This Week I Played PayDay 2

The PayDay series of games ask a frightening question. A question that zombie games have been too afraid to ask for a generation. That question is simply, what if the players tried to rob a bank while fending off never-ending waves of police and paramilitary organizations in an effort to recreate that one scene from Heat? That would be awesome.

I have to admit this was not my first time playing PayDay 2. I’ve been relatively depressed lately so I scrolled through my game library looking for something familiar. I wanted something that wouldn’t surprise me. I wanted a mechanical challenge, not a thought challenge. PayDay 2 met this need.

Heat goals achieved.

Gameplay in PayDay 2 consists of logging into the fictional CRIME.NET to select various contracts for the PAYDAY gang to complete. At its original release, most of these contracts centered around robbing banks, jewelry stores, and retail operations. Later the developers added DLC that began pulling in more and more contracts such as armoured cars, yachts, and mansions.

Once you’ve selected your contract it’s time for your loadout. What your character brings is normally based on the skills you’ve selected. I’ve only ever really played mastermind. My job is to keep the civilians under control and heal my teammates when they get in trouble. When you’re selecting your loadout you need to decide how hard you’re going to try for the stealth bonus. Taking lighter armor and smaller guns make it easier to sneak, but if you get caught you’re going to wish you brought some big guns with you. Then, to quote The Dentist, you prosecute.

Sometimes things go load and all you have is a two-piece suit.

Each contract is different, but they are mechanically similar. If someone sees you and you can’t get them under control, they call the cops. If a bank teller sees you they’ll try to hit the alarm button. If a security guard sees you they’ll try to shoot you. If too much noise is made the cops come to investigate. If the cops come they’ll come in waves. In between waves you’ll have an opportunity to trade any hostages you may have taken to get any teammates that were arrested during the assault wave back. This continues until you escape with the loot, or die.

The early levels of PayDay 2 are some of the best. The banks themselves aren’t complicated, as mentioned, you simply have a lot to do. You have to disable security, usually by finding a key card. Then you have to make sure all the guards are either neutralized or don’t patrol the areas you need to be in. Then you have to either tie up all the civilians or not get noticed by them. You can’t disable the alarm buttons so you need to keep people from getting to them. And once you’ve done all that you still need to drill the vault, get the loot and escape.

You can escape by land, sea, or air.

That is the joy of PayDay 2. PayDay 2 might not be the most polished game, but you always have so much to do you don’t have time to see polish. You’re always doing three things and usually one of those things is just trying to stay alive.

When I first played PayDay 2 in 2013 I had a group of people I could reliably make a four-person team out of. It was truly some of the best gaming experiences I’ve ever had. You never forget your first stealth takedown of a jewelry store or the first time you crack the vault on the Big Bank level.

Look! It me.

Since revisiting the game I’ve noticed there are several things new. It seems in my time away the PayDay crew has grown to what appears to be twenty-four gang members. It was a good laugh early on when John Wick joined the gang. (An addition I insist is canonical to both universes and is even further established by The Continental DLC). With twenty-four members we see additions such as Tony Montana AKA Scarface and Bohdy from the Dead Presidents. Beyond the expansive cast, the newer heights seem more linear. This started in my time with the Hoxton Breakout and The Big Bank. But all of the later missions seem very different than the early ones. This change isn’t bad, but to date, I think the most satisfying mission is the standard bank job. Others are fun and challenging and very inventive. Nothing can capture the thrill of emptying the vault of the Harvest Trustee without the cops even knowing you’re there.

PayDay 2 retails on Steam for $9.99 but not it goes on sale for upwards of 80% regularly. I highly recommend you get a four-pack and try to get as many friends playing as possible. If you need another player, feel free to reach out to me here or on Twitter.

This Week I Played My Time at Portia

Your first glimpse of a bright future.

Very few things disappoint me more than slice-of-life games. For whatever reason, I am drawn to them. I’ve played many different versions of Animal Crossing and Harvest Moon. I’ve spent days toiling in Stardew Valley. Inevitably, I succumb to boredom before I can really enjoy the fruits of my labor. Inevitably, I’ll buy the next one that crosses my path.

My Time at Portia caught my attention because it described itself as Post-Apocalyptic but all the promo media has bright colors. Normally when you’re playing a post-apocalypse game of any kind you’re greeted to a grey and brown world that hates you. My Time at Portia subverts all of this with hits happy vibe and sunny world. And I don’t know about you, but I need a break from all the bleak visions of the future.

They wanted a name, I provided a name.

Gameplay consists of you arriving in the town of Portia and quickly taking over your father’s abandoned workshop. You then take contracts to build things for the town or individual NPCs. To build things you roam around an open work collecting and harvesting materials. You then put the materials into forges, grinders, and the like to make components. Once all the components are made, you’ll assemble them on your project space. Sounds simple right? Collecting what you need is anything simple.

To collect wood you’ll need an axe, but the first axe can only handle chopping down bushes and the smallest of saplings. You’ll need to upgrade it to cut down mature trees that contain the stronger hardwood you’ll need for many projects. To upgrade your axe and get any earthy materials you’ll be needing you to need to go into the Abandoned Ruins.

The world map is gigantic.

When I first entered the Abandoned Ruins I was surprised. The ruins are an underground mining area that has reactive terrain. This is probably through the use of voxels, but I can’t say for certain. Unfortunately, the novelty wears off when you realize you’re just in a destructible underground cube and spamming the pickaxe is going to be the next ten minutes of your life.

Once you’ve got your raw materials its back to your workshop where you’ll stoke the fires of your forge and wait for an entire in-game day for the bronze bars to come rolling out. This is a truly baffling mechanic to see in a single-player, paid PC game. This isn’t an online game where waiting is part of the balance. Nor is My Time at Portia a game where you can speed up the process through microtransactions. You’re waiting for the sake of waiting it seems.

This is a cute touch, although I’m not sure the localization team got the sentiment correct in English.

I believe the game designers intend for you to build dozens of forges to get your production engine going. But who has the time? Building forges, grinders, and saws require the same resources you need to make the thing you’re trying to make in the first place.

The feeling of “why is this game like this” seems to permeate many of the experiences in the game as well. The game has a leveling mechanic as there are monsters to fight, although they seem more adorable than deadly. Personally, I constantly forget about my level as dodging is easy and the skill trees don’t affect combat nearly as much as your gear does.

To its credit, My Time at Portia has an NPC dating mechanic. One that doesn’t restrict gender pairings. While this is becoming rarer in modern games, My Time at Portia is the first game I’ve seen that has more potential husbands than it does wives. It’s not enough to keep me in the game to the end, but I would be remiss if I didn’t point out.

You can marry this tower of muscles.

My Time at Portia’s problem is that it doesn’t know what it wants to be. It does a lot well and better than many of its competitors, at the same time it massively lacks focus. While your progress seems fast due to the variety of what My Time at Portia has to offer, all of it has you wondering why you’re doing it in the first place. I suspect the game would be much better if it had some amount of multi-player. The word is huge and there is a lot of work to get done. I wish I had the will to do it on my own.

My Time at Portia was developed by Pathea Games and published by Team17 it is available on Windows, Playstation 4, Xbox One, and Nintendo Switch. For its price, I would recommend getting Stardew Valley and playing with a friend.

This Week I Played Frostpunk

You must keep the flame lit.

There is only cold.

The world of Frostpunk is unforgiving and you are charged with the survival of its people. Frostpunk is a survival game like none other. Your goal is not to wander the wilderness in search of a better home. The city, New London, is your home. You will either survive here, or humanity will perish.

Developed by 11 bit studios, Frostpunk is a game about a world undergoing a climate crisis. One different than the one we will face. The world of Frostpunk is freezing. The game takes place in an alternate history one where it seems the cooling effect from the eruption of Krakatoa never ended. A winter, like none before, is coming.

I want to warn you right now, this article will contain spoilers for the A New Home scenario. Since Frostpunk is primarily a strategy game though, these spoilers will serve to help you on your playthrough should you choose to continue reading.

My first try at Frostpunk’s main scenario, A New Home, started poorly. I began my having my workers harvest the resources of the ice crater surrounding the great generator that was our only source of heat. As my workers gathered resources, they started to become ill. I built more hunting lodges to hopefully provide them more food. I filled medical centers, but nothing worked. Worst of all, their homes grew cold as the global winter worsened.

I started pulling apart their tents and used the wood to build bunkhouses. I later tore down the bunkhouses to build real homes in a desperate struggle to keep the people warm. My population continued to get ill. A survivor of another city arrived and declared the other city’s doom. Hope plummeted.

A faction called the Londoners rose to power. Their desire, evacuate the city. Head south, return to London. Surely things can’t be worse than they are here. The people of New London declared they would remove me from power if I did not resolve their crisis of hope. The church was established. Hope became a religion. Shires were built. Mines dug into the frozen earth where my gatherers had once worked. Miraculously, people started to get better.

For a brief moment they were warm.

That was when I learned the error of my ways. My gatherers didn’t have huts to warm themselves in during their shifts. This led to frostbite and illness. The reason things got better as people started working in the mines was that the mines had heaters. Similarly, I never had to tear down houses to upgrade them. I could have just had a new house built on the same spot. This would have conserved valuable resources and taken less time. By the time I learned these lessons, the damage was done.

One hundred forty-one people wanted to leave my city and head back to London. One hundred forty-one people out of three hundred twelve. Anyone who leaves the warmth of the generator will die. I was left with few choices.

I could not convince the Londoners to stay. Hope in the city had fallen too far for that. I could not give them enough equipment and food to give them a fighting chance; our supplies were too low. I couldn’t let them leave. At the start of the scenario, I promised myself this playthrough was about keeping as many people alive, no matter the cost.

I ordered my religious zealots to keep the Londoners in the city. Fourteen people died. Twenty-nine people were wounded. After the conflict, we were one city, forever.

The cold world.

Things started to look better. I learned how to manage my resources. I started accepting refugees from other settlements into the city. My coal supply was steady and could always keep the people warm. Despite all the trouble things were looking up. I even had too much food. Then a great storm wall was seen on the horizon.

Waves of refugees arrived, telling of doom following them. My scientists reported that a great storm was coming. We ran out of wood. Houses could not be built fast enough to keep the refugees warm. People began dying in the street. On the fortieth day of my rule as Captain of New London, the people once again demanded that I restore their hope. I was ordered to build houses for the homeless, shelters for the sick, and stockpile food for the coming storm.

New London as the storm hit.

Food wasn’t the hard part. My greenhouses produced plenty. I could not build homes or clinics though. Due to a lack of steel earlier I overly invested in steelworks. My sawmills were nearly nonfunctional. What wood came from them went into the kilns to become coal for the generator. Discontent rose.

People became restless. Anyone who lost hope, and therefore faith, was banished. I didn’t have enough beds as it was, their fate would be the same in or out of the city. Weeks earlier, I had agonized over my decision to force the Londoners to stay. The day before the storm wall hit, I was barely phased by my decision to exile nineteen people, five more than died during the Londoner riot.

The storm hit. Hope was still low. I kept the generator burning. The greenhouses froze. We had enough food for the week. The coal, might not last that long though. People began dying in their homes. Despite my best efforts, their walls were not insulated enough from the storm. Three days into the storm over one hundred people had died, twenty percent of my population. That was when my people said enough.

I was exiled.

I did my best.

I did all I could. I did my best. I didn’t know any better when I started. The world only ends once. The people didn’t need a leader who would do better next time. They needed a leader who didn’t need a second chance.

As they left me to the cold, the fires of the great generator still burned. The coal mines still ran. The sawmills spun and the food was still safe. My people had the tools to survive. Too bad I did not see if they would.

Frostpunk is a hard game. It forces you to make hard choices. Which is exactly what I expect from the makers of This War of Mine. Unlike their previous title, Frostpunk is not all despair. When my city had hope, I had hope. If you like city building strategy games I recommend Frostpunk. Be warned though it isn’t mechanically deep, and it isn’t trying to be. Unlike other city builders, you are not some mayor trying to balance a budget or attract tourists. The only number you care about is the number of people you can keep warm and fed.

The game does a good job of gently increasing the difficulty for you. This keeps you always at attention. Just as you think you have your resource engine running and things are looking good, the temperature will drop and you’ll have to work even harder to keep everyone alive.

I was unable to continue playing This War of Mine after my first few attempts. It was too heartbreaking. Frostpunk is the first game in a very long time where I feel it challenged me to complete it. For that reason alone I would suggest checking the game out. But try to avoid looking up strategies. The real impact of the game comes from knowing you did you best and things were still hard.

I will answer Frostpunk’s challenge. I will build a city that survives the storm. I believe spring will come.


Update: Immediately after writing this I sat back down and played the A New Home scenario from start to finish. I could not rest without guiding my people through the storm. I’m not sure what the last game I played that haunted me like that was. For that reason alone I recommend it.

Update 2: Frostpunk is on sale for $11.99 through January 27th 2020. If this is your kind of game, this is an amazing price you don’t want to miss.

Frostpunk is available on PC, Xbox One, and Playstation 4. Frostpunk retails on Steam for $29.99. Frostpunk is available as part of the Xbox Game Pass for PC.

Valentine’s Day 2020 Fur-meet

Hello!

If you’re local to the Spokane, WA area (or if you’re willing to travel) I want to invite you to a Valentine’s Day fur-meet.

Valentine’s Day, can be a difficult time of year for some people. Which is why if you don’t have plans, you should spend it fellow furries!

There will be snacks and games. If you want to bring a treat or game to share, please do. Fursuits are welcome. This is an all ages event.

The meet is 6PM to 9PM Friday February 14th at the Spokane FaVS Center which is located at 5115 S. Freya, Spokane, WA 99223.

If you have any questions hit me up on Twitter @WildWeiler or in the comments.

I incurred a moderate cost renting the venue and getting food, if you want to help offset that cost there will be a collection jar.

FAQS

Is there a fee?

No, this is a free event.

Do I have to bring anything?

Nope, just yourself

What if I want to bring something?

Feel free to bring any board games, or party games you have. If you want to bring a snack to share you can do that too!

Are fursuits allowed?

Yes!

Do I have bring a fursuit?

Nope everyone is welcome as they are.

This Week I Played Valkyria Chronicles

This is one of those games that means it when it says press START.

When I first opened Valkyria Chronicles I wasn’t sure what to think. The cinematic leading to the title screen is more like a trailer than an opener. It shows scenes from the game in a way that presents the game like a romance story set during a war, and maybe it is.

Valkyria Chronicles was released by Sega in 2008 originally only on the Playstation 3 but it would later come to PC. The game is listed as a tactical role-playing game which is as true as a description as you can get, but it has been a unique experience for me. The game is set on the fictional continent of Europa during a second continent-wide war. Your enemy, The Empire, is moving east conquering all the territory between your homeland and the sea. They’re quick to invade your small, neutral country. Enter protagonist Welkin Gunther.

Welkin and Alicia, your two main characters.

Welkin Gunther is a college graduate who aspires to be a school teacher. After finding a tank in the barn behind his house, a relic from the first war left by his father, he joins in with the militia. He’s instantly promoted to lieutenant of Squad 7, where that falls in the fictional country of Gallia’s ranking system I am unsure. As far as I can tell he’s given this rank simply because he brought his own tank to war. Which was funny when it happened I’ll admit.

The main story is told through what the game calls “Book Mode” where scenes are laid out like pictures or illustrations in a book. As you progress these pictures go from hazy brown to full-color illustrations. Most of the pictures represent cut scenes. Valkyria Chronicles loves cut scenes to the point where at times it feels like there is little gameplay.

About half of the cut scenes are fully scripted video, the rest are delivered as one part dialog one part scrapbook.

There are two major types of gameplay in Valkyria Chronicles. The first type you’ll spend very little doing, but I suspect it has significant sway over how smoothly the second type of gameplay will go. I’m talking about squad management.

You, as Welkin Gunther (Welkies to his friends), have complete control of the composition of Squad 7. Controlling Squad 7 means managing its members, equipment, and the big ol’ tank you done brought alone. Mostly this means spending the money and experience you’ve gained through battle on skills and upgrades. Early on you don’t have to make any major choices in these regards you just have to level up your equipment. After a while though, branches begin to appear. Then you’ll have to think about your choices a little more carefully or you might spread your capital too thin and while your tank is fully upgraded your scouts are basically throwing pebbles at the enemy.

When I first assembled my squad after the first couple of missions were completed, I mistakenly thought the game had some form of dating system. I was streaming at the time and announced loudly that I would not be doing any of the dating side quests. As it turned out, there are no dating side quests, to my later disappointment. I say disappointment because after a few minutes of building my squad I found Ted.

Put Ted and Jann next to an enemy tank and see how long it survives.

All of the squad members you pick up have attributes. Ted’s attributes caught me completely off guard. He has three. The third I cannot remember because the first two are Fancies Women and Fancies Men. Ted is bisexual. This revelation had me digging through the roster to find other queer folks. I quickly found Jann, a lighthouse of a man who’s an anti-armor specialist. From that point on started building my squad off of random romantic pairings. War may be hell, but in my playthrough of Valkyria Chronicles, it’s also hella gay.

You don’t have to make your squad the way I did. But for me at least it was nice to see some queer representation. Especially in a way that doesn’t weaken the characters. In the case of Ted, he’s a comedian who happens to be a scout who happens to be bisexual. In the case of Jann, he’s a gay man who happens to be a soldier. Which is to say the characters feel realistic. Their queerness is variable. They choose to present themselves differently. This affects not only their dialog in the squad management screens but also what best strategies to utilize with these characters in combat. Your soldiers fight better if you pair their situations with their personalities. Good pairing of unit personality to your current tactic is the key to successful combat.

Maybe don’t take my advice on what makes for successful combat.

The second type of gameplay is the actual combat. Combat is broken into two distinct parts. The first is positioning your troops. This phase is crucial if you want the highest possible scores. You need to be able to field the correct units in the correct positions to make your first couple of turns really count. The other part of combat is the battle phases.

You and the enemy will each take your phases in turn. On your phase, you’ll have some command points to direct units. When you direct a unit you literally take control of them and move them from a third-person perspective. Each unit can move and use an action per command point you spend on them. Spending subsequent command points on the same unit will cause them to become tired and they’ll have less available movement each time. When you’re out of command points the game moves to the enemy’s phase where they perform the same actions. This form of combat is more challenging than it appears. There have been several times where I’ve had to try a level a few times to figure out a starting position that works well or learn new strategies for keeping my team alive.

This guy uses the royal We. He’s also the main Bad Guy it seems.

If it was not obvious from the setting. Valkyria Chronicles takes place during a fictionalized World War II. I want to stress that it is fictionalized, not necessarily idealized. The Empire is waging war across Europa, as they do they’re killing civilians and wiping out a group of people called the Darcsens. These people are obvious stand-ins for the Jewish people. At many times Valkyria Chronicles is not treating the genocide of the Jewish people with the respect it should. When some members of Squad 7 refer to Darcsen member derogatorily, Welkin, as their commanding officer, is more concerned about maintaining the unit’s cohesion rather than punishing the bad actors. Every time this has occurred it’s made me very uncomfortable. I supposed that is realistic. In life, we often strive for conflicts to just stop rather than shut them down completely. I wish the game took a firmer stance. For all I know, it may yet still.

Squad 7 enjoying a snack.

I suspect I’ve only scratched the surface of Valkyria Chronicles. There is undoubtedly much more to come. I hope my reservations about the tone are resolved. There is so much more I could say about the game. I will have to write about it again after I complete it. Unlike a lot of other games I play, I will be completing this one. If you are a fan of Battalion Wars, Valkyria Chronicles will feel familiar to you. For me it has been an engaging and challenging experience, that is making me uncomfortable in what I hope are good ways for me as a person. If you’re curious, I suggest you check it out. Be warned though, it looks to be a long game.

Valkyria Chronicles is available on PC and Playstation 3. I don’t know what your chances of finding it at a used game store are, but it retails for $19.99 on Steam and at the time of publication, Valkyria Chronicles is available as part of the Xbox Game Pass.

This Week I Played Bounty Train

American steam trains? Sign me up!

Trains, I love them. Not just any trains mind you, my love is reserved for steam engines. I’ve spent far too much time mindlessly driving the steam engines in two Red Dead Redemption games. I’ve built vast rail empires in Sid Mid Meier’s Railroads. Neither of those quite scratched the itch I have for what trains could be in games. I want to drive a train, sure. But I also want to do something beyond just making the train go “choo choo”. Enter Bounty Train.

Bounty Train tells you that it is very important that you do the campaign rather than just opening up free roam and driving your train about. The campaign is about the young intrepid protagonist, Walter Reed, attempting to buy fifty-one percent of a railway company. I’ll get back to the campaign in a bit since it doesn’t affect gameplay in any major way.

A full third of loading screens tell you use howitzers against buildings. I never found a howitzer.

On the surface, Bounty Train plays like a commodity trading game. It immediately reminded me of the free version of Port Royale I found online in middle school, only transplanted to the eastern and midwestern United States. The best way to earn money seems to be ignoring the optional missions and playing the economy. Which would be fine, except your train’s measly engine can only pull one car at best. I should have seen this coming. Bounty Train’s marketing is focused on the train’s engine rather than the train as a whole. The phrase “Control true to original locomotives” is true, but only strictly so. Commodity prices are stable enough to make trading profitable. For the most part, you can make good money trading jewelry and steel. Both of these goods are resilient and aren’t highly flammable meaning they’re likely to survive bandit attacks.

That cover outside the train is for the bandits, not you.

Bandits are a complete annoyance in Bounty Train. I’ve found either the encounters to be easily handled or completely overwhelming. What I was led to think was tactical combat, consists of positioning your gunfighters so the one you want to be shot at the most is in front while the rest of your team lazily returns fire. Your crew can’t leave the train which means every shot that misses them is a shot you’ll have to pay to repair later. Plus your train carriages occasionally burst into flames. If an enemy has explosives, you best pray your fighters aren’t in a cargo carriage or the engine. Under the best of circumstances, your repair costs will be a significant portion of what the bandits were demanding in order for you to pass unmolested, plus a pile of time wasted.

I didn’t want to spend the game with my train in working order anyway.

Bounty Train is partially set during the American Civil War. This results in a few very problematic moments. The first of which is that the conflict is very whitewashed. Any reference to the war is devoid of any mention of the reasons for the war. Furthermore, there is a section of the main story where your character’s brother won’t let you progress unless you help him smuggle steel from the Union to the Confederate States. Of course, the game doesn’t bother pointing out this makes you both a war profiteer and a supporter of a regime that rose to power because of slavery.

I understand that given the era in which steam trains existed, any historical game will have to make do with the political realities of the time. But let’s not get caught up in the train romanticism that we literally participate in the support of slavery. This was the final straw for me.

The art and environments are nice.

Bounty Train is not fun. It’s boring and tedious. The UI is inconsistent, some screens show you the distance to your next stop, others time. I constantly found myself bouncing to the world map screen, which is a convenient loading screen away, to see if I could make the next stop in time rather than find the correct UI.

The game could have been better. The combat should have been closer to the combat of XCOM, trains should be allowed to have more than one fully laden carriage, and frankly, the game should have taken a more serious tone given the times it was dealing with.

Bounty Train retails on Steam for $34.99 which is laughably high for what you’re getting. I managed to get it 90% off during the winter holiday sale. I would pay anything to get the time I wasted playing it back.

This Week I Played Bad North

Bad North bills itself as a real-time tactics rogue-lite. I’m not normally a fan of indie games that compare themselves in any way to Rogue. Usually, it seems rogue-like games make poor design the staring feature. Did the world generator give you a bad time with no possible path to survive? That’s apparently okay as long as we compare our game to Rogue. Bad North is not this.

Pikemen are best used from an elevated position.

Gameplay in Bad North consists of selecting islands on a world map to defend from an invading Viking horde. You’re given the island’s basic layout and some idea of the invading forces before you deploy your companies to the island. After a battle, deployed companies will be fatigued. You need to proceed from left to right across the map connecting islands to form a chain. Beware though, because behind you the inescapable flood of Viking based death comes.

Bad North is a beautiful game and a delightful experience. The first thing I noticed was the simplicity of its tutorial. It told you exactly what you needed to discover how the game works and nothing more. The user interface is delightfully minimal and the controls are completely intuitive. This makes the game’s challenges, regardless of their difficulty, feel fair.

Archers are great for making sure the invading Vikings never reach the shore.

Where most tactical games allow you to pause, Bad North gives no quarter. When you select a company to move time slows greatly, but doesn’t stop. You’re quickly trained into a mindset of making snap decisions and making the best of the consequences. Unlike pure rogue-likes, there is some respite.

About and after an hour nail-biting battle I stumbled upon a checkpoint. At the moment it came I was relieved. For the purists out there this feature can be deactivated, but I am not a tactical genius so I’ll take every advantage I can.

As I said at the beginning, this sort of game isn’t my usual. I don’t know how well it stacks up against similar games. I have managed to play a few hours in as many days and I’ve enjoyed myself. Which is, ultimately, the point.

Bad North: Jotunn Edition is available on PC, Nintendo Switch, Xbox One, iOS, and Android. There is a free demo on Steam. At the time of publication, Bad North is available as part of the Xbox Game Pass.

For more information, visit www.badnorth.com/

Sometimes you just have to hide.

All images were provided as part of the Bad North press kit.

First Post: Hello Word

Hello internet. The goal of this website is to be an outlet for my creative side. I’m an engineer who likes to be a Rottweiler on the internet. I play a lot of TTRPGs and Video games. I’m an author, but my only paid credit is under my IRL handle, so I won’t be posting about it here. My goal is to get some writing credits under my furry fandom handle. I will be sure to keep this space updated as that happens.

I am an adult. As such some of the things I post here will be of an adult nature. This blog is an outlet for me therefore its content will be well rounded. NSFW posts will be tagged as such and I’ll keep any explicit discussion after the break.

It is nice to meet you. I hope you like what I have to say.