The last few games you beat and rate them III

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Frankie Blueberries

Dream Team
Jan 27, 2016
9,414
10,992
Super Meat Boy - 2.0 (Positive)

Finished the main game for the first time. Turns out exhaustively playing through Celeste really lowers the difficulty for this game-- didn't really start to get tough until the fourth chapter, and ended up finishing it in about four hours. It's a solid and fun game-- better than I previously gave it credit for, although there are a few minor things that I really disliked as well, and it's not a fraction as good or as perfectly executed/designed as Celeste is.

The sound design is very good, the music is so-so, it uses Flash-style animation about as well as it can but that art style in general has always looked inherently cheap and trashy to my eyes (it's unfortunate that the sequel looks like the same kind of thing). The levels are really fun and satisfying to speed through for the most part, but the controls are a bit too floaty for the precision that's demanded of you (felt like I was constantly sliding off things and even after getting pretty good at it, completing the simplest jumps never felt totally reliable).

The section of the game that I HATED most was the boss of Chapter 4-- Just pure mindless memorization that you can't really react to, and lacking the obvious animation queues that should at least tip you off on what's about to happen next (they technically exist, but the animations are too instantaneous for it to have any use). It wasn't hard, it was just stupid and terribly designed.



The supposed charm and humor of the cut scenes...... eghh... Didn't do much for me-- a lot of dumb slapstick.

Good game overall that mechanics-wise is otherwise right up my alley.

Indie Games:
1. Celeste - 5.0 (Masterpiece)
2. Inside - 5.0 (Masterpiece)
3. Into the Breach - 4.5 (Brilliant)
4. Hollow Knight - 3.5 (Great)
5. Journey - 3.0 (Very Good)
6. Limbo - 2.5 (Good)
7. Undertale - 2.5 (Good)
---
8. Hyper Light Drifter - 2.0 (Positive)
9. Sonic Mania - 2.0 (Positive)
10. The Messenger - 2.0 (Positive)
11. Super Meat Boy - 2.0 (Positive)
12. Shovel Knight - 2.0 (Positive)
13. FTL - 1.5 or 2.0 (Neutral/Positive)
14. Cuphead - 1.5 (Neutral)
15. Axiom Verge - 1.5 (Neutral)
16. Towerfall Ascension - 1.5 (Neutral)
17. Baba is You - 1.5 (Neutral)
---
18. Dead Cells - 1.0 (Negative)
19. Gris - 1.0 (Negative)
20. Fez - 0.5 (Bad)
21. Doki Doki Literature Club - 0.0 (Terrible)
22. The Stanley Parable - 0.0 (Terrible)


That sums up my experience with Super Meat Boy as well, thought it was mechanically good but had a fair amount of flaws. If you want a great indie game not on your list, Bastion checks off most boxes on what a great game is IMO.
 

Frankie Spankie

Registered User
Feb 22, 2009
12,432
443
Dorchester, MA
A Hat in Time - 7/10

A Hat in Time is basically an indie competitor to the 3D Mario games. The controls are pretty tight, the worlds are great, there's some cute humor in it, and the voice acting is really good. It feels like it falls a bit short in comparison to the Mario games. One complaint I have is you collect time pieces instead of stars and every time you collect a time piece, you get sent back to the hub world. It makes the game feel like it can really drag. Some levels within a world are completely different than others but I feel like they still should have just bundled it all together and given you some other way to access them within one big world rather than going through so many loading screens. There's not tons of stars to collect like in Mario, there's usually only 5-10 per world but the levels are still a pretty good size which can make you feel like you're just endlessly searching for a lack of direction at times. Some can only be achieved with certain items but they also don't tell you what items you need or where to get them which can become frustrating at times. There are even some time pieces you can't collect until you finish a later world but the game doesn't tell you that at all.

Overall, despite how sometimes you feel like a chicken with its head cut off, it's still a pretty solid 3D platformer collect-a-thon. If you're really in the mood for one and don't want to/can't play a Mario game, you can give this one a go. That being said, I think this is one of those games where a yes/no rating doesn't tell the whole story. On Steam, this is rated 97%. It most certainly is not a 9/10 game though.
 

Frankie Spankie

Registered User
Feb 22, 2009
12,432
443
Dorchester, MA
Double post!

Doom VFR - 9/10

I bought this game at release and was disappointed early. I remember the movement feeling really sluggish. I don't really remember any bugs but I only ended up playing a half hour and was pretty disappointed with my purchase because of the movement. Fast forward a year and a half later and I decided to give it another go. I'm glad I did! I don't even remember just how slow the movement felt before but the movement now feels great! Whatever the devs did to fix the movement made it feel a lot more like a Doom game, it's really fast paced.

Killing demons feels so satisfying with any gun in this game. Going into berserk mode and actually physically having to punch demons to make them explode is a ton of fun too. I definitely recommend having a good amount of VR room just for that alone. I didn't really move physically too much other than spinning around. I see reviews of people saying they wish they could turn with controls, they didn't add that ability. Personally, I never thought turning with a controller in VR felt natural so it doesn't bother me. There are some minor puzzles but they're really dumb IMO, just a waste of space in game as far as I'm concerned. I also wish the game was longer. I finished it 100% in about 2-2.5 hours. I'll probably play it again at some point but bonus points because they have the original Doom levels in here too for some added replayability!
 

SeidoN

#OGOC #2018 HFW Predictions Champ
Aug 8, 2012
30,797
6,446
AEF
since ive now finished a good few runs

Total War: Three Kingdoms - 8/10
 

Unholy Diver

Registered User
Oct 13, 2002
20,215
3,869
in the midnight sea
Horizon Zero Dawn : The Frozen Wilds - 9/10

Great add on content to HZD, more good storylines, and side missions, and some challenging new machines, the total package adds up to an all around great gaming experience
 

X66

114-110
Aug 18, 2008
13,585
7,461
Lately I beat Devil May Cry 5(about 6 times) and it's my favourite game of all time. Easy 10/10 for me.

Also beat Sekiro. Terrific game. Does a better job for new game plus than other FromSoftware games, but still a bit underwhelming there.
 

GlassesJacketShirt

Registered User
Aug 4, 2010
11,681
4,722
Sherbrooke
Lately I beat Devil May Cry 5(about 6 times) and it's my favourite game of all time. Easy 10/10 for me.

Also beat Sekiro. Terrific game. Does a better job for new game plus than other FromSoftware games, but still a bit underwhelming there.

Ironically, I feel like Dark Souls II handled NG+ best.
 

X66

114-110
Aug 18, 2008
13,585
7,461
DMC5 was great. I just played all of them for the first time this year and 5 was definitely the best one of the series. The game even runs and looks great too.

I’ve never had more fun with a game than I did dmc5.

I know deep down they made that game for me.
 

Commander Clueless

Apathy of the Leaf
Sep 10, 2008
15,855
3,862
I’ve never had more fun with a game than I did dmc5.

I know deep down they made that game for me.

I thought it was okay, but not making any top lists for me.

I'm really happy that people like you got a lot out of it, though. I hope Capcom keeps rolling with this single player games.
 

Salvage21

Registered User
Jan 11, 2009
788
119
The Poconos, PA
Resident Evil 7 (PC) 8.5//10

As a long time fan who was admittedly a bit turned off by the shift to first person perspective, I finally decided to dive into RE7. I had originally wanted to hold out to play it in VR but caved in for the PC version when it was on sale.

Brilliant game. They a built very compelling game world to explore with several locations that had that classic 'mansion' type feel to it. There are plenty of light puzzles and keys. Good variety of weapons.

I'll admit that RE7 got me with it's scares in a bunch of places. Hats off. The thing that makes it more impressive is the design isn't necessarily built around jump scares (though they exist), but clever moments where the enemies get right up close and personal in your face. You can't help but squirm.

My one complaint is that you can only play in 'normal' difficulty. It's still fairly challenging but has autosaves in lieu of limited saves via cassette tapes(ink ribbons). But I still ended the game with an embarrassingly abundant amount of health and ammo. A "mad house" difficulty unlocks after your first play which corrects this- harder enemies, limited saves. But I've yet to play through it yet.
 

Shareefruck

Registered User
Apr 2, 2005
29,236
3,989
Vancouver, BC
Super Mario Odyssey - 3.0 (Very Good)

A very good but somewhat overrated game that isn't quite the masterpiece that I was led to believe.

On the positive end, it's very polished, aesthetically pleasing, and well presented. It has an incredibly satisfying moveset-- probably the strongest of the franchise (I love all the speedrun tech), Cappy is a perfect inclusion to the franchise, it has a neat and creative albeit limited and not particularly deep or dynamic power-up gimmick, it has some inspired and laboriously loving tributes to the franchise, and some great moments that hold everything together (namely, the surreal early Mushroom Kingdom tease, the New Donk City festival sequence, the Dark Souls moment, and the Bowser sequence at the end). It has good music that isn't among the series' best.

The splash screen that appears when you get a Moon is inherently satisfying, but that quickly devolves into a joyless and tedious feedback loop that completely cheapens the game for me (to make matters worse, the entire game's structure revolves around them), where absolutely anything and everything awards you with one regardless of challenge, achievement, or noteworthiness. The fact that an arbitrary amount is needed to progress from a Kingdom makes it even worse, and overall, the way all of that stuff is handled just generally makes me dislike what videogames can sometimes feel like (rewarding you for doing things simply because they're available to do). Kind of a problem I have with sand-boxy open-world games in general.

The levels are cool, have some nice moments, and are nice to look at, but they don't feel all that satisfying design-wise-- they just feel kind of bland to run through most of the time, like you're completing random tasks without urgency, pace, or momentum. The bosses are easy but very satisfying. The game also annoyingly holds your hand too much and unnecessarily pesters you with things you should discover yourself (I don't know why they chose to force you to listen to a whole spiel about movement tech every time you're on the ship-- especially considering that you can get through the game just fine without them).

Overall, despite brilliant movement tech, some great creative ideas, and a great look to the game (visually/aesthetically/stylistically, I'm more into it than most highly praised modern games), the game kind of has the feeling of something that's targeting children, and has a sense of direction/focus that's severely lacking in elegance, which the classic Mario games seemed to have in spades.
 
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Ceremony

How I choose to feel is how I am
Jun 8, 2012
114,305
17,394
yfZzy2q.jpg

Flower (PS4, 2013 - originally PS3, 2009)

There isn't really a way to lead into writing about Flower, so I'll start out as plainly as I can. It's a game in which you start off with a single flower, in a field. You press any button on the controller and a petal leaps out of the flower. You can then move that petal around using motion controls. You fly around the levels, touching flowers to make them bloom and interacting with the environment. As you bloom flowers you gain extra petals, leaving you with a huge multi-coloured trail following you around.

As a gameplay premise, not really much to go on. Even considering its length there's not much to Flower either. You can experience all of it in about three hours. The game excels however in pretty much every component in addition to gameplay - art design, level flow/progression, and especially music. I should say first off that the controls are very responsive. I remember playing it on the PS3 and getting stuck going back on myself a lot. It feels more intuitive on this console, and that seems a common judgement from other reviews of it.

There are six distinct levels to Flower. As said, you do the same basic thing in each but there's a narrative running through the levels. You start in plain surroundings and gradually work your way up from wholly rural to more urban environments, eventually rebirthing a dingy, ruined city with flashes of colour, speed and incrementally crescendoing music. As I write this it feels like Flower is the sort of thing that I should find, or that could be, unbearably twee but it just isn't. The rush you get from flying around the different locations is too great, the reinforcement from the music adding to the excitement and sense of worthwhile achievement.

The game looks stunning too, in pretty much every location. I picked my favourite for the picture at the head of this write-up, but there are lots of others I could have chosen. There are times it feels like one of those adverts you get for a new television that has Unrivalled Picture And Colour Quality or somesuch nonsense. Everything is so bright, so vivid, so striking. Even in one level where things are darker it really just amplifies the colours, and if anything subverts all of the games typical traits for greater effect, and a greater payoff in the final level.

Flower was made by Thatgamecompany, their second game after flOw and before Journey. While Journey is an unquestionable masterpiece I'll get to again eventually, you can certainly see a strong sense of creative intent in Flower. There's nothing quite worth it, and it's worth your time.
 

Ceremony

How I choose to feel is how I am
Jun 8, 2012
114,305
17,394

Disc Jam (PS4, 2017)

Disc Jam is a simple premise. Imagine tennis if instead of a ball and racquet players threw a giant frisbee back and forth. Now imagine the throws get faster and faster if they're time correctly. Now imagine there are walls at the side of the court, when your opponent wins a rally you get ragdolled into them and thrown about. There's Disc Jam.

I played this for about five minutes and I was hooked. It's pretty much as simple as I described, although there are ways of putting spin on your shots too. Each match lasts two sets, with the first to 50 points winning the set. The points awarded by winning a rally are dependent on how many shots there were, from a starting point of 5 an extra point is added for each shot. You can play offline and online, with offline allegedly being a AI-built composite of real players' actions and online featuring a ranking system like you'd see in any other competitive online game, matching you against people of your ability level. Assuming there are any playing.

This game reminds me a lot of Supersonic Acrobatic Rocket-Powered Battle Cars. Everybody knows Rocket League and how popular it is, but when you played the original with its much smaller platform and noticeably cruder design and controls like I did, you can appreciate the progress made by the developers. In my case, you can appreciate how deserved that success is, based on the amount of time I spent playing Supersonic Acrobatic Rocket-Powered Battle Cars. Disc Jam puts me in mind of that because in a lot of ways, it's similar. A simple mechanic in a competitive environment which is easy to learn but which only aliens can master. Basic design and cosmetic content, but consistently great fun, especially when you're evenly matched against an opponent. Disc Jam even has the added bonus of (somewhat) worthwhile offline play against AI.

Sadly, Disc Jam is made by an independent studio which seems to be comprised of two people, so the support for the game has been minimal. There are six characters to choose from who all play slightly differently, but I didn't really notice that. There are only two different courts to play on and the match length I described is surprisingly short. Although that makes it ideal for online pick up and play, it can get a bit repetitive. When you couple this with a relatively small playerbase, it can get a bit clunky finishing a match and waiting for another one. I've also noticed some issues with lag, although these have been isolated and I assume are problems with players rather than the game.

Although Disc Jam is fantastic fun and I'm sure I'll still play it every now and then, the small scale of pretty much every aspect of it makes it feel more throwaway than it could be. Winning matches is tremendously satisfying, as is seeing your own play improve. I hope with a new console generation coming that someone throws a bit of money behind the people that made it, because I think there's definitely potential for something great here.
 

CartographerNo611

Registered User
Oct 11, 2014
3,049
2,933
Spider-Man PS4

7/10 Way too much fluff “side quests” to pad out game length gets very repetitive half way through. Beautiful game, great story, and web swinging is the goat way to travel. What’s the point of the fast travel lmao.
 

Beau Knows

Registered User
Mar 4, 2013
11,698
7,631
Canada
Disc Jam is a simple premise. Imagine tennis if instead of a ball and racquet players threw a giant frisbee back and forth. Now imagine the throws get faster and faster if they're time correctly. Now imagine there are walls at the side of the court, when your opponent wins a rally you get ragdolled into them and thrown about. There's Disc Jam.

I played this for about five minutes and I was hooked. It's pretty much as simple as I described, although there are ways of putting spin on your shots too. Each match lasts two sets, with the first to 50 points winning the set. The points awarded by winning a rally are dependent on how many shots there were, from a starting point of 5 an extra point is added for each shot. You can play offline and online, with offline allegedly being a AI-built composite of real players' actions and online featuring a ranking system like you'd see in any other competitive online game, matching you against people of your ability level. Assuming there are any playing.

This game reminds me a lot of Supersonic Acrobatic Rocket-Powered Battle Cars. Everybody knows Rocket League and how popular it is, but when you played the original with its much smaller platform and noticeably cruder design and controls like I did, you can appreciate the progress made by the developers. In my case, you can appreciate how deserved that success is, based on the amount of time I spent playing Supersonic Acrobatic Rocket-Powered Battle Cars. Disc Jam puts me in mind of that because in a lot of ways, it's similar. A simple mechanic in a competitive environment which is easy to learn but which only aliens can master. Basic design and cosmetic content, but consistently great fun, especially when you're evenly matched against an opponent. Disc Jam even has the added bonus of (somewhat) worthwhile offline play against AI.

Sadly, Disc Jam is made by an independent studio which seems to be comprised of two people, so the support for the game has been minimal. There are six characters to choose from who all play slightly differently, but I didn't really notice that. There are only two different courts to play on and the match length I described is surprisingly short. Although that makes it ideal for online pick up and play, it can get a bit repetitive. When you couple this with a relatively small playerbase, it can get a bit clunky finishing a match and waiting for another one. I've also noticed some issues with lag, although these have been isolated and I assume are problems with players rather than the game.

Yeah that's a fun game. Obviously a complete rip-off of Windjammers which was a great arcade game, but having online multiplayer is really nice. And for a studio of 2 people they did a nice job on it.

Although Disc Jam is fantastic fun and I'm sure I'll still play it every now and then, the small scale of pretty much every aspect of it makes it feel more throwaway than it could be. Winning matches is tremendously satisfying, as is seeing your own play improve. I hope with a new console generation coming that someone throws a bit of money behind the people that made it, because I think there's definitely potential for something great here.

Well there is actually a sequel to Windjammers coming to PC and Switch, with online multiplayer. Like the original it has a much more unique style than Disc Jam's generic feel, the music and art in Disc Jam didn't get much attention sadly. So as long as you don't mind the 2D perspective that might be exactly what you're looking for.
 

Ryuji Yamazaki

Do yuu undastahn!?
Jul 22, 2015
9,451
6,225
Resident Evil 4 - X360

9.0/10

One of the best Resident Evil games. Good mix of RPG elements and arcade-y gameplay. The spanish speaking zombies always cracked up me up talkin' about picadillo.
 

Shareefruck

Registered User
Apr 2, 2005
29,236
3,989
Vancouver, BC

Disc Jam (PS4, 2017)

Disc Jam is a simple premise. Imagine tennis if instead of a ball and racquet players threw a giant frisbee back and forth. Now imagine the throws get faster and faster if they're time correctly. Now imagine there are walls at the side of the court, when your opponent wins a rally you get ragdolled into them and thrown about. There's Disc Jam.

I played this for about five minutes and I was hooked. It's pretty much as simple as I described, although there are ways of putting spin on your shots too. Each match lasts two sets, with the first to 50 points winning the set. The points awarded by winning a rally are dependent on how many shots there were, from a starting point of 5 an extra point is added for each shot. You can play offline and online, with offline allegedly being a AI-built composite of real players' actions and online featuring a ranking system like you'd see in any other competitive online game, matching you against people of your ability level. Assuming there are any playing.

This game reminds me a lot of Supersonic Acrobatic Rocket-Powered Battle Cars. Everybody knows Rocket League and how popular it is, but when you played the original with its much smaller platform and noticeably cruder design and controls like I did, you can appreciate the progress made by the developers. In my case, you can appreciate how deserved that success is, based on the amount of time I spent playing Supersonic Acrobatic Rocket-Powered Battle Cars. Disc Jam puts me in mind of that because in a lot of ways, it's similar. A simple mechanic in a competitive environment which is easy to learn but which only aliens can master. Basic design and cosmetic content, but consistently great fun, especially when you're evenly matched against an opponent. Disc Jam even has the added bonus of (somewhat) worthwhile offline play against AI.

Sadly, Disc Jam is made by an independent studio which seems to be comprised of two people, so the support for the game has been minimal. There are six characters to choose from who all play slightly differently, but I didn't really notice that. There are only two different courts to play on and the match length I described is surprisingly short. Although that makes it ideal for online pick up and play, it can get a bit repetitive. When you couple this with a relatively small playerbase, it can get a bit clunky finishing a match and waiting for another one. I've also noticed some issues with lag, although these have been isolated and I assume are problems with players rather than the game.

Although Disc Jam is fantastic fun and I'm sure I'll still play it every now and then, the small scale of pretty much every aspect of it makes it feel more throwaway than it could be. Winning matches is tremendously satisfying, as is seeing your own play improve. I hope with a new console generation coming that someone throws a bit of money behind the people that made it, because I think there's definitely potential for something great here.
As Beau Knows mentioned, that really sounds like a bad rip-off of the classic arcade game Windjammers (arguably one of the greatest and purest 1v1 games of all time-- Mechanics-wise, it's like if you designed a sports game as if it were a hardcore traditional fighting game). Definitely keep and eye out for Windjammers 2-- it's easily one of my most anticipated games of the year.

 

aleshemsky83

Registered User
Apr 8, 2008
17,919
464
Ni no Kuni 2.

This game really clicked with me, even did the endgame/postgame dungeons and bonus dlc dungeons.

The story I really liked unlike other people, I really regret playing this on expert and being too stubborn to turn down the difficulty, because it took me like 60 hours to beat the game when it should have taken 30-40. Otherwise it was a great game. I'll probably play it again on normal.

Onimusha: Warlords

Really good remaster of the first onimusha. It's a relaxed DMC-like hack and slash, in which the majority of the game takes place in a relatively small Japanese castle, it works well, and I like that the castle is actually decently populated with NPCs for half the game.

Overall a nice relaxed, short, and fun hack and slash. The art holds up incredibly well in the 4:3 aspect ratio of you can stand it. Otherwise it still looks pretty good in widescreen.

Edit: ah, almost forgot, all in engine cutscenes (which are almost all of them) are unskippanke, regardless whether or not you've seen them before). Really hurts it's replay value unfortunately.
 
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Ceremony

How I choose to feel is how I am
Jun 8, 2012
114,305
17,394
Yeah that's a fun game. Obviously a complete rip-off of Windjammers which was a great arcade game, but having online multiplayer is really nice. And for a studio of 2 people they did a nice job on it.



Well there is actually a sequel to Windjammers coming to PC and Switch, with online multiplayer. Like the original it has a much more unique style than Disc Jam's generic feel, the music and art in Disc Jam didn't get much attention sadly. So as long as you don't mind the 2D perspective that might be exactly what you're looking for.

As Beau Knows mentioned, that really sounds like a bad rip-off of the classic arcade game Windjammers (arguably one of the greatest and purest 1v1 games of all time-- Mechanics-wise, it's like if you designed a sports game as if it were a hardcore traditional fighting game). Definitely keep and eye out for Windjammers 2-- it's easily one of my most anticipated games of the year.


I'll be honest, based on that video, the art/gameplay style of it does nothing for me.
 

Ceremony

How I choose to feel is how I am
Jun 8, 2012
114,305
17,394
U3l5dZ4.jpg

Mad Max (PS4, 2015)

Despite them containing many elements which I enjoy in fiction, I have never seen a Mad Max film. My sole knowledge of the franchise is derived from Mel Gibson's guest appearance on The Simpsons, and of the "That's bait" gif from the reboot which you can see in your head as you read this. Let's have a look at what they're about:

- Dystopian
- Post-apocalypse
- Cars
- Entirely dehumanised violence

On the face of it, good stuff. After spending 60+ hours going around a world based on that premise... well, I have my doubts.

The story is the most important part, so let's start with that. You are Max. Max is driving around what's left of Australia when he is intercepted by Scrotus, chief bad guy who cuts about in a huge truck with an assortment of his lunatic followers. They take all of Max's stuff, so Max chases after him to get it back. Despite sticking a chainsaw in Scrotus' head Max still loses this follow-up encounter and Scrotus survives, at which point the game begins. Max finds what's left of his car as well as a deformed man called Chumbucket who is muttering about some sort of religion he has formed based on watching Max drive about.

At this point, I think, the point of the story is for Max to upgrade his car. That's it. He can basically do this without ever encountering Scrotus again. There's another part of the story which quite loosely tries to tie him to a slave woman (who's called Hope, obviously) and her child as apparent replacements for his pre-apocalypse family, but they don't seem to have any meaningful effect on... well, anything.

There's your game. It's not really a good sign when the central purpose of a game doesn't really exist. As you complete story missions you unlock new areas of the map, with a new central stronghold in each and a new person in charge for you to interact with briefly. Then you move on.

A problem I had quite early in the game was being overwhelmed with things to do. This is a problem which seems to stem back to reaction to Grand Theft Auto IV, where people felt it was too constrained and linear. As a result, open-world games have been petrified of forcing the player in any sort of direction, instead putting them in the world and leaving them to it. As games have developed and got larger, this problem has intensified. You get thrown into a world with very little explanation as to your purpose, you get Story Missions, Wasteland Missions, Wasteland Encounters, as well as all the other collectible/interactive locations. It's not even the size or the choice that sticks out here, it's the apparent lack of benefit from them all. Your instinct is do the story missions, but some other stuff is quicker and could be done on the way to your destination. But then what purpose does that serve? Oh, it lowers threat in a region. What does that do? It lets you upgrade your car. Okay. Even the game's ending is so anti-climatic it feels like you were just intended to spend time in the space, rather than do anything in it.

DEOggMn.jpg

This sense of confusion isn't helped by the repetitiveness of what's going on. Story Missions are indistinguishable from Wasteland Missions. You go somewhere, you do something, you punch a bunch of guys. But then when you do a Wasteland Mission, the lack of any real Story means that the outcome of these at times seems more significant than the Story Missions. There are times when the game feels like a concept which was thought up, got a bunch of people really excited and thereafter didn't involve anyone who knows anything about narrative structure or pacing.

The other things you can do in the Wasteland aren't especially exciting either. There are scavenging locations, where you can find some Scrap (the in-game currency which upgrades Max's car and, er, Max himself). There are 191 of these. Some of them aren't even locations at all, it's just a bit of glowing metal lying on the ground. Most of them involve some sort of modified car/building/thing from the past though, where there'll be three bits of Scrap, two of which are out in the open and one which is hidden in an infuriatingly stupid place. This happens a lot. It says something about how dull the scavenging is as a means of world-padding and exploration-forcing though when it's the sheer volume of them which is the worst aspect. Of all the locations in the game there's one that I can recall right now. What looked like a street of houses mostly buried in the sand. You climb down into one of them and find it's almost perfectly preserved, and has a person lying in a bed. They might be dead, they might be asleep, they might be pretending so you don't try to kill them. I didn't actually, come to think of it. That's what I remember. In a game which I spent more than 60 hours with, that isn't a good sign.

In addition to the scavenging spots there are an assortment of camps for you to infiltrate and destroy. These are slightly larger but follow the same basic pattern. Since they're bigger they're generally more convoluted and harder to navigate, making it harder to know where you're going and where to find things. In Oil Camps you destroy some oil pumps which... does... a thing, and in Top Dog camps you fight through an assortment of henchmen to defeat an eight foot tall man in a gimp mask. These battles aren't any more interesting than regular melee combat. Before going into a camp there's always someone hanging around outside ready to give you intel, and it always follows the same pattern. There's a secret entrance, there's perimeter defences, and the main guy doesn't like it when you hit him. Great.

The melee combat is probably the most satisfying part of the game, even (because?) it's one of the simplest. It's your standard third person hit/parry button masher, with very little variety. You press square to hit guys, you press triangle to block them when the prompt appears above your head. As you upgrade Max you can employ some finishers but these only go as far as throwing pressing X into the mix. Battles can be a bit difficult to begin with until you upgrade him a bit and get used to the rhythm, but once you do you can't lose. He has a fury meter which activates when he's killed enough people but that just makes individual enemies need a punch or two fewer to die, it's not important.

The camera and targeting is probably your biggest enemy here, especially if you decide to employ Max's shotgun. While you can target before you aim, the game effectively auto-targets when you press shoot. In many cases it's quicker. But, if you're next to an enemy and a fuel can and you press shoot, guess which of them the game targets. I wish there had been more explosives involved to be honest. In some locations there are Thundersticks which are basically spears with explosives on the end that you can throw at people/the environment or jab people with, but they're only in certain places and are basically a free pass to winning with no problems. It says something that this is the most enjoyable and well-playing part of the game.

While I said I don't know much about Mad Max, I do know one thing. It's very car-heavy. Max drives a car. He likes his car a lot. Most of the bad guys centre around cars somehow, and the civilisation which is persisting has a bunch of car-related objects/mythos at its centre. This is actually quite true for Australia, which is a big place where you need a car to get around. I like cars too, in video games at least. Always have done. In open world games I usually roll my eyes when people criticise the driving. Borderlands and GTAIV are the big ones for this. You get used to it. Not in Mad Max you don't. This is, by far, the worst driving I have ever experienced in an open-world game.

3HDHWBn.jpg

As you progress through the game you can purchase upgrades for your car. Tyres, engine, exhaust, armour, etc. On the upgrade screen there's a chart at the side showing how much each upgrade affects things like the speed and handling. Having spent my final five hours or so of the game driving around in a fully upgraded car, I'm still at a loss as to what the upgrades do. The car is slow. The car gets bogged down and won't accelerate in some areas, which don't appear to be any different from the regular sand you find everywhere else. Somehow, there's no handbrake, so it's impossible to fling the car about properly, arcade style. The regular brakes you do have seem to double up, because if you try to turn while braking the car effectively digs in and comes to the most out of control stop you've ever seen. It won't roll though, because it can't. Even the boost you can unlock seems to make the screen zoom out rather than increase the car's speed. It's awful. In a video about Avalanche Studios' latest open world game, Rage 2, Jim Sterling described the driving as "something where friction isn't a concept that's in the game." That's the feeling I get here. It's like no driving physics I've ever encountered, and that's a bad thing.

Since the basis of Mad Max is gangs of lunatics that drive around in cars, a key aspect of the open world is gangs of lunatics driving around in cars trying to attack you. The game gets this wrong as well, in multiple ways:

If you're driving along and a group of two or three enemies appears driving towards you, you might try to ram them head on. They'll dodge it. If you steer harder to try and hit them, they'll still dodge it and you'll end up stopped and stuck because of the car's shitty handling, and you'll then get swamped by multiple cars.

If you're driving along and find some enemies going the same direction as you - a common occurrence, as there are Convoys which you have to destroy, with a lead car and 5/6 as back up going round in a circle at various points on the map - you can try a few things. You can press square to ram a car alongside you. You can try driving into one and grinding it down if you've installed spikes on your wheels. Except you won't, because they'll dodge that as well.

If a car starts chasing you, you might try to slow down so it can go alongside you and you can try to ram or grind it, it won't. If you stop, it stops.

It's also impossible to avoid being chased if you find some enemies. In a Grand Theft Auto for instance you might find yourself being chased by the police. If you drive flat out in the opposite direction you will lose the police. Not here. You're in a fully upgraded car driving full speed. A group of three cars drives along the road towards you. You can't be bothered with the fuss of killing them so you keep going. They stop, turn round, and catch up to you. Just imagine what that's like. Now imagine it happening every time you drive to a location you have to do a mission.

All of this underwhelming combat is a moot point anyway, because you have two weapons that can destroy a car instantly. Either Max's shotgun can take out a wheel or blow up the fuel tank, or the thunderpoon can blow it up. Why even bother? And in the Death Races dotted around the map, why bother trying to race when you can just blow your competitors up with no penalty? And you'll have to, because at the start you are always rammed by the car next to you straight off the line.

Pretty much everything in the game seems counter-productive to what the game is about. It's about cars, but the cars drive like arse. It's about the gangs that have taken over, but although there are apparently three or four different types it makes no different. It's a vast wasteland built out of the ruins of civilisation, but there's nothing to do or see or any sense that you're in a real place. Making your way through the Wasteland and the activities within doesn't feel like exploration. It doesn't feel like a solemn task as you fight for survival among people as desperate as you who're going through the same thing. It feels like an obligation, a scattergun list of hundreds of generic activities in a generic location big enough to hold all of them.

Max isn't even interesting enough to compensate for this. Look at the picture. When you're going through camps and scavenging locations you can pick up History Relics, which are photographs or notes from before... whatever it was that happened, happened. No matter what he finds, Max is always the same. A strained, desperate, husky voice trying far too hard to be pained, moaning for the change people have gone through. A picture of some cows? Look at all that food just wandering around freely. I'm sure there was one about a toilet, at which he bemoaned a waste of water. This is about the only time the game comes close to explaining why the world is the way it is, but they're so fleeting, brief and dreary that when you've heard one you've heard them all. Much like the rest of the game.

And here's something that's been bugging me for the few days I've been doing this write-up. Max is what, in his forties? One of the pictures he finds was from a wedding. "M- Married? I think I did that once." Right. So you're old enough to have been married. You're old enough to have lived before the world ended. Before all the water dried up, before the food riots, the infection, the killing, everything else. It can't have been more than twenty years for all of this to happen. Yet the only thing left from before is some rusting frames of ships and boats lying around? The skeletons of some huge creatures sticking out of the sand? No. I'm not having this. Games that have interesting back-stories make some attempt at fleshing them out and explaining them. A game that I've spent more than sixty hours in should have more than this conveniently forgetful gruff wank moaning about everything.

1C7XkIn.jpg

And you know what else? The game is weird. The story is nonsense as I've described, but you wonder how much of it is in Max's mind. In an early story mission you meet a guy called Grippa. Grippa appears to have a small boat attached to his back, and as you complete challenges you earn tokens you can take to him to spend and upgrade Max. Why? Why this... weirdness? Why is it like a dream whenever you talk to him? Why have they tried to rip off the man in the top hat from Red Dead Redemption by adding in some faux-philosophical bullshit every time you visit him? And how can you have Max and all of these lunatics he meets be the way they are when the only food is maggots, rats, tins of dog food and water? How is it possible to have so much potential for a world and make something so completely bland and pedestrian, yet with these oddities thrown in?

It looks nice, mind you. The lighting's good and I like that it has a semi-decent photomode. I've shared some of my pictures here. The game is split up into four distinct regions and I only realised late on that they're all supposed to look different. The final one of these is basically completely phoned-in. It's just sand with a couple of trains and bridges half-buried and sticking out like icebergs. Even with that and direct comparisons in mind, there's not enough to the imagery of the landscape to make it feel diverse and well-built. It's quite similar to the gameplay. Large, repetitive, and filled with superficial differences from location to location.

AjGDIyc.jpg

Mad Max was made by the same people who make the Just Cause games. When I played Just Cause 3 a few months ago I was disappointed by much of the same things as I was here. It's quite concerning that all of these games are generally well-received, and sell well. They shouldn't. If this was the only video game I'd ever played, I'd probably think it was amazing. It isn't.
 

Ryuji Yamazaki

Do yuu undastahn!?
Jul 22, 2015
9,451
6,225
U3l5dZ4.jpg

Mad Max (PS4, 2015)

Despite them containing many elements which I enjoy in fiction, I have never seen a Mad Max film. My sole knowledge of the franchise is derived from Mel Gibson's guest appearance on The Simpsons, and of the "That's bait" gif from the reboot which you can see in your head as you read this. Let's have a look at what they're about:

- Dystopian
- Post-apocalypse
- Cars
- Entirely dehumanised violence

On the face of it, good stuff. After spending 60+ hours going around a world based on that premise... well, I have my doubts.

The story is the most important part, so let's start with that. You are Max. Max is driving around what's left of Australia when he is intercepted by Scrotus, chief bad guy who cuts about in a huge truck with an assortment of his lunatic followers. They take all of Max's stuff, so Max chases after him to get it back. Despite sticking a chainsaw in Scrotus' head Max still loses this follow-up encounter and Scrotus survives, at which point the game begins. Max finds what's left of his car as well as a deformed man called Chumbucket who is muttering about some sort of religion he has formed based on watching Max drive about.

At this point, I think, the point of the story is for Max to upgrade his car. That's it. He can basically do this without ever encountering Scrotus again. There's another part of the story which quite loosely tries to tie him to a slave woman (who's called Hope, obviously) and her child as apparent replacements for his pre-apocalypse family, but they don't seem to have any meaningful effect on... well, anything.

There's your game. It's not really a good sign when the central purpose of a game doesn't really exist. As you complete story missions you unlock new areas of the map, with a new central stronghold in each and a new person in charge for you to interact with briefly. Then you move on.

A problem I had quite early in the game was being overwhelmed with things to do. This is a problem which seems to stem back to reaction to Grand Theft Auto IV, where people felt it was too constrained and linear. As a result, open-world games have been petrified of forcing the player in any sort of direction, instead putting them in the world and leaving them to it. As games have developed and got larger, this problem has intensified. You get thrown into a world with very little explanation as to your purpose, you get Story Missions, Wasteland Missions, Wasteland Encounters, as well as all the other collectible/interactive locations. It's not even the size or the choice that sticks out here, it's the apparent lack of benefit from them all. Your instinct is do the story missions, but some other stuff is quicker and could be done on the way to your destination. But then what purpose does that serve? Oh, it lowers threat in a region. What does that do? It lets you upgrade your car. Okay. Even the game's ending is so anti-climatic it feels like you were just intended to spend time in the space, rather than do anything in it.

DEOggMn.jpg

This sense of confusion isn't helped by the repetitiveness of what's going on. Story Missions are indistinguishable from Wasteland Missions. You go somewhere, you do something, you punch a bunch of guys. But then when you do a Wasteland Mission, the lack of any real Story means that the outcome of these at times seems more significant than the Story Missions. There are times when the game feels like a concept which was thought up, got a bunch of people really excited and thereafter didn't involve anyone who knows anything about narrative structure or pacing.

The other things you can do in the Wasteland aren't especially exciting either. There are scavenging locations, where you can find some Scrap (the in-game currency which upgrades Max's car and, er, Max himself). There are 191 of these. Some of them aren't even locations at all, it's just a bit of glowing metal lying on the ground. Most of them involve some sort of modified car/building/thing from the past though, where there'll be three bits of Scrap, two of which are out in the open and one which is hidden in an infuriatingly stupid place. This happens a lot. It says something about how dull the scavenging is as a means of world-padding and exploration-forcing though when it's the sheer volume of them which is the worst aspect. Of all the locations in the game there's one that I can recall right now. What looked like a street of houses mostly buried in the sand. You climb down into one of them and find it's almost perfectly preserved, and has a person lying in a bed. They might be dead, they might be asleep, they might be pretending so you don't try to kill them. I didn't actually, come to think of it. That's what I remember. In a game which I spent more than 60 hours with, that isn't a good sign.

In addition to the scavenging spots there are an assortment of camps for you to infiltrate and destroy. These are slightly larger but follow the same basic pattern. Since they're bigger they're generally more convoluted and harder to navigate, making it harder to know where you're going and where to find things. In Oil Camps you destroy some oil pumps which... does... a thing, and in Top Dog camps you fight through an assortment of henchmen to defeat an eight foot tall man in a gimp mask. These battles aren't any more interesting than regular melee combat. Before going into a camp there's always someone hanging around outside ready to give you intel, and it always follows the same pattern. There's a secret entrance, there's perimeter defences, and the main guy doesn't like it when you hit him. Great.

The melee combat is probably the most satisfying part of the game, even (because?) it's one of the simplest. It's your standard third person hit/parry button masher, with very little variety. You press square to hit guys, you press triangle to block them when the prompt appears above your head. As you upgrade Max you can employ some finishers but these only go as far as throwing pressing X into the mix. Battles can be a bit difficult to begin with until you upgrade him a bit and get used to the rhythm, but once you do you can't lose. He has a fury meter which activates when he's killed enough people but that just makes individual enemies need a punch or two fewer to die, it's not important.

The camera and targeting is probably your biggest enemy here, especially if you decide to employ Max's shotgun. While you can target before you aim, the game effectively auto-targets when you press shoot. In many cases it's quicker. But, if you're next to an enemy and a fuel can and you press shoot, guess which of them the game targets. I wish there had been more explosives involved to be honest. In some locations there are Thundersticks which are basically spears with explosives on the end that you can throw at people/the environment or jab people with, but they're only in certain places and are basically a free pass to winning with no problems. It says something that this is the most enjoyable and well-playing part of the game.

While I said I don't know much about Mad Max, I do know one thing. It's very car-heavy. Max drives a car. He likes his car a lot. Most of the bad guys centre around cars somehow, and the civilisation which is persisting has a bunch of car-related objects/mythos at its centre. This is actually quite true for Australia, which is a big place where you need a car to get around. I like cars too, in video games at least. Always have done. In open world games I usually roll my eyes when people criticise the driving. Borderlands and GTAIV are the big ones for this. You get used to it. Not in Mad Max you don't. This is, by far, the worst driving I have ever experienced in an open-world game.

3HDHWBn.jpg

As you progress through the game you can purchase upgrades for your car. Tyres, engine, exhaust, armour, etc. On the upgrade screen there's a chart at the side showing how much each upgrade affects things like the speed and handling. Having spent my final five hours or so of the game driving around in a fully upgraded car, I'm still at a loss as to what the upgrades do. The car is slow. The car gets bogged down and won't accelerate in some areas, which don't appear to be any different from the regular sand you find everywhere else. Somehow, there's no handbrake, so it's impossible to fling the car about properly, arcade style. The regular brakes you do have seem to double up, because if you try to turn while braking the car effectively digs in and comes to the most out of control stop you've ever seen. It won't roll though, because it can't. Even the boost you can unlock seems to make the screen zoom out rather than increase the car's speed. It's awful. In a video about Avalanche Studios' latest open world game, Rage 2, Jim Sterling described the driving as "something where friction isn't a concept that's in the game." That's the feeling I get here. It's like no driving physics I've ever encountered, and that's a bad thing.

Since the basis of Mad Max is gangs of lunatics that drive around in cars, a key aspect of the open world is gangs of lunatics driving around in cars trying to attack you. The game gets this wrong as well, in multiple ways:

If you're driving along and a group of two or three enemies appears driving towards you, you might try to ram them head on. They'll dodge it. If you steer harder to try and hit them, they'll still dodge it and you'll end up stopped and stuck because of the car's ****ty handling, and you'll then get swamped by multiple cars.

If you're driving along and find some enemies going the same direction as you - a common occurrence, as there are Convoys which you have to destroy, with a lead car and 5/6 as back up going round in a circle at various points on the map - you can try a few things. You can press square to ram a car alongside you. You can try driving into one and grinding it down if you've installed spikes on your wheels. Except you won't, because they'll dodge that as well.

If a car starts chasing you, you might try to slow down so it can go alongside you and you can try to ram or grind it, it won't. If you stop, it stops.

It's also impossible to avoid being chased if you find some enemies. In a Grand Theft Auto for instance you might find yourself being chased by the police. If you drive flat out in the opposite direction you will lose the police. Not here. You're in a fully upgraded car driving full speed. A group of three cars drives along the road towards you. You can't be bothered with the fuss of killing them so you keep going. They stop, turn round, and catch up to you. Just imagine what that's like. Now imagine it happening every time you drive to a location you have to do a mission.

All of this underwhelming combat is a moot point anyway, because you have two weapons that can destroy a car instantly. Either Max's shotgun can take out a wheel or blow up the fuel tank, or the thunderpoon can blow it up. Why even bother? And in the Death Races dotted around the map, why bother trying to race when you can just blow your competitors up with no penalty? And you'll have to, because at the start you are always rammed by the car next to you straight off the line.

Pretty much everything in the game seems counter-productive to what the game is about. It's about cars, but the cars drive like arse. It's about the gangs that have taken over, but although there are apparently three or four different types it makes no different. It's a vast wasteland built out of the ruins of civilisation, but there's nothing to do or see or any sense that you're in a real place. Making your way through the Wasteland and the activities within doesn't feel like exploration. It doesn't feel like a solemn task as you fight for survival among people as desperate as you who're going through the same thing. It feels like an obligation, a scattergun list of hundreds of generic activities in a generic location big enough to hold all of them.

Max isn't even interesting enough to compensate for this. Look at the picture. When you're going through camps and scavenging locations you can pick up History Relics, which are photographs or notes from before... whatever it was that happened, happened. No matter what he finds, Max is always the same. A strained, desperate, husky voice trying far too hard to be pained, moaning for the change people have gone through. A picture of some cows? Look at all that food just wandering around freely. I'm sure there was one about a toilet, at which he bemoaned a waste of water. This is about the only time the game comes close to explaining why the world is the way it is, but they're so fleeting, brief and dreary that when you've heard one you've heard them all. Much like the rest of the game.

And here's something that's been bugging me for the few days I've been doing this write-up. Max is what, in his forties? One of the pictures he finds was from a wedding. "M- Married? I think I did that once." Right. So you're old enough to have been married. You're old enough to have lived before the world ended. Before all the water dried up, before the food riots, the infection, the killing, everything else. It can't have been more than twenty years for all of this to happen. Yet the only thing left from before is some rusting frames of ships and boats lying around? The skeletons of some huge creatures sticking out of the sand? No. I'm not having this. Games that have interesting back-stories make some attempt at fleshing them out and explaining them. A game that I've spent more than sixty hours in should have more than this conveniently forgetful gruff wank moaning about everything.

1C7XkIn.jpg

And you know what else? The game is weird. The story is nonsense as I've described, but you wonder how much of it is in Max's mind. In an early story mission you meet a guy called Grippa. Grippa appears to have a small boat attached to his back, and as you complete challenges you earn tokens you can take to him to spend and upgrade Max. Why? Why this... weirdness? Why is it like a dream whenever you talk to him? Why have they tried to rip off the man in the top hat from Red Dead Redemption by adding in some faux-philosophical bull**** every time you visit him? And how can you have Max and all of these lunatics he meets be the way they are when the only food is maggots, rats, tins of dog food and water? How is it possible to have so much potential for a world and make something so completely bland and pedestrian, yet with these oddities thrown in?

It looks nice, mind you. The lighting's good and I like that it has a semi-decent photomode. I've shared some of my pictures here. The game is split up into four distinct regions and I only realised late on that they're all supposed to look different. The final one of these is basically completely phoned-in. It's just sand with a couple of trains and bridges half-buried and sticking out like icebergs. Even with that and direct comparisons in mind, there's not enough to the imagery of the landscape to make it feel diverse and well-built. It's quite similar to the gameplay. Large, repetitive, and filled with superficial differences from location to location.

AjGDIyc.jpg

Mad Max was made by the same people who make the Just Cause games. When I played Just Cause 3 a few months ago I was disappointed by much of the same things as I was here. It's quite concerning that all of these games are generally well-received, and sell well. They shouldn't. If this was the only video game I'd ever played, I'd probably think it was amazing. It isn't.

Dude wtf!
 

Unholy Diver

Registered User
Oct 13, 2002
20,215
3,869
in the midnight sea
Crackdown 3 - 7.5/10

Nothing new or earth shattering but an enjoyable addition to the long dormant Crackdown series. A bit repetitive but the first two were also so it was not really all that surprising. Gameplay was pretty good, and overall it was a fun time shooting and jumping and wrecking stuff
 

GlassesJacketShirt

Registered User
Aug 4, 2010
11,681
4,722
Sherbrooke
Bioshock Remastered by Irrational Games (originally released in 2007)
Played on PC

Here's the deal: I don't feel like summarizing an old, popular, highly acclaimed shooter. All I'll say is that the game generally holds up fine despite having above average terrific shooting mechanics, but the last third of the game + the hacking mini-game really hold it back in 2019. By god, the hacking.

7/10
 
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