Skep’s Place

 

Gaming Report Q3 2025


Another short list this quarter, BUT! I have officially kicked the Zenless Zone Zero habit. Again, not that I disliked it; it just doesn’t respect my time. Here’s what I got up to instead.

Maliki: Poison of the Past

a screenshot of Maliki: Poison of the past. Four characters stand around a standing blue circle that looks like a portal. The foreground shows the character portrait of a young woman with long pink hair and a white dress, wearing a feathered mask on half her face and pruning shears on her waist, grinning excitedly. A dialogue window indicates this is Maliki saying “Prepare your expedition well, and be careful not to break space-time!”, and in smaller lettering, “I’ll... supervise from here.”

Man, I wanted to like this one. I felt bad when I finally dropped it. The characters were enjoyable, and their conversation portraits were wonderfully animated with all these cute little touches, which sort of makes sense when you find out that the game was based on/made in collaboration with a long-running webcomic. I haven’t read it. Maybe I should have?

Because the story wasn’t hitting for me, even though I wanted to be engaged with it. It has this time-travelling aspect where you need to jump back to various points in Maliki’s life to prevent the apocalyptic entity from messing up the timeline. Fun idea that, in one case, actually leads to a fantastic concept for a boss battle. Unfortunately, everything feels so dragged out. To progress between story beats, you have to explore large areas that offer little of interest aside from battles and puzzles. The puzzles are clearly padding but otherwise fine; but the battles are unremarkable turn-based RPG fare built atop a time manipulation mechanic that is so fiddly it’s hardly worth using half the time.

The idea is that you can move the timeline around to control who acts when or give them bonuses; but what’s most emphasized is shifting two characters onto the same turn, so they can work together and perform a powerful combo move. Sounds good on paper, but the implementation is honestly a bit of a mess:

For basic encounters, it’s far easier just to all-out attack and only engage with this system for the occasional HP/MP refill. Boss battles are drawn-out enough that you’ll have more opportunity to play with the mechanics, but in many cases the boss can also influence the timeline and will just shift at random intervals to power themselves up and do massive damage, frequently turning these encounters into a nerve-wracking half-hour siege where you are expending all your actions and resources simply to keep one team member standing for another turn.

I hate being brutally critical of a game like this, especially from a smaller studio… and there were enough delightful aspects that I want to finish it out. But I can’t do that to myself. Maybe I’ll just go read the comic.


Oblivion: Remastered

a screenshot of Oblivion: Remastered. A menacing portal, burning orange, stands on a hilltop at middle-distance, the area immediately surrounding it scorched and barren. The sky is painted an ominous red. A wooden signpost stands in the foreground, directing to Leyawiin on the right and the Imperial City on the left.

We’re back! I can focus on picking this back up now that I dropped ZZZ. And by that I mean: I created a new character and started over.

It seems like the developer heard enough complaints about the locked-in difficulty levels that they at least added an intermediary right where I needed it. So I didn’t need the difficulty fix mod after all. But, the author of that mod also happened to assemble an entire collection of mods centered on enhancing the role-play experience, so…

Yeah, I’m running a modded version now. Nothing that overhauls anything, just small little tweaks, like removing quest and location markers from the compass. I’m now finding myself exploring the overworld way more than I ever did when I was younger, popping into dungeons and Oblivion gates as I see fit and just being leisurely with my pace. It took me 50 hours before I got around to visiting every major city. I don’t know how much of it the mod collection versus just letting myself sit down and get immersed for once, but whatever it is it’s working. I also classed as a spellsword, so this might be my first time really engaging with the magic system (in other words: finding creative ways to make damage numbers go up).

Funny thing I noticed about how I play RPGs, though. When I was young, I always played noble, larger-than-life characters who did the right thing, aimed to please everybody, and would stop at nothing to save the day. Now, all my characters are bitter burnouts who don’t have the energy for this bullshit; they’ll do your quest, but they’re going to gripe about it the whole time. I wonder what this says about me.


Dodgeball Academia

a screenshot of Dodgeball Academia. I'm going to be honest, this screenshot is pure chaos, but picture the side view of a dodgeball court. There are seven colorful players, one of which has a monitor for a head, all running around the court and taking actions like jumping, kicking, catching balls, etc. Some characters have status indicators floating near their heads, and health bars for each are dotted around the edges of the screen.

God, I am a sucker for dodgeball. Despite being the easily-winded nerd who finished the mile run second-to-last every single year in high school, I loved dodgeball days in gym class. I was absolutely not good at playing it, but I was amazing at hurling my body at reckless velocity onto the wooden floor of the basketball court any time a rubber ball entered my general vicinity. I wonder what this says about me.

I haven’t had the pleasure of playing a video game rendition of dodgeball since My Street, a pretty awful PS2 game from 2003 you’ve never heard of (and shouldn’t bother looking into) that featured dodgeball as its final and, by far, best minigame.

…Actually, shit, wait, that’s not true, I played a bit of Knockout City shortly after release.

Anyway, I played Dodgeball Academia! It was fun! I was surprised to find that it wasn’t a straight one-hit-you’re-out dodgeball experience; instead, characters have health bars, stats, and abilities like in an RPG. Still, it was largely an action-first game. I never felt like I was very good at it, but it’s colorful and zany so it’s good enough for me.


Little Problems

a screenshot of Little Problems. A young woman stands in the foreground of what appears to be the reception area of a veterinarian clinic, hand held above her eyes, her expression worried, as though she’s searching for something. An older woman is dashing for the front door; a man sits at the reception desk, and a hallway leads back to various exam rooms. Question marks and arrows sit atop of various objects of interest. Buttons around the edges read Notes, Hint, and Solve.

Little Problems bills itself as a “cozy detective game”, and that’s very apt. You follow protagonist Mary and her friends and family through ten static scenes that take place over the course of a couple months. You’re dropped into each scene cold, with little knowledge of what’s taking place. Your job is to scan the scene for clues to piece together what’s happening; many clues will reveal keywords, which you’ll then use to fill in the blanks of statements in a style similar to the Duck Detective series. These are not high-stakes scenes, though; you might be determining what books were reserved at the library during a server outage, or identifying the members of Mary’s extended family at a party and who brought what gift. Fairly short, but a nice little distraction.


Tchia

a screenshot of Tchia. Four characters stand in the foreground of a tropical forest, all facing forward. Three face the viewer and make poses for the camera. The fourth, a girl in a green skirt and straw hat, looks to the side. One of the posing characters looks at her and says “I think you might be in the frame...”

I did a pose but the screenshot hotkeys on the Steam Deck cancelled it out. Ah well.

I'm still fairly early into this one, but I really like it.

It kind of has this “wander around a map and find a bunch of collectibles and do a bunch of activities” thing that you get with a lot of open world games, but like… I'm not mad about it. It’s lame in Assassin’s Creed because you don’t want to collect stuff, you just want to run around and do Assassin’s Creed shit. But collecting stuff is the game here, so that’s okay. It has a lot of the same movement options you get in Breath of the Wild, but also a couple new ideas. In the forest I showed in the above screenshot, you can climb those skinny trees, then sway back and forth to build up momentum and fling yourself across the map, landing on more treetops and repeating the process. You can also temporarily control animals, and play a ukelele that lets you hit so many notes that you know people are going to learn to perform entire songs on the thing.

I’ll probably have more to say next quarter, but yeah. Real gem so far.


As for next time… well, I have Tchia to finish, and goodness knows I'm nowhere near done with Oblivion. I’ve heard good things about Expedition 33, and I’d like to start that sooner rather than later… but we’ll see. Time, as always, tends to have other plans for me.