The last few games you beat and rate them III

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Ceremony

How I choose to feel is how I am
Jun 8, 2012
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Rock of Ages 2 (PS4, 2017)


Rock of Ages 2 is, funnily enough, the sequel to Rock of Ages. Wikipedia describes these as "tower defence racing games", if you can imagine such a thing. The basic premise of the game is that you play against an AI or human opponent. There is a course along which you roll a giant boulder, trying to break into a castle at the bottom to reach and crush your opponent. As the game goes on you can build defences to try and stop the ball from getting that far.

The first Rock of Ages was a PlayStation Plus offering some years ago and I loved it. It was hilarious. You were Sisyphus, and the boulder he was cursed to roll up a hill forever was dropped and fell down, crushing an assortment of figures from antiquity. Rock of Ages 2 is much of the same as you play as Atlas, who drops the world from his shoulders and makes God quite angry. Here you take on figures like William Wallace, the Sphinx, Joan of Arc and Medusa before a final boss fight against God himself. The, ahem, story, is depicted in short cartoons with funny voiceovers prior to each battle. Like the first game, they're hilarious. Imagine a really well-written assortment of history books aimed at 5-10 year olds that adults can still appreciate, that's the sort of style here.

The gameplay itself is pretty much as described, although there's a lot of variation in the actual courses themselves. You also have a good amount of control over the boulder. It's not just a hill for you to roll down, it takes real skill to move quickly (quicker than your opponent remember, since you're in a race to destroy each other's defences) while avoiding obstacles. The AI is really effective at placing the various towers and missile launchers in the right place to be disruptive, and there are varying stages of difficulty if you want a real test. I struggled on the medium setting. There are a range of boulders with different attributes you unlock as you play through the story, and these offer a different approach to playing.

The game is really, really short. You could go through all its content in a few hours. The courses aren't as challenging as the first game, which featured lots of secret areas and shortcuts. Even the time trial mode is easier, I didn't have to look up a youtube guide, finishing all of them within two or three tries at most. It's definitely a case of quality over quantity, so I think the game is just about richer for it.
Rock of Ages 2 is much better suited for regular co-op and local multiplayer play though, which I think sets it apart from the first game slightly. It's much more suited to that than the first game was, so if you have some friends round you can get some meaningful splitscreen action in and have great fun at the same time. In writing this I've discovered that a third game is due out next year with lots of customisation and creation options, so hopefully that builds on the promise so far and is really substantial.

In the meantime if you fancy a laugh and a crash course in history with multiple pop culture references thrown in, give these a go. You definitely won't regret it.
 

Ceremony

How I choose to feel is how I am
Jun 8, 2012
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WipEout Omega Collection (PS4, 2017)

WipEout Omega Collection is a collection of three games: WipEout HD, the Fury DLC addition to HD and WipEout 2048, for the PS3 and PS Vita respectively. Since I'm typing WipEout rather than Wipeout you might guess that I am either a massive twat or a big fan of Wipeout. Both are true. If you're unfamiliar with something that's been a PlayStation staple since the PlayStation was a thing, it's a racing game. You race anti-gravity ships that travel at massive speeds and fire weapons. There are a range of different game modes across the three campaigns as well as a a custom event option and full online capabilities. Here are my thoughts on each of the three campaigns. I played HD and Fury when they came out, but 2048 was completely new to me.

Wipeout is probably something you either like or you don't. Racing games in general tend to fall in with that binary choice and something as hectic and precise as Wipeout exaggerates all the reasons people might have for being in the latter category. Since it was included as a PlayStation Plus game last month the online was actually populated for the first time in a while, and the difference in abilities on there was stark. I could win three lap races by 20 or more seconds, piloting the same ships as the people as I was beating. As a result my opinions of the physics and the controls might be a bit useless for someone with less experience. One thing I can add, at least based on how easily I achieved all the trophies in HD and now in Omega, is that the PS4 controller is much more precise and suited to a game like this. Even the harder to control ships are fairly manageable, and on the whole I found the higher speed classes to be a lot less pinball-y than I remember.

(Since I wrote this I've tried HD again using the DS4, and there's a noticeable different. Ships seem a lot more jittery when steering them. The graphics haven't changed much though. There's a bit more stuff in the background in Omega, that's about it.)

2048 was itself something of a departure for the Wipeout series. While all the games up until that point had been set far in the future, 2048 was comparatively close to the present day. It depicted the rise of AG (anti-grav, do keep up) racing as it took place in adapted tracks in urban areas. If you fancy seeing what New York City will look like in three decades with a race track plopped on top, have a look. Even in a game where you're moving so fast and paying less attention to the background than normal it's nice to me to see a real focus in a Wipeout game on a semi-realistic setting. The 2048 campaign features another sort-of first, as you can progress through three 'seasons' going from 2048 to 2050, as new ships and new variants of ships are introduced along with new game modes. From the basic Speed ships to Fighters and Agility options, the 2048 campaign manages to be both varied and specialised, with ships well-suited for each kind of event.

The events available are an extension of the modes refined and perfected from HD's original release. There's the standard races and time trials along with combat challenges, where you win by scoring points by hitting your opponents with the game's various weapons. 2048 also features Prototype challenges for each of the teams you can choose from, where a highly specialised ship from each team focused on one aspect of performance (speed, handling, weapons, etc) can be unlocked by completing its relevant event. I love this. The Wipeout series has a surprising amount of back story and lore, so seeing the various developmental stages of AG racing and the different ship forms was a serious thrill for me. I imagine the experience of seeing and playing with them on the PS4 was better than the Vita one would have been.

Overall I was happy with the 2048 content and I'm glad I did eventually get the chance to experience it. I do have one slight problem with it but it's something which applies to HD and Fury as well, so I'll cover it later.

HD was and is largely more of the same, but with much more specialised and spectacular tracks, and more teams. Rather than different variants of each ship you just have teams with a single ship, with four attributes to choose from. You might like a fast ship, a good handling ship, or one with lots of health. Or you might pick Tigron and just bulldoze people out of the way. Whatever your preference, there's more than enough for you to choose from to find something you're comfortable with.

HD has eight tracks which are all playable in reverse for sixteen in total. The game modes on offer in the campaign include Single Races, Time Trial, Speed Lap (Time Trial is over a set number of total laps, Speed Lap is just a one-lap thing), Tournament and Zone. Zone mode is great, and perhaps Wipeout in its truest form. Your ship gradually speeds up on its own. You only control the steering. It gets faster and faster and only stops once you run out of shield energy - after you hit your talent wall along with every other wall in sight, that is. The track and the surroundings change here too, becoming a giant equaliser which changes colour and pulsates in time to the music. HD's Zone mode is better than 2048's purely because of the colour palette on offer. 2048's contrast is far too high and you can barely see the track half the time.

Although 2048 has its distinct seasons, HD's campaign feels a lot more substantial. There are four different classes of race - Venom, Flash, Phantom and Rapier - which each class being progressively faster and as a result, harder. This is definitely where the PS4 controls come into play though, the precision complementing the speed perfectly. I definitely think (and the internet agrees with me) that the AI isn't as aggressive as it was on the PS3, but the ships are so easy to control at the highest speeds that I might be imagining it. Or underestimating myself. Whichever is true, the HD campaign is always a challenge but mostly a fair one where you never feel outdone by your hardware. The range of tracks, game modes and ship classes also mean it's a bit more substantial than 2048. If you didn't feel like you had your money's worth already, you do now...

... which is why the Fury DLC being effectively another game's worth of content in its own is so great. As the name might suggest there's a focus on the combat aspect here with a bunch of new tracks, game modes and ships, all focused on the weapons as much as possible. I do wonder what the cost of these events would be in real life. Imagine you created something which could travel at 250+ mph while floating a foot off the ground. Now imagine building another one, and equipping them with missiles to fire at one another. Fortunately Fury dispels with such quandaries and puts a proper focus on something which can feel like a lottery in regular races. The game does suffer slightly here though as the AI isn't very good at most of the modes here. I'm not sure what the problem is but they're not very competitive in any of them.

I'd assume it's down to having fewer tracks to choose from but the Fury campaign feels a lot more repetitive than HD. The new tracks are good enough in their own right, in fact every track in the game feels completely unique and even the reverse layouts are distinct too, they just pass by really quickly. I think the difficulty issues tie into that, as the game flashes past with less challenge than you're used to and isn't as memorable as a result.

The AI is probably the biggest drawback in Wipeout games and always has been. In one of the more difficult races I could go out, race as hard as I could and struggle to even stay with the one ship ahead of me on the grid, finishing 5 or 6 seconds behind the leader. On one occasion I was playing a tournament and went on to the next race. I expected another start race screen once it had loaded and went off quickly to do something first. When I came back the race had already started and I was sat at the starting grid. Since it was a tournament I went off and played anyway. I was 20 seconds behind. At the next split I was 16 seconds behind. Then 13. I ended up finishing 4th or 5th, I think. The rubber-banding is absolutely horrendous and probably the worst I've ever seen. Given the nature of the game and the maximum race length being five laps it has to be to an extent, but it's frustrating knowing how much of a race win can come down to luck. Maybe you get a few Turbos from weapon pads. Maybe you get twelve autopilots in a row and you can't get anywhere. Lots of wins in the faster classes can come down to a combination of luck and brute force. Gaming the system like this doesn't always feel very satisfying.

The other issue I have is one I touched on earlier, and is also something perhaps hindered by the arcade nature of the game. I'd love a season. The backstory and lore to these games goes into different seasons and leagues with lots of narrative and developments, yet the campaigns in Omega are all just basically an assortment of events with no connection to one another. My first Wipeout, 2002's Fusion, had a proper season with teams and drivers and backstories, this may as well be a bunch of custom races strung together. If you know Wipeout, imagine a game with a proper, fully-fleshed out career mode. You could still have the basic campaign structure but more, well, structured. Do different events in the same location on a race weekend, get points, have standings. A proper championship. The chance to move teams. If you're reading this and have no idea what I'm talking about then I'm sorry, but I'd just love this so much.

That's probably the only real criticism I have of the Omega Collection.* **

*Wait, no it isn't. Wipeout HD had a photo mode. So does Omega. Photo mode is accessible through the pause menu, or post-race. Imagine. You fire a missile at an opponent while they're upside down on a track, with purple lightning crackling around their ship keeping them 'attached'. You want a picture. You'd better hope you hit that pause button at the right time or the opportunity's gone. This was a terrible design choice in HD, why has it been repeated here, eight years later?

** The soundtrack's a bit repetitive.

Given the purgatory Wipeout's rights seem to exist in I can't imagine there will be another game soon. I'm glad I finally got around to this, since I've had it since I got my PS4 two years ago. It's certainly not got everything from every Wipeout game I've ever played but if you're new to the series there's so much content here which is so rewarding once you get it right, I can't help but recommend it. It also has full VR support. I don't care how ill it makes you, if you can get in one of these ships and pilot it, you have to. For the sake of my childhood dreams if nothing else.
 
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Jovavic

boohoo, Pens "fans", BOOHOO
Oct 13, 2002
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I really liked the first Wipeout back in the mid 90s, I really dug the style of the whole thing and it felt like the first racing game I played that gave off a real feeling of speed.
 

Osprey

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Feb 18, 2005
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I finished The Messenger last night. I started out quite liking it. I owned Ninja Gaiden for the NES way back in the day, so it was very nostalgic and I was enjoying it. Unfortunately, I slowly got tired and frustrated with it. It gets really repetitive in the last half of the game (not just from replaying challenging sections, but from needing to basically replay all of the game's levels over again). I also wasn't a fan of all of the "air walking" (i.e. rooms with no floors) and certain other scenarios (Edit: On second thought, it wasn't so much the air walking, but having to replay several rooms to get back every time that I made one mistake and fell to my death). It just felt like it was much too long and making things a little absurd and gimmicky to stretch the play time out. I was just ready to move on to other games long before I got to the end, but stuck with it just to complete it. I guess that I would say that I liked and enjoyed the first half of the game, but felt like that second half was a chore.

Edit: I finished the Picnic Panic DLC, as well. It was more of the same, but the tropical theme was refreshing.
 
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Ceremony

How I choose to feel is how I am
Jun 8, 2012
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Mirror's Edge Catalyst (PS4, 2016)


I've toyed with the idea of various clever introductions to a review of Mirror's Edge Catalyst but I can't really decide on one which I think works. It's a "reboot" of one of my favourite games ever. It was released eight years after the original, so surely there's something ripe for potential? A new, wider audience for something that was a cult hit more than anything else? Increased technological capabilities allowing for more content? A combination of the original and new ideas, complementing each other for something truly great?

I've not looked back at my Mirror's Edge review from a few years ago before reading this for the same reason I haven't replayed the original game after finishing Catalyst. I want to get my thoughts on this down first before I'm properly reminded of what the game isn't. In any case, I think it was best summed up with the phrase "I f***ing love this game", so it's fair to say Catalyst was something I was going to examine in great detail both when I played and when I wrote about it.

You are Faith Connors, the vaguely Asiatic looking woman on the box who is a Runner in the city of Glass. Glass exists as a consumer and corporation-driven autocratic dystopia, where Runners act as messengers and couriers for the black market and people who need to do things without anyone else finding out. They do this by keeping off the streets and on the roof tops of the city, all of which are suspiciously designed to aid free-running and parkour. Faith starts the game being released from jail, so I'm going to assume she wasn't very good at it. That's one point off for Catalyst already. Once she's out Faith joins up with her old boss and makes a series of new friends while uncovering a fresh conspiracy to drive the free will out of the citizens of Glass once and for all.

There's so much about this game for me to criticise I barely know where to start. Let's try the story. The bulk of the story elements suffer from the same problem a lot of the characters do in that they're not properly introduced or properly resolved. EA produced a comic to go along with the game which I have ordered but not read. This is mentioned in the loading screens where a message tells you it's how you can find out how Faith ended up in prison. Er, no. I shouldn't be surprised with EA I suppose, but making your story and game less engaging in order to sell a comic book seems like a bad move to me. (At time of posting, the copy I ordered still hasn't arrived. I also have so far resisted the urge to buy the limited edition art book for £25)

The game starts off with a confusing premise and doesn't get better as it goes on. The ultimate conspiracy uncovered by Faith & Friends is something called Reflection, where the Families and the Conglomerates conspire to inject everyone with nanobots so their moods and desires can be controlled. Quite a good idea, as far as dystopian sci-fi plots go. Catalyst's problem with it is found in that last sentence. Who are the Families? Don't know. Who are the Conglomerates? All the companies whose logos you see dotted around, I suppose. When is Reflection explained? Shortly before the mission where you go to try and destroy it, which you finish in fifteen minutes, at which point it's over. Throughout the game there's a strongly amateurish sense to the way things like the story are depicted, with very little pacing, explanation or real sense that there's any risk involved for anyone.

The ending is particularly awful for this. Reflection is stopped, the main bad guy apparently disappears, and... life goes on completely as normal. The post-credits scene has a news bulletin with an update on it followed by Faith & Friends standing back in their hideout, completely as they were when the game started. Faith says something infuriatingly trite like "we didn't start an uprising, but we started something." The gall to try and pass off what happened as profound or meaningful. The ending felt quite similar to the rest of the game - unfulfilling, uninteresting and just sort of... there.

While some of this detachment can (hopefully) be explained by that comic I'm waiting on, I'd hope it can make the characters make a bit more sense. Faith is insufferable. She's a whiny, impulsive child with pretty much no redeeming qualities. And an annoying haircut which just manages to stay in front of her eye with the game's logo tattooed on it at all times, so you can't see it. Much of her character development takes place through flashbacks, which combined with the standard audio diaries you find attempts to explain her and her family's place in Glass. It doesn't. Her mother was a scientist of some sort. Then an uprising happened, her parents died, and Faith and her sister Caitlyn get separated.

Oh, and it turns out Caitlyn was taken and adopted by Gabriel Kruger, head of Kruger-Sex and the game's main bad guy. She was renamed Isabel. Isabel ends up kidnapped by some of Faith's friends to hold Kruger to ransom, and of course this revelation springs upon us out of nowhere. The thing is, I was the only one shocked by it. Shocked is a polite way of putting it. Faith barely reacted, none of the other people in her group reacted, it was really strange. I feel as if this is a pretty serious revelation that warranted more attention when and after it was revealed, but it just isn't. Even at the game's end when there's clearly supposed to be some internal conflict on Isabel/Caitlyn's part, it's flimsy and pathetic.

Let's see what other characters we have. There's Noah, who's in charge of the Runners and apparently a father figure to Faith. He falls victim to the comic allowing the game to forego any character development, as Faith clearly cares about him more than I do. There are some other Runners faith meets called Icarus and Noah. Who cares. There's Dogen, a mysterious Asian man who looks like the Captain from the third Matrix film who Faith owes some sort of debt to. Another victim of the comic. There's Rebecca Thane, leader of the rebel group Black November who I can only assume is supposed to represent the current decade's internet outrage machine. She shouts, she wants deaths, she's very violent. She doesn't do much. Her character is actually explained in audio diaries. By the time I got to the last one I actually shut it off because of how annoying she was.

Kruger, the main bad guy, is also quite pathetic. It's ironic that in a game centred around corporations and an erosion of identity at the expense of fitting in has a primary antagonist who is about the most beige, unremarkable, unthreatening and unconvincing villain possible. In a completely sterile world, this is the best we can do. Absolutely nothing remarkable about him whatsoever, apart from the fact his name's everywhere. This reflects what I mentioned earlier about the story being told in an amateurish way. I don't know how else to describe it, things like this just sort of exist and we're supposed to go along with its inferred characteristics because it's the way they are. It's the bad guy! Dislike him, even though we've given you no reason to.

So, pretty much- no, every character is repulsive in some way. That's not everyone though. You can't forget Plastic, a high-functioning autistic teenager who is a genius who controls various electronic things in the city as Faith is doing missions. You know how in Borderlands you have Claptrap as a companion and one of the running jokes is how obnoxious and unavoidable he is? Imagine that but with none of the charm. Imagine Sheldon Cooper if he was a child and self-aware enough to play himself as a character. It's hard to find a sympathetic character in this game but Faith's main aide manages to be as irritating as they come and sums up all of them quite well. Smug, superior and dismissive of people who question her about things she states as fact without ever having explained them. Maybe it's all quite meta.

The writing doesn't help with any of them. There's not really a better word to describe the writing than 'childish'. I've already said that the story and character development is poorly done but the actual dialogue is probably the main reason for this. The characters are all very basic. It feels like one of those young adult novels about rebelling against some oppressive force, but not a particularly good one. Everyone is reduced to one or two basic traits which must be exhibited in everything they say. The final nail in this particular coffin is the animation. Characters' mouths often won't move in sync with what they say. For a game released in 2016, this is inexcusable. I started trying to get a screenshot with a cringeworthy subtitle on it like I usually do to open this review, but I quickly realised I was wasting my time. There's far too much to choose from.

The story and characters are crap, what then of the gameplay? Rather than linear levels we have an open world. As mentioned it's an open world conveniently set up for people to run around on the top of it, but it's there. Based on the 8th gen sandboxes I've played, I like this one. It's surprisingly large and moving around feels organic in almost all of it, which is quite an achievement given the scale of it. Missions mostly take place in areas inaccessible in free-roam but outside of these there are plenty of different activities to take part in. You're stuck with the basic open world stuff but at least it's relevant to the game, if slightly obnoxious because of it. "Hey, Runner! Deliver this package to someone. Now." Alright. You take it, you run, you get to your destination but because you were two steps away from the small circle in front of them when the timer ran out, you failed. If you do this, at least try to make it realistic.

There are other delivery missions where you can't be seen by KrugerSec and some where you have to divert attention by running through groups of them within a time limit. These are better, but there's not really much point to any of them. You don't gain anything besides XP to unlock abilities, and you get plenty of that just from missions and going around the city naturally. it depends on how invested you are in the game and the world, but I didn't get a lot out of them. I suppose this is what Runners are supposed to do, but they don't seem to exist for any purpose other than their own sake.

The game almost does well with open world tropes with its billboards. In a consumerist-driven world there are obviously going to be billboards proclaiming how great the corporations are. Focusing on a counter-cultural character then means this can be subverted as part of a typical element of open world video games. Great. Go and take down the evil corporate logo and replace it was a great symbol of the resistance. The problem with a few of these in Catalyst is how inaccessible they are. One in particular needed a jump into a completely pitch black area - even with the brightness turned up full. You could barely see anything. There was some scaffolding type stuff in it you had to climb and jump between to get up. The game really annoyed me here. By all accounts, looking at this area you would assume you weren't supposed to go into it. The first game had areas like this that were just little cubbyholes or empty doorways. Their being dark meant there was obviously no reason to go into them. Here though, the game takes what should be a slam dunk open world busy-making opportunity and makes it tedious, unnecessarily difficult and deliberately obtuse. Great work, lads.

Also, when you hacked a billboard it displayed your 'runner tag', which you could customise based on stuff you unlocked by doing things in-game. Well, that unlocked the things you could customise it with, but you'd have to download the Mirror's Edge app (rated 2.7 on the Google Play store at time of writing) to do so. I refer you to my Tearaway review. Stop trying to draw the player's attention to things which aren't the game. With an added dose of f*** Off, EA.

Elsewhere in Token Open World Bullshit we have collectibles. The main one of these are GridLeaks, where the Grid (imagine Google Glass but working and much more invasive) everyone is connected to has leaked big floating orange things and Faith has to pick them up. This honestly feels like something put in because an open world game needs bullshit collectibles, but there's no self-awareness or purpose to them so it just feels trite as a result. They're there in addition to Runner Bags and Documents, which don't differ materially or offer any purpose themselves either. Hmm. The deliveries often mention the chance to earn 'scrip' which I presume is in-game currency, but no such thing exists. Was there another aspect to this game planned but not implemented? It almost makes sense, since you have a debt to repay to Dogen. I assumed I'd have to do stuff like missions and side-missions to build that up, but no. Maybe an opportunity wasted.

The last complaint I have about the city is that I can't really tell what some of it is supposed to be. There are different distinct areas you have access too. I think this best way to describe them is districts. The game tells you what class of people live there but it doesn't have much relevance to gameplay since you don't interact with any of them. There are two areas in particular that I don't understand though, both near a harbour/sea front area. Running around them it's obvious that they include residential areas. You move through some relatively open-plan buildings with things like kitchens and beds in them. Outside of these however, and probably taking up more space than the 'interiors' you have, well, the same thing. Endless amounts of couches, seats, tables, various things that look like people are supposed to use them. But they're all empty. Is this communal? Is it someone's house? This area in particular feels like something designed purely with aesthetic in mind, but it just makes the city feel more empty and soulless than it's clearly supposed to be.

** I wrote this review and went back to play the original game again. There's a difference in the way the city is depicted, but I don't think it's really up for debate which looks best. They're both heavily stylised, but Catalyst's looks like it's out of necessity because they can't render it properly. The accessible areas in Catalyst aren't the whole city - there are a few districts you can explore, but a much more sprawling metropolis beyond those. It all looks the same. As I was playing I took several screenshots when I reached a point with a great view, but these spots were few and far between. They also had to be framed carefully. In the first Mirror's Edge, there's so much more detail and care you'd struggle to tell which game is from 2008. Close-up, far away, it all looks better.

The notion of XP is one of the game's more modern and infuriating schemes. It serves no purpose. You get XP by doing all the things I've listed and you can unlock combat, movement and gear bonuses. The movement upgrades are particularly galling, as several are basic running moves from the first game which don't seem to have been taken out for any other reason than to impart a false sense of progression on the player. There's some thematic purpose since Faith has been in jail for two years, but if this were relevant then surely moves would be unlocked automatically, rather than at the player's progression? Stuff like the gear additions that allow her to swing or pull herself up to ledges like a grappling hook work this way, why is it just them?

Obviously in a game like this controls and movement are integral to its success. They're okay. They're noticeably simplified from Mirror's Edge, even considering several moves being unlockable. It's possible to reach full running speed with one button press. While this increases accessibility and broadens appeal, it makes the game much easier. I don't want to sound elitist but there's very little challenge in speed runs now. Rather than the game being a mix of challenge and precision it's more focused on the pure satisfaction of timing jumps and climbs right to get past obstacles that makes you stop and reconsider your approach. I don't think that's a benefit.

The movement in an open world setting is quite strange as well. The ease with which Faith gets up to full speed means it's very difficult to explore because the controls are so sensitive. I like the Mirror's Edge art style and aesthetic. Being able to explore an entire city of it at will should be and mostly is an enjoyable experience, but if you're just looking around a room or an area it can be awkward to do it at your own pace. Maybe even hold down the boost button to walk slowly, that could've been an option. With the collectibles and a few easter eggs the game obviously incentivises you to look around, but it doesn't seem to give you the controls to go along with it.

The biggest problem with moving around the city and missions is Runner Vision. In Mirror's Edge this was fairly simple. Objects you could use to advance in a level glowed red. This formed a key part of the game's aesthetic with the starkly contrasting colours, and symbolised the experience and mindset of the Runners who used them regularly. This is mostly retained for Catalyst, although with more open plan levels and a sandbox world it's not possible to have a linear route to everywhere you want to go. In this case, Runner Vision is a small red trail that shows you where to go. Every possible destination you could set in the open world, this thing flashes along the ground showing you where to go. Very convenient you might think, trying to explore lots of complex looking rooftops.

This might be the case, but it means all your movement is the same. You always take the same routes. You have too as well, because if you ignore the Runner Vision you'll probably get lost or stuck, and have to turn it on anyway. This completely undermines the point of an open world Mirror's Edge game and doesn't address complaints about linearity from the first. The linearity isn't gone, you just have the illusion of an alternative. Plus, in missions it will randomly turn off in certain sections. When this happened I usually left it off, preferring to try and explore a level and work it out myself. I don't know why it goes off though. In these situations it feels like a bad piece of game design that's been implemented badly.

I think I've done quite well in avoiding comparisons to the first game but I can't any longer. Combat. f*** me. The first game had a strange relationship with this. Faith is a skinny girl in a vest and shorts. Faith is often challenged by private security who're wearing riot gear and armed with light machine guns. In Mirror's Edge the combat was pretty standard and simple, with the option for using guns available. In all situations though, running away was the best choice. It was also possible in all situations, with a trophy for completing the game without using a gun. This helped the game stay true to its central theme of running, since the weapons were clunky and obviously awkward for Faith to use.

Catalyst doesn't have guns. It also has a range of enemies, some with guns, some with sticks, some with tasers. It also features the stock advice during loading screens that running away is often a preferable option to fighting. That'll be why, on multiple occasions, the game features missions where you're forced to fight. Where you're in an enclosed area up against four guys at a time, who you can only attack one at a time. Who you can only do real damage against by hitting them with different kinds of attacks. Where the most powerful attacks involve you building up Focus by stringing together some running/jumping/moves and utilising these when striking, such as wallrunning, turning, jumping and kicking, or springboarding off a small ledge and into a flying kick.

Why.

The.

f***.

Combat was one of the most criticised aspects of Mirror's Edge. Probably because it was so clunky. Why, in any other similar game, would you try and develop it, even insist on it in certain situations? The best bit is the guys with guns have some visible body armour and go down in two kicks. There's guys with sticks and what look like bulletproof vests who could take ten kicks to the face and barely stumble. I don't understand why this is here. Even with the nature of an open world game in mind, running away from the police is always more effective than trying to fight them. In Catalyst it's even necessary, as if you cause enough of an alert most of the game is locked out until you're at a safe house. I don't want to say what Catalyst aimed or is supposed to be, but if it's a Mirror's Edge game it shouldn't, it can't, be overly focused on combat in any way.

Oh, once you've purchased all of Faith's combat upgrades everyone drops like flies. Of course they do.

** Again, after playing the original I actually have some positive feelings towards the combat. Being able to use the environment much more against enemies is a good thing. The amount of occasions you're forced to do it on aren't.

One particular aspect of Mirror's Edge I enjoyed was the sound and music. It had its signature song and other soundtrack pieces composed for each level. This meant all the music you heard fit in with each area and every bit of action you were facing. The ambient sound in an open world game is much more difficult, and even though Catalyst has the same composer and similarities in some music pieces, it ends up really disappointing. There's a jukebox in Faith's main hideout that plays what I assume are most of the ambient tracks, but they're all forgettable. This is an aspect of the game I'd definitely call disappointing rather than bad or infuriating, because it's potentially a real strong point of the game which just seems wasted.

** One of the tracks the jukebox plays is much better than any of the others, being much more evocative of the first game's soundtrack. It's from that game. It's the starting music from the final chapter. Of course it is.

My final complaint is about the story and structure of the game itself. It's short. There are a few side-missions for characters which are equally short. I was actually surprised when the story ended, I think my detachment from events was covered in an earlier complaint but there are examples. There's one mission where Isabel/Caitlyn is being kidnapped. You have to run around a building site and deactivate some turrets for an escape route. You do that while the actual story and action is described to you by someone else. I don't think it's a good reflection (chortle) on a game when the story is happening while you're somewhere else and doing something much less interesting sounding.

If you want to skip to the final line of this review for something more succinct, I'll say this. I tried very hard to like this game. It tried equally hard to put me off. It won, barely. There was (and still is) a lot of potential for an open world Mirror's Edge game to be well made and worth your time, but this one misses the point of why the first one was popular while doing little to endear itself to anyone else. It feels cobbled together with several elements seemingly not implemented to a full or proper extent. If I didn't like the first game so much I would probably care more. Ultimately though, I'm just meekly disappointed.
 
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guinness

Not Ingrid for now
Mar 11, 2002
14,521
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www.missoulian.com
Link's Awakening - 8/10.

Biggest complaint I had, is the frame rate issues, they were really noticeable at the beginning, then I didn't notice them as much, then I did in pockets closer to the end. Unfortunately, there isn't a software update, and there's little in the way of replayability, so...and the story isn't deep, but it's still Link and dungeons after all.
 

GlassesJacketShirt

Registered User
Aug 4, 2010
11,676
4,720
Sherbrooke
Dragon Age: Inquisition by Bioware

Available on PC, Xbox One, Xbox 360, PS3, PS4

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76 hours. I exhausted the f***ing thing; hell, I'm exhausted. A game this big and content packed deserves a massive postmortem, but I just do not have it in me right now, so I'll just use point form and get it over with.

1. Despite being an eighth console generation title, Inquisition feels more like Bioware's send off for the PS3/360 era than a modern release (more on that later).
2. The combat does a good job of mixing mainstream participatory gameplay with tactical decision making, and every class feels fun to play.
3. Characters are mostly well written (I want Varric to return in DAIV), though some companions felt somewhat redundant over time.
4. Though not a masterclass in graphical fidelity, I will give Bioware props for pulling off a beautiful game world to explore.
5. It's a huge game, REALLY huge, contrasting with DAII's size limitations and repetitive environments.
6. Storytelling is mostly solid, with several intriguing plot points and side quests littered throughout its runtime.
7. The ending somewhat underwhelmed for yours truly, as if they suddenly ran out of development time to properly set up the final confrontation.
8. Skyrim clearly influenced some of its scale, and I do not feel like it was all for the better: fetch quests aplenty, and the impressive size of its locations feel stretched out in several cases (Hissing Wastes being the worst example). The worst part: Skyrim's immersive qualities and sandbox gameplay made the monotony far more forgivable, while the more structured design of Dragon Age amplifies these flaws' influence on the experience.

Inquisition is an important game in the landscape of Western RPGs, but not for all the right reasons. Its ambitions in scale and gameplay feel like the final note of an era, and as such I can completely understand why the game won so many awards at its time of release. It has content, a lot of it, and alot of it is actually quite good. Yet playing it in 2019 allows me to understand why it's legacy doesn't match its initial acclaim: it carries the sins of the games that came before it, whether it be the canned animations, inconsequential story decisions, lifeless NPCs and wasteful quests hampering the enjoyment. This might have been fine if it were not for The Witcher 3, which released shortly after, and the latter most certainly raised the bar in terms of world building, character design and storytelling. CD Projekt completely reset the standard for narrative driven western fantasy RPGs, and as such Inquisition's reputation suffered for it.

I would recommend this game to anyone who remains a fan of Bioware's library, notably Mass Effect, Neverwinter Nights and the Dragon Age series in general, yet despite my gratitude to the game's achievements in scope I cannot avoid the elephant in the room: this game was outdated mere months after it came out.

Score: 6.5/10
 

Frankie Spankie

Registered User
Feb 22, 2009
12,432
442
Dorchester, MA
Blasphemous - 9/10

Blasphemous is a dark theme action-platformer/metroidvania about death. The combat and artstyle is where the game shines. It's one of the most beautiful looking games out there and each zone has its own unique artstyle/theme. The combat is great. It's very methodical and forces you to approach each fight with caution, playing smart defense and attacking when the opportunity arises. The enemy variance keeps things fresh although you will run into some of the same enemies elsewhere. The bosses were all fun and were all challenging. While being challenging, none of them felt unfair. My only real complaint is the platforming feels a bit strange at times. Sometimes when you try to drop down, you'll grab onto the platform you just tried to jump off which gets annoying but if you get used to it happening and know to let go of the analog stick and just press down to drop. As far as metroidvania goes, they also don't really add anything to change your movements abilities to open up paths. There are a couple of relics that allow you to reach higher platforms but it's always just for collectibles or new abilities, not for story progression. Those criticisms aside, I treated this as pretty much a straight action-platformer rather than a metroidvania and loved it. If you go into it with the same mindset, you'll probably enjoy it too.
 

No Fun Shogun

34-38-61-10-13-15
May 1, 2011
57,551
15,385
Illinois
Link's Awakening (2019) - 9/10

Just an all-around incredibly pleasant experience that has a fun gameplay loop, a visual style that grows on you, excellent music, and a surprisingly melancholic atmosphere. I enjoyed the heck out of it, but also shows it's predecessor's age by being obtuse and convoluted in places and could easily be improved with a couple of quality of life upgrades.

But would still highly recommend it. A lot of fun.

Updated Zelda rankings:

Breath of the Wild
Link to the Past
(Okami)
A Link Between Worlds
Wind Waker
Minish Cap
Link's Awakening
Twilight Princess
Ocarina of Time
Zelda 2
Zelda 1
Phantom Hourglass
Spirit Tracks
Hyrule Warriors
Majora's Mask
Link's Crossbow Training
Skyward Sword

- Haven't played yet -
Oracle of Seasons & Ages
Four Swords
Four Swords Adventures
Tri Force Heroes
Cadence of Hyrule

I had to resist the urge to push it up a bit in the rankings due to possibly having my new favorite ending of the series.
 

GlassesJacketShirt

Registered User
Aug 4, 2010
11,676
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Sherbrooke
Enemy Front (2014)
Played on PC, also available for Xbox One and PS4

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Found the game for cheap, and I can't say I would have paid a cent more for it.

This is one of those budget games with a good amount of unfulfilled ambition. Feeling like both a cheap COD clone and a cheap Crysis-style campaign in one, Enemy Front simply tries to do too many things and fails at most of them. The sniping can be pretty fun (CI Games even ripped their own Sniper series' signature death cam feature), and the game does carry some decent scenic variety, but this is clearly another CI effort that didn't get the budget it needed to stand out in any meaningful way.

Score: 4/10
 

Osprey

Registered User
Feb 18, 2005
27,921
10,802
Enemy Front (2014)
Played on PC, also available for Xbox One and PS4

2570030-0002%20%283%29.jpg


Found the game for cheap, and I can't say I would have paid a cent more for it.

This is one of those budget games with a good amount of unfulfilled ambition. Feeling like both a cheap COD clone and a cheap Crysis-style campaign in one, Enemy Front simply tries to do too many things and fails at most of them. The sniping can be pretty fun (CI Games even ripped their own Sniper series' signature death cam feature), and the game does carry some decent scenic variety, but this is clearly another CI effort that didn't get the budget it needed to stand out in any meaningful way.

Score: 4/10

That's too bad. It's been on my to-do list because it looks good, graphically, and I can't get enough of WWII. I figured that it wasn't very good, considering that it's low budget and was quickly forgotten, but it's disappointing to hear, nonetheless.
 

GlassesJacketShirt

Registered User
Aug 4, 2010
11,676
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Sherbrooke
That's too bad. It's been on my to-do list because it looks good, graphically, and I can't get enough of WWII. I figured that it wasn't very good, considering that it's low budget and was quickly forgotten, but it's disappointing to hear, nonetheless.

I wouldn't say that it's disappointing as an experience, just that it's more-or-less what should be expected considering who made it. CI Games is one of those developer/publishers historically known for churning out bargain shooters at a stellar rate (seriously, check their wiki page or the cumulative GManLives video on youtube), and outside of the Sniper franchise I believe Enemy Front was one of their first ventures into the middle tier market. The stealth aspect of the gameplay is novel for the WWII genre, but it isn't very fun to use due to the excessive kill times for stealth kills and the shooting being far easier.

I believe I got it for around $6, which is fine. The Crytek engine gives the countryside levels some nice visual flare, and I do give them credit for trying, but it was clearly hampered by budget and time, aka publisher's policy.
 
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Frankie Spankie

Registered User
Feb 22, 2009
12,432
442
Dorchester, MA
I enjoyed Enemy Front for what it was, a cheap, nice looking WWII shooter. Surprised there's so few WWII shooters considering 10-15 years ago it was all we had. It wasn't groundbreaking or particularly great, but it's short and fun.
 

Ceremony

How I choose to feel is how I am
Jun 8, 2012
114,296
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Gravity Rush Remastered (PS4, 2016)

Gravity Rush is one of the PS Vita's launch titles. Not being the sort of lunatic to spend three figure sums of money on handheld gaming systems I never played it on that platform, but it was remastered for the PS4 so the right of mind could enjoy it too. You play as Kat, a blonde girl in a strange outfit who wakes up in a place she doesn't recognise with no memory of who she is. She gets called Kat because there's a cat made of stars that follows her around which allows her to manipulate gravity, letting her effectively 'fly' by falling in whichever direction she chooses.

That's as far as I can go with an introduction. Usually I'd say what the game's about but in this case it's almost impossible to summarise that properly. First there's a guy called Alias who looks like Scarecrow from Batman if he was made out of frayed electrical wire. He is apparently responsible for the Nevi, an assortment of red things who go around attacking people in Hekseville, where the game is set. But then you defeat him early on and then go on a trip below the world, where a crashed school bus landed and a primitive society was formed by the children on board. There's another gravity shifter down here who doesn't like Kat (I don't think you ever find out why) and Kat helps them get back up, but when she returns to Hekseville it's a year in the future, there's no children and she lives in a police state after a guy who looks like Ming the Merciless became Mayor.

Like I said, there's no chance of summarising the story. It's all over the place. Gameplay is fairly straightforward. Like I said, you can change gravity's direction and 'fall' in order to move about, then landing on various surfaces which are then treated as the floor. I like this, although it's a bit unintuitive to start with and even after playing for a while. You press R1 to float, then R1 to fall in whichever direction you picked, then you always need to press R1 twice to stop and go again. It's the only way you can really change direction when falling. It's technically realistic, but it interrupts what should be a more free-flowing aspect of the gameplay.

You can use your gravity powers for combat, delivering flying kicks to enemies. In fact this is the only way that's really worthwhile, as it's a lot quicker than being on the ground and trying to kick them. There are lots of different shapes of Nevi with different attack patterns (sharks, plants, Shadow of the Colossus... Colossi), but diving in with flying kicks can be clumsy. Maybe it moves and you miss even though you're locked on. Then you have to stop, turn, line up an attack and try again. There are upgrades you can buy which make movement and combat a bit easier, but they don't really progress at the same rate as the game.

I could go into a lot of detail about this game's problems but I'll try to keep them brief. I think it obviously suffers from being made for handheld. The truncated story is the best example. There's about three or four things here you could make a single game about. It's not even the usual Japanese game with too much weirdness crammed in it, because the game's surprisingly short. Stuff appears, happens and is gone again just as quickly. While this make the game feel rich and imaginative and just stays on the right side of being incoherent, it feels like a lot of wasted potential to me.

The same goes for Hekseville itself. It's split into four areas, three of which you make reappear from the gravity storm that's happening below. The city itself exists on a giant pillar that puts me more in mind of Jack and the Beanstalk. Each area is distinctive enough, but there's little reason for any of them. They come and go as quickly as the story events I've already described. As much as the game is enjoyable to play and explore, there's so much content which is featured so briefly you can't help but feel underwhelmed on occasion. Even something like the map doesn't help because it's so unintuitive. The world has its own language which I'm pretty sure isn't Japanese. The map screen in the pause menu uses this, so you can't tell where you are. To view a different area of the map, where your objective might be you have to press the button to zoom in, then again to zoom out for an overview of the world. Why? Why make it this complex originally, and why not fix it in the remake?

With that said, I do have to stress that I liked it. I liked the characters, especially Kat who is adorable and believable throughout, even if she is introduced with convenient amnesia and is never properly explained. Nothing else is, so why should she be? In place of cutscenes the bulk of the dialogue and story telling is done through comic strips, and even these fit in nicely with the tone and aesthetic of the game. The gameplay makes sense in a clumsy sort of way, even if the platforming possibilities of its core mechanic aren't ever really explored. There are some race challenges where you have to move about against the clock, but these end up being more fiddly than they're worth. You might get stuck on a lamp post for instance, then fall off in a different direction from where you wanted to go.

As much as it might sound like I can't avoid pairing up praise with criticism for Gravity Rush, I did like it. The characterisation, story telling and even the obviously Vita-based aesthetic are all great. The control scheme is intriguing but not consistent. The story, the setting and even the three DLC episodes are all insane, and their briefness is frustrating rather than outright disappointing. I think that's the best way to sum it up. While some games leave you wanting more, in this case it's because you feel there's more to come from what's there, rather than wishing there was more there in the first place. Thankfully the sequel was made for a real console (and it's on sale right now), so hopefully by the time I get to that most of my issues will have been resolved.
 

Ceremony

How I choose to feel is how I am
Jun 8, 2012
114,296
17,374
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Red Dead Revolver (PS4... at some point, originally PS2, 2004)

Red Dead Revolver is Rockstar's first attempt at a game with Red Dead in the title about one man's struggle against a corrupt State set in the Old West. Only back then it wasn't open world. You are the imaginatively named Red. When Red's parents are killed and the family home destroyed just as daddy was teaching him how to shoot bottles lined up on a fence, he sets out to find those responsible and avenge his family, no matter who gets in the way.

The first thing to say is that this is a game started in 2000, released in 2004, played on a 2013 console in 2019. It looks... well, it looks like a PS2 game. It plays like one too. It's a third person shooter, and the lack of refinement in the controls makes me wonder how the concept ever caught on. There's a range of weapons to choose from, picking a pistol, rifle and throwable to start a level with but also adding whatever you collect from fallen enemies. Aiming is vague and guns don't seem to do much damage even with headshots, but the more you play the more instinctive the shooting becomes. It might not look or feel as precise as you might be used to in 2019, but you can get a hit most of the time.

If you're familiar with the Red Dead Redemptions you'll be familiar with Dead Eye and duels, both of which are featured here. Dead Eye works are usual, slowing down time and letting you target enemies at leisure to be fired on at once. It's an interesting bullet-time feature which adds a unique flavour to gameplay. Duels are also much better than I remember in Redemption, making sense stylistically and mechanically in a way I could never understand in that game. The frequency of duels in the story campaign adds a decent amount of tension to proceedings, and by the end of the game and my third playthrough I managed to get through without dying once. So, proof that the controls grow on you.

The bulk of the game takes on pretty much every established location and idea you've ever seen or imagined in a Western. Once Red is grown up he ends up hunting several bounties for the Sheriff of a town called Brimstone. Although the cutscenes don't really offer much context for who these people are or why you're off chasing them, the levels all vary enough and the eventual boss fights themselves vary enough to keep the game fresh and consistently interesting.

In some sections you get to play as other characters. Some of these team up with Red towards the end of the story, some are villains Red eventually takes down, but each of them has their own unique characteristics and offer something else to the player. Even the Dead Eye abilities vary from character to character, so there's extra layers of differences in the gameplay. Although the game suffers in its storytelling, the characters themselves are distinctive enough to compensate slightly. I'm not sure how to properly describe the way the cutscenes struggle to tell the story, aside from some details being scant. Maybe it's just the pace of the game, or how quickly the locations change from one to the other.

That's probably my biggest criticism, come to think of it. Although the game does well with its set-pieces and level design, it can all be a bit fleeting and trope-heavy. I said there are many things listed from whatever you think Westerns are, that isn't always a compliment. Enemies in particular can be very heavily stereotyped. It feels asinine to compare this to Redemption, but where Redemption's inspirations were subtle and nuanced, Revolver doesn't shy away from them at all, and it can be quite jarring. Overall, the tone of the story seems at odds with some of the writing in characters. One way in either direction would have been better than trying to do both.

The controls are the only other real criticism I have. There are three difficulty modes - Normal, Hard and Very Hard. You first play on Normal and unlock the others by completing the level below it. After finishing the game once you unlock Bounty Hunter mode, which puts you in various chapters with a set goal to complete in addition to finishing the level. You can unlock cheats through this such as invincibility and one shot kills. I used these cheats for my Hard and Very Hard playthroughs. Based on Normal, I've no idea how I would have managed otherwise. I don't want to keep making excuses for the time the game came out, but it feels in dire need of refinement to have been played properly on anything higher than Normal.

I would criticise things like the character modelling, but I found it too funny to really resent it. Have a look at some of them online. They're hysterical. Although the story campaign is short there's actually a fair bit of content here. There's a 300+ page journal with backstory on all the characters, weapons, locations and story events you can fill in. There's also a multiplayer mode with various game modes and maps which you can play against humans or AI. Given the amount of time in my youth I spent in 007 Nightfire's corresponding mode, I think I would have enjoyed it a lot back then.

I'm glad I got to play this since I love Redemption so much. I got to see where the idea for a Western game really started. Although it's very rough in some places it's still an objectively good game, and the inspiration for what followed is obvious. Its current price on the PSN Store is a bit of a joke for a PS2 game, but if it's ever on sale, give it a try.
 

Shareefruck

Registered User
Apr 2, 2005
29,232
3,988
Vancouver, BC
Kind of unorthodox to review this kind of thing, but...

Don't Call Me Mama, But Yes, I Am Your Mama - 2.0 (Positive)

Kyle Bosman is my favorite internet personality-- Really great at his job but also oozes personality, comedic wit, irreverance/uniqueness, insight, and on-point creative sensibilities. As a gaming commentator with no professional experience in anything else, he's now modestly and amateurishly made a really memorable paper-puppet web series (Box Peek) as well as a really memorable videogame (Don't Call Me Mama) that both legitimately impress me more than much larger professional efforts that get critically praised. It's just like a bare bones 15-30 minute story/choice gameboy game with no mechanics that was made in GBStudio over a few months, but I have huge fondness for it. It just goes to show how far just plain inspired and clever decision making can take you. Clearly inspired by Pokemon and Toby Fox/Undertale.

DL9S8bV.gif


 
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No Fun Shogun

34-38-61-10-13-15
May 1, 2011
57,551
15,385
Illinois
New Super Mario Bros U Deluxe

...eh, 6/10.

Kind of fun at times, but not remotely memorable or in my opinion worth full price. Just a staggering "kind of okay."
 
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Frankie Spankie

Registered User
Feb 22, 2009
12,432
442
Dorchester, MA
Trine 4: The Nightmare Prince - 9/10

It's really just more of Trine. If you liked the original Trine games, you'll like this one. The game is as beautiful and as fun as ever. It's back to full 2D vs what Trine 3 tried going 3D but that's to be expected considering the dev team didn't even finish Trine 3 before running out of funds and had to release it in an unfinished state. This was clearly a complete game, just like Trine 1 & 2.
 

GlassesJacketShirt

Registered User
Aug 4, 2010
11,676
4,720
Sherbrooke
Sniper: Ghost Warrior 3
Developed by City Interactive Games

maxresdefault.jpg


Open world entry in the Sniper: Ghost Warrior franchise. Everything feels a lot better than 2 (which I would give a 6/10), but more generic as a result. It's really not bad, and I do think the relatively short missions help make the game ideal for short stints. If the above image intrigues, a steam sale purchase wouldn't be a waste.

Score: 5.5/10
 

Frankie Spankie

Registered User
Feb 22, 2009
12,432
442
Dorchester, MA
Sniper: Ghost Warrior 3
Developed by City Interactive Games

maxresdefault.jpg


Open world entry in the Sniper: Ghost Warrior franchise. Everything feels a lot better than 2 (which I would give a 6/10), but more generic as a result. It's really not bad, and I do think the relatively short missions help make the game ideal for short stints. If the above image intrigues, a steam sale purchase wouldn't be a waste.

Score: 5.5/10
Do they force close range combat? I remember playing the first and it was so linear with lots of forced combat at close ranged. It took out all of the appeal to me since the gunplay was pretty meh and I didn't feel like a sniper. The idea of open world sounds intriguing but I want to be able to stealth the whole thing.
 

GlassesJacketShirt

Registered User
Aug 4, 2010
11,676
4,720
Sherbrooke
Do they force close range combat? I remember playing the first and it was so linear with lots of forced combat at close ranged. It took out all of the appeal to me since the gunplay was pretty meh and I didn't feel like a sniper. The idea of open world sounds intriguing but I want to be able to stealth the whole thing.

Sniper 2 did a good job of making things stealth based, and I can't recall using anything other than the sniper rifle and the silenced pistol (including instances where cover is blown), but it is insanely linear. It's essentially a campaign based off the All Ghilled Out mission from COD 4, and it does a decent job for what it was (though something about the controls felt sluggish). Occasionally you forced into more action packed moments, but these were usually based on running away or playing hide and seek versus a rival gunner.

Sniper 3 gives you all the necessary tools to play exclusively stealth, but it does a much better job with regards to close quarters fights should you be compromised.
 

Frankie Spankie

Registered User
Feb 22, 2009
12,432
442
Dorchester, MA
High Hell - 6/10

A really short but fast paced first person shooter. It kind of plays like a first person shooter version of Hotline Miami. Gameplay is really average, nothing to really write home about. I give it an extra point just for having some fun loading screens but overall, nothing special.
 

Osprey

Registered User
Feb 18, 2005
27,921
10,802


Ion Fury (2019) (PC... but coming to PS4/XB1/Switch) - 8/10 (Loved it)

I raved about this when I first started playing it and can only rave about it more now that I've finished it. It's a new single player, first person shooter that uses a modernized version of the classic 2.5D Build engine that most famously powered the original Duke Nukem 3D. That means that it looks like a 1995 or early 1996 shooter, with low polygon 3D levels and 2D (sprite) objects. You play a character that is essentially a female Duke Nukem, giving funny wisecracks now and then, especially after killing enemies (ex. after blowing someone up: "Some assembly required!"). True to games of that era, there's minimal story, not many scripted events and brief cutscenes only at the beginning and end... just how I like it: 99.9% uninterrupted gameplay.

Most of the time, you face 1-6 enemies at a time, but, especially later in the game, things can really hit the fan and you'll face a dozen or more at once. They all have different attacks and ranges that they can attack from. This is not a game that is stingy with ammo, health or armor. They lay around everywhere for picking up, even in odd locations (like on top of bookcases) and in secret areas (which are all over the map). Finding and getting to them really satisfies loot cravings. Level design is superb, displaying both creativity and complexity. Also, the game is pretty long. The reviewer above suggests that it has twice as many levels as Duke Nukem 3D. I easily spent over 20 hours because I played through it on a harder difficulty (i.e. a good bit of dying and replaying) and did a lot of exploring for ammo and secret areas.

I liked the weapons and their usage. There wasn't a single weapon (well, except for the melee weapon, an electric baton) that I didn't use or didn't find useful. You can kill anything with any weapon, but some are more effective than others. For example, the shotgun is ideal for humans because it can kill in one shot (if close enough and aimed well enough), the chaingun is ideal for certain deadly creatures that can't fire back while being pummeled, the crossbow is ideal for really nasty flying abominations because each shot shocks them and prevents them from firing their rockets, the grenade launcher is ideal for groups of enemies and mechanized enemies and so on. There's strategy in using the right weapon for the right opponent and not wasting ammo that may be put to better use on stronger enemies.

For the sake of balance, I should note weaknesses, but I can't think of many. Of course, the graphics are 20+ years outdated, but that's the point. There isn't much story, but that's how most 90s shooters were. The weapons are your typical shooter weapons, but I like that they're mostly familiar. There just isn't much wrong with the game as long as you keep what it's an homage to in mind.

Anyways, I loved it. It's the most enjoyable shooter that I've played in years. I'm an old school gamer who cut his teeth on mid-90s shooters like DOOM and Duke Nukem 3D, so being a total nostalgia trip was a huge part of that. Younger gamers might not appreciate the 2D sprites or the clean, blocky architecture. I probably wouldn't recommend it to such gamers. To older folks like me, who have fond memories of those mid-90s shooters, though, I highly, highly recommend it.

It's available only for PC right now, but PS4, XB1 and Switch versions are supposedly coming either later this year or early next year.
 
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