Volatile Voyages: Sea of Thieves Review

During my neverending quest to play through all the titles on Xbox Game Pass that I can, I came across Sea of Thieves. My coworker buddy and I were both pumped for trying it out because who doesn’t want to be a pirate?

Side note: I really should ask him if I have permission to use his name here. But I keep forgetting/chickening out.

Now, I have never played Assassin’s Creed: Black Flag, so Sea of Thieves was actually the first game I played that involved using a ship and sailing.

Nothing but excitement and anticipation filled my body as my coworker friend and I booted up and got ready to sail the seas.

And after several hours of adventure, mishaps, and extensive fishing, I know exactly what to say to people who ask me what Sea of Thieves is like.

It’s okay.

That’s it.

Sea of Thieves possesses a fairly shallow gameplay loop, so long-term replayability does not sit well with me. But those initial hours of exploring the world with a crew of your friends are undeniably fun and exciting.

The game starts off with a short tutorial that you must complete solo, but afterwards, you and three other friends can comprise a crew together. There are three different kinds of ships you and your friends can use: the Sloop, the Brigantine, and the Galleon.

Their layouts are similar, with most of the differences contingent on the increase or decrease in size between each. The Sloop is the smallest and can comfortably fit two players. The Galleon is the largest, and if two people tried to run that boat, they’re asking for trouble. Between running below decks to plug leaks and running back up to lower the anchor, every voyage would be a marathon.

Once you have a crew assembled, you can go on quests together, and one of Sea of Thieves’ problems is that these are all essentially fetch quests.

There are three types of quests available at the time of this writing. You can either receive a map of an island with some buried treasure to dig up and deliver to somebody, a bounty on some evil skeletons that you have to defeat in combat and deliver their skulls to somebody else, or a commission to transport goods from one person to another.

As you can see, a game comprised entirely of this can get fatiguing as you shuttle back and forth as a glorified deliveryman.

There are a few events scattered throughout the world, and I assume these are updated regularly, but they’re still pretty much the same. Fight off bad guys, take their loot, and deliver it.

On the bright side, your pirate is fully customizable. You can purchase different skins for your equipment, weapons, instruments, and more.

Sailing your ship is honestly the most exciting aspect of Sea of Thieves. It looks and feels like what I would imagine sailing an actual ship would look and feel like.

And the water.

My god.

I have never seen an ocean look so good in a video game. The waves pushing past your ship are so enticing, it makes you want to jump overboard just to be closer to them. Graphically, the sea is absolutely stunning.

One person can manage to sail around in Sea of Thieves, but it’s far easier and more enjoyable with at least two. You can take turns standing by the helm, adjusting the sails to catch the breeze, perching in the crow’s nest to keep an eye out for ships, examining the map below decks, or playing your hurdy-gurdy non-stop to maintain some mood music.

Side note: Oh, yeah. Sea of Thieves lets you play music on instruments you just have in your equipment wheel. When you and other players pull out the instrument of your choice and start playing, the music automatically harmonizes.

While sailing the expansive ocean, you’ll notice that the atmosphere changes depending on what portion of the sea you’re sailing on. For example, one area features sparkling sea-green water, with relatively clear skies, while another area to the south contains choppy, grey waters with stormy skies almost constantly. It’s a cool way to keep the generally static environment of an ocean feeling fresh.

While you’re sailing from point A to point B, several things can happen that shoot some excitement into an otherwise relaxing endeavor. Other player ships can appear on the horizon, causing the two crews to wonder if you’ll attack each other or just sail right by, ignoring each other. There are also monstrous sea beasts, like a giant shark and a kraken, that can attack your ship. These creatures are cued by threatening music, and the kraken is usually heralded by a sudden staining of the ocean from blue to utter black.

Peppered across the sea are small islands, and it’s here that you can pick up items, find those skeletons for your bounties, and dig up treasure. Though the occasional fortress or odd cave might differentiate these islands from each other, they feel largely similar. The activities you can do on each island are also the same. You can fish, fight, dig, or collect small animals that inhabit these lonely specks in an interminable ocean.

Sea of Thieves’ biggest flaw is its complete lack of an end goal. The only end goal I can see deriving from Sea of Thieves is earning enough money to pay for your favorite paint jobs. That’s it. And if customization is a game’s sole objective instead of just a side perk, you’re going to have a tough time drawing in and keeping players invested. There is no demonstrable story to find, and your character’s skills cannot be upgraded. Personally, aside from unlocking every parrot-themed skin I can find, there is nothing else for me to really work toward.

That’s not to say I haven’t had a great time playing Sea of Thieves. My coworker friend and I have had some outrageously hilarious adventures of our own making while playing the game.

Our most disastrous outing was also one of our first. We decided to take up a contract to deliver some chickens to an outpost. After receiving the chicken coops needed to carry these birds, we set out on a search of various islands for the specific type of chicken we needed.

It took us ages. We had terrible luck finding an island that sported chickens on its shores. Pigs and snakes must have bred like bunnies; they were everywhere.

Finally, we found an island with some chickens, and after a bit of finagling, we got two of them into our coops. We brought them on board and set sail for the outpost.

However, while we were sailing there, this mighty storm appeared over our heads. The waves became gargantuan slopes in front of us, rain poured down in sheets, and thunder sounded every few seconds.

The storm tossing us around actually caused damage to our ship, springing enough holes in our boat that our bottom deck got flooded. In an effort to save the chickens from drowning, I brought them above decks, near the mast. I went below decks to start bucketing water out of it and to try patching up some of the leaks. In the meantime, my coworker friend was struggling to control the helm and make sense of our spinning compass.

During one of my trips up to dump out water, lightning struck the ship and sent me flying out into the ocean. My friend immediately dropped anchor and was able to guide me back on board.

When I climbed back up, the two of us could only see smoking drumsticks in the chicken coops by the mast.

Apparently, the lightning struck and cooked our chickens.

At this point, we’d left the ship leaks so neglected as we stared forlornly at these edible remains that our Sloop slowly sank.

With our ship scuttled, we got a new one and tried to start another delivery quest. Almost as soon as we set out on that mission, a Kraken attacked our vessel, killing me and destroying this second ship as well.

We haven’t had a wild time like that in a bit; we have instead chosen to focus on fishing. I have my eye set on a parrot-themed fishing pole, and the only way to get it is to fish and deliver “pondies” to an NPC.

It’s quite relaxing, and we don’t get sent to Davy Jones’ locker as often as we used to.

I don’t want to turn anyone away from playing Sea of Thieves because it is a fun experience in those first few hours. However, don’t expect this to transform into a game you frequently return to unless they add more content.

I rate Sea of Thieves a pirate-adventure-that-loses-charm-over-time-but-can-set-your-heart-to-sailing-with-a-mesmerizing-sea-and-a-recipe-for-good-fun-with-friends.

Rock and Stone! Deep Rock Galactic Review

Owning Xbox Game Pass is a lot like owning Netflix. There are so many cool games I want to check out, I spend more time scrolling through the game library planning what I’ll play next than I do actually buckling down and settling in with a title.

However, that’s not to say I haven’t taken a bite out of the selection available to me. As you guys might remember, I work for a site called TheGamer. I wrote about this ages ago, and since that first post, I’ve climbed through the ranks and become an editor! It’s super cool.

Anyways, I’ve had the incredible pleasure of making friend with several of my fellow editors, and one of them in particular has embarked on this journey with me of combing through fun online co-op titles available on Xbox Game Pass.

One of the first games that called our attention was Deep Rock Galactic. The tagline for the game (“Danger. Darkness. Dwarves.”) is the kind of tagline that just makes you think, “Okay, now this, I’ve got to check out.”

After weeks of playing it, I can say that Deep Rock Galactic does in fact give you danger, darkness, and dwarves, and that it promises straightforward mining fun that leans on cooperative play and indulges in a great sense of humor.

Your Dwarf works for Deep Rock Galactic, a mining company that operates in the far reaches of space. Your new job entails dropping onto a planet called Hoxxes IV and retrieving precious ores in its most dangerous caverns. These caves are crawling with dangerous bug-creatures and riddled with devious environmental hazards.

When launching into a game of Deep Rock Galactic, you start off on a rig in orbit around Hoxxes IV. It is here that you can customize your Dwarf and upgrade their gear. It’s also a nice little hub where you and three other players can just chill out before dropping into a mission.

There are four types of Dwarves you can play as: the Gunner, the Driller, the Scout, and the Engineer. The Gunner is more heavily equipped with weaponry to keep off the hordes of bugs that can attack your group. The Driller has an item that allows them to quickly and easily drill through rock and stone. The Scout focuses on mobility, coming complete with a grappling gun that allows them to travel from one place to another with incredible speed. The Engineer possesses two sentry guns that they can set up wherever it’s most useful.

Every Dwarf uses flares to light up the darkness, a pickaxe to mine for those minerals, and a basic gun to protect themselves in addition to the specialty items they can carry.

Once you’ve tricked out your Dwarves on the rig, you can descend to Hoxxes IV for more adrenaline-inducing fare. There are several mission types, but most of them are basic mine-for-this-ore-until-you-have-this-much assignments. Don’t let this basic gameplay loop fool you though. There is a lot of fun to be had in working together to set up a pipeline, retrieve bug eggs, or mine for a hard-to-see metal.

And every mission is tied up neatly with a mad dash back to an escape pod after you complete your objective.

Now, one of the only cons I can say for Deep Rock Galactic is that the environments tend to blend in after a while. Hazards in a specific area might be unique, but there is a similar quality to every map that is inescapable. However, the joy of playing with your friends completely obscures the repetitive nature of each excursion. Every outing is an adventure, and though I’m going through the same motions every time I go on a mission, I have yet to get tired of it.

I enjoy playing as the Scout, and my coworker friend has rocked nothing but the Engineer since we started playing. It makes for a decent combination of skills as I can zoom in and out of a bad situation and he can provide a solid bastion of support with his sentries.

We’ve had hours of fun simply goofing off on the rig before going on a mission. There’s a jukebox and a bar area where you can drink and dance to your heart’s content, and I’m not too embarrassed to say we’ve spent decent chunks of time just grooving and kicking barrels before diving into a mission.

Side note: I’ve also taken to screaming “Rock and Stone” in an abysmal accent. I’ve also started singing “Diggy Diggy Hole” whenever I swing my pickaxe.

Deep Rock Galactic is a diamond of a game that I feel has gone mostly unnoticed. It is delightful, and it vacillates between hilarious downtime to pulse-pounding sprints for safety. These adrenaline moments are lightly peppered throughout the game, so if you mostly want a chill type of game, don’t turn away from Deep Rock Galactic.

I rate Deep Rock Galactic a game-worthy-of-your-time-that-will-make-you-shout-rock-and-stone-more-times-than-strictly-necessary.

Minecraft Has Never Been More Therapeutic

With it looking more and more likely that I will not be seeing my sister for Christmas due to concerns about the rising numbers of COVID-19 cases, it has never been a better time to dive into the world of Minecraft.

I did not get into Minecraft when it first came out in 2009, but I have always known of it. If you’ve never played Minecraft, it is a game like no other. The graphics are comprised of simple textured blocks, and your little character is placed in a biome (forests, deserts, plains, etc.) and let loose. Minecraft has no rigid structure by which you must play it. If you so choose, you can mine to the deepest portions of the map looking for diamonds and other precious stones. Or you can go around chopping wood blocks so you can craft enormous mansions in the middle of the woods. Or you can spend you life on the run, slashing at errant zombies, creepers, or spiders that come your way. Minecraft is brilliantly simple with numerous ways to get into it and relax.

When you play by yourself, it’s easy to get lost for hours trying to make a little house for yourself with your favorite materials. But one of the greatest pleasures Minecraft can offer is the ability to play with friends. You and your friend can explore the world together, mining your hearts out while you chat about how you day has been going.

During this pandemic, I’ve mostly played Minecraft with my friend Bubba (who I’ve mentioned before) and a coworker of mine (who shall remain nameless because I haven’t gotten their permission to write about them yet).

Bubba is a Minecraft veteran. He knows most of the ins and outs of the game, and he’s really skilled at making ornate palaces for us to live in. While I’m using my incredibly lackluster architectural skills to make rectangular prisms, he’s making rafters, cornices, and entryway steps on his latest masterpiece.

He even goes out of his way to decorate Nether portals. He makes them look like something straight out of a D&D campaign.

We once made an island home, complete with a roller coaster, floating farmlands, intricate stables, and an up-and-coming woolen statue on a nearby mountain. A lot of that was due to Bubba’s diligence and creativity. (I kind of just focused on the farming and the animals.) Unfortunately, we lost that world for a reason which shall not be listed here.

But it had to do with ray tracing.

My coworker and I have barely scratched the surface of what we can accomplish in Minecraft. We found a nice place to make a settlement near a dense forest, but it is terrifyingly prone to thunderstorms there.

While my coworker was busy building our house (you can probably sense a pattern here), I was making a pumpkin patch bordered by a fence. Rain started to pour and thunder boomed in our headphones. I was just a teensy bit unnerved, I’ll admit.

Okay, I was a lot unnerved.

My nerves certainly weren’t helped when lightning struck nearby.

Not that Minecraft is stressful or anything. I’d hate to give you that impression. My favorite thing to do in Minecraft is farm, and it’s one of the most relaxing activities you can do. You just clear out a little square of land, make sure it’s irrigated, i.e. place some water nearby, and then plant seeds. You can grow a variety of different things, from wheat to sugar to beets to potatoes.

You can also cook meat, so fishing is usually on my agenda too. There is nothing more chill than standing by a lake trying to catch a fish.

In a video game, that is.

I’ve never gone fishing in real life.

I live in a desert. Where would I fish?

So Minecraft has been a delightful escape from the depressing news of the real world. (Honestly, at this point, any video game is a delightful escape from the depressing news of the real world.) If you have not heard of Minecraft or if you have but you’ve never played it, I highly recommend that you do.

It’s a laidback experience that promises only good times.

(Unless your friend accidentally deletes a beloved world that you two shared and now you have to start from scratch.)

Eldritch Hilarity: Call of Cthulhu Review

Before you ask, no, I’m not reviewing H.P. Lovecraft’s classic short story “The Call of Cthulhu.” I’m not even talking about the popular Call of Cthulhu tabletop RPG.

No, today I’m going to review the video game Call of Cthulhu that is based on those two pieces of work. It was made by developers Cyanide, and I recently played it on my Xbox. (I finished it ages ago, but since work has been freakin’ piling on me, I haven’t had a chance to write about it until now.)

Call of Cthulhu takes light RPG elements and tries blending them with a survival horror experience. Does it succeed? Kind of.

Well, no, not really.

But that did not stop me from enjoying the game immensely.

However, if you’re looking for meaningful scares, you might want to look elsewhere.

I was first introduced to the game thanks to my handy dandy Xbox Live Gold membership. Every month, a couple of games are given to members for free, and Call of Cthulhu was one of them. I eagerly downloaded it and approached my D&D buddies with the news. “Guess what I’m going to be playing,” I half-boasted.

After proclaiming that I was, in fact, going to be diving into Call of Cthulhu, one of them, Chris, chortled. “Good luck,” he said. With those two words and a tone full of mirth, he dashed my hopes that I’d be getting a serious Cthulhu experience.

Side note: I’m getting a bit nervous typing “Cthulhu” so often. Maybe I should stop.

Chris’ manner of wishing me luck led me to believe that I’d be playing a bad video game, so when I first started it up, that’s how I approached it. I decided to be patient with any game foibles I encountered, laugh good-humoredly any time something corny or lame happened, and I also decided wholeheartedly to join Cthulhu cultists if the game gave me the opportunity.

Side note: I normally take the white hat route in any and every video game I play. I don’t like being the bad guy. But, you know, it’s fun to let loose every once in a while. Especially if you’re looking for giggles.

The game is played from the first-person perspective, which is ideal for a horror game in my opinion. Makes you feel like your face is right up in the danger. The basic gameplay mechanics consist of walking around, picking up items, reading a few stray documents, and holding up a light source to guide you through the very green darkness.

You can also talk to non-playable characters when so prompted, but I’ll go more in-depth on that in a bit.

Your character is the delightfully stereotypical drunken detective, Edward Pierce. He possesses skills for Investigation and Occultism and a few others, and you can upgrade these skills with points. You earn points by progressing through the game.

The story starts with Pierce being contacted to investigate the mysterious death of a family in a place called Darkwater. (Like, if that name doesn’t set off alarm bells for H.P. Lovecraft fans, I don’t know what will. It just sounds like it’s about to be inhabited by Cthulhu worshipers.) As Pierce uncovers a vast conspiracy on the island, he must traverse through an abandoned mansion, an insane asylum, and dark caves, all places you’d expect to see in a game like this.

The graphics are serviceable, and I have to give a tip of my hat to whoever decided to make the lighting eternally green. No matter where you go on Darkwater Island, there’s greenish lighting everywhere. Sets up the tone of the game quite nicely.

However, facial animations look a bit stiff, which matches the voice acting in certain places at least. Conversations can become downright hilarious when a character’s facial expressions do not match what you’d expect to see given the circumstances. Plus, since conversations are such an important aspect of the game, you can expect to be off-put by these animations frequently.

Conversations give players a chance to pick from a few dialogue options. Though none of them match the side-splitting non sequiturs from Life is Strange, if you get Pierce to go insane, new choices are available to you that are incredibly funny.

Another important aspect of the game is puzzle solving, and I’m happy to say that Call of Cthulhu does have some pretty nifty puzzles for players to work through. I especially enjoyed the one in which you have to open a safe by picking up various clues from a man’s bookstore.

However, Pierce’s “detective” skills verge on magical. The game sets you into a sort of flashback when Pierce enters detecting mode. Clues become highlighted on the ground, and as you pick them up, a scene starts rebuilding itself. Despite its departure from realism, those are actually cool moments. In fact, they’re way more serviceable than the combat and chase sequences.

At one point, madness enters the minds of all the denizens on the island. Pierce must finally use his gun to escape from these zombie-esque islanders wandering around. The thing is, these guys are all one-shot kills. As soon as you tap them with a bullet, they’re down. It doesn’t even have to be a headshot. At first, hesitant to down innocent townspeople, I started shooting people in the arms and legs to try and nonlethally get past them. Imagine my dismay when each and every one of them went down like a sack of concrete.

Combat is laughably easy. The mind-controlled people move slower than a George Romero zombie. You can pick them off with ease once you get over your qualms about shooting them. (Which you do because if they get near you, you are instantly killed.) Calling these sections “combat” feels a bit like a lie.

There are also chase sequences, and while they are as straightforward as the “combat” ones, they are more frustrating. You see, mind-controlled persons aren’t the only threats you face. Cthulhu throws some monsters at you, particularly one called the Shambler. You cannot really kill this thing; you can only run from it. And these moments are either hilarious marathons as you keep the monster forever on your trail or frustrating insta-kills.

My favorite parts of Call of Cthulhu were any conversation I had with this cop named Bradley. He never really reacted in ways I would expect. Toward the end of the game, you’re faced with a choice regarding Bradley’s fate. However, it’s never revealed whether your choice had any lasting consequences.

This leads into what is one of Call of Cthulhu’s greatest flaws. Your choices in the game do not feel like they have much of an impact, and with a game that possesses RPG elements, that’s not a good thing. I can’t even say whether it mattered or not that I placed more skill points in one skill over another because I’m not entirely certain I could have gotten different results with different skills.

To prove my point, the ending seems to give you various options a la Mass Effect 3, each of which gives you a different ending cutscene.

I, of course, chose to complete the ritual that would allow Cthulhu to enter this world, and I do believe it is the best choice. Why? It gives you a half-second glimpse of Cthulhu as you call it forth.

None of the other endings give you that. The other endings just give you a drunk and depressed Pierce back at his apartment, in an asylum, or dead.

Clearly, I chose the best option.

Don’t play Call of Cthulhu if you’re looking for a horror experience. You’d be much better off playing something like Outlast. And if you want to dive into a good RPG, Call of Cthulhu is also one to avoid.

However, if you want to spend a little time goofing around in a Lovecraftian mystery, it’s actually not that bad of a game.

I rate Call of Cthulhu an enjoyable-romp-through-Eldritch-cosmic-horror-that-remains-hilariously-down-to-earth.

Rain, Rain, Go and Play: Risk of Rain 2 Review

People use the phrase “out of left field” to describe something that surprised them in some manner. The saying comes from the sport of baseball, and it is typically associated with a ball thrown from left field that can surprise the runner.

I don’t play baseball, but I’m rather fond of the saying. It’s one of my favorite ways of saying that something delighted or weirded me out unexpectedly.

Risk of Rain 2 came out of left field. I’d heard about it vaguely, information about the game coming from tiny references in gaming articles or offhanded mentions during a stream. So when the game was on sale, I decided to buy it and give it a whirl.

Holy shit.

Risk of Rain 2 surprised me with how engrossing and fun it could be. Its straightforward gameplay loop drew me in and kept me playing for hours. More than once, I stayed up till 2 in the morning trying to finish a lengthy run.

It is a roguelike third-person shooter, and for those of you who don’t know what the term “roguelike” stands for, it means the levels are procedurally generated and once you die, you’re dead. Your run is over. You have to start from scratch.

However, don’t let this turn you off from Risk of Rain 2. The game’s immense replayability makes it an utter joy to start up again.

The game has a decent handful of maps to explore. Each map will have randomly placed items every time you spawn there. Every map will also have a teleporter that needs to be activated to move on to the next level. Enemies will pop up to take swipes at you, and in order to defeat them, you should collect as many of the items as you can find on the map. These items cost money, and money is gained every time you down an enemy.

And that’s pretty much all there is to gameplay.

It’s a terribly simple premise, but it sucks you in with how satisfying it is. The game is action-packed, so there are never any dull moments where you’re wandering around the map with nothing to do. Enemies are constantly thrown at you, and you have to defeat them before an insurmountable swarm overcomes you.

In addition to that, the items (and how useful they are) are a huge part of why you want to persist in playing to the end of your run, no matter how long it takes. The items can stack upon each other infinitely. So, for instance, there is an item called a Hopoo Feather that gives your character an extra jump. There is nothing that stops you from getting more of these. As long as you can find them on the map and you have the money to buy them, you can stack these Hopoo Feathers like there’s no tomorrow until your character can jump in the air twenty times or more.

The absence of limits is liberating, and the game refuses to tell you no when it comes to gaining items. And when the enemies consistently increase in numbers and difficulty, you’re going to need those items.

Dodging foes can become a bit tricky when the screen is crowded with brightly colored enemies and laser blasts and fire attacks, but mastery over the combat eventually means you can recognize attack patterns and avoid them with practice.

My absolute favorite aspect of Risk of Rain 2 is how differently each character plays. Oftentimes, in games that include different classes, they all have the same feel when you play as them. There’s just a minor difference or two between one and another.

In Risk of Rain 2, the different playable characters you acquire all have different playstyles to get accustomed to.

And the fantastic thing is that even though they’re incredibly different, they’re all equally viable.

For example, aside from the Commando who is the standard default character, there is the Huntress. She’s got the lowest health pool initially from the group of characters you can unlock, but she’s the fastest. She can sprint and shoot at the same time, something no other character can do. Her bow also automatically locks on to enemies without you having to do more than generally aim in their direction.

If a squishy speedster is not your style, you can play as the Engineer. He can toss out grenades, but he’s not really a precision fighter. His true strength lies in his deployable turrets. Any items he collects are also applied to these turrets, which essentially gives him up to a three “man” squad any time he goes up against a boss.

But what if you like to get up close and personal? Then maybe the Mercenary is right for you. The Mercenary wields a sword, so getting right next to enemies is the name of the game. This is incredibly daunting when going up against flying opponents that like to stay out of reach, but it is oh so satisfying to slice them to bits.

Risk of Rain 2 was a surprising amount of fun for me, especially given that I’m particularly fond of story-based games. (I’m a fan of the walking simulator for crying out loud.) And just in case you were worried about not having played the original title, you have nothing to fear. I never played the first game. But that didn’t stop me from adoring the second, even though it did come from out of left field.

I rate Risk of Rain 2 a drizzling-torrent-of-a-good-time-that-is-unironically-the-perfect-game-to-play-on-a-rainy-day.

How and Why BioShock 2 Failed Me

My love for the original BioShock game is stronger than Superman’s ability to arm wrestle. I wrote a whole post about it. Even though it’s a grim setting, the world of BioShock charms me to no end. I love immersing myself in the universe and lore, and for those of you wondering, I even love BioShock Infinite.

As most gamers who have played BioShock will say, the weakest link in my BioShock adoration chain is BioShock 2. When asked about whether or not I liked the sequel, I have always just shrugged and said, “It was okay. Not amazing, but not bad.”

Well, after trying to replay BioShock 2 a few months ago (key phrase is “trying to”), my opinion has definitively changed.

I really don’t like BioShock 2.

As a gamer who likes to see games through to the end no matter my level of enjoyment, I found myself becoming more and more indifferent to finishing BioShock 2 until I eventually dropped it in favor of playing endless rounds of Risk of Rain 2.

Side note: Expect a future post about Risk of Rain 2. I just want to try out the multiplayer component before I type up a review/gush-a-athon.

If you have never played BioShock, this post might not mean much to you. I mean, why should you care why its sequel is such a disappointment if you’ve never played it? But if you’ve ever played a role-playing game (RPG) at some point, you’ll be able to understand my grievances well enough.

The first thing that works against BioShock 2 is that the wonder of the world of Rapture begins to fade.

In the original game, Rapture is an engrossing environment. It’s an underwater city that was meant to house artists, inventors, businessmen, and entrepreneurs in a world that functions like Ayn Rand’s wet dreams. However, as anyone who has read Atlas Shrugged and learned about the pitfalls of Objectivism knows, you can clearly see why everything went to shit. When exploring the world in the first BioShock, you’re just captivated by how terribly everything fell apart and the nuances of how a society like this could ever have functioned.

The second game takes place in Rapture as well, but there is nothing new about the principles of the place. It is still a decrepit underwater city that failed due to its selfish societal dictates. So the fascination with its downfall is lessened somewhat. In addition to that, since BioShock 2 attempts to incorporate new enemy types and environmental hazards in a world that has already established a history, every new aspect feels like a forced add-on.

The original BioShock was a crisp and unique monument. BioShock 2 added unwieldy lumps of clay to that monument.

The second thing that brings BioShock 2 down a notch from its predecessor is its premise. You play as a Big Daddy trying to reunite with his “daughter.”

Now, in the first BioShock, Big Daddies were the ultimate enemy types that a player could face. Hulking behemoths in gargantuan old-timey wetsuits that take lumbering steps that shake the floor (and your controller) as they protect their Little Sister charges, all the while moaning and groaning in a metallic fashion.

Big Daddies were the stuff of nightmares.They were a terrifying and ominous threat that you took on at your own peril.

In BioShock 2, you play as one of them, and while that might sound cool, it significantly lessens the vibe of what it means to be a Big Daddy.

Why?

Well, because suddenly, Splicers, the lowest form of enemies you can face in the BioShock franchise, can attack you with relative impunity.

It’d be as if you were playing a Lord of the Rings game, and suddenly Hobbits were giving trouble to the Ringwraiths.

However, that’s not where BioShock 2 fails the most.

The biggest turn-off for me while playing had to do with its RPG elements.

Now, the BioShock series features very light RPG elements in that you can upgrade your skill set throughout the game, slowly getting stronger, getting access to better weapons, and improving those weapons over time.

The first game handled these aspects well. You slowly built up your store of powers and gained weapon upgrades incrementally. Everything felt perfectly spaced out. Personally, I was always pumped whenever I got some ADAM so that I could upgrade my powers. And the new weapons were handed to me in unforgettable sequences that allowed me to try them out.

The second game, in my incredibly Below Average opinion, totally fudged this up.

Let me explain to you how the upgrade system works in BioShock 2.

As a Big Daddy, you need ADAM to upgrade and gain new abilities. ADAM is found in corpses scattered around Rapture, and the only ones capable of extracting it are the hideous Little Sisters. And even though you’re technically a Big Daddy, you can’t just summon up a Little Sister to follow and protect. No, you have to steal them from other Big Daddies. Once you’ve defeated a Big Daddy, you “adopt” his Little Sister, and she can lead you to corpses filled with ADAM.

Side note: Yes, the concept of taking red DNA juice from dead bodies is gross, but that’s part of BioShock’s charm.

However, it’s no small task for your newfound Little Sister to collect ADAM. For some reason, setting her down to suck up that sweet, sweet ADAM sounds a clarion call for every Splicer in a mile-wide radius to come attack you. Once you assign a corpse to a Little Sister for collection, BioShock 2 initiates this kind of defense sequence where you have to stop anyone from getting to her.

So collecting ADAM and upgrading your character becomes a long, drawn-out process that contributes nothing to the story. And to make matters worse, BioShock 2’s placement of Big Daddies and Little Sisters is super rushed.

For instance, at one point in the game, I have to confront a Father Wales. He’s this religious nut that has created a cult of followers in a section of Rapture called Siren Alley. Wales is stopping me and my character from reaching our pseudo-daughter, so he has to be dealt with. I enter Siren Alley with every intention of dealing with Wales immediately. His voice mocks me on the intercom, and I’m prepared to defeat yet another video game’s psychotic religious leader.

However, as I enter the beginning portions of Siren Alley, I see a Big Daddy leading a Little Sister along.

Any RPG player worth their salt knows that upgrading skills and gear is of paramount importance. You always tackle upgrades before diving into the story because you don’t know if and when a story mission might take you away from a place you could have gotten some much-needed skill improvements.

So what do I do?

I prepare for a Big Daddy showdown.

After defeating this other Big Daddy and taking his Little Sister, I have her lead me to as many ADAM-filled corpses as she can. Each time we find one, I prepare for the imminent onslaught of Splicers before setting her down. I lay out some traps at different entry points, buy a few health kits, and hunker down for the attack. Finally, after she’s gotten me all the ADAM she can and I’ve killed a city’s worth of Splicers protecting her, I drop her off at a vent and prepare to continue my quest to stop Father Wales.

But then my controller starts to shake and I hear the giggles of a Little Sister. Turning the corner, I see another Big Daddy and Little Sister in this very same area. I sigh, gear up for another unsatisfying Big Daddy showdown, and take his Little Sister when I’m done.

I take her to the corpses she can find me and engage in more defend-this-ADAM-collecting-machine segments of gameplay, and after two hours of playtime in Siren Alley, I have not progressed an inch in terms of advancing the story. I’m in the very same section of plaza that I was when I entered this area.

And so, after some listless slogging, I finally dropped my replay of BioShock 2.

I’m currently enjoying Risk of Rain 2 to no end.

A Morbid Family Tree: What Remains of Edith Finch Review

I’m actually rather fond of walking simulator games. It scratches an itch I got while playing BioShock. Exploring Rapture was more than half the fun of that game. There were actually portions of the game where I wanted to stop shooting splicers just so I could look at the environs. Walking simulators, at their best, give you the experience of discovering a story just by looking around and interacting with your surroundings. You glean the story at your leisure by seeing environmental details.

What Remains of Edith Finch stands out from the modest crowd of walking simulator games thanks to its unique gameplay elements and odd storytelling. However, unless you’re already fond of the calm of a walking simulator, I would not necessarily recommend this game to you.

I first heard of it through the power of online reviews. While researching games like Firewatch and Gone Home, What Remains of Edith Finch would get mentioned a lot. Its premise intrigued me so much, I avoided reading any more about it after that. And I finally got a chance to play through it this week.

This is going to be a spoiler-heavy review. Just warning you. It’s been out for about three years, so I’m not too worried about ruining it for anyone, but if you have any interest in playing this game whatsoever, I highly recommend you stop reading now.

Side note: Huh. Feels odd to recommend people stop reading my writing.

The game starts out with narration from protagonist Edith Finch. She is who we play as for the most part, and the story is about how she is finally returning to her old family home after years away. She wants to learn more about a curse that has plagued her family tree for generations, and the only way to do this is by exploring every room of the odd-looking house.

Whenever Edith narrates something, her words physically appear in the game. I’m incredibly fond of captions, so this was a delight for me. They’re imaginatively used too. When Edith is about to open a gate, softly speaking about her trepidation returning home, her words appear above the gate. As she pushes it open, her words are shaken away by her motions.

This quirky attribute continues as Edith explores the rest of the house. The house itself is a ginormous testament to weirdness. Piles of books are everywhere, pictures completely cover nearly every wall, cans of fish are stacked on more than one kitchen counter, and odd knick-knacks litter the shelves. Many lives have passed through this house, and it clearly shows.

When you stumble into a family member’s room for the first time, you learn that this game will take on an anthology type structure. As Edith discovers important items from each family member, their stories are told and Edith learns the true extent of the “curse.”

You might be wondering at this point about what exactly this curse is. It’s never made entirely clear, but you figure out quickly enough that it has to do with every family member reaching an unfortunate and odd end.

That said, even though the different family members tell different stories through narrative and gameplay, they all end rather tragically. However, they do take on a fantastical aspect at times, making the game experience more palatable than just a march of death.

Again, I’d like to reiterate that if you haven’t played the game, you should really stop reading at this point.

Each family member has their own story that is played a different way. My favorites are as follows:

  • A young girl has a dream that she gains an insatiable appetite. She imagines herself to be a cat, an owl, a shark, and a monster in quick succession, constantly finding herself hungrier and hungrier. The outlandishness of this notion, mixed with humor and horror, makes it one of the more memorable stories.
  • A teenage girl spends a pulpy night of horror at home alone when a masked villain shows up on her doorstep. Told in the same manner as Tales from the Crypt, you guide her through this stereotypical fright night with only a crutch to defend herself.
  • A baby’s imagination runs wild during bathtime as he leads his bath toys through orchestrated acrobatics while his parents argue in the other room. This is perhaps the saddest tale, and I did not want to see it through to completion.
  • A dejected worker at a fish factory pictures himself as the hero in an isometric adventure. The images in his head soon take over his work life to an exaggerated extent. You find yourself becoming just as distracted as he is by his grand quests.

The ending feels like it comes all too soon, and to be honest, I wasn’t happy with it.

Edith’s last night at the house is explained, and yet not explained, the ambiguity of the curse being left to the player’s imagination. In addition to that, it is revealed that the words of Edith’s narration were written for her unborn son. She apparently died during childbirth, and the game ends with her son visiting her grave.

That said, the individual stories of her family members are incredibly moving and engrossing without overstaying their welcome. I’d play the game for those moments alone.

I rate What Remains of Edith Finch an interesting-walk-with-engrossing-gameplay-and-story-elements-that-made-my-jaw-drop-so-often-I-got-a-bruise-on-my-chin.

One Hell of a Good Time: The Doom Eternal Review You’ve Waited an Eternity For

I finally, finally finished playing Doom Eternal a couple of days ago. I took my sweet time with it. I savored every minute of it. And by “savored,” I also mean that I stressed my brain out trying to find every collectible and complete every time trial.

Now that I’ve finished the game, it is time to tell you, my Above Average readers, my thoughts on it. It’s time to go into the good, the bad, and the ugly of Doom Eternal with a deep-dive review.

Side note: This game is not ugly. I just wanted to type out “the good, the bad, and the ugly.”

Just in case you’re not in the mood to read a lengthy review, I’ll tell you my base impression. Doom Eternal is high-octane fun, definitely engaging to the millionth degree. The only things holding it back are a few story decisions (but who plays Doom for the story anyways) and a couple of odd gameplay inclusions.

Anywaysies, let’s rev up our chainsaws and pop out our flame belcher! It’s time for a Below Average review of Doom Eternal!

Story

Doom Eternal takes place after the events of Doom (2016). A demonic invasion is taking place on Earth as soon as the game starts. The Doom Slayer (or Doomguy as he is colloquially known) preps himself for battle in his Fortress of Doom.

Side note: It remains unclear how he got this floating fortress in space or what happened directly after Samuel Hayden teleported him away after the first game.

What follows is a rampage. The Doom Slayer needs to take down three Hell Priests in order to stop the invasion on Earth. Once that is complete, the Slayer can focus his attention on the Khan Maykr, a highly-advanced being who is responsible for Hell’s forces taking over countless worlds in her quest to use “Hell energy” to sustain her race.

Annnnnd that’s pretty much it for plot.

I don’t know if this counts as spoilers, but the Doom Slayer accomplishes every single one of his goals. He stops the invasion by killing the Hell Priests, he defeats the Khan Maykr, and then he goes along on his merry way.

It’s a straightforward story, and I appreciate that. However, things are muddied up a tad thanks to a plethora of Codex entries. See, throughout the game, one of the items you can find and collect are these Codex pages, texts that extend your knowledge of Doom lore.

You learn about Hell’s hierarchy, the rise of the Maykr society, the fall of Argent D’Nur. It’s a bunch of cool stuff, and a lot of it is interesting. However, it can get a bit confusing, especially when coupled with the Codex entries from the first game.

For example, in the first game, Argent energy was said to come directly from Elemental Wraiths trapped in Hell. The Wraiths’ souls made a Well that stores this hellish energy, and that’s what insane and idiotic human scientists were trying to tap into as a resource.

Doom Eternal complicates the process a bit. According to new Codex entries, Argent Energy is made using energy from Sentinels and the power of tortured souls in Hell, and it is then purified by the Elemental Wraiths due to Maykr technology.

Confused?

Yeah, me too.

It’s a minor grievance though. I’m not playing Doom Eternal for the story.

My bigger story gripe actually deals with how the game handles the Slayer himself.

In the first game, players were never removed from the Slayer’s perspective. You stayed in first-person mode no matter what, always looking through the eyes of Doomguy. When he opened a door, you saw his hands appear in front of you to lift it. When he picked up a new gun, you saw him hold it up to his/your eyes to inspect.

Doom Eternal makes the dubious choice of pulling players out of Doomguy’s shoes. On occasion, there will be a cutscene, and the “camera” will float out of the Doom Slayer’s eyes and instead hover around him cinematically so you can see his body from a more remote perspective.

I’m personally not a fan of this.

Call me old school, but I liked the immersion of being the Doom Slayer from Doom (2016). I liked feeling like his actions were my actions. In Doom Eternal, I felt like I was buddy-buddy with the Doomguy instead of being him.

And to add insult to injury, they actually have the Doomguy speak at one point.

Ugh. Noooooooooooo.

I did not like that one bit. I’m not going to grab a torch and pitchfork about it, but it definitely took me out of the game to hear the Slayer suddenyl growl “Rip and tear” in a totally contrived fashion.

My final thoughts on the story would be a low-key appreciation for the multiple locations it took us to. It often felt like we (the Doom Slayer and I) were going all over the place in a short time span. That dizzy variety of places, while befuddling my grasp on plot points and objectives, did give me some great arenas.

Which leads me to my next section…

Environment

Doom (2016) had fairly bland environments. You were either on Hell or Mars, and both locations were always tinted either shades of red or shades of grey.

Doom Eternal blows its predecessor out of the water when it comes to environments.

You’ve got the devastated landscapes of Earth during the demonic invasion. You’ve got the garish colors of Urdak, the Maykrs’ home world. The fiery environs of Hell are dangerous and mesmerizing. Even the somber nature of the Sentinels’ realm stands out from the crowd.

Plus, each of these locations offers up great arenas. Since mobility is prized in Doom Eternal, the maps have to be designed to allow a greater rein of movement. There are bars to swing from, lifts to propel you into the air, and ledges you can clamber onto. These mini-arenas are all superb.

In between arenas, there are quiet moments where players can explore the area for secrets. Cheat codes, collectible figurines, and music albums to hang around your Fortress of Doom are scattered throughout Doom Eternal, and looking for them is half the fun of the game.

The one downside to the environment is the platforming. In order to break up the constant stream of combat, developers decided to include light platforming mechanics.

These suck eggs.

Maybe it’s just me, but I loathed those weird gravity lift things on Urdak that would propel you through the air. They inconsistently launched you to sections of wall that you could “climb” on. And I could never get the timing exactly right the first time around. I either messed things up with an ill-timed double-jump, aimed my body right where it didn’t need to go, or plummeted to my death after failing to properly grab onto a wall.

I do not play Doom for platforming.

‘Nuff said.

Gameplay

However, platforming brings me to my next point. See, all that jumping and climbing and launching is meant to space out how often players are dancing in an arena. You can’t have players in combat 24/7.

But combat is where Doom Eternal shines the most. It is near goddamn perfection.

It is utter bliss to be running around an arena tearing up demons. What was first presented to us in Doom (2016) has been fine-tuned in Doom Eternal. Every weapon on the weapon wheel has a purpose to take down a demon, and every demon has a weakness that can be exploited. Cacademons can swallow a grenade from your combat shotgun. Precision shots from your heavy assault rifle can eliminate a Mancubus’ arm cannons. A Whiplash can be frozen in place with an ice bomb.

In the first game, you picked your favorite weapon (cough cough Super Shotgun cough cough) and stuck with it. In Doom Eternal, you need to constantly switch out to weapons that can better help you deal with specific demonic threats.

And the demons are gorgeous visually.

I mean, they’re ugly as heck.

But they’re designed to be ugly beautifully.

Every time you shoot them, chunks of flesh are torn from their bodies, a more rewarding manner of visibly letting players know they’re doing damage than a health bar receding above their heads.

The only demons that have a health bar are the big bosses, the Gladiator, the Khan Maykr, and the Icon of Sin (kind of). Those are intense but fun fights that truly test your mettle as a gamer.

My one major gameplay gripe has to do with the Marauder.

I hate that guy.

The Marauder is an enemy type that pops up from time to time to ruin a player’s day. The big issue with him is that he operates kind of like a boss. You have to time when you attack him perfectly. His eyes will flash green right before he swipes at you, meaning you have to shoot him with a heavy duty weapon at that exact moment. He can zoom around you very quickly, utilizing a dash feature similar to the one you as the Slayer possess. However, if you try to crowd him, he pulls out a shotgun that deals a massive amount of damage in one shot. And if you try to get some distance on him, he sends a ghostly hound after you that nips at your heels until the Marauder can catch up to you.

So the Marauder forces you to stay midrange with him, doing this slow-paced gun battle as you wait for his eyes to flash green before you shoot.

This in itself isn’t a problem. However, it becomes a problem when they stick the Marauder in a regular arena situation with a bunch of other demon types around. You can’t do a one-on-one battle with him until after you’ve dealt with the other demons. The Marauder halts the otherwise seamless flow of combat present in Doom Eternal.

And don’t get me started on that time trial that includes a Marauder.

Side note: Time trials are brief timed encounters with a group of four or five demons. One of them involved a Marauder. Imma be honest, I cheesed that fight so hard. I glitched it out so I “won” the fight without having to fight him.

At its best, Doom Eternal is an intense ballet of gunplay, with players switching out between weapons and grenades to take down the endless onslaught of demons. It takes skill, which makes the game feel like a challenge to overcome.

If you’re not staying on your toes though, a fight can quickly devolve into a jumbled juggle as you try to keep an eye on your shields and health while also running around trying to take down demons with a low ammo count on all weapons.

Music

In order to make players feel like a bad-ass even while they’re struggling with the intense gameplay, Doom Eternal has given us yet another pumping soundtrack.

I have never felt so alive and empowered as when I’m listening to Mick Gordon’s genius track while shooting down a horde of demons. He accomplishes in-game magic with his music.

I never thought metal and synth would be my thing, but it has slowly become one of my go-to sounds for feeling exhilarated. I feel unstoppable when listening to it. Even if I’m dying over and over and over again.

Final Thoughts

I would never say Doom Eternal is a bad game. It’s fantastic. However, it is most definitely not a relaxing game for me. My brain has to stay on high alert whenever I play it because it is one of the most intense gameplay experiences I’ve ever gone through. It’s a game I prep myself for, and I’ll drink a cup of coffee before I pick up a controller. That’s in stark contrast to the way I’ll play something like Super Mario Odyssey, slumped on my couch with a grin and a cup of tea.

And while I’m not fond of the changes made to the way the Doom Slayer is perceived, he remains one of my most favorite video game protagonists to play as. I’m not the best gamer. I’m below Below Average if I’m telling the truth. But Doomguy has always made me feel like a bad-ass, and that’s a sure sign a game can be tough and empowering at the same time.

I rate Doom Eternal a thrill-ride-through-Hell-that-is-a-gazillion-times-more-fun-than-it-sounds-and-it-already-sounds-hella-good.

I Was a Soundtrack Kid: How Music Defined My Movies

Growing up, I always felt a step behind other kids when it came to being “hip” and “cool.” When portable CD players were coming out, I had nothing. When MP3 players came out, I had just gotten a CD player. When iPods came out, I was showing off my brand-new MP3 player.

You get the idea.

To make the stark contrast between me and other kids even starker, I did not hold any of the latest pop songs within my music devices. Instead, I had a love for movie soundtracks.

I swear, I listened to soundtracks all the time as a kid.

And while my taste in musical genres has expanded, to this day, I adore a good movie score.

Side note: That sick rhyme was totally unintentional.

My all-time favorite soundtrack composers were/are John Williams, Howard Shore, and Danny Elfman.

John Williams is one of the most prolific movie soundtrack composers ever, responsible for classic movie themes that everyone recognizes. He’s done Star Wars, Superman, Harry Potter, and Jaws. If you think about it, he’s probably composed the background music to a lot of your movie fantasies. You know, when you picture yourself as a Jedi or a student at Hogwarts? That’s John Williams’ song playing as your imagination runs wild.

Howard Shore did the soundtrack for the Lord of the Rings trilogy. I may not have a bead on his other work, but by god, I know his talent from those three films alone. Elves, Rohan, Gondor, hobbits, and the Mines of Moria all had their own unique themes thanks to Shore.

Danny Elfman is most often associated with director Tim Burton since he composed a lot of the soundtracks to some of Burton’s most iconic films. He did Batman, Edward Scissorhands, and The Nightmare before Christmas. Elfman’s devious melodies often accompanied me on long car drives.

I made it a mission in life to try and collect albums of their work so that my everyday life could feel ten times more awesome as I hummed along to their tunes.

When I first started listening to soundtracks, I enjoyed them for the reminders they gave me of my favorite parts in movies. I’d listen to “Love Pledge and the Arena” from Attack of the Clones over and over again because I liked it when all the clone troopers came to rescue the Jedi on Geonosis.

I got crazy good at recognizing the times a track would play in a film. I would astonish and bemuse my parents by reenacting scenes from movies while playing the movie’s soundtrack on our communal CD player.

But then my love for these tracks branched away from just fond memories of the time they appeared in the film. I grew to enjoy the emotional beats I could find in the melodies, separate from the moments they accompanied in the movie. I had a love of playing with toys and creating epics sagas with my action figures back then, so I started playing movie soundtracks in the background while I played with them, applying the songs to my own stories.

Side note: You would not believe the depth of my toy Diplodocus’ sense of betrayal when Spider-Man refused to save his village. I had “Duel of the Fates” playing when this happened.

These days, video game soundtracks have joined my collection of music source material. I’m not as fond of television themes in general, but Game of Thrones is a huge exception to that.

I still use soundtracks to accompany my “stories,” but not with my dramatic toy playtime. Whenever I’m writing, whether for work or for my own fiction, soundtracks are one of the major sources of inspiration I use when crafting emotional moments.

I also have a more discerning ear when it comes to finding tracks I like when watching a film. It’s far rarer for me to find something I prefer these days, but I make do.

New additions to my roster of favorite composers include Ramin Djawadi, Michael Giacchino, and Mick Gordon.

Djawadi did the music for Game of Thrones so you have him to thank for getting that opening credits theme song stuck in your head. He’s also done the soundtrack for Westworld, which has its own collection of fantastic melodies.

Giacchino is the man behind a shit-ton of Pixar film soundtracks. The Incredibles? That was him. Up? That was also him. Giacchino crafted some heckin’ awesome tracks for the Speed Racer movie too, and as anyone who knows me should know by now, that’s one of my favorite movies.

Mick Gordon is the understated genius behind the Doom soundtrack. Though there is currently a controversy going on regarding his music for Doom Eternal, that does not change the fact that I adore his work, and I think Bethesda and id Software did him dirty.

Side note: I am totally not biased.

Soundtracks capture emotion in a way that few songs can. See, soundtracks are meant to accompany a story; that’s what they were created for. So they can follow along with a plot’s ups and downs. They’re perhaps the most transporting type of music you can listen to.

For me, they are a mild form of escapism for my day-to-day life, especially during stressful times.

And given the state the world is in, I think we could all benefit from taking a breath and listening to a good soundtrack.

Hold Onto Your Demons: A Below Average Review For Doom Eternal Is Coming Soon(ish)

via: wired.com

My enthusiasm for the Doom series is no secret. I’ve talked about it here and here and even here. As such, a lot of you may have started to wonder why I haven’t reviewed Doom Eternal yet. The game released on March 20, 2020, which was about a month ago. That’s more than enough time to have played the entire game. So why haven’t I typed up a review for it?

Well, my dear, dear, above average readers…I’m milking this game for all it’s worth. That’s why.

During that debacle I had with Ori and the Will of the Wisps, I was forced to limit the amount of time I played the game to one hour a day. However, even though my shortened game-time was pressed upon me solely by Ori’s constraining bugs, I kind of grew to appreciate drawing out my experience with a video game.

I’m used to blazing through my favorite games at breakneck speed, a total Eager McBeaver to see the end credits roll. But I’ve realized that savoring a game makes the journey longer and sweeter, especially if it’s an enjoyable title.

That’s why I’m taking my time with Doom Eternal.

I’m collecting every item there is to collect, replaying missions after I’ve already done them once, spending inordinate amounts of time in the Ripatorium just for fun, successfully completing every challenge, fiddling around with cheats, etc. Plus, I’m still limiting how much time I spend playing games a day just to make every time I pick up a controller that much more enticing.

And I am having one hell of a time.

Pun intended.

Of course, since I’m enjoying the game so much, I’ve been dying to share my thoughts about it with you. However, I have that golden rule here that I won’t review a game until I’ve finished playing it. So you’ll just have to wait. As will I.

Seriously, I love to gush about games. It’s low-key hurting me to hold back every single thought I have about Doom Eternal.

Anywaysies, to tide us over until I do write the review, I thought I’d tell you guys the anecdote about how I got my copy of the game.

See, I had pre-ordered it at my local GameStop. And if you can recall, Doom Eternal released right as California enacted its shelter-at-home order.

I’m telling you, I have never felt so anxious to get my hands on a game. ‘Just let me have Doom Eternal,’ I prayed to every higher power I could think of. ‘Just let me get the game, and then I’ll stay inside for years if you want me to. I won’t ever leave my house. Just let me have this.

When the stay-at-home order was given, I had an opportunity that evening, (since the order didn’t go into full effect until the next day), to drive to my GameStop to try and pick up my copy early. So that’s what I did.

It was lightly raining, the sun was gone, and only a few people were to be seen. It looked bleak and grey. I left the car in a rush, the smell of wet asphalt serving to increase my anxiety levels for some reason.

Another person walked behind me, heading into the GameStop as well, a man dressed in dark colors. His brisk pace followed mine, a decent six feet between us. When we got inside, tape markings were on the floor, indicating the social distance customers were supposed to maintain. The man and I stepped on our respective spots, waiting for the one employee working to address us.

The GameStop employee was as cordial as could be, and he laughed at my transparent worry over picking up Doom Eternal. Using antibacterial gel and gloves, he found my copy and handed it to me. I took it from him reverently, thanking him profusely.

I must have looked a silly sight. I was wearing my middle school sweat pants, navy blue with white stripes on the legs, and my hot pink, long-sleeved shirt complete with hood that makes me look like Little Mac from Punch-Out!! I was grinning from ear-to-ear like a kid at Christmas. I think I might have seemed deranged.

The guy behind me, conversely, was dressed in black jeans and a black T-Shirt with grotesque cover art from some metal band on it. He was a big guy, beefy and dark-skinned, with an almost expressionless face.

As I was leaving, I brightly asked him if he was picking up Doom Eternal too.

He looked at me, not saying anything for a good, long moment. Then he smiled and said, “No, I’m getting Animal Crossing.”

Final thoughts?

The relationship between Animal Crossing and Doom fans is one of the most beautiful things to spring from this shit-show of a year so far.