Friday, 24 October 2025

TV

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.]

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.