The last few games you beat and rate them IV

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Gnova

CowboysR^2
Sep 6, 2011
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Jetland
I haven't been gaming as hardcore as I normally do but the last three games I finished, platinum, were

TLOU2 - 10/10
I loved everything about the game.

Greedfall -9/10
This is my favorite RPG since DA:Inquisition.
Every decision you make has consequences and a lot of them are really grey.

Ghost of Tsushima - 8/10
This game is fantastic but at times it really felt like a smaller world, samurai based, assassin's creed.
 
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Frankie Spankie

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Feb 22, 2009
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Greedfall -9/10
This is my favorite RPG since DA:Inquisition.
Every decision you make has consequences and a lot of them are really grey.
I remember watching a little bit of a stream of Greedfall and I loved how it seemed like the consequences were really grey or sometimes you wouldn't see an effect until a couple hours later. That was really interesting to me, I love choices that are morally grey. I wish more games would go that route. I have it on my wishlist but my backlog is so long, I'm not sure when I'll get to it so I still haven't bought it yet.
 
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Le Barron de HF

Justin make me proud
Mar 12, 2008
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De Blob 2: 6/10

Was a free game on Xbox. Thought the game would get better/diversify but it never really did. I wouldn't recommend it unless you have kids. Could be a good game for them.
 

Section337

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Jul 7, 2007
5,374
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Edmonton, AB
Been playing Greedfall over the last week, really enjoying it. Even the tooing and froing seem to make sense based on your character's job. Bit of jankiness but definitely a good enough game that I only felt a slight bleh that I just bought it when it is going on PS+, since I am happy enough to have paid for it.
 

GlassesJacketShirt

Registered User
Aug 4, 2010
11,681
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Sherbrooke
Giving Call of Duty: Black Ops - Cold War a 7.0 (campaign)

Truth be told it was good fun, but the lack of development time was felt by the end of the story. Could have used an extra mission or two.
 

Ceremony

How I choose to feel is how I am
Jun 8, 2012
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MediEvil (PS4, 2019 - originally PS1, 1998)

With the recent release of a new console generation the concept of backwards compatibility has been given more attention than it usually gets. Once games actually start being released for the new consoles I'm sure it'll go away again, but it's interesting to see console developers suddenly start caring about people being able to play old games when there's an opportunity for them to sell new, extortionately priced hardware compared to any other point in time where they actively make it as hard as possible to play games from previous generations. Oh by the way PS3 and PS Vita stores don't exist anymore, if you weren't aware.

With this in mind I have always been cautiously supportive of the concept of remakes and remasters. Ever since I had the vague notion that I might get the opportunity to play the Jak and Daxter trilogy again long after my PS2 and games had been traded in I've thought it was, on the whole, a good idea. While it's easy money for publishers and IP owners that almost certainly won't be put back into new or original creations, and while it's only ever going to support games that sold really well, and while it doesn't really do anything for true historical accessibility, I like being able to play games I enjoy. I like being able to play games I might have enjoyed at the time but didn't get to play. The God of War games, the first and third Sly Coopers, Ico and Shadow of the Colossus, these were all things I didn't play at the time. There might be the odd turkey (Prince of Persia) or something where I probably just had to be there at the time (Uncharted), but I still appreciate that on the whole remasters represent an opportunity for games to find a new audience, and that can only be a good thing.

With that in mind, remakes are a different matter entirely. Looking at the list of games I've played on the PS3 and PS4 I can only see one before now, Day of the Tentacle. I don't know how seriously I can consider a point and click game for the point I'm going to eventually attempt to make, but I recently finished MediEvil. Originally released in 1998 it was rebuilt completely and released in 2019. You are Sir Daniel Fortesque, a noble knight who helped defeat the evil sorcerer Zarok in battle when he tried to take over Gallowmere. Dan was actually hit in the face by an arrow as soon as he entered battle, but Zarok is now back out of hiding and Gallowmere needs saving, so he's the best available and he gets brought back from the dead to give it a try.

You progress through the various levels performing basic hack and slash combat as you do, with the odd bit of platforming thrown in. Here is where the game's age lets it down. Despite remaking the game completely, several aspects of video games from 1998 remain when they really should have been left there. The camera movement is abysmal. I forgot how annoying it is not being able to move a camera above 90 degrees in a third person game. Awful. The same goes for the life system and the lack of checkpoints. You can collect Life Bottles as you progress through the game which give you more opportunity to stockpile health, but early on in the game you won't have many and you won't have good weapons, so you're more likely to lose those bottles and die. When you do it's back to the start of the level, better hope you get luckier next time.

The combat itself doesn't help much in this regard, never mind the weapons. While there are a range of enemies across the different levels, very often they'll attack in the same way. You get swarmed by lots of them at once, and your only option is to spam attack until they're done. You lose lots of health in the process, making a game over much more likely. This isn't helped by the sheer volume of weapons you end up with, with swords for swinging, hammers for smashing and crossbows for shooting. This means you either have to get up close to something that's going to do a lot of damage, or you fight with the terrible camera to try and shoot something you can't really see. You can use a shield too, but there's no way of countering attacks so you just turtle until it breaks and go back to the weapons. By the time you reach the end of the game and have most of the weapons unlocked the game becomes a lot easier, but the difficulty curve seems unnecessarily steep early on.

On the subject of weapons, the game has an extremely clumsy inventory system that spoils any fluidity in combat. You can only equip two weapons at a time. If a level requires, say, three different kinds of weapons for maximum efficiency against certain enemies, you'll be opening that up and scrolling through to the one you want after every encounter. You'll also have to scroll through every weapon you've acquired. It doesn't matter that the magic sword and hammer do about ten times the damage of their non-magical equivalents, you'll have to go through all of them to get what you want. I can only believe that something as obnoxious as this and the camera were kept over from the original game. They didn't have to be. The map for moving from level to level is equally tedious, especially if you have to go back to the opening section to stock up on money and health because you got stuck somewhere else.

I spent most of MediEvil trying to like it in spite of these problems, and I actually did. This is the sort of game that gets described as charming, and it's easy to see why. Each level and the characters in it are all vividly realised and diverse, with a humorous send-up of horror and medieval surroundings perfectly balanced and always engaging throughout. Even though I was disappointed to see that Dan doesn't really have much to say (understandable given he has no lower jaw) there's still a distinctive personality there, as there is in all of the other characters, good and bad. The environments and sounds all add to this experience, and it's clear that a lot of care and attention went into the remake. The fact that a game released on CD in 1998 could take up 38 GB on a modern console is proof alone of that.

When I played Psychonauts last year I thought it was a game brimming with so much imagination and creativity that some of it felt wasted. It wasn't explored and utilised as thoroughly as it could have been. Or maybe I'm just used to things being stretched as thinly as possible in games nowadays. Either way, I found MediEvil quite similar. From level to level there are different characters, bosses and clearly different stories and backgrounds to each area which come and go pretty quickly. There are information points dotted throughout each level you can read for some background but even these are brief and don't really offer any sense of immersion. I'm assuming this is a product of the game's age and isn't really something you could have affected in the remake unless you completely changed the game's content, but it does leave you feeling a bit empty.

Looking back at what I've said here this still feels like a really critical view of me playing MediEvil for the first time. I went in wanting to like it which is probably clouding what I'm saying, but despite its flaws there are things to enjoy for newcomers like me. There is some satisfaction in the gameplay once you're far enough into it to know what you're doing. The designs and the characterisation are impossible to dislike, even if lots of them are desperately fleeting. As remakes go... I've only ever played one other. Maybe I'll get to the Crash Bandicoots this year. As remakes go this seems like it is both an entirely new game but entirely the original game too. That probably explains why I have so much criticism, but still think it was good.
 
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No Fun Shogun

34-38-61-10-13-15
May 1, 2011
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The Outer Worlds (Switch version)

Not much to really say. A pretty good fun romp, albeit not as good as FO3 or New Vegas in my book. Great cast of characters, decently fun gameplay loop, but also feeling a bit barebones at times and not as fleshed out as I would've liked. Good for a thirty hour romp.

7/10
 
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tacogeoff

Registered User
Jul 18, 2011
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Killarney, MB
AC Odyssey. 9/10. Probably the most enjoyable AC entry I have played to date. I might have enjoyed it a bit more than Black Flag. The visuals on this game are superb and the atmosphere of the Greek world very enjoyable. The storyline was outstanding as well and I made a few bad decisions throughout the game which arrived with a few characters not coming on my odyssey.

Yes there are some points during the game where it feels like fetch quest after fetch quest but just traveling to the different islands and sailing around is quite enjoyable.

I would recommend this game for some fun entertainment and a solid storyline during these pandemic times. it certainly kept me busy for almost a month.
 

Ryuji Yamazaki

Do yuu undastahn!?
Jul 22, 2015
9,451
6,225
AC Odyssey. 9/10. Probably the most enjoyable AC entry I have played to date. I might have enjoyed it a bit more than Black Flag. The visuals on this game are superb and the atmosphere of the Greek world very enjoyable. The storyline was outstanding as well and I made a few bad decisions throughout the game which arrived with a few characters not coming on my odyssey.

Yes there are some points during the game where it feels like fetch quest after fetch quest but just traveling to the different islands and sailing around is quite enjoyable.

I would recommend this game for some fun entertainment and a solid storyline during these pandemic times. it certainly kept me busy for almost a month.

Odyssey was amazing. I have Valhalla but haven't had the energy to start it.
 
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KlausJopling

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Feb 17, 2003
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Immortal: Fenyx Rising 8/10

When you first start it the art style, the map layout and some of the basic mechanics will make it seem like a BOTW clone but it deserves better than that. It has god powers which are similar to the abilities in BOTW but none of them make the game too easy like the abilities in BOTW that allowed you to freeze enemies in place and shoot up into the sky high to climb high places easily. Vaults, puzzles similar to shrines in BOTW, are well done. Fighting i feel is more fun than BOTW but if i start again i would up the difficulty i found normal too easy once you have upgraded. The best part of the game is its all very well done, no issues all mechanics work well and make sense. Draw distance is very good. The story if your into greek mythology is really good. (Prometheus is narrating your story to Zeus as you save some of his children and then save the world).

Took 45 hours to beat, probably would take another 15 or 20 to 100% the game (clear entire map and all trophies). After that there are daily and weekly challenges for currency for cosmetics. There are no korok seed replacement (so your not gonna need a detailed map and a ton of hours to find everything).

The things BOTW probably did better is because of the story your not gonna run into random characters along the way, and the locations dont quite feel as unique as BOTW, meaning there great looking and well done but your not gonna find the hidden corner that is like wow thats cool.
 
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No Fun Shogun

34-38-61-10-13-15
May 1, 2011
57,560
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Cadence of Hyrule - 10/10

I'm a rhythmically challenged buffoon that didn't like Crypt of the Necrodancer, but this was just a damn fun game. Take into account the fact that I'm an unabashed Zelda fanboy and this game is a massive love letter to the series, especially musically, but I'd honestly recommend this to just about anyone. A frustrating moment here and there (the long jump boots can **** off), but all in all an extremly joyous experience.

If the next Crypt game is more like this than the original just without the Zelda aesthetic, I'd still get it. And if they make another Crypt Hyrule game, it's now a day one buy for me.
 

Frankie Spankie

Registered User
Feb 22, 2009
12,432
443
Dorchester, MA
Death Stranding - 9/10

This is definitely a Hideo Kojima game through and through. The story was top notch. I don't think I have to go into great detail on the gameplay, you play a delivery man as you travel from destination to destination. There's not much combat involved in the game and most of it can just be avoided entirely. That being said, while the deliveries may seem boring to others, it reminded me a bit of games like American Truck Simulator. Just relaxing moments heading from point A to point B.

There are two things that I absolutely loved about Death Stranding:

1 - The world building, specifically the world you build. I absolutely loved seeing some of the equipment others left in the world to help themselves and others. I loved putting down equipment of my own with the thought of helping others. I generally am one to hoard items/equipment in games "in case I need it later" even though I never really end up using it. I did not do that in Death Stranding at all. Whenever I thought, "it would be nice if somebody placed a ladder here," I placed a ladder there. I wanted to be that person that had a helpful ladder, bridge, etc down for somebody.

2 - The story. The characters were all incredibly well written and while a lot of it is Hideo Kojima craziness, it all makes sense in the end. Get ready for some long cut scenes and a lot of moments that make you think "holy shit!"

It's not necessarily a game for everyone but I loved it. If you like Hideo Kojima world building and stories, give it a go! Just know there's not much combat. I didn't think the gameplay was boring, it was certainly relaxing though!
 
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ItsFineImFine

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Aug 11, 2019
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Infamous 2 (2011 - PS3) - 7/10

An enjoyable albeit repetitive experience which has helped me get back into gaming. I failed to beat any games in 2020 due to mostly just playing sports games and with the PS5 coming out, I thought it was a good time to start tackling the PS3 backlog. This was a good choice, beatable within 10-15 hours of gameplay and without a steep learning curve. What Infamous does the best is make you feel like a badass. While it had been a decade since I played the original, it still felt quite familiar. Unfortunately, even though they do try to throw some variety into the open world here, it feels like it's the same type of missions over and over again and the bosses feel more like a grind to beat rather than satisfactory. There are some unique skills like electric tether for faster travel which could have been introduced earlier in gameplay. The storyline just feels like a bunch of nonsense to be honest but it is more exciting to progressively get a bit more powerful.

One thing that it showed though is that action games are my preferred one for console after sports titles, look forward to finishing Arkham Origins and starting games like Deus Ex, Dishonoured, AC Black Flag, Dynasty Warriors, and Prototype.

infamous2_05.jpg
 

Rodgerwilco

Entertainment boards w/ some Hockey mixed in.
Feb 6, 2014
8,025
7,507
The Outer Worlds (Switch version)

Not much to really say. A pretty good fun romp, albeit not as good as FO3 or New Vegas in my book. Great cast of characters, decently fun gameplay loop, but also feeling a bit barebones at times and not as fleshed out as I would've liked. Good for a thirty hour romp.

7/10
I really tried hard to like The Outer Worlds, but I just couldn't get into it. Felt like a Fallout rip-off, and I don't really like fallout that much, lol.
 

Ceremony

How I choose to feel is how I am
Jun 8, 2012
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BioShock Infinite Remastered (PS4, 2016 - originally PS3, 2013)

BioShock Infinite is the last game I actively followed the development and release of. For what must have been at least a year and a half I watched every video, read every interview, replied to every Ken Levine tweet. I held the original in such esteem there was pretty much no way I'd be able to hold back for the follow-up from the same people. The videos and the information that came out backed me up. It looked astonishing. Even leaving aside the difference between pre-release videos and actual games I didn't care about tempering my expectations. For once prior to a write-up I've done some research about the development of the game and it's quite refreshing to read, given the state of AAA game development nowadays. There was a lot of work, there were problems, there was a delay, but there were no reports of sexual abuse or forced overtime. Big points for the Irrational lads there.

BioShock Infinite is a first person shooter set in 1912 in which you play as Booker DeWitt, former Pinkerton detective and man who's obviously dragging around a caravan full of demons. He's delivered to a lighthouse off the coast of Maine, with one bit of information: "Bring us the girl, and wipe away the debt." The lighthouse eventually leads to the floating city of Columbia, founded a decade earlier as a mobile World's Fair style example of American exceptionalism. While in the city Booker discovers the girl, what the debt is, and how the city has changed since its founding. In addition to the racial and Christianity-based superiority there's eventually a civil war breaking out, as the poor and racially diverse population of Columbia rises up as a group called the Vox Populi to try and gain control of the city.

Gameplay-wise it's what you'd expect from a BioShock game, but more. The assortment of upgradeable weapons are back, only this time you can only carry two at a time. While this fulfils its intended purpose of forcing the player to adapt their approach to different situations depending on what weapons they're carrying it feels like a contrived method of doing so, especially given how the amount of modern military shooters that entered the market between this and the original BioShock used that same mechanic. It's especially annoying when you play on harder difficulties because you end up running out of ammo for the weapons you like and have upgraded.

Plasmids are back only they're now called Vigors and come in nicely stylised bottles rather than needles. Conversely these end up beneficial on harder difficulties as they can be juggled and combined to great effect, much more effectively in fact than in BioShocks previous. The upgraded versions also feel genuinely powerful and a lot of the times more lethal than weapons. There's an aspect related to the narrative that I'll come to later but from a purely mechanical perspective, I'm a big fan of the Vigors.

Some locations also feature the Sky-hook and Skylines. Initially created as a means of transporting goods around Columbia you, and enemies, can jump on and attach to these big rails that take you around sections of the city you're fighting in, adding an extra dimension (literally) to battles. The biggest criticism I can give of Infinite's combat is the sheer amount of it, since you end up juggling all of the above plus several different types of enemies, including the 'Heavy Hitters' which are more powerful and can dominate the battlefield when they show up.

When I first played BioShock Infinite I didn't actually play it the day I bought it. It was released on a Tuesday and I had classes that day. I wanted to make sure I could take the whole thing in at once so I waited for the Wednesday. Much like the original BioShock, the introduction to the game is something that will never leave me. I last played Infinite in 2015, and playing the remastered version more than five years later I still remember it perfectly. This and BioShock are two games that are never short on spectacle. Through a combination of the sounds, lighting and overall aesthetic the whole game is just inherently unforgettable. Inescapable, even. I guarantee I could not play this game for twenty years and still be able to remember sights, sounds and emotions from it perfectly.

Whether it's a symptom of being accustomed to PS4 performance for the past few years or not I'm not sure, but although Infinite Remastered looks and sounds the same as Infinite but a bit more polished, it's not as striking as it was back then. I went back to Infinite on the PS3 to compare. The loading times are the first thing you notice. Genuinely hilarious. There's a bit of a frame-rate worry every now and then but the first twenty minutes or so still looked great, if largely similar to the PS4 version. The lighting remains a consistent triumph, and it's got the sort of consistent art design which is memorable in its own right. I'm quite happy to play the game again and there weren't any technical issues (aside from one guy stuck running in mid-air during one of the DLC episodes), if anything I'm just even more impressed now at how good the original version was (and still is).

Side-note: the in-game menus in Infinite Remastered are tiny. I'm playing on a 32 inch TV and the menus take up about the middle 20% of the screen and you can barely read what's on them. When I put Infinite on I checked and there was an option for changing the size of the menus. Why wasn't this carried over? It's not just menus either, the health bars and the weapon indicators are tiny too. Even as I'm typing this seems like a completely ridiculous thing to care about but it's just weird that this feature wouldn't have carried over, and that nobody noticed when it hadn't.

This is usually the part where I talk about the story and how the game made me feel. I genuinely don't know where to start. The most logical place probably segues nicely from the gameplay, that being the relationship between Booker and the girl he goes to find, Elizabeth. Elizabeth has been unknowingly held captive in Columbia all her life in what appears to be a massive warped science experiment at the behest of Zachary Comstock, Columbia's founder and ruler, and her father. Once Elizabeth and Booker go on the run you get to learn more about her and why she's in Columbia.

Rather than an escort mission though, Elizabeth plays an active role in combat situations. She can control 'tears,' effectively windows into other realities that she can open and interact with. When in battle this can allow you to bring in new weapons or turrets, and she can throw you ammo and health during fights if you need it too. I was fully on board with the concept from the moment I saw the first trailer for the game featuring her bringing an injured horse back to life and trying to set it free, only for her to open a window to a street in Paris outside a cinema where Return of the Jedi was showing, where Everybody Wants to Rule the World by Tears for Fears was playing, and where a fire engine was hurtling down the road towards them. Whether you saw that trailer before playing or not, it quickly becomes apparent that Elizabeth's powers are why she was in Columbia, why Booker is there to get her, and that things are only going to get weirder.

I had a chuckle while reading up on the development of the game. The idea was for Elizabeth to not be a burden to the player and to be an emotionally involving character. The problem was that the team that were working on her was different from the team that was creating the levels and the enemy AI, so when the two interacted she usually ended up hiding in a corner the whole time, which defeated the purpose. There are times when "she can keep herself out of trouble" feels more like "she can do whatever she likes and the enemy will never see her," but usually you're so busy trying to kill lots of people that it doesn't matter.

Although the Booker/Elizabeth relationship is central to the game and its story there are plenty of other characters we meet along the way who inform the story and Booker's own past. Like BioShock these range from localised boss fights who expand on a particular aspect of either Columbia or Booker specifically to much more prominent and important roles. Across the board there's probably the same depth and quality of characters as BioShock in terms of how they're portrayed and the effect they have on the story, but I do have a problem with Comstock's overall presence. He created Columbia and he sends people after Booker to get Elizabeth - he's obviously the bad guy, and we don't like him. The problem is he's too removed from the action for me to dislike him. Andrew Ryan is a high water mark for villains in general, not just in games. With how absent Comstock is from the action it often feels like a similar attempt at characterisation was made here, but while the ethos and the personality are so similar, there's just something detached about his role in events that I never feel any genuine animosity or resentment towards him. I barely think about him at all. The best villains are ones whose motivations you understand while you resent their actions. Comstock often just feels like he's there because there needs to be a central figure involved.

The characters who come up elsewhere can feel strangely fleeting. Episodic probably isn't the right word but there's a sense of being in an area, being there to interact with a central villain and some enemies, then moving on to the next one. Part of it is exploring Columbia and its formation but even then there's times where it feels like a sightseeing tour rather than something properly engaging. I love the setting and the themes explored in the city are as brutal and engaging as the original BioShock, but there's definitely a sense of spectacle over substance in places. I think part of this comes from my expectations of the game based on following the development. I knew the tears would play a part in world-building, where people would see the future in them and be inspired by it. That's why there's people singing songs by the Beach Boys and Creedence Clearwater Revival. It's just that these feel more superficial than significant. Even still, I remember playing it at release and wondering how much it really needed to be an FPS. You could re-write the game to remove combat, make it a walking simulator, and have no effect on the story.

I'm now going to talk about my issues with the plot holes that are inevitable in fiction which deals with time travel and/or alternate realities. As mentioned, Elizabeth can open tears into other worlds. Fine. Part of the way through the game Booker makes a deal with Daisy Fitzroy, leader of the Vox Populi, to get an airship so he can leave Columbia. They have to find a gunsmith and get her some guns for the revolution. They find the gunsmith, except he's dead. Elizabeth then sees a tear into a new world where the dead body of that gunsmith isn't, so they jump in there to go and find him. Let's leave aside the fact that there not being a body in the same place in an alternate dimension doesn't mean that he's still dead anyway - Booker and Elizabeth are no longer in their world. They're in another one. One which already contains a Booker and Elizabeth. One that contains a different Daisy Fitzroy. How does that work? How do they think it will work? How does it work when they go and find the gunsmith's tools only to find them locked up in a prison, and then do the exact same thing again? Elizabeth opens up a tear that doesn't have any tools in that spot, so through they go.

If you're struggling to keep up, Booker and Elizabeth have now travelled to a third reality. Here, not only is the Vox Populi uprising well underway, suggesting they got the guns they needed after all, but the Booker in this reality is dead. When Fitzroy finds out she gets her people to start shooting at you, which offers up two problems. Rather than being part of a civil war - which was a selling point of the game compared to BioShock, since there you're in they city after a war - you just happen to be there while it's going on with no influence over anything, and with no distinction between the people shooting at you. Vox and Columbians have the same enemy types so there's little difference in gameplay. This ends up making what should be a fascinating conflict of various interests, the class struggle, racial tensions, everything else, just something that's going on while you're trying to uncover the story. And it still doesn't make sense, since neither of the central characters seem to notice a problem with shifting through dimensions.

BioShock's central conceit was a subversion of the method of narrative delivery in video games. It questioned the role of the player in relation to the player character, asking how much control the player had and how much free will the character had. It did this in a way few other games have ever done, and it did it successfully. Upon release Infinite existed in a strange place where as a BioShock game made by the same people it would have to live up to that legacy while offering something different. Given how seminal BioShock was and given my own feelings about the game, this wasn't exactly an easy task. When you throw in the notion of time travel and alternate timelines based on choices that an individual makes, you also run the risk of not just jumping the shark, but jumping the shark so forcefully your head becomes lodged in your own backside.

Infinite heads this risk off in two ways. The first is the inclusion of the Lutece twins Rosalind and Robert. Rosalind created the, ahem, Quantum Particles, that allow Columbia to float. The two of them pop up occasionally to finish each others' sentences and ask a series of increasingly vague and smug questions with references to time and interpretations of existence thrown in. A thing doesn't happen, it will happen. A thing won't happen, it has happened. Playing through (and knowing what their role is beforehand) I'm reminded of that one side-quest in Red Dead Redemption where you meet a mysterious man in a top hat who is probably God, where he's just aloof enough and just knowing enough to suggest he knows what's happening to the player character and, crucially, what's going to happen in the future. The Luteces offer enough comic relief when they show up to calm the player's fears about what's going on, and their importance to the story, somehow, makes sense by the end. This is what I'd call Good Writing, just knowing enough to drip-feed you the right amount of information without giving everything away.

The second is more arguable in terms of how effective it is, and actually in how accurate it is, but for all of the inconsistences I've mentioned and many more I haven't, everything gets tied up. You might question how it can end at all, you might question the apparent inescapable need to link the game to the original, you might even question the origin of Booker himself, but it all fits. I'm not sure why I'm reluctant to discuss spoilers for a game that's almost eight years old, but on the off-chance you're still yet to play it you should get to experience it properly. You'll probably still have to play it twice anyway to properly appreciate it. For however convoluted it is, it's also a better ending than the original BioShock. The ending of the story, I should say. Gameplay-wise it's a giant boss fight without a boss that comes before about an hour of cutscenes.

I don't know how well this game has aged. The gameplay is fine and I enjoyed it more than I thought I would, despite the criticisms I offered earlier. I remember before its original release someone tweeted Ken Levine asking something along the lines of "How do you feel having created two games that bookend and define a console generation?" to which he replied saying it was like something his mother would say. I do still think Infinite stands as the best game from the end of that generation (The Last of Us is terrible and GTA 5 has turned out to be Satan, after all) but on its own, right now, I'm not sure. I don't think it's familiarity, since I remembered BioShock much more readily and I can still at least point to that as a first, a proper landmark moment. It's not because things have eclipsed it since. Even though I'm still comparatively new to the 7th generation catalogue I know there's nothing as important as Infinite.

I don't really want to find out how many words it's taken me to reach this point but after stepping away from this write-up and coming back to it, I realised something. I remember how exciting Infinite was when it came out, just as I remembered the same when playing BioShock for the first time. I remember the awe at the world-building and the complexity of the narrative when it came out, just like playing BioShock for the first time. I remember finishing it once then finishing it again and actually understanding it, then appreciating it all over again. When I played BioShock Remastered I remembered all of those feelings but still enjoyed it on its own merits. It was showing its age technically, but everything else was still immaculate fourteen years later.

I can't say the same for Infinite Remastered. If anything it's the inverse - still impressive technically, but just sort of... there everywhere else. Near the end on my first playthrough I remembered what the twist was. Or I worked it out, I wasn't sure. I didn't have any reaction. There was the mild sense of surprised delight when you remember something you've been trying to think of for ages. That's all. I've been thinking about the game for a while since I finished it because I knew I was going to try and write it up, but I haven't. All I've done is say what happens in it. I haven't said anything about how it makes me feel. Aside from the intro and some instances of the gameplay, I haven't even really said I was impressed. I don't think it's aged badly, I don't think it's bad by any measure, but tomorrow is going to come after I've posted this and I'm not going to think about it again.

It looks good. It plays well. It has a willing complexity in the characters and the narrative which very few people have ever attempted in other games never mind achieved. If you let your guard down you will fall in love with Elizabeth. It's a worthy and comprehensive follow-up and conclusion to the story in my favourite game ever, and I won't forget the effect it had on me on its original release. Right now, though? I don't have anything else to say.
 

Ceremony

How I choose to feel is how I am
Jun 8, 2012
114,303
17,393
I don't think anyone's ever asked that. But thank you.
 
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93LEAFS

Registered User
Nov 7, 2009
34,190
21,393
Toronto
Just beat Spider-Man:Miles Morales. I'd give it an 8.5. An impressive demonstration of the PS5's capabilities, but very short (falls somewhere between a DLC and the last game). If you loved the last game, I'd bump it up to a 9 (which I did). Great story and solid gameplay. Anyone who has any interest in the Marvel Universe should play and enjoy this.
 

Ceremony

How I choose to feel is how I am
Jun 8, 2012
114,303
17,393
NxyXU3U.jpg

BioShock Infinite Remastered DLC - Clash in the Clouds, Burial at Sea Episode One & Two (PS4, 2016 - originally PS3 2013/14)

The first DLC for BioShock Infinite is called Clash in the Clouds. There are four locations with fifteen waves each of increasingly difficult enemies. You can use new weapons, Vigors and Gear with the money you earn from killing enemies and completing waves, and for each wave there's a Blue Ribbon challenge for completing it in a certain way. There's also an interactive space where you can unlock concept art, videos and character models. This is quite nice to look at, although "interactive" is probably stretching it. The DLC is fun enough, although if you try and complete those Blue Ribbon challenges properly you're insane.

The really interesting stuff comes with the Burial at Sea DLC. Released as two episodes, the complete story of BioShock finally sees a conclusion. Mostly. Episode one sees Booker DeWitt, private investigator in the city of Rapture, sitting at his desk when a dark haired, blue eyed woman named Elizabeth walks in saying she has information about the little girl Booker lost. He's reluctant, but he follows her out the door. The first thing to say here is how weird it is to see these two characters and voices in a different location. There's obviously something bigger at play but the introduction almost feels like a spoof after spending so much time with Infinite proper.

When you step out of Booker's office you see the dream - Rapture before the fall. Rapture on December the 31st 1958, so Rapture right before the fall. It's a dream. It's perfect. It's everything you want it to be and you can tell the team that put it together were as delighted to create all of it as I was to play it. When I played Mafia III last year I criticised the city for feeling sterile and unengaging. Burial at Sea episode one does largely the same to start, but I don't care. I don't care that I'm on Rapture's high street where people are dotted around, waiting for you to come up to them so they can say lines of dialogue that were originally written for audio diaries in BioShock but got discarded for being too obvious. Looking out the windows and seeing the rest of the city where all the objects were created especially and it's not just a skybox*, it's beautiful. Infinite's existence is worth it for this section alone.

Story-wise there's a weird attempt to connect Sander Cohen to a child smuggling ring responsible for the Little Sisters and you're promptly thrown out of Rapture into a place where Andrew Ryan put all of Frank Fontaine's followers he could round up. You have a look around and shoot some splicers, then you fight a Big Daddy, then it ends. The episode is short, even if you spend ages gawking at Rapture like I did. The episode serves basically no purpose other than to set up the second part. The story seems to be BioShock in microcosm - a man, a city, a (by now) obvious sense that someone's not telling you something, a twist and a finish. The episode is short and even at that the only engaging part of it is the first hour or so which is glorified sight-seeing.

Episode two is where things get interesting. Following on from what I've just described you play as Elizabeth as she tries to figure how who, where and why she is. Along the way you finally find out how Rapture and Columbia are connected, how Big Daddies exist, how Songbird exists, even how the story of Infinite was able to play out at all. Perhaps more crucially than anything, the story definitely, definitely ends.

The biggest difference in this episode is the gameplay. Elizabeth isn't a genetically-engineered weapon or a Pinkerton agent, so she can't use big guns or melee attacks. This means the gameplay takes on stealth elements including silent weapons, and environmental hazards which can alert enemies. You don't have the usual mixture of damage-dealing plasmids either, the focus is completely on evasion and suppression where possible. Things are taken a bit too far since there's a plasmid that turns you invisible and resources are still more than plentiful enough for you to get through with no issues. It's a bit jarring for me given I'd played all the BioShock games one after the other (mostly) in the run up to this, but it's definitely an interesting change which offers something different yet still relevant to the formula.

The actions you have to carry out as Elizabeth aren't much different. You have some fetch quests to reach a new area with all plot forwarding done by her conveniently remembering what it is when she needs to. The biggest question is how relevant the DLC is not only to the original BioShock story, but the collective game universe as a whole. Similar to my opinion of Infinite's story, it all fits. Despite how tenuous it could have been, it isn't.

You know, I'm at the same place I was with Infinite's story. I enjoyed Burial at Sea for the fully-realised Rapture, as well as some additions which feel more relevant to the city's mythology than anything BioShock 2 offered. Along with everything there's a bit more insight into Rapture's civil war which I'm obviously a fan of, and I'm happy to get some details on that fleshed out. The tremendous sense of atmosphere which started with the first BioShock hasn't dropped at any point, and all of Infinite's additions make sense and have a place in the overall timeline of the story. I just don't have any strong feelings on it now. I play it and recognise how clever it is, how well-done it is, and that's pretty much it.

I feel as if part of me should be disappointed that I've returned to these Remastered versions of some of my favourite games and had what I'd consider a cold response to them. I know they're good. I knew they were good before I played them, I thought they were good as I was playing them and I've spent a lot of time typing out words saying why they're good. I still think they're miles ahead of most games narratively, and I wish more video game writing and stories could attempt something with the intelligence and complexity Infinite does. I don't want to end on something that sounds like a criticism, so that will do.
 

Jovavic

boohoo, Pens "fans", BOOHOO
Oct 13, 2002
15,790
3,485
New Born Citizen Erased
I understand that cold response to games we loved in the past, I got it a few months ago when I got Mario 3D All Stars and fired up Galaxy.

I really hope I don't feel it when Mass Effect comes out.
 

Frankie Spankie

Registered User
Feb 22, 2009
12,432
443
Dorchester, MA
Crown Trick - 9/10

I'm not a huge fan of roguelites but this one caught my interest since it's turn based. The mechanics are great and you can mix/match all sorts of different elements to change things up in the environment. For example, you can use fire attacks to boil away the water, electric attacks on water to stun enemies, etc. There's a lot of different weapons and power ups you can collect that can suit your play style, however I only really found a few types of weapons to be viable. There are also a lot of skill abilities at your disposal too which you will learn from defeating mini bosses. Each mini boss will give you two abilities and you'll be able to select which abilities you want from a pool of 3 at random. Some abilities are certainly a lot better than others and long runs really benefit from them.

It's standard roguelite features after that. Each floor will be randomly generated with several different enemies to deal with in each stage. There are hazards littered all over. The fact that it's turn based makes you need to take your time though and that's where the fun comes in. It's all about strategy and carefully planning each move. It's not necessarily like a tactics game kind of turn based. Every weapon type can attack in different ways and you have to use it to your advantage to defeat enemies without getting hurt yourself. Overall, it's a really neat game. I'm not really a fan of roguelites but I loved playing this all the way through and plan on going through the end game content as well. The only problem I had with the game was that sometimes enemies would attack without warning. Enemies will always attack from adjacent tiles or you'll see where they will attack if using ranged or charge attacks. However sometimes the game doesn't show you and it ends up being frustrating at times. There really aren't many enemies that do it and even the few enemies that do it, do it rarely. It is annoying nevertheless though. Even with that, I still find myself going back for more because I can't stop.
 

mattihp

Registered User
Aug 2, 2004
21,059
3,401
Uppsala, Sweden
6.5/10
Borderlands 3
Game mechanics are pretty nice. Very good adds with autopickup of more stuff, the ability to climb and stuff like that. But why did they remove joining games spontaneously? I have to get an invite to join a friend's game instead of jumping right in.

But if they would have made better levels and had more of the comedy from Borderlands 2... This could have come close to a 9.

It is still fun to play and game play is rather varied, weapons have som nifty usage. The classes are still varied and you really need to learn a different style depending on which class you choose. Siren is once again nerfed down to not be as ridiculously powerful as in BL1.

Still pretty darn good if you liked the earlier games.
 
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