Showing posts with label DLC. Show all posts
Showing posts with label DLC. Show all posts

Monday, October 28, 2013

I Finally Started Sleeping Dogs Nightmare in North Point


It's been a while since I played Sleeping Dogs properly (admittedly, I have tossed it in here and there to re-enjoy some of its virtues), so with Halloween just around the corner, it seemed like a good time to hop into what was definitely a Halloween-themed DLC pack.  It also just seemed like a good time to play Sleeping Dogs again aside from the whole "I have 20 other games that I haven't even opened yet" thing, but, you know, small, petty details and such.  Which is also ignoring the fact that any time is a good time to play Sleeping Dogs, which is something that I alluded to in the past and still feel is true now.  And even with the different framing of Nightmare, Sleeping Dogs remains Sleeping Dogs.

Admittedly, that's both a good thing and a bad thing in some different ways.  Sleeping Dogs had one real flaw with it, and that was the story-telling aspect of it, which did not improve with Nightmare, at least not at the start.  Indeed, "tongue-in-cheek" is what I'd use to describe what Nightmare in North Point cobbles together and calls a narrative for the story framing that it uses to set itself up.  They don't attempt to sell you the premise, but instead agree with you that it's ridiculous by its own merits (because Jiang Shi, or 'Hopping Vampires' have overrun Hong Kong thanks to Big Scar Wu, aka Smiley Cat, who has escaped from the underworld) and just run with it, which isn't a bad thing.  I just wish, like Sleeping Dogs proper, it had been fleshed out more, since it seems like I'm just fetching things and running around just because.  However, that's a flaw in the narrative's structure more than anything.

You see, Nightmare in North Point is supposed to take place in a single night (or so it seems), thus you're not really expected to play the game like a sandbox game, which is really weird since it -is- a sandbox game and they put things all around the map as a Sandbox game does.  The urgency is set up to max, making you want to play each story mission after another and doing that robs you of a little enjoyment that the game can realistically offer you with the free-roaming and exploring of the city.  As stated, there's at least three types of things scattered around the city - Hell Shrines, Energy Sources and Yaoguai - that encourage you to get around, but if you follow the narrative, you're merely concerned with chasing down Big Scar Wu and putting a stop to his shennannigans.  As a result, I suppose you -could- save all the extra bits for the part after you're done with the story, which might even be 'thematic' depending on the conclusion, but I think treating a sandbox game like a completely linear experience is an exercise in frustration.

However, all the good things about Sleeping Dogs come back in aces and spades because it is still very much Sleeping Dogs at its core.  After putting some time into Grand Theft Auto V (which I have yet to sit down and really write about in any real fashion, something that will be fixed soon enough) coming into another sandbox game is different, and I find that I've had to break myself of habits that GTA V ingrained into me, but it's honestly been a breath of fresh air.  It's surprising just how many facets of Grand Theft Auto V are just out-dated and, quite frankly, bad when compared to other games of the same genre.  It has everything to do with evolution, as so many of V's mechanics are just straight-ripped from games that we played on the early days of the PS2.  We have, indeed, evolved beyond furiously tapping X to sprint faster, and we have, indeed, evolved beyond the almost non-existent amount of ownership the game allows you to have on all things that are not simply your character and their actions (i.e. material possessions, really), but you wouldn't know it, simply playing GTA V.

Doing things in Sleeping Dogs is practically refreshing with the experience in San Andreas under my belt, and I'm honestly taken back by that.  Driving is, ironically, a big complaint for just about any Grand Theft Auto game, V included, and it's just so much easier in Sleeping Dogs, even if it is a bit arcade-y I imagine.  Combat is no question - Sleeping Dogs was built around it and it shows, where Rockstar's latest barely attempted to upgrade the piss-poor system from IV.  I'm even a little partial to SD's gunplay, but that is admittedly more because of my opinion of the system in general than me feeling it 'should' be one way or another - I really just like the slow-mo John Woo stuff over 'proper' cover-based shooting because I get that enough everywhere else.  One is also reminded of SD's evolution of the 'Collectible' aspect of sandbox games in terms of "being able to unlock the goddamn locations on the map" (other games have done this too, admittedly), which is something V also failed to join us with.

Basically, the point is that I'm really enjoying Nightmare in North Point because it's more Sleeping Dogs and Sleeping Dogs is really great.  The new variety of enemies is nice - Jiang Shi and Yaoguai both fight differently than the combatants the game already sported which are still present (as possessed people and/or spirits) - and the general aesthetic adds a new flavor to the game.  I'm not sure if there's been other additions aside from a slightly altered moveset (for when you fight Jiang Shi, since slapping a paper talisman on a thug's face might not really do a whole lot) and the obvious stuff, but it feels good coming home to my favorite game of 2012 in the way that I'm doing it.  Especially since I have something else to weigh my experiences against to make my favorite game from 2012 seem all the better.

some of the stuff is pretty bad like, "All chinese magic is based on Antifreeze!" because what the fuck

Friday, October 19, 2012

Nightmare in North Point DLC Looks Wonderful


One of the first bits of Story-related (or at least has -a- story in it) DLC has been announced finally and it is a doozy already.  Scheduled for a Halloween release, Nightmare in North Point brings the undead to Sleeping Dogs' version of Hong Kong, but not quite in the way you're picturing, nor anyone is saying.  As a base stance, however, that they promised six months of DLC and choose to head it up with this is pretty damn ballsy (not counting the piddly packs released last week), and it does set the bar high so I hope they're willing to reach it again or perhaps even top it.  Provided the DLC they come out with isn't too big a file size, I'll be more than willing to part with some cash to pick it up, and I'm really, really looking forward to Nightmare in North Point specifically, though I suspect they could release a DLC where Wei Shen runs around in a Tutu kicking girl scouts and I would look forward to that as well simply because it means more Sleeping Dogs which is a thing to celebrate in my opinion.

The misconception with Nightmare in North Point, however, is that people look at it, see undead and go 'whelp, ZOMBIES' and either stop caring or get really angry about it on the internet.  The problem with that is that they're only partially right - and one Youtube comment actually brings that to light more than any other.  I'm not going to give credit or anything, since you shouldn't care about Youtube comments, but someone said "Oh great, Sleeping Dogs was such a nice, atmospheric game that was mostly down to Earth and now they're throwing in zombies." and most people probably think this.  But to United Front Games' credit, which seems ever lasting because the -things- these guys do, they -are- still keeping it setting-specific, in that what's going on is rooted in Chinese mythos.  The guys running (well, likely hopping) around Hong Kong are Jiang Shi which are basically the middle point between Zombie and Vampire for Chinese lore.  As reanimated corpses, they do not gain complete control over the body they inhabit (sometimes, they're the product of possession) forcing them to hop about, unlike the slow shambling (or swift running, depending) of 'traditional' zombies.  They hunt only at night, stealing life force from whatever they happen to catch before returning to a cave or a coffin to sleep the day through for the next night's hunt.

The being that has brought the Jiang Shi is most likely a Yaoguai, or a Chinese demon basically, by the 'name' of Big Scar Wu who is presumably a former Red Pole.  I say 'former' because he was made an example of by the boss at the time who had him stabbed 42 times before thrown into the grinders at the Smiley Cat Food processing plant where he was presumably made into cat food.  In actually keeping theme with the Yaoguai bit, Big Scar Wu has returned in something of the form of an animal spirit, specifically the "Smiley Cat" itself as he wreaks havoc for having been wronged.  So really, the DLC, as far-fetched as it is, still -does- manage to capture, to encapsulate the things that Sleeping Dogs did in its own story and presentation which I think is absolutely brilliant.  And that requires some dedication to pull off - dedication that I can certainly admire even more than I already admire United Front Games for what they've managed to do against the odds already.

What's got me really excited for the DLC, however, is just the new things that it seems to offer from just that minute-long teaser video.  First off there's a new outfit that I -know- I recognize from somewhere and then the video goes on to feature not only a new weapon in a Jian or Chinese Straight Sword (at least, it looked like that) but a new move where Shen knocks a Jiang Shi off its feet and then kicks it with an impressive amount of force, perhaps superhuman amounts, sending it flying off.  That states that there will likely be DLC-specific abilities and items, both in wearable and wieldable fashion beyond what was shown, and this excites me greatly.  The prospect of having something 'new' in Sleeping Dogs is tantalizing, forcing me to prevent myself from drooling a bit  It would be embarrassing if it was a lesser game, but that's certainly not the case here.  Hopefully it'll be under a gig and I'll be able to buy it and enjoy it!

Wednesday, October 3, 2012

Assassin's Creed 3 DLC Single-Handedly Interests Me in AC3


I'm gonna be honest, here, and I think I've mentioned it before, but Assassin's Creed is a kind of weird series for me.  I'm attached to it because the original game was the first game I ever played on a PS3 and for that, it was an amazing thing that I'll never forget.  But I suspect that if I'd never had that single moment, if my first PS3 game had been something else, I wouldn't be nearly as invested in Assassin's Creed as a series and I probably would have quit at the first one whenever I got around to playing it.  Or the second one for sure since, as I've stated before, I was not really a fan of at all.  But if I hadn't played the second one, I would've missed out on AssBro, which you might remember I actually kind of liked, or at least I liked it more than AC2 proper.  So for all that, Assassin's Creed 3 has always been a "I'll buy it when I want to, I guess" title because that's what the three games before it has been (I only own AssRev because I happened to be in Best Buy when they were selling it for $10) and they've instilled no greater loyalty into me at all.

Even with today's news, Assassin's Creed 3 remains in that category, but I'll be damned if it didn't get that much harder to leave it there.  Today's news, which explains the (rather badass-looking) header image of the post is that the first-bit of Assassin's Creed 3's DLC will be 'The Tyranny of King Washington' a sort of "what-if" scenario that details just how things might have turned out if things went weird at the end of the Revolution in AC's own framing.  As in, AC3's telling is already a little skewed by virtue of it being a game with Assassins that probably didn't ever exist in it, and then they're going to top that by creating an entire "This -really- didn't happen, like not even in AC Canon, but wouldn't that be sweet if it did" scenario.  I'm not going to insult your intelligence with a "taking liberties" joke, but let it be known that I really could have even though I was not at all tempted to do so.  Just putting that out there.

Anyways, I am decidedly in the camp of folks saying Hell yeah that sounds awesome, because it might just end with you shanking Tyrant King Washington and that is pretty much the only way you're ever going to one-up fistfighting the goddamn Pope I should think.  (It's been long enough, and I think it's already kind of widely -out there- to be able to mention it without detailing specifics)  I mean, that is pretty much all we know about the DLC is that it involves George Washington going on a power trip and declaring himself King of America after, presumably the entire game or a good part of it when he and Connor have grown to be friends.  This will probably put them at odds and, throughout the DLC, the ultimate goal would probably be built up to shanking the dude for it.  You know it, I know it, and absolutely nothing is lost from knowing it because it'll be the build and the payoff that -really- makes it.  You don't have to -not- know everything to make it awesome, after all.

The DLC itself will be three episodes unto itself, probably one of the actual event happening -aka Shit going down-, one being the aftermath where stuff gets kind of finnicky and the last one where the 'plan' to get to Washington really starts coming together and eventually happens.  While I wouldn't expect it to be like three of the middle episodes-long, I'm also not figuring on them being tiny either, so it should make for a decent chunk of playtime on its own which is a good thing.  The DLC is -also- pretty much what Ubisoft is pinning its hopes on to bait people into getting the 'Season Pass' for AC3's DLC since it's included in it for $30.  (I assume on its own, it'll be....you know, cheaper than that)  Also included in the 'Season Pass' is some MP DLC or something, but nobody really cares about that.  I should hope that if they decide to have another fairly major Single-Player DLC that it's included as well, but I wouldn't put quite anything past Ubisoft on that front.

That alone, the Season Pass business, is pretty much why I'm going to be steering clear of AC3 until next year.  I want to see what all comes out for it and if they'll end up doing a "Game of the Year" deal with the game and all the DLC ala Bethesda GotY editions, because I'd be happy to pick that up.  Because I -will- get the George Washington DLC, you see, unless the internet tells me it's approximately five minutes long and was all a dream of a dream.  I'm 97% convinced that that won't happen, you see, but you have to leave your options open for this type of thing because they will -always- surprise you when you don't suspect they will.  They're tricky like that.  Though now I am slightly wondering about Assassin's Creed:  Liberation.  Will we see any DLC announcements for that as well, or are we basically figuring that Ubisoft is throwing it out into the wild and will never say anything about it again unless it manages to sell decently which, honestly, it probably should.  Since it looks like a pretty good game and such.  I suppose if I don't hear wind of any DLC business, I might just buy it up when it comes out to find out for myself!

Saturday, August 18, 2012

Bleh Post - Some News and Whinging


You might have noticed, but for the past few weeks, I've just been in a constant state of 'bleh' and I'm not quite sure why.  Well....I could produce some very sound theories, of which include Summer troubles, allergies (or possibly being sick on-and-off) and all sorts of other stuff that I'm not getting into, but that's not really the point.  The point is that it's kind of been affecting my writing, I believe, in that I find it a bit harder and harder each night to come to the table, as it were, and put down something that I'm happy with.  When posts normally would take me a few hours, they've taken in excess of five on a few occasions this week, and with such prolonged writing times due to not being able to focus, I'm sure it's shown a little.  Knowing that I'd probably not be able to get out of this slump without acknowledging it, I'm going to go ahead and do that so it's not something weighing on the back of my mind with the hopes that it'll let me move on.  So yes, apologies if the quality seems to have suffered (when I actually get a chance to write instead of feeling miserable or storms making it impossible to do so) and with any luck, just coming out and throwing that out there will help me get out of it.

In a further effort to raise my moods, I'm pointing out what is basically a superfluous news point about LittleBigPlanet Vita to reaffirm to myself that the game is a thing and will be coming out at the end of next month and I just cannot wait.  If messing around with the Sound Shapes editor has taught me anything, it's that I can be a real perfectionist when I have, essentially, all the time and ability to be, as I do with a handheld, so hopefully I'll be able to effectively branch out beyond just writing a thing every night in terms of content creation on a broad scale.  Not that it isn't great to be able to do this, but I sometimes feel myself withing I could do something a little more tangible - something like a Let's Play which is just beyond my means.  Making a -thing- and showing the inner workings of it (As I have attempted to do with my game that is still being worked on, I swear) is that next step of things to bring in under the umbrella as it were, and I can imagine getting further and further along with that when it comes around.

Now, that out of the way, the piece of news here is that LittleBigPlanet Costumes are going to be cross-compatible, even moreso than simply LittleBigPlanet 1 costumes working in LittleBigPlanet 2.  You see, not only will you be able to use most of the costumes from LBP2 in both LittleBigPlanet Vita and LittleBigPlanet Karting as a way to stay comfortable in the game, or just make your style choices 'known' if you become 'big' in the community or such.  The costumes that won't make the cut, it seems, are the Assassin's Creed costumes (Ezio from AssRev and Ass2) and the April Fool's Costumes, but the only thing mentioned is that they will not make it to Karting with no mention of Vita.  The April Fool's Costume, I can understand as it has a specific animation attached to it that simply won't work in a Kart, but I'm not quite sure about the Assassin's Creed costumes.  Maybe the wristblades get in the way of the wheel or something of the sort.  Again, I can't tell if not making it to Karting means it won't make it to LBPV either, but I suppose we shall see.

The costume migration won't be immediate, of course, as there are a -lot- of costumes at this point, so they'll have to be rolled out gradually after they've been remade and such.  Something else that is a bit up in the air is whether it's simply DLC costumes, or if we can expect all the costumes, ala LBP1 -> LBP2 that we've gathered to show up.  (As in, costumes you simply gain by completing the main game)  Perhaps with a little save connecting or the like, we might see it, or if that sort of thing is flagged server-side, then it is possible, but I really have no idea.  I will be slightly sad if I don't get to use some of the vanilla costumes from LBP1 and 2, but between the Sony Licensed Costumes I have (Metal Gear Solid, God of War, etc.) and the others that will be in the game proper, I won't worry too much.  I'm sure I can find -something- that I like to have my Sackboy run around in.  Regardless, it's good to see that the things that people have actually -bought- for one game continue to make it across to the newer games in the series; something that other franchises should really take heed of.

Speaking of Sound Shapes' editor (as I did a couple paragraphs back), it shouldn't surprise you to know that I have been working rather extensively with it, tweaking and perfecting little bits here and there of a level that I am working on.  When it gets to a state that I'm pretty happy with, both in look and sound, I'll be taking some pictures, publishing it, and writing up a little post about the whole of it.  My experience making it, stuff I figured out, possibly showing you the 'preferred' method of getting through it and the like.  Not that it will be something amazing or even close to it, but it will be something that I definitely worked on and in no small form - I have been wracking my brain for hours trying to figure out what comes next in the musical part of the game, and figuring out how to make it mesh with the level design I have.  It's....a balance, to say the least, and I think that will be a little more clear once I can shed a little more light on it.  With that said, though, time to get back in it; borders that you can stick to aren't going to make themselves, after all.

Friday, November 18, 2011

3DS Finally Joining Us In 2011

If you were wondering just how specific the term "Add-On Content" was when the November firmware update for the 3DS was detailed, then everyone's favorite smug guy/President of Nintendo of America Reggie Fils-Aime has you covered.  A recent interview has him putting it out there that yes, Add-On Content does indeed mean DLC (that will be paid DLC 99% of the time, assuredly, even though Nintendo is no stranger to giving away things on the eShop) that will be used by the bulk of games in the future including first party titles.  He then, of course, goes on to say that Nintendo wouldn't dare think of releasing an 'unfinished experience' and wouldn't dream of using DLC to finish off games as some claim some developers are guilty of doing.  Like no other company has said as much before.


Of course, when I think of Nintendo and DLC, I instantly think of Pokemon, because if anything Nintendo needs a proper DLC system, it's fucking Pokemon.  Not as a "Buy a pokemon you can't catch" system as some people might have already thought of by now, but simply to replace all this nonsense that we've been subjected to for Legendary pokemon for years now.  I imagine expecting a change because a proper DLC system is in place is a bit silly, unfortunately, since I can't see them really embracing it in a smart way, but I can dream.  I can dream of a world where we don't have to drive to Toys 'R Us for the express purpose of being near one while opening download channels to actually get a code that could just as well be broadcast over the whole fucking internet as some of the promotions have been to then have the privilege of attempting to capture a rare, difficult-to-catch pokemon.

It's not like they don't know -how- to do it right once you've downloaded something, either.  You don't just download a pokemon; you download something that allows you to pick up an item which allows you to initiate an event that ends with you being able to catch the pokemon.  While it sounds convoluted and isn't the prime scenario by any means, it's serviceable enough.  If they'd just take that approach to DLC, removed the arbitrary time limit and didn't charge for it, that would make every Pokemon game 150% better and I would have no qualms about buying them.  As it stands, it's hard to want to buy them because if you don't get them right away and then mire yourself into information on promotions, you'll miss out on content that you should not, by any means, be locked out of.

Of course, other First Party Nintendo games could benefit immensely from proper DLC rather than their vague, half-assed attempts in the past.  Animal Crossing is the next game on my list that I can think of.  Did you know that Animal Crossing on the DS had time-sensitive clothing that could be downloaded/received at a certain point?  No?  NEITHER DID ANYONE ELSE.  Because Nintendo simply does not have a network in place that is good enough for the general public to be able to know these things, and relying on word of mouth over the internet is bad and it shouldn't happen.  With the next Animal Crossing coming out on the 3DS, I would hope that the DLC system is properly thought of, even if you only get a few outfits and unique household decorations.  At least everyone stands a good chance of getting those, rather than being expected to know to get online between two dates and getting lucky.

It is entirely possible, however, that the usage of the DLC system by Nintendo will be negligible at best, bordering on "Why even bother?", and in all honesty that's where I would put my money.  It's unfortunate, really, but I just don't have any faith in these games being made any more convenient to play/collect even when there's proper channels to do it.  Mostly because there have been proper channels to do it before now, theoretically (simply putting pokemon on Nintendo Wi-Fi rather than doing Gamestop/Toys 'R Us exclusive promotions) and they've been promptly ignored.  Still, time will tell how this all works out for us and the more surprises that come of it, the better.

Thursday, June 16, 2011

A Few Words on Yakuza: Of the End


So, Yakuza:  Of the End, for those unaware, is the Yakuza game unlike any other Yakuza game in more ways than one.  Sure, it features main characters from the rest of the series and though it's not the first game in the franchise to feature more than one playable character, it's the first game to let you play as Goro Majima, which as far as I'm concerned is a gigantic bullet point in its favor.  It's fairly clear as what differentiates it from the rest, however, if the zombie invasion wasn't clearly out-of-place enough.  And while you can shoot guns in other Yakuza games, Of the End features primarily gunplay.

Which is all well and good, and despite all the 'olol shooters' things going around, the game will likely never see American shores because Sega hates all of us individually.  We know this and it sucks, yes, but it's also a little understandable.  Even though it's selling just a little under the norm for a Yakuza game in Japan, I'm sure it'll grow to be fine over there and do well, money-wise.  Which means there would be little problems in actually bringing it over here, but they just won't because fuck you.


Anyways, what I wanted to say about the game is that, despite the fact that it's a shooter, rather than a brawler (Actually, more like an RE clone, which makes me even more 'bleh' about it since I couldn't stand RE4 and never played RE5) it really looks like something the Yakuza team is going all out for; I mean, they completely remodeled the city they've crafted lovingly through four different games that has received quite a few changes here and there, but nothing on the level of the all-out destruction Of the End offers.  I imagine the same charm with the plot and dialogue is there, and the extras certainly haven't been ignored, either.


I would like to state for the record that the above is Goro Majima wearing a Pirate costume, using some sort of shotgun to level a group of zombies in destroyed Japan.

Yeah.

(Please Sega, give me give me give me, I'll take back all the bad things I say about you.)

Thursday, January 27, 2011

LittleBigThings: Water water everywhere...





So I finished the Pirates of the Caribbean DLC today, though, unfortunately did not get everything.  Not only is there a nigh-arbitrary x2 section in one of the levels, later on there is an even more arbitrary x4 section in the same level.  I'm not sure if I care enough to bother for them, honestly.  I got what was important out of the pack already:  The Water.

Awww yeah.  We wanted it, we got it.  Mostly.
Before this, you were merely stuck with using glass and/or poisonous gas in varying shades of blue to depict "water" in your levels, and even as is, it's not entirely optimal, as it's merely a switch that floods the level, but to a degree you adjust, and one that can be altered on the fly with switches.  Still, it works; you swim in it, they give you a scuba pack if you want to put that up, ensuring that you won't drown, or you can add bubble stations to recharge the 30 second air limit.  Not a concept any of us should be unfamiliar with, certainly.

Quality-wise, I'm not sure what I think of the PotC levels and, in fact, I was trying to think while playing it, since I knew I was going to report it here.  The levels retain a charm that is distinctly LBP, one that you can't mimic without flaw, but the actual enjoyment of the levels is middling.  Not unenjoyable, but not exactly fun.  Not difficult, but you don't manage to simply walk through every level and get an ace.  Especially the boss-fight, which, on first attempt, befuddled me as to how I would even manage to ace it, seeing that it seems very nearly random regarding your chances.

This is part of the Kraken fight.  The part with the tentacles.  Clearly.
It's very very near lazy, I'm loathe to admit.  You are on the boat, and there's four cannons on it, the second tier requiring you to grab something on a piston to get to.  Said piston might also shield you from the flaming cannonballs that the enemy ships shoot into your ship from the top.  Of course, they might drop the cannonballs directly onto your little stuffed head as well.  With the space as cramped as it is, it's hard to prevent such a fate, and instead, better to simply hope it doesn't befall you.

The bossfight's pattern is rather simple; it starts with you between two ships.  They shoot cannonballs at you, you can use the cannons to destroy them, but there's little point beyond points (possibly, I don't even remember if you get any for sinking a ship), as, at certain points, they'll move off to let the Kraken's tentacles come up from the briny depths to wiggle threateningly at you, and sometimes encroach on the ships borders, killing you if you happen to be in line with their destination.  No projectiles, no real impact, just a line of poison gas behind the tentacle that is sure to hit you if you're not far ahead of it.  The point is to use the cannons to destroy them, of course.  The balls have sensors that dissolve the green bits as they pass by, and you need to dissolve the top and a good amount of the sections beneath that before it's defeated.  You have to do this twice per stage, as there's two tentacles at all times.  And you have to do this three times.  Three sets of two, if I didn't make that clear.

When you defeat them, the enemy ships swoop back in and shoot at you until they stop and another attack of the tentacles occurs.  And then when you beat that, you just have to go to the scoreboard.  It manages to be wholly underwhelming despite the significance you might think it would have, given that it's a Disney/MM colab.  And honestly, that's mostly the problem; despite it being the Pirates of the Caribbean DLC Pack, if there were none of the licensed stickers or the costumes, you wouldn't know the difference.  It is very generically 'Pirate' which almost didn't really strike me until now.

Still, at no point was I specifically annoyed or disappointed with the pack.  I may focus on the fact that at no point was I specifically enjoying it either, they both deserve an equal say.  If you want Water and any and all chances for new materials and the like, having the Pirates pack won't do you a disservice.  But if you're not much of a creator or don't really think you need the tools, it's a safe pass.