Took a break from Tails of Iron, maybe halfway through. So my big gripe about this is that after a certain point you have to go raise money to repair the castle, but the only way to raise money is to go do side quests from the job boards(Witcher Style). Said sidequests are basically going to a point on the map(helpfully marked) and killing some dudes who will spawn there in response to the side quest. On the bright side, the side quests do tell you what you'll be facing and apox how difficult it will be, as well as how much it pays, but the downside is you have to do a couple of these because they pay like 2-3-4 coins each. And at first it's not bad, because fixing the castle kitchen costs 5 coins and the castle smithy costs 8 coins. Fair enough.
But then you do another story quest and after that you get a quest to repair the throne room and it costs 30 coins....and at that point I just decided to take a break. Maybe the side quests start paying better(with a ramp up in difficulty) but this feels like padding in a 10 hour game. And make no mistake, there is no other way to get coins for these repairs then doing the side quests. You can't send the guards to go clear these monster dens, you can't levy taxes to repair the castle(God knows how they funded the castle the first time around) and raise an army in case the frogs come back(you're still at war, btw), you have to go do it yourself. You have to do everything yourself, including fetching stuff for the kitchen and smithy. I get it, it's a video game, but they also make it clear you're the king as well.
So I jumped into another game I've had in my backlog for a while: Heaven's Vault. It's basically an adventure game, but it's also an adventure game about being an Archaeologist. And I don't mean Indiana Jones-like archaeology , I mean "looking at mundane objects in ruins and trying to figure out what they were and what they meant" kind of archaeology. Notably, the game has a constructed language that looks similar to Arabic(based on a brief check of the wikipedia page) that you have to decipher by finding inscriptions and look for similar groupings of characters or words. The idea is to lock down the language one word at a time(the PC will help by confirming when you have one right or eliminate one when it's wrong, making it a little bit easier) since this is a long lost language nobody uses anymore and all that's left is scattered phrases on ancient artifacts. Beyond that the game is generally a walking sim, with a lot of dialogue and some exploration(to find artifact and inscriptions).
It does have a nice art style and music, with a big middle eastern theme to it but it also takes place IN SPACE, presumably in the far future. The entire game takes place in a nebula, where moons are linked by rivers of air and water that flow through the nebula and allow space sailing ships to float along the currents in wooden spacecraft. It's wierd but interesting and I dig it. There's a quasi mystical vibe about the whole thing. Especially with talk of divine emporers and the religious belief that time, like the nebula, flows in a big loop.
The plot is mostly you being dispatched to search for someone but along the way you're discovering ruins that he was looking for and uncovering more about the ancient empire that left ruins all over the nebula after it collapsed a few centuries before. The plot so far isn't much to speak of but there's some decent worldbuidling and really if you're here, it's for the aesthetic and the "translating a constructed language, one word at a time" aspect, because the game is built around the translation mechanic.