Thursday, July 31, 2025

My Blaugust 2025 Plan

Blaugust 2025
 

 Blaugust is once again upon us.  What is Blaugust you ask?  It's a celebration of blogging in the month of August!  Entering its twelfth year there are some adjustments this year.  First, our standard Blaugust host Belghast has other areas to focus this year so Krikket (of Nerd Girl Thoughts) is stepping in to run the show.  It will be my third year participating and I have a little bit different plan for this year.

 In the past two Blaugusts I followed the Blaugust plan and worked towards the different objectives.  I ensured I hit the daily posting target and went down the list of provided Blaugust weekly targets. This resulted in some different style posts as I blogged about areas that I didn't normally blog about.

 For Blaugust 2025 my intent is to go a different route and since I never got around to my "wow I've been blogging for 20 years" post earlier this year I can use part of Blaugust to take a look back at those 20 years.

 Additionally I've debated numerous times over the last few years about shaking up what blogging platform I use.  This blog has existed on Google's Blogger for it's entire 20+ year run and it has served me well, but feature-rich it is not.  Google has basically done nothing with the platform.  As part of Blaugust I want to talk out loud about making a change of platforms and maybe even blog my way through that experience if I do decide to change.  At minimum I will be taking the time to freshen up the blogger version here; starting with getting rid of Disqus comments that are riddling my site with unwanted ads. 

 Check back in on 8/1 for the start of this great Blaugust 2025 adventure! 

Wednesday, July 30, 2025

New World Aeternum on the upswing?

 Is it possible we are seeing New World Aeternum on an upswing in popularity?  Recent Steam chart movement has the game cresting back over 10,000 concurrent players during daily peaks and a flood of new players are enjoying the game thanks to the game being available on PSN+.  Season 9 also just started and there is buzz around new content coming in Season 10.  Let's take a look at the trends and get a vibe check.

 Personally I still log in and check out New World from time to time even though I am playing other games like Dune Awakening.  I did end up completing the Season 8 season pass before the season expired but I mostly ignored the springtime event.  While not my daily driver MMO as it has been in the past it is still there for me when I need a warm fuzzy feeling from an MMO.  I am still smitten with the game.

 One promising sign, for me at least, of New World's upswing is the vibe from content creators.  Specifically it was good to see Kristofer thinking the same thing I've been thinking with his recent video: New World Is Popular Again?

 Next there was an up and down Reddit thread that I felt made a good argument for the state that returning players will find in New World Aeternum.  There were some Negative Nancies that showed up on the thread but just ignore them.  The post outlined why there should be some optimism for Season 10:

 We’re not just getting new content in Season 10 (like a new zone and a new raid) we’re looking at what might be a structural rebirth for New World.

    Procedural Expeditions with Extraction mechanics

    A complete Endgame Progression System Overhaul

Just to recap with Season 10, New World pretty much checks EVERY box an MMO needs:

    5 PvP modes: War, Outpost Rush, 3v3 Arenas, Influence Race and Capture the Flag

    A solid roster of Dungeons

    Raids

    And finally, a potentially fixed, rewarding Endgame Loop

The Procedural Expeditions alone introduce a whole new gameplay layer, blending dungeon crawling with extraction-style mechanics. Paired with the endgame overhaul, this could finally give New World the replayability it’s been missing. 

 Again some Negative Nancies crashed the party and pointed out the history with development coming up short of expectations for the game, but my general experience is the development comes up short in quantity and not necessarily quality.  We've gotten some good updates out of New World; they just haven't had a beefy amount of content to go with them so players chew through them fast.  I am hoping this time can be different.  I am also looking forward to the shake up to the end game progression that has been mentioned by the devs numerous times.

 Lastly the Steam charts speak some truth.  With Season 9, which features very little in the way of new content, has the Steam charts climbing.  It's a small but good sign that the game is in a healthy spot.  No; it's not chart-busting player numbers but it isn't anything to dismiss.

  

Steam chart for New World Aeternum
Steam Chart as of 7/30

 I will continue my positive vibe for New World Aeternum.  I do really still love the game and even without consistent play I am now closing in on 5,000 hours played which does cement it as my most played game ever.  Things are looking up for the game and I hope I can get some my friends back in and playing.  As much as I enjoy my excursions into other games like Once Human or Dune Awakening; I'd love to get back to New World with them.  Here's hoping for a fun Season 9 and an even more exciting Season 10!

Tuesday, July 29, 2025

Dune Awakening Impressions: Bugs, Griefing, and Surprisingly Fun Moments

Dune Awakening image
 

 As I recently posted about, I jumped into Dune Awakening and have been playing with friends. Playing with friends was a different, and better, experience than what I encountered during the closed beta testing periods when I played mostly solo. Now that I have over a hundred hours logged with the launch version of the game, I wanted to share what I really think of Dune Awakening.

 First, I want to address the question of whether Dune Awakening is an MMO. My normal benchmark for an MMORPG is an open world that supports 1000+ players, which Dune doesn't get close to as it only supports 60 players in a "sietch" (aka subserver) and 300 in a deep desert (DD) instance (the DD being the end game zone). So while not exactly fitting my benchmark, I can bend to call Dune a "survival MMO" because the devs did lift the restriction on traveling between and building on different sietches, so in theory all players on a server, which each have a dozen or more sietches, can cross paths.

 With "is it an MMO?" out of the way, I want to make a statement: Dune Awakening isn't a good game. That doesn't mean it isn't a fun game to play at times and that I'm going to quit, but it is not a game that draws me back in, and if my friends aren't playing then chances are I'm not playing. The completionist in me will likely still work towards level 200 and finishing the various questlines, but at the same time, if something draws me away then no harm, no foul.

 Why isn't Dune a good game?

 The biggest glaring issue is the rampant bugs, exploits, hackers, and poor game design that leads directly to poor player interactions (aka griefing). As a veteran of the genre, I am used to bugs and exploits, but I've never seen a major dev studio developed MMO game so rampantly abused as I have seen with Funcom and Dune Awakening. Normally once you know what to avoid, you can go about and play your way, but in Dune there are so many issues that can impact you, and the sting of losing items can be very painful, that lots of players are posting their "I quit" moments publicly after they get hit by one. Personally, it keeps me from getting too invested.

 I don't blame players for quitting either. It is one thing to lose everything to the sandworm taking a risk to get a little extra spice. It is entirely different to lose everything to the sandworm because some jerk blocked your thopter into the ground so you couldn't take off before becoming worm food. In PvP areas there is an argument that you could fight back against this behavior, but when it happens in safe PvE areas you have no recourse. And that is just a player using "working as intended" game design to grief another player.

 It feels even worse when it is hackers and exploiters abusing permission systems or glitches to take control of your vehicles and bases, then wiping them out. Speed hacks, teleportation, item dupes, solari "gold" dupes, and more are never-ending. Hackers have been reported on our server for weeks with no seeming end in sight from the developers on either fixing the hacks/exploits or banning the cheaters. It really pisses me off to see the game in this state and makes me question the dev team. The only saving grace is that the game isn't a traditional MMO, so the impacts are localized vs becoming immediate widespread problems we see in MMOs with large servers.

 Not all of Dune is a bad game. The initial survival introduction to the game is fantastic. Everything from starting from scratch, gathering materials, and building your way to your first sandbike so you can finally make your way across the desert without getting eaten by the worm is top notch. There is genuine accomplishment to be had in escaping the worm for the first time. Even though I've repeated that part of the game several times between test periods and launch, I enjoy it each and every time.

 The problem is that experience doesn't last. Everything past that pales in comparison. In short order, most players will get their ornithopter and at that point never again touch a sandbike. There is an inside joke in the community that if you don't like "trucking" you don't like Dune Awakening, and there is a lot of truth to that statement. The mid and end game of Dune is all about the ornithopter, and most game time will be spent in that thopter flying from point A to B.

 With that said, I do enjoy flying a thopter and I do enjoy the speed at which it gets me from point A to B; I just wish I had to do less of it or had a reason to go back to my sandbike or other vehicles. The quests and contracts in the game are especially bad about having you go from A to B, often times simply to talk to the next person in line. There is a lot of fly, click on person, turn around, and fly back to click on person. I just hate this type of quest design in games.

 Another annoying aspect of the game is that no information is given to players about enemies or NPCs. No health bars, no names, nothing—that is unless you use your spice-induced state where the game then places tracking information over each enemy and player, but you can't use that all of the time. This would be fine if everything in the game was consistent, but it's not. There are literally a grand total of four enemy types you face throughout the entire game, and they all look the same and act the same. So when you have a quest to kill "the boss guy named Bob," it can be a frustrating experience of going through an entire area killing everyone hoping one of them is Bob. Chances are you won't figure it out and will just internet search the answer like the rest of us.

 The "no feedback" goes to quest items as well. I can't tell you how many times I was frustrated with a quest that said "find the document/crate/cache/stash/etc" and even after numerous passes through an area still couldn't find it, only to search YouTube for the answer to realize it's a nondescript crate in the corner that you passed by one hundred times but didn't get into the specific spot to realize it was the quest item. I get that there is a level of challenge this gives to the player and some players may like that; for me personally it just creates frustration.

 Frustrating players is something the game excels at in so many areas. Combat being one of the main offenders, and as I've said in so many of my posts about Dune Awakening, is one of its worst features. Combat sucks in this game. It's a buggy, desync-ridden mess of staggers and stunlocks. There are so many things about combat that just aren't fun.

 Melee combat is atrocious, and being in melee range is a death sentence if you at any point get stunlocked. At one point in a heated PvP fight, I got staggered into my parked ornithopter and I got stuck midair unable to respond. Of course I died, lost all of my inventory, and my thopter. It has been a long time since I faced such terrible combat.

 Ranged combat behaves better but is still a mess. Balance is probably the worst aspect, with sniper rifles and rocket launchers being so powerful that it is literally pointless to use other weapons. Sniper rifles will regularly 1-2 shot enemies, and in PvE most enemies won't even react to long-ranged shots. All while closer-ranged weapons take significantly longer and put you in far more danger because enemies will swarm and stagger/stunlock you because every time you fire your shield goes down. Then there is the rocket launcher that does 4x the damage of sniper rifles, and it is clear the bullet sponge end game PvE is assuming you brought a pile full of rockets to deal with it.

 And all of this fuss about combat is a moot point in the end game PvP because like the rest of the game it comes down to flying thopters around. Except instead of hauling cargo you are just hauling rockets and firing hundreds of them at other thopters. Fun initially but annoying before too long. All of that hard work to work towards end game armor and weapons just so you can die to a single rocket from a thopter the game never loaded onto your screen until it was too late.

 The end game overall is disappointing. The game culminates in players going to the deep desert (DD), which is a massive zone that can hold up to 300 players. Initially at launch this zone was a full PvP zone outside of the initial landing area. That went over poorly with players, and now half of it is PvE safe area and half of it is PvP. It is the only area where tier 6 materials drop and the spice blooms are significantly larger. If you want to progress to end game crafting, you must journey into the DD, and the vast majority of good areas will be in the PvP zones so you have to take some risks.

 You will be taking those risks in a thopter because there simply is no other option for traveling in the DD. It is a vast sea of desert full of sandworms. There are islands of rocks where players can land and find resources and secret caves, but they are few and far between. As I mentioned earlier, if you don't like truckin' you won't like Dune Awakening. You spend most of your time in the DD flying back and forth trying to find something to do. The DD is simply too large with too little to do.

 The size and low density of points of interest would be fine except for the fact that the DD wipes every week and reorganizes the map. It seems like a cool concept at first, but when you dig in further you realize this just means more truckin'. You can build bases in the DD, but that requires you to truck out materials and then pack it all up and truck it back out. If you don't, you lose it all when the DD wipes. RIP to any player that stepped away from the game and last logged off in the DD; they will log into a naked character.

 Ending up dead in the DD can also be a miserable experience if you don't have a massive DD base with tons of supplies to restock quickly. If your DD base has no supplies or spare thopters sitting around, you will be stuck. Again, the only vehicle that is of any use is a thopter, and you will be literally stuck on the rock your DD base is built on if you respawn there. Hope you have some friends that can give you a ride.

 The alternate option upon death in the DD is to respawn in Hagga Basin, which is the safe zone the main story and questing takes place in. Sadly, when you elect to respawn in Hagga Basin, you lose everything in your inventory and all armor/weapons/tools that you have equipped. You also end up spawning in a trading post and not your base. Since you respawned with nothing, you are literally stuck trying to figure out how to get back to your base. Maybe you built a base nearby the trading post and can walk there, or more likely you are in public chat begging for a ride.

 One insane game design fail to call out here is that the built-in "pay for a ride" thopter rides that you can buy a one-way trip from DO NOT let you pay from your bank account, so you must have the solari in your inventory to pay for a ride. Guess what—if you died, all of your inventory solari dropped! It is insane that you can't use your banked solari to pay for the ride. The fact this hasn't been changed gives me so little confidence in this dev team that they have any intent to respect my time.

 The DD is a missed opportunity. Hagga Basin in comparison is such a better zone than the DD, and it is a shame it is limited to 60 players compared to the 300 allowed in the DD zones. I'd rather have flip-flopped it and had 300 players in my Hagga Basin and only 60 in the DD (of course also shrink DD significantly). Or alternately, just get rid of DD and put the DD concept in Hagga Basin. Take a portion of the map and have it wipe weekly and put all of the Hagga Basin events into that zone. It'd be so much more enjoyable if all the events were closer together and it didn't take 20 minutes of thopter gliding to get to a spice bloom.

 Of course I am still playing the game and putting hours into truckin' around (literally—a recent play session of 5 hours I recorded myself spending 2.5 hours of that... 50% of my playtime... just gliding in a thopter). I do still get an adrenaline rush when my buddies and I have filled up our thopters with tier 6 materials in the PvP area of the DD and we take off to get back home with the valuable materials. I will admit I like being a bit of a jerk and jumping unsuspecting players with rocket launchers on my thopter (though I will admit I have yet to figure out how to actually secure kills in my thopter with rockets; I end up dead more often than not, losing my thopter and inventory). My crew is still working towards building a carrier so we can more quickly bring our mining buggy around Hagga Basin to collect materials to replace all the thopters we lose in the DD.

 I like some of the game loops in the game. I like playing with friends and working towards goals like our carrier. I just hate, hate, hate how much downtime is in between. Fix that and this game is in a better state. Combat will still suck though.

Note: this post was edited with the help of AI (Claude). The thoughts are my own.  The grammatical correctness and em dashes (—) are the AI.  

Wednesday, July 23, 2025

A throwback to that time Ozzy Osbourne made a World of Warcraft commercial

RIP Ozzy Osbourne.  Let's remember him for one of the greatest MMORPG commercials ever made! 

Tuesday, July 22, 2025

Soulframe is not an MMORPG

A screenshot from Soulframe alpha test
Starting a journey into a new game

 I put a couple of hours into testing the pre-alpha version of Soulframe yesterday. I was impressed with the state of the game and how it ran on my computer. If this is truly a pre-alpha build, then this game has a bright future—it felt better than some games that are fully released. However, I came to the realization that Soulframe is not an MMORPG, and that’s unfortunate.

 So if Soulframe isn't an MMORPG, what is it? It's a single-player RPG with optional multiplayer co-op and online social hubs. Some may argue it will be "massively multiplayer" because there will be thousands of players online at any time that you can group with and interact with, but I don't buy that argument. I'm still a firm believer that a cornerstone of an MMORPG is a persistent open world that 1,000+ players inhabit at the same time. Unless you choose to, you won't see another player in Soulframe.

 MMORPG or not aside—how is the actual gameplay of Soulframe? As I mentioned in my opening remarks, they are advertising this test as pre-alpha, but they would have fooled me, because the game feels far more complete than most pre-alphas.

 When you first log in, you go through a unique player creation phase where you select your mother's physical traits, which then pass down to your character. This was interesting, but it did feel like I had limited control over my character's visual appearance. Also, it's awkward picking character traits with a half-naked, recently-regnant woman standing in her underwear in the background.

 Once in the game world, I was surprised to find there wasn't a tutorial. I don't know if that is the long-term plan or not. It didn’t bother me, and I sort of liked it. Instead of some predetermined route, I was free to check out the nearest thing that caught my eye. I saw a nearby enemy camp and ran over to get into a fight. The combat wasn't explained, but it was obvious that left click attacks and right click blocks. The UI indicated that I had some health potions and abilities tied to keybinds, and while it wasn’t obvious what the abilities were doing, it was easy enough to know I had access to them.

 The game does not put any indicators over enemy heads until you attack them. Once attacked, a health bar of sorts appears with a number that I assume indicates the enemy's level. There is no name or indication of what type of enemy you're fighting, so it’s left up to what you can visually see. This is sort of irritating when Enemy A is level 1 and easy to defeat, and Enemy B—who looks exactly the same—is level 10 and going to send you to an early grave.

 Combat itself was enjoyable and smooth. The controls are responsive, and timing dodges and attacks is rewarded with defeated enemies and a full(er) health bar. Potions take time to consume and put you at risk during combat, which was nice to see compared to the instant restoration most games offer. I'm still not sure what my skills do, but I have two of them now. The game could do a better job explaining or showing me what they are doing, because they aren’t any form of attack but seem like some sort of buff. Confusion aside, I see a lot of promise for this combat system!

 It was after my first combat that I caught on to my bird guide, who points you in the direction of a quest. It wasn't clear if this was the default starting quest or something I came across, but nonetheless, I set off to complete the objective. It was nice that I could activate the bird over and over again to have it direct me where to go, because the quest descriptions were not enough. Also, there is inconsistency in the world—two doors will look exactly the same, but one will give you an interact icon for the quest and the next door will not.

 I get that some folks think it's immersion-breaking to see floating icons over quest objectives and names over the heads of enemies, but unless the game goes out of its way to make every last door, chest, bottle, etc., interactable—and every enemy uniquely distinct visually—the game falls down on communicating to me, the player, what I’m dealing with. This is a similar complaint I have with Dune Awakening as well, as it does the same thing—no indicators for the player to clue into until you're standing directly over something.

 Another discovery I made was that pressing Tab took me to a camp area in a pleasing visual of my character falling backward into the ground, only to reappear in the camp. The camp seems to exist in some suspended reality, and after my first quest I was rewarded with a new station in the camp. I'm not sure what all of this does, but I did find I can change equipment and do some other camp-related things. I assume this is where I’ll do crafting in the future as well.

A screenshot from Soulframe alpha test
Discovering my camp for the first time

A screenshot from Soulframe alpha test
A new station was unlocked in my camp
 

 The best part of going to the camp was that there is no load screen. Your character falls out of the main world and appears almost instantly in the new world. The same goes for exiting back to the open world, and I was surprised to find it puts me right back where I exited. I had assumed maybe it’d drop me at some sort of teleportation stone. I'm hoping this means I can skip the runs back to town when I fill up on inventory and instead just tab in and out of my camp. I'm very curious to learn more about what I can do there.

 The “no loading screen” experience applies to the open world as well. As far as I can tell, everything is seamless in the open world. If there are loading screens out there, they must be tucked away somewhere, because everything I've done in my first couple of hours has been loading-screen-free. A huge technical win for the game!

 The only real gripe I had with the game was the UI. The menus, settings, and such are fine, but the UI while exploring the world and during combat needs work. The main issue is that the two core elements are hidden on the bottom left and right of the screen. With larger monitors, this means I have to take my eyes off the center—where the action is happening—to see things like health status or ability cooldowns. They need to let us move these elements closer to the center. Personally, I'd also prefer to turn off the "artsy" frames around the UI elements and have just clean lines. Oh, and make the health bar horizontal instead of curved.

 As you can tell, I'm still early in my journey with this game. I have not followed it closely (which is evident by me not realizing it wasn’t a true MMORPG), so I'm genuinely getting to experience some things for the first time. Again, for a test marketed as pre-alpha, this is a very polished experience. I had zero performance issues, zero bugs, and I'm really enjoying running around to whatever catches my eye and seeing what it has to offer. I'm not sure the game will be right for me in the long run, but it has enough going on to keep me testing it a bit longer.

Note: this post was edited with the help of AI (ChatGPT). The thoughts are my own.  The grammatical correctness and em dashes (—) are the AI.  


Monday, July 21, 2025

Testing Soulframe

Soulframe
 Soulframe is available to be me to test so jumped in to get a character spun up.  Definitely an interesting character creation experience where you pick your mother's visual attributes instead of your own.  You also don't set a name as it uses your account name.  Then it drops you in the world with minimal guidance and you are just off and running. 

 Will share more thoughts as I progress. Let me know if you are giving the test a try. 

Friday, July 18, 2025

June 2025 In Review

June 2025 has come and gone; along with half of July!  Better late than never here is the look back at June.

The Blog

Blogger recorded visits for June: 61,663 (note: below graph includes some July dates and is missing June dates)

june 2025 blog stats

In other metrics:

  • Posts:
    • Target:  n/a (been unmotivated lately to blog so every post is a bonus in June)
    • Posted: 8
    • Difference: +8
  •  Search Trends
    • Search trends had a major shake up in June with searches for "ARC Raiders" taking over in the place of my longstanding top search topics of New World and Battlefield. Let's look at some of those ARC Raiders search strings:
      • "arc raiders news" - everyone wants news about this potential GotY contender launching in October!
      • "arc raiders countdown", "arc raiders shadow drop", "arc raiders timer" - a hidden countdown ended in disaster when ARC Raiders didn't surprise launch at the end of it.  We were all disappointed.

What I Played

I got back into New World for a bit in June working on my Season 8 pass.  Everytime I jump back into New World I get a little lump in my throat.  The game plays so well and the combat is so satisfying; it's a shame it's not more popular.

I also jumped into Dune Awakening after some friends started playing it.  I need to post more about my thoughts but for now I am just casually enjoying it with my friends because I know from my testing experience the end game is rubbish. 

Years Ago

1 Year Ago

As June 2025 has me playing survival MMO Dune Awakening it is worth mention that in June of 2024 I was addicted to another survival MMO: Once Human.

Let us not forget as well that June 2024 marked the start of the dark ages for New World Aeternum as the "big announcement" turned into a big fat nothing. Read more in my Dark Days for New World post.

5 Years Ago

June 2020 featured no blog posts.

10 Years Ago

May of 2015 marked my blog's 10 year anniversary!

15 Years Ago

June of 2010 marked my 10 year mark in the military.  Fast forward and I am now retired from the military!

I was also complaining about the "game that shall not be named: Counting the lies: Star Wars: The Old Republic "Hope" Trailer 

The gaming community got our first look at the OnLive service which at the time blew my mind that graphically demanding games were going to be able to be played on an iPad via a game streaming service like OnLive.  OnLive didn't end up lasting but the concept of streaming games still lives on even though its a small niche in the market. 

20 Years Ago

I started blogging in May of 2005 so June of 2005 was month two!  At the time I was hopelessly addicted to World of Wacraft and getting into organized group content.  Of course this means I got screwed out of a loot roll and complained about it.

World of Warcraft also brought us the first PvP battlegrounds: here were the basics as I saw them back then

I was also enjoying Battlefield 2 and playing the medic class.  A trend that started a long trend of me playing supporting/healing roles in many games following. 





 

Tuesday, June 24, 2025

Dune Awakening Is Better With Friends — And I Wasn't Ready for That

I went ahead and bought Dune Awakening. Not because the game is setting Steam on fire or because influencers are fawning over it. Truth is, I play-tested Dune Awakening for a good stretch over the past year, and I walked away feeling… lukewarm. The survival systems felt grindy, solo play was a slog, and the world—while beautiful—felt empty.

Then my friends jumped in.
And with nothing better to do, I reinstalled the game, hopped on my sandbike, and joined them. What I discovered surprised me: Dune Awakening is way better with friends.

Dune Awakening screenshot of my character
Yet another heartlessgamer awakens

The Test Phase vs. The Real Thing

During testing, I mostly played solo. Any player interactions I had were random: impromptu squads tackling a challenge or strangers passing by. It was functional, but forgettable. The core systems—crafting, grinding, building—quickly became repetitive.

This time was different. 

My friends had already left the newbie zone behind and were holed up in a base far from the starting area. I zipped across the dunes to catch up, and what followed felt like an entirely new game.
 

Dune Awakening screenshot of my character on a sandbike with worm in background
Zipping to my friends base... and I better zip faster

Skip the Grind, Embrace the Game

When I arrived at their base, I was immediately drenched in generosity—literally showered (pun intended) with water, tools, weapons, and armor. Suddenly, I wasn’t scraping by for resources. I wasn’t stuck in the slog of early survival. I was on pace with my group, and for once, I could let them make the rookie mistakes and discoveries I had already been through in the tests.

It was… relaxing.
Dare I say, fun.

Movement Is King

If there’s one thing Dune Awakening nails, it’s freedom of movement. You can climb nearly any surface. Suspensor belts let you float. Grappling hooks (from the Trooper tree) open up vertical play. There are speed boosts, dashes, leaps—you name it.

If a direction exists, you can probably travel that way.

These traversal tools are normally locked behind hours of progression, but because I had friends, I skipped straight to the good stuff. 

Dune Awakening screenshot of my character on a sandbike
Watching your friend almost get eaten by Shai-Hulud (he just made it to safety)

 

The Ornithopter Express

Then came the ornithopter.

My group had already unlocked one (while I was still several hours away from myself), and they graciously let me borrow it. I even got to share how to carry a passenger by having them hop on top. Of course, that also meant I had the honor of teaching them the hard way what happens when your pilot sucks.

Dune made the smart choice to not gate being able to use vehicles behind your own progression. If it exists in the world you can most likely use it even if you can't craft it yourself.

Dune Awakening screenshot of an ornithopter
The game changes entirely once you have access to an ornithopter

Why It Works Now

With three of us working together, life on Arrakis is smooth sailing. There's always water at the base. Always a vehicle available. Always enough solari (the in-game gold) to get by. The punishing grind that wore me down before? Gone. Replaced by collaboration, shared goals, and just enough chaos to keep it fun.

The Final Word

Dune Awakening hasn’t suddenly become a perfect game. I still have my complaints. But I’m having actual fun, and that matters more than any patch note or feature list. It’s proof that even a game I once shelved can come roaring back to life—all it took was the right people beside me.

Lesson learned: survival is better with friends. Especially on Arrakis.

TL;DR:

If you're playing Dune Awakening solo and bouncing off it, try it with a crew. It just might change everything.

Note: this post was edited with the help of AI (ChatGPT). The thoughts and specifically in this post, the snarkiness, are my own.  The grammatical correctness is the AI. 

Monday, June 23, 2025

New World 0.5... Chrono Odyssey Beta Test Thoughts

 So I played a few hours of New World 0.5... err, I mean the Chrono Odyssey beta test. Here are some thoughts.

Chrono Odyssey screenshot
The tutorial starts out with a giant dragon flying in the near distance
 

Chrono Odyssey screenshot
A fast travel point... hmmm.. looks familiar

 First, for anyone who doubts the New World comparisons—especially coming from a player like myself who has spent thousands of hours in New World—I suggest taking a look at some of these discussions and videos:

 The evidence is stark. There are areas in Chrono Odyssey that are exact copies of New World. And since New World is not built on a proprietary engine—nor on something common like Unreal Engine—it’s very, very unlikely that Chrono Odyssey just happened to use the same store-bought assets. Not only are the visuals strikingly similar, but the rest of the game—even the UI—is eerily familiar. I’m fine with games copying systems and features, but this feels like a whole new level of copying.

Chrono Odyssey screenshot
Is that a sandworm!?
 

New World comparisons aside: how was the actual game?

 Chrono Odyssey was... OK.

 Performance was the biggest issue during the test. Like many testers, I suffered from poor frame rates and desync. Walking in crowded areas felt more like skipping along. The developers have stated that this was an older build and that performance should improve in future tests, so we’ll see.

 Graphically, the world is a bit wild. There are massive backdrops with all sorts of over-the-top visuals. The tutorial includes an amazing scene featuring a massive dragon flying overhead. The starting zone has a mix of giant, ominous beings floating in the sky.

Chrono Odyssey screenshot
Some of the bizarre backgrounds of the starting area

 Combat is mediocre. It uses action combat that lets players equip two weapons, each with up to four skills, plus a basic left-click attack and a special right-click move (e.g., blocking with a shield). There’s also a target lock-on feature—which is controversial in action combat games. Personally, I’m fine with it, but I ended up playing without it most of the time. It made me feel like I was losing control of my character, especially when the camera whipped around too much.

 The biggest issue I had with combat was the lack of weight. It felt like I was floating just above the ground, sliding around—especially with target lock enabled. My character felt like they were getting whiplash from all the turning. Weapon abilities just felt like “bigger numbers” you cycled through before swapping weapons and doing it all over again. Overall, combat felt generic.

Chrono Odyssey screenshot
A familiar weapon skill tree screen

 That said, I still preferred this action combat over traditional tab-target systems. There’s potential here—if the devs can carve out something unique.

 There were a few things I did like. The game gives you a mount early on, which is nice. PvE content poses a challenge early, requiring players to either gear up or get better to progress. There are also chrono abilities that seemed interesting—and were the biggest departure from its New World-inspired design—but I didn’t get far enough to comment deeply on them.

 Overall, my impression was very much “this is New World 0.5,” meaning it’s a worse version of New World. It was another game that just made me wish I were back playing New World. As I’ve said before, New World has spoiled me on MMORPG combat. I’ll argue with anyone: New World has the best combat on the market.

 The test topped out at a bit over 65,000 concurrent players, which is higher than similar points in New World's testing timeline. I can see Chrono Odyssey attracting a good audience—especially if they steer clear of shady pay-to-win systems (which the devs claim they will). If this test proved anything—both from the hype leading up to it and the actual player count—it’s that there’s still a strong demand for new MMORPGs.

Note: this post was edited with the help of AI (ChatGPT). The thoughts are my own.  The grammatical correctness is the AI.  



 


Thursday, June 19, 2025

A Testing We Shall Go

 The Chrono Odyssey open beta is this weekend and I've been invited to give it a try.

Chrono Odyssey beta invite