I loaded up Procreate to take a look at something this evening, and a little "what's new" message was waiting for me. I clicked it and, among other things, Procreate has a 3D mode now. Sweet!
Definitely still a 1.0 addition, but I can't wait to add some more painterly effects to my models without having to do a big export/import dance across my computer and iPad Pro. This software is really amazing.
I love the Forza Horizon series, and I've been looking forward to the fifth game in the series ever since it was revealed at E3 earlier this year. Taking a virtual trip to Mexico is going to be a blast!
Since it's out on Game Pass, I'll be starting the pre-load soon, and ready to play at launch on November 9th!
I finished Mass Effect: Andromeda last night, so now I'm putting in some time with Disco Elysium, a game I've been meaning to play for a while, and which I was excited to see make its way to Xbox recently. I feel like I don't know what I'm doing in this game, but it's fun nonetheless. And the full narration/dialog is excellent.
I still need to finish up The Artful Escape, which I started a few weeks ago, when it came out.
My game backlog is ridiculous, and Game Pass isn't helping.
After yesterday's post, I sat down and played through the final mission of Mass Effect: Andromeda. I expected the last mission to be a massive affair that would take an hour or two to complete, but 40 minutes later, I was zipping through the credits and playing through the epilogue.
In a way, I was sort of relieved. I like an epic ending, but it can feel like a slog if you're not ready for it. When I played through the remastered Mass Effect trilogy a few months ago, the final run at the end of the series felt like it went on forever - and towards the end, I wanted to take a break, but I didn't want to leave the game in a state where I couldn't save my progress, so I had to power through it.
As with my other game reviews, there are spoilers below!
So four years after this game was released - and I played it first, right when it launched - I came back, started anew, and played through just about every part of the game.
And honestly, it was a lot of fun! I kind of wish I hadn't waited so long to play it now.
The game's story starts off pretty dry, and it did not hold my attention initially in either playthrough. I didn't make it all that far in my first attempt to play this game however, so this time I pushed on - and as the adventure unfolded, I found things got more interesting.
The movement and combat in Andromeda feels a bit squirrely compared to the original games, and it took a lot of time for me to get used to it. The first hour of the game wasn't enough to make it feel natural, and I had to turn aim-assist on to get it to feel right. Once I had grown my arsenal of weapons and powers enough to experiment though, it all just clicked. Instead of feeling tedious, combat felt fun. And I appreciate all the modern touches BioWare added to the formula to help progress things, like fast-travel, compass waypoints, an aggressive auto-save system, etc.
I hated the Angara in the early part of the game. They felt shallow compared the alien races in the original Mass Effect trilogy, and their character design just rubbed me the wrong way. But as with the story, the Angara also grew on me as I played. When it was revealed that the Kett were turning Angara into other Kett via genetic mutations, I felt empathy for their horror. When it was revealed that the Angara were created by an alien AI to inhabit the cluster, I felt sorry for them. It was a long journey for me, but... I sort of like them now. Even though I still don't like how they look.
Andromeda is a big game, and it took me over 70 hours to finish it. Towards the end, there was a lot of back-and-forth going on, where I had to visit and revisit Elaaden and Kadara in particular, and that got annoying. I'm glad that BioWare made it so you can skip the animations zooming around each local part of the cluster, which I don't think was in the game originally. It's cool to watch some of them all the way through, but you have to do way too much of this to not be able to skip it at some point.
I liked that the game had a diverse set of characters throughout. The people around the Nexus and the Initiative outposts look like all types of people. I wish the same work had been put into differentiating the alien races, like the Asari, who - aside from Peebee, who looks like a blue Ninja Turtle - all inexplicably look exactly the same. This was not true in the original Mass Effect trilogy.
My original Andromeda run was started with a dopey looking white guy as my Ryder, and this time I picked a character who looked very different from that, to see how it might affect the way I play or how it might impact the story. It did make things more interesting to me, I think, because the character didn't feel as generic to me. Some of the voicework for Sara Ryder was funky, but overall it was a great experience.
I did notice that sometimes - as in real life! - the game's camera seemed to be calibrated to lighter skin tones, and so in cutscenes with a dark background, my Ryder would occasionally get lost in darkness.
There are a lot of little problems like that in this game, when you really start looking. People clipping through objects, animations that jump, the occasional repeated audio cue. But as I noted above, this is a big game, and it's hard to ferret out all of those issues, so I get it. None of them, save for one weird bug very early on, ever stopped me from progressing.
Having played through this game now and enjoyed it, I'm sad it was in such a bad state at launch. BioWare did a good job fixing things, but the damage was done, and many probably remember this only as a bad game/experience, which is a shame.
Mass Effect: Andromeda is a good entry to the Mass Effect universe. I wish things had gone differently so that we might have seen what adventures the Ryder siblings were off to next.
With Inktober behind me, I'm back to chronicling my adventures in games, game development, and other art. This time, I'm reporting in on my progress with Mass Effect: Andromeda, which I've been chipping away at each night.
I'm happy to say that I'm about done with the game - the mission I'm about to start has informed me that I can continue exploring the Heleus cluster once I've finished it, which I assume means it's the final conflict. I've put in a little over 70 hours at this point, diligently completing every side mission and exploring every location, sometimes to the point where a night's session is spent almost entirely running around the Nexus, talking to various NPC's and closing out quests.
I'll write about this more soon, but I've enjoyed most of my time with Andromeda. It took a long time for me to really warm up to it, but I've had fun with the missions, and the story turned out to be pretty interesting. I've gone from hating the Angara to feeling sorry for them, though the final mission may add a further twist to their plight - we shall see, I guess.
I'm going to go try to finish things up. It feels good to be free of my daily illustrations for a moment!
This is my final illustration for Inktober 2021! This one was for the prompt "risk", although I think the real title ought to be "I hate drawing hands".
If you watch the time-lapse below, you'll see a couple of misfires in my sketches before I finally settle on what to draw.
First, I thought I'd draw someone playing Risk (the board game). I thought it would be cool to see the thrown dice tumbling toward the viewer and the board below. After getting started on the sketch though, I just didn't like the way it was looking.
Next, I thought I'd draw a baby reaching up and trying to stand. I don't really like drawing babies though, because the proportions are difficult to get right, so I scrapped that one quickly.
Finally, I settled on the sketch for the finished drawing, but not before considering another idea my wife had about a creature taking off their human mask, revealing a werewolf, vampire, or some other monster underneath (it's Halloween today, after all). I liked that idea a lot, but I didn't feel like doing something so complicated, so I pushed ahead with the hands.
The idea behind this is the risk one takes whenever they express their true feelings towards someone else. It makes me think of my wife - we've been together much longer than when we got married, and it always amazes me how a relationship like that starts with such simple but powerfully charged gestures.
Anyway - there's a time-lapse of this drawing's creation below. If you've been following along with me as I make these each day, I appreciate it, and hope you've been enjoying them!
This is my thirtieth illustration for Inktober 2021, for the prompt "slither".
When I started making this one, I wanted to add a bit more texture to the walls and the tentacle, but as I added each layer of light/shadow, I started to embrace the simplicity of it. In the end, just a little bit of airbrushing was all it needed.
Just one more to go and this year's Inktober project is officially complete! Time-lapse below:
Here's my twenty-eighth illustration for Inktober 2021, for the prompt "crispy".
Being a fan of Rice Krispie Treats, my mind immediately gravitated toward drawing a batch of those for this prompt. It seemed boring to draw a bunch of lumpy squares though, so instead I dipped into what seems like another one of my trends for these types of projects, and drew a bucket of fried chicken.
I made a batch of Rice Krispie Treats tonight for dessert, and they were yummy.
This is my twenty-seventh illustration for Inktober 2021, this one for the prompt "spark".
I peeked at the prompt for today the night before - which is how I usually do things with Inktober - just to get a jump start on my brainstorming, but came up blank. I don't hate doing straightforward drawings for the prompts, but I like to be creative about it when I can. The best I could think of was to draw an explosion.
So today I was thinking about that idea and how it could be more interesting, and I came up with this, a zippo lighter, as it sparks into ignition.
I'm pretty happy with how this one turned out. I wanted to have the lighter be the primary focus, but also have the hand be very large in the frame. I liked how it looked plain at the end, but thought it could use a tiny bit more detail, and after almost changing it into the (famous?) lighter from Indiana Jones and the Last Crusade, I went for this adjacent design.