Repeatedly Running Away

Evading the cold embrace of death.

Monster Hunter World is a contradictory collection of enjoyable and frustrating mechanics. I’m going to write a more comprehensive post once I’ve completed the main story, but now that I’ve ascended to the glory that is High Rank I thought I’d share my initial reactions. To be fair, I’ve probably seen the majority of the mechanics now. I’ve also seen some hilarious yet devastating monster behaviour. Like the Tzitzi-Ya-Ku who decided to run to several different locations on the map only to arrive and immediately run to another.

That was an expedition that didn’t go as planned.

Thankfully it was just an expedition, so I didn’t exactly lose anything other than the time invested and a few consumables. I’m rather fond of that particular mechanic, though. I like the fact that the monsters will eventually leave a location rather than wait patiently for their inevitable death. It gives both expeditions and investigations a reason to exist when gathering resources.

That said, I’ve encountered few mechanics which frustrate me more than the main story quests. They seem to be specifically designed for a full group of hunters, but they don’t provide any NPC support if you’re doing the quest alone. Not that the quests are actually that difficult. But they also seem to progress even if you don’t complete the currently required objectives. So you’re either being pushed through several objectives so quickly that you can’t tell what’s going on, or you’re frantically running back and forth trying to load every cannon you can see. It feels as though there should be at least a few NPCs helping you. Especially when the consequences of failure are so catastrophic, and yet you’re literally the only hunter trying to do anything about it.

Only one of these hunters will actually attempt to stop Zorah Magdaros.

Oddly every other quest works as you would expect it should. The assigned quests (not involving Zorah Magdaros) all have introductory encounters, the optional quests are varied and numerous, investigations are an excellent source of everything, and expeditions basically allow you to roam the world freely. In many ways the diversity of the quests really help to bring this entire experience together. It’s also refreshing that the developers acknowledged that you’ll be doing an immense amount of grinding and have provided investigations to allow you do just that.

It’s a much better solution than simply repeating story quests.

The crafting mechanics are quite refreshing, too. Not only can you mark pieces of equipment that you want to craft and you’ll be notified when you have the resources, but being able to craft items automatically removes so much repetition. It’s even better that you’re in control of what should be crafted automatically. These are simple but appreciated considerations.

The inventory management mechanics are so intuitive that I wish every JRPG, RPG, and MMORPG had them. Being able to allocate a set of items to a loadout and then simply refill that loadout after a quest saves so much time. You can even tailor those loadouts to different types of quests. There are so many minor but incredibly clever alterations to conventional mechanics. I was sceptical about Monster Hunter World, but I’ve greatly enjoyed my time with it and now that I’ve reached High Rank I’ve got new opportunities to take advantage of. On the other hand, this is where the intense grinding begins so maybe this is where it will start to wear on me. Either way it’s easily worth the price of admission and quite fun, too!

Have a nice weekend, all!

Moggie

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Hella Anarchistic

I had to do it. I’m sorry.

Life is Strange: Before the Storm is an enjoyable narrative-driven experience that explores the unlikely friendship between Chloe Price and Rachel Amber, while serving as a prequel to the events in Life is Strange. Composed of fewer episodes but comparable in length to the prior instalment, I was sceptical at first as Chloe possesses no otherworldly abilities (besides being able to relentlessly insult people) but she proves to be just as interesting as a protagonist. Rachel is quite a diverse character, too.

There’s even a rather neat bonus episode.

This episode provides an amount of closure (and heartbreak) by looking at the last day Max and Chloe spent together before the former left Arcadia Bay. Those who have played Life is Strange will know Chloe- and know that Rachel was important to her- but we’ve never really had the opportunity to explore either character before. Which the prequel provides in a satisfactory fashion.

In contrast to Life is Strange, much of the progression now relies on exploring the environment and unlocking dialogue options or collecting items. Not being able to endlessly reverse time to explore different outcomes also means that decisions are mostly permanent. There are fewer life-threatening situations, too. This provides a significantly different experience to what you might have expected, but it doesn’t detract from the story which remains engaging throughout and provides just as many surprises. I rather enjoyed the tension of having to live with the consequences of my actions rather than being able immediately explore alternatives. Which I would habitually do with Max. Sometimes just because I could.

Lies often protect us from the harsh reality of the truth.

I was once again most impressed with the character development. I feel as though you could play Life is Strange: Before the Storm and then Life is Strange and it would actually enhance the experience of the latter, which isn’t something you can always say about prequels. But in this case it’s very true. It’s also interesting to see how alike Chloe and Max once were and how they evolved quite differently over time. Which, in my opinion, makes this prequel a resounding success as it provides exactly what you would expect it to.

A means to flesh out previously unexplored events.

I wouldn’t be opposed to further exploration of these events, either. It’s unlikely that we’ll get that opportunity but I would welcome it. Mostly because I would be interested to see how they would handle the true conclusion of their story, and what events led to that outcome. But I suppose it’s equally as possible as not with the announcement of Life is Strange 2.

I’ve been rather impressed with both Life is Strange and Life is Strange: Before the Storm. Having also played the Awesome Adventures of Captain Spirit (which is free) I’m rather excited for the future of this series, and I look forward to seeing what kind of protagonist Life is Strange 2 has. Again, I could use any number of positive adjectives to explain how I feel about the series but it’s probably better if you experience it for yourself. It’s different but the best kind of different you could ask for. Especially if you choose to explore different consequences by taking a different route through the story. I’ve had fewer positive experiences in the last few years than this and I would highly recommend it even if you’re only curious about the series.

Have a nice weekend, all!

Moggie

Human Time Machine

You can’t always make the best decisions.

Life is Strange is an exceptional narrative-driven experience which features an unparalleled use of choice and consequence. You experience the story as Max Caulfield, a photography student who learns she has the ability to rewind time, and who will slowly uncover the truth about Arcadia Bay. The first few episodes do well to lay a strong foundation of how to utilise various mechanics and help you to build meaningful relationships with other characters. The last two episodes are as exhilarating as they are heartbreaking as the story comes to its conclusion.

I’m most impressed with the character development.

Max is an oddly easy to relate to protagonist, who, with her newfound powers, can answer some questions that are perhaps best left unanswered. Experiencing the consequences of her actions- and feeling the repercussions of certain decisions- is exactly what I wanted from Life is Strange. Even if I knew that some of her more drastic decisions weren’t going to end well.

I’m also quite impressed with how the developers introduced their core mechanics and conveyed them to you in such a way that they were incredibly intuitive. Many of the puzzles in the story are quite easily solved when you think about what you can do, and how you can quite literally be in two places at once. I rather liked the idea of Max’s diary, too. It really is very simple but it helps to introduce the characters, to explain the events prior to the story, and to understand your actions from her perspective. I feel as though a lot of love went into developing this universe and the characters therein. The optional photographs scattered around each episode were pretty neat as well. It’s a fitting series of achievements that suits the style of gameplay.

It’s not like someone could completely vanish without any trace, right?

I greatly enjoyed the story, too. It was definitely surprising but it made sense. I was quite happy with seeing how my decisions had affected the way the story would unfold, and I felt as though the endings were understandable resolutions to those events. I’m still conflicted as to which I feel is the correct (for lack of a better word) ending. But that only illustrates how well the events were presented. It’s arguable that there isn’t a correct ending as it really does depend on what you feel about the choices you’re presented with.

There’s also some impressive foreshadowing to those endings in hindsight.

I’ll definitely be back to Life is Strange soon as I’m keen to explore different outcomes to my decisions. Or keen to make completely different decisions. I missed a few photographs, too. I’m very likely to purchase Life is Strange: Before the Storm as well, and experience the events prior to this story from a completely different perspective. A blue-haired perspective.

I can string together any number of positive adjectives to indicate how I feel about Life is Strange but it really was an interesting experience that I deeply enjoyed. I’ve always liked stories that feature alternate history or time travel, and this story features both, but it also makes a lot of sense, and doesn’t rely on the convolution of time to hide mistakes. I also enjoyed the art direction and felt that it was an appropriate way to present this story. It’s definitely not for everyone, but I think it’s worth a try if you’re wondering whether you’d like it. Now if you’ll excuse me, I need to go and rewind time so that I can take more photos of squirrels. It’s not an abuse of my power. Not in the slightest.

Have a nice week, all!

Moggie

Licence to Adventure

My life would be more interesting if I had one of these.

Final Fantasy XII The Zodiac Age is an interesting adventure if you’ve ever experienced the original release. Unlike the Final Fantasy X/X-2 HD Remaster which keeps most of the core mechanics intact, Final Fantasy XII The Zodiac Age introduces a shiny new job system. Which, to be fair, was present in some versions of the original but definitely not the version I had. However, unlike other instalments with a job system, such as Final Fantasy III or Final Fantasy V, there is no need (nor any ability) to switch jobs after they’re chosen.

Which means you need to choose wisely.

But it also means that you don’t necessarily need to use every single job that’s available. Some offer little benefit other than access to another class of weapons which may or may not offer any noticeable difference. For instance, the Bushi, which primarily uses katanas, benefits from the Uhlan as they can use spears. As spears can hit flying enemies where katanas can’t.

That said, the only magick that combination could cast would be Black Magick unlocked via Espers and Quickenings. Which means that, unless you’re comfortable giving up the Esper, you’re essentially making a character that can only cast very limited Black Magick. Not that there is any requirement to have each character cast magick, but it does present an interesting issue when they’re going to gain increasing amounts of MP as they level. Something that is also prevalent with the Knight. The Knight is a class that will usually naturally develop low level healing magic, but in this incarnation they need to use Espers to unlock even the most basic White Magick. Of which their overall selection is quite limited but does prove useful.

I’ve never met a chocobo I didn’t like. Even this one.

For that reason I’m not entirely sure how I feel about this job system. For newer players it’s probably easier to digest than the original Licence Board, but for more experienced players I feel as though the job system takes something away from the experience. Especially when numerous jobs have access to Green Magick which seem to be almost exclusively unlocked through your Clan Rank. So there are several Licences you’re going to get little benefit from until much later in the story but they’re available fairly early on the board.

It’s natural that high level equipment would be saved for later.

But it does feel as though there is an imbalance between the progression. Some rapidly progress through equipment and HP Licences to become much more powerful earlier on in the story, while others seem to lack any kind of punch until much later. Like the Black Mage. Which was a secondary choice for me but didn’t become relevant until after the second board was available.

I don’t hate the new system. In fact, I welcome it. It’s interesting to see the difference between the two approaches. But it would be nice if they would allow you to access the original Licence Board, too. For those who prefer that system. Or want to experience it for the first time. I’m still enjoying my time with Final Fantasy XII The Zodiac Age regardless. It’s a huge adventure that never stops giving even when you think you’ve explored a fair chunk of the world. I’ve discovered hidden Espers, locations, and more while casually exploring the various locations that seem to be appearing as quickly as I clear them. I also decided that I’d put my thoughts down in writing. So, here they are. My thoughts. In writing.

Have a nice week, all!

Moggie

Unholy Evolution

I wasn’t expecting to go on this journey.

Not that I mind. In fact, I’m actually quite fond of this piece because it has helped me illustrate (pun intended) some of my more ambitious digital approaches. It’s interesting looking back at how the piece has evolved from the earlier stages where it was more of a painting, to when it became an illustration of sorts, to how it has now become a hybrid of the two approaches. I’ve mentioned before that each of the newer digital paintings has their own unique qualities and this one (unsurprisingly) is no exception.

That’s a sentence that is quickly becoming redundant.

Mostly because I don’t think any piece will ever completely follow the one that came before it. I’m of the opinion at present that the thick painted style that’s starting to show through in this piece will make a return, but perhaps it will be more ambitious or more conceptual in that attempt. I’ll more than likely lean on this approach more as I think it has a lot of character.

I mentioned previously that I wasn’t sure how I’d use the layers for this piece. That’s always been an interesting point for me as I feel as though the layers are part of the digital approach, but I rarely use more than two or three. That said, I’ve also heard many experienced digital artists say that layers (and brushes) are individual to the person. There are no requirements to have multiple layers and you can use just the one if you prefer. I think that has always made more sense to me given my experience with traditional approaches. But, at the same time, it’s quite nice to be able to section up some areas of a piece to make it easier to add or edit them. Regarding this piece, it’s mostly painted on a single layer with a few extra layers for convenience.

I’m particularly reminded of raw chicken skin.

I’ve rather enjoyed writing these posts, too. It’s nice to have creative content that looks at how everything has changed. I’d felt that creative content had become stagnant, but through these work in progress (and the material studies) posts the newer content is more interesting as a result. It also gives me the opportunity to talk about things in a broader and less specific way. I can then easily tie this all together with an image or three, which makes it enticing even if you don’t care about what I’m actually saying in the post. Which I hope you do.

But even if you don’t it’s not like you can’t enjoy the pretty pictures all the same.

I’m particularly fond of the evolving colour choice in this piece. I’ve tried to include more darker colours to enhance the lighter ones, and to suggest a better sense of depth and contrast in the piece as a whole. I’m not sure if it actually worked but such is the way of painting anything. You can never be entirely sure of how a piece is going to develop until it has done so.

There’s also a whole section of this piece that I’ve yet to paint. It’s not a particularly large section, but the harness and mechanical components have yet to be added and will be used to frame the piece quite nicely. I don’t intend to paint much of the jet pack, either. But we’ll see how that goes when I get around to it. It shouldn’t be too much longer before we see the final version of this piece, though. The rather drastic change that occurred between this and the last work in progress shouldn’t occur again. But even if it does this will be the last post regarding this piece until the final version is presented, as I feel as though there is little left to say now. It’s definitely inspired more content than I could’ve anticipated.

Have a nice week, all!

Moggie

Art, design, and the like found herein (unless otherwise specified) is drawn and owned by David Wilkshire (also credited as Moggie) from 2006 to present date.

Doom, the UAC, Doomguy, Pinkies, Revenants, and all associated trademarks and devices are owned by id Software.

Horrific Resurrection

I always knew this would come back.

Those who have followed me for a while may remember the original attempt I made when painting this particular hellish creation. I don’t necessarily dislike the original attempt, either. It’s just that I always knew that I could do something that better represented the way I originally envisaged the piece, that, due to various reasons, never actually materialised in the finished version. Not that it was ever completely finished. That said, I do like the conceptual approach I took with the original attempt.

It also serves to highlight my progress with digital painting.

Which is an approach I’m still fairly inexperienced with. Each of the attempts I’ve made at digital painting earlier this year have highlighted something unique to those pieces, and this piece is no exception. It also marks the first time that I’ve attempted something that is at the very least slightly humanoid. Which helps me to ease into prospective digital paintings.

I’ve had many different ideas for digital paintings this year, too. Most of them are considered purely to leverage the benefits of digital painting. In that, unlike traditional painting, you have the capability to infinitely reattempt a digital painting. You can be much more creative with the composition, colour choice, or approach as well. As there is little to no risk of actually being unable to finish the painting at a later date. This process can be quite costly with traditional approaches. It also allows me to get used to working on a piece consistently over multiple periods of time, which is something that I will need to become more accustomed to with traditional approaches in the future. I can’t quite say when these traditional pieces will make an appearance, though.

That’s the face I make when I get a free coffee.

This particular work in progress is going quite well at the moment. I’m most fond of the peeling skin texture, which is not unlike frayed fabric and fits how I envisaged the skin to be stretched over the flesh. I’m also quite fond of the eyes. They’re a little more squishy and bloodshot than I initially intended but they still fit. They haven’t fallen out of their eye sockets at least. I’m pleased with the semi-realistic approach as well. I’m not sure how best to actually describe this approach, but that’s to be expected at this point.

I never know what to call anything that I do.

I’m not entirely sure how I feel about the colour choice for the exposed flesh. It’s a little too bright for my tastes. But that could just be because I’ve been staring at this painting for hours and need a break from it. I’ll decide later whether I want to darken those colours, lighten them further, or leave them as they are. I don’t really know what I’m doing with the exposed flesh.

I’ve been much more concerned with the skin and the general composition up until this point. I wasn’t sure if I’d continue with my usual single layer approach, or if I’d use two layers with one for the skin and one for the flesh. Each approach is useful but I still feel more comfortable with the single layer. That said, I do have my usual extra layer which is used for the little details and additions which I might decide against later. Which, again, is another benefit prevalent in digital approaches. You can easily add new colours or details and (if desired) remove them just as easily. I’m still quite proud of how my creative efforts have developed over this year and I’m looking forward to what I might do next. Even I couldn’t say for certain.

Have a nice week, all!

Moggie

Art, design, and the like found herein (unless otherwise specified) is drawn and owned by David Wilkshire (also credited as Moggie) from 2006 to present date.

Doom, the UAC, Doomguy, Pinkies, Revenants, and all associated trademarks and devices are owned by id Software.

Accelerating Rate of Change (Pt. 2)

Changing habits like Infusions on your weapons in Dark Souls III.

Not that I ever really changed my Infusions around. I was originally toying with Chaos for the fact that I wanted to be a sort of Pyromancer, but ultimately decided on Heavy because I was using a broadsword and a shield. Strength was also my primary attribute. So it kind of made sense to lean on Heavy. Not that anything about that build made sense in the end- especially when facing bosses- as the shield was pretty much a hindrance. It did make clearing the majority of the content easier, though. Until I reached the DLC content.

Then my Unkindled was the lone resident of slaughter city.

I’ve mentioned previously how the last few months have been good for creative content, and so, in this post, I’d like to talk about how gaming content could potentially change. I’ve been thinking about focusing on individual aspects of certain titles and writing posts about them. This first occurred to me when I thought about playing through Dark Souls again.

I’ve already got a post that summarises how I felt about Dark Souls, but I’ve never actually experienced the Artorias of the Abyss DLC despite fighting the Hydra and likely having access to it with my first character. I’d also like to go back and experience a different way to play the original. Maybe with Miracles. Or spears. Or a spear with Lightning Spears. In the same way I could look at the different DLC for Dark Souls II and Dark Souls III as well. It was just an idea I had for highlighting content that I may have missed the first time around. It also illustrates how my personal focus is changing back to what it used to be, and how I’d explore certain games more than others or play through them multiple times. Dark Souls as a series is perfect for this, too.

Thinking about this chocobo makes me sad.

I’ve also been playing a lot of the Final Fantasy series in the last couple of years. Most recently I finished the main story for Final Fantasy XV but have yet to start on any of the DLC. Mostly because I’d already been playing for near enough 100hrs and didn’t want to rush through it, which meant it was probably best to return with fresh eyes. I’d also probably enjoy it more if the story wasn’t as vividly present in my mind. It’s like getting to experience it all over again. Which is one of the nice things about having Final Fantasy XII The Zodiac Age.

I can finally revisit one of my favourite instalments in the series.

This will mean that there will be more gaming content but I’m not going to stop creating other kinds of content as a result. I’ll still be sharing new creative efforts, random updates, and explanations of why I should never go to the local art store. This will just be occasional additional content which highlights things that I find interesting. Or fun.

Or a compilation of how many times it’s feasibly possible to die against the Nameless King while desperately trying to tank him with a greatshield. It’s technically feasibly possible to die infinitely as long as you never stop attempting it. I am known to be stubborn, too. I don’t usually feel this comfortable with whatever this is that I do and so I’m just stretching out a little. Like when you’re laying in a really comfortable bed so you stretch outwards. Only to find that you can’t stretch to the left as there’s a cat on the bed with you, nor can you stretch to the right as there’s another cat on the bed with you, and so you sit quite content with the purring sounds of your furry friends. Who never want to move, either. So making that bed will almost always be impossible.

Have a nice weekend, all!

Moggie