Pacific Drive: Whispers In The Woods - title

A few hours into playing the Whispers In The Woods expansion for Pacific Drive, I started having deja vu to when I played Echoes Of The Eye expansion for Outer Wilds. In both cases, I was playing a hotly-anticipated, horror-themed expansion for games that I thouroughly loved. And in both cases, I wasn't enjoying the horror-themed systems as much as I thought I would. In the case of Outer Wilds, this was largely due to being exhausted by being a new dad. In the case of Whispers In The Woods, I was similarly emotionally exhausted by family drama that was happening in the holiday season of 2025. I just didn't have as much patience as I needed to play either of these games.

In both expansions, the fundamental gameplay and experience is actually changed considerably from the base game. For Pacific Drive, the methodical exploratory nature of the base game gives way to a much more high-pressure and goal-oriented approach. The base game was all about scavenging the levels for every resource that wasn't nailed down. It was about managing risk and seeking rewards. Or at least, that was how I played it. In the expansion, however, I started feeling like the intent is for the player to get in, get what you need, and get out as quickly as possible!

The big difference between these 2 expansions seems to be their reception by their respective communities. While I was a discordant voice in a harmony of near-overwhelming praise for Outer Wilds: Echoes of the Eye, I am just another noise in the cacophony of mixed and conflicting opinions about Pacific Drive: Whispers In The Woods.

Upon booting up the game with the DLC installed, the garage will be transformed by a mysterious cult.

Spooky stand-alone drive

Perhaps the most controversial aspect of Whispers In The Woods is that it has an economy and progression system that is completely detached from the core game's economy and progression. On the one hand, this provides a roughly consistent level of challenge, whether you're starting the expansion content a few hours into a new save file, or if you're using it as an excuse to re-visit the game after already having put hours into the post-credits free play. On the other hand, it means that, if you were at the end of the main campaign (or beyond), it really feels like the game is forcing a hard reset. And if you are still early in your campaign, a detour to play the expansion will feel like just that: a detour. Aside from the incidental collection of normal resources, you won't be doing much (if anything) that will progress the main campaign, upgrade the garage, or make meaningful permanent upgrades to the car.

Conversely, if you make a pit stop at a cabin or trailer to scavenge for resources, and only find normal, base game materials, it can be insanely frustrating. I recommend having a resource radar handy, so that you know whether a particular scavenging stop is worth the time and effort -- especially if you already have a pneumatic locker or 2 full of an entire campaign's worth of normal crafting resources back in the garage.

You have to re-grind for parts to craft new "attuned" car parts.

Essentially, the expansion creates "attuned" variations or equivalents of many of the game's resources and car parts, which you must now collect from scratch. In fact, during my first visit to the Whispering Woods, all of my car's late-game parts and equipment (that I already had installed) were rapidly damaged and rendered defective. All those insulated and anti-corrosion doors and panels that I had equipped all were rendered "fragile" by the time I returned to the garage for the first time, forcing me to scrap them. When I go back to the main game, I'll have to re-craft all of those. And if I had still been at the early stages of the final act of the base campaign, in which the materials for insulated and anti-corrosion parts are limited, I would probably be pretty pissed by the setback.

And if you want to switch between playing the expansion content or progressing the base game campaign, you'll have to take your whole car apart and re-equip the appropriate parts every time you put a Whispering Chart in or out of the Z.E.T.I. route analyzer.

The expansion areas seemed to almost instantly break
all my advanced base-game car parts!

I also had frequent problems with my Off-road wheels going flat or bald, and I felt like I was constantly replacing them -- long before I had found blueprints to create the attuned wheel equivalents. And once I had the attuned engine, headlight, and wheel parts available, I discovered that many of them need to be "fueled" by placing certain resources in their inventories. They aren't repaired by Repair Putty or other vanilla tools. The unique fuel and repair requirements of attuned equipment added extra, tedious, refueling requirements to runs that were already under plenty of time pressure.

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Silent Hill f - title

I'm on the record as having said that I think From Software would've been a good candidate to develop a Silent Hill game (or a pure horror game in general). But I also said that I would not want such a game to be a "Souls-like". Instead, I think FromSoft is well suited to the Silent Hill IP because they make games that are rich in oppressive atmosphere, are good at developing rich mythologies, and which share many common themes with Silent Hill (such as corrupt religious authorities). Also, FromSoft makes games other than Souls-likes. They made Déraciné, which I loved! And which might actually be there 3rd or 4th best game.

Well, I didn't get a FromSoft Silent Hill game, but I did apparently get the "Silent Hill Souls-like" that I very explicitly did not want. Thankfully, it did not turn out as bad as I feared it would be.

Poorly-labeled difficulty options

Do yourself a favor, and do not try starting this game on the "Hard" difficulty! It's a shame that the developers chose to label the difficulty levels like they did: "Story" and "Hard". There's no "Normal" or "Medium" difficulty option. Typically, when I see a "Story" difficulty option, I assume that it's a mode that is stripped of all challenge and friction such as to allow the player to basically just walk through the game un-molested.

Don't get me wrong! I approve of games having accessible difficulty settings, even if I choose not to use them. Such stripped-down "Story Modes" are perfectly fine to include in an action or adventure game -- especially one that is narrative driven, like Silent Hill f is.

I gave up on the Hard mode after the first major boss.

This "Story" difficulty doesn't quite go to that extreme, but it is pretty easy (outside of a handful of tougher setpieces), and it renders many of the game's advanced mechanics moot. For example, you don't really have to manage Sanity or Focus at all in this difficulty level, as Sanity is automatically refilled at every save point. Stamina is still meaningful, but one-on-one encounters can almost always be defeated without depleting the sanity bar.

Almost all the consumable pick-ups, thus, can be safely ignored or sold at save points in exchange for permanent buffs (which just make the combat even easier!), since you'll rarely (if ever) need to use consumables on the Story difficulty. This has many knock-on effects for the rest of the game, such as making exploration largely pointless. Going out of your way to explore, only to find a reward of an extra item or 2 that recovers or buffs your Sanity simply has little-to-no value. Truly valuable rewards, such as inventory upgrades or a useful omamori, are few and far between. In fact, I often had to run back to a nearby save point to sell consumeables because my inventory would be too full to pick up any new ones.

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Dark Souls - claiming the Dark Souls

I'm going to do something that I don't normally do, which is to muse a little bit on the theories of other fans. Normally, when I write these lore posts, I write about what I believe - my own personal interpretation. In this case, however, I stumbled upon a video and a blog written by two different users that posit two entirely different (and probably contradictory) fan theories regarding the Souls games. Both theories piqued my interest and lead me down a rabbit hole of my own thought and speculation. So I'm going to summarize the theories that these two have pitched, and also throw in my own thoughts.

But first, let's review the conventional Dark Souls wisdom of the cycles of Fire and Dark. According to conventional wisdom, the dragons and archtrees of the Age of Ancients existed at the genesis of the world. The fire then appeared and ushered in the Age of Fire, but the fire faded, and the Age of Dark began. Lord Gwyn sacrificed himself to rekindle the flame and renew the Age of Fire, but it eventually faded again, leading to an Age of Dark. And the world continued in this endless cycle of the fire fading and then being rekindled.

An overarching cycle of world-creation?

First, I'll start with a video by The Ashen Hollow, which is about the Cycle of Ages, and which speculates that the Soul of the Lords and Age of Dark ending establishes that the Age of Dark eventually gives way to yet another Age of Ancients. This creates a cycle of cycles, in which not only does the world of Dark Souls repeat Ages of Fire and Ages of Dark, but that once that cycle has run its course, it repeats yet another cycle of world-creation. Dark Souls III, therefore, takes place at the end of an Age of Fire, but it also takes place at the tail end of a cycle of world-creation and destruction. So Dark Souls III is a sequel to the first Dark Souls, and also the first Dark Souls is - in a sense - a sequel to Dark Souls III.

Dark Souls III - Soul of Lords

"Soul of the Lords.
One of the twisted souls, steeped in strength.

Use to acquire numerous souls, or transpose to extract it's true strength.

Since Lord Gwyn, the first Lord of Cinder, many exalted lords have linked the First Flame, and it is their very souls that have manifested themselves as defender of the flame."

When the fire inevitably fades, there will be an Age of Dark. This we know. The entire game series, so far, has been about perpetuating this Age of Fire for as long as possible in order to avoid the Age of Dark. Though the first and third game gives us the explicit option to initiate an Age of Dark, it's unclear if that ever actually happens in the canon of the series. And even if it does, the ending of Dark Souls II establishes that either course of action will just result in that chosen age cycling back to the other. We've never actually seen a proper Age of Dark, so we know little of what it would be like. Perhaps the Age of Dark is not permanent. According to the Fire Keeper (if given the Eyes of a Fire Keeper), the Age of Dark is not completely without fire, for there will be little embers dancing in the distance, left to us by past lords.

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Cities: Skylines: Snowfall

I described Cities: Skylines' first expansion, After Dark, as " just tak[ing] the Cities: Skylines canvas, and offer[ing] the player a few more colors to optionally paint with." That expansion didn't really do much to change the way that the game is really played, but rather just focused on adding further specialization options for any city that you care to build. I wasn't too upset because the core game is still a phenomenal foundation to build upon, and the expansion just gave us more to play with within that same phenomenal foundation. Snowfall, however, is even more narrow in scope. It offers one new color to paint with, and that color is white.

I got really excited when I loaded up Steam and saw the title of the new expansion. I had written a wishlist blog in which I specifically asked for the next expansion to offer seasonal weather changes and more recreational and transportation specializations suited to those different seasons. On the surface, Snowfall seemed to provide that. There's now a winter, and snow, and you can build a specialized winter wonderland. But that's the extent of what this expansion provides, and that's disappointing.

Snowfall doesn't provide a full season system or any real changes to the game's core economic loop. Instead, it has a few snowy, winter-themed maps in which you can build snow-themed cities. Those winter maps are always snowy, and the non-winter maps are never snowy (although they can see occasional rain and fog). Note: I'm going to get real tired of saying "non-winter maps", so henceforth, for the sake of simplicity, I will refer to them as "summer maps", even though summer isn't really a thing (yet). Your city doesn't progress from springing to summer to autumn to winter (or even just from summer to winter) and then back again, and you don't have to manage your economy so as to maximize profits during your tourist season and find a way to maintain employment and revenue during the off season. Depending on which map you select, it's either always winter, or it's always summer.

I complained about After Dark feeling like I had to go out of my way in order to use the expansions new features and specializations, but at least those features and specializations were available in all cities, and they could be applied to my existing cities from before the expansion. You have to go so far out of your way to use the Snowfall features that you have to start a whole new game on a specific subset of maps. It makes After Dark look like a broad game-changing expansion by comparison.

Cities: Skylines: Snowfall - snow maps
Only maps designated as "winter" maps will have snowfall, and they aren't very different from existing maps.

Disconnected from reality

The actual functionality of some of these winter buildings is also questionable. One of the first snow buildings that you'll unlock is the "snow dump", which is a landfill for snow. Snow plows in this game will drive around the city similar to garbage trucks, actually collecting the snow off the streets, and then taking them back to the snow dump building, which (according to its description) melts down the snow to make room for more snow. It seems like they just took the garbage truck functionality and copy-pasted it to apply to snow, only without the need for a separate incinerator building.

Cities: Skylines: Snowfall - plowing snow
Snow can slow traffic and must be plowed.

The really weird thing is that there is also a new general road maintenance office that keeps the roads in good repair and traffic flowing smoothly. If you don't bother to build the road maintenance office, or build the snow dump or plow the snow, it will slow down your roads and eventually make them unusable. Why did these need to be two buildings? Why couldn't the road maintenance office also be the depot for snow plows?

And then there's the ski buildings, which also don't seem to work in any way comparable to real life. The ski resort is an artificial ramp that you build on flat ground. Again, that's not really how ski resorts work. Typically, a ski resort would be built high up on a mountain, where there's a natural slope and a lot of snow. The game does include a separate ski lodge building, which you could build up in a mountain, but it wouldn't work all that well. It seems to me that the Ski Resort shouldn't be a ramp, it should just be the ski lift that you build on inclined terrain, and the Ski Lodge should be built nearby and should enhance the functionality of the resort. In fact, the new snow maps don't even include mountainous terrain on which to build a more realistic ski resort and lodge. So this all seems to be a result of the game's underlying framework not having very good support for building on slopes, and Colossal Order didn't bother to design a system to allow such niche buildings like a ski resort to be built on a slope.

I may live in a desert, but I'm pretty sure that this isn't how snow plowing or ski resorts are supposed to work...

Look, I live in the desert of Las Vegas, where it was 80 degrees by mid-February, and air conditioning is not an "option" for a car. Maybe it's not my place to tell a development team in Finland how ski resorts and snow plowing are supposed to work, but I'm pretty sure that this isn't how ski resorts and snow plows work!

Don't get me wrong, these buildings are all functional, and they all work within the game's existing mechanic set. It isn't like they are broken; they're just not very realistic, and they have a disappointing feeling of sameness to them, since they don't feel functionally distinct from buildings and features that already exist. For games like this, I tend to lean towards wanting more realism whenever possible, but that's a subjective personal preference. I understand that this is just a game, and certain amounts of abstraction and creative license need to be taken...

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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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