Mike Gorrie

Chronically-online story enthusiast (films & TV, games, literature), livestreamer, filmmaker, musician and writer. I talk a lot about media and AuDHD.

Posts in: Reviews & Impressions

Total: 15 posts

    Reviews & Impressions

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    Finished reading: Sourcery by Terry Pratchett ๐Ÿ“š. Not strictly spoiler-free, if that concerns you.

    I’ve been reading the Discworld books very out-of-order, in terms of the wider chronology, except never to skip a book within a subseries. This has meant getting lost a few times, in terms of some of the secondary characters and where their arc is at, at any given time.

    So far, the first two books (The Colour of Magic and The Light Fantastic) were my least-favourite. Sir Terry was still finding his voice in terms of the macro stuff (storytelling structure, themes and where the secondary characters fit the themes, pacing). Characters who are much better-developed in later books have entirely different personalities in the first few (Death in particular). The reason this is relevant to Sourcery is that Sourcery comes many books later, but is the next in the Unseen University series.

    Sourcery finally starts giving Rincewind and his strange, unique position in the Discworld a sense of depth and complexity, tacitly asking the questions “why does Rincewind want to be a wizard” and “what the heck does that even mean” over and over. (His previous entries didn’t have that opportunity for plot and worldbuilding reasons.) The antagonist and problem of the story are the perfect mirrors for that question โ€” set up in the prologue, someone who is so thoroughly born to their talents and so intrinsically forced into their role that the question isn’t merely not asked, but impossible. The result is a bookful of fun, on-theme character work, on a level that (so far) is only bested by the Night’s Watch series.

    The secondary characters let Sourcery down. I feel bad saying that, because the words “excuse me” had me laughing out loud for several minutes; some of the funniest moments I’ve ever read in a book come from the secondary characters in this book, and the way they hold up a mirror to Rincewind’s journey is inextricable from the journey itself. But story-wise, the secondary characters quietly get dropped and neglected as of partway through the main plot, which feels deflating after all the time spent building up their involvement and importance. I’d have liked to see them get to complete their own little story arcs.

    On to the next book!

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    ๐ŸŽฎ When you’ve been having ‘(a) guest(s)’ around and you finally talk to the neighbours from the floor below:

    #PokรฉmonFRLG

    Pokemon FRLG screenshot. Inside Team Rocket base, the player (Red) encounters a Team Rocket Grunt. Text: We got word from upstairs that you were coming!
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    Reviews & Impressions

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    Hyrule Warriors has got me back in my “sad fight music” era.

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    Reviews & Impressions

    Dispatch (2025, AdHoc Studio)

    ๐ŸŽฎ Played through Episodes 2 and 3 yesterday.

    When I first played a Telltale game about 10 years ago, I was surprised and disappointed at how the game ‘plays itself’; one long cutscene with quicktime events. But then it clicked: this isn’t a game, it’s an interactive TV show, and the second I took it on those terms it became an incredible experience.

    Dispatch โ€” a collaboration between Telltale veterans and the tabletop-improv juggernaughts at Critical Role โ€” takes that ethos and does something even better with it. It keeps its gameplay sequences simple, but they’re also strategic, thoughtful, and filled with the life of the narrative. The character development keeps coming thick and fast throughout, and the interactivity increases the sense of stakes severalfold. Each of the shift sequences has unique parameters and gimmicks, like (pretty early in the story) the characters you send out together sabotaging each other mid-travel in order to climb the ladder โ€” which has the added bonus of removing the sabotaged hero and their abilities from the mission’s success roll.

    In short: this is already a masterclass in the intersection between TV and gaming as storytelling formats, and I’m not even halfway into it yet. Rumour has it that they’re working on a Season 2, so it only gets better.

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    Reviews & Impressions

    ๐ŸŽฎ Dinocop (2025, Pieces Games)

    Dinocop promotional banner, featuring a 3D cartoon raptor in classic detective attire (a brown jacket and hat, and holding a magnifying glass).

    Dinocop (2025, Pieces Games) is a genuine banger. A wacky premise and tone, noir tropes abound, and it’s easy to go in thinking this is all just a gag before it sneaks up on you with its well-realised characters, its genuine heart, its savvy politics, and twists I never could have seen coming hidden right behind the ones I could. Excellent use of the 24-hour time cycle, and some very clear Majora’s Mask inspirations in both its systems and its content (look at how the garden gets used)!

    Some unfortunate technical fumbles that can be distracting. โ€” Abrupt soundtrack/ambience changes โ€” Typos in the dialogue, and sometimes other strange wording choices that are suggestive of rushed copy-editing. โ€” What seem to be some memory management issues. This would probably be fine if I weren’t also streaming, but I had to quit and restart the game every hour or so as the frame drops started to creep in. I found that surprising, given some of the other games this machine can handle + streaming just fine.

    But, I absolutely found it worthwhile to push through those problems. I loved this game, and I can’t wait to see what the devs do next.

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    ๐ŸŽฎ I was not expecting Bastila Shan to show up.

    Context: Early in the Jedi Consular story (Star Wars: The Old Republic), you collect a series of Jedi devices that apparently store the wisdom of past masters, each based on a theme (Science, then Wisdom, then Secrets). #SWTOR

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    That’s Episode 1 done, and that’ll do it for tonight. The storytelling’s tight so far, there’s just enough interactivity to put the player ‘in’ the scene, and the shift gameplay intrigues me. I can already see how this is “Twilight for dudes”, but as a dude I fuck with that! #DispatchGame ๐ŸŽฎ

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    Oh man, even in the tutorial you have to be conservative with who you send out and for what. I assumed it’d be a cakewalk, tried sending a bunch of heroes out together, and took a cascade of losses when they weren’t back in time for a wave of calls.

    #DispatchGame ๐ŸŽฎ

    A screenshot of Dispatch's mid-shift gameplay, showing a call failed (hostages killed).
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    This is a cool system. Strategic, chaotic, and story-driven all at once. I’ve never seen any game integrate all that โ€” they usually pick two. #DispatchGame ๐ŸŽฎ

    A screenshot of Dispatch's mid-shift gameplay, showing a call completed at 80% efficacy.A screenshot of Dispatch's mid-shift gameplay, showing a call completed at 100% efficacy.

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    On at least two levels, I was not ready for Phenomaman to call them “subscribers”.

    #DispatchGame ๐ŸŽฎ

    An overlay of a downtown city area. A textbox with a portrait of Phenomaman reads: It appears we've got our first call from a subscriber.
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    Opening scenes go hard and fast. Feels similar to the opening of the Telltale Batman series. I’m okay with going back to the same well if the well still kicks ass.

    #DispatchGame ๐ŸŽฎ

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    And so it begins.

    #DispatchGame ๐ŸŽฎ

    Reviews & Impressions

    ๐ŸŽฎHades, and some of my favourite builds

    Launching Hades (2020, Supergiant Games) is like stepping through the wardrobe into the world of an 80s power metal album. The characters reflect the chiseled musculature of Ancient Greek statues. The action flows like an anime fever dream. The characters, lore, story, design, and even the sidequests are carefully based on Greek mythology, to incredible effect. The soundtrack is just banger after banger; a metal score for a metal onslaught. And over a year and a half since I completed the story, the random elements and eternal, slow escalations in difficulty are just enough to keep me guessing and learning without feeling punished. If I lose, it’s always clear how I could do just a little better.

    I got back into Hades in the middle of a bind. About to take a few weeks away from my streaming setup, it was too late to commit to an entire new game (e.g. Metroid Prime 4, Hollow Knight or Hades II), but too early to play nothing. Hades filled the gap โ€” putting the braincells through their paces in increments one or two runs at a time, the gamer-skills equivalent of a two-kilometre run or of “drop and give me twenty”. It feels like a short workout, in the best possible sense of the term.

    Now I’m back to playing two or three runs a day, usually after dinner. I’m slowly incrementing the Pact of Punishment’s heat guage from 16, to 17, to 18. I’ve attached a few clips featuring a couple of my recent builds (SPOILERS for major bosses in their Extreme Measures forms).

    For a build I thought wouldn’t work out, this one turned out shockingly well. For a Malphon (gloves) run, I usually try to get a Damage Per Hit boon for the basic attack, and this time around I got saddled not merely with a percentage boost, but with a non-damaging status effect โ€” Heartbreak Strike’s secondary effects don’t benefit even a little from a second hit, except to reset the timer on the Weak status (where any of the other % damage boons get at least a few edge-case benefits). Even worse, I got stuck with Zeus’s cast boon โ€” not useless, but when the same chain lighning and its associated status effects can be applied to a rapid-fire attack instead, it feels wasted in this slot.

    But then it all fell together. The Aphrodite/Ares duo boon causes ‘weak’-afflicted targets to take repeat damage from Doom effects, and having those two on attack and special, respectively, ended up being absolute dynamite as the secondary boons stacked up. Putting chain lightning on cast still isn’t my usual style, but in one shot it does about as much damage as four or five chains on the standard attack version. Add a bunch of revenge boons and the Zeus/Ares Duo Boon (Vengeful Mood) that sets them all off at regular intervals, and finally, the full benefits of an Epic-tier Rush Delivery, which converts all % speed boosts into % damage boosts as well.

    This build wasn’t a winner, but still showcases a few of my favourite things: we’ve got Dionysus’s Trippy Shot converted by a Duo Boon (into Ice Wine, which does plenty of Chill damage), we’ve got two separate stackable status effects at full tilt (Hangover and Chill), as well as the Duo Boon combos that cause Aphrodite’s Weakness to enhance the other status effects (ie. more stacks of Hangover). The hardest part was keeping Hangover stacks applied โ€” the primary attack with the Shield doesn’t quite have the speed or range for it, and it mostly excels as a hit-and-run weapon rather than a sit-and-hit. Honorable mention to Ares’s Doom effects on the shield throw โ€” the best possible place for them; tag once and let it do its thing.

    In this build I made some mistakes. I was lucky enough to get the triple-shot upgrade for the bow, plus Sea Storm (Poseidon/Zeus duo boon) on the attack, special, and cast. For the 2nd Aspect bow, whose special fires 8 shots that all home in on a target marked by your attack, Poseidon’s Tempest Flourish isn’t the ideal boon for the special initially because it increases the damage by a percentage instead of a raw amount. But Sea Storm makes each of these individual hits do an added 40 lightning damage, and that’s without accounting for status effects, so this is pretty much the best possible outcome (for comparison, Thunder Flourish’s damage-per-hit varies, but it’s usually less than 40). This was all brought down pretty significantly by Hunter Dash (one of the harder dash boons to benefit from, especially with the bow) and the lack of other utility in the kit.

    This one snuck up on me. I usually try to pair Artemis with Ares’s or Demeter’s casts, specifically for the homing properties Artemis’s Duo Boons grant them (which compounds quickly with other upgrades and with Fully Loaded, which gives you extra cast charges). I was still thinking of the Hangover/Doom combo as the centrepiece of the build, the Glacial Glare as a support. Partway through Phase 1 of the final boss, I was neck deep in armoured Flycatchers and Doom Crystals when I started to notice just how rapidly those lasers were stacking (and popping) Chill damage. My perspective inverted. For the rest of the fight, I was able to dodge around laying turrets and occasionally use the rest of the kit just to bash through to the other side.

    I don’t really have an end goal in mind. It’s pretty likely I’ll stop playing when I start on Hades II, and use that as a replacement, which you can expect to happen live on Twitch in a few weeks โ€” but it’s just as likely I’ll play through something else first. We’ll see!

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    Mario Kart World’s photo mode is pretty great actually. ๐ŸŽฎ๐Ÿ“ท