Tag Archives: PC

Mazes, Mulligans, and Monsters

My little co-op group occasionally takes breaks from the open world survival crafting games we normally focus on to play other things. Sometimes this is due to finishing one game and not having the time to properly dive into the next one that session, and sometimes it’s as more of an palate cleanser. As with Cleaning, Climbing, and Crime, I’ve got 3 more such games that we played relatively recently to cover.

MIMESIS is another “friend slop” game looking to capitalize on becoming a flavor of the week hit. While I don’t know how successful they were, the game is definitely interesting. At the risk of being offensively reductive, I’d describe it of combing the simple controls and pleasantly stylized graphics of something like the previously discussed Peak (but let’s be honest, thousands of other games too) with the basic gameplay conceit of an older and briefly very popular friend slop classic we haven’t discussed here before, Lethal Company. In a sentence, you and your group are sent into a creepy abandoned facility to scavenge while being harassed by whatever supernatural or at least paranormal entities lurk in the dark.

Get used to this view.
“Get used to this view.”

What sets MIMESIS apart is the clever way these “entities” are implemented. There’s something similar to Left 4 Dead’s AI Director going on, attempting to adapt to player behavior to for a varied and dynamic feeling experience regarding when, how, and what new entities and other events are deployed. In MIMESIS’s case, this also almost always includes a (usually gradual) escalation from the scares coming exclusively from the tension of being in a dark, maze-like environment and knowing that shit is eventually going to pop off, to utter chaos as you and your teammates end up getting split up, being chased by all kinds of terrible shit, and not knowing who is friend or foe.

That last part is key here, as there’s also a system in which some of these entities assume the identities of players, alive or dead, including attempting to mimic their behaviors and even repeating voice lines they said (which means for the best experience you should definitely be using the in-game voice chat.) In our age of LLM based AI this could get pretty sophisticated, though I don’t think what MIMESIS is doing is really is all that technically interesting. Instead, it often felt like dumb luck when just the perfect voice line was repeated at just the right time. In any case, it is highly effective in making people paranoid and thoroughly creeped out, and when things did get chaotic, it was some of the funnest, most hilarious moments I’ve had online in quite a while. Surprisingly, some of my favorite moments were after being killed and spectating on the remaining players à la something like Counter-Strike, only it’s much more entertaining to watch your remaining teammates frantically run around bumping into one obstacle after another, especially when that leads to interacting with your doppelganger(s) without a clue that you’re actually dead.

Spectating another player as escape to outside.
“Spectating another player as escape to outside.”

Naturally, there is a little hub area where you and your group can return to deposit your loot in between runs, buy some equipment and make other upgrades that persist to some degree, but this is an aspect of the game I can’t really speak to as after just a handful of runs across a couple of sessions, we all felt like we’d experienced what the game was about, had some fun, and were ready to move on. While I could see some groups sticking it out for much longer, it takes just the right game for our group to commit to something longer term.

Speaking of which, the next game is another “friend slop” game, and one we played for even less time. Super Battle Golf, as its name might suggest, is perhaps hard to even call a cooperative game. That is, it’s essentially a basic cooperative golf game, except all players go at the same time instead of taking turns, and you’re essentially racing against each other to see who can complete the hole first. As if that wasn’t chaotic enough, there are all kinds of funky items including Mario Kart like power ups you can find scattered around to make things that much more insane. There’s nothing like lining up the perfect shot to be suddenly run down by a golf cart, or similarly disrupting someone else by nailing them with a homing missile just as they’re about to take their swing.

The exact moment a rocket slams into a couple of golf carts. FORE!
“The exact moment a rocket slams into a couple of golf carts. FORE!”

Super Battle Golf was definitely fun to screw around in, but had even less of a hook to keep us playing long term than games like MIMESIS or Peak, so screwing around for about 2 hours or so was all our time with the game amounted to. Still, it’s one I could see randomly going back to when we need to kill an hour or two. In fact, we choose this one due to having a fifth person join us that night and not wanting to toss them into the middle of a longer or more complex game. Objective achieved!

And now for something completely different, For the King II. One of our group had played through the first For the King game with a different group of friends and was itching to try the sequel. I thought it looked pretty neat, and it was definitely a different type of game than our usual survival games OR the kind of quick friend slop experiences we just covered. Instead, to me, it feels very much like it is based on some of the popular cooperative board games which had been making waves in the last 10 or so years. In particular, having only really played a little bit of the Jaws of the Lion version, it reminds me quite a lot of Gloomhaven, though there have been tons of vaguely similar fantasy RPG inspired board games over the years, such as the venerable Dungeon! and classics like HeroQuest.

The world map as we kick off a new adventure.
“The world map as we kick off a new adventure.”

To describe that in a little more detail, the gameplay is something like this: Each player picks a character/class archetype and some starting traits and equipment and then get thrown onto a hex based world map where they take turns moving to trigger fights, visit towns, and investigate events and other points of interest. At the same time, each adventure (essentially a mini-campaign based on a single world map) has its own story with its own victory conditions, and because of the magic of video games, this can feel reasonably dynamic, with NPC dialogs and plot events triggering, etc. Oh, and I almost forgot to mention that in something of a rogue-lite twist, your characters do not persist between campaigns, but you’ll unlock new traits and equipment, points of interest, and even new classes which you can use in your next campaign.

As an aside, the class system is pretty interesting, as it mostly only dictates a few special abilities and your starting stats. The rest of your abilities are determined by the traits you pick during creation, and the weapons and other equipment you equip along the way. This means while it might be optimal to have a high intelligence, magic aligned character use a magic wand or staff, you can kind of do whatever you want.

Strikingly familiar turn based tactical combat.
“Strikingly familiar turn based tactical combat.”

The combat in For the King II resembles that more of a traditional turn-based JRPG in which your group and the enemies you’re fighting are placed on a grid and cycle throw and initiative based sequence. Like those JRPGs, it can feel a little tactical, with positioning and choosing when is the best time to deploy what attacks, abilities, and items, being a big part of the equation. There are also dice rolls governing a lot of the aspects of this, though they’re not presented as obviously as some games. In fact, in many ways I was surprised how little For the King II actually leans into its obvious board game inspiration; it almost seems like its trying to hide it.

Most of these fights take place on the world map and need to be purposely triggered unlike the infamous random encounter trope most often associated with JRPGs, though there are also scenarios in which you might need to defeat multiple waves of enemies. There are also dungeons, which are similar but much longer and involve moving from room to room. Most of these rooms are fights, though there are sometimes other events, choices on which path to take, and opportunities to heal and rest between rooms.

The stats screen that comes with the successful completion of an adventure.
“The stats screen that comes with the successful completion of an adventure.”

I didn’t mention the aesthetics of the game yet, and I really should. The first For the King had a “mid-poly” style that looked quite nice. For the King II drops the mid-poly style and goes much harder into the cartoony style that was hinted at in the first game, while also further refining the overall look with some nice effects and polish. Overall, while relatively simple and certainly stylized, I think it looks quite nice.

There was a little frustration from my group around For the King II, but once we understood the gameplay mechanics a bit more (another thing it borrows from board game adaptations is its fairly unintuitive gameplay systems and atypical UI choices) and had experimented a little with different characters/classes, we started to have a lot more fun. If I recall correctly, we failed the first adventure twice, and then sailed through it and two or three more of them, clocking in something like 30 hours of game time. Personally, I had a lot of fun with the game and wouldn’t mind coming back to it, even if just by myself, though I think as a group, repetition had started to set in and we were ready to move on to something different.

Interestingly, the next game we tried ended up being similar in a lot of ways, but we’re still playing that one, so more on that later!

Metal Gear Mania 2025 – Metal Gear Solid (Bonus)

I’d actually been tossing around the idea of a Metal Gear Solid series playthrough for quite a few years now. I came to love other series in the genre, like Splinter Cell and Hitman, and suspected I’d really enjoy these games as well. It also felt a little odd to have zero experience with such a highly influential series, and one that a few friends of mine absolutely loved as well. Having picked up the HD collection for the Xbox 360 at release, something like 15 years ago now, my only problem was that it omitted the first Metal Gear Solid. As followers of this blog are no doubt well aware, I’ve been a long time Xbox devotee and until relatively recently, didn’t own a single PlayStation console. It might sound silly, but not having a good way to start such a narrative heavy series from the beginning felt like a real barrier to entry.

So, what options did I have? Well, I could obviously buy an original PlayStation or maybe even luck out and find a fat PlayStation 2 with its highly sought after backwards compatibility, but I’d been downsizing my vintage console collection and didn’t really want to buy another old console, especially for a single game. Another possibility was emulation, but way back when I first started seriously considering a series playthrough my PC was pretty old and I worried about being able to emulate the game smoothly, the accuracy of the PlayStation emulators available at the time, and my lack of an actual PlayStation controller to play with. Another option was the PC port of the game, but it always sounded just a little compromised to me, though opinions on it did eventually change and I decided that would be my path forward.

A little later, I learned of the existence of the PlayStation Classic which I’d somehow totally missed. A cheap dedicated emulation machine that I could plug into a modern TV, complete with a couple of apparently good quality recreations of the original controllers? It even included Metal Gear Solid in its selection of out-of-the-box games! For a fleeting moment this seemed like an even better solution, but sadly, the more I read about the PSC and its heap of emulation issues, the more I talked myself out of the idea. On the plus side, this did lead me to learn that the PlayStation 3’s backwards compatibility was actually one of the better ways to play the original MGS. A PS3 also meant I could play an even more exclusive Metal Gear game, Metal Gear Solid 4. Sold!

MGS on the PS3: Ready for action.
“MGS on the PS3: Ready for action.”

I acquired an almost brand new PlayStation 3 Super Slim along with the original PlayStation versions of Metal Gear Solid and Metal Gear Solid: VR Missions, and the PS3 versions of Metal Gear Solid: The Legacy Collection and Metal Gear Solid 4. This also led me to embark on a fun little journey to build a library of many of the other most interesting PS3 exclusives I missed out on during the era, though that’s another story. Of course, as luck would have it, the Metal Gear Solid: Master Collection Vol. 1, which includes Metal Gear Solid, was announced shortly after this, and now Metal Gear Solid: Master Collection Vol. 2, which includes Metal Gear Solid 4, is due to be released this year. Talk about winning…

Still, I thought it might be fun to give those two runner-up methods a shot to compare them to my time playing through the emulated game on my Xbox Series X via Master Collection Vol. 1.

Starting with the PlayStation 3, there are actually two distinct options. The digital PlayStation Store release (which is the version that came with the The Legacy Collection) was probably the most widely played of the two. Believe it or not, my used copy of the Legacy Collection actually came with an unused code which I was able to redeem for it. Yes, in 2026! The big advantage of this version is that, of course, it doesn’t need to load from disc which means much faster load times and none of the nostalgic noise of the disc spinning and the optical pickup unit moving around. Some claim it runs a bit better than the disc version, though whether this is simply due to the faster load times is unclear to me. I’ve also seen claims that it has some minor visual issues, but again, nothing I noticed. The disc version, on the other hand, is often claimed to be the more “authentic” experience of the two.

In the brief time I ran through the cargo dock and heliport areas, I didn’t notice any notable visual differences between these two versions. In fact, the only thing I noticed is that the disc version, by default, has no smoothing whatsoever, which makes the stereotypical PS1 jaggies and particularly the dithering look absolutely atrocious. While true to the image output back in the day, a CRT TV would have smoothed the entire picture over considerably. To remedy this, the PS3’s emulator does include a “Smoothing” filter you can turn on which really helps. The digital version, on the other hand, already seems to have some light smoothing effect enabled from the get go and enabling “Smoothing” ends up smoothing it even more than the disc version. This is especially noticeable when looking at the font whenever text is displayed – you almost can’t tell the font wasn’t originally so nice on the digital version.

In any case, I concluded that I would have been quite happy to have played through this way, only losing some of the relatively minor conveniences provided by the Master Collection Vol. 1 version. Plus, the added authenticity of playing with a DualShock pad isn’t insignificant.

The PC version running in widescreen with no filtering. Mind the mess!
“The PC version running in widescreen with no filtering. Mind the mess!”

I also wanted to try out the PC port. Watching this excellent video by Retro Renew, I more or less followed their recommendations for setting up the GOG version and the excellent MGS Launcher. This allowed me to run the game in higher resolution, in real widescreen, with fixed sound and lots of other useful options exposed, and with great controller support. I’m not sure if running this version or running DuckStation or some other emulator with all of the bells and whistles cranked up will get you closer to a modern experience, but in any case, this was surprisingly nice. The game looks great running on my system at 1440p, and while it could be my imagination or just my fondness for the hall effect sticks on my lovely 8bitdo controller, I’d swear the modded analog controller support feels even better than playing the game on my Series X. This PC version also brings some interesting out-of-the-box features included in this unique take on the “Integral” version of the game such as the ability to play entirely in third person and the ability to save anywhere, and without going through Mei Ling to boot. Of course, there are some downsides; namely Psycho Mantis’s fourth wall breaking antics being nerfed.

As with playing the original version on the PlayStation 3 as above, I really only played around in the beginning few areas, but if that was anything to go on, I think I would have been quite satisfied with playing through the game this way. I actually liked it so much I decided to leave it installed for next time I fancy a jaunt around Shadow Moses Island.

The master collection version running in High Resolution mode.
“The master collection version running in High Resolution mode.”

As mentioned in my main Metal Gear Solid post, the emulated version that is included in the Master Collection Vol. 1 does include some tweaks and neat features of its own. You don’t get save-states, but you do get the ability to manage your virtual memory cards, including adding dummy saves for other games for Psycho Mantis to taunt you with. You can add in image smoothing, a CRT scanline filter, and going the opposite direction, the ability to run the game at HD or 4k resolutions, which looks quite nice, though it does appear to apply some sort of automatic smoothing/filtering, which I know some people will hate. There’s also no option for true widescreen or even a non-linearly stretched widescreen, which is a big bummer. Of course, there are mods and fixes to address some of these limitations on the PC version of the collection. Overall, given its availability, the other included contents, and Konami’s shockingly decent post-release support, I think the Master Collection is probably the best option for most players, though I’m personally teetering on the edge of preferring the PC version.

I could go much deeper into this topic by installing DuckStation and/or acquiring a PlayStation Classic, but alas, I’m really itching to move on to Metal Gear Solid 2.

Surviving Survival Part 4

I don’t recall how it ended up on our list, but the next game my little weekly co-op group dove into was Atlas. Atlas is closely related to Ark: Survival Evolved in numerous ways, from its studio being founded by Ark’s founders, to some shared tech and gameplay systems. Instead of dinosaurs, Atlas is pirate themed. Pirates! While I haven’t played a ton of pirate theme games, I’m certainly not immune to the allure of the idea. Sid Meier’s Pirates is a bonafide classic, I got sucked into the idea of (and quickly bounced off of) Pirates of the Burning Sea way back in the day, and I’ve almost caved and jumped into Sea of Thieves numerous times now, for example. Glossing over user reviews, there was actually very little negative criticism about the game itself, instead the harsher reviews usually focused on the controversial way the game had been abandoned. That really didn’t affect us as we were going to host our own server and treat it like any of the other cooperative survival games we’d been playing.

Easter Island, eat your heart out!
“Easter Island, eat your heart out!”

Except, it was pretty evident from our first few hours in the game that this was actually much more of an MMORPG-like experience than I realized. While the character creator was pretty neat, we were then dumped on a small island where we each had to do a bunch of tedious tutorial quests related to gathering x of y, running between NPCs, and killing groups of mobs; you know the drill. While progress seemed quite slow, it’s well documented that I’m a sucker for MMORPGs and the fact that we somehow accidentally got our co-op group into one was pretty exciting for what that could mean for future games if we actually enjoyed it. Eventually we managed to wrap things up on the starter island, get our first ship, and head into the high seas. Yaaaarrrrr!

Figuring out how to sail our ship was kind of fun, and the mysteries of the open sea, from storms and sea creatures to shipwrecks and floating loot, and at one point being chased by an incredibly intimidating undead pirate ship, was all pretty exciting. The first few islands we stopped at were literal copies of the starter island, which was… weird. Getting a little further away, we finally stopped at a legitimately new island and started to explore. This led to more gathering and crafting and some new stuff to fight, but honestly wasn’t much different than what we saw on the tutorial island. We then raised anchor and, maneuvering around more scary looking enemy ships marked on the map, set down onto yet another island. Exploring was kind of fun, but again, more of the same with not much in the way of new materials to gather, animals to hunt, or enemies to fight.

Braving a storm at sea in Atlas.
“Braving a storm at sea in Atlas.”

After only about 9 hours in the game, 2 of my group had decided they’d seen enough. Our time with Atlas wasn’t horrible, by any means, but the repetitive grind, occasional sharp spikes in difficulty, slightly janky feel, and lack of much a unique identity or any other hook to keep us playing soured the experience just a bit too much. Interestingly, since then Windrose, which looks a lot more like the type of game I thought Atlas was going to be, has hit early access with a lot of buzz. Maybe I can convince the crew to get back together and go a-plundering at some point in the future?

Next on the list is The Planet Crafter. The Planet Crafter was another game I wasn’t really familiar with, and with its simple conceit and cartoony graphics, honestly didn’t really sound all that interesting to me. You’re some sort of engineer who arrives on a planet’s surface and needs to manage oxygen, food, and water to survive, harvesting and crafting to build better and better technology along the way. Sound familiar? *yawn* In fact, that description makes it sound almost identical to Icarus which I talked about in Surviving Survival Tres. Except, as entertaining as it can be to be stupidly reductive, The Planet Crafter actually turned out to be one of the best survival games we’ve played together.

On the surface of Prime, not too long after landing.
“On the surface of Prime, not too long after landing.”

Upon closer examination, intriguing wrinkles in that simple conceit start to show. You’re not just some engineer, you’re actually a criminal who was sentenced to do this work. Interesting. What work? Terraforming the planet! Yep, unlike the aforementioned Icarus, the terraforming hasn’t already been completed – that’s your job, buddy! Not only that, but they didn’t send you down to the planet’s surface with no resources just because like the assholes in Icarus, but something went wrong and your decently equipped lander/habitat unit actually crashed, so your survival is at least somewhat out of necessity.

While all of this is pretty neat, where the game really shines is its systems. It manages to distill the basic “tree-puncher” formula down to the point where almost everything is done with a single mouse click. At first this feels kind of unintuitive, but soon you’ll be locked into the mindset and almost never have to wonder how to perform any action in the game. It’s fantastic! The whole terraforming thing is also a pretty interesting twist on your typical survival game. Much of the tech you’ll be building contributes to the pressure and heat you’re outputting, gradually transforming the barren planet to one with a blue sky and clouds, which leads to rain, which leads to the water level rising, which leads to moss and trees, which leads to insects, and then fish and eventually mammals. It’s super cool, and working towards that goal turns the game into feeling something more like a cross between Astroneer and Satisfactory. I rate both of those games highly, so this is no small praise.

Many hours later, the world is looking much more hospitable.
“Many hours later, the world is looking much more hospitable.”

There’s also a focus on exploring more of the map to find new resources, as well as finding more and new tech by exploring shipwrecks, abandoned habitats from previous terraforming attempts, and long buried alien temples. There’s even something of a story to go along with all of that. This is somewhat similar to exploring in those two games, but much more of a necessity, and well balanced between being risky and being fun and rewarding.

Just like in Satisfactory and a lot of these kinds of survival games, I spent a lot of my time exploring. Unlike those games, so did the rest of the group. I think that speaks volumes.

The crew and I about to enter an ancient temple.
“The crew and I about to enter an ancient temple.”

We completed terraforming the planet you start on (Prime) before taking off and heading over to the moon Selenea which started the cycle all over again, only with twists in what material was and wasn’t available from the get go, including some new things, and a limited ability to move items and resources between our original planet and the moon. While we didn’t finish terraforming it, the fact that we even played so much more of the game after “finishing” one playthrough says a lot about how much we enjoyed The Planet Crafter, and I could definitely see us coming back to it at some point in the future.

Next up was a game I’ve already mentioned in this series, Enshrouded. I’m happy to report that between a lot of patching since the last time we played it, adding more content and a lot of quality of life improvements, and playing with our full group this time, it finally hit more like I’d originally imagined it would.

Soloing an apparently evenly matched mini-boss.
“Soloing an apparently evenly matched mini-boss.”

One of the first things I noticed when jumping into the game this time was the graphical overhaul it received. I believe the models, textures, and animations are still mostly the same, but at some point it got a lighting rework which made the game look so much nicer. I think it might also run a little better to boot, but that could be my imagination.

There are so many more survivor NPCs to recruit to your base, making it feel much more lively, and necessitating a settlement approach to construction even more than before. Of course, most of these new NPCs bring new recipes to craft and new quests to complete. In fact, that relates to one of my few complaints about this playthrough – there are way too many quests, and they don’t chain together like in a well designed RPG, rather your quest log is just stuffed with random tasks to complete all over the map, and every time you cross one off it feels like 3 more pop up. I’m perhaps exaggerating a little, but it did feel kind of overwhelming and tempted us to simply not worry about them that much. That said, when things got slow and we started to feel a little bored, crossing one or two off of the list was an easy way to remedy that.

Man, Enshrouded is full of incredible views!
“Man, Enshrouded is full of incredible views!”

That was more of an issue later, but one thing that endangered our playthrough early on was the difficulty of the combat. I’ve previously described the game as more of an action-adventure game along the lines of a modern Legend of Zelda game, but its take on combat might be more inspired by the Dark Souls series and the like. Stamina management is important, as are blocking and rolling and dodging in and out of combat to avoid what otherwise can be fairly punishing attacks. Thankfully this is much more of an issue for the first few levels of the game, as between obtaining new and better gear and selecting new skills as you level up, combat gets considerably easier as you progress.

At this point the game is still in early access so I’m not sure it actually has anything resembling an “end” quite yet, though we did explore almost the entire map including maxing out our skill points and defeating what is, at least at the moment, its biggest and hardest boss, the Fell Dragon Youngling at the Howling Peak. This was easily the most poorly tuned and frustrating part of the entire game, and we hit our heads against that particular challenge for large portions of at least two different sessions, and probably would have quit over it if we weren’t hard-headedly determined to get beyond it, even if it wasn’t actually blocking any of our progress.

On the other hand, finally slaying this fucking thing felt great.
“On the other hand, finally slaying this fucking thing felt great.”

We finally quit the game when we felt like we’d more or less exhausted the more notable content, and between the three playthroughs I’ve done I have about 127 hours in game. My first two were probably in the single digits, so yeah, we definitely put our time in! While it was dicey at first, in the end I think Enshrouded has earned a spot amongst the best co-op survival games we’ve played thus far. It might not be my absolute favorite, as some more unique experiences edge it out, but it’s a great game, and I’ll be keeping an eye on it when it finally reaches 1.0 (projected to be quite soon) and beyond.

Finally, on a much less positive note, is Nightingale. This is another game that I’d heard nothing about but ended up on our radars somehow, and we all picked it up during a Steam sale. I was feeling a little down on the idea of jumping into yet another boiler plate tree-puncher, after all, we’ve played quite a few of them, often one after the other, but once we started playing the game and learning its systems, it was growing on me.

Puck is always around to creepily advise you on your next steps.
“Puck is always around to creepily advise you on your next steps.”

To back up for a second, Nightingale has kind of an interesting theme, mixing Victorian-eque gaslamp setting with fae mythology and magic, and more than a little interdimensional travel. It looks gorgeous much of the time, and its systems are fairly interesting, albeit it apparently pivoted from being an MMORPG to a more traditional open world survival game at some point in its development. I don’t know much about its history, but I get the distinct impression that, not unlike Atlas, some shit went down, and as a result, the game just didn’t quite hit as hoped. I don’t believe it’s been abandoned yet, but it definitely seems to have lost just about all of its early access momentum and hype, sadly enough.

So we jumped into the game and started trying to figure out what the hell we were doing. The fact that it took a little while to figure out some of the systems at hand was actually a positive, since it meant it wasn’t quite as cookie-cutter as I’d feared. We traveled all over the first realm completing quests and exploring points of interest before finally moving on to the next one. In the next one, we set up a new homestead to serve as our base of operations, and then spent quite a while gathering, crafting, and otherwise teching up before moving on to knocking out quests and otherwise clearing the map. Unfortunately, the latter task felt a lot like what we’d done in the previous realm, which gave me some concern about the gameplay getting too repetitive if we continued to play it so methodically.

Exploring the mysterious realms of Nightingale.
“Exploring the mysterious realms of Nightingale.”

At some point we got a quest to try out a new ability to more freely travel from realm to realm by opening our own portals, which brought us to yet another new, though much smaller realm. This one was quite different, and the promise of all of these unique realms was starting to be evident. Once we cleared it and went back to continue where we left off on the second realm, however, we made a startling discovery: our homestead and everything we’d had stored in it was totally gone; the map was back to its original state. While we still had our character progress, losing all of this work, including some special quest rewards, took the wind right out of our sails. While we found reports of similar issues evidently caused by bugs from years back, it still isn’t clear to me if we could have somehow screwed something up in the way we traveled back to this realm, or if it was indeed some kind of bug. In any case, after fruitlessly looking for some solution to restore our progress, we collectively gave Nightingale the middle finger and moved on. Major bummer!