

It felt nice to be in a crowd – even if it wasn’t in real life there were still real people behind those characters.Įventually I tried doing some short trial and raid boss fights, and the more often I logged on, even if it was only for 15 minutes at a time, the less lonely I felt. While I parked my character in Ul’Dah and slowly started working on my crafting logs, other players would run past me, interacting with marketboards or emoting at friends. “At least I can craft,” I told myself when I finally plucked up the courage to try returning. At first I didn’t think I could play FFXIV anymore – how can you commit to playing any dungeons when you might have to drop out at any second to feed your helpless little flesh potato? I was afraid to let anyone down. The adjustment was hard, and I found myself glued to the sofa with a depression diagnosis. I had my daughter back in 2018 and while it was a joyous occasion with many people joking about how I wouldn’t have time for gaming anymore, I found myself incredibly isolated. There was no fateful friendly meeting or special story beat that saved me – it was the simple sight of strangers silently going about their business that I found healing. It was an incredibly poignant moment that resonated with many players, who soon started sharing their own stories of how FFXIV and its community helped them, be that by relating to the character’s struggles or through making friends in game. “Videogames can really heal,” he said, while everyone fought back tears on stage. He said he didn’t want to worry anyone, and revealed that working towards something for the sake of the fans helped him keep going. The revelation shocked fans and his colleagues as he kept the entire thing secret. Playing a character in someone else's story in Final Fantasy XIV - Daniella LucasĪfter sharing loads of exciting new info for the upcoming Endwalker expansion and celebrating all things Final Fantasy XIV at the FFXIV Fan Festival back in May, the game’s music director Masayoshi Soken got up on stage and revealed he had been battling cancer over the last year.

But as someone with hundreds of hours sunk into deck-builders, it’s lovely how refreshing and exciting one clever twist on the formula can be. Is it a better approach? Not necessarily – it has its own downsides, including leaving you much more at the mercy of probability. By the time you hit the final boss, you’re thinking on your feet every turn. And far from becoming more predictable as you go, combat only gets more complex. Rather than refi ning down to a perfectly balanced machine, you’re bolting new parts onto your unwieldy engine of battle, trying to find the larger synergies that make each addition a boon instead of a liability.īy the end of a run, a good deck will have multiple complementary strategies. As you add more cards, you gain powerful perks for your characters, many of which are further empowered by adding even more – and you get almost no opportunities to trim. At its core, it’s a similar game to Slay the Spire, but the feel is very different. It’s fascinating how much rejecting the idea entirely makes Roguebook stand out. Turning your deck into a tome in Roguebook - Robin Valentine
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By going through the Blackwell series game by game, you get to witness the creative journey of one of the best writers in videogames. You can feel both the writing and artwork maturing alongside its existentially wayfaring protagonist. I really enjoy seeing the clear creative progress through the series too. The diversity of the city’s denizens is well represented, while the hand-drawn locations are instantly recognisable. No games capture the spirit of a real-world city like Blackwell captures New York. Once you gather information, you return to the ghosts and try to jog their memory by getting them to accept the fact that they’re dead. Once it finds its feet, the series settles into a rhythm of journalistic-style investigations, as you listen to people carefully for key names and places, then type them into Rosa’s computer to unlock new locations or dialogue options. Their hauntingly lifelike stories and lonely limbo existence as ghosts invests you in helping them move onto the next realm – whatever that may be. Suicide, depression, and mental illness all come up – young lives extinguished too soon, a businessman buried in debt, a musician who drowns his talent in alcohol. Gilbert uses ghosts and the supernatural to maturely explore some serious themes.
