Donkey Kong Bananza Is All The Reason You Need To Buy A Switch 2

Donkey Kong Bananza is everything I wanted it to be and more, so much so that I have no qualms about saying that this game is justification enough for buying a Switch 2. I have not had such an immediate and strong attachment to a game since I played first played Breath of the Wild back in 2017. Even as much as I love playing Final Fantasy 14, my first month with the game was full of fits and starts where I was not sure that I’d grow to love it as anything more than something I played with my friends. With Donkey Kong Bananza, I was hooked from the first instant I got control of DK and my time with the game has only increased this attachment. I’ve had a whole weekend to play this game (I planned to write this a week before posting it but time got away from me (which has nevertheless worked out the best for this review)) and I can firmly say that you will not regret your time with this game. You also don’t need to have any particular attachment to the franchise, knowledge of the history of Donkey Kong, or even gaming experience to enjoy this game. This could be your first video game ever and you’d probably have an incredible time with it, assuming you enjoy this kind of open-ish world collectathon adventure experience. That’s the one caveat about this game: you need to like collecting things to really enjoy this game. If you dislike or feel stressed by collecting things, there really isn’t a lot of other stuff in this game for you. You’d probably still have fun, but the way that collection drives so much of the experience would probably repel you. If you’re indifferent to or neutral on collecting things, then I think you would still have a great time with this game. You don’t need to be a “Collecting Things” sicko like me to have a good time with Donkey Kong Bananza, but it certainly helps.

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The Hit Point Method Of Finding Traps In The Rotten Labyrinth

In this latest session of my “The Rotten Labyrinth” Dungeons and Dragons campaign, we kept things pretty short. My players tried to revisit a magical source of treasure, one of the player characters sulked instead, the party continued to roll horribly enough that they blundered into a few traps, they found two new sources of treasure, decided that chopping through a wall was a better idea than looking for secret doors in a move that would eventually be revealed to be much less expedient than they thought it would be, and discovered that sometimes the dungeon giveth danger disguised as magic items. One of my players also joked about keeping track of how much damage they’ve taken after chugging what turned out to be a potion of poison rather than a potion of healing and having their character knocked unconscious for the second time that hour despite starting the hour at full hp. All of which happened in just about two real hours because one of the players had to leave early and, following the interrupted night’s rest (the encounter with the strange memory-stealing ooze), the rest of the party decided to just call it a day after their trapfinder and healer got knocked out twice in maybe an hour of exploration. Which gave me the opportunity to give them their next level-up, courtesy of surviving so many nasty encounters, and now we’re primed to start the next session fully rested and with an unknown group approaching from outside the labyrinth.

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The Rotten Labyrinth Reveals It’s Greatest Secret Thus Far: Steve, The (Not So) Little Guy

Sometimes, you build a little something for yourself into one of your games. A silly little thing. Something fun, perhaps even just for you, to keep things interesting and provide the opportunity for some levity. Sometimes that’s a fun little NPC, sometimes it’s a stupid pun you’re building towards, sometimes it’s a situation meant to catch your players off-guard, and sometimes it’s all three of those things at once. In my most-recent session with The Rotten Labyrnith, we talked as a group to get on the same page, in-character and out, about what to do with the player character who had been petrified in the session prior. After that, the party set out to continue exploring the labyrinth keeping in mind their stated hope of finding a cure for their petrified ally and ran into the player’s (potentially temporary) replacement character. Shortly after that, and what felt like an awful lot of distrust for some random guy who ran out of a deeper part of the labyrinth in a panic (distrust they didn’t extend to the wereboar barbarian who showed up, immediately transformed, and attacked them), the party carried on, found some more stuff, and ran into a strange figure crouched in a little, half-hidden corner of the part of the maze they were exploring. Just as things started to progress in talks with this oddly long goblin (who had the most “little guy” energy I could muster), my building’s fire alarm went off and I had to evacuate, cutting the session short and bringing our play to an end without me getting to deliver the joke I’d been building towards. I wound up sending it in the text chat once I was outside and knew what was going on, but it just wasn’t the same.

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Comedy Gold Before Disaster In The Rotten Labyrinth

It took a little while, but we finally had another session of The Rotten Labyrinth. This session included none of the original players from the campaign since they were all busy with other things, but I’m trying to find ways to have these games happen more often than we skip them, so I ran with half the crew and figured that would be good enough. Which it was! I had to tweak a couple encounters a bit to suit the group, but I was able to do that without too much of a problem. It’s much easier than usual, given how many of them have similar defense and hit point values and how even the “weakest” among them is still pretty tough. And they’re all level two now, so I could go a bit harder on them without as much of a concern. Which I should be doing anyway, considering that they opted for the high-risk, high-reward entrance to the labyrinth. So, with just three players, they set out to fill in more of the map, ran into some traps, got some cool loot, literally disarmed a trap, and then fought a single creature that wound up giving them all a rougher time than I expected. Technically, everyone is still alive. At least so far as most people would define “alive” even if there’s some room for interpretation. That said, we all had a lot of fun, were frequently busting up as a joke made it through the entire session while still being funny, and even the unfortunate events of that final fight weren’t enough to dampen the group’s spirits.

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Turns Out I Wasn’t Burned Out On Final Fantasy 7: Rebirth

After two weeks of struggling to even force myself to play Final Fantasy 7: Rebirth (much less WANT to play it) amidst a burst of burnout, depression, and other pastimes that needed my attention more immediately, I’ve finally figured out why I’ve been avoiding it. In retrospect, I think the main reason it took me this long was because I was up to my waist in denial, and the rest of it is made up of my general patience, my habit of having a podcast to listen to when there’s not much going on in terms of audio, and my genuine love of Final Fantasy 7: Remake. It is difficult to see clearly past all of those blinding or rose-colored filters. But now I have and I can firmly say that the reason I’ve been struggling to play Rebirth is because the open world is boring and empty. Sure, there’s lots of little collectibles, but having junk to pick up doesn’t make the world feel any less empty. It actually makes it feel even more empty most of the time, especially when I have to wander further and further afield to get all of the random junk I need to craft my own items since the people who made the game decided it would be better to fill your inventory with junk than to just give you chests with items in them. And it’s not like you can just keep collecting this stuff so that you never run out. No. You can have ninety-nine of something and then you can’t pick up any more, which sucks because this is your main avenue for collecting potions and items. You have to craft all this crap, mix up weird combo items, and make sure you’re leveling up your item crafter device so you can make level-appropriate items. It’s a whole-ass crafting system created for the sole purpose of filling this empty world and all it has accomplished is to draw attention to the fact that the world is pointlessly massive.

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Becoming a World Traveler In Dragon’s Dogma

For what feels like a year now, I’ve been working my way through Dragon’s Dogma. I tend to play in bursts, usually doing nothing else for a weekend or for a few week nights in a row, and then moving on to somehting else for a while. Most of the time, I wind up getting distracted by a new game that feels more urgent than the relatively ancient Dragon’s Dogma which doesn’t even have a release year for its sequel. One time, I got frustrated with a bug and losing three quarters of an hour of inventory management, so I set it aside long enough that I forgot what had caused the bug in the first place and promptly ran into it again when I went back. I’d saved more recently, this time, so it was easier to fix the problem, but it did keep me from diving too deeply into the game that round. The past couple weeks, though, as I try to save some of my recently acquired Switch games for my impending trip, I’ve focused more of my time on Dragon’s Dogma and discovered that the real reason I stop playing most days is because it takes so damn long to get anywhere.

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I’m Tired and Sad, So Let’s Talk About The Legend of Zelda: Episode 20

I cracked the Breath of the Wild open (metaphorically speaking) for the first time in a while. I was at the end of a very tiring day, I was excited about the recently released trailer, and I just wanted to provide myself with a little comfort. I figured at least thinking about Breath of the Wild would be relaxing, since I love to just wander around the world, doing whatever catches my attention. As I loaded my most recent save file, I was reminded that I hadn’t finish my most-recent play-through of Master Mode. I don’t remember why I stopped, though I suspect I just got distracted by another game (since that’s why I usually stop playing something), but I realized I still had a long way to go before I was finished with that run. I closed the game shortly after that. I felt more inclined to start the Master Mode file over than continue it, but I also knew I wasn’t really in the right place to make that decision, then. Playing the game all the way through is a big committment and I needed rest, not another item on my to-do list.

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I’m Tired and Sad, So Let’s Talk About The Legend of Zelda: Episode 15

Things have been rough lately. I’ve made some personal gains, but it frequently feels like the world is crumbling around us as violence, hatred, and complicit indifference take center stage to the exclusion of mere decency and tolerance. I don’t have a quick answer to those problems, I don’t have the ability to make great change by myself, and I can barely get past my own anger and trauma enough to work on taking what are (in my opinion) the bare minimum steps a decent person can take in response to the world we find ourself in. What I can do, though, is provide a small escape. So today, when I’m tired and sad because of the world we find ourselves in, let’s talk about the power of the horizon in The Legend of Zelda: Breath of the Wild.

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Open-World Situation Building In Dungeons & Dragons

After nearly two months, I got to run my Sunday night Dungeons and Dragons campaign again. After side-sessions, many missed sessions, and a whole lot of tumult in everyone’s life, we were able to gather again and return to the dark fantasy and mild horror stylings of the world I’d spent over a year slowly developing. I had fun, my players had fun, there was a lot of lucky rolls, the player characters survived a lot of nasty damage, there were some clutch reactions and actions, and only one player character died in a boss battle they were absolutely unprepared for! That’s the danger of open-world scenarios, you know. You can accidentally wander into the desecrated temple to the not-evil gods right as a priest of what is essentially malicious entropy completes a ritual that temporarily grants him a huge deal of power in a side-realm. All without any of the information that contextualizes any of that so even when you do win, you’re not sure if it matters or not, or even how to do anything as a result.

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The Power of Infrastructure!

One of the things I enjoy most about Valheim is the simple truth that infrastructure is the key to the development of society. It might be a wild thing to say about a video game marketed as a viking-esque survival game with combat and a space program, but it’s a simple truth about any world that has location-specific resources. Infrastructure exists on some level in most survival and collection games, but it is usually fairly basic or a natural part of exploration. For instance, most infrastructure in a game like Minecraft is limited to base building, marking places you’ve explored, and creating access points to resource nodes. While a lot of this changes around in larger scale multiplayer scenarios, valheim is so far the only survival game I’ve ever played where creating infrastructure is not required but is incredibly beneficial.

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