AggroChat #392 – The Prime Evil

Featuring:  Ammosart, Ashgar, Belghast, Kodra, and Thalen

Tonight’s show is a bit of a strange one.  We had a bunch of absences and at the start of the show, it was just Ammo, Bel, and Thalen.  Then as we recorded a wild Ash and Kodra appear, but this does have the effect of causing a few topics to be rehashed.  We start talking about the nonsense that Bel is doing where he attempts to fix the episode gap on YouTube and re-releases the original 73 episodes.  We dive into Guild Wars 2 and specifically the Living World Season 1 and the current Dragon Bash event.  Bel reprises the topic of Diablo Immortal this week and talks about having gotten to level 56 and all of the many monetization traps in that game.  Then Thalen talks about his experiences playing Talos Principle and Stanley Parable.  Kodra appears and we reprise the Guild Wars 2 topics a bit before Bel dives into a discussion about the universally good changes coming to New World.

Topics Discussed

  • Re-releasing Original AggroChat Episodes
  • Guild Wars 2
    • Living World Season 1 Chapter 2
    • Dragon Bash
  • Diablo Immortal
    • The Grind
    • Lootbox Bait and Switch
    • $450 Gem
  • Talos Principle
  • Stanley Parable
  • Guild Wars 2 Revisited
  • New World Upcoming Changes

AggroChat Prehistory

Hey Folks! Yesterday a conversation with MagiWasTaken basically brought something that had bugged me for a while to a head. I have projects within projects visualized in my head, but it often takes some measure of external stimuli to actually act upon them. AggroChat did not start out the way that it is now, and as we find ourselves approaching four hundred episodes… there are absolutely regrets I have about some of the early shows. For the longest time, I have just lumped them in a “bad” bucket mentally and moved on with my life. However, I think it was more a case that back then I was not doing half of the things I am doing today. We joke that there is no editing on the podcast and it is true within the realm of podcastdom… but literally those first few episodes had no real editing because I had no clue how to do anything in Audacity.

Coming back and applying some basic editing has made things significantly more listenable. The thing that has bugged me probably more than anything however is that the first 73 episodes of AggroChat did not have “Showcards” and are not available on YouTube. I only started adding things to YouTube when I found out that Libsyn had that functionality, and it apparently took me 73 episodes before realizing this. So my grand plan is to fix this gap and also apply a little TLC to these shows to revive them from their currently dormant states. I still don’t think that they are great podcasting, nor do I really think what we do today is great podcasting. However, it should greatly improve the experience for the handful of people who are mad enough to actually go diving into our back archives.

So we are starting off where we have to… with the very first episode of AggroChat titled “Finding the Format”. In truth, we had no clue what the format was at this point. The show started with Ashgar, Kodra, and Rae because those are the folks that I could talk into this madness and were available when I was recording. The cast would shift significantly before finally stabilizing on the seven that we have today. We did not really do the “Topics Discussed” construct at this point but here is my attempt at summarizing.

Topics Discussed

  • Elder Scrolls Online Launch
    • Excitement over Craglorn
  • My Little Pony Card Game
  • H1Z1
  • Fortnite Alpha
  • Heroes of the Storm Alpha
    • Contrast with League of Legends

AggroChat #391 – Slap the Lizard

Featuring: Ammosart, Ashgar, Belghast, Grace, Kodra, Tamrielo, and Thalen

Tonight we go back to our normal format and open up talking about Kodra teaching Eli how to play some Pokemon TCG, and how the last time several of us played that game was during the Wizards of the Coast era.  From there Grace and Bel talk about Gunfire Reborn, a game where you play anthropomorphic animals with guns in a roguelike…  that occasionally features lizards as weapons.  Bel talks about his experiences playing Diablo Immortal and we talk a bit about its very predatory monetization scheme.  Tam talks about his experiences attempting to get into the very obtuse X4 series and obligatory comparisons to Star Citizen.  We talk briefly about Star Trek Strange New Worlds and how it is a pretty good onramp to the Trek franchise.  This also ends up in a bit of a brief discussion about the new Kenobi miniseries of Disney Plus.

Topics Discussed

  • Pokemon TCG with Youngsters
  • Gunfire Reborn
  • Diablo Immortal
  • Predatory Monetization
  • X4: Foundations
  • Star Citizen
  • Star Trek: Strange New Worlds
  • Kenobi Miniseries

Citizen Sleeper Thoughts

Good Morning Friends! I am dragging this morning because it is amazing just how far out of whack your sleep schedule can get during a three-day weekend. This weekend was a weird one because Friday and Saturday morning were devoted to trying to get an ending in Citizen Sleeper because we were planning on recording a “gameclub” style show on that game on Saturday night. Then the discussion was so compelling and I realized that I missed key elements of the game… which lead me Sunday morning to play the entire damned game from scratch. I’ve not finished the game a second time and I have to say, it is very much an experience worth having. The show we recorded should be considered a full spoiler experience, but this morning I am going to do my best to entice you in a spoiler-lite manner.

The world of Citizen Sleeper is that of a late capitalism dystopia similar to those familiar in the “mega-corporation” cyberpunk genre. In the future, truly sentient Artificial A.I. is outlawed, but there are ways to skirt the boundary and that is the emulation of a human brain. You play a “sleeper” or a robot frame that has the partial consciousness of a human brain being emulated on it and effectively sold into slavery… so that the original human can live a marginally happier life. The problem is that you escaped the bondage of the Essen-Arp corporation, but due to “planned obsolescence”, if you do not receive your regular dosage of stabilizer, your body will break down and die.

Mechanically Citizen Sleeper is a pen and paper roleplaying game lovingly presented as a single-player digital adventure. Essentially you have two resources Condition which determines how close to death you are, and Energy which is the equivalent of how well fed you are for lack of a better explanation. The game is divided into turns or “cycles” and at the beginning of each cycle, it takes two segments of energy to get up and move again. Upon the start of a new cycle, a number of D6 dice are rolled and that represents the scores that you can spend during that cycle on taking actions. As your condition depletes, it also reduces the total dice pool that you have available to you. Your character’s perks determine what bonuses you might have for any given action.

The game thrusts you into a world of poverty and stress, and the need to keep working to try and figure out a way to survive. You are cracked out of a cargo pod and given a place to stay, but not out of some sense of generosity. Turns out the person who finds you and gives you a place to sleep… needs you to help pay off debt and as a result asks you to get up and work almost immediately. So you spend the first few rounds rotating between the empty container you are sleeping in and the salvage yard as you encounter your first “clock”. “A Debt Called in” represents an 8 turn clock that starts counting down giving you that many turns to successfully pay off that debt before failing the action. These are essentially the actions that drive the course of the game as you are put under the gun to be able to take certain actions within a certain timeframe.

What sets this game apart from so many other games in the cyberpunk genre, is it is not hopeless. Sure this world is a bit of a shithole and you are encountering so many people living in abject poverty, but there are ways that you can make almost every life that you encounter better. The game is very “read-y” as Kodra called it on the show and there is copious amounts of text to sift through, but it is exceptionally well written and gives you a feeling for what these characters are like. The combination of artwork, narrative prose, and superb audio design come together to create what feels like the living breathing world of Erlin’s Eye, a space station that kicked the corporate overlords off of it and turned it into a haven for outcasts.

I have to admit I was not entirely certain about this game at first. It took me a number of turns before I really got into the flow of the experience. After that, I fell deeply into the “just one more turn” problem that you have with 4X games and maybe was up far later that first night than I had intended to be. It is a game with a large number of possible endings and as far as I can tell there is no real loss condition. Having played through it twice now, I am pretty happy with my choices in both cases and the remaining four achievements that I do not have… I am happy enough knowing they exist but not experiencing those specific endings. If you have a fondness for pen and paper roleplaying at all or the larger cyberpunk genre, then I suggest you give the game a closer look. Personally, I know that I will be watching anything that Jump Over The Age games creates from now on.