Compare commits
39 Commits
2dccb628f7
...
main
Author | SHA1 | Date | |
---|---|---|---|
6ba5a410d1 | |||
b15a9cb25f | |||
b31b6059d8 | |||
89967e3093 | |||
c4685abefb | |||
4a52726615 | |||
4edb5eb7f5 | |||
a459adb2ca | |||
9ca1939ccf | |||
ccf12491c6 | |||
2fc5c19e8c | |||
f1ae125259 | |||
b0c7cbd2c0 | |||
b332ada909 | |||
bae3f3e317 | |||
1b1a0df5ef | |||
c68e1bee09 | |||
384d3acbf6 | |||
6fc9f34b19 | |||
73dca5839e | |||
9850172e27 | |||
5b5034da65 | |||
59e7cf2511 | |||
e45adf1477 | |||
cf68048d05 | |||
265866f603 | |||
366dbe38bb | |||
8d92e3dbae | |||
67a4d02482 | |||
c1a976cb18 | |||
ecd0c9ea87 | |||
ceb2700c7d | |||
f305aeda57 | |||
2b812aeb96 | |||
55de31c99e | |||
7ba9dd75a5 | |||
d75f385aa9 | |||
1ae3c5917e | |||
a69b9f4c94 |
1
.gitignore
vendored
@ -1,2 +1,3 @@
|
||||
_audit
|
||||
_drafts
|
||||
_ideas
|
||||
|
10
css/theme_dashboard.css
Normal file
@ -0,0 +1,10 @@
|
||||
body {
|
||||
max-width: 1024px;
|
||||
}
|
||||
|
||||
button {
|
||||
padding: 8px 16px;
|
||||
background-color: #eceff4;
|
||||
border-radius: 2px;
|
||||
border: 0;
|
||||
}
|
6
css/theme_directives-head.html
Normal file
@ -0,0 +1,6 @@
|
||||
<form>
|
||||
<button formaction="https://bearblog.dev/haothitran/dashboard/media/">Media Center</button>
|
||||
</form>
|
||||
<form>
|
||||
<button formaction="https://impossible-chihuahua.pikapod.net/dashboard">Umami</button>
|
||||
</form>
|
@ -8,27 +8,24 @@
|
||||
--text-100:#000000;
|
||||
--text-200:#2c2c2c;
|
||||
--accent-100:#666666;
|
||||
--accent-200:#f7f7f7;
|
||||
--primary-100:#1994ff;
|
||||
--primary-200:#0079e0;
|
||||
--primary-300:#003e99;
|
||||
--primary-200:#003e99;
|
||||
--contrast-100:#ff8419;
|
||||
}
|
||||
@media (prefers-color-scheme: dark) {
|
||||
:root {
|
||||
--bg-100:#1a1a1a;
|
||||
--bg-200:#292929;
|
||||
--bg-300:#404040;
|
||||
--text-100:#ffffff;
|
||||
--text-200:#e0e0e0;
|
||||
--accent-100:#4d4d4d;
|
||||
--accent-200:#d9d9d9;
|
||||
--primary-100:#aad372;
|
||||
--primary-200:#8cb556;
|
||||
--primary-300:#4a7315;
|
||||
--bg-100: #191919;
|
||||
--bg-200: #1f1f1f;
|
||||
--bg-300: #3d3d3d;
|
||||
--text-100: #fdfdfd;
|
||||
--text-200: #e2e2e2;
|
||||
--accent-100: #454545;
|
||||
--primary-100: #008866;
|
||||
--primary-200: #00F0B4;
|
||||
--contrast-100: #da0037;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
body {
|
||||
margin: 0 auto;
|
||||
padding: 0 16px;
|
||||
@ -50,18 +47,29 @@ h1, h2, h3, h4, h5, h6 {
|
||||
a {
|
||||
color: var(--primary-200);
|
||||
text-decoration: underline;
|
||||
text-decoration-color: var(--primary-300);
|
||||
text-underline-offset: 3px;
|
||||
text-decoration-thickness: 1px;
|
||||
text-decoration-style: dotted;
|
||||
text-decoration-color: var(--primary-100);
|
||||
}
|
||||
a:hover {
|
||||
color: var(--primary-200);
|
||||
text-decoration: underline;
|
||||
text-decoration-color: var(--primary-100);
|
||||
text-decoration-style: solid;
|
||||
text-decoration-color: var(--contrast-100);
|
||||
}
|
||||
|
||||
strong, b {
|
||||
color: var(--text-200);
|
||||
}
|
||||
|
||||
code {
|
||||
padding: 2px 8px;
|
||||
border-radius: 3px;
|
||||
background-color: var(--bg-300);
|
||||
font-family: monospace;
|
||||
color: var(--primary-200);
|
||||
}
|
||||
|
||||
time {
|
||||
font-family: monospace;
|
||||
font-size: 15px;
|
||||
@ -70,22 +78,38 @@ time {
|
||||
}
|
||||
|
||||
blockquote {
|
||||
padding: 2px 8px 2px 16px;
|
||||
border-top: 1px solid var(--accent-100);
|
||||
border-right: 1px solid var(--accent-100);
|
||||
border-bottom: 1px solid var(--accent-100);
|
||||
border-left: 8px solid var(--primary-100);
|
||||
background: linear-gradient(to left top, var(--bg-300), var(--bg-100));
|
||||
padding: 2px 16px;
|
||||
border-left: 8px solid var(--contrast-100);
|
||||
background: linear-gradient(to left top, var(--bg-300), 5%, var(--bg-200));
|
||||
color: var(--text-100);
|
||||
font-style: italic;
|
||||
}
|
||||
|
||||
code {
|
||||
hr {
|
||||
display: block;
|
||||
margin: 2rem 0;
|
||||
height: 1px;
|
||||
border: none;
|
||||
background: var(--accent-100);
|
||||
opacity: .25;
|
||||
font-size: 0;
|
||||
}
|
||||
|
||||
.highlight {
|
||||
margin-left: 16px;
|
||||
padding: 2px 16px;
|
||||
border-left: 8px solid var(--primary-100);
|
||||
background: linear-gradient(to left top, var(--bg-100), 20%, var(--bg-200));
|
||||
font-family: monospace;
|
||||
font-size: 14px;
|
||||
margin-block-start: 1em;
|
||||
margin-block-end: 1em;
|
||||
overflow-x: auto;
|
||||
}
|
||||
|
||||
img {
|
||||
max-width: 100%;
|
||||
max-width: 120%;
|
||||
margin-left: -10%;
|
||||
}
|
||||
|
||||
table {
|
||||
@ -97,7 +121,7 @@ table {
|
||||
th {
|
||||
padding: 2px 8px;
|
||||
border-right: 1px solid var(--accent-100);
|
||||
border-bottom: 1px solid var(--accent-100);
|
||||
border-bottom: 4px solid var(--contrast-100);
|
||||
background-color: var(--bg-300);
|
||||
}
|
||||
td {
|
||||
@ -127,7 +151,7 @@ header {
|
||||
font-size: 1.5em;
|
||||
}
|
||||
.title h1:hover {
|
||||
color: var(--primary-100);
|
||||
color: var(--contrast-100);
|
||||
}
|
||||
|
||||
nav {
|
||||
@ -143,7 +167,9 @@ nav a {
|
||||
text-decoration: none;
|
||||
}
|
||||
nav a:hover {
|
||||
text-decoration: none;
|
||||
text-decoration: underline;
|
||||
text-decoration-style: solid;
|
||||
text-decoration-color: var(--contrast-100);
|
||||
}
|
||||
|
||||
main {
|
||||
@ -175,3 +201,20 @@ ul.blog-posts li {
|
||||
ul.blog-posts li span {
|
||||
padding-right: 8px;
|
||||
}
|
||||
|
||||
.icon-feed {
|
||||
margin-left: .5rem;
|
||||
}
|
||||
|
||||
.tags {
|
||||
margin-top: 2rem;
|
||||
}
|
||||
.tags a {
|
||||
border: 1px dotted var(--primary-100);
|
||||
padding: 2px 8px;
|
||||
text-decoration: none;
|
||||
}
|
||||
.tags a:hover {
|
||||
border: 1px solid var(--contrast-100);
|
||||
text-decoration: none;
|
||||
}
|
||||
|
Before Width: | Height: | Size: 417 KiB After Width: | Height: | Size: 417 KiB |
BIN
images/inscryption_00.png
Normal file
After Width: | Height: | Size: 628 KiB |
BIN
images/inscryption_01.png
Normal file
After Width: | Height: | Size: 1.3 MiB |
BIN
images/inscryption_02.png
Normal file
After Width: | Height: | Size: 709 KiB |
BIN
images/inscryption_03.png
Normal file
After Width: | Height: | Size: 478 KiB |
BIN
images/inscryption_04.png
Normal file
After Width: | Height: | Size: 912 KiB |
BIN
images/inscryption_05.png
Normal file
After Width: | Height: | Size: 1.0 MiB |
BIN
images/inscryption_06.png
Normal file
After Width: | Height: | Size: 134 KiB |
BIN
images/inscryption_07.png
Normal file
After Width: | Height: | Size: 953 KiB |
BIN
images/inscryption_08.png
Normal file
After Width: | Height: | Size: 1.5 MiB |
BIN
images/mass-effect-andromeda_00.png
Normal file
After Width: | Height: | Size: 841 KiB |
BIN
images/mass-effect-andromeda_01.png
Normal file
After Width: | Height: | Size: 496 KiB |
BIN
images/mass-effect-andromeda_02.png
Normal file
After Width: | Height: | Size: 800 KiB |
BIN
images/mass-effect-andromeda_03.png
Normal file
After Width: | Height: | Size: 589 KiB |
BIN
images/mass-effect-andromeda_04.png
Normal file
After Width: | Height: | Size: 740 KiB |
BIN
images/mass-effect-andromeda_05.png
Normal file
After Width: | Height: | Size: 398 KiB |
BIN
images/mass-effect-andromeda_06.png
Normal file
After Width: | Height: | Size: 522 KiB |
BIN
images/mass-effect-andromeda_07.png
Normal file
After Width: | Height: | Size: 954 KiB |
BIN
images/mass-effect-andromeda_08.png
Normal file
After Width: | Height: | Size: 750 KiB |
Before Width: | Height: | Size: 513 KiB After Width: | Height: | Size: 513 KiB |
Before Width: | Height: | Size: 502 KiB After Width: | Height: | Size: 502 KiB |
@ -14,6 +14,10 @@ I am interested in the intersections between productivity, knowledge, and techno
|
||||
|
||||
Sometimes I enjoy writing and sharing my thoughts and experiences.
|
||||
|
||||
## Contact
|
||||
|
||||
Send messages to [hello@haothitran.com](mailto:hello@haothitran.com). No spam pls.
|
||||
|
||||
## Elsewhere
|
||||
|
||||
- [LinkedIn](https://www.linkedin.com/in/haothitran/) — Professional profile for work history and networking.
|
||||
@ -23,9 +27,9 @@ Sometimes I enjoy writing and sharing my thoughts and experiences.
|
||||
## Site
|
||||
This URL has been my online home for many years and acts as a central hub for my online identity, communication, and work.
|
||||
|
||||
- Hosted on [Bear](https://bearblog.dev/) — A privacy-first, no-nonsense, super-fast blogging platform
|
||||
- Logo designed by [AIRA Studio](https://www.linkedin.com/in/aira-studio-902a37243/). — Fancy, huh?
|
||||
Some details:
|
||||
- Hosted on [Bear](https://bearblog.dev/) — A privacy-first, no-nonsense, super-fast blogging platform.
|
||||
|
||||
Images and screenshots for games were either taken by myself or from media press kits put together by the game's developers and/or publishers.
|
||||
|
||||
Any opinions posted here are my own and not representative of any of my employers (whether past, future, and/or present) or clients.
|
||||
Some disclaimers:
|
||||
- Images and screenshots for games were either taken by myself or from media press kits put together by the game's developers and/or publishers.
|
||||
- Any opinions posted here are my own and not representative of any of my employers (whether past, future, and/or present) or clients.
|
||||
|
@ -12,6 +12,17 @@ Here is a list of games that I've played. See an alternative [kanban board view]
|
||||
|
||||
Games listed here do not necessarily reflect my personal views or whether I would recommend someone play them — because I've played a bunch of mediocre games.
|
||||
|
||||
## 2025
|
||||
- **Hogwarts Legacy** (2023, PC)
|
||||
- **Underground Blossom** (2023, PC)
|
||||
- **Inscryption** (2021, PC)
|
||||
- **Plague Inc: Evolved** (2014, PC)
|
||||
- **Rusty's Retirement** (2024, PC)
|
||||
- **Split Fiction** (2025, PC)
|
||||
- **DREDGE** (2023, PC) — *Revisit.*
|
||||
- **Baldur's Gate 3** (2023, PC) — *Revisit.*
|
||||
- **Blue Prince** (2025, PC)
|
||||
|
||||
## 2024
|
||||
- **Deponia** (2012, PC) — *Revisit.*
|
||||
- **Slay the Spire** (2019, PC / Steam Deck)
|
||||
@ -41,12 +52,12 @@ Games listed here do not necessarily reflect my personal views or whether I woul
|
||||
- **A Bird Story** (2014, PC)
|
||||
- **Final Fantasy XIV: Dawntrail** (2024, PC)
|
||||
- **War of the Overworld** (2015, PC) — *Abandoned. Requires very high micro-management, which is fine, but the UI is awful to work with.*
|
||||
- **SUMMERHOUSE** (2024, PC
|
||||
- [Cloudpunk](https://haothitran.com/cloudpunk/) (2020, PC
|
||||
- **SUMMERHOUSE** (2024, PC)
|
||||
- [Cloudpunk](https://haothitran.com/cloudpunk/) (2020, PC)
|
||||
- [Mass Effect 3: Legendary Edition](https://haothitran.com/mass-effect/) (2021, PC)
|
||||
- **Wayfinder** (2024, PC
|
||||
- **It Takes Two** (2021, PC
|
||||
- **Mass Effect Andromeda** (2017, PC)
|
||||
- **Wayfinder** (2024, PC)
|
||||
- **It Takes Two** (2021, PC)
|
||||
- [Mass Effect: Andromeda](https://haothitran.com/mass-effect-andromeda/) (2017, PC)
|
||||
|
||||
## 2023
|
||||
- **PlateUp!** (2022, PC)
|
||||
@ -67,7 +78,7 @@ Games listed here do not necessarily reflect my personal views or whether I woul
|
||||
- **Baldur's Gate 3** (2023, PC)
|
||||
- **The Repair House** (2023, PC)
|
||||
- **VVVVVV** (2010, PC) — *Abandoned. Veni Vidi Vici.*
|
||||
|
||||
- **DREDGE** (2023, PC)
|
||||
|
||||
## 2022
|
||||
- **Superflight** (2017, PC)
|
||||
|
@ -12,13 +12,22 @@ Here is a list of books I've read since 2023 which is when I started to diligent
|
||||
|
||||
Books listed here do not necessarily reflect my personal views or whether I would recommend someone read them.
|
||||
|
||||
## 2025
|
||||
- **Cities of the Plain** (1998), Cormac McCarthy
|
||||
- **The Wealthy Barber Returns** (2011), David Chilton
|
||||
- **I Will Teach You to Be Rich** (2019), Ramit Sethi
|
||||
- **Misery** (1987), Stephen King
|
||||
- **On Writing: A Memoir of the Craft** (2000), Stephen King
|
||||
- **A Psalm for the Wild-Built** (2021), Becky Chambers
|
||||
- **A Prayer for the Crown-Shy** (2022), Becky Chambers
|
||||
|
||||
## 2024
|
||||
- **The Psychology of Money** (2020), Morgan Housel
|
||||
- **The Richest Man in Babylon** (1926), George S. Clason
|
||||
- **Building a Second Brain** (2022), Tiago Forte
|
||||
- **The Coddling of the American Mind** (2018), Greg Lukianoff, Jonathan Haidt
|
||||
- **Never Let Me Go** (2005), Kazuo Ishiguro
|
||||
- **Blindness** (1995), José Saramago with translation (1997) by Giovanni Pontiero
|
||||
- **Blindness** (1995), José Saramago with translation (1997) by Giovanni Pontiero
|
||||
- **To Be Taught, If Fortunate** (2019), Becky Chambers
|
||||
- **Legends & Lattes** (2022), Travis Baldree
|
||||
- **Bookshops & Bonedust** (2023), Travis Baldree
|
||||
@ -29,12 +38,11 @@ Books listed here do not necessarily reflect my personal views or whether I woul
|
||||
- **The Things They Carried** (1990), Tim O'Brien
|
||||
- **All the Pretty Horses** (1992), Cormac McCarthy
|
||||
- **The Crossing** (1994), Cormac McCarthy
|
||||
- **Cities of the Plain** (1998), Cormac McCarthy
|
||||
|
||||
## 2023
|
||||
- **Deltora Quest** series (2000-2005), Emily Rodda
|
||||
- My favourite fantasy series from childhood. Still an enjoyable read as an adult.
|
||||
- Surprisingly dark and gruesome for a series targeted towards children.
|
||||
- *My favourite fantasy series from childhood. Still an enjoyable read as an adult.*
|
||||
- *Surprisingly dark and gruesome for a series targeted towards children.*
|
||||
- Deltora Quest
|
||||
- The Forests of Silence
|
||||
- The Lake of Tears
|
||||
|
@ -10,6 +10,43 @@ Here is a list of notable equipment and tools I use. The purpose of this list is
|
||||
|
||||
Last updated: {{ post_last_modified }} ago
|
||||
|
||||
## At the Desk
|
||||
|
||||
### Workspace
|
||||
- **Desk**: Custom-built sit-stand desk (*Built in 2022*)
|
||||
- Tabletop: Custom walnut tabletop (54" length x 30" width x 1-1/2" thick with rounded corners) from [Atelier East-End Mtl](https://eastendmtl.com/)
|
||||
- Legs: Apex Pro from [Deskhaus](https://desk.haus/)
|
||||
- **Chair**: Herman Miller Aeron (*Purchased in 2023*)
|
||||
- Add-on: Headrest for Aeron Chair from [Atlas Headrest](https://atlasheadrest.com/)
|
||||
- If the Aeron did not exist, I would have purchased the Embody.
|
||||
|
||||
### Stationery
|
||||
- **Fountain pens:**
|
||||
- LAMY Safari (Matte Black, EF)
|
||||
- Montblanc Meisterstück LeGrand (Platinum, EF)
|
||||
- Pilot Decimo (Dark Grey, EF)
|
||||
- Pilot Vanishing Point (Matte Black, F)
|
||||
- Pilot Custom 823 (Amber Brown, F)
|
||||
- Sailor Pro Gear (Graphite Lighthouse, MF)
|
||||
- Sailor Pro Gear (Knight to E4, MF)
|
||||
- Sailor Pro Gear Realo (Black, F)
|
||||
- TWISBI Diamond 580ALR (Nickel, EF)
|
||||
- **Fountain pen ink**:
|
||||
- Platinum Carbon Black
|
||||
- Sailor Sei-boku
|
||||
- **Notebooks/paper**:
|
||||
- Journaling in a Midori MD notebook (A5, dot grid).
|
||||
- Productivity system in an Everbook system (Murdy Creative Co., Americano, A5).
|
||||
- Logging books/games in a Traveler's notebook (standard-sized, camel cover).
|
||||
- Carrying around a Traveler's notebook (passport-sized, brown cover) as a pocket notebook. Useful!
|
||||
|
||||
## Carry
|
||||
- Backpack: Bellroy Transit Workpack, 20L (*Purchased in 2022*)
|
||||
- I have the V1.
|
||||
- I think the V2 is a downgrade due to the removal of the quick access side pockets.
|
||||
- Sling: Heimplanet Transit Line Sling, 2L (*Purchased in 2022*)
|
||||
- Convenient bag to carry my essentials during the warmer months when I don't wear a jacket with pockets.
|
||||
|
||||
## Hardware
|
||||
|
||||
### Devices
|
||||
@ -20,15 +57,7 @@ Last updated: {{ post_last_modified }} ago
|
||||
- **Phone**: iPhone 11 (*Purchased in 2019*)
|
||||
- **E-reader**: Kobo Clara (*Purchased in 2023*)
|
||||
|
||||
### Workspace
|
||||
- **Desk**: Custom-built sit-stand desk (*Built in 2022*)
|
||||
- Tabletop: Custom walnut tabletop (54" length x 30" width x 1-1/2" thick with rounded corners) from [Atelier East-End Mtl](https://eastendmtl.com/)
|
||||
- Legs: Apex Pro from [Deskhaus](https://desk.haus/)
|
||||
- **Chair**: Herman Miller Aeron (*Purchased in 2023*)
|
||||
- Add-on: Headrest for Aeron Chair from [Atlas Headrest](https://atlasheadrest.com/)
|
||||
- If the Aeron did not exist, I would have purchased the Embody.
|
||||
|
||||
### Peripherals
|
||||
### Computer Peripherals
|
||||
- **Monitors**: Using a stacked dual-screen setup
|
||||
- 34" 21:9 IPS 180Hz (*Purchased in 2022*)
|
||||
- 24" 16:9 IPS 60Hz (*Purchased in 2020*)
|
||||
@ -79,9 +108,9 @@ Last updated: {{ post_last_modified }} ago
|
||||
- Alternatives I've tried: Obsidian, Logseq, Standard Notes, BookStack, Joblin, Notion, Simple Note, TiddlyWiki, GitBook, Notational Velocity, Evernote, OneNote, etc.
|
||||
- **Kanban**: Trello
|
||||
- Currently considering: [WeKan](https://wekan.github.io/), [Planka](https://planka.app/)
|
||||
- **Budgeting**: [Actual](https://actualbudget.org/)
|
||||
- **Budgeting**: [YNAB](https://www.ynab.com/)
|
||||
- I like budgeting using the envelope system.
|
||||
- Alternatives I've tried: You Need A Budget
|
||||
- Alternatives I've tried: [Actual](https://actualbudget.org/), [Lunch Money](https://lunchmoney.app/)
|
||||
|
||||
### Development
|
||||
- **Font**: Hack Nerd Font
|
||||
@ -106,19 +135,22 @@ Here are online subscriptions and services that I pay for:
|
||||
| Bitwarden | $10.00 | $0.83 | $1.19 |
|
||||
| Hover (domain names) | $55.33 | $4.61 | $6.63 |
|
||||
| Bear (blogging platform) | $49.00 | $4.08 | $5.89 |
|
||||
| PikaPods (hosting web apps) | $57.72 | $4.81 | $6.95 |
|
||||
| PikaPods (hosting web apps) | $60.36 | $5.03 | $7.19 |
|
||||
| Proton (Mail Plus) | $47.99 | $3.99 | $5.74 |
|
||||
| Discord (Nitro Basic) | $33.89 | $2.82 | $4.05 |
|
||||
| YNAB (budgeting) | $109.00 | $9.08 | $12.98 |
|
||||
| Spotify (Duo) | $149.40 | $12.45 | $17.89 |
|
||||
| Video streaming (various) | $166.92 | $13.91 | $20.00 |
|
||||
| Gaming services | $166.92 | $13.91 | $20.00 |
|
||||
| **Totals** | **$737.17** | **$61.41** | **$88.34** |
|
||||
| Gaming subscriptions | $166.92 | $13.91 | $20.00 |
|
||||
| **Totals** | **$848.81** | **$70.71** | **$101.56** |
|
||||
|
||||
For PikaPods, I have a couple web apps deployed using their managed services:
|
||||
- [Actual](https://actualbudget.org/) for personal budgeting using the envelop method.
|
||||
- [CommaFeed](https://github.com/Athou/commafeed/) for reading RSS feeds.
|
||||
- [Gitea](https://gitea.com/) for my personal project repositories.
|
||||
- [Umami](https://umami.is/) for website analytics.
|
||||
|
||||
For video streaming, I rotate through a number of services and only subscribe for a month at a time to watch what I want. In some months, I don't have an active subscription running, so this number is a little inflated.
|
||||
|
||||
Overall, I am quite happy with how much I am spending on my online subscriptions. It could be better, but I am satisfied that it is below $100 CAD per month.
|
||||
For gaming subscriptions, similar to above idea.
|
||||
|
||||
Overall, I am quite happy with how much I am spending on my online subscriptions. It could be better, but I am satisfied that it is about $100 CAD per month.
|
||||
|
@ -6,15 +6,15 @@ tags: gaming
|
||||
make_discoverable: false
|
||||
---
|
||||
|
||||

|
||||

|
||||
|
||||
> *A neon-noir story in a rain-drenched cyberpunk metropolis. It’s your first night on the job working for the Cloudpunk delivery service. Two rules: Don’t miss a delivery and don’t ask what’s in the package.*
|
||||
|
||||
*Cloudpunk* delivers the experience of what it is like to be a delivery driver cruising from point A to point B in a neon-lit cyberpunk city filled with skyscrapers while driving a flying vehicle and listening to relaxing music.
|
||||
*Cloudpunk* provides the experience of what it is like to be a delivery driver cruising from point A to point B in a neon-lit cyberpunk city. You zoom throughout the urban jungle, passing by countless lit skyscrapers on your flying vehicle, while listening to relaxing music and conversing with various characters.
|
||||
|
||||

|
||||
|
||||
Frequently, there are scripted conversations between characters that flesh out the realities of living in the city and the daily lives of its inhabitants, which were engaging enough for me to look forward to hearing the ringing tone of the communication system and being able to learn more. Discussions about class systems, ethics about using AI, what is considered a life form, and corporate dystopian control were woven into the narrative as you deliver packages and taxi people to their destinations.
|
||||
I liked listening to the scripted conversations between characters which flesh out the realities of living in the city. You hear about their daily lives and struggles. You hear about the interesting going-ons and events. You hear about hints of activity in the city's underbelly. These conversations were engaging and intriguing enough for me to look forward to hearing the ringtone of the communication system for the next script. Some discussions were thought-provoking, such as ethics about using AI, life form considerations, and corporate dystopia control, which were woven throughout the narrative as you deliver packages as taxi people to their destinations.
|
||||
|
||||
I guess you can call this an interactive visual novel experience because your choices don't fundamentally affect the story. There are a few missions that have a timer, but even if you miss a check, there isn't a lasting consequence as NPCs would excuse away the missed timer on your behalf. However, I did spot one achievement to successfully complete all time-sensitive deliveries — which is something to note for completionists.
|
||||
|
||||
@ -22,7 +22,7 @@ Both the voice acting and the music were fantastic. Line deliveries were great,
|
||||
|
||||

|
||||
|
||||
I think the weakest part of *Cloudpunk* is most of the out-of-vehicle sections that force players to navigate around convoluted platforms and wait for a ridiculous number of elevators. Many times I have walked into a dead-end and had to backtrack to go to a different Z-axis to get to my destination point (and then meander my way back to my vehicle too!) which is quite frustrating due to the slow walking speed and limited map capabilities.
|
||||
I think the weakest part of *Cloudpunk* is the out-of-vehicle sections that force players to navigate around convoluted platforms and wait for a ridiculous number of elevators. There have been many times where I have walked into a dead-end and had to backtrack to go to a different Z-axis to get to my destination point (and then meander my way back to my vehicle too!) which is quite frustrating due to the slow walking speed and limited map capabilities.
|
||||
|
||||
I think if the developers increased the walking speed, then most of my frustrations with this game would be alleviated and make the out-of-vehicle sections feel less like a chore.
|
||||
|
||||
|
@ -1,12 +1,12 @@
|
||||
---
|
||||
title: Strange Horitculture
|
||||
title: Strange Horticulture
|
||||
link: strange-horticulture
|
||||
published_date: 2024-09-22 08:44
|
||||
tags: gaming
|
||||
make_discoverable: false
|
||||
---
|
||||
|
||||

|
||||

|
||||
|
||||
> *An occult puzzle game in which you play as the proprietor of a local plant store. Find and identify new plants, pet your cat, speak to a coven, or join a cult. Use your collection of powerful plants to influence the story and unravel Undermere’s dark mysteries.*
|
||||
|
||||
|
@ -6,9 +6,13 @@ tags: gaming
|
||||
make_discoverable: false
|
||||
---
|
||||
|
||||

|
||||

|
||||
|
||||
I have spent most of the past year playing through the *Mass Effect* trilogy. I had grabbed the Legendary Edition when it was on sale a while back, saving it for when I was itching to play a single-player story-driven game. When I was feeling it, I knew it was time. I didn't know much about the series going into it, except that Commander Shepard was a badass. Little did I know I was about to experience one of the best science-fiction masterpieces ever created.
|
||||
> One person is all that stands between humanity and the greatest threat it’s ever faced.
|
||||
|
||||
I have spent most of the past year playing through the *Mass Effect* trilogy. I had grabbed the Legendary Edition when it was on sale a while back, saving it for when I was itching to play a single-player story-driven game. When I was feeling it, I knew it was time. I didn't know much about the series going into it, except that Commander Shepard was a badass.
|
||||
|
||||
Little did I know I was about to experience one of the best science-fiction masterpieces ever created.
|
||||
|
||||

|
||||
|
||||
@ -28,7 +32,7 @@ Anyway, the role-playing elements were fantastic. Every dialogue choice felt imp
|
||||
|
||||
Some of the paragon/renegade morality choices and interrupts were hilarious -- and the voice line deliveries were great too! Also, news broadcasts were implemented very well in this series as they would change and update based on your actions during missions, including what happens to the people or planet after you leave. You are never really left wondering what happens afterward. It felt like the *Mass Effect* universe was truly alive and unique to my own Shepard.
|
||||
|
||||
In reading about other people's experience with *Mass Effect*, I'm always taken back when people say they killed Wrex on Virmire during the heated exchange, or killed the Rachni Queen, or left Grunt in the tank (my poor baby), or didn't resolve the Rannoch conflict peacefully, and so much more. I'm aghast that some people end ME2 with no squad members alive. Crazy how unique the experience can be.
|
||||
In reading about other people's experience with *Mass Effect*, I'm always taken back when people say they killed Wrex on Virmire during the heated exchange, or killed the Rachni Queen, or left Grunt in the tank (my poor baby), or didn't resolve the Rannoch conflict peacefully, and so much more. I'm aghast that some people end ME2 with no squad members alive. Crazy how unique the experience can be based on player choices.
|
||||
|
||||
Speaking of which, the best part about this series is the compelling squad members who become your ride-or-die friends. From ME1 to ME3, you learn the backstory of your crew and their aspirations, traumas, quicks, and the nuances of their personalities. They go from random recruits to true friends with your Shepard, including all the inside jokes that get developed throughout the story. I love that they are also friends with each other and get more comfortable bantering during missions and hanging out together on the Normandy.
|
||||
|
||||
@ -57,13 +61,15 @@ Some particular highlights for me:
|
||||
- It was like watching titans duking it out.
|
||||
- By the way, you know something is extremely deadly and dangerous when the Krogans name something.
|
||||
- Experiencing hope and heartbreak at Thessia.
|
||||
- I loved the Citadel DLC. In an alternate universe, I like to think that this was the final mission for Shepard.
|
||||
- I loved the Citadel DLC. In an alternate universe, I'd like to think that this was the final mission for Shepard.
|
||||
|
||||

|
||||
|
||||
In the end, I felt like the choices were what I expected. Some themes were touched on constantly throughout the series, which foreshadow the possible choices for the final mission. It wasn't a surprise.
|
||||
|
||||
I chose the destroy ending because my Shepard's primary objective was to destroy the Reapers -- and that is what she did.
|
||||
I chose the destroy ending because my Shepard's primary objective was to destroy the Reapers -- and that is what she did.
|
||||
|
||||
Mission complete.
|
||||
|
||||
This was a journey that I would gladly take on again.
|
||||
|
||||
|
@ -12,14 +12,17 @@ make_discoverable: false
|
||||
- Design my environment to encourage desired behaviour.
|
||||
- Carry around e-reader to read more books.
|
||||
- Be an active consumer and creator.
|
||||
- Reduce discretionary spending.
|
||||
- Consult budget before buying anything.
|
||||
- To reduce discretionary spending.
|
||||
- Wait at least 30 days before purchasing discretionary wants.
|
||||
- Consult budget before buying anything.
|
||||
- Builds anticipation. Allows consideration. Exercises patience.
|
||||
- Strive to reach zero stash/backlog!
|
||||
- To reduce impulse spending.
|
||||
- Builds anticipation. Allows consideration. Exercises patience.
|
||||
- Strive to reach zero stash/backlog.
|
||||
- Use what I have rather than buying something new and shiny.
|
||||
- Play through existing games in my library.
|
||||
- Read books
|
||||
- I have SABLE levels of stationery which I should use up instead of looking to add to my stash.
|
||||
- SABLE = Stash acquisition beyond life expectancy.
|
||||
- Play through existing games in my backlog.
|
||||
- Read through unread books on my selves.
|
||||
- Be mindful of mindlessly wasting time.
|
||||
|
||||
## Why?
|
||||
|
67
posts/2025-01-06_switch-to-bear.md
Normal file
@ -0,0 +1,67 @@
|
||||
---
|
||||
title: Switching to Bear
|
||||
link: switching-to-bear
|
||||
published_date: 2025-01-06 13:14
|
||||
tags: meta
|
||||
make_discoverable: true
|
||||
---
|
||||
|
||||
I will preface this post by stating that this is not going to be a personal website where I will be posting about jumping from one blogging platform to another every few months. This note is a reassurance to any reader out there (*hello?*) and a reminder to myself.
|
||||
|
||||
Last year, I started to blog on [Ghost](https://ghost.org/) because it was highly recommended by various "Top 10" lists for current best blogging platforms. And I was interested in trying it out for myself as I vaguely remember the success of their Kickstarter campaign way back in 2013 for its goal of being "just a blogging platform."
|
||||
|
||||
It was fine. Until it wasn't.
|
||||
|
||||
Over the past couple of months, it seemed like I had a growing list of friction points and increasing dissatisfaction with using Ghost. Here are some examples:
|
||||
- No centralized media management for handling assets.
|
||||
- Theme development and handling is cumbersome.
|
||||
- Very limited options through their `@config` property for theme development.
|
||||
- Uploading a zip folder to change your website theme is a very archaic and outdated process to me. It reminds me of using FTP which is a turn-off for me.
|
||||
- There was more friction than I would have liked with its editor.
|
||||
- My blogging workflow involves writing posts in Markdown in a separate text editor, pasting content into Ghost, and hitting publish. However, sometimes Ghosts' editor would not properly parse the pasted contents into a Markdown block and would require manual intervention to fix.
|
||||
- From this experience, I've come to realize that I am not a fan of block/card editors.
|
||||
- Constant nudges towards monetization through memberships/newsletters/subscriptions were annoying.
|
||||
- I understand that modern blogging is usually about the *hustle* nowadays, and Ghost has evolved to fulfill those needs, but I want a place to write and yell into the void in peace. You know what I'm saying?
|
||||
|
||||
For the past several weeks, I have been casually keeping an eye out for alternative blogging platforms that fulfill my needs. Here are some platforms that caught my eye:
|
||||
- [Mataroa](https://mataroa.blog/)
|
||||
- I liked the features and admire the commitment to business [transparency](https://mataroa.blog/modus/transparency/).
|
||||
- However, its limited media uploads disqualified it from my options. In particular, the total image count of 1,000 would potentially be my concern in a few years.
|
||||
- [Nucelo](https://www.nucelo.com/)
|
||||
- It has a very specific organization method for displaying your content which does not apply to me, specifically article- and project-based content.
|
||||
- It seems more like a personal portfolio/showcase website which happens to have a blogging feature than a focused blogging platform.
|
||||
- Not a fan of its icon-focused navigation.
|
||||
- [Pika](https://pika.page/)
|
||||
- Its WYSIWYG editor is not for me. Also, it can't parse Markdown tables.
|
||||
- It is a fairly new player in the blogging space with new features coming out every other week from its active development team. Currently, I would rather settle into a slightly more established platform.
|
||||
- However, I would be interested to see its offerings in a couple of years.
|
||||
- [Write.as](https://write.as/)
|
||||
- Honestly, I wasn't feeling it.
|
||||
- Probably because I can only read "Write, Ass!" from the URL.
|
||||
|
||||
I have been focusing my search on simple blogging platforms rather than static site generators as I didn't want to be tinkering too much with setting up the website. Previously, I had used [Jekyll](https://jekyllrb.com/) and had sunk way too much time and energy into messing around with styling and adjusting templates. I know myself. I need certain limitations.
|
||||
|
||||
I've decided to switch to [Bear](https://bearblog.dev/) for the following reasons:
|
||||
- Provides enough theming and styling options to my satisfaction.
|
||||
- Allows me to set metadata through plain text through YAML front matter.
|
||||
- Honestly, this is what primarily sold me as I dislike using date pickers, which are commonly found in other blogging platforms, as it reminds me of work calendars and setting meeting appointments.
|
||||
|
||||
```ymal
|
||||
---
|
||||
title: Switching to Bear
|
||||
link: switching-to-bear
|
||||
published_date: 2025-01-07 20:33
|
||||
tags: meta
|
||||
make_discoverable: true
|
||||
---
|
||||
```
|
||||
|
||||
- I like its implementation of previewing drafts before publishing. It displays your draft post with your theme's styling applied in a separate window.
|
||||
- Built-in analytics is detailed enough that I can stop using [Umami](https://umami.is/) if I wanted.
|
||||
- Public [roadmap](https://bear.nolt.io/roadmap) is appreciated.
|
||||
|
||||
Anyway, I have settled into using Bear for the forseeable future. I have transferred over my existing posts and pages. I have scrapped together a working theme for the front-end. Looking good so far. Probably going to do some few tweaks here and there over the next couple weeks, but there is only such much you can do — which is great!
|
||||
|
||||
Let's see how this goes. Hopefully, this bear doesn't go into hibernation, eh?
|
||||
|
||||
*I have made this individual post available on Bear's [Discovery](https://bearblog.dev/discover/) feed as an experiment. What is the purpose of this experiment? Good question. I don't know.*
|
137
posts/2025-01-25_mass-effect-andromeda.md
Normal file
@ -0,0 +1,137 @@
|
||||
---
|
||||
title: Mass Effect: Andromeda
|
||||
link: mass-effect-andromeda
|
||||
published_date: 2025-01-25 23:56
|
||||
tags: gaming
|
||||
make_discoverable: true
|
||||
---
|
||||
|
||||

|
||||
|
||||
> This is the story of humanity’s next chapter.
|
||||
|
||||
When I first launched into *Mass Effect: Andromeda* (*MEA*), I was immediately hooked by the story premise of exploring a new galaxy. Imagine signing up for a one-way journey 2.5 million light-years away to another galaxy, which will take over 600 hundred years to traverse during cryogenic sleep. What an insane idea. You would be taking a huge leap of faith and trusting in the little data that was scraped together from light-years away which would already be outdated by the time you arrive at your destination -- which, at that distance, would be like shooting a bullet into the dark and hoping you will hit your target. The Andromeda Initiative was a bold and daring mission that hooked me into the game and story right away.
|
||||
|
||||
From the outset, the situation is already looking dire with our human starship encountering a dark energy space cloud phenomenon when entering into Andromeda. Our starship is seriously damaged. People are waking up disoriented into a crisis situation. Contact cannot be established with the other starships commanded by other Milky Way species. Furthermore, contact with the Nexus mothership is also failing to establish. Your sibling is in a coma from having their waking process interrupted. Your potential new home planet is not inhabitable. What to do? It is not like we can beam ourselves back home to the Milky Way.
|
||||
|
||||
And guess what? Now all of this is your problem because your father died. Alec Ryder was in a leadership position, called the Pathfinder, which was supposed to spearhead the settlement for humans in this new galaxy. To save you, your father decided to sacrifice himself for you to live -- which also included transferring his Pathfinder authority and status to you and all that it entails.
|
||||
|
||||

|
||||
|
||||
As Pathfinder in a new galaxy, here are your primary objectives:
|
||||
- Evaluating and improving the viability of settling on identified candidate planets, called Golden Worlds, which are believed to be capable of supporting life.
|
||||
- Performing reconnaissance and mapping of unknown planetary systems and territories.
|
||||
- Discovering and conducting scientific analysis of new resources and phenomena.
|
||||
- Leading potential first contact with intelligent lifeforms in this new galaxy.
|
||||
- Establishing and providing support to settlement outposts.
|
||||
|
||||
Easy enough.
|
||||
|
||||
Your first battle would be fighting through the convoluted keybindings menus and cumbersome menus. Some of the design decisions make me scratch my head. For example, from the map view, you need to hit `<Esc>` twice to get back to the gameplay. However, you can also hit `<Tab>` once instead -- which is a shortcut that I had to look up because going through two sub-menu screen transitions was driving me crazy. Another example is the tediousness of assigning active quests and managing weapon mods which involve navigating through an unreasonable amount of sub-menus. It may seem like a small detail to gripe about, but the lack of usability and inconsistency of the UI was awful to deal with. Just unnecessarily complicated and unintuitive design decisions all around.
|
||||
|
||||
Nevertheless, I will say that the combat mechanics were a highlight of the game. I appreciated the fredom to experiment with different combat profiles and load-outs to keep things fresh. New jump-jets added a vertical element to combat that felt great to use to gain high-ground advantage and pull off airborne shots. Guns were varied and satisfying to fire. Getting into fight encounters was fun.
|
||||
|
||||

|
||||
|
||||
Yet, I felt like some game design choices noticeably dragged down the entire combat experience.
|
||||
|
||||
I don't understand why players are not allowed to control when squad mates use their powers. This system was in the *Mass Effect* (*ME*) trilogy and seemed like a hallmark feature of the franchise, but *MEA* took a step back from that. If not including squad control was to differentiate Sara/Scott Ryder from Shepard, then I think it was a wrong move. It would have been fantastic to be able to set up skill combos with our squad which would have elevated the combat experience.
|
||||
|
||||
Additionally, fight encounter designs felt like they didn't mesh well with the way the combat worked. There are very limited enemy types throughout the game which would have been fine, but they don't change or evolve in complexity to continue to challenge the player. You encounter the same types of mobs and the same mechanics over and over which does not encourage experimentation with different combat specializations or load-outs. And with how large the open-world maps are, you can literally walk or drive away from a fight unscathed if you don't want to deal with it because enemies are leashed to their spawn point. It felt like there wasn't much at stake in open-world encounters. It is strange having such a flexible combat system but not having encounters that encouraged different approaches or experiences.
|
||||
|
||||

|
||||
|
||||
Speaking of driving, riding around in the ND1 Nomad was a pleasant surprise! It is a much better vehicle to handle than the jankiness of the M35 Mako or the floatiness (?) of the M-44 Hammerhead. I believe that there was a rumour that developers for the *Need for Speed* franchise assisted BioWare with the driving experience in *MEA* which would explain a lot about the improved vehicle controls from the *ME* trilogy, especially after the Nomad is fully kitted out.
|
||||
|
||||
I think all the landscapes in *MEA* were breathtaking. All the alien flora and fauna, the strange skies and horizons, the harsh and varied terrain looked incredible. In particular, I thought that H-047c planet was a standout experience for me with its deteriorating atmosphere and haunting environment -- and it had great ambient music, which was the only time I noticed the soundtrack in this game as it reminded me of *ME1*'s score with its futuristic vibe. Even the stark contrast between the Remnant structures against the organic environment was striking.
|
||||
|
||||
It was quite a juxtaposition to the game's goofy facial animations.
|
||||
|
||||
With regard to exploration, I am going to echo what I said earlier and state that smaller maps would have benefitted the game. Although the vast open worlds were beautiful, there was very little motivation to wander off and explore beyond the quest markers or icons on the map. In contrast, the smaller hubs were teeming with life and details, such as the Nexus' Common Area or Kadara Port which felt immersive and made me feel like exploring every corner of the map.
|
||||
|
||||
Don’t get me started on the loading and animation screens when travelling between planetary systems. Why are they so long? It was a test of patience sitting through them, especially in the latter half of the game when side quests required you to travel all over the place to complete objectives. I think I spent more time sitting on the loading screen doing nothing than I did doing the side missions which felt awful. Hopping from one planet to another and waiting for the transitions to play out was mind-numbing. Even the skip option didn't save much time.
|
||||
|
||||

|
||||
|
||||
Probably *MEA*'s best feature has to be the conversations between squad mates. If I recall correctly, this was something *ME3* introduced, but which this title took to the next level. In *ME3*, the crew primarily communicated over radio comms aboard the Normandy, with the occasional in-person interaction when crew members visited each other on the ship. In *MEA*, squad mates roam around different parts of the ship and chat with each other while in the same vicinity which really adds to the homeliness of the Tempest.
|
||||
|
||||
I think the best conversations happened while cruising around in the Nomad. It was enjoyable listening to their conversations and learning about their backstories and personalities through their banter and quips. Sometimes, I felt like I was eavesdropping on a private moment when they had surprisingly deep and heavy discussions.
|
||||
|
||||
Some notable conversations:
|
||||
- PeeBee and Jaal's shenanigans was quite amusing.
|
||||
- Jaal's awkward flirting with Cora gave me so much second-hand embarrassment.
|
||||
- PeeBee and Drack had some thought-provoking discussions about the experience of life as long-lived species.
|
||||
- Cora and Vetra's transition from slightly antagonistic to good friends was heartwarming to see develop.
|
||||
|
||||
> **Drack**: Peebee, you’re sure you’re not half krogan?
|
||||
> **Peebee**: Nope. Why?
|
||||
> **Drack**: Your attitude, aggression. The way you don’t take shit from anyone.
|
||||
> **Peebee**: My mother mated exclusively with other asari.
|
||||
> **Drack**: Is that right?
|
||||
> **Peebee**: Except when she conceived me. My father was an elcor.
|
||||
> **Drack**: You’ve gotta be kidding.
|
||||
> **Peebee**: Offended Indignation: Why? Doesn’t it fit?
|
||||
> **Drack**: You’re as far from an elcor as I can imagine.
|
||||
> **Peebee**: Then it makes perfect sense, right?
|
||||
> **Drack**: [laughs] I suppose so, you little rebel.
|
||||
|
||||
|
||||
I also loved running into squad mates at hubs and docking ports. They aren't just standing around in limbo waiting for you on the ship -- they are out and about doing their own thing and exploring too! It made the world feel so much more alive and gave me a sense of camaraderie with my crew as it felt like bumping into a friend while running errands around the city.
|
||||
|
||||

|
||||
|
||||
However, conversations constantly getting interrupted by SAM drove me crazy!
|
||||
|
||||
The Simulated Adaptive Matrix, known as SAM, is an AI that our father developed to enhance all members of the Pathfinder team. It is deeply connected into the physiology of those embedded with its implant and we were forced to bond with SAM when our father decided to sacrifice himself and save us. Although SAM is useful in many situations, I extremely dislike SAM because of its interruptions at the worst moments.
|
||||
|
||||
> **SAM**: Pathfinder, I am sensing extreme cold.
|
||||
> **SAM**: Pathfinder, temperature is within acceptable limits.
|
||||
> **SAM**: Pathfinder, I am sensing extreme cold.
|
||||
> **SAM**: Pathfinder, temperature is within acceptable limits.
|
||||
> **SAM**: Pathfinder, I am sensing extreme cold.
|
||||
> **SAM**: Pathfinder, this area can be mined for resources. You can extract minerals via your mining interface.
|
||||
> **SAM**: Pathfinder, temperature is within acceptable limits.
|
||||
> **SAM**: Pathfinder, I am sensing extreme cold.
|
||||
> **Jaal**: So, there’s nothing from your past that you miss? That you left behind?
|
||||
> **Peebee**: Well, I had a weakness for... [interrupted]
|
||||
> **SAM**: Pathfinder, this area can be mined for resources. You can extract minerals via your mining interface.
|
||||
|
||||
Holy fuck. Guess we will never know what PeeBee's weakness is, huh? Thanks SAM.
|
||||
|
||||
I had to resort to stopping what I was doing every time dialogue started between characters, otherwise SAM would interrupt and the conversation thread would be lost forever.
|
||||
|
||||
Also, SAM felt like too much of a crutch at times. It definitely made Ryder's life easier by triangulating signals and hacking into devices, but at the cost of player agency. Sometimes it felt like Ryder was a human vessel that gets SAM into place who is actually the one that solves the issues or completes quest objectives. It is like SAM is an overbearing older broker who does your homework for you and denies you the chance to learn and do it yourself.
|
||||
|
||||
How convenient that Alec brought his superpowered AI along into a new galaxy, huh?
|
||||
|
||||
This leads into my main issue with *MEA* which is that I didn't feel like my Ryder was the main character. I felt like I was just carrying around the main character. It is insulting the number of times that people come to you, not for your input, but to solicit SAM's assistance just showed how irrelevant Ryder was to the overall story. If you take Ryder out of the story, nothing meaningful really changes because SAM is the superpower that is making the planets viable for the Andromeda Initiative.
|
||||
|
||||
People also constantly walk all over Ryder. It was understandable at the start of the game because we became the human Pathfinder through nepotism and awful luck, but barely any respect is gained through our deeds throughout the game. Even our crew doesn't respect us at times. I never wished for a renegade interrupt so much in my life then when PeeBee almost killed us in the escape pod, or when Drack argued with us for our decision to save the Salarian Pathfinder instead of the Krogan scouts, or when Liam exposed confidential information. It was frustrating for Ryder not to develop a backbone towards the end of the game.
|
||||
|
||||
Some of the end bits felt more forced than anything, trying to convince me that Ryder was important.
|
||||
|
||||

|
||||
|
||||
Another grievance I have is that the gameplay loop was too repetitive or did not feel meaningful. By the time I got to Kadara and Elaaden, I was tired of making planets viable for any outpost or making decisions that had no impact on the story. I did most of the side quests and tasks and felt like they were not worth doing -- even a funny one-liner for a quest completion would have made the effort worth it.
|
||||
|
||||
Honestly, I had no interest in the Kett. It felt like they were very heavy-handed in their actions. There was no subtlety in their motivations. Their leaders had no redeeming qualities or charisma that made you second-guess whether you were on the right side of the war. There was no twist that made them interesting.
|
||||
|
||||
I am not even going to get into the Jardaan because that plot point happened unexpectedly in the last thirty minutes of the game.
|
||||
|
||||
I was more interested in learning more about the unknown benefactor. Who is this mysterious person? I couldn't help but wonder if it was The Illusive Man from the *ME* trilogy. It would have been fascinating to discover that the Andromeda Initiative was his backup plan to keep life going in case Shepard failed to save the Milky Way galaxy.
|
||||
|
||||

|
||||
|
||||
In the end, we are left with a lot of loose threads. Unfortunately, I doubt that we will get any real answers considering the relatively neutral/negative reception to this title. Very low chance we will get a direct sequel that will provide further explainations and tie everything together.
|
||||
|
||||
I have to wonder what Alec Ryder's plans were to begin with. How did he convince people to join the Andromeda Initiative? How did this entire operation go unnoticed by authorities in the Milky Way? If there are so many embedded family secrets within SAM, then what were his plans for a successor? Was Cora Harper really going to be his successor, or did he actually plan for one of his kids to succeed him? Did he plan to just jump-jet around the galaxy with a super powerful AI embedded in his system?
|
||||
|
||||
Ugh, Alec -- I want to pick a fight with him. It sits wrong with me that he refused to let his wife go. Ellen had clearly accepted that it was her time, with her fatal disease, but he took it upon himself to stop the natural course of things. I wonder if she is even aware of what he did to her, putting her into stasis and dragging her into a new galaxy. And it is infuriating that player Ryder does not condemn Alec's actions, especially as it seems like they were a lot closer to their mother than their father.
|
||||
|
||||

|
||||
|
||||
I couldn't help but feel like the game took place at the wrong time. It felt like we were playing the game in the boring middle between major plot events. So much happened before we arrived at the Nexus, such as the discovery of the Scourage, the realization that the Golden Worlds were not viable for settlement, the anxious waiting for the Arks to arrive, the Krogan rebellion, the discovery of the Kett and Angara, the civil war on the Nexus, and more. It felt like we were late to the party. And not enough time has passed for the situation to develop into something really interesting.
|
||||
|
||||
What is the point of being a Pathfinder if we are the last ones to show up?
|
||||
|
||||
All in all, this could’ve been a great game, but it ended up being just okay. I guess you can say that I thought it was simply good, but not great. I walked away from *MEA* with a slightly positive outlook because of the spectacle of the final mission which was redeeming enough for me to forgive many of the little frustrations I had with the game design and story. The game definitely had a lot of things going for it that I loved. However, there are so many little let downs that I couldn't get over.
|
64
posts/2025-03-08_inscryption.md
Normal file
@ -0,0 +1,64 @@
|
||||
---
|
||||
title: Inscryption
|
||||
link: inscryption
|
||||
published_date: 2025-03-08 20:44
|
||||
tags: gaming
|
||||
make_discoverable: true
|
||||
---
|
||||
|
||||

|
||||
|
||||
> *Inscryption is an inky black card-based odyssey that blends the deckbuilding roguelike, escape-room style puzzles, and psychological horror into a blood-laced smoothie. Darker still are the secrets inscrybed upon the cards...*
|
||||
|
||||
*Inscryption* is one of those games that I would highly recommend going in blind as it is difficult to talk about without spoiling anything as it starts as a mystery right out of the gate.
|
||||
|
||||
As such, this is a quick pitch for the game:
|
||||
- Acquire a deck of creature cards by random draft, surgery, or self-mutilation.
|
||||
- Find and unlock secrets lurking behind the walls of Leshy's cabin.
|
||||
- Explore the metanarrative story and commentaries on game design.
|
||||
|
||||
If the hook had you intrigued, then I would suggest reading no further! This game is best experienced with no expectations.
|
||||
|
||||

|
||||
|
||||
From the start, this game felt like stepping into a scene where two people are playing a TTRPG together. You are the player going through the solo adventure and your game master is across the table driving the narrative. It seems fairly innocuous, except for ominous darkness pervading the cabin and your game master being slightly deranged.
|
||||
|
||||
Additionally, another level is added to the game as you realize that you aren't stuck in the card game. You can actually get up from the table and explore your surroundings. You can move around objects and fiddle with various puzzles that unlock additional gameplay mechanics and features. And find some additional playable cards!
|
||||
|
||||

|
||||
|
||||
I am not going to get into the mechanics of the card game as then this post will turn into a rule book. However, I will state that it was quite easy to pick up and the system had a pleasant depth to it that I did not expect. It was fun experimenting with different card combinations and sigil powers.
|
||||
|
||||
Don't underestimate the potential of the Ouroboros!
|
||||
|
||||
Also, don't be afraid to lose. When all your lives are extinguished, you have the opportunity to create a custom card based on the cards in your most recent deck. You will have the option of picking the cost of playing the card, its health and attack power, and the sigils it will be embued. You can encounter this custom card in future rounds -- either to your advantage or detriment!
|
||||
|
||||

|
||||
|
||||
I thought that *Inscryption*'s atmosphere really drives the entire play experience. All elements are cohesive and resonate wonderfully with each other which makes for a gripping game. The art direction is fantastic. The sound effects are eerie and disturbing. It nails down the omnious vibe.
|
||||
|
||||
I thought that the puzzles around the cabin were quite well done. They were not so obscure that you had to resort to looking up solutions, but not so obvious that it felt too easy.
|
||||
|
||||

|
||||
|
||||
Not going to lie -- I wasn't expecting the entire game to change after defeating Leshy. I thought defeating him would mark the end of the game which would have been fine with me. I appreciate when games have a short, focused experience.
|
||||
|
||||
It was a nice surprise to discover that the game had an Act 2 and 3.
|
||||
|
||||

|
||||
|
||||
For Act 2, the game turned into a pixel collectible adventure game that reminded me of running around in Pokémon during the Game Boy era. However, it is player card battling instead of battling creatures against each other.
|
||||
|
||||

|
||||
|
||||
For the rest of the game, it felt as though many cards and additional mechanics were added on top of the existing system, but it seemed half-baked to me. I couldn't shrug off the feeling that most of the battles from that point on were primarily determined by the cards you drew in your opening hand.
|
||||
|
||||

|
||||
|
||||
For Act 3, I understand that it was the height of the game's commentary on how a game master can completely change the tone and experience of a game for a player. However, I felt like P03 was an awful game master to have as the last act. I was starting to feel like I was grinding out unremarkable boss encounters trying to reach the end and escape *Inscryption*.
|
||||
|
||||

|
||||
|
||||
Interestingly, I think this game starts too strong. The quality and atmosphere from Act 1 do not quite carry over into Acts 2 and 3, making it feel like you started at the peak of the rollercoaster and are just coasting the entire ride to the end.
|
||||
|
||||
That being said, I did appreciate the game's effort in building an overarching story around the deck-building mechanics.
|