Saturday, November 1, 2014

Now Playing: Anarchy Reigns

Sorry for the lack of a halloween update. I just haven't had anything to say on it related to gaming. I don't do horror games, I didn't feel encouraged to do anything similar or even october-y recently, and I just don't have anything useful to contribute to that subject. I'm sure there's plenty that have done a good one though, so happy hunting. Anyways onto this small article:


Such a weird game that just came seemingly out of nowhere for me. I remember hearing about this game struggling to get localized for western audiences, and it was some kind of fighting game... that's it. The next thing you know I'm going to the mall with my dad around my birthday, he hands me 20 or $30, and then I see this game on the shelves as a brand new... $30 game? A brand new game that's cheap? What witchery is this!? So this game that surprisingly made its way over to the US, bragged about special brawling on its box art, and remained at the precise spot for my budget made it stand out a good bit. I took a risk and was met with strange mixed feelings of delight and confusion. It turns out the game was sort of kind of, but not really, a sequel to Madworld. I just saw it as "hey, isn't that... why is he here?". It had a couple characters, and that same odd rap drive to its soundtrack, but outside of that the similarities stop. It just confused me. Then the really poor and muddy graphics, the extremely weird 3D brawler controls, and the entire concept of the campaign all just made it feel like I was in some weird surreal void. Despite this, bots, oddball cast characters, and the insane feeling and strong learning curve all made this a very unique title that held my attention a bit, and at the end of the day I really enjoy it. Here I am returning to it a couple years later.

To be honest the game could be better, and that's just the flat truth. The campaign is a grind, the training and tutorial is a little weird, and honestly I don't think this could come anything close to touching Madworld in quality (it lacks the humor, player engagement, exploration, and to some degree even precision). Still its a lot of damn good gamey fun. I honestly love this odd direction for a bralwer to take. It keeps me pumped, on the edge of my seat, and I feel like I'm learning and experiencing something I don't get out of other games. All the while its somewhat customizable,
more free in form, and is something more like a giant 3D world smash bros... except with maybe up to 16 players. Wild, right? Its fun to try different combos, different tactics, test something new out with a character, or get a special surprise within the map. Oh yeah and there's a great little soccer mode. The only major problem I have with the game is its blocking system just feels unresponsive and broken. Alongside that its one of those games where I feel terrible to play a female because they're depicted in such a way that feels embarrassing. Of course there is the obvious campaign grind, but I see the highlight as the bot matches with the campaign being a quick break in between that. Still those aren't so bad of complaints. Sadly the game was a victim of my stupid focus issues. I ditched it somewhere before I even got half-way through it, and didn't get back to it until recently. Its a shame to because I never unlocked the big bull until real recently, and that guys awesome to have if not for a cool fighter than for a cool opponent. Still its fun to re-learn some of this stuff. With that being said though I'm terrible at bot matches, and haven't won anything outside the soccer mode (which was a little too easy). Still I adore bot matches because like always, I just seem to love combat sports games for some weird reason. That theme just works, including with this weird apocalyptic 3D brawler.

I can't help but feel like I may be cheating you here, but I really don't have much else to talk about. Its hard to make much notes of a fighter. I finished the white campaign and I'm working on the black and then later red sides. I hope things go well and I actually get around to completing it, but with one of my PS3's starting to give me issues I may find myself migrating away from it again to play something like smash bros or some PS4 games instead. I really do need to play smash bros again. Still sticking it back to here, I've got weird mutants to kill, arenas to clear, and people to slaughter.


Thursday, October 30, 2014

5 wishlist games with a difficult reach...



So we all love video games, and love to play them, but with so many its impossible to play them all. Sometimes we look back on incredible looking games that, to our horror, seem really difficult to get to. It could be a number of problems ranging from market conditions, console exclusivity, horrible PC compatibility issues, regional issues, online servers, or maybe even physically incapable of playing the game for some reason (some can't play a game with low FOV for example). Oh yeah, and this does not include developer hell games, so no Half-life 3 or Prey 2 type posts. These games have to exist, are real, and may actually be possible to enjoy in some way.., just not likely. I may in fact do a sequel list to this, as I'm sure there's more than just 5 games. However these 5 are what mostly come to mind right now.

Edit: Crossed #2 off as I got both. yay!

5) Banjo & Kazooie: Nuts & bolts


Yeah I can hear the fans screaming at me now about how I'm terrible for wanting such a thing. Sure, fine, I get it. Banjoe & Kazooie are amazing classics that were among the best examples of 3D platforming, as well as Rare's better work. However, this looks like a fun spin-off. Yes, note that phrase. Its what happens when you take an identity and add in a major twist to change things up, and it may or may not be cannon. Mario has multiple highly successful spin-offs like this for the record. I understand this series had a sad death, and this was the nail in the coffin, but ultimately there are far, far, far worse cases of it happening. Here it was simply... well.... not that amazing. It was a solid game that got good reviews, and kept some people entertained, but it undersold and with a raging rabid purist fanbase it is remembered in bitter hate. Well... personally I see some lovable characters and a stylish world with a fun kart building game with lots of fun physics and some collectibles. I want this game because it looks fun, not because it'll fill some hole that craves classic B&K. Fun physics and experimenting are a lot of fun to me for some reason, and this game thrives with them over top of a great aesthetic. Still it sits on MS's small pile of exclusives, and it doesn't look like that'll change anytime soon. Meanwhile I really don't think I'll get an xbox 360 anytime soon. If I happen to get one, then how hard will it be to get this? I just dunno, and ultimately I'm not sure it'd be worth the hassle. Still it looks a lot more fun than what credit it gets.

4) Divinity: Dragon Commander



Ok, steampunk fantasy world with political conquest RPG story elements and gameplay designed around you commanding an army in RTS format... while directly controlling a jetpack powered dragon. Yes to every single thing on that description! Oh dang, but I don't want to risk that much money on something my PC probably can't run. Ok, now to be fair that can go for countless other games that are exclusive to PC, but... I dunno this one really grabs my attention and feels more worthy of this list. I've heard its RTS balance is a bit poor, but I really want to try it myself before judging that. I'll probably play this for sure when I get a better PC, but that may be a long wait, and until then this game seems quite far out of my reach.

3) Vivisector: Beast Within


Just... Just you look at it! If you've been following my blog you know my preference in shooters by now. I love corridor shooters with old school mechanics, great gunplay in some form, precise AI that keeps you on your feet and performing precision aiming, and industrial sci-fi horror art styles. Vivisector checks all the boxes off, and then tosses in insane cyborg animals as the central theme. Yes! Yes, yes, yes, yes, 1000x yes! The game is so deep and rich in dumb campy industrial horror themes that the main menu is an operation table in a dark concrete sciency room with a cyber-like interface. The animals monsters are your core enemy that have attacks ranging from charging, laser arms, and a boss rhino tank monster that runs on giant wheels. I just love this whole set-up, and of course it goes nicely with my favorite era of shooter mechanics. Oh, and bonus points for the fact that it also used to be a Duke Nukem FPS. Here, have some more pictures of this wonderful game. Oh and the boxart covers as well. Heck, just say the full game's name out loud; It sounds like it could have been a silly FoxKids TV show I would have watched when I was younger (...or maybe I just watched too much of Beast Wars). Ok to be honest now I'm not saying this is the best ideal shooter ever, but it looks like such a fantastic junkfood shooter to sit down with some off brand energy drink and enjoy as more of a nostalgia loaded blast. Its alpha prime all over again! ....Except... oh.... its not $5 on steam. Its not even on steam, or GOG, or any download site at all. The game never really released outside of Europe either, so no luck with it in goodwill stores. I'd risk a pirate copy if there were even many options of that, and if I weren't afraid of viruses. Actually one youtube video with the promise of a free download even admitted it was laced with a virus, just that it was "Ok if you kill it soon enough". Yeah... no thanks, I'll stick with Alpha Prime until I get lucky and this stuff gets a release. 1C, or whatever the publisher calls themselves, has actually dumped some random mediocre stuff on steam before so I'm keeping my fingers crossed they remember this game at some point. If that doesn't happen, well its a tough thing to get I'm afraid. Well... at least I played a demo of it.... even though it was entirely german and I was going in blind. I suppose this is that moment where I should reflect on whether or not I'm sane for liking this B grade corridor shooter stuff when its so insanely obscure and forgotten.

2) Star Fox's Gamecube series


I guess I'm stuck on the B&K dispute again. Yes I know these are considered weak links in the series, but then again I can't help but also step back and wonder... when has it ever been truly strong? The only one people really seem to adore is StarFox64, which has sort of existed 3 times if you count the fact that its basically a remade version of the SNES game (original, the 64 version, and 3DS remake). The others try something different and to some mixed results. I really think StarFox Assault had the right mentality, its just the series needed some more work and refinement with that routine. Still I don't know much for sure, as the thing is the only game I've played in the whole series is StarFox64 through virtual console. Anyways It was fun, but I really didn't like the idea of an entire game being an on rails deal. It felt like it had so much potential with its silly cast and dialogue (Do a barrel roll!), crazy laser sci-fi, odd drama, and interesting settings to do something a bit more. Oh yeah, and its comic piece in one of the nintendo magazines I read was amazing! At one point and time I was keeping my fingers crossed for a Wii version, and even planned out its potential controls in my head. It seemed like a perfect match... but it never happened, apparently thanks to the crappy command and dying trust in the series. Well now there's a Wii U version, but that's shrouded in mystery. Will it give me the "more" I wanted out of SF64 though? Naturally growing up around shooters and platformers, I did in fact want something more direct and free mixed in. So... yeah Assault sounded perfect. You mix things up with land, air, and tank battles within pieces that change between open environments and linear rail space planes. It all looks like the fast paced blaster filled fun frenzy that the series seems to stand on. Its a great combination, fleshes out the world a bit more, and gives the game more replay value. I've heard in reality it was clunky, and honestly it does look a little stiff in some of the videos I've seen (uh... can he turn normally, or does he have to face every direction like a mannequin with a gun?), but I'm willing to try before I trash it. Now with Adventures I openly accept that it got some fans down. Its not a StarFox game, and honestly doesn't even look like it advertised itself well enough to deserve being called a spin-off, so yeah I guess it deserves some backlash. However it also deserves its cult following to because it looks like a fun adventure game made by the incredible Rare team just before being bought out. It honestly looks pretty fun, and again considering my background with gaming I don't think I'd mind the change as long as I accept that there's no "stars" in that StarFox. However what's holding me back is the fact that I neither have a gamecube, or a memory card. I can't seem to find one anywhere and that's really annoying. Its also what keeps me from playing melee, even though I do actually own it. One day I hope I can grab these games, a memory card, and play it on my wii... but for a long time its been tough trying to find a GC card. Then again... I'll admit I never bothered much with ebay. Alright fine maybe this isn't the most difficult, and I stand a chance. I sure hope so, I want something to keep me busy while I await news on StarFox wii U. I fear it may be taking a flight only path, but either way I'm kind of excited for it.

1) Spyro: Dawn of the Dragon


Best idea ever: "Well I'm not sure about this game. I can certainly live without it, so maybe I'll wait for a large price drop". Great advice for just about any game except the ones you absolutely need to support. Its a fine effect of the physical market. That is of course unless you're aim was at Spyro Dawn of the Dragon to which now you're slamming your head into the desk as you look at the very rare PS3 version on amazon that is more costly than the game was at launch. It was $68 before, but actually just checking on it now its raised to about the price of games in Australia. Except, I'm still in America and so is that game by the looks of its rating system, so there's no arguing about foreign politics. Its just damn crazy expensive. In gamestop its about $48 last time I saw it (which its been a while now), and outside of that its nowhere to be seen. Look if I barely wanted to pay $20 for it, there's just no way I'm putting down $100+ Or even half of that. Its crazy how things even got here to begin with. Apart from a strange cult of fanfic guys, there's almost nobody that finds this game of so much worth. Its a strange forgotten GOW knock-off made slightly kid friendly. However I'm getting ahead of myself here. Why do I want this? Don't I hate the new spyro games? Well, eternal night still haunts me as literally one of the worst games I've ever played, so sorta. However this game was made by a new company, was made with freedom and exploration in mind, and has more of a zelda meets god of war (while somehow not looking like DarkSiders) mentality. From day 1 this game grabbed my curiousity as I heard mixed reviews all over the place about it, with many saying that it is indeed better than past legend efforts. It still has that drama queen vibe to it despite how silly it really is with a voice actor that in now way even closely matches Spyro, and its still pushing heavy God of War vibes on a format that seems to have no business with it. But it still seems interesting, and that sheer curiousity mixed with its impossible price is tearing me apart from time to time as I attempt to check on its status and hope that I may one day have it on PS3. Oh and I also stupidly let it go when I had a $23 offering from bestbuy. That was before I saw the monster high prices, and still thought to myself "maybe it can go lower if I wait". Well screw you cheapskate conscious, look at where that got me now. Well on the bright side there is the PS2 and wii versions that are easier and cheaper to get, but still I really want my attempt at this game to be the best possible. I want the HD colors, and all the features, so... I'm kind of holding out hope that maybe I'll luckily stumble into the PS3 version at the ideal price one day. If not... well, tough luck. Maybe that's fate's way of saving me from another frustrating Eternal night mess.

Wednesday, October 29, 2014

Grudge against the moon?

Prepare for the attack of fanboys

This article is a bit of a nitpick, but I feel it needs to be made considering some rather mean spirited stuff I've bumped into recently. In case you ignore one of the most fun developers in gaming, chances are you know about Insomniac. Unfortunately all of their good games have been, and will seemingly remain, exclusive to PlayStation. that is until Sunset overdrive, and quite a number of people (especially PS loyal of course) have flipped out because its a perfectly flipped deal where its exclusive to Xbox's side. People find it worth boycotting, take the fact that we're getting an R&C remake as an insult, and actually expect Sony to hold the same grudge and never work with them. That's just pretty insane, and worrying onto obsessive tribal fanboyism. You know, on an emotional basis I'll agree that it sucks and I wouldn't mind having a disappointed talk with Insomniac, but beyond that and where a lot of these comments take things to... its just absurd and I'd like to do a bit of a mini-rant on what should be common sense to this situation. Fact is, Insomniac found their deal and made a great game while working with Microsoft's money just like they've been doing for years with other publishers.

Like I said before, maybe even twice, Sunset overdrive is not just an exclusive people are excited about, but its one of the few exclusives done right for current-gen... especially from Microsoft's end of things. While Tomb Raider is stolen and locked under a timer (and coming to the 360), Ryse and Titanfall move to PCs, and nothing is being done to combat true exclusives Sony has. To be fair, Sony isn't out on their A-game yet either, but they've got a far more promising opportunity. Don't think I've forgotten about nintendo either, they're finally doing a splendid job and I wish I had more money for some good Wii U games. Please let Starfox be good! Still getting back to the subject, Sunset overdrive is the only true and unique exclusive MS has for its xbox one around this time, and it has fueled genuine excitement (except from the haters, which of course is why this article exists).
So yeah, I want MS to be applauded for this, as they're doing it right here (at least for now, they're some heavy PC related rumors). Proper funding, advertising, and a new game created to compete. I'm also jealous. Sunset overdrive doesn't look too amazing on its own, as the grind one rail to fight seems like it'd get really dull. However its honestly one of those cases where a company actually helps sell the game. I know Insomniac, I know they made the game with lots of good content critics will overlook, I know they've mixed humor with epic moments that you'll remember long after the game, and I know they have the crazy weapons and fun vibe down well from just looking at it. If this was on PS4, I would bump it up as the top priority before christmas of this year over Smash Bros and FC4. However I don't have one, so it'll just be on my watchful eye until the future when I may just have one or if it somehow ever gets a port to PlayStation (it happened with MassEffect).

So that still leaves the question though about why Insomniac did this. It does seem kind of sad and uncalled for that they abandon their loyal audience like myself that they've properly earned over the years. Many wish to believe its a very simple thing: Money. MS offered them a giant check to be exclusive, and they sold out.

They warned us it could happen

uh... actually its not that simple, Check this out. Do you actually remember a time when publishers let developers keep their own IP? Yeah that tends to be a missing era now, but Insomniac didn't get much of a chance even in the past to have their own game. They worked and made it to have another publisher (like Sony or Universal) print their name over it and claim money and direction bits. When it came to a personal passion project like Sunset overdrive, they wouldn't make it unless they truly had control over it. Sony wasn't one to allow that and owns Resistance and Ratchet and Clank already from Insomniac. Activision certainly wont do that as they love owning and manipulating their companies. Insomniac had their chance with EA and flopped with it. Ubisoft doesn't allow that (just ask free radical), and Bethesda is rumored to be rather mean about IPs as well supposedly bullying Human head into owning not just the Ip but the developer. That's not all the publishers, but as you can tell it gets kind of difficult. However... in one of the only moves of respect I have for them to this day, Microsoft does allow ownership of your IP. That's a perfectly normal and reasonable explanation for Insomniac's dream project, even if it is miserably ironic that loyal fans don't get a taste of it unless they were willing to cross over. ...and you know what, even if it was about money, MS played fair in regard to offering the best funding for an exclusive. That's just what kind of happens. Sony has even less of an excuse for being the exclusive owner of the past. There it was just because Insomniac randomly picked it, it was luck of the draw and within reach. Now they've actually got motives to go to exclusive publishing, and their game has more freedom. Insomniac doesn't owe you, me, or sony this game if they had a better deal. It isn't really about that with the whole IP ownership at the mention, but if it were that's not a devious thing at all. Its not like they are selling out on a sequel to an acclaimed iconic playstation character either. Its a new IP that means nothing to us loyal fans, as if it never existed, or if we're lucky and own that console to then its just another addition to our Insomniac collection. That's not betrayal at all. They're still giving us Ratchet & Clank, and I bet they'll continue to do other series as well. They also teased that maybe one day they'll get Spyro back, which is funny because I think I recall hearing something similar about Crash as well.... maybe Sony's up to something behind the scenes. I even have a good suspicion that if there's a sequel to Sunset Overdrive, it'll be multi-platform and they totally can do that if they get a publisher that accepts, which is more likely now that its not a new IP.

So why waste my time with this? Well in part because I don't get why there should be bad blood with fans. The other part is that I am one of those fans, and I'll gladly admit bias here (well funnily enough I am biased towards sony to... yay for conflicting bias?). Insomniac is one of my favorite companies ever. I'd say If you're a true fan, I see no reason to hold a grudge over this matter. We've got a freakin' movie and game coming out of them next year, its hard for me not to be thrilled with the company. Insomniac isn't perfect with their dumb fumbles, and some stupid quotes to have left their studio, but they make some incredible games I adore at the end of the day. They made the series that made me care about gaming. Their games took hours and hours of my spare time and turned it into pure bliss. They gave me what I was demanding in the shooter market at a dark time for the genre. With R&C into the nexus being one of my favorite games of last year, and having enjoyed sharing it with a friend to see him love it the same, I can't say they're dwindling on the whole. Some fans also supposedly wanted this game to fail because it was exclusive, but again that's just stupid and not a decent fan thing to say at all. Insomniac isn't the biggest selling or most acclaimed company anymore. Their games rarely get the sort of attention Sunset Overdrive got, and I'm quite glad the game has done well in reviews and is predicted to sell well with the console. If you're truly a fan of them, you should want them to succeed. You should want them to do well so they can live on and continue making the games they love. ...Or, you could have them go back to focus groups and do another Fuse if you want their passion projects to fail. I can't call these harassers fans at all, its narrow minded console fanboyism rather than heart felt game fans. They refuse to see past the console machines, and instead want a company to hurt... that's not a fan. To reasonable minded folks, its not an us or them struggle, its a matter of good or bad games. Insomniac is far more leaning on the good side. Sony's smart enough to know that, which is why there's no "bad blood' and they let the team make new content for them. They aren't childish enough to fight them over the matter. Congratulations on Sunset Overdrive Insomniac and Microsoft, I hope it sells well. Now if you'll excuse me, I've got a movie and game to be excited for next year....


Monday, October 20, 2014

Drawing the line... in blood.



....So, how about that hatred trailer guys? I had heard a little about it, but didn't pay any attention until later where its starting to become almost like a joke to make fun of it by doing something like posting a colorful video right after they show off the trailer. To say the game has violence is an understatement. The game doesn't just have it, its selling itself on only that at this stage. Its very graphic, very dark in tone (literally as well), and there was just nothing but over the top killing after a mean spirited monologue. Obviously people are in an uproar about it, but there's also a bit of defense for it. Even Epic has asked that their unreal engine logo gets removed from any mention within the game. The guys that put this out there have said this is too much. So is this ok? If not, what something like GTA any better?Where do we draw the line?

Well my first thought is how hilariously bad the opening dialogue is. No seriously, its so bad its hilarious and fun to watch. That coupled with the mediocre animation quality, it feels instantly like a B grade game trying hard to be edgy. Honestly the game could be looked at like that, but they really try to hammer home the idea of these intense graphic animations with no game incentive reasons in sight. Of course I bet there will be points, leaderboards, maybe power-ups, alternate modes, etc, but the trailer itself is living off of raw shock value of mass murder in interactive form. Its pretty much the poster child game the mainstream media wants you to think is the backbone of the gaming industry. My gripe with the game is mostly around the question of "What's the point?". I don't hate the hatred so much as I hate the lack of substance. There isn't anything fun to it where as Madworld, Naughty bear, and other games full of killing at its core build other gamey elements around your input and interaction. I suppose if you want it laser focused down to raw killing, fine I'm glad you got your game, but for a large number of people this should be an easily passable experience. Some people in defense of this game are suggesting people hate the violence because its not going against aliens or armed forces, but that's not necessarily true. It implies the same dumb idea Spec Ops did, that we want to be heroes. Nope, sorry, not the case. Aliens, soliders, and monsters are better though but not because of context as much as for the fact that they encourage better mechanics. Aliens have cool abilities and require some interesting possibly horror tipped story. Soldiers are supposed to be trained to fight you and bring out a warzone type of setting that gives the battle more of an edge. Civilians and a handful of cops... well that's just not so interesting, you can only kill so many of them before you feel you're wasting your time on polygon people. Look at Shadow of Mordor's recent praise over the nemesis system. What could have been dumbed down to as "kill these guys on your hit list" was turned into one big strategy game within a game where people are actually thinking and building up their own enemies, stories, battles, and rivalries from a deeper system that contextualizes everything just right. The game is doing well because of a very clever combat based mechanic stretched to shape dynamically with the player and very smart AI planning as well as some smart immersive extra bits on top. Hatred can't even pull off its aggressive animations smoothly, never the less come up with any mechanics that make it appealing. Its just run and gun in its most mindless and literal interpretation as possible. Once again, this isn't a fact of the game as a whole. Maybe they just hid the HUD and scoring system, quest info, or some kind of combo piece. Its just that like with most people its going off the feelings of the trailer. This is what the developers put together to appeal to you, and if that's their best than they've failed to hook me at all.

Its color is about as bright as its depth seems to be...

So I mentioned the mechanics and only that, but I have yet to talk about the gore. Many bring this game up as crossing the line in violence, and I really have trouble seeing that as far as violence on its own goes. Maybe to some degree you could say its whole design and tone is terrible, but violence on its own? Nope, sorry, guess I'm "desensitized". I don't hate violence in video games, never did. There's only been two times a game's shock value violence has moved me to think its a bit too much, and that was the original Soldier of Fortune (It eventually looks a bit robotic, but the first hour is just insanely gorey for an old game), and one time in Dishonored where I decided to be the most psychotic guy possible on the party level. I couldn't go through with it on Dishonored, walking up one by one and slitting throats just got old and felt wrong. I wasn't doing anything useful or relevant, I was just doing it because I told myself I would try a "mean" playthrough on that one level and it left me quitting out on that save and erasing that progress before I finished the mass murder. Still for everything else out there.... nope never found a limit. Actually I think some violent flare is needed in an action game. Its about aesthetics; If you give me a game like Uncharted where shooting a guy means he just falls flat on his face and still looks like he's clean enough to attend a fancy formal gathering, it leaves a bitter feeling. Its as if the game wants to look action packed while being too cowardly or lazy to pull off the full effect. Getting it just right alongside great gunplay can make a massive difference as to whether or not the game feels good at its job. Far Cry 1 felt great whenever you were able to hurt a guy, then see how accurate your shots were as it was actually one of the only games to leave bullet holes in targets. Meanwhile Killzone 2 has an entire trailer showing off how well tuned their death animations, gunplay, fun ragdoll physics, and bleeding effects are. In addition to the inteligent AI and level design, the aesthetics have helped make Killzone 2 my all time favorite corridor shooter out there. Censoring or downplaying that stuff in a game about action feels essentially like what would happen if Batman movies had him defeat thugs by a game of freeze tag (I blame Mr.freeze), it just sounds stupid and breaks the immersion. So what does this all have to do with hatred? Well I just don't have any problem with its show case of violent and aggressive visuals. I'm willing to bet there's worse out there that I've played. I mean sure its got those terrible animations, and a horrible context, but is it worse than firing a cerebral bore in Turok, hacking off limbs with a hatchet in Postal 2, or a fatality in Mortal Kombat? I really don't think so. Some people would argue those are cartoony by comparison, but again I'll point out Hatred's opening, animations, and that shotgun to head explosion. Its still quite crazy, its just that the problem lies in the fact that there's nothing beyond the violence. Again its mechanics that are important, and I disagree with the fact that this game is crossing the line in violence. Its crossing the line in pointless violence, sure, but the key word that separates this game from something like GTA, is pointless. However since violence is a big deal to this game, its a compliment to say that it has indeed nailed the nature that it wont be so pretty. Still I'd much rather be playing something with mechanics behind that combat and gorey aesthetics, so how about bulletstorm and a mini-gun instead?

Let's rock!
Of course though I don't speak for all. Some do find the violence disgusting, or maybe they do feel its the lack of mechanics and the obvious shock value that makes this work appalling. So much so that they really would rather the game not exist at all. Honestly I think that's a pretty twisted view, maybe more so than the game ironically. This is kind of the thing you do with free markets and free speech, you've got to let this game slide. If you don't like it, don't play it. If you're worried about it causing violence, then you need to re-check yourself and remember what we've been fighting for as gamers (...well other than gamergate, but lets not discuss that now). Video games don't cause violence, even the ones that are made for shock value. It'll take an already messed up mind to take gaming out into reality in such a way that causes harm. Worst case scenario is that this is just one big stunt that may make a bit of money. It was made to get people shocked and hateful towards its terrible nature, it wanted to give journalists something so horrible they had to cover, and they want people to buy it just to see if it really is some kind of murder fantasy. Its basically a living bad publicity = sales stunt as some claim. Personally, I can totally see this point and wouldn't be surprised if it was true, but again... I can't really find a necessary reason this needs to stop. Just do not support it. If the news uses it against us, just remember that gamers themselves were opposed to it... in addition to the fact that other medias have their own substance-less shock value junk.

On a final note though, I obviously can't see the appeal of this game, but what about those that do? Some people really have looked towards it and said "ok, I may check this out" and defend it as a thing for stress relief. Fair enough, but once again I think mechanics trump all here. When you just want stress relief would you rather play this mindless shooting game, or something that has more humor, silly references, more immersive, and a mod community. Well meet Postal 2, where you can absolutely go insane and only that if you just want stress relief. Then you can also have a good laugh at reasonable humor, fun missions gone wrong, and witness an environment that naturally lends itself to hilarious interactive set-pieces. There's pretty much no fluff getting in your way, but you can get so much more out of it if you're having a bad day and just want to let out some angry tension in a virtual world. So.... who really wants Hatred?

Saturday, October 18, 2014

Now playing: Assassins Creed Brotherhood


I suppose this sounds predictable after my last post, but believe me when I say I've been working on some other articles and games between these times. Actually to be fair my reasoning for jumping back in is way more ridiculous than analyzing the mixed feelings I have for the series. Its actually that I went from watching a bunch of BBC Robin Hood stuff on netflix to finally getting back around to watching the Zorro movies I saw when I was little (it was also one of my earliest halloween costumes, so that makes this sort of related to this seasonal timing.... ok not really, but who cares). At the end of the day I love the vigilante rouges, romanticized theives, or whatever you want to call those character types. I wish gaming had more of them (actually I want a robin hood game SO badly, even started planning it all out in my head) and I started thinking of the closest encounters to them we've had. Its somewhere within Thief, Sly cooper, Assassins Creed, and even a bit of Dishonored that we might find the best cases with maybe some influence leaking in from this years Shadows of Morodor and Watch Dogs. Then I really started trying to recollect the story and motives of Ezio from brotherhood, knew I wanted to replay it, and so I gave in and opened up a new profile instead of wrapping up AC4 or 3... and I believe I made the right call, because as it turns out I'm right to say brotherhood is just flat out superior to the majority of the following series.

For a while whenever I briefly gave this game praise, I always backed it up with a disclaimer excuse. It was my first in the series, its been a while, and it was all so new at the time but may feel old now. Pfft, all of those were just poor excuses. Sure my memory wasn't quite so accurate to what the game was, but I'm actually finding it better in a few cases. For example, I totally forgot there were horses.... yeah, dumb but true. The armor isn't breaking as often as I remember it, meaning its not an annoying process to run and get it repaired. Similarly, weapons and attacks are stronger than I recall. If you get surrounded batman arkham style you don't just button mash to the best of my knowledge. When the followers of romulus pulled that crap I watched their every move, noted their every frame, and gripped on that deflect and counter button at perfect timing to get some incredibly sick kills, and before I knew it 15 people were on the ground and I hadn't been hit once. It felt incredible compared to the obvious red flashy and counter because that's all you've got type of move set future AC's employ. At the end of the day I do know that counter is 90% of what matters in the whole series, but the freedom, timing, and lack of flashy give-aways disguise it in a process that makes it all the more fun. Meanwhile the parkour system is better since you feel like you can drop and move more precisely.

However are there downsides and parts where my mind went weird? Well sort of. For starters the very first hour or so is just a pain. Long loading screens everywhere accompanied by the fact that they show and stop at the dumbest of moments, and combined with the blinding white flash it makes the entire thing more disconnected than it really is. That's saying something to, because as it was its still fairly disconnected and it felt like the story had entire chunks cut and pieced together like some sloppy cardboard and glue job of putting together a story. Once you get into Rome and start the sequence where you look for help, things begin to retain a stronger sense of immersion and consistency, and I can't help but feel like this is one of those games worth replaying just because I hear so much more due to aging wisdom. Its just one of those games you wont get the first time playing if you're young. Still despite this there's still some odd moments where the story is, as I've described Ezio before, more style over substance. Another downside is just some of the better innovations or choice made over time from the series. Here I can't seem to assassinate people off from a ledge, aiming with tools is a complete pain and somewhat down to chance, some of the animations or jumps just don't connect, and the worst thing is how tight this game is in level design which just contradicts and ruins its run & jump system. For all my complaints on AC3 and 4 the one thing they got right that I never realized until now, is that these games need more open space. Its not just because space is good or anything, its just because tight spaces does not work with the running and climbing system of this game. I've been dashing through halls, ancient tunnels, or tight allies only to have him bump into a wall and because of climbing he doesn't just bounce off the wall, he actually takes about 3 seconds out to try and climb a giant unclimbable wall. That's not something you want to happen when on a time limit, trying to test an odd building, or running from a bunch of guards. Its terrible, and by comparison the open-ish streets of Boston and woodlands or the beaches of the Caribbean make a huge difference since you've got some room to keep on the ground. You don't go up a wall or building unless you really intend to. Oh and finally, its kind of just sad that I can't use my tools anymore and it feels where not to see Ezio ever use contextual cover or whistle tricks. I'm actually kind of glad whistling is gone because that's what 80% of AC4's land missions boil down to; You sit and wait in the bushes, lure guards, kill them, and repeat over and over and over again. Its the only effective and perfect way to work that game's stealth system and its terribly boring after some time. Still its just a bit jarring to have that capability ripped away while it still parades around the same basic tactics as that game. While I can live without the graphical enhancements its also just an immersion bug when I try to hide against a wall and it really doesn't effect a thing, he stands up straight up against a wall like always. There's no crouch, no bushes to hide in, no walls to push up against, and you really feel vulnerable if you want to be hidden. Unless there's just the perfect haystack, or well, you're not capable of truly hiding and its just a matter of guessing the line of site. That combined with the less intuitive nature of using something like throwing knives makes it feel a bit.... off, compared to its successors. Still I'll take this game over all that.


Despite all those negatives though, I can't keep myself from enjoying this game and remembering why I truly loved this series. Yeah some of that new and refreshing charm is washed away, this was especially clear with how obvious I could see through the scripted and repetitive nature of Desmond's part where as before I put up with it fine because it was a new mystery. Still its worth revisiting and its worth saying that this is one of the best open world games I've honestly played. The charming characters, the fun combat that the rest of the series mostly destroyed, the merchant system truly encouraging you to own the whole town and driving home that narrative point about giving things back to the people for your cause is just incredible. Let me give you this final scene to ponder on why this game is incredible. In a task to take a tower over and win a piece of land, I had to locat a capatin within a small square building area. I climbed the roof tops, took out a higher up guard, and surveyed the ground. I realized the captain was under an archway and the only way to get from the roof top, to him, was through two guards which may allow him to escape and cause a big fight I didn't want. Then I had an idea. I went back to the roof watchmen's corpse I silently took out, dragged the body out near the edge, and then dropped it a couple feet away from the two guards. They were fascinated and frightened at the same time as they took the bait and drew out, and right as I was ready to swoop in and dive for the captain... he took the bait to. In complete over-excitement of this lucky catch I made the jump too early and landed on the wrong guy, but never the less right beside the captian. I countered the other guardsmen before beating the crap out of the captain. Swing after swing, his armor took a thrashing as it slowly whittled down way too awkwardly for my comfort. I eventually had him cornered and decided it was time to improvise. I picked him up and shoved him into a great wooden scaffold, crushing him under far more than just armor and sharp steel, and rushed out of the area alongside the terrified citizens and escaped the sight of any other guards. I then claimed my territory and felt far a deep satisfaction for everything that had happened. This was that moment where the game felt it set off a welcome signal with a bang, and it felt so good to be back. Of course this entire time I keep thinking to myself though.... why the hell isn't revelations this much fun!? No seriously, I never could figure out why I just didn't care for that one. It was basically AC brotherhood 2.0 with a brand new and interesting setting, and a bomb mechanic. It had no La Volpe, a more confusing plot, and I remember being furious with this one outpost mission, but I don't think that was ever an excuse to quit it. I've put more effort into the lesser 3 and 4 games that followed it... so what gives!? I plan on visiting it soon after, its time I tie up some loose ends within this series. For now though, I'm excited about finishing my meeting with this game's guilds and setting up the assassins function.

Oh and for the record, this is amazing and all but I still want a true Robin Hood game. I'm seriously considering a full article dedicated to my expectations around one, and how I'd prefer it to be handled. I think it could really happen. Oh well, for now there are Templars just asking for hidden blade acupuncture.

Tuesday, October 7, 2014

Lets talk about Assassins Creed; What is the right way to view this?


Ubisoft do a lot of wrong and compared to others a lot of right, but are very, very loud about how they do their wrong. Actually I believe half if not more of the hatred that can be leveled at them are statements that are totally unnecessary and easy to take care of. It feels like they distribute loaded statements that pinch somebodies nerve, but left unsaid nobody would have thought or known anything of the situation that sparked it. I could go on to name examples, but that's not so much of what this article is about. Fact is though its happened again recently when Ubisoft felt the urge to drop console resolutions for AC Unity and framerate specs. Alongside that already unneeded info dump, there was also the unprovoked statement addressing that the console ports are identical because they wanted to "avoid debates". Yup, by dodging the fanboy war debates that are practically over with already they ended up causing their own storm over console parity. Nice "debate" you triggered on your own self there ubisoft! Look its just fact by now that the PS4 is the leading tech platform, not by a ton, but enough to boost some settings. Of course the PC is the lead of everything, and I'll throw in the fact to that it seems like Watch Dogs on PC went a similar fate as what's going on with AC Unity. So it seems a bit messed up to stunt all of these just to make things look closer to a match up. Fact is these are different machines, we bought them based on that and should be treated to them as such. I could discuss more into this, but to be entirely honest I don't find myself caring all that much. For starters, this was a similar case for all of last gen as well where the PS3's cell was never used by difficult design (not a perfect comparison, but its still a matter of not getting the expected best power you paid for). In addition to that, 900p and 30fps is still solid. Lastly the game is still in tact, but really that's the reason I don't care, its just another AC using a mostly routine trip I'm kind of done with. Or am I?

The entire situation alongside some recent events has just gotten me thinking of how unusual Assassins Creed is in its place. Its an annual copy and past release game like Call of Duty or Madden, but the amount of content, largely single player focus, the great writing, long length, and its unique stance on fictional writing all make it above and beyond the normal annualization mess. That alone makes it a pretty unique case, and back when this questionable situation occurred around my introduction through brotherhood I was thinking it'd never get old. However I couldn't drag myself to be enthusiastic or finish a game since then. Brotherhood was incredible, and I mean that in every sense of the word. I was addicted to collecting things, buying shops, completing objectives, unlocking territory, fooling around with the guards and civilians, etc. I loved that game, and I haven't even bothered to mention it was a decent story trip as well. Revelations? Well not quite as fresh, and the setting and pacing just felt a little weird. I loved some of the idea brought it, but something just didn't feel on par with Brotherhood and I never got around to beating it. AC3 is where things went downhill in a more obvious way. Mechanics felt dumbed down, pacing was a wreck (7 hours of tutorial!? um, no!), and things just weren't quite as fun. Don't get me wrong though, the story I felt I loved even more than the past, the hunting and diverse areas were awesome, and I generally felt like there was something special to it despite all my more clear dislike for many things. AC4 took off boasting the naval combat I didn't understand the appeal of, and dragging the same shallow mechanics from 3 within the core system. Island hoping, storming forts, and clearing an island all felt strangely compelling. AC4 was a better game on a meta sense rather than a gameplay one. The writing was still excellent though, and the narrative with characters took cool risks. Oh, and shanties.... such a great little touch to add in, and I've gotten on the boat just to hear some tunes out of them and found myself humming them while I step away from the game. Still for the whole, I feel done with this series.

Yet I still kind of care about it. Look at how much effort is found in the things that are proven as unnecessary to print money. Fantastic story writing, deeply details settings and worlds, the activities, the long 12+ hour length of the main campaign, and things like shanties. Look at all the details on the uniforms, the expanded universe lore, the codex you can easily forget exists, all the optionally skipable parts of the present day pieces, etc. It was recently revealed that someone spent around 2 years working on Notre Dame for AC unity! There's a ton of things in there provided thanks to Ubisoft's odd (though admittedly clumsy and stressful) set-up of thousands of staff on the game's development.  It really holds up my belief that out of all the crooked scumbags of the triple A field, Ubisoft is the best for true quality. I recently found an AC3 leather and steel necklace at a thrift shop for cheap. For a game on par with how I felt about it, I should have just shrugged it off, its not really much to look at for a symbol anyways. Yet somehow it kind of lit up and blew my mind that it existed and was cheap right in front of me. It needed a bit of cleaning, but I felt generally proud to say "yup I own this now" and then felt slightly.... well, kind of nostalgic for the good parts of AC3. I really use nostalgia heavily, as I knew I had plenty of problems with the game, but I for some reason kept my head thinking about the cooler parts. That awesome bar fight, the beautiful snowy forest lands, charging around a battlefield helping a questionable George Washington, being intrigued by the headquarters the game had, and how amazed I was at that twist in the beginning they pulled with the first playable character. All mechanical quips and pacing frustration aside, despite discovering glitches and being annoyed with QTEs, I had to admit... the game was still full of grade A work at points. Oh and its one of the only games to touch on Native American stuff (alongside Turok glossing over it and Prey doing something weird with it), which I've got to say is nice. This kind of reflects the rest of the series as well. Sure I'm bitter about the combat, the changes the series has taken since revelations, and I just feel like there isn't much for me in the core gameplay aspects, but in the end there's guys that adore this series and I feel very much like they have every reason and right to. There's a ton to do, a lot worth seeing, and some clear hard work and effort put into the writing. The lack of full PC or PS4 power isn't taking away from that either, though I'd worry a little on season passes and Uplay for that.



So... what really is the right way to tackle this series? In the end its a bit of a convoluted mess, but not in the way you'd expect of an annualized series. Its about the good and the bad, and occasionally the ugly, but at the end of the day Assassins Creed falls down to the market rules. If you love it, it entertains you, you collect and enjoy the special editions and can live with the evil triple A practices, then by all means I'm happy for you and I think this series deserves to continue doing well and pleasing you. Don't lose any sleep over the recent parity crap either, it'll be okay even if its a dumb move. If its not something for you... well then that's alright to, and I may find myself on that side, but then again I was saying the same about AC4 and caved in anyways. I still do play it to, and maybe one day I'll finish it. I think its best to have at least played one game for the big skeptics though, but if that's all and you can give it and feel burned out or bitter on changes, or don't agree with the way they manage the series.... well you may not exactly be missing out on too much either. Its still kind of easy to find your fix of open world fun elsewhere, and the story is well written but not a must follow situation. Speaking of which the only major issue I see with the series is that its annualized practice removes any clear indication of a solid conclusion, and that's already made clear as they had to think outside the box for AC4's outer world story arc. Still for the most part the series is an interesting case for the lot of triple A, and I'm kind of glad some people still feel good about it and I'm glad ubisoft looks like they continue to pour effort into its universe and fiction. I don't think they're doing enough for gameplay (they sure are making a big deal over "stealth mode" which just seems to be an ordinary cover system, bound to frustrate you as they force it in with some instant fail stealth missions), but they still put enough care in to rile up some legitimate excitement. I hope it does well, and maybe in the long run I'll jump back into the series sometime.

Thursday, October 2, 2014

Now Playing: Puppeteer


I'm actually also going to be playing the Battlefield 4 trial since I'm actually curious enough about what improvements its made to the campaign. I'm not expecting much with that, but I plan to take a free offer when its given to me. Still since I'm waiting on the installation, I have yet to deal with it and thus I'll talk about the main game I'm going to be working on that I actually own (well kinda. PS+ own). I've often used this game before as a great example of amazing games Sony publishes against the odds, or as those "just plain fun games" that don't get enough credit. Its kind of true, but as I'm actually playing it now I'm finding it to be a lot weirder than I expected it. I thought of it as somewhat of an artsy sidescrolling platformer, and that's why I've got it through PS+. Sorry, but I do my share of support for niche games that appeal to me, 2D platformers are bargain bin material in my eyes. I'll support them with word of mouth like I've been doing with this game on the blog, but when it comes down to it its not my thing quite like Wolfenstein and Sly cooper are. However I was also kind of wrong. Instead of just a cool flashy and awesome take on simple old sidescrolling its actually a bit more modern than I expected it without at all feeling overused. Its kind of cross between light hearted fun and serious "artsy" cinematic gaming and genre blending like you'd see more in today but its executed in the same tone as you'd expect for a game more to its time in gameplay. The story is like a cross between being really gamey and a Disney film. You have a fairy tale feeling, you have a big booming villain and his clumsy henchmen, a whiney comedy relief, and a hero who's choosen by magical scissors in Excalibur fashion. Then you realize the boy is also mute, the villains have these odd powers and a sense of dark energy, the second act's plot so far is that the forest is becoming corrupted under dark evil goop, collectibles litter every level, you can unlock side stories that flesh out the lore and history and you've lots of puns and cannon fodder going on. That's just the story and lore side of things to, and noting how it crosses old school game story logic and sillyness with old Disney film charms all with a more cinematic and scripted presence. So far I've been up to act 2, stage 2 at this point and I feel I have enough to talk about it and enough investment to hopefully finish it. Just as much as this game is a mixed bag, I feel quite mixed about it though.

Now what I absolutely adore about this game is its presentation. From the start menu with the narrator welcoming you in and reminding you to turn off your cell phones, to the audio work behind the exceptional voice acting and music. I'm never a massive fan of generic orchestrated music, but when they take a leave out of the bland and generic movie score sound and become something more mystical and magic driven, it really works wonders. Either that, or since I notice it usually works in stylized cartoon games maybe I'm just somehow more easily immersed and noticing the charm of the music within cartoony games. I think its just that they capture a better feeling of melodies, think Zelda for a moment with that. Real-ish orchestra, but done in this awesome tone you can hum... I think all of the orchestrated stylish games sort of capture that amazing feeling and magic with it in some sense. But I'm digressing. The presentation is just wonderful about this game, I'm just constantly amazed by every little detail and chuckle every time a pause sends the stage curtains down into "intermission". Whenever it really does boil down to straight forward platforming for a while without any of the clear stage or story effects (the curtains will always be folded to the sides, but still without any move and on a harder part it becomes clear its a platformer under all that glorious stage stuff), it kind of drags me out of that moment and the magic loss is just a stark contrast. Its not that the gameplay is bad, its just that the stage presentation is so good by comparison its sad to feel without it even for a moment. I love the characters, the constant and silly puns, the 4th wall jokes, the story, the boss characters, its all just so awesome. [Early spoiler-ish content for the rest of this paragraph] I was honestly sad when I found out the cat didn't play as big of a role as I initially thought, even if he was meant to be a despicable character. Meanwhile the witch is just awesome as a character. She's playing on so many different sides at once, its just fascinating to see her on screen. She was an evil minion to the main villain, but always wanted to betray him, so she sends you on this quest but fumbles as she realizes she needs you to get the powers she originally sent you to retrieve for her. So she's obviously still evil trying to just win for herself, but equally as much she's you're mentor training you and helping you in each new move you learn. In the process she's clumsy, goofy, has odd magic and dialogue, and constant mood swings making for a good laugh in her character. On top of that she's promising to help you out in the end, even if you know she doesn't mean much good. So she's a friend, a villain, and comical all at once. Ultimately she's the most curious and unpredictable element of the whole story. The closest comparison I can make to her is maybe the step mother in Disney's movie Tangled, but even then I think the witch is much cooler.



So what's bad? Well.... the fact is I love watching and "feeling" the game out more than playing it. I can't really complain about its gameplay in any objective way, its solid, its just... I dunno, its not totally clicking with me. I have a decent list of subjective nitpicks or complaints over it. The head system feels a bit off balanced with how a head you already have can drop at random and ruin your current collection, meanwhile acting as a health system it just feels tedious sometimes to chase your head down. The difficulty isn't too high, but its unpredictable and the game weaves in and out of some speedy tough and rough spots mixed with encounters that are way too easy. Similarly the pacing of the game is just random. For example the second level has you looking for a knight and something powerful, and at the very end you hear talk of some awesome powerful shield you're character has uncovered after a boss fight... but its a bit confusing as there doesn't seem to be anything noticeable. It ends and then the 3rd level begins with this training course as you then fight your way through the level after this.... so its kind of almost like a tutorial for the shield, but like I mentioned with the difficulty it really doesn't take long before it expect you to think real fast with this system its just given you. Then after that level its over and you move on to the next act, which is sort of like a "world" in mario terms. So.... you gave me a new power at the 2nd level, started 3 off with a tutorial and used it, then I complete the world and get nothing.... oh but don't worry the 1st level of the 2nd act then confuses this whole thing up more. You get to do a full platform level, then new power and its tutorial on spot, and then a repetitive boss fight that makes sure you know how to use it.... all in the first level of act 2. This game has no sense of typical pacing or even its own idea of consistency. It just throws powers and bosses at you whenever it feels like it. So I just feel a bit aimless and the level set-up a bit pointless in the gameplay which throws me off a bit from the story and presentation I love. Finally, the last problem I may have is just some of the repetition in boss fights. That act 2 power is actually a great example. You fight these corrupt "lantern" guys that feel like a mini-boss where they are giant monster with patterns you have to exploit. However they're over in one hit. Still notice how I'm doing this plural? Well its one at a time, same stage type, and same identical idea of a monster, but you have to take them on 3 times with tiny little twists to their patterns. That sounds like a boss fight formed out of seperate entities, right? Well the developer didn't think so, this is all just repetetive and annoying practice for the real boss that does the same thing only you have to hit him 3 times. So you're basically fighting a boss with the same pattern 6 times over. Likewise one of the lesser bosses in act 1 has so many hitpoints, but few diverse attacks. The bosses in this game just love being as repetetive as they possibly can to me, and the moments usually come out from epic to "is it over yet!? Please be over!!!". Whenever I get to that train of though, I want it to be because the boss was tense not dragging on. Sadly that's more of the case, its a drag. I was actually slightly more amused when the true story context boss was half QTE, even as much as I thought it sucked that had now been implemented into a 2D game I was at least grateful the pattern I clearly learned wouldn't be forced on me for another 10 minutes. Now all these complaints don't make it a bad game, once again I think its gameplay even alone is one that commands some respect, just not something I'm into with some of the choices taken here.

Overall I really want to get to the end of puppeteer and experience the whole play thing it has set up and going for it. Everything on the presentation side is just absolutely phenomenal! I kind of wish I were more skilled with these kind of games to because I would love to collect all the extra bits without repeating everything. The downside to the presentation is the same as replaying a COD campaign, you're going to have to do some skipping and witness some down time cutting into your gameplay glory. If you want to redo a level, you'll be redoing the story that comes with it. Still for such a different game, and such a great tone, I think it deserves to be cut some slack in this area. Despite its surprising amount of scripts, presentation, odd QTEs, and my personal issues with the gameplay, I stand by what I said before about this being one of those plain fun and grand middle tier type games people should be more willing to support. Unless there really are so many like me that just cannot get into these sidescrollers, I'm baffled that these games don't sell. Blame the marketing all you want, but that doesn't stop other games from selling well. Anyways I hope to see this clever and unique game to the end... I don't see why not, I have a good seat with this theater after all.

Tuesday, September 30, 2014

Why Moon Hunters has me excited...


Now hype is a sensitive subject, and I've got to admit I'm starting to get quite a bit bitter about the way people do it. However there's still those games coming out you just can't help but feel excited for, and that's great if you're willing to be cautious and skeptical. While being still bicker or praise over the overhyped Destiny a trailer slipped in and caught my eye as an amazing thing thankfully coming out of a major successful kickstarter. It was this trailer and the game is called Moon hunters. This is just one of those special moments where I feel like one of my wish list games is fulfilled, something potentially already being done by No Man's Sky. However while No Man's Sky is still full of mystery as to how it'll feel like. Will it feel like an FPS? Will the exploration have walls and limits? Will resources be a big part to add depth, or will it get in the way? And the most important question is how important is that online play, and whether or not I'm capable of enjoying myself without any server connections. MH here has that info covered in a way that both brings in more anticipation, and yet more worries.... so I feel more certain on feeling pressure to watch it become something I'll either love or wait for a sale on (I doubt I'd distrust it more, but it is possible).

A huge part of my fascination with this game comes from its theme and how far it looks like it goes with it. One of the major changes I want gaming to go through in a context/story wise area is religion and spirituality. It doesn't necessarily need to be a legit religion, it can be goofy with it, or make up its own stuff, either way though I want it to take on more of a major game event. Here in Moon Hunters it looks like the clever team has crafted an RPG world where you become a legend that mixes in with the mythological lore and a mysterious problem with the praised moon goddess. You take what is in real time a small randomized journey as a brave hero, and set your path to fame or infamy through your journey. The team sounds like they know a lot about mythology and religion from their kickstarter page, whether it be that "its more than just fighting villains" as they name some examples like what sounds like a Greek tale (a hero going to take retrieve the soul of a love one) and then one that may have come from a couple of Native American tribes (the gift of fire taken from another source). Then there's the fact that they describe the Druid class as a highly adaptable "shapeshifter" in battle. Who knows, maybe its being literal, but shapeshifting is seen as a metaphorical shamanistic term for transforming to your situations, as in highly adaptable and prepared. That's just so awesome! In addition to building up your legend, it seems each trait and piece that will make it on your record is remembered by the very individuals that witnessed it. Heck there's also one trait that can pop up as a "rumor" spreading around. That is amazing on its own merits, and the fact that there's going to be at least 50 of these traits sounds fantastic! It wont go old so easy. All those traits in the pool of possibilities, and defining your character among the stars as a hero or villain of some sort is quite impressive. On top of that there's tribe building, and I can't say for sure I totally understand this but it sounds like part of the process to determining what sort of person you are. For some reason I want to draw comparisons to Robin Hood, in addition to being looked at and pressured to do the right thing in the face of evil you're also bearing in mind the fact that you've got to provide for the more needy. Maybe I'm totally missing the point and the tribe builds more in your honor afterwards, thus they will kind of reflect whatever your last hero did mixed with the generations before that instead of being an entity you care for in the active sense.

My concerns come into play with the RPG combat aspects. The game, dungeons of fayte, they advertise as the base was alright. It had a cool central theme with time and work that tied in with character building, but the combat was just so off putting. It was a 4 piece attack system that was terribly unprecise, and I didn't have fun with that core part until I went ranger... and then it kind of sucked to know I couldn't charge up and slash at somebody. I'm hoping this system is more fluid and responsive, or totally overhauled and more like a 360 attack form of some sort... but it didn't look that way. After that test game I watched the trailer again and sort of saw it a bit, its especially reflected by the character with the red beam firing in one straight direction. Still this doesn't mean its doomed or anything, and heck if it can pull off everything else perfectly I may endure the agony of combat until I perfect its flawed system anyways just to use the magnificent myth features. However... what if it doesn't turn out all that special there either? When does the theme wear thin and it feels like a predictable gimmick with a decent but familiar RPG game at the front? These are my two concerns, especially as a guy that just doesn't get into these RPG games so much. Though with that being said, Torchlight 2 is absolutely incredible, and that's a basic action RPG at heart that just tuned things right. This can do so to, especially with such a powerful theme. Plus in this day and age where my gamer ADD is acting up without warning, it'll be nice to know I don't have to dedicate 40 hours of grinding to see this thing through. More and more I'm thinking if games pace themselves just right and play from a deep pool of features that are contextualized just right, a few hours is all I need to feel like I got something far more. So the journeys that last a few hours kind of feels like a safe bet for me and RPGs. I hope it all works out well.



Between a great art style, a theme I absolutely adore, outstanding music that had me replaying the trailer, and a real time combat system (that I'm keeping my fingers crossed works well) I think I can really look forward to this game along many others in 2015. I wish more games would pick up such a similar theme, it'd be incredible to see this idea expanded and expirmented with. eh, who am I kidding, it'll all be new and fresh with this game and I'm excited to see it this once even if its only once. Please be awesome Moon Hunters.

Monday, September 29, 2014

Tomb Raider (2013) review



Look I'm going to be blunt, I'm a bit disappointed in the gaming community when it comes to this game, though a part of it is my own fault. People seem to grab at the most shallow traits and then suddenly compare or bash games. This is why any kart racer is suddenly a "mario kart" clone and now it seems like any game that has a big story and 3rd person shooting is magically an Uncharted type game, even though before Uncharted was a "Gears of war" clone. The sad thing is some people, including me, will then set their expectations to that but find that they weren't impressed under this pre-determined perspective. Those describing this as a 3rd party Uncharted or even an open world game (and yes those contradict each other), really have a strange and very misleading comprehension of gameplay. Sadly these expectations worked on me the first time and was pissed at what this game had to offer (even worse though is that MS thinks the same thing, and temporarily grabbed the sequel to compete with uncharted.... despite them being totally different). I mostly finished my first playthrough for the story and atmosphere of the game rather than the game itself. However I guess I'll get around to that later on, but I bring this up because I've felt a strange shift in perspectives with this game as time goes on, and its not quite as sour of an experience anymore. Tomb Raider 2013 came out as one of the few, if only, games to get successfully rebooted with major acclaim. I... didn't agree with it so much at the time, but the game honestly feels a bit stronger with each new playthrough. I've been considering a review of the PS3 and campaign perspective of this game for quite some time, and I'm glad I waited to have more than one go at it considering I understood its better traits and influences more the second time around. However is it ever good enough to make it worth buying? Well onto the review....

Tomb Raider has undergone some pretty heavy changes without totally losing its touch within this reboot. For starters there's no more acrobatic flipping and auto-aim themed combat system this time around. Instead its a pretty normal 3rd person shooter format with a passive but completely responsive cover system. This is pretty great despite the fact it had potential to do more, but combat was never a strong point of the older series and its a good thing they made it feel more natural. The old one was unique, and is a bit more clever than the idea of auto-aim would sound at face-value, but not still very fun. Now guns feel like guns, combat has more depth, for a developer that's never done fluid combat before they sure did an amazing job with aesthetics. Both inventory systems of the past are also thrown out the window in favor of a 4 piece weapon system alongside some more passive tools and equipment that opens up more as the game progresses. Platforming and puzzles are reworked quite a bit. Platforming is sadly reduced to a very shallow cinematic style, definitely the worst change made unless you want to talk about the music (which is far more subjective). Its now pretty much the generic action game style of press jump and climb flashy pieces that stick out. That's it save for the very few timed platform collapses, but there's really no effort or thought put into it. Of course this effects the way puzzles are done. Puzzles are still present and environment based with a touch of physics at work, but without the platforming being as deep as its own puzzle your left feeling like the whole thing is a lot more basic. It doesn't help either that a special "Survivor instincts" vision is a button tap away from nearly solving the puzzles for you by coloring what you're supposed to alter. The puzzles hold themselves up only on figuring out what objects need to be interacted with or jumped on, and in what order. A couple of these have a need for timing, but I'm not really able to say much more without giving any away. However the awesome thing about puzzles is that while a few will be crossed every hour or so in the campaign's line of things, the real bulk of puzzles are off to the side in tombs and tease the player with awesome incentives.... but I'll get to rewards and progression later.

Of course you can't have a reboot without a new story and character development, and that's exactly what may have been pushed the hardest for this game. Lara has received a make-over and is a much younger and inexperienced adult than her former identity. She's never had one adventure in her life and is about to come crashing into a terrible one she has to overcome. Her original intent was helping an expedition find and film a great lost queen, only things take a turn for the worse when what they were looking for was on an island that's an amplified case of the Bermuda Triangle mysteries. Their ship crashes and little of the crew survives. Before you know it, a clan of crazy occultists have rugged militarized control over most of the island, and they aim to make things even harder for the survivors. With one of the only capable and ready adventurers being deeply injured from the start, Lara is forced to take up the torch and has to try and overcome the threat and live her first disastrous adventure while protecting. This means she has to overcome some pretty harsh obstacles, and endure through some intense scenes, and the game doesn't hold back on that. Not all of the island is what it seems though, and some interesting mysteries unfold. I really enjoyed the story for the most part, even my first time through when I was a bit more resentful towards the whole thing. I loved that despite this growing trend to take everything so seriously, they still kept to the series roots of going beyond realism and having conflicts that break into the supernatural (but I wont spoil what it is). Still the game does take itself a little too seriously and dramatic elsewhere, especially on Lara's character. Lara's character seems to take the distress up a notch more than it should be at, especially compared to the gameplay actions and her abilities. For the majority of the game her in-game comments, actions don't reflect a lot of her character in shown several of the cut-scenes. In game she seems very curious, powerful, and extremely agile and endurable. However a cut-scene may come along and changes her from someone that lived through outnumbered gunfights, climbed ropes across cliffs, and dared to brave into tombs into a suddenly timid and fearful person. I get that she'd still be very stressed, but Lara will go through countless shocking moments in gameplay without much of a comment and then feels conflicted later with a story piece. The example that hits hardest the most to me is hours into the game where she gets all grossed out over simply entering a tomb... even though by then you've more than likely went into several optional tombs with the result that Lara was fascinated and curious in the culture and artifacts within it. How much more of an obvious conflict in character and writing direction do you need than that? Its not a major deal in the whole picture, but the coined term for this kind of thing "ludonarrative dissonance" was popular with this game for good reason and if that bugs you, you've been warned.

Lara's first adventure doesn't keep the dangers so secret

However there's more to the story than Lara, but at the same time, just not much of it. The side cast holds up nicely in their time, but they just have a lot of that time. If you ever grow an interest to one of them, chances are they'll be killed off or too close to the ending for them to feel like their character development ever reached its height. I wont spoil it with specifics, but one character is almost thrown off to the side as a joker that has one real focused moment. Later he has another bigger piece suddenly showing a far more fleshed out sense of personality, and someone that could have turned out to be awesome... only he dies in the process of this moment. He has like two real scenes, and one audio-log letter that truly build on his character, that's it. Overall its a bit of a nitpick in the end, but the side cast is more of a tease and a plot element that helps give Lara more context. I wouldn't call them "weak" as some others have. The side characters showed great potential and I was usually interested in whoever was on screen, its just that the game never went anywhere with it. On the brighter side of this though, practically every character has a chunk of their story and background hidden away as a collectible document and it is so rewarding to come across them and suddenly have your view of them from cut-scenes reshaped by what they're willing to put on paper. It feels like you're reading their legitimate diaries of personal thoughts and past, and things they wouldn't share with you or anyone else in person but still make up who they were. Now that is pretty good writing for what was otherwise underdeveloped characters. On a smaller note about the characters, and Lara, I love how there are some subtle touches to the dialogue within the gameplay. Its all scripted stuff, but its pretty seamless and helps feel right for the moment in gameplay when for the first time enemies see you with the assault rifle they panic over it. I've also had them comment on when I reload as well. When one of the few game's mini-bosses comes your way, the enemies will question how you survive and Lara may have some retort for them. At one point there's a moment where if entered not so trigger happy, there are two enemies who will stay under cover and "talk it out" with Lara for a moment before it changes back to business as usual. These are just some really cool extra touches that help bring the gameplay and characters together, and make the world a bit more believable than robotic combat villains or a boring silent protagonist.

The setting and presentation are just brilliant. Set on a stormy island decorated in early Japanese culture, you'll find a lot of care and work put into the land. The island is full of history ranging from the locals talking about a tradition had with the queen, documents left by an old foreign ambassador seeking to cite rebellion to help his king's conquest, a WW2 era where both Americans and Japanese stayed for a decent period before they uncovered something horrible, and of course there's even a bit of history to how the enemies arrived and developed into who they are in the present. Some of this, especially the WW2 era, is represented well within the island. Bunkers, old papers, ancient statues of religious worship mixed with recent markings, and sealed herbs and artifacts from all these past eras. The artifacts are especially pretty cool, as each box is a small mystery that I loved stumbling across, and it was a representation of the far reaching history of your surroundings. You might find anything from an ancient japanese theater mask, to an American WW2 military canteen. These findings send you into a model viewer, and unlock any other game out there it actually detects what area you're looking at and a decent amount of the items have smaller details that Lara will notice and comment on as you examine the object. Its not only a perfect mechanic for fluidly adding on Lara's character as someone fascinated by artifacts and archaeology, but it also brings the player in to relate to that if they had any interest in the culture or history themselves. To further build on the island, the color pallet, the music, and the visuals all provide a perfectly amazing sense of connectivity with each other. I just love the color pallet especially and the way it works with the graphics and effects. You have heavy rainy conditions mixing with very dark, earthy environments. Its a lot of brown, and gray but not the washed up type you'd often hear people insult a military shooter or apocalyptic game with. Its more of a very natural tone for the surroundings, and its always offset by patches of contrasting color. You'll usually see green or white in outdoors, and in bunkers a bunch of wall decorations and believable objects lying around to make sure you're not just seeing concrete. At the end of the day its a gorgeous earthy style mixed together with the stone and fire colors of the more human constructions of the island. Its the only game I've played alongside Metro and to a lesser degree Killzone 2 that captures earth and ruined industry together so well that I almost want to play the game just to be immersed in that awesome tone. Of course none of that would be so good if the graphics didn't keep up with it, but oh do they ever. I think aside from Ground Zeroes, Tomb Raider is the best looking 3rd party game I've seen on the PS3. The effects are great and intense, the textures stand out and strong, character models are well detailed (and a nice touch is that Lara visually changes to her conditions as the game progresses), the game runs smoothly 95% of the time, and everything just feels as good as it could be expected to. Maybe the shanty town level looks a little grainy and ugly, but then again I also felt a bit like I was supposed to hate that place's visuals. I can't imagine how much better this got improved on in the PC and definitive version. The music isn't probably as gripping as it was in the older Tomb Raiders, but I can also see why they changed it. Many of the cut-scenes and big moments have the cliche and dull hollywood style orchestrated piece which just bore me and rarely get me to recognize it, but some of the in game music likes to blend in more with the ambiance of the area. A common musical effect you'll hear is these weird chimes, light screeches, or bells. The bells and chimes have an eastern vibe to them and almost come in at moments where it feels the wind could have caused that effect. Its a pretty amazing accomplishment when the game immersion and music mix so well together that it feels like its a part of the weather atmosphere. All of these things make the setting, visual, and aesthetics of the game feel like a true example of "Triple A", and it makes for a powerfully immersive adventure... whenever the scripts don't pull you out that is.

Much has happened over this island's long mysterious history

Now what about the gameplay that wasn't covered by the big changes? Well lets go over the combat again. Its a 3rd person shooter, but designed to some different smaller details than its direct competition. Cover is passive, feeling very intuitive and less sticky. This sounds bad on paper as you'd imagine it screwing you over a good bit, but its far from that. It works perfectly, and honestly I'd prefer it. Meanwhile you go in and out of cover, and using weapons, melee, and stealth to the best of your advantage. Stealth has limited scenes of use and isn't so fluid, but its very rewarding to do when you can pull it off. There are enemy types, but not so much worth mentioning. It usually comes down to the weapon they carry, and then there are shield guys where you basically have to lure them to you, dodge, and then shoot while they're open from trying to get you with a blade. However I'll give credit for their AI, they move in and out of combat with some thought, usually stay in cover when you think you're ready for them to pop out, and sometimes work together as a team really well. Meanwhile the bulk of meaning behind combat is how you manage to kill. Tomb Raider has a heavy XP system driving Lara's passive upgradable abilities, but because the XP is to some degree a bit limited you'll really want to get the highest kill points. You do this by placing headshots, getting well timed melee attacks, and upgrading the right skills with what points you do have to get more points in a sort of ironic way. However the major difference is that combat is only half of the active struggle and the most barebone way of scoring in the entire game, and the game sort of knows that when its only giving you a grand total of 4 weapons (shotgun, bow, assault rifle, and pistol). Instead there's a big focus on the tools and way you look at your surroundings. However on the bright side, Those weapons will upgrade both as the game progresses and gives you a new piece to them and then there will be upgrades from a salvage system that the player builds on at special campfire safe areas. Salvage is different from XP, but only by name and the exact thing you get it from. Its basically a secondary type of number that builds up as you do certain things (mostly looting, like crates, or certain corpses. By contrast XP is kills, and bonus activities) and you then can give your weapon more of a finishing touch. Secondary fire functions, better aim, faster rate of fire, etc. Something funny but also cool is how eventually the weapons practically transform their visual design. What starts out as probably a modified Sten Mark gun for your rifle will eventually look like an AK47. However when the game progresses the weapons for you, its basically opening up more ways into the environment. A good example is you eventually get rope arrows for your bow that you can use for bridging gaps and pulling certain things apart, thus opening up doors and making those distant cliffs more possible. Later on you get it upgraded once more with a thicker arrow that can penetrate climbable mountains, and then a tool that reels Lara across the lines or gives the pull of the rope extra force. This allows you to move with even faster speed, and pull apart heavier doors.

Remember that campfire bit I glossed over earlier? In addition to upgrades for your weapons and character skills, you can also use this to fast travel to past campfires. The game is still set in a line for the most part, so you're not going to be backtracking by mission, however you can and should because there were previous bonus areas you wouldn't be able to get into without those new tools. Collectibles, finding weapon parts that open up more weapon upgrade possibilities, activities, and maybe even a tomb or two may not be accessible from the very first time you stumble onto them. Don't get your hopes too high, its not going to give you a new area of the map, or branching paths, its still a linear game. However it does train you to go back seeking for more to make the rest of your linear adventure more powerful. So you've got to occasionally go back, observe the environment, and take actions based on your progress and exploration skills. Sound familiar to any older gamers? Its a metroidvania formula mixing seamlessly with a 3rd person shooter in a way I'm not sure any other game has done before. This is what I (on my first playthrough) along with any other naive gamer were missing out on by thinking with the Uncharted mentality. In Tomb Raider the combat is more about XP than it is about sharp balances and weapon or enemy variety. The collectibles and paths of the campaign are there to make you stop and explore rather than dash through onto the next part, the bonuses and tools are there to give you this "ah-ha!" moment while they don't even exist in other 3rd person games, the guns turn into door unlockers in a way that's similar to Metroid's blue door needs ice missile routine, and the game's design basically is set to say "exploration will make you a better adventurer" while Uncharted is saying "grab the popcorn, and prepare for this light hearted action packed adventure blockbuster!". Tomb Raider aimed to take on a fresh approach with the metroidvania formula. You don't have total areas locked off waiting to be backtracked like most of them, instead its just extra most of the time. Sadly this means you can charge through the game missing the point of backtracking, but still I'd prefer this more free style. However the extras are certainly worthwhile considering there is only but so much salvage and XP, and part of the collectibles include weapon parts where 3 of them will give you an entire set of more advanced weapon upgrades (like the potential for explosive arrows). You'll have to probably get at least 90% of things done in order to purchase every skill and weapon upgrade, but of course if you don't want to do that there's nothing stopping you from enjoying the game short of all upgrades. Meanwhile the mandatory upgrades are given to you by story, and feel a lot more fluid. Rather than the gamey sense of... well ice missile and blue door, you've got more down to earth and practical things like blasting a barricade door with a shotgun, and this is used sparingly rather than littering the island every step of the way. This mix of 3rd person shooter, the context of the adventure and survival, and the style in which you progress all blend perfectly rather than artificially with a moan inducing halt to your progress. Oh and of course, combat actually has depth to it, another trait usually missing from metroidvanias. Of course there's still some compromise to each other. Again if you go in expecting this to be on uncharted's level with combat depth, you'll be disappointed. The weapon variety, balance, enemy encounters, and environments just lack that edge to them. From a shooter perspective, the game just feels too on rails and too convenient. However if you wanted a full blown metroidvania, maybe you were looking for those mandatory environmental stops, maybe you got tired of the cut-scenes giving you the bigger gadgets, or found there to be too much combat or set pieces. Its a give and take situation that has worked to try and find a balance between the two, and naturally some aspects the purists may enjoy are lost. Personally, as a guy that oddly leans on loving or hating metroidvania games, I'm happy to say this lands more towards the enjoyable end of the spectrum. I think the 3rd person shooter hybrid with it is just perfect.

Spend as much time as you like attempting the side activities.

However before I wrap up the review I do want to bring some attention to a few complaints. As I've said, the game can bring on a cinematic adventure presence, and sometimes the cinematic is stronger than the "adventure" part. I would say the first quarter of the game is almost painful to experience. The game just isn't so willing to let you play a lot at first. You start off witnessing a multi-piece cut-scene that eventually gives you basic walking control with some minor set pieces tossed in to remind you there's still a lot of watching. What minimal walking and interaction you do is quickly interupted by three quick time events. Yes, you read that right, three paced practically right after each other at the very first area of the game and intro cut-scenes! The game goes in and out of teasing your level of control, and even so much as Lara just being pre-scripted to light a torch as she enters a cave will begin to get on your nerves. By the 3rd hour in around the moment you need to climb a radio tower, the game gives off one of its last Quick time events but its still up there among many, and within such a short amount of time. All this being a massive part of the beginning in addition to the fact that your gear and weapons have barely taken off (thus naturally leaving the gameplay feeling a bit closed even when in control of it) make for a very weak opening. Oddly enough though after you kick a guy off a bridge (which is also the very worst QTE since you have to practically strangle your controller stick to win it), there is practically zero quick time events from there, and a significantly better spacing with the set-pieces. I really don't know if they did this as a compromise to some sort of thing in the writing since it was the intro portion, or if it was just poor design choices at the start. Probably the last, because some of the QTEs just didn't need to happen. Out of the two times I've started replay profiles I've had to mentally prepare myself for this chore of a beginning. The rest of the game is worth it though, its just an atrocious opening you have to work through first. Its not all bad considering the hunt portion and some interesting moments, but its just so on rails in gameplay that its a pain and makes you feel cynical about where triple A gaming has lead itself to. My second major complaint is actually the opposite... the ending. The ending is good in terms of story, actually fantastic, but its the gameplay that suffers. Because the game expected you to backtrack and clear things up, enemies, set pieces, and objectives are totally absent leaving the areas totally clean of anything adventure related. Occasionally you'll find a scouting party of 3-5 guys, but that's about it. So once you're finished there's basically no more use in those weapons you spent the whole game upgrading, and you can't simply relive your favorite battles or adventure bits. However what about when you get everything? Well that's just the thing, you get everything, you get your achievements, and then its game over. You can still hunt, but that's about it. Everything is just done. This could be significantly improved if there was a chapter system added in to allow you to replay your favorite moments from the main menu, while your core save file still holds your normal progress and allows you to peacefully backtrack. The more obvious solution though is how this system begs so much for a new game + mode. Reset the adventure itself and let us keep many upgrades or equipment, and add in minor but fun new things to work towards, and slightly buff the difficulty, AI, or enemy placement in some way. It wouldn't take a lot to work this system in, the game is perfectly set for something like this. Instead it simply dies, and the only way to get value out of replaying it is replaying it all over again and throwing away your past progress. To bring things full circle with my issue, that means reliving the worst part of the game with no fresh incentive other than just "I want to replay the better parts". Oh you'll also have to deal with the tutorial prompts that intrude on you often, as the game has practically no options including the lack of turning that junk off if you know what you're doing and want the best immersion. The controls are also set in stone. You can't even adjust it for left handed controls or the basic 360 controller style switch. I also glossed over that survivor instinct vision before, and that's mandatory, and an element that makes things way too easy. There's no way to remove it, you'll simply have to ignore it and the consistent pop-up prompts to use it. A simple patch could have fixed this, but nope.

Overall:



I had a lot of trouble figuring out which rating to give this. Its fun, immersive, and unique enough to give it a legendary status among the big market's in and out supply of campaign driven adventure games. However then I remember some of the issues it has, but clearly these flaws have been mostly overlooked by the mass acclaim knocking out the niche "Flawed fun" idea. So... an awesome then? Yeah I think that feels about right. Back when this game got the praise it did in 2013, also known as the year of "mature story games", I felt like it was on par with most of those games as just not impressing me right. However its come around as a radical shift of views because I was influenced to look at it the wrong way originally. Its not just a straight forward action adventure blockbuster style game with an overdramatic story. Its not a survival game either, contrary to what original hype and interviews were saying (if you want that within a cinematic 3rd person shooter I'd recommend The Last of Us instead). Its actually got a lot of subtle qualities that pull you towards immersing yourself within the island and making the most of your surroundings, so that when you're ready to move on, you feel more prepared and ready to tackle the action and drama that lies ahead. Then by the end you've come a long ways into getting all that gear, braving all those cliffs and tombs, solving simple puzzles while being surrounded by armed lunatics and unexplainable superstition, and truly feeling the impact of Lara's first dangerous adventure. However like an adventure, nothing goes perfectly. While its an awesome experience, its nothing greater with the poor opening pace, no thought into post-game enjoyment (should have ditched the multiplayer nobody wanted and got the team thinking about another long term solution), and as is sad with most of these supposedly "accessible" triple A games they forgot some common sense options that would have been appreciated and made the game and presentation that much better. Plus while I don't feel its worth taking off the game myself, some will also find the gameplay to be too disconnected to some of its story content, or other nitpicks I've warned about. Still none of those problems cause me to forget how excited I become over opening artifacts, how well done some of the story aspects are, how beautiful the island is, or my satisfaction with the combat aesthetics. The fact is I've found myself coming back to this game twice this year and ready to endure a full playthrough, and its clearly doing something right even if it is sad that I MUST play through it all to do any of it again. For those who want a good adventure, are willing to admire the landscape and their surroundings to get an extra edge, and might be interested in getting a nice story or a cool metroidvania genre splice, I highly recommend Tomb Raider. Despite its flaws, it is certainly one of the best recent action adventure games out there. Plus I haven't even covered the multiplayer. Its not much, but if you're desperate for that to, you can get your fix for both adventure and some PvP shooting if you can find the remaining community for it.

Too good for fun

Before I even start, I know in some capacity this article is either silly, or ironically getting worked up in semantics as a resp...