Critical Role
4x04 Stone-Faced
The final part of the opening overture — it's weird to think that, 18½ hours in, we're only now moving into the 'proper' campaign. I stayed up to watch it 'live', as a kind of bookend to doing that for episode one. It shouldn't make a difference, what with it being prerecorded, but it does somehow make it more exciting. Or maybe that's just because I only do it for special occasions. Or maybe it's just because this was a helluvan episode!
[Watch it (again) now on Beacon, Twitch, or YouTube if you're a member, or free on YouTube from Monday.]
Critical Role Cooldown
Campaign 4, Episode 4
[Watch it (again) on Beacon.]
Richard Osman's House of Games
8x47 Week 10: Tuesday
8x48 Week 10: Wednesday
[Watch various episodes (again) on iPlayer.]
Friday, 24 October 2025
Video Games
Indiana Jones and the Great Circle
Amazon recently announced some changes to their Prime Gaming and Luna offerings (essentially, combining them under the latter brand, plus a refresh of the Prime-tier of Luna to include more recent, big-name games), and it went live this week. There are a few titles on there that I wanted to play, but this jumped straight to the front of the queue. I've been an Indy fan as long as I can remember, and this game seemed to receive nothing but praise when it came out. I nearly subscribed to Xbox Game Pass just to play this — indeed, I was still planning to at some point, but I've bought so much else for my Steam Deck and 3DS recently, I thought I should focus on them for a bit first. But, heck, if this didn't cost £60+ and reviews had said it ran well on the Deck (apparently it doesn't), I probably would've bought it and dived in. So I was ecstatic when I saw it was coming to Luna Standard (as it's now called), I've quickly dived in now it's available, and...
Well, thank goodness I didn't pay £60 for it. Or whatever the cost of Game Pass was, even. I'm about two hours in and I'm... bored, really.
So, it looks pretty great, overall — there are some issues, but that might be with how Luna runs it and/or streaming in general (if I loved it, I'd be tempted to buy it and play it through GeForce Now, which I'm considering for some other graphics-heavy titles that my Deck won't run well). In the cutscenes and so forth it does a good job of recreating the feel of an Indy movie. But the gameplay...
I suppose dying multiple times during the opening tutorial-ish section was a bad omen. I'm sure that's partly a skill issue on my part, but not entirely ("oh, I need to run now? Okay, so I press... Oh, I'm dead", repeated a couple of times until I did it right). Part of the slow pace is my desire to explore and see and find everything, but I guess there's not really enough to see to justify that. It's funny, because some people say it's really an exploration/puzzle game, but as someone who likes that kind of game, nah, it doesn't scratch that itch right.
Instead, there's a lot of stealth. I find stealth boring in concept, and turns out I do in play, too. I can see the inspiration — Indy isn't a run-and-gun killing machine, so they don't want it to be a shooter — but the Indy films are action adventures, and stealth simply doesn't feel adventurous and it's certainly not action-packed. I turned the action difficulty down to low, so the enemies and stuff weren't too difficult when they did spot me, but I wasted so much time not trying to be spotted. The level design felt like a maze, too — it didn't feel like I was exploring, it felt like I was lost.
I have so many other complaints and niggles, too. One I feel I see all too often in recently-made games I try is that it won't let you save wherever you want; it only saves when it decides to. At least that's not only at the end of a lengthy level, or only at majorly significant checkpoints — sometimes the little save icon will flash up when you enter an inauspicious room (and it's not a portent of "this seemingly unimportant room is about to be a big fight", which is how some games do it). And it does try to help you on the pause menu by stating how long it's been since the last autosave — I've not seen that before, and it's a useful feature... if only for the fact that, when I wanted to quit, it told me it had been quarter-of-an-hour since the last save. The immediately-obvious downside was that, to not lose that quarter-hour of progress, I had to keep going when I didn't really want to, at least until I trigged a new save, which took a fair while. Making you play when you don't actually want to anymore is the kind of thign that turns you off a game!
The first person view does not suit it. That feels like a funny thing for me to say, because back when I was into gaming the first time round, FPS was the genre and third-person games were often looked down upon. I feel opinion has swung in the other direction, and playing this in first person feels wrong. It's a bad fit for the property (I don't want to be Indy, I want to watch him have adventures) and for the style of gameplay (both stealth and melee combat feel so much harder in this than in third-person games I've played that use similar mechanics).
Then there's the point early on where it suggests you read the in-game manual to learn how to do stuff, and it turns out that's a mass of different screens explaining dozens of different gameplay mechanics. Why is it so complicated?! How often am I going to need to do all these different things? Should I be trying to memorise them because the game is truly flexible and I could use any at any time? Or, actually, are some only used in very specific circumstances? In which case, can't you just explain them when I get there? Or maybe you could've just made the game less unnecessarily complicated, I dunno.
I feel like I should go back to this, because I'm a huge Indy fan and this is such a praised Indy experience. Also, I've only given it one go, and I'm still quite early into it — it kinda feels like I've only done some training mission-type opening stuff; and, indeed, the level I'm on is still hand-holding a little... even as it could handhold more (that damn maze-like layout). Perhaps if I can get past these early teething troubles...
But the first barrier is the fact I don't really want to go back to it now — the complete opposite to how desperate I was to play it before. That's some cruel irony. I'm going to have to force myself, and I can't decide if it's worth that effort.
On the bright side, in this new Lina world it doesn't seem to have a time limit on the Standard tier (other games do, so it's not that they're not listing them anymore), so I guess I've got some time still to force myself back into it. That might help. Or maybe I'll lean on that possibility and just never try again. We'll see.
Amazon recently announced some changes to their Prime Gaming and Luna offerings (essentially, combining them under the latter brand, plus a refresh of the Prime-tier of Luna to include more recent, big-name games), and it went live this week. There are a few titles on there that I wanted to play, but this jumped straight to the front of the queue. I've been an Indy fan as long as I can remember, and this game seemed to receive nothing but praise when it came out. I nearly subscribed to Xbox Game Pass just to play this — indeed, I was still planning to at some point, but I've bought so much else for my Steam Deck and 3DS recently, I thought I should focus on them for a bit first. But, heck, if this didn't cost £60+ and reviews had said it ran well on the Deck (apparently it doesn't), I probably would've bought it and dived in. So I was ecstatic when I saw it was coming to Luna Standard (as it's now called), I've quickly dived in now it's available, and...
Well, thank goodness I didn't pay £60 for it. Or whatever the cost of Game Pass was, even. I'm about two hours in and I'm... bored, really.
So, it looks pretty great, overall — there are some issues, but that might be with how Luna runs it and/or streaming in general (if I loved it, I'd be tempted to buy it and play it through GeForce Now, which I'm considering for some other graphics-heavy titles that my Deck won't run well). In the cutscenes and so forth it does a good job of recreating the feel of an Indy movie. But the gameplay...
I suppose dying multiple times during the opening tutorial-ish section was a bad omen. I'm sure that's partly a skill issue on my part, but not entirely ("oh, I need to run now? Okay, so I press... Oh, I'm dead", repeated a couple of times until I did it right). Part of the slow pace is my desire to explore and see and find everything, but I guess there's not really enough to see to justify that. It's funny, because some people say it's really an exploration/puzzle game, but as someone who likes that kind of game, nah, it doesn't scratch that itch right.
Instead, there's a lot of stealth. I find stealth boring in concept, and turns out I do in play, too. I can see the inspiration — Indy isn't a run-and-gun killing machine, so they don't want it to be a shooter — but the Indy films are action adventures, and stealth simply doesn't feel adventurous and it's certainly not action-packed. I turned the action difficulty down to low, so the enemies and stuff weren't too difficult when they did spot me, but I wasted so much time not trying to be spotted. The level design felt like a maze, too — it didn't feel like I was exploring, it felt like I was lost.
I have so many other complaints and niggles, too. One I feel I see all too often in recently-made games I try is that it won't let you save wherever you want; it only saves when it decides to. At least that's not only at the end of a lengthy level, or only at majorly significant checkpoints — sometimes the little save icon will flash up when you enter an inauspicious room (and it's not a portent of "this seemingly unimportant room is about to be a big fight", which is how some games do it). And it does try to help you on the pause menu by stating how long it's been since the last autosave — I've not seen that before, and it's a useful feature... if only for the fact that, when I wanted to quit, it told me it had been quarter-of-an-hour since the last save. The immediately-obvious downside was that, to not lose that quarter-hour of progress, I had to keep going when I didn't really want to, at least until I trigged a new save, which took a fair while. Making you play when you don't actually want to anymore is the kind of thign that turns you off a game!
The first person view does not suit it. That feels like a funny thing for me to say, because back when I was into gaming the first time round, FPS was the genre and third-person games were often looked down upon. I feel opinion has swung in the other direction, and playing this in first person feels wrong. It's a bad fit for the property (I don't want to be Indy, I want to watch him have adventures) and for the style of gameplay (both stealth and melee combat feel so much harder in this than in third-person games I've played that use similar mechanics).
Then there's the point early on where it suggests you read the in-game manual to learn how to do stuff, and it turns out that's a mass of different screens explaining dozens of different gameplay mechanics. Why is it so complicated?! How often am I going to need to do all these different things? Should I be trying to memorise them because the game is truly flexible and I could use any at any time? Or, actually, are some only used in very specific circumstances? In which case, can't you just explain them when I get there? Or maybe you could've just made the game less unnecessarily complicated, I dunno.
I feel like I should go back to this, because I'm a huge Indy fan and this is such a praised Indy experience. Also, I've only given it one go, and I'm still quite early into it — it kinda feels like I've only done some training mission-type opening stuff; and, indeed, the level I'm on is still hand-holding a little... even as it could handhold more (that damn maze-like layout). Perhaps if I can get past these early teething troubles...
But the first barrier is the fact I don't really want to go back to it now — the complete opposite to how desperate I was to play it before. That's some cruel irony. I'm going to have to force myself, and I can't decide if it's worth that effort.
On the bright side, in this new Lina world it doesn't seem to have a time limit on the Standard tier (other games do, so it's not that they're not listing them anymore), so I guess I've got some time still to force myself back into it. That might help. Or maybe I'll lean on that possibility and just never try again. We'll see.
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