Daggerheart One Shot Badwolf Adventure Studios

Several weeks ago, Badwolf Adventure Studios hosted a Daggerheart one-shot utilizing one of the campaign frames from the rulebook. I played Daggerheart once last year before the game’s release. I haven’t played it since the beta and was curious if there were any substantial differences. I was also watching Age of Umbra, which is Critical Role’s shorter series taking place in another campaign frame from the book. In the past, I expressed skepticism about the gameplay, specifically with the lack of initiative order and how rolling with d12s would work. I’m happy to say that I am impressed with Daggerheart as a system and I’d join a campaign if I had the opportunity to do so.

In our one shot, we had seven players. It was nice to see a full table of other players who were curious to see how Daggerheart would run. I ended up playing a Faun Ranger with the Beastbound subclass. This let me choose an animal companion. As a side note, you will never catch me having an animal companion in Dungeons & Dragons. Why? I would be emotionally destroyed if my animal companion were to die in combat. In Daggerheart, when the animal companion loses its health, it doesn’t die. Instead, it becomes stressed, either running away in combat entirely, hiding, or taking another action. At rest, the player can choose to clear stress, and if so, the animal companion comes back. This is perfect. It lets the Ranger class shine, but also allows players to have the comfort of knowing that the animal they choose will never die.

The Ranger in Dungeons & Dragons is notorious for not being as powerful as the other classes. I think it’s a shame, really. In Daggerheart, the Ranger has vastly improved. There are abilities that the Ranger can initiate, which include the animal companion. In our group, I had a robotic tiger named Petunia, and she could benefit from some of my Ranger abilities. I think that’s rad. There’s nothing more fun than sending a robotic tiger in to do some work. After our session, one of the players also commented on how much fun the Ranger was and how they would consider playing the class next.

In Daggerheart, there were two things I was skeptical about. The first being a lack of initiative order. During combat, players decide who goes first, and once a player rolls with fear, the GM goes next. Our group did a great job at asking other players who haven’t gone for a bit that they should take their turn next. Our group had seven players, so it’s easy for one person to accidentally dominate the game. With that said, our GM was great, and he queued players up as well, so they could take their turns. The overall gameplay experience was seamless.

The other thing I was skeptical about was rolling two d12s, one representing hope and the other fear. Our group, for whatever reason, always seemed to roll higher in fear. The GM could have wrecked our group, but chose not to. With this being a one-shot, I don’t think it was the GM’s goal to kill our characters. For Daggerheart campaigns, I think it’s important to settle on a difficulty level. Do players want an easier game or a tougher campaign? I think this would dictate how the GM spends fear based on what the players want. This was something I was nervous about, but in the two times that I have played Daggerheart, it was a non-issue.

Daggerheart has been a fun game to play. I’m curious to see what else is developed alongside the system. I wanted to give a special shout-out to Jordan from Sortilege, who was our GM for the game. He did a great job at keeping all seven of us on track. If Badwolf Adventure Studios decides to do more Daggerheart one-shots in the future, I will definitely be there.

1920s Vampire: The Masquerade Campaign

For the first time in my life, I am not actively looking for a TTRPG group. I never thought I would say that, but here we are. I have spent a majority of my time searching for groups, so it’s kind of shocking that I finally have reached a point where I’m at my max of what campaigns I can make time for. I am in three campaigns right now, including the new Vampire: The Masquerade campaign I joined. This group is the same group I played Candela Obscura with, but instead, we switched to Vampire. The concept of this campaign is fascinating and I wanted to share more about it.

This campaign takes place in the Twin Cities in the 1920s. Most of my Vampire playing experiences are stories that take place in the current day. The fact that this takes place in the 1920s will be neat. I did a lot of research to create my characters and what would be realistic during this time period. This campaign will be interesting because we will be creating two characters. The first character would be the sire, an older vampire. The second character would be the vampire our first character created. This concept is fascinating to me. There’s a lot of back story that needs to be created. Why would our vampire choose this person to turn? What motivates them? What are the differences between this older vampire who is less attached to humanity versus the vampire who was just turned and still wants to keep their humanity? These questions were at the forefront of my mind when writing everything out.

There is still a lot of finalizing I need to do, so I won’t share much more than that. The only thing that I will share is the clan and I chose Tremere. Tremere is the clan of Blood Sorcery and notably considered blood witches. I have only played Tremere in various one-shots, so this is my first time playing a Tremere in a longer form campaign. I like paging through the sourcebook and learning what blood rituals I can learn. There’s one ritual that I’m working my way up to and it is NASTY. It’s a good offensive ritual to severly injure someone and I can’t wait to level up enough to unlock it.

I am curious to see how our sessions develop! Once I know more about my characters and their back stories, I will be the first to share it here. I can’t believe I’m in two Vampire: The Masquerade campaigns simultaneously after I went so many years without playing the game once.

World of Darkness – White Wolf Announcement

During Darkness Emergent Los Angeles, it was announced that World of Darkness is being rebranded to White Wolf and will be the official publisher for World of Darkness properties. This includes: Vampire: The Masquerade, Werewolf: The Apocalypse, and Hunter: The Reckoning. For those new to World of Darkness, the original role-playing books were published under White Wolf Publishing, which is now defunct and has been merged with a gaming company, subsequently acquired by another gaming company. If that sounds messy, it’s because it is. This announcement comes full circle, meaning World of Darkness products are going back to the White Wolf name. Is this purely a corporate stunt? Or will this improve upon the World of Darkness brand?

Let’s start at the very beginning. White Wolf and Vampire: The Masquerade were created in the 90s by Mark Rein-Hagen. After Vampire’s release, there were Werewolf: The Apocalypse, Mage: The Ascension, Wraith: The Oblivion, and Changeling: The Dreaming. In the 1990s, numerous editions and revisions were made to the games to enhance their quality. With the business downturn and Mark Rein-Hagen leaving, White Wolf was acquired by CCP Games in 2006. In 2015, Paradox Interactive acquired White Wolf Publishing from CCP Games. World of Darkness partnered with Renegade Game Studios to sell World of Darkness licensed products. I’m skimming over quite a bit of history, but to simplify this as much as possible, that’s where we are.

It took me more time than I care to admit to research and cite all this information. Going back to the announcement, what does this actually mean? In the announcement, it says, “As White Wolf enters its next chapter, it brings World of Darkness’ IP closer to fans and empowers a new generation of storytellers to explore and expand its rich universe.” My thought is that White Wolf and World of Darkness would move away from Paradox and Renegade and own everything. I don’t see this as a bad thing. This history is convoluted, and when you introduce new players to the brand, it would be easier if White Wolf owned everything. Given White Wolf’s history, I think there is skepticism with the announcement. I’m curious to see how this plays out in the next six months to a year from now.

My first thought when I heard this announcement was, are we getting a current Wraith: The Oblivion book? I came into World of Darkness later, so I’d be curious if some of these older games will get a rebrand. Wraith: The Oblivion is on Drivethru RPG, and reading the description of this game, this is absolutely something I’d love to play. Based on the description, players play as ghosts who recently died and are now trying to survive in this gothic underworld. How cool is that? There’s a lot of opportunity with this rebrand; it depends on how White Wolf approaches it.

It’s too early to say more than this, but I’m hoping for an update on some of the other World of Darkness properties. The World of Darkness property has so much potential, and I’d love to see these games become more popular in the TTRPG space. The last thing I will say, I’m not an expert in World of Darkness; I’m simply a fan who loves the game. If I mis-summarized anything or if something needs to be updated, let me know in the comments below.

Life is Strange Double Exposure Review

Image is a photo for a PS5 game called Life is Strange Double Exposure. It shows a woman holding her hands up and rainbow waves coming out of her hands indicating some power.

I remember a friend of mine had recommended Life is Strange to me. She isn’t normally a gamer, so I was surprised to hear that she played this game. I took her recommendation to heart and played it. This game was a punch to the gut emotionally, and I loved every second of it. I played Life is Strange: Before the Storm, which came out after the original game. It served as a prequel, and I really enjoyed it. Since then, there have been several Life is Strange games, but I haven’t had a chance to play them yet. When I heard about a direct sequel to the original Life is Strange, I bought it instantly. Life is Strange: Double Exposure was good, but it falls flat if compared to the first game.

Life is Strange: Double Exposure picks up several years after the first game. Max Caulfield has relocated to Vermont and works as a photographer resident at a prestigious liberal arts college. Max is good friends with Safi and Moses as they help Max regain a sense of normalcy. After hanging out together, Max looks for Safi and finds that she’s been murdered. Max reacts as anyone would, but instead of rewinding time like she did years earlier, she can split timelines: one timeline in which Safi is dead and the other in which Safi is alive. Max jumps to each timeline with the hope of saving Safi and uncovering what happened to her.

I like the new setting! The university is stunning and feels like it came straight out of a dark academia novel. I like how snowy it is. It’s beautiful, but it adds a bit of darkness to the story. I liked learning about Max’s life, how she spends time at The Snapping Turtle, a bar where students hang out. This game captured Max’s personality perfectly, which is tough to do considering the first game came out several years ago. I have never been to Vermont, but this game makes me want to visit.

Max’s new power is interesting. I’m curious if Max can’t rewind time anymore, or if her power depends on what she’s reacting to. In the first game, Max needed to rewind time to save Chloe, but in this game, Max didn’t have enough information to do that, hence why she created two timelines. If there are future Life is Strange games planned, I’d be curious to see if they explore more of Max trying to figure out how her powers work, or if there will be answers as to why Max has the powers that she does.

When I think about the story as a whole, I was underwhelmed. Regarding Safi, I was intrigued by what Max would find out. Was Safi involved in something? Was there corruption at the university? It turns out that Safi took a photo of her killer. The photo shows Max pointing the gun at Safi. Max shoots Safi because of the dual lifetimes, causing a similar storm that appeared in the first game. I was hoping for more of a murder mystery, and that’s not what this game was. There’s a subplot of Safi being friends with another student named Maya. Maya committed suicide before Max got the job at the university. None of this matters because it has nothing to do with what happens to Safi, so why bother putting it in the game? I’m fine with red herrings, but when the red herring takes up so much of the game, and then it doesn’t even matter in the end. It’s disappointing, to say the least.

I have no regrets about playing Life is Strange: Double Exposure. It kept my interest, and I wanted to know how the sequel would play out. While I liked it, I wasn’t a fan of the story. If more games are coming out that center Max’s story, I hope they explain more of Max’s powers and why they work the way they do.

Vesper is Level #20 – Reaching Level #20 in a TTRPG

Image is a photo of Vesper, my Dungeons & Dragons character. She is wearing blue academy robes. She has a menacing black hound with magenta eyes staring ahead. There's a castle off to the right.

I still play in my weekly Dungeons & Dragons campaign at Badwolf Adventure Studios. We are almost at our second anniversary, as I started this campaign in the Summer of 2023. A few sessions ago, a few of our characters reached level #20, including Vesper! I was excited to see Vesper at the highest level in Dungeons & Dragons. Before playing as Vesper, my previous character, Levenia, made it to level #13. I wanted to share some of Vesper’s journey to get here, along with leveling up to level #20, in more detail.

It was a no-brainer that I signed up for a second campaign at Badwolf. Once I finished Curse of Strahd, I knew I wanted to play in another campaign. If I could go back and tell myself what I know now, I’d say I’m in for a wild ride. Vesper has been through so much to get to level #20. She almost didn’t roll high enough to pull off a cursed mask, lost her eyesight temporarily, made a bond with a powerful entity, got married, and helped an NPC regain her will to live after that NPC survived a traumatic event. These events in Vesper’s story would take too long to detail for this post, but Vesper has earned all her levels.

It wouldn’t be a post about hitting level #20 if I didn’t talk about Vesper’s new abilities. Since Vesper is a multi-class character (she has 17 levels in Sorcerer with 3 levels of Paladin), she didn’t unlock a boon naturally. Through an in-game moment, she unlocked “Boon of Magical Resistance”. This gives her advantage on saving throws against spells and other magical effects. One of my favorite spells that I unlocked at level #20 is Blade of Disaster. Blade of Disaster is a magical blade, allowing for two melee attacks. On a hit, it’s 4d12 force damage, and a critical hit is on a die roll of 18 or higher. I used it recently in a combat encounter, and it was sick. I can’t wait to use it again.

I’m not sure how much longer our campaign will run. We are on our last major story arc of this campaign. I will never forget Vesper and how much this character means to me. This campaign has taught me a lot when it comes to being a better player at the table. Once this campaign ends, I will absolutely sign up for another one.

Surviving the Wild in Forbidden Jungle

One of my family members gifted me the board game Forbidden Jungle for the holidays. It should be no surprise to anyone that I love receiving board games as gifts. It’s a chance for me to play a new board game, and I can take it to family board game nights or a board game night with friends. I played Forbidden Jungle with my brother for the first time, and we lost. I wanted to redeem myself, so I brought it to our latest family board game night. We did win one game but lost the rest.

Image is a photo of a board game sitting on a table. The board game is Forbidden Jungle. It shows a jungle and a blue tunnel at the center. The shadow within the blue tunnel shows an alien with a black body and several limbs holding it together.

Forbidden Jungle is a cooperative board game where players play as a team of explorers. Their goal is to work together to locate a portal. This portal will teleport players away from the jungle, therefore winning the game. Besides locating the portal, the portal needs four crystals to power it, and those crystals must be attached to the portal. To locate both the portals and the crystals, players must reveal game tiles. As they do, aliens will populate various spaces. Threat cards are drawn to raise the stakes, often working against the players. If any of the players lose their health from the aliens, or there aren’t any more alien tokens to populate the board with, the players lose.

Image shows a group of tiles. There are four tiles with glowing pink crystals on it. In the center, there's a tile with four game pieces on it. There's a card at the bottom that says "Recall Dynamo". The card reads - You may move any adventurers that are up to 2 tiles away from you to your tile.

I like how challenging Forbidden Jungle is. As mentioned previously, I have only won this game once. It’s easy for things to slide because there’s a lot to keep track of. This includes how many aliens are populating, where the players are to the aliens, and how many crystals we still need to find. The more times I play, the more I am starting to understand the strategy. In the game that we won, we did a good job of assigning duties to the players. For example, one person in our group was solely responsible for killing the aliens while another player was shifting the crystals closer to the portal. It was rewarding to have finally won at least one game that we played.

Image is a group of three cards. The three cards are as follows: the first card lists "Order of Play" "Actions" Sharing Equipment". The second card says "Healer - You may bring 1 adventurer that is on your tile with you when you move. As an action, you may completely heal 1 player on your tile (including yourself). The third card says "Machines" with four machines on it - Configurator, Compeller, Destruct Switch, and Portal.

Since Forbidden Jungle is a game involving flipping tiles, the game is different every time you play. There are at least three different tile positions, so it keeps things interesting. In our games, we randomized the role cards, which helped keep things fresh. The Chemist and Healer were probably my favorite roles in the game. The Chemist is immune to alien stings, so they can’t die. The Healer is the only role in the game that can heal other players, which is a must if players are cornered by the aliens. If I’m going to own a board game, I’d like a game where I can play it multiple times and not be bored.

Forbidden Jungle is made by Gamewright, and it looks like they have other Forbidden titles, including Forbidden Island and Forbidden Desert. I’d be open to playing the others because I like how Forbidden Jungle is designed. Forbidden Jungle is a challenging, cooperative game that offers something different every time you play.

The Circle of the Serrated Hook – Candela Obscura Wrap Up

Image is a character sheet for Dr. Vivienne Baker. She's a Doctor Scholar as her character type.

I alluded to this in several posts, but I found a Candela Obscura campaign group. I have been playing Candela with two other players since November and we had our last session to wrap up our circle, The Circle of the Serrated Hook. As a side note, our circle name rocks. I did not come up with this, one of the other players did, but I love it. As we wrapped up our session, I am happy and surprised to say that Dr. Vivienne Baker lives on.

Before getting into the session, I wanted to write a bit more detail on Dr. Baker. Dr. Vivienne Baker was a professor at a college university, but her focus was on providing affordable healthcare to all. She is someone who believes anyone of any status should be able to be seen. At some point, Dr. Baker partnered with Candela to continue her research, but also protect people from Bleed, the corruptive force left behind by Magick. She is not skilled in hand-to-hand combat, but makes up for it in her intelligence and being able to help others who have been injured.

Our circle has had so much happen! Our original lightkeeper was murdered because he was corrupt. It was revealed that he was using Candela to steal items and sell secrets. We got a new lightkeeper who was not well-liked which made for tough social situations for our characters to interact with. This led to the final showdown where our circle was tasked to go undercover in a prison. Once we arrived, our task was to find a secret vault beneath the prison and secure the artifacts or seal the vault permanently.

Horror TTRPGs are all about creating tense situations with players. Our group had to get climbing gear to go underneath the prison. As we tried to maneuver our way around, Dr. Baker got stuck! Talk about horrifying, I couldn’t imagine being pushed up against rocks and not being able to move my body. Thanks to the other players, they were able to pull me out and we came up with a new plan where we somewhat safely got through the claustrophobic-inducing rock tunnels.

We arrived at the vault and saw lights slowly coming on. There was messaging that we found earlier that indicated that light was lethal. As the room started getting brighter, me and one other player dove for cover. The other player tried to commune with the spirit in a glass tube. While he successfully was able to do that, the light shone and that player was incinerated. Uh oh. Now we are in this prison vault with an injured character. While I’m a doctor, I don’t have the medical equipment to treat this type of injury. The other player who dove for cover, he suggests finding a way to turn on the light and that’s how we seal the vault. Genius. Through some discussion, we found a well-wheel that could permanently turn on the light. While that’s happening, a team was sent down to dispatch us and one of their members was incinerated as well. Dr. Baker made it out along with the player who originally dove for cover, but unfortunately, the character that was incinerated did not make it out. RIP.

The Circle of the Serrated Hook has two surviving members and while Dr. Baker made it out alive, I’m sure her partnership with Candela is tarnished after this series of adventures. I am grateful that I was a part of this group. The more I have played Candela Obscura, the more I have enjoyed the system. I’d love to hear Critical Role announce another Candela Obscura live play soon. I’d like for other players to have a chance to play this game and see if they can survive till the end.

Murder Mystery in a Speakeasy – Best Served Cold

Image is a screenshot I took of Best Served Cold. The font feels like a 1920s broadway type of font. There's gold around the words and on the top is a red, cocktail glass and the bottom is a red drop of blood.
Best Served Cold – screenshot taken by me.

I received an email from Steam about a game demo that’s now available to play. I don’t pay much attention to these emails, but this game caught my eye. Best Served Cold is a visual novel game where players interact with patrons to solve a murder at a speakeasy. When I researched the game, I realized that Best Served Cold is being developed by the same developer that made Hidden Through Time which is another favorite game of mine. Once I knew that, I was intrigued and downloaded the demo of Best Served Cold. Best Served Cold is an entertaining game and the demo expertly gives players a first-hand look at what the game will be like.

Image is a newspaper with the title headline "Killer Still At Large". There's font below that says "That star's being dying for a while". Image taken by me.
Screenshot taken by me.

Best Served Cold opens with the player being greeted by a detective. The detective offers the player a forced choice of helping to gather information to solve a murder. In turn, the detective won’t bust the speakeasy the player is working at. By mixing drinks, the player can gather more information from suspects. Some suspects open up more when the drink sucks or isn’t made right, so messing up drinks isn’t always a bad thing. At the end of the day, there’s an evidence board where evidence can be linked together. This reveals if the player caught a suspect in a lie or built a motive against a suspect as to why they would want that person dead. The demo ends after a few rounds with evidence collected leaving the player wanting more.

I was surprised at how long the demo was. According to Steam, I played the game for 86 minutes or an hour and twenty-six minutes. I don’t know what I was expecting, but I thought the demo would be a fifteen-minute experience and I was pleasantly surprised by how much gameplay was included. I felt the demo did a great job of showcasing what the game would look like. There is no doubt that I will be purchasing this game when it’s released.

In the demo, it shows how cocktails are made. There’s a cocktail list and once a cocktail is chosen, the player has to move their mouse along a series of lines. There’s a timer, so if the player doesn’t make the cocktail fast enough, the drink is ruined. This was a little clunky because you only have one shot to make the cocktail correctly. However, once I had a few tries, I found myself getting better at making the drinks. From talking to patrons, you can gather clues on what cocktail might be their favorite. Serving a patron their favorite cocktail allows the player to record clues and ask more personal questions. I liked how this came together especially when you could put the clues together on the evidence board.

I mentioned how Best Served Cold was made by the same developer as Hidden Through Time. Rogueside is based out of Belgium and has a ton of interesting games. Hidden Through Time is one of them along with Warhammer 40,000 Shootas, Blood & Teef and Guns, Gore & Cannoli. I have never heard of those two games, but I’m more willing to check them out. As far as I’m aware, there isn’t a release date for Best Served Cold yet.

Best Served Cold was a fun game. I can’t wait to play it once it’s released. If you’re interested, the demo for Best Served Cold is available and I’d highly recommend downloading it and checking it out for yourself.

Doomlings: Imaginary Ends Expansion

My friend introduced me to Doomlings after she backed the game on Kickstarter. When I visited her one weekend, we played several rounds of Doomlings and I loved it. I loved the art style, it feels similar to Unstable Unicorns or Exploding Kittens. The game is easy to learn and explain to someone else. Several weeks ago, I was contacted by someone from Doomlings asking if I would be willing to review the game. I was delighted! They were kind enough to send me a copy of the base game and their expansion, Doomlings: Imaginary Ends. I had already written my review of Doomlings three years ago, but because they were open to sending me the base game, I introduced my brother to the game. Doomlings: Imaginary Ends adds so much more to the base game.

Image is a photo of Doomlings Imaginary Ends. It shows a bunch of cute creatures. One at the bottom looks like a circular narwhal . The one above it looks like a red blob with lightning on it.
My copy of Doomlings: Imaginary Ends. Photo taken by me, copy provided by Doomlings

If you’re new to Doomlings, I’d recommend checking out my original review of the base game here before continuing to read this review. In summary, Doomlings is a game where players collect trait cards before the world ends due to an apocalyptic event. The player with the highest number of points at the end of the game wins. Some trait cards have abilities while others are cute and add points. The base Doomlings game has a stack of trait cards and apocalypse cards that help keep the game interesting. This is where the Doomlings: Imaginary Ends expansion comes into play.

Image is a photo of a catastrophe card. It says Abyss Stares Back. It shows the night sky with a purple shadow over it. At the bottom of the card it says: 

-1 Gene Pool
Suppress all cards from your hand. Stabilize.

World's End: 
-5 if you have 12 or more traits in your trait pile.
This new Catastrophe card from Doomlings: Imaginary Ends. Photo provided by Doomlings

Doomlings: Imaginary Ends has five different expansions which add a twist to the game. The expansions are: Magical Merchants, Glitterlings, Moonlings, Deeplings, and Fuzelings. The Magical Merchants can sell players trinkets that may score extra points at the end of the world. Glitterlings are cards with abilities based on chance meaning playing them could benefit you or they could backfire. Moonlings allows players to give out unwanted cards and add rewards. Deeplings can give players a chance to suppress abilities. Finally, Fuzelings is a mix of the above expansions and can provide players with additional combos with other cards played. The amount of replay value in this expansion is wild! This expansion has five new additions for every game and that’s on top of all the cards from the base game.

Image is a photo of a person holding the Glitterlings cards in a fan. The cards are rainbow in color from red, orchid, gray, green and some are multi colored.
Glitterlings cards. Photo provided by Doomlings

Since I was introducing my brother to Doomlings, we played a few rounds of the base game before introducing the expansions. What worked well for us was that we played the expansions separately with the base game, so we could truly understand how they modified the game. I couldn’t choose a favorite expansion because they all added something to the game. With that said, the Glitterlings stood out the most to me. My brother was able to pull out some combos at the end of one of our games and I could not compete. The beauty of the expansion is that there’s still so much I haven’t played with yet. The expansion adds 127 new cards to the game and that takes time to see these cards pop up.

Doomlings: Imaginary Ends is $24.99 which is the same cost as the base game. In my reviews, I don’t usually bring up what something costs. Cost does matter though. If I’m going to invest in a board game, TTRPG, or a trading card game, I can’t always sink hundreds of dollars into that game. The fact that Doomlings costs $50 for both the base game and an expansion is a reasonable investment. I can see myself bringing out Doomlings at future board game nights along with Doomlings: Imaginary Ends.

In summary, Doomlings: Imaginary Ends was a fun and new addition to the base game. I was a Doomlings fan before playing the expansion and unsurprisingly, I’m still a fan of Doomlings. I am looking forward to seeing Doomlings dominating the board game market and if any expansions are released in the future.

Star Wars Outlaws Review

Image is my copy of Star Wars Outlaws. It shows a woman with a creature on her shoulder. To left left is ND-5, a big robot carrying something on its back.

Spoilers for Star Wars Outlaws

Last weekend, we had a snow day. I had nowhere to be and while I don’t always love snow this time of year, I like having relaxing days at home. It was the perfect time to sit and devote myself to finishing Star Wars Outlaws. I had been chipping away at the game for a month or so. I was distracted by all the side quests and other odds and ends. Star Wars Outlaws is an immensely fun game and while I have my grievances with the game, it’s worth playing.

Star Wars Outlaws takes place after The Battle of Hoth in Episode V. Kay Vess is trying to survive in Canto Bight after her mother abandoned her when she was little. Kay agrees to break into crime lord, Sliro Barsha’s, vault. Kay is unfortunately betrayed after she learns that the crew is a part of The Rebel Alliance. Kay escapes with her companion, Nix, but Sliro puts a death mark on her meaning assassins from several of the crime factions are trying to hunt her down. After recovering from the failed job, Kay gets another shot at breaking into Sliro’s vault and she can’t pass up the opportunity of robbing Sliro and getting revenge.

There were several things I loved about the game. The first is the nostalgia I felt while playing the game. One of the planets Kay visits is Tattoine and I liked being able to roam around the planet on her speeder. Mos Eisley was realistic and it gave me flashbacks to playing Star Wars: Battlefront II with friends on Xbox. Another interesting planet choice was Akiva. I read Chuck Wendig’s Aftermath book which takes place on Akiva. It was neat to see the planet brought into more Star Wars lore. One of Kay’s contacts is Temmin Wexley who appears in the books and eventually flies with Poe Dameron. As a Star Wars fan who reads the books and comics, it’s cool to see so many references throughout the game.

I can’t write a review of Star Wars Outlaws without talking about Nix. Nix is adorable! There was a moment when Nix was kidnapped and sold to Jabba The Hut and I was enraged. It was sweet karma when the individual responsible for this was killed in the story. Besides being a cute companion, Nix is helpful to Kay. Nix can steal items while Kay is in a firefight. I unlocked an ability where Nix can pull the pin on a grenade if a Stormtrooper has one on their person. I started doing this all the time. There was one Imperial base where I ended up killing five Stormtroopers this way, it was satisfying.

I was honest when I said there were things about the game I didn’t enjoy. The first would be the lockpicking piece. Kay has a device that she uses to pick the locks on doors or containers. How this works is Kay pulls out the device and as the player, you have to listen to the beeps of the lock. From there, you click the button on the beat of the beep. This was aggravating. I had to turn on a feature in the game that provided a visual cue which made this easier, but still annoying. Kay picks a lot of locks, so this kept coming up time and time again. There were several moments where Kay had to pick a lock fast before she was discovered. I would have to repeat this multiple times because I could not figure out the sequence. The lockpicking aspect of the game could have been designed better as that was the worst part by far.

I wouldn’t call this a grievance, but a gameplay preference. Star Wars Outlaws is a primarily stealthy game. I don’t have the patience for stealth. This comes from my love of first-person shooters. I want to go in, kick ass and take names. In Star Wars Outlaws, you can’t go into the Imperial base guns blazing. Kay will get a Wanted status and be hunted down by The Empire. One thing other players pointed out that I also agree with is how stealth could be better. For example, when Kay hides behind cover, she never is fully hidden. I was discovered once by a Stormtrooper when Kay was hidden behind a crate because her head was poking out. Additionally, when Kay is in a firefight, she gets shot at because she isn’t fully behind cover. An easy fix for this would be to have a button to press on the controller when Kay approaches and when players press the button, Kay would fully get behind the cover and be hidden. For a game that’s primarily stealth-based, I think this could be improved.

Is Star Wars Outlaws a perfect game? No, but does every video game need to be the best game ever? I don’t believe Star Wars Outlaws deserves some of the harsh criticism I have seen online. If there’s ever Nix merchandise that is released, I would buy it in a heartbeat.