it for another month. I was someone who grew up playing Stunts in DOS, so Trackmania has always been very nostalgic, exciting, and a game that's welcoming me home.

  • Mechs good

  • VR

  • VR

  • Still never won. The game that's quickly convincing me I'm too old for video games.

  • VR

  • VR

  • Stream

  • Stream. You are an Artist: Imagine

  • Stream

  • Well the next one came out but this one was $10 so.

    It's actually really strange, I'm having a very hard time playing because as far as I'm concerned the "hang out and eat crab rangoon" ending is my canonical ending, and I just can't buy into any storyline where I let myself get wrapped up in the golden path.

    Update: I'm past the halfway point in the game, and it's still defying me to like it. All of the "allied" characters are unbearable, and now the gameplay and systems are all getting on my nerves in one way or another. The whole reason I'm in here is to experience the Shangri-La missions and hang out with my Ghost Tiger Friend, but at this rate I really think soon as I run out of those I'll be done with the game. Min is still the only character I have any fondness for (okay, maybe Noore too), but Min's Army and the Golden Path can both burn as far as I'm concerned.

  • I like me a river city ransom, but there's something about this one where I keep getting lost and not knowing what I'm doing. But I'm wondering if that is somehow true to the spirit of a modern RCR. Going forward I either need a guide beside me, or maybe just a few friends to play it with me so we all explore and struggle together.

  • I dig it. I was conceptually into Dark Souls when it came out (more than Demon's Souls for some reason?), but I ended up stalling out on it and shying away from it because I was irrationally getting hung up on some of the mechanics. Luckily Surge drops (or maybe just re-frames) those mechanics, and on top of that add future-industrial / mech dressings and it's become something I keep going back to in my downtime, slowly fumbling my way into progress.

  • This is the battle royale game I like most so far. It's also the only one I've got a legit win in (if you don't count pubg mobile / event mode wins, which I don't?) No fall damage, air dives, sick BMX stuntz, a very actually town-feeling map...so much of it just feels more comfortable so far. It needs a bunch more work, but I'm having more fun than I do with Pubg or Fortnite.

  • I like me a Meatboy alike. I played the original PICO8 release, and now just checking out the full thing. Rad so far.

  • VR

  • Stream - reminds me of a specific other game that was like "Look at how physics based we are!" but then the only fun was basically like breaking the intended path as much as possible by abusing physics. Tho that is really fun. Not sure how much meat is gonna be on it tho.

  • New Doom announcement means I go back to SNAPMAP. Because SNAPMAP is RAD.

  • This has been my goto palette cleanser game since it was a gamejam game called Wasteland Kings. I don't play it so much anymore because I have too many games I haven't played it as much in recent months since I decided to make an effort to go through my backlog, but it's still one of my top 5 hours counts on Steam.

  • Specifically, GTA Online. A game where you have to buy insurance on your vehicles. You save up money to buy property, and call npc's from a contact list in your phone. If you run out of money, and the day night cycle passes, you get a message that you weren't able to pay your utility bill /and you wont be able to watch tv or take a shower until it's paid/. GTA Online is an immersive sim.

    But also it's got multiplayer modes that includes street races, gun game, arm wrestling, trackmania sky-ramp-stunt races, pubg, graffiti tag, micro machines, Monkey Target Mode, golf, and light cycles. Sometimes I think GTA Online is well on its way to being the Ur-Game that people for some reason thought No Man's Sky was going to be.

    And now that I've got 3 other friends into it, meaning we've finally got a set crew for running heists, I'm on track to have well above 300 hours logged in that game by the end of the year, cementing it as my most played Steam game. I never would have guessed.

  • It's not about speed, it's about smooth movement. Calling it a Zen Motion game is not beyond rationality. By the end of the campagin I found myself pretty consistently placing in the top 5%-1% of high scores. That's good enough for me. And this year a friend finally picked it up, and has passed a few of my scores. The time for Zen is over, a war is on. For all these reasons, this has become another goto palette cleanser game.

  • PREMTIVE ENTRY: 5 bucks on an Origin sale, and I'm going to jump into is as soon as I'm done with Far Cry 4, which will be imminently.

  • Got it while it was free. It actually done a bunch of things I've wished other BG games had done.

    1. key to set a market where at the point you're looking at

    2. Pistols in longarm slots

    2a. BONUS if you have two 1 handed weapons, you can dual wield!

    3. removed restrictions on weapon attachments. if you want a compensator and 8x scope on your single shot tazer, you totally can do that stupid thing.

    4. You load directly into the character customization screen.

    The servers with a hot garbage fire in that first week, but I played another few rounds the other day, and it's still in. It's still not the "serious" BG game, but if you take a position and get a good loadout, you can do some intentional work. Since the demise of Radical Heights, this might take the spot of my favorite BG game.

  • I've replaced outlets and painted wall and thrown out a lot of trash in real life. being able to do all that literally without sweating makes it a fun experience. The face that they start you with a decent amount of capitol also helps.

  • I was never a fan of TF2, and Overwatch seemed similar enough from the outside that I knew it wasn't going to be my thing (some playtime over free weekends has borne that theory out). But you make something F2P and I'll give it a shot. Had a friend try it with me, I liked some of the character designs more (shout out to BOMBKING), and I've had a lot of fun with it, just playing a bunch of casual matches. The matches can get to intense to be a palette cleanser game, but when I'm looking for a game where I gotta care about team comp, it's great for that.

  • I likeed this game a lot when i first played the demo, to the point where it got put on the shelf with the other "I will wait to play this until I have the time to do nothing but play it for like a month, meaning I will never play it" games. Then I played it in VR, and that's such a fun experience. It's the puzzles, and it's also being in that space, which Croteam has such an interesting design sense when it comes to creating spaces and filling them with structure and secrets that subvert that structure. I noticed it first in Serious Sam 3, and it's in full effect here. Listen, there's a door in a hub that I can't find any keys for, there was a computer terminal on a coast behind some decorative ruins, and I found a clock behind a tombstone that I have no fucking idea what to do with. It's great. I need to play more of this, but I need a whole damn weekend set aside to do it

  • It felt like a game designed around climbing the towers and grinding the side quests (at two point in the main story it did literally have me go out and just grind some stuff before i could continue), but I did see it through until the end. I am entirely behind a game where your car has a bigger upgrade tree than you have. It's called the Magnum Opus. The Angel Combustion. The Driver, Her Saint.

    Did it all pay off in the end? Not really, but I've come not to expect it from games designed around "go check off everything on the map in basically whatever order you want", but it did keep a consistent strength of writing throughout, so the stuff I was into was there the whole time. If there was some reason for me to go back and grind out the rest of the upgrades, I totally would, but I'm not gonna do it for completion sake.

    Also, for a game where the car is one of the top two most important characters, I can't believe how bad the driving feels at times, and especially during the races. I love open world game races, but the ones in this game had me yelling at the tv more than any other part of it. That's a bewildering shame.

  • I like this game a lot. Something about the movement in it feels really satisfying, the way it's all Thrust Vectoring and whatever. In a wild turn, I don't really think the transformation is all that interesting - I never use the melee, and I only do it for the grappling hook. Also never finished it, but only because it was so solidly in that category of "I already know I like this game, so I'll save it for when I have time to just enjoy myself whoops that never happens" games.

    Hey, I should get that list started.

  • I really love the concept of Enter the Gungeon - what if like Nuclear Throne but like hundreds of hand crafted ridiculous guns? A regular gun, a t-shirt cannon, a mailbox that fires letters, and one of the most memorable to me - a lower case r that fires the word "bullet" out of it. That's great. That's awesome.

    But I kind of hate this game.

    I don't know if hate is even too strong a word here, because it really makes me scream in ways games don't really anymore. And I can sum it all up in one pretty early interaction:

    There's an enemy that fires a shotgun blast. You dodgeroll thru it, no problem. Then the leveled up version of it fires two of those blasts in a row. But the timing of the dodge roll syncs up just so with the delay of the blasts that rolling thru the first wave lines you up exactly so that it's basically guaranteed from what i've seen that the iframe window ends with you inside the second wave. And I'm over here learning to rely on the dodgeroll to get out of anything, and now it's given me a situation where it feels like they're punishing you for using it, even tho they intended it to be a common enough that they saw fit to put it on RMB.

    And that feeling repeats throughout the game to me. It feels like all the thought went into interesting, unique, and cool conceptual designs - which they absolutely nail - but then lots of little specifics about the mechanical design of gameplay and encounters that are punishing in a way that doesn't jive with the majority of the design in a way that makes it feels like it came about through overlooked scenarios rather than intended difficulty.

    The announce of Advanced Gungeons and Draguns sounded like it was introducing some noticeable gameplay changes, and reading the update specifics it's things that would make the experience less punishing and add more QoL features. I know my complaints are really specific and gritty, so I reinstalled it with fingers crossed that I'd finally be able to get into this game for many long hours.

    But then I encounter the Ammoconda, and it's a boss that still feels like a run ender to filter out players that weren't lucky enough to build up like 3 extra armor by the time you see it. I dodge through one thing, all the places my dodge could've ended would've gotten me hit, I get hit, I die, I yell, I quit, and I continue being forlorn that a game I want to like so so much makes me so mad that it would be unhealthy to keep playing it.

  • I basically bought this game because I've got such a crush on Kinzie Kensington.

    Haven't gotten to play much yet, but it seems alright. Real "podcast game" territory. I can totally see how it could become just grind as soon as the intro "unlock all the characters" section is over. But, I liked the shooting in SR4 enough that I'm probably still down with that. I'll have to report back.

  • It's a lot like Project Cars 1, which is a lot like any other simulation driving game but with less character and more focus on championship progression.

    It did something I don't think I've seen before - the car tuning has a big obtuse menu full of number to tweak like you would expect, but it also has a "race engineer" menu, where you make those changes but through a much more conversational interface. It gives you questions and multiple choice answers like "You say the steering feels off? How so?" "I can't turn in / I keep sliding out" "Well, we could try fix altering the such and such, or we could change the so and so." " Do one / Do the other / Do both." I've seen other games give you that menu with a really dense wall of text explaining what different changes could do, but this is a really organic way of easing you into learning when and why you would change settings, or even lets you get by without ever really learning it at all, but still being able to make adjustments that you can feel on the next lap. There's nothing else too groundbreaking in here, but that's one feature I really appreciate.

    This is also another stop on the World of VR Tour, and it's about the same as PC1, but taking a convertible across the California Highway bridge section at night as a light rain is starting with no hud is still a fantastic experience. Plus I was getting better times and judging turns better in VR, so I might have to see what online VR racing is like...

  • I have a single server map that I've been revisiting in MC since at least 2012, and now whenever I'm inspired I go back to it and widen the town with a few more buildings.

    What inspired me this time was a netflix show that's basically architecture porn, and it really made me want to take the interesting elements and views of those houses and make something actually livable out of them.

  • A while back I had done the free "play till you hit level 8!" trial of Destiny 2, and as soon as I hit that cap I could feel that I had all I cared to have an uninstalled without regrets. It wasn't a bad time, but it was certainly more of the same.

    My time with Destiny 1 was weird. I got in on loan from the library, and played in on 360 without a Gold subscription. But under those circumstances I played all that was available to me, which boiled down to the storyline quests. And the most interesting thing about that storyline was how I jumped the exactly 3(?) times that your character spoke just to remind you that against all odds they are /not/ a silent protagonist. Okay, meeting the space queen was pretty memorable for me too. But overall it was a very dry, flat experience that I wouldn't say I enjoyed but I nonetheless was content to see through to the end.

    And it's such a shame too, because the writing and the world building are pretty amazing. I'm not the kind of person who went through and read every single grimoire entry, but I read and enjoyed just enough to be aware that the story was not flat for lack of effort. Somehow the only thing that ever filtered through was some incredible gun names, and otherwise the in-game storyline came down to "you go to a bunch of places and let Ghost look at a thing and / or kill a guy who is taller than everyone else before going onto the next place." Maybe it's a problem I have with games, but voices on radios are basically just an excuse for why your character knows what place they're going to next. If you want to have a real story you need to have plot beats tied to character moments, and it's next to impossible to have a meaningful character moment when you don't even realize that you know the face that matches the voice you've been hearing all along.

    And Destiny 2 basically holds true to all of this. Gun names are great - Show of Force, Nameless Midnight, Sweet Business. The cutscenes I think are fine, but there's still not enough of them, or at least they feel really disconnected from the game as a whole. By the end I was getting the feeling that I would totally be into a Destiny 2 movie that was just about…(struggles to even remember their names) Zavala, Ikora, and Cayde, and focused on their dynamic and roles within the world at large. In the game it feels more like most of that good story has been removed and replaced with a (mostly) voiceless player going places and shooting dudes and letting Ghost look at a thing and/or shooting a guy whose taller than everyone else.

    The big difference this time is I'm playing on PC, and they put the vanilla game out for free, so this time there's nothing in the way of my friends and I joining up to play together. This has definitely stretched the time before I feel like I'm done with this game, but so far only because we had to work each person in the group through to the end of the story. Complicated even further by the Fireteams of 3 decision. But now that we've made it to that point, I'm actually not sure if there's anything left to interest me. Unless we all decide to go in on Forsaken. But I haven't paid anything to play Destiny yet, and I think I'm more interested in keeping up that streak than playing more Destiny.

    (But to be fair, I had a pretty good time with the PvP, enough that I accidentally max leveled myself before the end of the campaign. The "ranked" game modes are pretty interesting, but in that way that when you take game modes that are known to be pretty good and rebuild them with the end product in mind they tend to lose the rough edges that give those modes memorable and give them character. But then the weird way that's it's trying to remove level differences but from what I can tell there's still clear base advantages between players. But it's right on the line where it's not super clear if it's actually just a failure of match making to make skill-based matches, which at least is something I'm already used to from....just about every other online matchmaking I've ever experienced. But the idea seems to be that even tho stats are evened out, the perks remain, and some of those perks are stat adjustments, so really it still hasn't made anything even, so it still ends up favoring players who have put in the time to get higher level to get the rarer drops, so maybe the whole idea is still garbage. I liked it, but maybe I'm just going to reinstall CSGO for a while after I uninstall Destiny 2.)

  • I've already got the board game and a couple of expansions, but this certainly does the trick inbetween the times when I can get people together to play the physical version. As much as I liked Into the Breach, this might keep my attention a bit longer. Don't know why yet, still have to mull on that.

  • I played this when it came out, I think I backed it even, but I beat it within 5 attempts and had a good time but was basically done with it.

    Then recently I heard someone say they would actually put it below Dusk and Devil Daggers, and that was enough to lodge it in my mind. Like, taste is fine to have, but I have some strong opinions about what it means to "capture the spirit" of something, as well as having strong nostalgia for the period these games ape in particular.

    Strafe is pretty good, and revisiting it I think it's improved notably since the last time I jumped in. Hud elements and tool tips that go a long way to letting you know the specifics of the systems at play. Also some new enemies right off the bat that I had never seen before which also have good patterns that mix up encounters. (I've definitely gotten sick of games where every enemy pathfinds directly towards you with some kinda weapon, which this game was very close to feeling like in the early stages near launch.)

    I might play this again for a bit. Now that MGSurvive and Destiny 2 are all but out of my system.

  • When I was young I played a decent amount of time playing the Win 3.1 Lode Runner. It was weird, putting monks in holes that closed up, and puzzles I really didn't have the mind to comprehend at the time, but it had a level editor, and I didn't have the capacity to get more games at the time anyway.

    So this game comes out, and it reminds me that I do kind of have a history with this series. And now I'm in a place where a thing I know about myself is I love puzzle and platformer games, and now I can bring all these things together in the present in a package that includes not only a level editor, but a voxel based character and item editor! That's like a win on every count!

    So far it's a nice pallet cleanser. Some stretches of levels I can breeze thru like 4 or 5 at a time in a sitting, sometimes I'll hit my head against the same level thru 3 sittings, and wind up pulling through with a solution which is anything but elegant but still satisfying because I was still able to make it work. Really looking forward to sitting just to make some character models, and if I can drag somebody in to try the 2 player mode that sounds like a fun evening too (or it could lead to the end of a friendship, but if that's what it has to mean, so be it.)

  • Made it thru 2018 still not owning a XBONE, PS4, or even Switch (although I'll probably give in to that one when the hardware revision drops next year), and so far the only games that have made me regret scooping up a PS4 are the Yakuza games (FotNS: Lost Paradise at the top, because at least the actual Yakuza games seem like they're slowly making their way to PC eventually), Gundam VS, and Let It Die.

    And then out of what seemed like nowhere, Let It Die made the jump. The only reason I didn't jump on right away was I was trying to finish up the endgame of Metal Gear Survive (the Sunk Cost Fallacy is a hell of a drug), and then Destiny 2 Vanilla went free by the time I actually was done and my friend pulled me into that. Heck, kinda the same story that happened with Syndicate between Far Cry 4 and Mad Max.

    I dig it so far. I haven't really felt a hook or a gimmick yet beyond Uncle Death and the rest of the oozing Styyyyyle that the game is steeped in, but I also haven't yet run into any of the f2p bullcrap I would expect to be a turnoff. Maybe that's still coming, but for now the gameplay and style and even the Mythos of the Tower of Barbs is enough to keep me wanting to see more. The progression is just the kind of broken up to make me feel like I'm making progress, and that's a good way to keep me engaged - to give me solid checkpoints I can say I've hit, as opposed to exploring in all different ways and feeling like I've just hit a bunch of dead ends.

    Let It Die, The Surge, Absolver (and interested in Ashen) > Nioh, Sekiro > Souls, Bloodborne