We get the bits for another Vellum before going for another run.
Read moreLet’s Play Wizardry: Tale of the Forsaken Land: Part 126 – The Butcher’s Work
We get the bits for another Vellum before going for another run.
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We finish checking around the stairs down to B9, before warping back to town to wrap the session.
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We meet up with Sophita, find the truth about her, and the town, before bidding her farewell.
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We go for another push, and manage to reach the B8 Key!
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This week I’m giving my thoughts on the last game I beat in 2020, and get into how Orientalism and lazy research can lead to a perpetuation of fascist perspectives of the past.
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We return to B8, and run into some really tough opposition.
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With the new class, it’s time to change up Durgan’s gear, before going for our next push.
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We go visit Kasta, and get a Knight Orb to retrain Durgan to Knight.
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After returning to town, we level up and prepare for the next run.
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We end up flubbing disarming some traps, and then have to flee an encounter before returning to town.
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We reach the Third Crystal and learn how the Flash happened.
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We reach the second crystal and learn Durgan’s backstory.
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We continue on our way to the second Memory Crystal.
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We have almost finished Year 8 of Nintendo Power, with a fairly lean issue.
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We fight an optional boss to open up a portal back down to B8.
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We return to the waterfall level to investigate an area we unlocked.
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Ghost of Tsushima was the last game I beat in 2020 – I completed the game on New Year’s Eve on a launch PS4, and in spite of that console’s age, Tsushima is a title that looks and plays beautifully.
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We start to make our way to the next memory crystal, but get ambushed and have to fall back to town.
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The party gets some exposition on the history of Duhan.
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We continue through B8 to our next story objective.
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We finally get out of the lobby and start exploring the East wing of B8.
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We return to B8 and encounter a bunch of monsters in the level’s “foyer”
Read moreAnother light issue, but we get our first dedicated coverage of a third party N64 game.
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I’ve talked a bit in this series about encounter design. The Pit of Moander works well for it’s lack of encounter design. Or, rather, a designed lack of encounters – specifically random encounters.
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