Tuesday, 31 July 2018

State of Decay 2 - Review


Zombies!  When it comes to zombies I find the genre to be a little overused, whether it be in movies, TV series or Video Games.  That being said every now and then I come across something that makes me stop and go 'yeah that's pretty good', this is exactly how I felt about Undead Lab's game State of Decay.  Naturally, when I heard they were going to release a sequel I was excited and was looking forward to playing it.  I finished playing it last night and wanted to share my thoughts with all of you.


Hot dogs.  They are simple tasty snacks that are enjoyed by both rich and poor alike. They don't look particularly appetising but they taste great, there are so many options you can use to dress them up and add a little more flavor including sauces, relishes, onions, chili, cheese, you can use pretty much anything.  While it's hard to get it wrong with a hot dog it is possible, have you ever watched The Naked Gun movies with Leslie Nielsen?  If not then go out and watch them, especially the first two.  The reason I bring it up is there a scene where one of the characters is eating a hot dog, he bites down on something hard, he cracks his tooth and finds he has a someone's ring in his mouth.  That would be bad enough, but he then finds a human finger in his hot dog, it was horrible but it was also funny.  Playing State of Decay 2 I found myself asking was this a tasty hot dog, or was there now a dead person's finger in my mouth?




Story


The storyline is a little light, you get to start as either two siblings, or two sweethearts, one of whom gets bitten by a plague zombie.  Apparently getting bitten by a zombie is bad, but a plague zombie is worse, not exactly sure why and it's never really explained.  Time to find a someone who can help produce a cure and then choose a region to set up home, in my case, I went to Meager Valley.  Once a cure is created you need to focus on setting up a community and electing a leader.  Depending on who you choose you will start the Sheriff, Warlord, Trader or Builder questline.  The next step is to take out nasty looking things called plague hearts to help cut down the zombie population.  Outside of this you just need to keep people alive, play a few main missions, and you're done.


The characters are pretty interchangeable with the exception of maybe Samantha, who is a bit nuts but at least has somewhat of a personality.  The characters will repeat dialogue to the point where I had to consider muting the TV.  Overall the story was lacking and there was no real attempt to develop the characters or the world as a whole, the ending itself was like a firework that doesn't go off - disappointing.




Visuals


The first State of Decay was not amazing visually but it was solid enough,  I had heard State of Decay 2 was a real step up, I heard wrong.  The game does look a little better than the first but to me not by much.  The backdrops are little dull and lifeless, there were some parts in Meager Valley that had nice mountains and there was a cool looking base of operations surround by trees, but little else to get excited about.


The enemies look fairly good, especially the new Feral zombies which move more like animals.  I found there were issues with loading some landscapes and zombies so sometimes it seemed like they materialised out of thin air which I found to be a little jarring.  Often characters would disappear and reappear beside me almost randomly, this happened a lot when I was driving.


Overall visually it wasn't great and the name Meager Valley certainly summed up how I felt about it.



Music 



The sound moves from an apocalyptic wasteland to a more thoughtful and bleak guitar sound, with the only exception being some fights which have a more intense feel to them. The composer of this score is Danish composer Jesper Kyd who worked on the first game along with working on other games including, Assassins Creed The Ezio Collection, Borderlands The Pre-Sequel, Darksiders 2 and Forza Motorsport 4.


The soundtrack runs at ninety minutes and has a few good tracks including, 'State of Decay 2 Main Theme', 'Fighting Chance', 'Adverse Effect', and 'Dangerous Microbes'.


Listening to the soundtrack again I found the experience to be very different, primarily because while playing the game the music didn't really linger in the background but instead came from out of nowhere abruptly which I didn't really like. 


Overall the soundtrack wasn't bad but the way it was used in the game could have used a little more work.





Gameplay


State of Decay is a third-person zombie survival game, it starts out by offering you a very basic tutorial that covers movement, combat and searching, which you will spend a lot of time doing.  If you are searching through items slowly all will be well, if you go too fast then you're going to have a bad time.


The combat, for the most part, works well and the finishers really add a little bit more gruesomeness to your kills.  Weapons degrade quickly so always have a backup and don't get attached to anything because it's often easier to pick up something new then try to maintain it.  Throwing in the game does not work the best and is particularly infuriating when throwing fire-based weapons at a plague heart that then end up setting you on fire.


One of the biggest elements of the game is building a community, to do this you need to gather lots of resources and other survivors.  There a load of facilities you can build, everything from rainwater collection, and gardens, to gun ranges, and workshops.  Each facility offers additional perks of a sort, which all seem good until you realise many of them heavily consume your resources, so unless you have lots to spare it isn't really worth it.  The massive issue is that you need to pick your survivors carefully to ensure they have the right skills, they're also skills books that some characters can use.  What you don't get warned about is you can only use one skill book per survivor, and sometimes not even that which can make upgrading your base tough.  Outposts will help you in obtaining more resources, food, water and oil being the three most important.


Naturally, every community needs a leader, depending on who you choose you will get one of four questlines that provide little information and seem to work under the assumption you will play the game multiple times.


There are various enclaves you can befriend as you play the game, and selling items to them will increase you influence which is handy for unlocking outposts or calling in radio support.  It felt a little wasted as a whole because I had so much unneeded influence left over once I had completed the game. If your willing to look around a bit influence is almost pointless.


The game is littered with bugs, driving cars would sometimes be fine and then all of a sudden they would spin out of control for no discernable reason.  Doors opening and closing by themselves on cars and houses were a frequent occurrence.  Characters disappearing was commonplace, sometimes they would reappear straight away, other times they were gone for five minutes.  There was two stand out characters for me, Adam 'stands on cars a lot and lets you get pulled apart by zombies' and Wes 'I played so much Dark Souls I can't stop rolling around'.  I will say big shoutout to Jerry one of the Whisky Peddlers, before completing his mission I used him to help with mine, by the end, he was near death, doctors say he will make a full recovery.


Overall there were some good points with the gameplay, but I felt for the most part Undead Lab's made things more awkward then they needed and in doing so less fun.  Not the worst experience ever but seemed to lack something the original managed to capture.




Final Thoughts

So after twenty-five hours of playing how did I feel?  I wanted to like State of Decay 2, I really did but there was so much wrong with it.  The story was poor, the visuals were fairly underwhelming, the music wasn't bad but it's execution felt poor, there were some enjoyable moments while playing but they were fleeting.  I know I will play the original State of Decay in the future, I know I will not be playing State of Decay 2 again.  Overall I struggled to score the game, I wanted to be as honest as possible, so in the end, I settled on giving this one 2 out of 5

Sunday, 22 July 2018

House Flipper - Review


It's already the 22nd of July, and I genuinely have no idea where the month has gone. I have been working through three games this month, Mass Effect 3, Sushi Striker and House Flipper, all on different platforms.  I have been enjoying playing House Flipper, and thought to myself it's finally time to review it.


I really like coffee, I don't have it everyday or anything, but at least once week I'll have a cup, or three.  I really like the taste, it puts a smile on my face and makes me feel relaxed.  But, for me it's not just about the taste, it's also the smell, that rich coffee aroma that seems to just linger in the air.  However like everything when it comes to food and drink, there are good and bad quality versions.  A good cup of coffee can really start your day with a bang, where as a bad cup, well it can it can effect you negatively, especially your stomach if you're like me.   Playing House Flipper I found myself asking, was I drinking a good cup of coffee, or would I be getting a pain in my stomach later?




Story


The game has less of a story, and more of a premise, you start out in a run down home office, after some initial cleaning you get on your laptop and go through jobs you receive via email.  I liked the fact that the emails you read don't come across as canned responses, and some of them had a lot of heart, especially those where a loved one passed away, or a young couple were thinking of starting a family.  All jobs are painting and decorating jobs of various shapes and sizes, some will take you as little as five minutes to complete, others can take you in excess of thirty.  The idea is that you build up enough money to purchase a house, do it up, and then flip it. 


Overall a simple but entertaining premise nonetheless.



Visuals


The visuals are fairly impressive, and with each new update Empyrean releases they are tweaked a little more.  The game focuses on a realistic look, that reminded me of how I felt the first time I played The SIMS when it was released back in 2000.  There are two things that stood out and made me chuckle, the first was 'Huckers House' which was a copy of Walter White's home from Breaking Bad, complete with spray paint on the wall saying 'Hamburgberg' (presumably they couldn't have it say 'Heisenberg'), and a hole in the floor used to stash lots of cash, which you can keep.  The second thing was the free Apocalypse DLC which allows you to have a fallout shelter, complete with rations, generators and weapons.


Overall a visually impressive game that manages to keeps things both simple and enjoyable.


Music


In earnest there is not too much I can say in relation to the music, it's very subtle and lingers in the background.  Similar to The SIMS the music is calming, and chipper, if the suburbs had their own theme music it would probably sound like that featured in House Flipper.


The composer is Draco Nared, a Polish composer, arrange and performer, who's previous works have included the new survival horror game Agony, Circle of Light, and Old Phantaruk - Main Theme.


I am unsure of the length of the soundtrack because all I could really hear was the main theme, in honesty though a game like this doesn't require much of a soundtrack.




Gameplay


Okay, House Flipper might not have much in the way of story, and lacks a little in the music department, but it's makes up for that with gameplay.  While I'm not great at painting, decorating and general D.I.Y. I do like to watch it on TV, and give it a go from time to time, so for me House Flipper was perfect.


There are a slew of jobs waiting for you to complete, from tasks as basic as throwing out rubbish and mopping the floor, to knocking down walls and installing showers.  The game slowly introduces you to each new ability so you can become familiar with them all.  The game provides you with a tablet that you can use to buy new items, check on potential buyers, track your stats, take and view pictures, and most important  of all the perks menu.  The more you work the better you get, painting can take a while in the beginning, and you might not use paint that efficiently, as you progress that all changes when you unlock perks.  In some houses you will need to buy and assemble radiators, showers, baths and more, each of which are fun, and are generally straightforward enough.


Empyrean recently released a free Apocalypse DLC, the main objective is to outfit a fallout shelter, it was fun, but for me just felt like a distraction from the rest of the game.


There were two things that drove me a little crazy, the first was cleaning windows, it always felt awkward and clunky unlike most other elements of the game.  The second thing was trying to place items on shelves which just never seemed to work correctly.

By far the most enjoyable thing to me was doing up a bathrooms, plastering, tiling, picking the colour scheme, installing new sinks, toilets, choosing the lighting. I really loved it.


Overall the gameplay is highly entertaining with few notable complaints, I look forward to playing the game for many more hours, and look forward to seeing what Empyran adds in the future.




Final Thoughts

So after twenty plus hours (despite what Steam registered) how did I feel? Really good, the game is very different to anything else I have played this year.  95% of the time I would be the first person to complain about a company releasing an unfinished game, but in the case of House Flipper it's a little different.  The game works, but there is so much more than can be added to it and Empyrean are continuing to do this through free updates.  Scoring this game was incredibly difficult, mostly due to the fact that if I was to hold it to the same standard as I normally do it might get 3 out of 5 due to lack of story and music, however the bulk of the game is the gameplay itself, so with this is mind I give House Flipper 4 out of 5


Wednesday, 18 July 2018

Mass Effect 3 - The Mega Review



Back in February 2012, I was getting excited about the release of Mass Effect 3.  While the original Mass Effect was underwhelming with a slight glimmer of promise Mass Effect 2 was amazing, the characters, story, and gameplay were all pretty solid.  When I played Mass Effect 3 I could see great improvements in the visuals and overall gameplay, that being said there was something a little lacking, in particular, some of the story especially the ending(s).  In fact, I felt strongly enough about that it is only recently that I decided to replay it, this time with all the downloadable content.


Many years ago I found that I really did not like prawns, I wanted to, but they always left me feeling underwhelmed, as time went by things changed and I tried them again and found I felt differently about them.  The dish I like most is hot chili garlic prawns, with a helping of egg fried rice, or noodles.  I am not sure if my palette became more refined, or I was simply more open to the experience.  Playing Mass Effect 3 again I found myself asking, was this my hot chili garlic prawns that I love now, or the underwhelming taste I remember from years ago?




Story


Once again you take on the role of Commander Shepard, and again try to save the galaxy, this time though the stakes are higher than before.  The Reapers have stopped being subtle, and are now out in force to destroy all life in the Galaxy, like a hardcore version of Thanos in Avengers Infinity War.


Shepard was with the Alliance in the first installment in the series, Cerberus in the second one, and now he is back with the Alliance.  In the early part of the game you get the impression, there is slight distrust towards him, and that he is perhaps mistaken about the impending Reaper invasion.  Fast forward a little and it's clear that Shepard is as honest, and trustworthy as always, and he was right about the Reapers, again.  Time to feel smug, wait there is a war on, no time to be smug, save it for later.  


The aim is to try and get as many races working together, gather a massive fleet and try to take a stand against the Reapers.  There are interesting stories along the way, in particular, I really enjoyed the Geth storyline which helped give a very fresh perspective on them.  The downloadable content (DLC) certainly added a lot to the overall story and for the most part was pretty enjoyable.  The Citadel DLC focuses on an assassin trying to kill Shepard, but the main focus is about the crew of the Normandy hanging out, it was a lot of cheesy fun.  The Leviathan DLC added so much to not only Mass Effect 3 but also the series as a whole, I genuinely can't say more than that without spoiling anything.  The From The Ashes DLC saw an introduction of a new playable character, a Promethean, you get an insight into what happened last time the Reapers showed up 50,000 years ago. The Omega DLC was by far the dullest, Aria is not the most interesting character to start with, and it just didn't add anything to the game.


Overall I felt the story to be more solid than my original playthrough, this was for two key reasons, the downloadable contents and the extended ending.  While the experience was better second time around I feel it would have been a more memorable game had they released the game with some of the downloadable content the first time around rather than trying to pry more money out of loyal fans.




Visuals 


The series has come a long way since the original Mass Effect, the visuals are still looking good especially for a last generation console game.  The HUD now looks and feels a lot crisper which helps for smoother gameplay.  One of the most visually stunning parts of the game apart from the various planets are the Reapers themselves, giant robotic squid type beings, which I know doesn't sound impressive, but trust me they're impressive.  The planet Benning had a very Judge Dredd feeling to them, orange skies, trash and beaten up buildings and containers everywhere.  The planet Kallini was cool, snow-capped mountains, a monastery that was futuristic, but also looked old.


Overall the game is visually impressive and really helps in bringing the whole galaxy to life.


Music 


The music has a very different feel from Mass Effect 2, which I suppose makes sense as the Mass Effect 3 is about all-out war.  The sound runs between being Tron-esque and a Hollywood war movie, and in honesty, it works pretty well.  Initially, I was disappointed that Jack Wall did come back to do the music, but the other composers returned along with a new one which worked just as well if not better.  Sam Hulick, Christopher Lennertz, Cris Velasco and Sasha Dikiciyan return, along with newcomer Clint Mansell create the sound for Mass Effect 3.  This group has collectively helped create some amazing and fun soundtracks including; Baldur's Gate: Enhanced Edition, Ghost in the Shell, Black Swan, The Fountain, Sausage Party, Agent Carter, Bloodborne, Prototype, Borderlands, Deus Ex Mankind Divided and Borderlands 2.


The soundtrack features over an hour of music, with some great tracks, including, 'Fate of The Galaxy', 'Mars', 'A Future For The Krogan', 'The Cerberus Plot', and 'Arlakh Company'


Overall a pretty solid soundtrack, that really helps create the feeling of war and all-out annihilation.




Gameplay


The gameplay is a lot stronger than it was in Mass Effect 2, no more getting stuck on walls or Shepard not crouching and then getting destroyed by the enemy, you can now roll too, which can be handy.  The biotic abilities feel a little more refined, and the weapons as a whole seem more precise and powerful.  There is now the option to add mods to weapons, which isn't a bad thing but I never felt like it made a huge difference.  The most powerful weapon was the MII Suppressor, a full clip could drop many an enemy, in some ways it felt as good as when I used to dual wield enforcers in Unreal Tournament.  The character classes fall into, Soldier, Infiltrator, Vanguard, Sentinel, Adept, Engineer, each offer their own benefits, but like with Mass Effect 2 you can add/swap some abilities if you needed.


The mini-game of mining planets from Mass Effect 2 is gone, now you can scan planets quickly for War Assets, although if you are not careful the Reapers will find you, and then it's game over.  Hacking is also gone and replaced with by-pass which see Shepard hold his hand up for a few moments to unlock certain doors.


One thing that really bugged me, as it had in previous games was the mission completion list.  In some cases you would be asked to carry out a mission, you might then go and get distracted with other ones but there is nothing to let you know you had completed that part of it.  Then it would be mean you had to go to the area you may have got the required item from and see if it was still there or not.


The addition of Jarik, the new playable Promethean character, was good but not great as his abilities were not really any better than the other characters and in some ways felt weaker.  The DLC added a lot to the gameplay (apart from Omega) which was great but once again made me feel it should have been available in the original release of Mass Effect 3.


Overall some great gameplay that has a lot of improvements of Mass Effect 2, in particular, the cover system and weapons.



Final Thoughts


After thirty plus hours, how did I feel?  Pretty good actually, it was certainly a better experience than the first time around.  The gameplay, visuals, and music were all pretty strong, the real game changer was the addition of the story.  I have mentioned it already, but it does make me angry that the game was not released with downloadable content and extended ending, it would have made the overall experience a lot more solid, and perhaps it would not have received so many negative reactions from fans.  If I take my experience as a whole this time, with all the bells and whistles attached I would have to give it 4 out of 5

Saturday, 30 June 2018

Firewatch - Review


It's that time of year again, the Steam Summer Sale!  I have already purchased a few games and have started to work through them.  The first game on my list is Firewatch, when it was released just over two years ago I paid little attention to it mostly due to having a slew of other games to play at the time - but in honesty, there is always a lot to play.


Mmm, ham and cheese sandwiches.  They are simple yet satisfying, good quality ham and cheese caught between two great pieces of bread.  If you need something to jazz up you can throw in some mayonnaise, mustard, spread or a little sauce.  The only issue that can arise from this humble snack is the ingredients used in its creation, go too cheap on the ham or cheese and it can taste awful, choose poor quality bread and it can be dry - long story short, poor ingredients can lead to a bad taste being left in your mouth.  Playing Firewatch I found myself was this a humble snack with great ingredients or one that would leave me reaching for mouthwash afterwards?



Story


The game has you play as Henry, who due to certain events in his life has sought out a job in the wilderness.  The job entails you being on the lookout for fires and any other potential shenanigans.  It is a lonely job and the only contact you have is from a voice coming from your walkie-talkie.  In the early parts of the game, everything is almost peaceful, as it progresses mystery and intrigue build and you wonder if there something more going on?  Similar to TellTale Games the Walking Dead the story and gameplay are so closely linked that it is difficult to say more without spoiling it.


Overall a great and engaging story that's only real flaw is the last half hour where everything tapers off and left me feeling a little disappointed.




Visuals


The visuals could best be described as beautifully simplistic.   There is detail and there is none.  When you're in the watchtower you can see the all the little details, books, cooking equipment, pictures and all the standard bits and pieces you might expect to see.  However, when you are outside, the woods, plants and flowers have a low level of detail but still managed to look really good.  There are moments while playing that I came across sunlight splitting the trees, water flowing into a sparkling lake, burned trees with fresh flowers growing out of them and beautiful fire red skies.


Overall a visually impactful game that made me really rethink what makes a game beautiful.



Music


The soundtrack features haunting guitars both acoustic and electric, along with something that sounded like a cross between a piano and an organ which turns out to be a Fender Rhodes.  The composer is Chris Remo a Video Game Designer, Composer and Writer, some of his previous work includes the soundtracks for Gone Home and Captain Bubblenaut.


The score runs a little over thirty minutes, it is subtle and only reveals itself at certain points in the game.  My favourite pieces include; 'prologue', 'stay in your tower and watch', and 'new equipment'.


Overall a haunting and deep soundtrack that well suited for the game.




Gameplay

The game has you play from a first-person perspective.  The biggest part of the game is exploration, you will have a map and compass to start with but as you progress through the story you will acquire more equipment.  Navigating the world I found it a little restrictive at times being unable to pass small obstacles and being halted by the 'invisible wall'.   One of the best parts for me were the conversations you had on the walkie-talkie,  for the most part, they seem simple, almost mundane but feel very real.  In a world that felt very lonely, the dialogue had a real impact.


The game is relatively short, there are two additional games modes that are offered, one of them allows users to explore the world with all equipment available straight away without being bogged down by the story, there is also an audio commentary mode.


Overall some interesting and meaningful gameplay, it would have been nice not to be as restricted but considering the story length perhaps it was good the way it was?




Final Thoughts

So, after little over five hours how did I feel?  Overall I was pretty happy, there were some great visuals, good music, and some interesting story.  The ending for me fell a little short and occasionally the gameplay felt a little awkward but as a whole, I felt pretty satisfied.  In honesty, up until the end of the game, I was looking at giving it top marks but in the end, I settled on 4 out of 5





Thursday, 28 June 2018

God Of War - Review


I've played a little of God of War 1 and 2 but none of the others in the series, it was normally friends who owned a copy, at the time I was more focused on the Prince of Persia series.  In honesty, the two series are not a million miles apart, with Prince of Persia I just really liked the crazy parkour and deadly traps.  All that being said I was really excited to play the new God of War, it seemed really different to the other games, visually stunning, heavily focused on story and the combat looked intense yet smooth.  I was lucky enough recently that my buddy D to the G loaned me his copy so I could give it a go.


I like Indian food, I wouldn't want it every week or anything but I do like the intensity of it.  One of my preferred dishes is a Chicken Vindaloo, the meat is generally marinated the day before in ginger, garlic and spices, the next even more spices are added and ends up creating a more dry finish compared to a lot of other curries.  The issue is that depending on where you buy it they can taste remarkably different, some you can taste heat but none of the other ingredients, others are so mild they are almost like a Korma.  In a nutshell, it can be a gamble, no matter how good it may look the proof is always in the pudding, or curry as the case may be.  Playing God of War I found myself asking was this the intense tasty burn I was looking for or was it all flash and no substance?





Story


Part of the genius of the story is its simplicity, a husband and son go on a pilgrimage to spread the ashes of their recently departed wife and mother.  The story is a lot more than that, it's sombre and it is clear early on that Kratos A.K.A Husband, Father and God of War has not been around much for his son Atreus A.K.A. BOY!  I genuinely cared about the two characters and wanted their relationship to improve while on their pilgrimage.  I liked that this relationship was almost mirrored by two feuding blacksmith brothers Brok and Sindri, who you will get to know quite well throughout the game.


There were some interesting characters I met along the way, some of them were larger than life.  While I had no real issues with the main story I wasn't really a fan of the sidequests, some seemed a little too long and the pay off given was too small, others just seemed like a distraction.  Atreus will encourage you to go exploring but for the most part, I just didn't have the desire.  Overall a great story with interesting characters, unfortunately, the side quests were underwhelming. 




Visuals


God of War is a visual spectacle, it is genuinely difficult for me to pick out the best parts as there were simply too many.  The landscape is awe-inspiring, beautiful mountains, woods, and so much snow.  If I had to pick my two favourite visual delights it would have to be the Tree Turtle, which is exactly what it sounds like and the World Serpent (see above).


Overall a visually stunning game, an organic world with a variety of landscapes and many fantastic creatures.


Music


The soundtrack has deep and sombre tones, this is achieved using a classical style of music and choirs.  The soundtrack itself was composed by American composer Bear McCreary, some of his previous work includes; The Walking Dead, Battlestar Galactica and Agents of S.H.I.E.L.D. TV Series along with doing the music for Assassins Creed Syndicate: Jack The Ripper.


The soundtrack runs at just over an hour and features some great tracks including; 'God of War',
'Ashes', 'Deliverance', 'A Giant's Prayer' and 'The Ninth Realm'.  Overall it was good soundtrack but I felt like during combat sequences it was missing something, perhaps some battle music?




Gameplay


The game has you control Kratos in a third person perspective, for the most part, you will be walking, running and battling enemies but on occasion, you will have to solve a puzzle.  There are two key weapons that Kratos has in his arsenal, which is an axe with the same returning property as Thor's Hammer, and a Shield Bracer.  Both items can be upgraded by collecting money, materials and experience points.  BOY! I mean Atreus provides secondary support in the form of shooting arrows, you can get him to select targets and even specify points on their bodies to attack.  The only annoying thing is that he can have a tendency to do nothing at all if you don't direct him, during busy fights it is easy to forget him.  There are lots of types of armour to collect and craft, some of them are simple to attain, others will require you to do significant scavenging.  Armour can be upgraded and even have runes put in them should space allow.  Outside of this, you have many abilities to unlock, this can easily be done by playing through the main storyline and side quests.  Even though I barely scratched the surface with side quests I managed to unlock more than 95% of all abilities.


The combat is fantastic, fast and smooth, along with all the standard fights there is a slew of bosses and sub-bosses.  I found the end fight to be particularly entertaining.


The side quests are numerous but often don't involve anything more than running to an area killing enemies and collecting an item.  In some side quests there will be multiple parts to them and for the few I played, I honestly felt they were not worth the effort.  It won't be uncommon for you to spend time in a boat paddling from one place to another.  What I enjoyed about that is Kratos and Atreus will tell stories, jokes and generally bond.  


Later in the game, you will find doors you need to open, to do this you will use a chisel and use the thumbstick to scan for the sweet spots and then press the required button.  In honesty, it seemed unnecessary and was not entertaining in the slightest.


Overall God of War offered fantastic gameplay with very little to complain about, perhaps in the future, I might even attempt it on a hard difficulty.




Final Thoughts


So after just over thirty hours how did I feel?  Pretty damn good, it was entertaining, the story kept me intrigued up to and during the end credits.  The game fell short when it came to side quests but in earnest, this is not that unusual these days.  It was visually stunning with some great music and some very entertaining gameplay.  This was fairly easy to score, this one gets a 4 out of 5


Sunday, 17 June 2018

Iconoclasts - Review


I was recently looking at a list of all the games released this year, among them was a game called Iconoclasts, available on PS Vita and Steam.  I recently played Detroit Become Human and wanted to go for something lighter before engaging in the next big game.  I watched the trailer for Iconcoclasts and thought it looked fun so away I went to download it.


Mint is great and has many uses, my favorite being when it's used in plain old mint sweets.  They are a great palate cleanser, whether you have just consumed garlic and don't want to kill someone when talking to them, or if you have just got sick and want to forget you did.  Playing Iconoclasts I found myself asking was this the refreshing cleanse I needed to get my mouth feeling right?




Story


The game is set in a world that is controlled by one belief system.  Doing anything outside of this system will get you hurt, maimed, re-educated or killed.  This fanatical group called Concern,  after years of harassing people on the streets for money to send to the third world which then actually goes towards paying their wages they got bored, added a 'The' to their name and took over the world.  I'm joking, of course, that would never happen...they have spies everywhere so I can't say anything further.  The Moon is cracking apart and people are losing it, they feel that their god referred to as 'Him' (spoiler alert it's not music group) is a little upset at the non-believers and is coming to reap vengeance on everyone.


The game has you play as Robin, a mechanic, that in itself makes her a rebel.  In the early part of the game you are interrogated by Agents Black and White, one complains of their head hurting, the other throws out statements like 'someone's been twisting nuts - harlot!'.  That doesn't stop Robin wanting to investigate recent events and generally ends up throwing a spanner in the works.  She does have 'help', I use the term lightly as your sidekicks disappear frequently and don't ever seem to provide any real support.  The biggest pain is Royal, A.K.A. Dead Weight, A.K.A. Pain in the Ass, he is supposed to be powerful but gets knocked out a lot.


Overall I found the story to be pretty underwhelming, there is a lot of dialogue in the game but it feels drawn out, unnecessary and in more than a few places dull.  The companions you have are pretty annoying, occasionally you will be able to take control of them but they are so underpowered by comparison of Robin it just feels like a slog using them.




Visuals


The visuals are done in a cutesy 8-Bit style, trees and bushes have either a cube or pyramid design which is quite fun.  Playing through the game some it reminded me of Zelda and Metroid, which wasn't a bad thing.  I liked the look of the Isiligar, a town under the sea, almost like a fish tank but for people...a people tank?  Some of the enemies were really great, two of my favorites being; The Silver Watchmen, a Samurai with a purple laser katana and Mother who has the ability to make a giant tiger out of concrete and cars.


Overall the visuals were really good and were definitely one of the stronger elements of the game.


Music


I found the music interesting as it had the ability to switch from cute and peaceful to dark and sinister in a heartbeat.  What was impressive to me was that it was done so seamlessly and gave the game an interesting feel.  The music was written, produced and composed by Joakim 'Konjak' Sandberg,  who is also the creator and developer of the game, a Swedish man with many talents.


The soundtrack runs at over two hours which I found to be pretty amazing for a smaller game, especially when everything was done by one person.  My favorite tracks included:

'Nuts and Bolts Title'
'Robin (Blockrock)'
'Controlled Cacophony (Battle 1)'
'Whiteout (VS Agent White)'
'Indoctrination (The Tower)'
'The Greater Good (One Concern)'
'Jet Black (VS Black)'
'Mother (VS Oedipus)'
'Castle Doctrine (Final Battle)'


Overall a strong soundtrack that manages to blend light and darkness together without missing a beat.




Gameplay


The game can be best described as a 2D side-scrolling puzzler and playing through it I could definitely tell it took its cue from games like Zelda and Metroid, unfortunately, it doesn't do it nearly as well.  The puzzles, for the most part, don't feel like puzzles but more annoying obstacles.  The controls are not always as responsive as they should be and sometimes basic movements like climbing a ladder or picking up a box feel like a hardship.


Robin can upgrade and collect new weapons throughout the game, the wrench has some great abilities, and the gun has a cool swapping mode later in the game.  Outside of this, you can collect schematics which are used for creating tweaks, in honesty I found them to be disappointing and did not enhance my experience.  If you never used them you would not miss them.


During my time playing I found there to be a few points where it felt like I was on a desert island and somehow managed to stand on a plug and I thought to myself 'why the hell is that there?'.  There is an area where you have to be stealthy or you fail, not only did it feel out of place but it was supposed to be training for something that you never need.  The other point was where you play as Mina, she has a slow firing gun, moves slowly and can't crawl, so playing as her was infuriating and felt like a handicap. 


Complaints aside I did enjoy many of the boss fights and felt this is one of the stronger parts of the gameplay.  The final boss was interesting and offered a challenge without being frustrating.  Overall the gameplay wasn't great and I found myself way too often wanting the game to be over. 





Final Thoughts

So, after eighteen hours of gameplay how did I feel?  Underwhelmed and happy for my journey to be over with Robin and Co.  The story was a little all over the place, the other characters, for the most part, did not enhance the experience but instead diminished it.  The visuals and music were really good and were by far the strongest part of the game.  The gameplay itself was lacking and I feel a little more polishing could have made it a far better experience.  It is important to note that this game was built from the ground up by one person and I greatly respect that as I do Fez creator Phil Fish.  While I had to really debate this one the game narrowly scraped a 3 out of 5

Friday, 8 June 2018

Detroit: Become Human - Review


I won't lie, I have been excited to play Detroit Become Human ever since I saw the short film Kara back in 2015.  Of course, at the time I had no idea the short film would develop into a full game but I always hoped.  Quantic Dream is the French Studio behind the game, at its helm is David Cage who is best known as a writer and director.  The studio has produced a number of noteworthy games including Fahrenheit, Heavy Rain, and Beyond Two Souls.


Bread rolls. That's right, that is what I'm going to use as my food analogy.  I am sure you might be thinking 'bread rolls, that's a little bland'.  Well without some context I can certainly understand why you might think that.  My mum used to make bread rolls at home and they were fantastic, especially if they had just come out the oven; a liberal application of butter and you have a little piece of warm buttery perfection.  Then, of course, there are the bread rolls you can buy in shops and heat up in the oven - they look pretty good but when it comes to taste they miss the mark every time.  Playing Detroit: Become Human I found myself asking was this like the bread rolls my mum used to make or the shop bought ones that offer a mediocre taste at best?



Story


The game is set in the not too distant future of Motor City Detroit.  The world, or rather Elijah Kamski, has created androids, and they are used as servants to either complete chores or satisfy certain desires.  Over the past nine months some androids have been running, hurting or even killing their owners and this is where our story begins.


The story focuses on three androids, Kara, Connor, and Markus.  Kara has recently been repaired after an 'accident' and is used to keep house for a delightful man called Todd along with taking care of his daughter Alice.  Connor is an advanced prototype who has been sent by Cyberlife (the company who created androids) to investigate why deviants have started appearing and stop them. He is partnered with Hank, a washed out detective who is not a big fan of androids.  Markus helps take care of kind, aging artist Carl Manfred (played by Lance Henriksen). Unfortunately, others are not quite the same as Carl and we get to see Markus experience the distrust, anger, and hate felt towards androids.


The game is filled with genuinely heartbreaking moments, tough decisions and life and death situations.  I really enjoyed getting to move between three characters and help watch their stories unfold.  Overall a fantastic and thought-provoking story.




Visuals


No matter what your thoughts are on Quantic Dream no one can argue about the quality of their visuals, and Detroit: Become Human is no exception.  There is so much attention to detail, whether it be in their character designs, background visuals or even some of the most simple items that populate the world.  The city itself has a futuristic yet dilapidated feel showing both the positive and negative effects of this new android filled world.  One of my favorite visual spectacles was watching the sunrise over a shipyard in the early part of the game.  The characters are so detailed from their clothes to the colour and movement of their eyes.


In earnest it is hard to really capture and describe how good this game looks without playing it for yourself.   Overall it is the most visually stunning game I have had the pleasure of playing so far this year. 



Music


Quantic Dream was rather ambitious when it came to creating the score for Detroit: Become Human.  They brought together three composers with very different backgrounds to try and create a great soundtrack - it paid off. 


Each of three composers helped create a different sound for each of the characters.  Philip Shepard who has worked with the likes of David Bowie, Unkle, and Jarvis Cocker made Kara's Theme.  Nima Fakhrara who composed the score for Resident Evil Revelations 2 and The Signal made Connor's Theme.  John Paesano who composed the music for Ben 10, Mass Effect Andromeda, Netflix's TV Series Daredevil and the Maze Runner films made Markus's theme.  Each character's theme is very different to the other and all help in creating a very distinct sound.  


Outside of Shepard, Fakhrara, and Paesano, additional music is provided by The Britemores, Rocket 455, White Shag and Model 500


The score runs shy of two hours and features some great pieces including, 'Kara Main Theme', 'Conor Main Theme', 'Something You've Never Seen Before', and 'Dark Night'.


Overall a great soundtrack that works well in conjuction with the story.





Gameplay


Heavy Rain presented a lot of questions that need to be answered quickly and when this wasn't happening there were quick time events.  In Beyond Two Souls there was a greater focus on exploration and interaction with the world around you. This time the best elements of both Heavy Rain and Beyond Two Souls have been brought together.


Other than quick thinking and fast reflexes there is another element to the gameplay which is your investigation tool.  Holding R2 brings up items of interest - it is worth checking all of them as even small things such as the magazines help give you an insight into the current state of the world.


There is a flowchart you can use that is visible in the pause menu, showing the decisions you have made and the branches where different, unspecified choices and outcomes can occur.  While this wasn't for everyone it was an element I enjoyed mostly because it made curious about what things I could have done differently.  Each chapter you complete gives you points which can be used to unlock some really good extras including, artwork, music, documentaries, and shorts.


The main menu itself was really interesting - there is an android who periodically will ask you questions, comment on actions you have taken or seek your advice.  I found this very unique and was quite engaging.


Overall fantastic gameplay and I look forward to exploring the many other decisions I didn't make in this playthrough.



I hope you will excuse me for going off on a tangent but I wanted to address some of the negative feedback I have heard and read about the game.  The most prevalent are the people and groups who commented on the use of domestic abuse towards female characters in the game.  There was some who suggested that abusers would get off on this and a quote by Andy Burrows who is part of the National Society for the Prevention of Cruelty to Children stated, 'any video game the trivialises or normalises child abuse, neglect or domestic violence for entertainment is unacceptable'.  



As with many things without context, it is easy to see why people could be outraged or angered.  However, if view something in its entirety, for example, Detroit: Become Human you can understand some of the intent of the writer.  It would be both arrogant and insulting to David Cage for me think I know how his mind works, that being said the story he has created and the things he is trying to represent seem clear.  In my opinion, he put focus on child abuse and domestic violence, for two reasons, firstly to draw attention to something that many of us don't like to think about, the reality is many homes have experienced this and in some cases continue to do so.  Secondly, to draw on our emotions and help create a bond not only with those on screen but feel an anger towards those that have suffered in real life.  


If we zoom out further and look at the game it a terrifying insight into a possible future and study into humanity.  The reality is that if artificial general intelligence existed and androids created there would be anger, fear, and hatred towards them because in every conceivable way they would be better/more than us.  There would be those who would see them as lesser and abuse them because of it.  If history has taught us anything it's that 'those who cannot remember the past are condemned to repeat it'.  Detroit: Become Human is a possible future history at best, but it does take a look at who we are as people and how some would behave in this new world.


I will finish off with a response from David Cage regarding the use of domestic abuse: 'Would I be doing my job as a creator if I was making the game you want me to make?  I don't think so - I'm creating something that I find moving and meaningful.  And I think people should see the scene, play the game and see it in context to really understand it.  The rule I give myself is to never glorify violence, to never do anything gratuitous.  It has to have a purpose, have a meaning, and create something that is hopefully meaningful for people'.



Final Thoughts 

After playing for over twenty-five hours how did I feel?  Fantastic, all the individual elements joined together to help create a perfect experience and one I looking forward to trying all over again in the future.  I feel so strongly about this game and my time playing it that I will give 5 out of 5