Tuesday, April 26, 2016

Path Of Exile

For a couple weeks while my wife was in another state visiting her family, I had a bunch of time to myself, and used it playing around with a new game (to me), Path Of Exile.  I spent a ton of time playing Diablo I, II, and III, so this seemed like a natural fit to mess around with for a while.  After about 200 hours of playtime, I feel like I'm now qualified to express some opinions about the gameplay, and so on.

So here we go!

The Passive Skill Tree:

One of the selling points for the game in my opinion, the passive skill tree is quite impressive.
https://www.pathofexile.com/passive-skill-tree

The sheer magnitude of this is quite daunting.  There are 1200+ nodes, and you'll get access to ~110 of them in your character's lifetime.  You start in one of seven locations based on your class, and spiral out from there in a web of awesomeness, gaining access to various bonuses as you go.

Things you need to know about it:
"More" is a multiplicative bonus.

"Increased" bonuses are added together, and then get multiplied, so a statement like "5% more health" are all added together and multiplied by your base health.

The +stat point nodes are basically filler.  You take them because you have to to get from point A to point B.

You're often going to value bonuses that are NOT your primary stat, just because you're going to have so many (semi-useless) points in your primary stat, while you'll need quite a bit of secondary stat to level up gems, equip items, etc.

The Good:
The sheer number of possibilities.

The different ways to get to the same place.

The huge circles (Keystones) that change the way the base game works.  You can often "drive by" these build defining abilities, not spending a single point to take them, or you can go 10+ points out of your way to pick one up, and that's' interesting design space.  "Hiding" some stuff behind keystones is also quite interesting, because those bonuses often further amplify the power of that ability, or mitigate some of the downsides.

The bonuses to certain things are often distributed to different areas of the tree, sometimes with mini-caches of good stuff.  This means you need to get from point A to point B of the web, and there tend to be a ton of ways to do that.  It's good to have the caches, and it's good that they're separated.

Jewels are a fantastic riff on the talent tree.  You go a little out of your way, and as a first-level result, you get to put in the gems you find/craft, which are basically super-points, which is already great.  The second level of this is the various unique jewels, which do .  The third level is jewels with a radius of effect, which I think is the best implementation.  Changing what things do, powering up based on the other stuff you have socketed, and so on, is just awesome.

Paragon points are great.  They further differentiate the various starting classes, they give cool, flashy abilities (sometimes), and they are a reward from a cool different interesting encounter (which I'll talk about later).

What I'd Do To Improve It:
Pretty much the first question anyone would ask after spending n points on in the tree is "well, how much of do I have now?  Their current "solution" is for you to count it up, and that's not exactly a trivial thing to do.  For +health there are 4's, 5's, 6's, 8's, and so on, and you need to add up dozens of said numbers.  So an easy thing to do is just having a little legend, which is dynamically populated with your total +% to all the things you have +% to.

I want to be able to see the whole tree at one time, and that is basically not enabled.  This is especially important when searching for other similar nodes.  Just let me zoom out more.

When searching for "similar nodes", the game assumes you mean identical nodes.  +8% armor +4% life, is not a similar node to +4% life.  +5% life is not similar to 5% life, 8% armor.   Perhaps we need two levels of highlighting, where you get your exact match, and your proximate match, but something like that should be implemented.

The unique jewels are pretty terrible  I think socketing a gem for +100 int -80 strength is not something I can really get excited about, but it's the cost of doing business apparently.  (the same for +100 int -80 dex).  I had a jewel socketed for +1 melee range (and 8% increased damage), when I had no idea what my melee range was to start with.  I've found perhaps 40 unique jewels.  1 was interesting (the range one), 30 or so of them were absolutely terrible, and 10 might be interesting for some other character, since I don't necessarily know what is good for them.

I want to be able to craft my yellow jewels.  This seems like a clear extension of the existing crafting system, so just open it up for jewels.

I want to see the effect of a talent point in micro-text before I take it.  This doesn't seem that hard.  5% increased health (+181 HP) that would help me decide to take it or not based on what it does, because what it doesn't do is add 5% more hit points.  The same for armor (+armor amount, +physical DR estimate), OR +8% melee physical damage (1.3% damage), etc, etc.  Just more transparency is a feature I'd want to see implemented.  Even just changing your numbers while the points are assigned and the menu is open would be something.  (just ensure they don't actually take effect until they are applied)

You get some "rerolls" while leveling, which is generous of them, but I want more freedom here.  I want to pay n points to reroll the whole tree.  Or some other resource.  Or just do it for free (Diablo 3).  I feel like there are some huge decision points that the player is put into, and you just are not sure how well it will work out until after you've spent 30-100 points, and the real solution at that point is to just make another character.  That's a solution, but a clunky one to me, and it doesn't solve the 3rd, 4th, 5th idea (without spending a bunch of playtime again just to experiment)

Make paragon points easier to respec.  10 respec points per point?  And only after the labyrinth?  Does it really need to be that punishing?  I want to try some stuff out, but I feel like I have to make the one right decision the first time.

Initial Leveling/Questing/Plot:

What you need to know about it:
Use this to figure out what your abilities do, it's easy to get the first few levels of abilities, and you can often tell if you like the style of them without terrible investment.

If an item looks strange, you might want to save it, because it's possible that there isn't really a way to get it other than that quest.  (and selling items is mostly worthless)

The Good:
It's relatively fast, I was to the end of the content in a few days of playing.  I feel like I could level up additional characters, and it wouldn't be _too_ high of a cost.

Dialogs are skewed slightly to your character's class, which is a good feeling.   They kept telling my barbarian he was a big dumb idiot, and I kept agreeing.

It sort of tells you which zone to go to in the quest menu.

It's cool that there are some quests where you have to make a decision between great results, but can only pick one.  This sort of thing makes your decisions relevant, etc.

What I'd Do To Improve It:
D3 shares paragon points across characters (which I didn't realize until a friend told me), which is a superior mechanic, and lets you play alts without feeling like you're wasting your time.

There were a lot of very strange words in the plot, names, places, gods, etc, and I only started to understand what might be happening on the third play-through.  My friend summarized it astutely, saying "In D3 I knew the plot:  Diablo Bad."  I did like it to some extent (the third time through), but it didn't have much impact on anything to actually understand it.

If they don't tell you what the quest rewards are on the bandit quests, they should tell you that up front.  I don't recall.  This is one of the coolest parts of the quest system, but it's also hard to know what to do.

I want to say make it easier to change your choices, but I haven't felt like I've needed to do that yet, and I do like that _some_ things are a decision you've made and so on.  (and you can change it in theory, I haven't looked into how to do that)

That the underground zones are the same zone on the mini map as the above ground zones is a bit confusing, especially when you have a quest, or need to find a way point, in "that" zone.  The zones themselves are also quite large, branching, etc, so it takes some time to fully clear them, to be sure you haven't missed a way point (and then the game crashes, which happened to me several times while leveling, but not much since)

Crafting/Masters/Items:


What you need to know about it:
Don't just invite the second guy you talk to after you unlock your hideout (your new level 3 has to be one of the options to get things rolling), to your hideout.  Your hideout can only hold so many masters.  Make sure you leave room for the map lady once you encounter her, since she's the best one, and hardest to level.

The master you create the hideout with is the one that sets the tileset you are using.

Equip a switch weapon, debind the hotkey to switch your weapon (so you don't hit it by accident, disabling critical abilities and remapping your hotkeys typically), and put a bunch of gems there, so you can level them up, either for vael-ing, secondary auras, or the like.

Don't save up non-quality stuff, and expect it to be worth anything.  I had a page of jewels, and they vendored for something like 5 scrolls of wisdom.

Pick up scrolls of wisdom, they are probably the single loot item you will loot the most of in your career.

The Good:
You have your own hideout, and it has great customization, and it gets bigger, and you can buy stuff for it, cool!

You get daily quests from your masters, cool!  (I didn't know about this until a friend told me about it though)

The masters show up while you're mapping, and give you mini quests there, always feels like a nice bonus (especially the map quest lady)

Being able to specify some mods to your stuff is super-critical to allow their crafting system to work at all, so this is good.  I can't imagine trying to find a good item as-is without the ability to at least add one good thing to an item.

I do like that uniques CAN BE good, and that rare items are the very best (if this was the case, it's actually not for a lot of slots for a lot of builds).  This is a methodology that leads to people continuing to play/farm, rather than get lucky on one unique drop to be "done", with relatively fixed stats. (and no ability to enchant)

I like that you can pay a bunch of resources to ignore luck.  I like that there is some stuff in your control.  I just want this to be much, much, much more of the system.

I like sockets, I like linked sockets.  I don't mind the system of your skills being your gems, rather than your talent points or whatnot.

What I'd Do To Improve It:
Make your hideout hold all your masters.  Or at the least, don't penalize you for making a mistake here, since there's really no way to know that you are making a mistake.  Make switching them easier, etc.  Just having them all there, but only being able to do quests from some of them, would be an improvement, or only being able to do n quests, and you could choose each day which you do.

I don't really know how I'm earning "favor" to buy things.  I'd just like to know.

I should be able to use other people's crafting benches.  That I can't feels clunky.  Just make it so that I don't have functionality at their bench that I don't have at mine.  It's not like I don't have access to the bench (unless I don't have any hideout at all), just expose my functionality in whatever hideout I'm in!  But no, I have to go back to my hideout to enchant my gear, create links, colors, buy maps from the map lady, etc, etc, etc.  I suppose part of the reason is to disable people from overwriting your map bench, just lock the map bench though, and not the other stations.

When I craft something in a crafting station, put it in my inventory if I have room.  I don't think there were more than a few times over my entire career where I actually remembered to take the item out of the crafting station (including trading in divination cards) when I closed it, and there was certainly no time where I actually wanted the item to stay in the bench when I closed it.  I do want it to stay in there while it's open (because you often have to craft multiple times), but why keep it in there when I walk away?

Things really take for-freaking-ever to level up with the masters.  Maybe add more levels, that don't take as long, or distribute some interesting rewards, etc.  Do I have the same hideout/masters across my characters?  If not, that feels like a SUPER punish.  Also, show me the things that I will eventually earn, but grey them out, with a master level requirement, so I at least know what leveling guy x up does (in the game)

I must have spent four or five "columns" of Orbs of Alteration (perhaps 1200 materials) trying to make a weapon.  I saw a "tier one" +%damage zero times, a tier 2 +%damage perhaps once (perhaps zero times), and a tier 3 +%damage once.  Perhaps two other times I saw said buff along with some other useless buff, which made the item immediately unusable.  The second step is to add another bonus to it randomly, and hope that it is also a tier 1 +physical, which is probably a 1/500.  Since I haven't even been in that situation three times, it feels quite unlikely to me.  I've started with some kind of +damage perhaps five times (and haste another 5 times, just out of boredom), and never yielded anything remotely resembling an item half as good as some legendary I equipped for a trivial cost from the AH or Pandaras chest (1000 coins, 1 chaos, etc).  The entire result of everything I've saved up and crafted into this weapon is basically nothing, which is not a motivating factor.  I'd like to try to make a armor piece, ring, or something along those lines, but I feel like I'm not even 1% of the way towards crafting a weapon, so what the heck is the point.

I have something like 9,000 pandaras coins, and no way to really spend them.  In D3, the gambler guy is always in town, and you can gamble away to your heart's content....

I hate seeing the low level mods on the high level gear.  It feels like it's just a waste of everyone's time.  There are just so many terrible items, absolutely terrible.  One item in a hundred, or a thousand, is worth looking at, and it's not like I have amazing gear by any stretch.  You can kill a mirrored pack, have them drop like 12 rare primary weapons, and it is likely that no more than one or two of them has a bonus to physical damage, making those "good ones" about 1/4 as good as the weapon you have equipped.  Given this, it's pretty hard to get excited about 99% of the item drops you see, and my friend and I have to have a mod, hide the 99% of "drops" that can't possibly be useful, just because they clutter up the screen, or you might pick them up by accident. (and thus have to manage your inventory)

I keep going back to D3, but their blood shards is a way better mechanism.  Do stuff, get blood shards, spend blood shards, get items of that ilevel, of the type of your choice.  You're not farming for an hour to get 10-20 shots at rerolling some dumb blue mod, without some other blue mod.  D3 also let you up-level your items with a similar recipe system, that was just superior in every way.  Since you get them so fast (you do NOT get alterations fast, and they are just the first step in a very, very, very long chain of low probabilities), you're always getting something with the potential to be actively good.  All that said, my friend did get lucky and craft a very good bow in his first few hundred attempts, which is great.

I hate that sockets can be unlinked.  It feels like a waste of everyone's time.  It also feels bad that if a 5-link item drops, it's basically the same as a zero-link item, since every reroll you start from scratch on the linking.  I also have in the neighborhood of 1500 material components (75 stacks) of creating sockets materials, and perhaps 50 (5 stacks) of creating links between sockets materials.  Supply and demand problem there.

The hideout management feels pretty clunky.  I don't even know how you'd do the things I have seen from other people's hideouts.

Let me pay something steep to remove a targetted mod from an item.  It's not like this would make getting items easy, likely no easier than it is now (aka impossible), (especially since multi-mod requires you to go down to three innate mods, and the specific crafted mods are not up to the scale of a dropped mod), but it would be a feel-good, instead of a (random) feel-terrible.  Limit it to one per item for power reasons, etc. 

Having to scrub everything and start over is such a feel-bad with crafting, since the incidence of a good mod by itself is apparently super-rare.

Items of different sizes is a mechanic that benefits noone.  I like tetris as much as anyone, but it's likely not even worth it to pick the items up at all at a high level of play, without the complexity of not being able to fit the items into your inventory.  Automatically picking items that are 1x1 up with the same internal logic as items that are 4x2 is also quite silly.

One way items in this game are inferior to D3 is that you have no idea what a good item looks like for other classes.  I don't know what items my friend might want, what items a caster might want, and so on, because I have no idea what stats would even matter.  I assume from looking at the 100+ absolutely terrible unique items that some things that look bad to me must be good for someone, but I have no way of knowing what that might be.

Terrible uniques is a pretty bad letdown too.  And this is apparently something like 99% of unique drops.  It feels like a broken promise to me, and a betrayal of my excitement/expectations.

Experience Penalities/Highest Levels:

What you need to know about it:

Don't die.  Except ~half your deaths you cannot control, and the other half, you likely also don't have a ton of control over.

The Good:

I do like that fighting into the highest difficulties is not REQUIRED for your class working.  (but I can't help wanting to do it, so I can't help running into the problems below)

I do like there is a nice reward for people who want to grind endlessly for L100.

The labyrinth is a very cool, very different zone, that tests you in different ways, and has a cool reward.

The unique maps feel different, and are a good experience.

What I'd Do To Improve It:

Eliminate the large majority of the effect of the experience penalty mechanic.  I feel like it has no redeeming qualities, does nothing positive for the game play, and actively hurts multiplayer play.  Penalize me in some other way for death, but it's just so time-expensive to die, you have to not risk it, and that is simply not possible at any high (or even medium) level of play.

EverQuest gave you a 10% experience penalty on death (in vanilla), but a priest could spend a good chunk of change, and give you 96% of it back. (or something).  EverQuest is one of the most punishing game systems in memory, but it still gave you your stuff back if you jumped through the hoops.  Make the experience penalty twice as large, but give you 80% of one death's worth of loss back when you overcome the encounter that caused the death.  It's still a risk to go into that multi-piety room again, but it might be worth it if you can win, instead of just being some useless item drops on the + side, with 2-3 hours of your time on the downside.

A game with instant death mechanics that are semi-unavoidable should not have experience penalties.  Reflect mobs off screen, corpse explosions, teleportation, debuffs with no warning other than a rapidly decreasing health bar, etc, etc, etc, are not good mechanics for a experience penalty game.  Perhaps it's me getting old, perhaps me having naturally slow reactions, or this being the wrong type of game for me, but I'd much rather things (including myself) taking 10x longer to kill, and there being things I can do to recognize in real time what the heck is happening in the game.  (and the experience scaling up to have the same leveling time)  They have so many cool "bloodline" mods, moster abilities, and so on, but everything dies in a split-second, so it is all irrelevant.  It took my friend and I a couple hundred hours of playtime to recognize the reflect mechanic, since it happens so infrequently, and kills you almost instantly when it appears (sometimes).  The corpse explosion mechanic has basically no way to recognize it before you are dead.  The melee guy that jumps on you and one hit kills you is not a super-avoidable mechanic, or the guy who shoots you for your full health when you are standing in melee range of him with no way to actually avoid the swing you didn't even see coming.

As a simple solution, just have more timed encounters (to steal more from D3), where if you die you've got a setback for sure, that you might be able to overcome, but two deaths is too much.  They even have some timed stuff set up already, it's just a matter of using it more.

In general, I'm far more a fan of a positive reward, that you should play riskily/strive/rush for, than a negative, that you have to dread continuously for your entire playtime.  I failed plenty in D3, but never felt as bad, for all of those actions, combined, as I did for any one stupid death I had in this game.  The only encounter that approached the positive feelings of D3 was a timed treasure encounter, where I was ALSO constantly in fear of my own death, and the terrible map UI and monsters that hide/run away from you made it quite stressful to catch all of them.  Still the best encounter by far I've seen in this game, and it's a shame there are not more like it.

The Auction House:

What you need to know about it:
If you're interested in having the good gear on your guy, just use this, and probably don't even pick up the items that drop for you normally.

The Good:
Once you can find it (it's not exposed in any way by the game), it is a direct access to items far better than you will see in your characters entire lifetime, for resources that it will take on the order of hours to obtain.The cost/benefit of the AH is off the charts in the buyer's favor, to the point where I'd leave 500 rings on the ground unidentified, in favor of spending some chaos orbs to buy a reasonable one off the AH, and probably have a better one than any of the ones that dropped.

What I'd Do To Improve It:
Integrate it into the game itself.  I imagine that it already has to be partially integrated from what I've heard from my friend with premium tabs, which is a good cash-flow-driver for them, which I can understand, but there's really no reason to have to go to a website outside the game to find the items in that game.  You can still have all the real money features, with a in-game search tool.

Multiplayer:

What you need to know about it:

Good luck.

The Good:

Your friend can kill monsters that are basically immune to you.  Just try not to die too many times while they do it.

What I'd Do To Improve It:

A shared mini-map system.

Larger aura radius's, to let you feel like you're contributing to the team.

One curse per player should not translate into one curse per mob.  This leads to unnecessary stress between party members priorities.

Either you or your friend will be dramatically more powerful than the other (in a particular situation), the other can enjoy the status of being a pack mule/experience drain on their friend.

You or your friend will be in different stages of immunity to experience drain (because you've just leveled, vs being halfway through a level (aka 12 hours away from leveling), meaning that one of you will be paranoid/panicked about death, and the other will be carefree, which is a very stressful situation, or a situation where one of you feels useless because you cannot risk positively contributing at the rate the other player can contribute.  Since it takes on the order of 10-100 hours of playtime to gain a level at the high end, this adds a unnecessary level of stress to what should be a fun time with your buds.

If one poor fool dies, he feels terrible for the group, and worse for himself (experience penalty), because you use up portals, that the other guy could probably use to just win the encounter when they randomly die.

UI

What you need to know about it:

Play a character/use abilities that are not dependent on where the monsters happen to be.

Have a teleportation skill to allow you to ignore mechanics.

The Good:
Pay for glitter is a good mechanic.

There are certainly some powerful AOE spells, AOE spells are very good in this game, since the sheer volume of stuff is high, and the ability to instant kill everything is also fairly straightforward even with aoes.

What I'd Do To Improve It:

Ground effects that cover up other deadly ground effects is not a good idea.

I had several boss fights where I could not tell where the boss was, this needs to be improved (either my eyes, or something)

There must be a setting somewhere to control the minimap, but it was very difficult to use by default.  I couldn't tell where doors were, bridges looked like lava/impassible terrain to me, the map blocked out the ground effects, etc, etc, etc.

Be able to zoom out more.  That a primary mechanic is firing ranged weapons off the screen is not a sign of a game where you can see far enough.

Some of the female character models are profoundly offensive to me.

Don't become stuck on ground objects when cycloning.  Just create a path for the whirlwinding barbarian, and follow that path, instead of taking the desired input, and throwing it in the garbage can.  The same for leaps, just put me anywhere that is the closest to that location, because if it doesn't do that, I am very likely to die.  Often you cannot even see the ground effects that you are stuck on, which is also a UI "issue", which is hyper-magnified in certain maps, where it is just difficult to figure out how to move at all.  (Especially with loot items covering the screen, until we got that mod to turn them off)

Overall

Best mechanics:
The passive skill tree.
The labyrinth.
6-linked items. (having them, not getting them)
Crafting on to existing items.  (Paying to avoid luck)
Jewels. (with radius or without)
The auction house (once you find it)
Free to play/what you pay for/monetary system.
Crafter quests, daily quests.

It feels like you could play this game for a long, long, time, and still have undiscovered plans, new ideas, new things to try, and so on.  I think if just a few things were less terrible, this would be a game I could play for a while.

Worst Mechanics:
Experience penalties.
Everything related to multiplayer.
Unlinked sockets.
Terrible items (aka most items)
Pathing on cyclone.
Lack of high level maps.
Maps with a terrible layout. (exemplifying pathing problems, etc)

The crafting system is super terrible/low yield.  Not being able to turn my resources I don't need into resources I desperately do at any kind of a reasonable rate.  I really want the crafting system to work, it is so close to being good.


Wednesday, January 6, 2016

Star Wars - Coelescing Feelings of Dissapointment (spoilers)

So, I have been cautiously optimistic about the new Star Wars movie for some time now.  I hoped that it would be a good, modern, movie, with cool fight scenes, space, and whatnot. 

My wife Kristina, who is a huge Harrison Ford fan, didn't feel like seeing it, so we didn't see it during the holiday period, and I finally got around to seeing it this week, because I was feeling left out, didn't want to get spoilered, and again, I was optimistic that it might actually be good.

After watching the movie, I think my main feelings were disappointment, incredulity, and confusion.  I wanted to sleep on it, and see if I thought any differently about it, before I said something more, and I did think more about it, and I still feel the same way.

It's in my nature to write things down, so I'm going to try to elaborate on this here, and if you're still reading this, be aware that there are spoilers for the movie's plot coming up here...

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I'm really not sure where to begin, because I have so much to say here, let's see if I can put my concerns into categories, so there is at least some organization here.

Category A: Returning Characters.


There were a fair number of situations in this movie where there were nostalgia moments to past movies, that seemed to serve basically no purpose other than that nostalgia.  I can kind of understand why they would do this, since one of the reasons people probably went to see this movie (and it's breaking all kinds of records left and right) is that people have seen the other movies.  We also have the "advantage" here that most of the charachters from episodes 1-3 are dead, so if we want to bring characters back, they have to be from the movies we fondly remember as "better" (original three episodes).  However, we probably remember them fondly, like we remember episodes of other shows we watched as a child, which we may shudder at a bit more watching them with adult eyes.  In any event, characters like Han Solo, Leia, Boba Fett, Chewie and the like were cool, so it is nice to see them.

However....

C3PO - Back now, with a red arm for some reason, does anyone know or care why?  likely not.  But he has a red arm, and he's willing to tell you about it, so that's something.

R2D2 - Likely one of the more popular characters from episodes 1-3 that is still alive, he is apparently in storage (why?  because he's so sad that Luke left!  Does that make any sense?  Probably not.  Does it explain why he has a tarp over him?  Probably not.  Does it allay our disappointment after seeing him, to be told that we won't be seeing him because ?  Probably not.)

Han Solo - Han's cool, Harrison's great, etc.  I like that he's making promises to people he can't keep, doing interesting/dangerous stuff, etc.
Is this really the first time he's fired Chewie's bowcaster though?  In 50 years or whatever of knowing him, seeing him fire the bowcaster, seeing the effects of the bowcaster being fired, etc, etc.  Does he really need to say how cool firing the bowcaster is not just once, but twice during the movie?

Chewie - Relatively unchanged, which probably makes sense if you know the Star Wars lore.  He seems like (to my childlike brain) a tough guy that can take a hit and keep going, and he feels like he's treated like an invalid when he gets hurt.   Because we need the girl to fix the ship, so Han can appreciate her.  We already appreciate her, because she's competent, and talking over Han left and right, do we need Chewie to be injured and have the almost comedy of trying to put irrelevant bandages on him to enable that scene further?

Chewie (and the Droids in general) create an interesting problem for the dialog, because no one understands what the heck they are saying, which makes conveying information either take twice as long, or you feel like you're missing stuff.  Why does Han say good idea when they split up to put bombs on two levels near the end of the movie?  Is actually a good idea?  I can't imagine what it would have been.  Let's collapse the top and the bottom of a pillar, because that does more structural damage?

Luke - I expected something to happen in that last scene, but it just keeps going on and nothing happens.

Representative Binks: Good that they got the original voice actor here.
Leia - Has not aged well, but I have seen her in some other things, so I didn't expect much.  I did expect her character to have the smarts to not be on the planet that is ... ... minutes from being destroyed at some point before the countdown ends.  I do like that she believes in her son, and wants him to come back, and blames herself (rather than him, or Luke) for his semi-fall since that seems believable/interesting.

Category 2: Technology.  Hey, that's a cool... but why is it <>?

I just kept getting confused about what was happening, because the things the characters were doing or saying don't make any sense.

Super Weapon:
Han sums this up quite well in the movie, when he basically says: "So what, it's bigger?  How can that possibly matter?"

The "weapon" that it fires, appears to be traveling no faster than a speed that a ship would take in orbit.  I feel like pretty much any ship would be faster than this weapon.  When I saw it fire the first time, I assumed that it basically had to be adjacent to whatever the heck we were firing at (not clear at all), because it was moving slower than any missile would move.  But apparently it was a long ways away, and
What's better than a moon-sized ship that you have to drive around to the planet you want destroyed?  A planet that doesn't have to drive into melee range I suppose.

Secondly, we find out near the end of the movie, that this planet-weapon has to basically eat a sun to power it up to shoot some planet.  COOL!  Except, this planet is kind of a planet, so how the hell are you supposed to fire this gun more than once?   Once you completely consume the sun, what is that planet supposed to do?  Fly itself to some other solar system?  And it apparently already did this, because this is the second time we fired this weapon.  My wife figured out this problem in about 3 seconds when I told her "the planet has to eat a sun to fire it's weapon and kill another planet".

Thirdly, wouldn't eating a system's sun basically do about as good of a job of destroying a planet as destroying the planet?

Hyperspace:
People apparently go from basically anywhere in the universe, to anywhere else, in 5 minutes or so.  I know it took my RPG group days or weeks to go from one place to another, but I guess this doesn't jive with "we figured out (somehow) that some superweapon a million light years away is starting to charge up their weapon, so we need to fuel up our fighters, and take off, and go attack them before it finishes beginning to fire"


Catching blaster bolts:
Cool!  It looks awesome, it's super effective, it does what you want it to do, and it makes you feel like the semi-sith are invulnerable/powerful...  So why does he only do it the once, and never again the whole movie, especially when people are shooting blaster bolts at him?  Why!  He gets hit by something like 30% of all blaster bolts fired anywhere close to him, so the feeling you have of ultra-invulerability just doesn't pay off.

A similar thing happens with the auto-win freeze technique he uses early (feel like he can't be beat), and then he just decides to not use that any more when it matters.

Disabling their turbo lasers:
Star destroyers (or whatever that initial ship is, it's implied that it's even bigger than that to me) have about a million guns on them, because that just makes sense in ship design.  You don't have a ship with a 40,000 person crew because you're in the business of shuttling people around, or providing employment to the indigent masses, you have such a ship because you want to freaking blow stuff up, and you need guns to do that.

So "before they can get away" (in their fighter) they have to fly closer to the ship firing at them, so they can shoot the one gun emplacement, to allow them to then fly away. 

Except the people in the star destroyer figure out (partway through the fight) that they actually have some other guns they might fire, and then they go ahead and power those up (good mechanic) so they can then fire those guns at the fleeing ship.  So what was the point of that whole previous scene we just got out of?

Poisoning the stormtroopers:
Convenient, that the helmets filter out "smoke" but not anything else.  (and another way to show that this guy is an expert in all things "First Order").  I think I'd spend the extra $100 to make my guys immune to everything, as long as they are wearing the full head helmet, rather than just the million credits or so it must take to feed, train, etc, each storm trooper.  Maybe this is canon, but if so, it's bad canon.

Maps.
You don't need a map to get to some planet in space.  You just need coordinates.  You don't really need a map to get somewhere on earth either nowadays, but it helps if you're driving your car on roads and stuff, which doesn't seem to be the case for alot of what a typical moviegoer would understand about space travel (have the computer figure it out, just like we do today...).

On top of this, we are led to believe that if I have a local map showing 20 or so star systems, that somehow the various astromechs we have on hand would not be able to identify where that area is.  I'm fairly certain that we could do that with today's technology, and we don't even travel in space as a matter of course.  This is similar to asserting that we couldn't get to a town in nebraska with a map of nebraska, but we would instead need a map of all the interveining states in order to make any progress finding said town.  And this is in the real world, where there are things like mountains that can get in the way.  What the heck is in the way when we're travelling in space?  I'm sure there are things, but they wouldn't be enough to prevent me from making any progress whatsoever, given the stakes, desire of participants, etc.

The final scene with the maps is "cool" but makes no sense whatsoever.  Are we to believe that the map BB8 has been carrying around this whole time exactly fits into the map that R2D2 has of not-quite-the-whole-galaxy?  I'm reminded of that start trek episode where the Federation, Romulans, and Klingons are all trying to get the DNA fragments from the various worlds, and by the time we get to the end and we share, there are overlapping pieces.  This is the way real things work! 

Are we to believe that R2D2 has been in standby mode for 20 years or something, and he had a map to almost-the-right-place, but only found it once we got to the point in the movie where he finds it?  Again, if Luke Skywalker was in Nebraska, but we didn't know where, wouldn't that be more useful information than what the key players knew about him in the first place "he's somewhere we don't know where".  It's not like the trail to the planet luke is on comes out of the missing area, so we might start our search somewhere inside.

Finally, when they "followed the map to Luke", do you think they went to the beginning of the trail, and followed the path to the destination, or just went to the destination directly?  Is there something about the path that is useful?  We don't know, and presumably, nobody thought about why that might matter.  (or to look along the path we had for people who might have seen Luke, etc, etc)

Storm troopers equipped with weapons that can parry lightsabers:
Boy, that sure looked cool!  But why would he ever have it?  It's not like the empire was set up to fight Jedi, there weren't any for the last 100 years or whatever, for anyone to develop technology to fight it. 

J random storm trooper beats up lightsaber-wielding scardey-pants pretty easily.  Finn then, with basically no time passing, holds his own against Darth Vader Jr.  What the heck has Darth Vader Jr been doing if he can't instantly destroy these untrained farmers/sanitation workers?   Probably hacking wildly at machinery.

Category III: Bad guys that are not all that bad:

I don't get the helmet.  It doesn't appear to be necessary, like Vader (breathing is important), or to be doing anything functional.  It appears to be a plot device to make the audience feel like this is the bad guy, and give the bad guy something to take off, to make himself more/less menacing.

The helmet seems less substantial than the Vader helmet as well, less imposing. I like the stripes on it, but I don't like the shape for some reason.  It flares out, then goes back in, which makes me question why it exists at all.

Can you imagine Darth Vader addressing anyone as the "best" anything?  But he happens to know that guy-we-just-met is the best pilot in the resistance, and he is willing to give him credit for that?  This is just a way for _us_ to know that he's the best pilot in the resistance, or to know he is a pilot at all (since we haven't seen him in a ship yet at this point).

Can you imagine someone disappointing Darth Vader, or any sith-ish lord of note, and having them continue to survive?  What has this guy done that he's worth keeping alive at this point?  Apparently he has a speech to give, so he can't die.  So be it I guess.

First Order is about the worst name I could have picked for these guys.  First of all, they aren't the first anything.  If anything they're the Second Order, because they're the remnants of the empire.  Third of all, they don't seem particularly orderly.  Clone Wars had Death Watch, you knew what those guys wanted to do.  Do we not want people to think of the ultra-cool Darth Maul, Count Dooku, etc, are we afraid to say sith for some reason?

Darth Vader raging out, and cutting random objects with his lightsaber, often not cutting through them.  Storm troopers treating this like it's a joke, or otherwise know that it happens all the time.

Tentacle monster grabs guy, and takes him for a ride, rather than eating him like he did the last n people.  Made for a "cool" scene where we get to see Ray time things correctly I suppose (evidence of the force)

Commander (stormtrooper in the silver armor) seems more like a beaurocrat than a soldier.  She doesn't arrest the guy, but rather requests he reports to some other location.  She doesn't put up a fight when she gets jumped.  She turns off the shield!  Why in heaven's name would she do that?  They can't kill her, because they need her to turn off the shield!  People are doing more standing up to sith lords with lazer swords than they are to some random coward with a gun in this movie.

shows no redeeming characteristics.  He claims he'll deliver, fails, is spared, is in on the conversations with the dark lord, but otherwise does nothing of note.  He doesn't seem overly smart, overly motivated, display any reason to be in the position he's in, he's just a guy that is apparently super-duper-ultra-important.

Dark Lord is very large.  Am I the only person who didn't know that he was just a hologram the first few times we saw him?  If he is a hologram, why is he so insecure about himself that he needs to be a 100 foot tall hologram?

Dark Lord also displays basically no reason for him to be in charge (other than being very large and very ugly, of which at least one is shown to be a lie later in the movie).  He is not shown making any particularly good decisions, giving good advice, choosing his commanders well, etc.

Darth Vader Jr is seen at times doubting his own course of action, whether he made the right decision to go dark, etc.  This seems fairly non-sith-like, non-dark-lord-like, etc.  I understand that we don't get our final scene vs Han Solo if we think he's 100% a dark lord, but I can't imagine what we would have done for any more movies in this series had he not been a character on the dark side (since there isn't anyone else that we could care about).  In past iterations of dark lords, they've been pretty much on board with being on the dark side, because by default they were on the light side, so they had to do something/make a choice/do bad stuff in order to make that happen.  Apparently these bad things have already happened in the past, so he's made his choice and created consequences that any court of law would lock him up for, so I'm not sure why he'd still be doubtful, other than to allow us to have our final semi-confrontation with Han.


Category Delta: Plot

So, Finn and Po escape the star destroyer, land on the planet, muck around there, get on the millenium falcon, and get back out into space, where they immediately break down/lose power.  Think to yourself, who is most likely to be right freaking there?  They say it themselves, the storm troopers, about 10,000 of them, that are on the star destroyer that is in orbit, and specifically looking for them.  I mean, sure, they lost one of their guns, but they have their sensors, and it's not like they're leaving from the other side of the planet, Tie Fighters from that very ship are chasing them as they leave.  They know they're there, they're broken down in space, dead in the water.  And it's Han Solo, AND two other groups of his investors, that run into them, before the First Order?  Why?  Because we need a tentacle monster scene, not a storm trooper scene, and/or we need to get Han Solo into this movie.

So, Finn is basically a janitor right?  Right.  And they just decided to make him a "real" storm trooper, and send him out on a mission with the Darth Vader Jr himself, to kill some civilians, for a lark I suppose.  And he happens to also be an expert marksman (who hasn't fired at anyone), semi-expert sword fighter, ship weapons specialist, have intimate knowledge of design weaknesses of a planet-sized weapon, etc, etc.  The only thing he can't do is fly a ship, because, you know, that's why he needs to break the rebel prisoner out to get off the ship.  And coincidentally, it's also the reason he needs to encounter ray, since she can fly.  Sure would have been inconvenient for the movie if he'd had a slightly broader, or in any way less broad, skill set.  Would it have killed them if the weakness they exploited had anything at all to do with what Finn was actually doing?

What planet did they blow up?  It had to be Coruscant right?  ("The center of their power")  Would it have killed them to say the planet's name, or give us a space-shot of it that showed the city, etc?  If it is coruscant, it's a big freaking deal.  If it's not...  Also, were there any consequences whatsoever for that action?  You know, destroying a planet, that was theoretically important?

It's a bit confusing to understand the politics of First Order/Empire/Resistance.  Who's in charge?  Who lives where?  What happened after Episode 6?  It's not like there weren't several dozen (hundreds?  Thousands?) star destroyers, other imperial beurocracy, etc, that wouldn't go away with the removal of Palpatine.  Is it First Order, with the stormtroopers?  Is it someone else?  Chaos?  Etc?

Editing quibble: Ray exits the back of a star destroyer.  Then slides down a hill, then gets on a speeder, then drives away, with the money shot of... the front of the star destroyer.

Ray got left on that planet by someone, and expects them to come back, I was expecting this to be resolved, who it was, etc, by the end of the movie, but no.  I figured it was Han Solo, but I guess I'm doubting myself now, because I think she'd have to know he was her father before he died, for maximum pain.  (I did like the cut scenes when she touches the saber, that's probably the best minute of the movie).  I don't mind that there's a secret, with something to figure out, so that's fine, but...

I feel like they just casually reveal that Darth Vader Jr is Han Solo Jr way early, and then keep revealing it, and so on.  Can you imagine if the audience knew that DVSr was Luke's Father in a similar way, that that scene would have had the same impact?  Probably not.  It could easily be a secret that Han and Leia are trying to keep from everyone until that final scene, and the audience could suspect, etc.  The dark lord could say that this will be your most challenging challenge without saying what the challenge is, etc, etc....  I feel like we knew too much about some things, and not enough about others, throughout the movie, but maybe that's just me being contrary.

We didn't have a single good fight scene.  The forest had my hopes up....  (in the original trilogy, you see them slicing through handrails, etc, but it takes them a couple minutes to kill a tree in several forest scenes).    RIP Christopher Lee. =(

Am I the only one that thought Po gave up the goods as a result of straight-up torture?  By the end of the movie, it's clear that he was being mind-read, which is nifty, but it's not clear that he's reading Po's mind (which made him a bit less of a bada$$ in my mind) until an hour later.

I wonder how long that 15 minutes to charge up the gun actually took, in movie time.  No claims here until I see it on DVD =)

The space scenes are likely the best action, but seemed more obviously CGI/physicsDefying than I'd have expected (especially the xwing flying inside the planet-weapon-whatever to kill it, where it basically floats wherever it wants to).

Did they change the back of the Millennium Falcon?  I remember it being a solid mass of fiery engine awesomeness... 
Compare:
https://www.bing.com/videos/search?q=millenium+falcon+star+wars+back+side&view=detail&&mid=B88B968E95206D4B2155B88B968E95206D4B2155
http://variety.com/2014/film/news/millennium-falcon-photo-star-wars-force-awakens-1201388906/

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Finally, so we're not all negative, some things I liked:
The tentacle monsters looked cool.
The mystery of Ray's backstory.
The space scenes were a highlight for sure, and/or any Millennium Falcon-exterior scene.
The flashback scene when Ray touches the lightsaber for the first time.

But all of these have "but"s on them.  I couldn't just relax and enjoy the movie.  Some of that's on me, because I can't turn my brain off, but I really feel there were quite a few things that just didn't make any sense.

Anyway, feels better to have written this, now I can move on with thinking about other things!  Thanks for reading, feel free to comment if you agree or disagree, say what you liked, or what bothered you =)