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Showing posts with label PC. Show all posts
Showing posts with label PC. Show all posts

Wednesday, March 25, 2020

Doom Eternal Review (2020, PC/XBONE/PS4, FPS/Action, Id Software/Bethesda)

Rip & Tear!

More of the same, kind of? 

Nah, this is an evolution of the franchise in mostly every way possible. Eternal kind of raises the stakes both thematically and mechanically; Earth, in the story proper, is being ravaged by the forces of Hell; new gameplay mechanics, enemy and weapon types, and a huge change in pacing take center stage. You won't miss a thing that Id Software has added to the mix for this round.

Does it all add up, though? Does it blow 2016 out of the water, or merely do its own thing well enough that you can't quite compare the two?

Well, both are kind of true here.

Like its predecessor, when you deal with enemies, the game takes on a sort of presentation that we've seen in the likes of Serious Sam and PainKiller. Exits close off and the hordes of Hell pour in over time, trying to slay your ass. You are often contending with such a varied minutiae of hellspawn at any given time that there`s actually a level of depth to the gameplay: never stop moving (if you can help it), keep shooting, but mind that some monsters are weaker and stronger against certain weapons than others. And each monster has different ways of trying to kill you and keep you moving. It`s just like before (minus the gore nests, which only show up to trigger `special encounters`, new to this title), only now it`s even more hectic.

One thing you`ll notice, visually, is that enemies look different this time around. Shy of the newcomers, such as the Arachnotron, Marauder, Dread Knight, Pain Elemental and plenty others, the ones who are returning may invoke feelings such as, "I've seen this before, but where was it?" Well, that's because this time around, the imp, zombie soldier, legendary Cacodemon, and even Mancubus (to name a few) have designs that hark back to the classic games of the early nineties. One or two enemies didn't really seem to fit in with this new visual theme, for some reason or another, but overall the developers pulled that off.

You have new means of dispatching demons at your disposal, whereas most of the arsenal from before make a return as well. The super shotgun, for instance, comes pre-packaged with a meathook, which allows you to rappel right toward your foes by anchoring the hook into their flesh. Neat. The chainsaw as well plays a more prominent role, too. You have a grenade launcher, with two grenade types, instead of having to use your hand as before; the reliable fragmentation grenade for the simple task of slaughter, and the ice grenade for slowing and freezing enemies. You can upgrade these two in the Praetor Suit upgrade menu, which also returns.

Some weapons have their methods of attack slightly changed, or in a few cases, their alternative modes changed entirely. The assault rifle, for instance, has a slower semi-automatic mode that deals greater damage at the expense of using more ammo; the super shotgun eschews the mastery that allowed for firing two barrels before reloading; the chaingun is an energy weapon that replaces the mode that keeps the firing mechanism winding in favor of an energy shield, and more. As mentioned before, you don't throw grenades, but rather you fire them with a new attachment to your suit. They are the frag grenade, the ice grenade, and then the "flame belch." The latter of these attacks is crucial to keeping armor drops coming during the heat of battle. 

The gauss cannon has been replaced by the ballista, which is a magic-based weapon (that uses cells, for some reason). You now have a blade attachment on your left arm which is used during some of the glory kills, but never has an active presence in real-time combat. The chaingun, like before (but more crucial than before given how little ammunition you can stock up on) serves to replenish your reserves when used on the forces of evil. The way you slice and dice with this bad boy is always fun to watch.

Glory kills make a return as well, which makes sense given how they helped 2016 achieve such popularity.

The new enemies really liven up the pacing of combat. Arachnotrons, highly mobile unlike in the good old days, like to pelt you with plasma from afar. Gargoyles, more or less flying imps, force you to keep on eye on the sky. Pain elementals like to throw lost souls at you, literally, and "walk" while floating in the air right towards you. Arch-viles, introduced in Doom II, make a triumphant return as one of the toughest foes in the game. A throwback monster in the Tyrant shows up here and there, to remind you that the infamous Cyber-Demon of old is still very much in the minds of the masters of hell. The Dread Knight is basically a cyborg Hell Knight which comes with an area-denial ability. The Baron now has blades of argent energy on their forearms which they use to gut you like an armored swine. The Cacodemon is more aggressive and really wants to take a bite out of you.

Then we get one of the most impressive enemies in the game: the Marauder. He's the foil to the Doomguy, basically. He's smart, highly defensive, very fast on his feet, toys with the player (fires his own shotgun if you're too close, or throws argent energy beams at you if you're too far), can summon evil wolf spirits, and leaves you with few opportunities to actually hurt it. In fact, you can't even nuke him with the BFG 9000. When you have to deal with him, make sure you take care of other demons first, because he's the one who'll give you the most stress of them all.

There are multiple bosses this time around: the cybernetic Doom Hunter, which has a shield and (at first) flies on a robotic platform; the first time you meet a marauder; the Gladiator, which resembles an even bigger "hell noble" demon that uses a shield offensively; the Icon of Sin, and then its master, Khan Makyr. Pretty impressive, compared to the previous game anyway. 

Rather than present the game in an entirely linear fashion, you now kind of "hop" between levels using portals in your newly-introduced hub area, lovingly called the "Fortress of Doom." The hub is impressive, as you can upgrade your suit and abilities here (with the help of various rewards you find in gameplay), gain a couple of important new tools, can play around with enemies in the "prison" area, and even attend to a room that showcase your collectibles and progress. There's even plenty of Easter eggs and nods to not only the older entries in the franchise, but pretty much anything that falls under the Zenimax Media/Bethesda family of games. Yes, you can find a reference or two to games like Fallout and Wolfenstein, to name a few. Talk about welcome fanservice.

Like before, the game encourages exploration between your bouts of slaughter. You also have new means of getting around: Doomguy can cling to climbable walls, and you can gain the ability to dash up to two times whether on foot or in the air. The meathook, as mentioned before, can also help you get around, too. Doomguy can smash in walls that have cracks in them. Much of this is meant to facilitate rummaging through the levels to find various secrets and collectibles. One new kind of artifact, if you collect 6 of them, can allow you to wield the "Unmakyr", which is basically Doom 64's "Unmaker" once again. Oh and there are now secret encounters, which if finished before the clock runs out, award you with weapon points. 

The story is a bit more serious, and goes kind of like this: Doomguy, at some point after the previous game, took over the Fortress of Doom and uses it to get to Earth, as the latter is being ravaged by Hell. Humanity is on the brink, only barely surviving thanks to a resistance movement, and Doomguy is the anti-hero that the (non-brainwashed) humans are leaning on to save the world. In order to stop this invasion for good, he has to find and kill three Hell Priests. However, as he moves from one to another, he gets stifled by a much more powerful entity that has basically orchestrated humanity's downfall. The motivation for this big bad wanting to kill humanity is cliche and uninteresting, but we still get to enjoy watching as the Doomguy shows everyone and everything that he's sick of all of this bullshit. You can almost feel his glare through his visor. Did I mention that we can see his eyes through his visor? Also, as the game nears completion, we get to see flashbacks that show that not only is this Doomguy the same one we loved from the classic games, but how he became the veritable force of nature that he's been since 2016. Let's just say that if you've read the infamous Doom Comic, then you'll notice the obvious call-out to that same devilishly hilarious piece of limited print.

It's not all rosy, though. Your mileage may vary on this, but at times, the game becomes borderline unfair. You get less ammo, even with upgrades, and often find yourself scrambling to murder a demon that is chasing your armored ass before he murders you. While you have several different ways of replenishing your health, armor, and ammunition (arguably most important), you're sometimes so overwhelmed by the proceedings that you might just forget to use these tools on hand to keep the fight going in your favor. Also, there were a few areas in the game (not including Slayer Gates, which can throw enemies often above your level right at you) that were downright aggravating to get through. An annoying new addition to the game, which thankfully only happens a few times, is this thing (or enemy, such as the Arch-vile) that provides buffs to enemies. Said buff makes enemies ridiculously fast, which can outpace YOU in the worst of times. Also, they keep coming and coming until you destroy the source of their buff. The worst thing about these sequences is the matter of finding those sources, which, in the case of the Arch-vile, can be a huge hassle to do while you're avoiding the bloodthirsty demons zipping your way.

It also gets a bit tedious at times. You feel like you're doing the same thing over and over, and it doesn't really mix things up much. We played this in 2016, and aside from the new additions to the formula, we're doing the same thing again. Only, this time for a good 15 or so hours. That's not a terrible thing, but depending on how you take the experience, you may grow weary of it or appreciate it. I kind of found myself slightly leaning toward the former, unfortunately. Especially in areas where I constantly get killed. A slight reprieve from getting killed over and over is that you can sometimes find (and eventually hoard) "extra lives", which simply revive you immediately when you'd otherwise die. If you don't have these, though, you have to reload the game. And while reloading the game doesn't take a painful amount of time, it's still time wasted, which can take you out of the frantic mood of the game, especially if it happens too often.

But at least it's more Doom. That, to me, is a welcome thing. Overall, this is a great purchase and we've all been promised additional single-player content in the coming months, unlike last time. I haven't tried the multiplayer mode, which has been flipped on its head this time around, but it seems to be a mixed-bag anyway. There's a lot of unlockable rewards that allow you to customize the Doomguy, the way monsters and weapons appear, and even trivial crap like character poses and introduction music. With new challenges and tasks to complete as time goes on, rewarding new skins and the like, the game will remain active for a while to come. Good on Bethesda and Id to listen to the fans this time around, and give us a more rewarding experience.


B+

The Good:

+ Same great gameplay
+ Lots of new enemies to eviscerate
+ As you pick your enemies apart, their skin and hide gets sloughed off. You'll even see the bones of your prey.
+ Great placement of secrets
+ Very rewarding to find upgrade points and the like
+ Funny and reverent Easter eggs to find, including the Dope Fish!
+ Looks fantastic, and runs smoothly as before, too.
+ Enjoyable soundtrack, with many more throwbacks to the old games than 2016 had. Even the main menu music is recognizable to fans of the series
 + The Doomguy is cooler than ever, and will go down as one of the most badass player characters in gaming
+ More single-player content is forthcoming, as of this writing
+ Customizable, thanks to revolving gameplay challenges and the rewards they grant

The Bad:

- Sometimes feels tedious
- Some areas are borderline unfair, even if you've been upgrading your weapons and character
- A few monster designs don't look as stunning or monstrous as they did before, taking away the 'wow' factor they presented in 2016
- The story is just an excuse to drive the game along, more or less. That's fine, though
- You often find yourself devoid of ammo, before you even realize it. It can be replenished fairly easily most of the time, but you're often too distracted by constant combat to notice before it is too late
- Rather lackluster multiplayer. While you do get to attack the Doomguy as a demon, this is basically the formula you always use: attack the Doomguy as a mook. 
- Platforming, while nothing like a dedicated 2D platformer in terms of difficulty, seems a bit tacked-on, to serve as an excuse to add extra mobility functions. 

Tuesday, June 28, 2016

Doom IV/2016 (PC, PS4, Xbox One, 2016, id Software/Bethesda)


Doom is back.

Then again, it has always been here. From 1993 onward Doom has shaped and re-shaped the First Person Shooter genre with each release. Yeah, even the re-hashes of the "classic" era. The very first title gave us the gift of shareware distribution, a new way to play with others, and truly visceral & in-your-face gameplay. Doom 2 didn't introduce much but gave us a more honed experience with tougher (new) monsters, the infamous double-barreled shotgun, and far more effective level design. Final Doom made the series start to look stale and the ever-increasing difficulty didn't help matters. And Doom 64, love it or hate it, was the epitome of how atmospheric and creepy the franchise can be. 

Doom 3 took the series in another direction almost entirely. Or at least it was initially supposed to, much to my disappointment. If you're going to do something new then go with it, but if you're going to play it safe with old mechanics, don't do it worse than with previous installments. While it was graphically outstanding for its time (in spite of the decidedly saran-wrapped look of everything and the low polygon counts that were never addressed with the advent of improving gaming hardware) the game seemed to lack an identity of its own gameplay-wise. It didn't help that because of the loss of John Romero, the genius behind the superb level design of the classic games, Doom 3 had decidedly underwhelming (albeit more grounded in reality) aesthetics in mind. And most of the game was set in tight corridors. It could challenge you, sure, but the old games were far better in this regard. And more fun. Oh and don't get me started on the flashlight mechanic. Many people loved that but I found it to be an example of laziness on part of the team. I mean, the game is set in the 2100's after all...

Now, 12 years of waiting has given us a game that had many of us worried, but delivered far more than we had thought. Initially envisioned as a sequel to Doom 3, set on Earth (!) no less, that was scrapped due to being dubbed a "Call of Duty" clone, with too many set-pieces and lack of thrilling gameplay. Plus being on Earth should afford you much more breathing room, right? Well, a newer iteration of id Software seemed to remember what made this series fucking badass, and gave us this game. While the entire suite isn't perfect *cough* derivative multiplayer *cough*, the one aspect of the game that really matters is what makes this title better than the franchise has been in practically two decades. Yeah, better than Doom 3. 

Immediately you realize that this title was made for the sole purpose of giving you a total joyride, blowing demons apart as you would. Our marine, or whatever he is now (he's the Doom Slayer now, but still Doomguy nonetheless), outright smashes a possessed guy's head as it attacks him after he wakes up in shackles. You proceed to do the same to all of his immediate buddies. We get treated to a view of who is definitely the game's antagonist, and stumble upon a newly realized suit of marine armor. He puts it on, hears some decidedly robotic voice plead for his co-operation, and hearing about how the UAC fucked up again he smashes a screen. You better get used to him smashing important things throughout the game, because it seems like Doomguy has now had enough of everyone's bullshit. After all, if this is the same Doomguy as of yesteryear then how can you blame him for having to destroy Hell numerous times by now? Thanks to the UAC, of course.

Anyway, it immediately dawns on you that this is, no kidding, a fast-paced shooter. Not only do you move fast but your enemies, at least demonic ones, do as well. And if they're not lobbing fireballs at you while keeping a modest distance from you, they're closing in to get a swipe at you. Get used to that, too. It gets harder and harder from here. You are not going to be playing this like Call of Duty at all, so if you're used to sitting behind cover, then you're going to be out of your comfort zone entirely.

It's been said that this game follows a very similar formula to that of Painkiller, another FPS title that I enjoy playing that, too, has been compared to the likes of Doom. Painkiller gave us sequential progression, wherein you get sealed up in a room and have to clear out the bad guy quota to proceed. It's not as obvious in Doom 2016, but you will notice it if you play enough, or even care to realize it. Not that this detracts from the experience because the game is a fucking blast to play.

One aspect that I admired about this outing is that it encourages you to play with an open mind. From exploring the levels for all of its secrets & collectibles, to changing up your tactics as the forces of Hell bear down on you with the countless combinations of tactics they are capable of. It opens up replayability and promotes active participation. To stay still is tantamount to throwing in the white towel, but you still know that Hell will just fucking gut you like a pig anyway no matter how they get you. Just like you did to them the entire game. Pay Hell unto Hell, they say? Pay Hell unto Doom Marine, too. You're sick of the UAC and of Hell, and Hell is sick of you.

It has awesome pacing; the story is kind of nonsensical but funny & interesting in spite of that; you can acquire various upgrades for your weapons, suit, and runes that grant you additional functionalities like increased pickup range and others. Enemy designs are as good as ever, often paying homage to the classics and to Doom 3. And rather than lumber at you, many of them haul ass in your general direction to get as much of a furious, hate-filled punch or swipe in as possible. Weapons have "oomph!" again and when you think the game isn't cleverly mixing things up enough, their various upgrades present more possibilities in battle. 

Level design was important to the single-player aspect of Doom 4, because had it been slouched at all, or reduced to the very tedious and restricted corridors of Doom 3, then this game wouldn't be as impressive as it actually is. You're not going in straight lines this time around, and you're not going to be restricted to just backpeddling away from an oncoming threat. Levels tend to be not only very open, but have many twists and turns and, most noticeably, height plays a huge role this time around. Since Doomguy now lifts himself up on ledges and can gain an upgrade in the game to make this process more efficient, you WILL be climbing ledges, crates, cliffsides, and whatever else there is in the environment. There are also secrets strewn about in all of the levels, multiple ones each, and often just outside of your general vision. The game encourages exploration in this way, and it's fantastic.

I can't really say the same about multiplayer. Doom has never, in my opinion, had truly breathtaking multiplayer. The classics definitely brought some big new technology to the table, thus opening up multiplayer options at the time, but they have not since stood the test of time. That distinction actually belongs to the franchise's sister series, Quake. Nonetheless, there's no excuse for what we got here, given all the "this isn't Call of Duty; this is Doom!" hype we were given leading up to its release. While that statement was mostly true, there's one glaring elephant in the room that makes the game resemble COD; load-outs. People did tell Id that they didn't like that functionality, but someone didn't listen and it made it to the final product. So instead of having to grab weapons in the level as you compete against others, you can now start with two weapons of your choice at the expense of getting others as you play. By resorting to this method they've actually created, inadvertently, massive weapon balancing issues. Because of this damn near everyone equipped only certain weapons, making it another missed opportunity. And that game narrator just sounds uninterested. Where's the deep, booming voice we heard in Quake 3 Arena? Unreal: Tournament?

SnapMap is another major feature of the game and while the potential for greatness was there, there were a number of issues at hand. The limitations are those issues. You can only play with up to 4 players in your creations, you can only use pre-made tilesets in your designs, and the maps tend to be rather small because of the limits. Some very creative, sometimes hilarious results have come from the community because of this mode, sure, but unless Id/Bethesda commissions some major overhauls to this mode, it won't have lasting power.

But like many who are enjoying Doom 4, I mostly judge a game by its single-player experience. And in that regard, Doom 4 succeeds admirably. Doom is relevant again, and I'm fucking happy about it. Let's just hope those guys who made the multiplayer suite don't come back in the event that we get a sequel. And can it be set on Earth, this time?

B+

The Good:

+ Fast-paced, brutal combat
+ Enemies are fun to fight again.
+ All of the weapons are useful, and they're all a blast to shoot with.
+ Much better level design than Doom 3. Why? Because it's not a corridor shooter, now!
+ Even zombies pose a threat, unlike in the aforementioned game.
+ Levels are made for you to explore, promoting growth in the process
+ Many upgrades, boosts (runes), and the like open up more gameplay options
+ The Hell levels are worth the time to experience.
+ That fist-bump sequence.
+ That opening sequence. Holy shit!
+ Doomguy doesn't give a shit anymore, and would probably give Duke Nukem a brutal Glory Kill if he ever ran into him. You've been warned, Duke.
+ Generally nice to look at
+ SnapMap is great, in theory.
+ So too, could have been the case for the Multiplayer suite...

The Bad:

 - Texture pop-in issues
-  SnapMap ends up being a disappointment.
- The Multiplayer was an even bigger disappointment.
- Classic levels (these are secrets found in each level) were translated quite strangely in this game. They do bring nostalgia factor, but they don't function the same and it's awkward to play in them.
- It eventually ends.
- It may remind you a bit too much of Brutal Doom, which is a starkly overrated mod for the classic games.
 

Monday, February 2, 2015

Tomb Raider Review (PS3, PS4, Xbox 360, Xbox One, PC, Mac, 2013, Crystal Dynamics/Square Enix/Eidos Interactive/Feral Interactive)


Look at that headline. Oh and spoilers are ahead.

And forget about it, because survival is hardly the point of the game at all. You know what it really is? It's to get off the island with a sordid history with your guns blazing. If you have to route hundreds of desperate lunatics loaded for bear on the way to your escape, then so be it. Oh and, since Lara is conveniently an archaeology student, you'll find some artifacts in your journey. But that's really not the point of this entry in the series.

Not at all.

Already we're off to a great start with this review. And it's not to foreshadow a negative one, really, it is just a means of venting some of my frustrations with this game. I've been a fan of this series since the first game, and short of the Crystal Dynamics titles (which left fans divided), I've played them all. They certainly did suffer from sequelitis given that each title was released year after year, but you always got an all-new story and a whole slew of new challenges to come with them. Yes, they didn't all have tombs, and arguably the best entry in the series, the third game, didn't even have any, but if you're going to include tombs then at least make them worth your while. Also, the point of the old games wasn't to kill everything in sight over and over again, it was to explore obscure areas to obtain an artifact of great power. 

The essence of the series is virtually gone in this title. How so, you may ask?

There are tombs, sure, but they were most likely an afterthought. Each one follows the same exact formula: go through a brief walk wherein you can't draw any weapons (for whatever reason, given that nothing happens each time) and you hold a source of light, come across some kind of chamber with a puzzle (I previously used the plural, which is inaccurate), then solve the puzzle to access a chest full of...XP. I'm not kidding, all you get is XP when you beat these admittedly piss-easy 'tombs'. With almost no exception are there are pitfalls or traps to overcome in this game's tombs, so what the fuck is the point of including them at all when you just get some experience points out of them and nothing actually interesting, like artifacts?

Oh and, if you're a glutton for the saturated shooter market, then you'll love this title. In spite of the mysterious traits of the island, where you apparently cannot leave due to some magical forces, you're too busy gunning down hundreds of boring mooks through almost the entire game. They are nutty, desperate, and are effectively a small army. This game was compared quite often to Far Cry 3, and given some of the features shared between the two games, it's kind of apt. On another front, you'll think that this was a Michael Bay production, because explosions occur often inexplicably as if there are barrels of petroleum everywhere. Oh and there's a lot of blood; a hell of a lot. Even a god damn creek consists of seemingly none other than blood. And Lara swims through it.

And spills it a lot, too.

Lots of detractors of the series would complain about the old Lara's ridiculous chest proportions, calling it a sexist portrayal of women (they'd be about half-right). Where are those some detractors in regard to this game, where she becomes a gung-ho mass slaughterer with mood swings? First she was an oversexed but cold anti-hero, and now she's a blood knight on a killing spree. Poor Lara will never be a proper role model at this rate.

So another thing I'd like to complain about is the nature of the game world. It seems open world, and it kind of is in some regards. One way is that it allows you to travel from one save spot to another upon their discovery. Also, each major location has a number of collectibles and minor sub-quests to endure, requiring very little thought to complete. However, that's really where this aspect ends and where the sheer linearity, deceptively hidden from the casual player at that, becomes obvious. You're only allowed to explore so much before you're rendered unable to go where you feel like. This game relies on context-sensitive controls, such as Lara hoisting herself onto the top of ledges and grabbing onto the sides of cliffs to climb them. You can only do those actions, among others, wherever the developers wanted you to go. Because if you could go where you wanted to then the game's flaws would start to become readily apparent to you. That's what I assume, anyway.

I must say, though, that this game is fucking gorgeous. It may not possess the most striking level of detail seen in gaming, even for its release year, but it's definitely well designed. The single best looking aspect of the game is Lara herself, who looks so human that I thought I was dreaming. The sheer amount of work that went into her design, from her skin to the way dirt & blood smears her person, and then how the lighting and shadows bring out the best and the worst in her, is absolutely impressive. You won't leave all that impressed by anything else but when you're near the coastal areas of the island, you'll see some spectacular, yet chaotic vistas that are appropriate given the theme of the game.

In spite of my knocking of the excessive action sequences, they are not without a strength or two. If you dig this kind of non-stop action then this game won't disappoint. And it can get a little tense at times, which is always welcome. However, there's just not much depth to any of them because you don't have to worry about much in the face of battle. In the old games, you had non-regenerating health and had limited means of healing; here, you have much less health but it regenerates quickly if you hide, like almost all action games seem to do these days. 

Let's develop on that last bit there. One thing this game is missing from the old titles is an inventory system; it is non-existent here. Gone are the days of managing your limited resources, and cherishing each pickup that you'd find in the Tomb Raider games of yore. Here, you pick up so much ammo so often, and are given new weapons so easily that you really don't come to care much about any of them. They're simply a way of quickly neutralizing all the bad guys you face constantly. You can also use your ice pick to brutally kill foes from a short range. Oh and as mentioned above, don't worry about health kits, because if you're hurt then all you need to do is hide for a moment or two to heal. As a consequence of the lack of inventory, there are no meaningful secrets to discover, no hidden rewards for actually exploring the environment.

If anything else, the battles become tedious because there's no depth to beating them except for making sure she doesn't die. If you can aim your gun and pull the trigger, then that's really all there is to it. Sure, the old games weren't much better than this, but you had to account for your vulnerabilities as well. When you're close to death, the game grays out, so it's hard to die at all. Enemies are not strategically placed, and don't poise a challenge, but rather act as props to shoot at. They do take cover, and may have various abilities/equipment that will add variety to each encounter, but the old games had this too, in spades

Lara does control well, though. She's also well animated, given that there is motion capture at work. But she responds to your actions accordingly and with fluidity, which is a good touch.

In the games of old, Lara often keeled over and died; it was uncommon for her death to play out differently, unless she of course landed on spikes. In this game, however, her deaths are cruel and gruesome. She's even subjected to a near-fatal beatdown by two of the nutbars you have to kill in the game, and much earlier she's threatened with rape. At the get-go, Lara gets impaled and set on fire. Fail to match the on-screen prompts right and she'll get crushed beneath tonnes of rock, impaled on re-bar, get impaled through the head, and many other things. She endures multiple injuries throughout the course of the plot. This game is brutal as far as violence goes, because you can put your enemies through hell too, including jabbing an axe into your enemies' jugulars. It's a wonder none of the detractors towards the second and third Tomb Raider games were screaming bloody murder in regards to this one.

There are a lot of set pieces to go through in this game, so you'll have to come to live with it. Most of the time these set pieces are playable, to an extent, but where the old games would leave it completely up to you to overcome the challenges, this game just sends buttons prompts your way that are more trial & error based than skill-based. Also, reports from players of earlier versions of the PC port cited the inability to correctly complete some or all quick-time events, due to a few bugs. They're also highly numerous, often in excess, and it's a common criticism that must be emphasized. If you can't stand QTEs, then you're going to be annoyed to all hell when you play through this game.

After playing through the game completely the first time, I noticed a few game design choices that I would like to call 'condescending'. The aforementioned QTEs, which comes in such a quantity as to feed Africa were it a food source, are one of those things. Another condescending game design comes in the form of the Survival Instinct feature, that which can be abused as needed by the player. It highlights all interactive objects/items/terrain in your immediate vicinity, and even shows pillars of light for far away places of interest such as checkpoints. As indicated, it can be used ad nauseum; there is no limit as to how long or how often you can use it. So if you just want to plow through a "puzzle" section, of which there are few that are worth critical thought, just press the button to execute the Survival Instinct ability and have your hand held.

Another condescending game design is in how little the game expects you to master. Want to traverse a narrow length of wood requiring intense focus and balancing? Just jump at it and Lara clings to it, never at risk of falling off unless a cutscene demands it. Want to even try exploring your surroundings beyond the small hub sections? The game will outright refuse to acknowledge what you're doing as you plummet to your death. Want to learn on your own how to perform, and thus improve, the abilities you learn over the course of the game? Well fuck you, says Crystal Dynamics, because we're going to tell you how to do everything new and leave nothing to the imagination.

So let's get down to the story: Lara and a group of friends are on an expedition near Japan, and they get shipwrecked near an island. It becomes immediately apparent that previous ships have met the same fate, so something does seem off. Lara is separated from her group and has to find them whilst avoiding a number of pitfalls. As she gets further into the island, it is clear that a bunch of crazies inhabit the island. Soon after meeting up with the gang, they set out to escape from the island. Yet some force is preventing their exodus, and they have to deal with the army of crazy assholes with guns and all that.

That's pretty much the gist of the story. A rescue plane gets struck by lightning and crashes; there's ritual sacrifice to appease some spirit; an army of undead samurai sets their sights on Lara, and other crap. It's not terrible but it doesn't do anything remotely intriguing with its premise. In actuality, it is an excuse to kill more and more bad guys. After all, the focus of the game is not on the adventure & hunting of artifacts, but of trying to get off of the island and shooting everything in your way.

There's nothing wrong with innovation, of taking an old formula further than ever before. But this game took steps backward, and not forward. Somehow Crystal Dynamics took a series that had an identity of its own into territory that renders it generic & trite. Fantastic visuals and sometimes thrilling action sequences can't save this game from earning much of my displeasure. It may be somewhat unfair to compare it so heavily to previous entries in the franchise, but how could you fault me for doing so when I consider it one of my favorite game series of all time? 

The Rundown:


Positives 

+ Some of the best visuals you'll experience out of 2013
+ It is very story-driven, so if you're into that, then this will deliver.
+ To expand on the above, Lara Croft looks stunningly real. The detail on her is borderline crazy.
+ Has a few legitimately thrilling action sequences.
+ There is a tiny bit of exploration to do, so it's not a straight-up linear game.
+ Lara gets a lot of focus, and has a bit of character development too, which was admittedly in short supply in older games.
+ It does have tombs, but...

Negatives

- Why have tombs when you won't do anything exciting or challenging with them? It's pretty much pointless. Solve a simple puzzle, avoid no traps or pitfalls, and open up a chest at the end that rewards experience points. Rinse & repeat. Screw that shit.
- Way too many QTEs for my liking, and they're too finicky, so they often end up killing the player character because of somewhat shoddy programming.
- The story is kind of dull. Doesn't help that it takes a big backseat to the actual gameplay.
- No inventory or any kind of item management.
- Sometimes resembles a Michael Bay flick with the constant explosions.
- No survival gameplay to speak of, despite the "a survivor is born" tagline.
- Takes several steps backward and ends up being a generic third-person shooter with light adventure elements thrown in.
- Has one of the most condescending game mechanics ever programmed in the history of gaming: the survival instinct function, which highlights everything important in the game world. Say bye to actual exploration and/or honing of skills.
- None of the characters you deal with are intriguing and besides, this game is not about them, but about Lara. So why should we care?
- The undead samurai enemies you fight near the end are far easier to defeat than one would hope, so their eventual appearance in-game loses all menace.
- It's so violent and cynical yet I wonder why we, as gamers, are supposed to take all of it so seriously in spite of the series being heavily inspired by the Indiana Jones franchise.

C

Tuesday, January 20, 2015

Resident Evil 6 Review (PS3, Xbox 360, PC, 2012/2013, Capcom)


Talk about a divisive game.

The last few Resident Evil titles are not without their critics, let alone those who are outright dismissive of them. However, in spite of the very vocal bandwagon that derides this game at every turn and all that they say this game is guilty of, there are some things you can consider positive about this outing.

What we have here is pretty much a cash cow franchise. Almost two dozen games have been released with the name, with very few of them considered non-canon (Gaiden comes to mind). Three of them managed to sell upwards of five million or more copies, it has spawned a lacklustre but financially reliable film series, a bunch of shitty novelizations have since been written, and it has become a focal point of the survival horror genre. 

Then again, Resident Evil 6 is not considered survival horror anymore. Would that be a correct assertion? Overwhelmingly in the face of all odds; yes, this is not a survival horror title. Survival elements are at a minimum, and frankly there's too much shit going on at almost any one time for it to be considered horror; it's not visceral, it doesn't play on your fears, and it's just not scary. But is that really so much of a detriment? Has this series ever been all that scary, considering that only the first game (and it's startlingly good remake) actually managed to be so?

This is an action game, through and through. It has very light horror elements, namely in Leon & Helena's campaign, but you won't leave scared. The tension is very low, as well, only ever coming to fruition during a frustrating sequence (typically quick-time events, though this game is more forgiving than most in that regard) or a halfway challenging boss battle. Otherwise, this is a straight up action shooter, and it doesn't suffer from that. If you just stop looking at it as an entry in a "scary" game series, which the series has almost never been (again, take note of the one exception), then you may be able to look at it with less unfair scrutiny.

The amount of effort put into this game is quite evident: a sprawling, if not overstuffed story, large cast of characters, up to six hours of gameplay per chapter (and there are four of them), possibly the best Mercenaries incarnation yet, and a fantastic roster of enemies means that Capcom didn't quite skimp on anything here. The old favorite zombies return, nastier than ever, almost acting as a foil to the Ganados/Majini-like J'avo. The difficulty is downright brutal at times, which doesn't include the ridiculously over-used quick-time mechanic. And each character has their own movesets and playstyles, setting them apart from the rest.

Yet there are many problems present. One is in the sheer length of the story mode, and just how inconsequential it ends up feeling. Too much crap is piled into the story and it just doesn't end up working all that well after what feels like thirty hours into the game. Most of the time, each character storyline simply meshes into the overall narrative shared between them, so it means that you're only really taking on a different perspective of the same incidents depicted in the plotline. Only Ada's campaign comes off as meaningful, because the rest are burdened by red herrings: Leon & Helena are hell-bent on killing the guy who jumpstarted the viral infection, at least in their starting location; Chris & Piers are hell-bent on capturing/killing Carla who thinks she's pulling all the strings; Jake & Sherry are just trying to get the hell out of dodge pretty much. While all of that crap is going on, Ada is unraveling every villain's plans & giving everyone cover at one point or another, effectively curbing the apocalypse just about all on her own. If any character is the real main character in this drawn out story, it is Ada, because she has the most far-reaching effects on the entire plot. Which is a neat touch considering how much of an enigma she is in the other games, but this really could have been just her game and it wouldn't have suffered for it. The other character storylines would have been better used as shorter bonus chapters, but then people would mostly have ignored them anyway.

And then those fucking quick time events come into play. And how often they do!

Do I need to haunt myself with the knowledge that these things exist in such an abundant supply in Resident Evil 6? This game contains more of them in just the tutorial than half of any of the previous games combined. And they often occur as part of what should be normal gameplay, usually as a dodge mechanic or simply because Capcom tried, and failed miserably, at cramming too many controls into the game. I'll get into that last bit later but this game is brought down by the sheer number of button prompts, big-time. The only upside at all is that they aren't buggy (at least from my experience) and they are a bit more forgivable than most. That's not much of a defense, though; this mechanic will be seen as an anachronism quite quickly, if games don't fucking drop them soon enough.

Another plague, perhaps a plantar's wart on the foot of this game if you will, is the camera. It is hands-down, the single-worst camera system in the series' history. No other game comes close. When I played the demo, I had no idea just how nauseating the camera can be. Just the act of running (a neat but long overdue gameplay mechanic) forces the camera into conniption fits, with it bouncing wildly with each stride. It gets caught in the scenery often, and the angles that it defaults to are horrendous, requiring constant readjustment from the user. Sometimes it's a battle against the camera that leads to the player getting killed, and that alone makes this a huge negative for the game.

Of additional note is both the interface and more importantly, the controls. The interface isn't entirely bad, but it requires understanding just what the fuck it all means. There are symbols for each option and while it is mostly common-sense, you're often too busy fighting against the real-time nature of the pause menu to figure out what each option does without clicking on the quit button. But what is worse yet is the control system. It's just as bloated as the storyline, if not moreso. There are so many commands to pull off in this game that I don't even think the game itself lists all of them. 

Often is the case where you have to pull of multiple combinations of each & every button, sometimes just to pull off rather arbitrary moves. Want to dodge an incoming attack? Hold the attack button and press the run button. Want to perform a dive-roll? Hold the attack button while moving forward and press the run button, too. Want to, almost pointlessly at that, switch your orientation from the default left side of the screen to the other? Well, learn yet another combination of buttons. Get used to it, and try to remember it. This is excessive and unneeded. Less is definitely more here, and I hope Capcom learned something in this regard.

In spite of these flaws, and there are certainly more, this game does have its strengths. It can be legitimately fun, there are a number of mechanics that were long overdue such as the ability to sprint and free-standing melee attacks (limited by your energy gauge), and like I mentioned, the enemies are great. And about the only good thing about Jake & Sherry's campaign is also one of the most badass things in the series; the Ustanak, who is the successor in virtually every regard to Nemesis. You may or may not come to embrace the eventual final exit of this juggernaut, which is something of an accomplishment in this bloated story. And this game does challenge you at times, legitimately outside of those dastardly quick-time events. Often it is because the game conceals easily missed but simple ways of moving the game forward, or taking down a boss, clearly because most players come to expect something much more out of these situations. And the game has a skill system that adds some depth to how you play, allowing for all sorts of combinations each time. 

The Mercenaries, as mentioned previously, makes a marvelous return. And while it may turn off some players because of its difficulty, for seasoned players such as myself it is a welcome evolution. Couple the game's new controls (which is certainly a good & very bad thing at the same time) with that which has been established in the last couple of games, and you have a clear winner. There are many stages to tackle, there are unique challenges in each, the enemy progressively gets nastier over time with each successive kill, and you get a feeling of accomplishment through it all.

And while it certainly does recycle a lot of the functional foundations of the gameplay (many animations and moves, even some sounds and mechanics, are noticeable to a seasoned player such as myself), it doesn't have a shortage of newly-created assets. If anything, the game has a lot to offer, but it all feels so fragmented so as to lose cohesion between it all. And if the storyline didn't suffer from excess and from one frustrating forced cinematic sequence after another after another after another, it wouldn't hurt so bad. I don't live in a bubble where I truly believe that this series was ever, with the exception of the original game, scary. And I don't clamor for the days where we had fixed camera angles, tank controls, and sometimes superfluous item management in the classic games. Not to say they were bad, but they were wearing thin to a point.

Here's to another title, addressing all of its legitimate issues and paying heed to none of the obsessive bullshit from bandwagon-riding detractors.

The Rundown:


Positives

+ The Mercenaries returns, delightfully.
+ Has overall the best graphics in the series yet.
+ In spite of the overlong storyline, it has its engaging parts.
+ New character Jake opens up new gameplay styles.
+ Ada's chapter shines among the mostly "meh" ventures preceding it.
+ Adds an actual sprint function, actual dodge ability, and free-standing melee (perform it at any time), among other things.
+ Almost all of the enemies are a blast to, well, blast away or boot in the face. 
+ Zombies make a return, and they're nastier than ever.

Negatives

- The story mode feels way too long for its own good, and overstays its welcome.
- In spite of Leon's short-lived atmospheric appeal, and Jake's hybrid of survival & high-octane action, Ada's campaign is the only one really worth playing.
- Complicated and overpopulated controls.
- The most quicktime events ever witnessed in a single Resident Evil title yet. Just the tutorial section had about a dozen of them, all amounting to about five minutes of gameplay!
- A few bugs affecting play, most noticeable in the Mercenaries.
- That fucking camera is about as bad as watching any Michael Bay film. In other words, it stricken with attention deficit disorder AND an extreme case of Parkinson's disease.
- Zombies all over the place, with dynamite, at every turn is more frustrating than anything else (The Mercenaries: No Mercy mode)
- No one plays the multiplayer anymore.
- Somewhat poorly conceived UI.
- Inconsequential story conclusion and a misguided primary villain.


C+