Monster Hunter: World - title

I've been playing Monster Hunter: World off-and-on since it was released (which was a few months ago at this point), and I'm still just not sure that I get it yet. The game just hasn't clicked for me. Maybe I haven't invested quite enough time yet. In the past, I've come around to games that initially turned me off with their tedium and/or difficulty. Demon's Souls is perhaps the prime example, as that game took a few days (almost a week) of banging my head against the walls of the Boletarian Palace before things started to click for me. It certainly didn't take months! Once Demon's Souls started to click, the game almost immediately became one of my all-time favorites.

The Demon's Souls comparison is apt. Corners of the internet keep insisting that Monster Hunter: World is a game that should appeal to the same types of players who love Dark Souls (because everybody keeps forgetting that Demon's Souls did it first and better). Well, I'm sorry, but I just don't see how the two connect.

Yeah, there's the difficulty. But Dark Souls isn't good because it's hard. It's good because all the pieces around that central challenge make overcoming that challenge feel worthwhile. It's the world-building, the lore, the way that the obtuse characters and dialogue builds a growing sense of intrigue about the world, the sense of nervously tip-toeing into a dangerous unknown, the sense of leveling your stats into a character build that perfectly suits your desired playstyle, and that ominous sense of entropic dread that permeates every nook and cranny of the game. Those things make Dark Souls good! Those sorts of things are lacking in Monster Hunter: World.

The JRPG nonsense that usually turns me off of JRPGs

Sadly, Monster Hunter: World is bogged down by a lot of the kinds of JRPG nonsense that has frequently turned me off of playing these sorts of games. While I often appreciate that JRPGs tend to be more story and character-driven (something that I often wish western RPGs would focus more on), JRPGs also tend to undercut the seriousness of the stories they're trying to tell with lots of silliness and whimsy. Sometimes it's charming or endearing; other times it's juvenile or obnoxious.

You can track monsters by following their footprints or by studying their snot and turds.

I can tolerate this game's silly little cat side kicks. Monster Hunter's whimsical fantasy setting works well enough. What is less tolerable is that the game is littered with tedious, grindy, time-killer quests: harvest so many mushrooms, investigate a bunch of dinosaur footprints and [literal] crap, kill however many small monsters, capture yet more small monsters. and yadda yadda yadda. I guess, at a certain level, these activities make a certain amount of sense. Your character is, after all, one grunt in a whole army of grunt hunters being sent out to do the dirty work of the captains. But I have better things to do in real life than to wander around a forest picking flowers for 50 minutes.

Monster Hunter is loaded with grind quests.

Some of these sorts of quests are relegated to little ambient side-quests that you can perform while you're doing other major missions. These are the ones that are tolerable. Others (like the Investigations and other tangential story quests) require you to perform dedicated ingredient-gathering grind missions, in which the sole purpose of the mission is to fight monsters you've already fought and collect a bunch of stuff. Since my character doesn't have traditional stats or levels that improve as I complete these quests, the grinding just never really feels worth it.

I was hoping that I could just power through the main quests and skip all the tedious grind stuff. No such luck. I got to a point where I had to hunt the T-Rex-like Anjanath, and got stuck...

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Civilization VI - Tamar of Georgia

Civilization VI's first expansion, Rise & Fall released a couple months ago, and it introduced a few leaders and civilizations that are making their first appearance in the franchise. I hope to be able to write strategies for every one of the expansion civs and leaders, but I'm going to start with the ones that are new to the franchise, and the ones that most utilize the expansion's new features (Era Score, governors, loyalty, and so on). The first civilization that I will tackle will be the Georgian civilization, lead by Queen Tamar.

The feuding Georgian kingdoms in the Caucusus were first united under Bagrat III between 1008 and 1010 AD, after he tricked his cousins (the heads of feuding houses) into a false reconciliatory meeting, only to throw them into prison and ensure that his son would become heir to the kingdom. A few years later, however, that son would become a prisoner of the Byzantines as part of a peace deal after Bagrat's failed attempt to reclaim the ancestral city of Tao from the Eastern Roman Empire.

Civilization VI - Tamar portrait

The Georgian empire reached its height under the rules of King David IV and Queen Tamar in the 12th and 13th centuries. These monarchs took advantage of the decline in Byzantine power and filled the power vacuum by claiming lands lost by the Byzantines. During this time, art and literature flourished, and Georgia developed its own architectural styles. Ecclesiastic art was dominant, but this period also saw some of the first major secular works of art and literature. This period would eventually become known as the Georgian Renaissance (or "Eastern Renaissance"). The renaissance continued under Tamar's rule, who proved adept at statecraft. She mediated internal tensions within her kingdom, and even thwarted a coup by her Russian husband, all the while protecting her kingdom from Turkish invasions and claiming Muslim lands to the east and south.

The Kingdom of Georgia's golden age would eventually come to an end at the hands of invading Mongols in the 13th century. The kingdom would be fractured, and the ensuing Black Death would ensure that Georgia would never again reach its former glory.

DISCLAIMER:
Civilization VI is still very early in its life-cycle (particularly the Rise & Fall expansion. Strategies for the game (and for specific leaders and civs) may change as Firaxis applies balance patches, introduces new features, or expands the game through further DLC or expansion packs, or as the Civ community discovers new strategies or exploits. As such, the following strategy guide may change from time to time. I will try to keep it up-to-date, and will make notations whenever changes are made. I'll also post links in the official 2K forums and CivFanatics, where I'll also report any changes made. If possible and practical, I will try to retain the original content of the strategy for posterity.

I welcome any feedback or suggestions that readers wish to offer. Feel free to post on the linked forums, or by posting a comment at the bottom of the page.

This guide is up to date as of the March 2018 patch (ver. 1.0.0.229)

In Civilization VI: Rise & Fall, Georgia is a defensive and religious civilization that thrives in its golden ages. Tamar is a bit of a religious world policewoman who builds strong relationships with city states that share her faith, and who will aggressively protect her city state allies.

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Chicago Bears alt logo

CBS Sports columnist Pete Prisco has given the Chicago Bears a solid "A" in his 2018 Draft Grades. He's not the only one. The internet is abuzz with analysts praising the Bears' draft this year. Bears fans, on the other hand, seem less enthusiastic.

Maybe us jaded fans are just bitter from years of disappointment and bad decision-making at the highest levels of the Bears organization. Perhaps the analysts are just impressed that the Bears didn't metaphorically trip over their own feet on the way to the podium the way that they did last year with the dumbfounding decision to trade up one spot to draft Mitch Trubisky (a player that the team ahead of them, the 49ers, wasn't even planning on drafting), instead of taking the elite pass rusher that everyone thought they were trading up to get (and which the 49ers did take with that next pick). Was it the right move? Time will tell.

Well the Bears didn't impress anybody by picking up that desperately-needed pass rusher this year either. They had a chance in the second round to take Harold Landry, but instead took center James Daniels. Landry has had some injury issues in his college career, and consistently drafting injury-prone players has been one of Chicago's key failures in recent memory. Maybe Kevin White will finally play a full season this year? I'll settle for half a season.

The Bears drafted linebacker Roquan Smith from Georgia Tech 8th overall.

Top needs addressed and ignored

Despite not addressing their most pressing concern, the consensus among analysts seems to be that general manager Ryan Pace and newly-hired head coach Matt Nagy had one of the best drafts in the league (and one of the best drafts for the Bears in a long time). They picked up an inside linebacker, Roquon Smith, in the first round. He is expected to start immediately next to Danny Trevathan in Nagy's 3-4 defense, and should hopefully give former Georgia teammate Leonard Floyd more room to get pressure from the outside. The big question is: can Floyd or Trevathan stay healthy? Hopefully, Smith doesn't end up being the only linebacker left by the time December rolls around...

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Star Trek: Discovery

I finally sat down and binged the second half of Star Trek: Discovery's first season. I was actually excited to see it (not excited enough to sign up for CBS's All Access service), since it looked like the mirror universe twist would take the show in new and creative directions, and might even establish that Discovery would be a sort-of anthology series after all.

Boy, was I disappointed.

I was initially excited to see Discovery's mirror universe episodes.

Stakes feel artificial and exaggerated

The mirror universe storyline didn't feel like it was new or creative at all. In fact, it felt like it was retreading a lot of territory that Star Trek has covered before. Except now, they are supercharging it with stupid.

Once again, I'm not going to fuss about the show being aesthetically different from the original series. Such complaints are mostly pedantic. You can't use the same 1960's aesthetics from the original series and expect the show to look futuristic to modern audiences. I can overlook the shiny touch displays, the redesigned ships, the new Klingon makeup, the holographic communications, and things like that. I'm a bit less willing to overlook details like the insignia badge, but whatever.

I was actually a little bit excited to see the mirror universe in the second half of Discovery. After all, the mirror universe episodes of Enterprise were some of the most fun that series ever allowed itself to have. Granted, it was super fan-servicey and silly, but it had that campy charm that helped make the original series so successful. Discovery does not have any camp, or any charm.

Enterprise's "In a Mirror, Darkly" got away with its silly fan service by being charmingly-campy.

What I can't tolerate are the major anachronisms like the Klingons having cloaking devices ten years before Balance of Terror, fifteen years before The Time Trap, and twenty-eight years (give or take) before The Search for Spock. Yes, I also complained about the Romulans already having a cloaking device in Star Trek: Enterprise as well.

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Stellaris - title

Last year, after my initial enthusiasm for Civilization VI began petering out (until the announcement of the expansion), I went on a bit of a space-4x bender. I spent some time with the rebooted Master of Orion. It was good, but I was underwhelmed by its limited scale and casual depth. I also planned on hitting up Endless Space 2. I played the first Endless Space briefly off-and-on, and I liked it, but kept getting diverted to other games and projects and never really allowed myself the time to get comfortable with the game.

But first, before diving into Engless Space 2, I wanted to tackle a game that's been in my library for over a year: Stellaris. This is an epic, space 4x strategy game developed by Paradox Interactive -- the same developer who brought us the infamously complex and detailed Europa Universalis and Crusader Kings series.

A gentler learning curve than Europa Universalis

I was hesitant to try Stellaris because of its relationship to Europa Universalis (and its notorious complexity), but I was surprised to find that Stellaris has a bit of a gentler learning curve. Instead of starting you out "in median res" with a developed European kingdom with armies already mobilized, alliances and rivalries already in place, and wars already in progress, Stellaris starts you out in control of a single planet in a single star system, with just a small fleet of corvettes, a construction ship, and a science ship at your disposal. You send your science ship to explore the other planets in your system, then on to the nearest star, and slowly explore from there at a much more comfortable pace that is akin to a game like Civilization or Master of Orion. Unlike with Crusader Kings and Europa Universalis, I didn't feel like I needed to sit down with a history textbook in order to know what was going on at the start of my game.

You start the game with a single science ship to explore your own star system, and work your way out from there.

Don't let this initial apparent simplicity fool you. Stellaris is still quite deep, quite complex, and the galaxy that you'll explore really does feel vast. While the Master of Orion reboot has galaxies with a mere dozens of stars (very few of which contain more than one or two planets), Stellaris features a default galaxy size consisting of hundreds of stars, most with their own planets, which might (in turn) contain moons.

There's still going to be some trial and error, as you'll make a lot of mistakes and miss a lot of opportunities in your first few games. If you left the "ironman" mode disabled, then you'll at least be free to re-load earlier saves and try to play better if anything goes horribly wrong. However, Paradox throws a bit of a curve ball at players by disabling achievements if you disable ironman mode. You won't stumble into achievements in your learning game(s) or by save-scumming; you'll have to earn them in the Ironman mode!

You also won't be able to manually save while in Ironman mode. You have to wait for the game to perform an auto-save (which I think happens every few in-game months, or maybe every year?). This can be very annoying if you don't notice the "saving game" popup and don't know if the game has saved your most recent actions. It's fine to include a single save file for this mode, but they could at least include a "Save and Exit" option in the pause menu!

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Grid Clock provided by trowaSoft.

A gamer's thoughts

Welcome to Mega Bears Fan's blog, and thanks for visiting! This blog is mostly dedicated to game reviews, strategies, and analysis of my favorite games. I also talk about my other interests, like football, science and technology, movies, and so on. Feel free to read more about the blog.

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