Compare commits

...

3 Commits

Author SHA1 Message Date
c4685abefb Add post 2025-03-08 20:34:39 -05:00
4a52726615 Edit post 2025-03-08 15:33:04 -05:00
4edb5eb7f5 Edit post 2025-03-08 15:26:20 -05:00
12 changed files with 74 additions and 7 deletions

BIN
images/inscryption_00.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 628 KiB

BIN
images/inscryption_01.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.3 MiB

BIN
images/inscryption_02.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 709 KiB

BIN
images/inscryption_03.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 478 KiB

BIN
images/inscryption_04.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 912 KiB

BIN
images/inscryption_05.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.0 MiB

BIN
images/inscryption_06.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 134 KiB

BIN
images/inscryption_07.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 953 KiB

BIN
images/inscryption_08.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.5 MiB

View File

@ -10,11 +10,11 @@ make_discoverable: false
> *A neon-noir story in a rain-drenched cyberpunk metropolis. Its your first night on the job working for the Cloudpunk delivery service. Two rules: Dont miss a delivery and dont ask whats 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.
![](/images/cloudpunk_01.png)
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,
![](/images/cloudpunk_02.png)
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.

View File

@ -10,7 +10,9 @@ make_discoverable: false
> One person is all that stands between humanity and the greatest threat its 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.
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.
![](/images/mass-effect_01.png)
@ -30,7 +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.
@ -59,13 +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.
![](/images/mass-effect_03.png)
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. Mission complete..
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.

View File

@ -0,0 +1,63 @@
---
title: Inscryption
link: inscryption
published_date: 2025-03-08 20:44
tags: gaming
---
![](/images/inscryption_00.png)
> *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.
![](/images/inscryption_01.png)
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!
![](/images/inscryption_02.png)
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!
![](/images/inscryption_03.png)
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.
![](/images/inscryption_04.png)
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.
![](/images/inscryption_05.png)
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.
![](/images/inscryption_06.png)
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.
![](/images/inscryption_07.png)
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*.
![](/images/inscryption_08.png)
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.