- was brief.
Wolfe's Den
A microaggression to the jugular. Random rabid rambling by me, a.k.a. Werwolfe. Games, books, movies and general complaints about the world. Most of it bites. The world, that is. The Den is the blog. Other pages house my attempts at writing fiction.
2026/02/16
2026/02/14
AoW4 Factions, 8
AoW4 has managed the odd feat, unequaled
since City of Heroes, of inspiring me to not just write up a character
bio but constantly create new factions and give them all more or less
whimsical flavor text. So here they are, one by one:
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2026/02/12
The Mighty Shovelhead
It's Darwin day. I never bothered with it until I realized how much it cheeses off the fundies, so stroke your beards and let's do another evolutionary topic to make Jesus not roll over in his grave because he's been dead for two thousand years and long-dissolved skeletons don't do that.
I stopped watching Jurassic Park movies after the second (and that idiotic gymnastics scene) but corporations being what they are, they've apparently been cranking out increasingly pointless sequels ever since, with increasingly ridiculous dinos that have basically become either goblins or kaiju, it's hard to tell. Or maybe I just don't care to. They must be scraping the bottom of the barrel if at least one recent installment, Dominion(?) included Lystrosaurus of all things, and of course gave it an adorable pug face with humid baby eyes, chubby cheeks and expressive human eyebrows, because you can never say hello to too many kitties.* I assume they heroically murder a laser-armed T-Rex like the ewoks they are.
But, for the very same reason Lystrosaurus makes a ridiculous addition to an action movie, it's an interesting evolutionary emblem. Look at the damn thing. Just... look at it. Even without expert reconstructions, from gross skeletal anatomy alone you can guess the piggish little overgrown newt-moles lacked most any big ticket evolutionary adaptations like speed, reach, defense, weaponry, etc. It's one of the most stunningly unimpressive life-forms to have ever existed. And yet, for millions of years at the start of the Triassic, those doofy, quasimodoed stooges ruled the land.
For decades, countless learned pates appear to have
bent over backwards trying to explain by reason or/of adaptation why Lystrosaurus took over so thoroughly. But so far, the best
explanation remains the simplest and least flattering: the waddling clowns just got lucky! They're the classic example of a disaster taxon cranked up to eleven by the biggest disaster before we came along to destroy all of creation. The Permian mass extinction ("The Great Dying") wiped the board of their competitors and predators, and the few survivors reproduced out of control, filling that elusive environmental niche known as "mine, all mine" until reptiles and dinosaurs gradually outpaced and drove them into extinction.
The meek really did inherit the Earth, and then God fed 'em to giant salamanders. Ah, the grandeur of a perfect omniscient plan.
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* Looks like the movie also took some license with the shoulder joint and limb length to make it more action-oriented. Actual reconstructed skeletons look more splay-limbed and stubby. Then again, I'm guessing this is the least of what's wrong with the movie series.
By the by, Lystrosaurus wasn't a dinosaur or even any kind of "saurus" at all, but a therapsid cousin to our own proto-mammalian ancestors. Ugh, this was our champion? Man, we really took a beating back in the Mesozoic. Must be why we're destroying everything now. Repressed therapsid trauma.
2026/02/10
+100 XP per fish knocked off bicycle
"They're gonna set you up
So they can take you down
They're gonna suck you dry
They've left the blood to be found
They're gonna rip you apart
You're gonna burn at the stake
Cause when it's time to collect
It's only heroes who pay"
So they can take you down
They're gonna suck you dry
They've left the blood to be found
They're gonna rip you apart
You're gonna burn at the stake
Cause when it's time to collect
It's only heroes who pay"
Ministry - Hero
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"Men are more sentimental than women. It blurs their thinking."
from the Notebooks of Lazarus Long
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Naturally, like every other 'strong woman' example you meet in every game, she explicitly tells you she "doesn't need your help" right before you of course have no choice in completing the quest but helping her anyway, you filthy presumably male chauvinist
pig, how dare you not lay down your life for those declaring you
worthless? At least this time the burgeoning abusive relationship is not designated as a love interest.
Whenever one of these almighty action girls tells me she doesn't need my help (since every single fictional female can vanquish twenty men-at-arms at once with both tits tied behind her back) and acts insulted at my very presence, I should have the option to reply:
"Great then, fuck off ya bipolar tsundere bitch, why am I even talking to you?"
Then let me watch her Leeroy in and get her idiot head chomped off by a dragon like she deserves. That should be worth more XP than running slavishly after her to help her, and yield an achievement reading:
"Turns out the bicycle didn't need the fish, either."
2026/02/07
Mystery and Drama on a Leaf
Okay, so the one on the left is a big dipper firefly, Photinus pyralis. Common enough, and not particularly interesting in the daytime. I don't think they're big leaf-eaters even in their larval stage though, and the adults don't eat, so... just sunning yourself? Cool, bro, you do you.
More importantly, I thought bumblebees eat nectar, so what is that bumbler doing to... whatever the third thing is? A soldier beetle? If anything, that's supposed to be the predatory one. Really wish my image quality was better so I could tell what's going on underneath it. Is that its abdomen bent under, or an egg mass or what?
Anyway, have you checked your dandelions for drama lately?
2026/02/04
Black Legend
Welcome to the low countries, ca. half-past... oooh... awk-waaaard.
I wanted less cartoony team tactics after Inkulinati and Elemental Evil, so Black Legend's grim, low-key aesthetic drew me in. The average gamer's age may be in the thirties now, but you wouldn't know it from the chibified, bubblegummy, bright and cozy kindergarten atmosphere developers adopt to go along with their sappy plots. But I digress.
If you're looking for actual role-playing, with moral decisions, branching quests and so forth, you won't find it here. What Black Legend does offer is an immersive, if linear, meander through the byways of a musket-era low fantasy setting.
I like that everything's been knocked over except the two-story-tall pillar of floppy sacks. Also, how is everyone in this town starving? There must be grain in at least some of these. Add a dog steak and you're living large. Anyway, visit scenic Grant, home among others to Christiaan Huygens (who for some reason does not use a telescope as a weapon) and to Antonie van Leeuwenhoek, cozy among his vats of animalcules.
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| (You looked less... fermented, in your official portrait.) |
Those pips around our character icons represent "unbalanced bodily humors" which comprise the alchemical combat system's main damage source. Stack them on your enemy, cash them in with a special attack scaling with adjacent combos. And they do work, the difference between a basic attack and triple combo being from single digits to triple, up to the thousands by the end-game. Technically there's also a large variety of buffs and debuffs, but since you couldn't address
them individually even if such mechanics existed, functionally there are
only humor stacks and a generic "debuff" category you can safely ignore. While interesting, it also means the quality of the mobs you fight matters little compared to whether they outnumber you, stacking more counters than you and triggering them before you can even act, and conversely that boss fights are trivialized by you outnumbering the boss 4-1. Flanking gives a nice damage bonus, but the lack of zones of control jumbles combat, especially as mobs are coded to act a bit too randomly to make for interesting tactics.
If you're noticing a pattern of interesting but flawed features, you can probably guess most of what I'm saying will fit "indie game" caveats. Some good ideas, some talent, but visibly over-stretched past the developers' means.
In a way Black Legend is a less ambitious but more playable take on Mordheim's urban scavenging, and though the
interface doesn't interfere nearly as much it's once again a main source
of frustration.
- moving takes an extra click
- chugging a pot requires a gratuitous submenu
- a "helpful" feature to speed up turn ends can cost you your last action
- you can speed up animations but as usual the problem is the prep and cleanup phases taking longer than actual motion
- ability icons get re-arranged on your hotbar or inexplicably appear/disappear from class selection
- attack lines occasionally fail to predict range and line of sight
- tooltips do not provide some critical info, like minimum/maximum range
- you initiate fights by entering your foes' field of vision... except
when entering the rough area of a boss, whereupon your character
automatically walks over to him initiating combat, preventing you from
pre-fight preparations
- you get a map and a minimap but only the mini version displays your position
- clicking a portrait just zooms to that character instead of selecting it in the pre-fight screen
Individually, such little flaws can be ignored, but a dozen clunky interactions will begin to wear on you after the three hundredth repetition. Then some stuff is just bugged, even years after release, like tiles falsely appearing as occupied or out of range.
All in all, you get the feeling someone had planned a piece of period fiction and suddenly decided to make it a video game despite lacking the requisite programming or design expertise. As with Wartile or We Happy Few for example, quite a few mechanics feel tacked on after a design lead read a listicle on "the 10 top ways to keep players' interest" most notably the numerous loot boxes:
- and the constantly spammed "LEVEL UP" behavioral reinforcers. Black Legend uses a combat system I can't remember having tried before, where your ability scores determine your damage and your weapon your available abilities.
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| Why yes, ladies, I am happy to see you. |
In order to gain more abilities, you constantly need to swap each character to different class/weapon combos every few fights. Less chaotic than it sounds, as you'll still want to follow a general archetype (tank, melee and range DPS, healer) for each of your four, but get more wiggle room for cross-class combos. Interesting. But though this individual skill leveling pretty much removes the need for traditional character levels, the devs decided to keep those in as well. You'll LEVEL UP!!! ~120 times per party member during your campaign, with zero choices to upgrade, each time gaining a minor attribute boost, the whole routine obviously serving as no more than a dopamine drip.
Other features also seem tacked on per "industry standards" like map encounters randomized every time you re-enter zone, plenty of recruits even though they're all interchangeable, a few mid-campaign fetch quests to make you trudge through random respawns again (admittedly, less than in other games) infinite loot rendering the unsortable item list at the shop irrelevant. Like the interface issues, none of these would be too severe in themselves, but their self-conscious implementation as operant conditioning does more harm than good.
Because there really is a nice game under there.
The decor is solid, the mood grim without becoming maudlin, enemy abilities decently varied, the grand total of two character models (human and dog) reskinned and animated just enough to keep you entertained for twenty hours, weapon and armour both varied and recherche and scaling nicely from basic to ornate, the music, meh, just sounds like bot-generated whooshing, but the voice acting would sound surprisingly good even for a richer project. And the writing, while not taking itself too seriously and having some fun with random Dutch references, manages to stay in character
even in its more tongue-in-cheek moments.
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| You think this is a game!? |
The loot boxes, if a bit excessive, do keep you exploring the convoluted zones' scenic nooks. Fifteen playable classes add up to a bit of redundancy, but for the most part offer a lot of chances to mix-and-match damage sources for combos. Me being me, I could always cite more minor quibbles like why would you call your incendiary devices "molotovs" when "Greek fire" would have better fit the alchemical setting?
But in the end, I enjoyed wandering the canals, alchemisted and guisarmed to the teeth, reading street signs for directions, inflicting Science! upon flagellants. I find myself hoping Warcave made enough cash off this stumbling but promising first effort to stay in business. I'd like to see more from them.
2026/02/01
AoW4 Factions, 7
AoW4 has managed the odd feat, unequaled
since City of Heroes, of inspiring me to not just write up a character
bio but constantly create new factions and give them all more or less
whimsical flavor text. So here they are, one by one:
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