uro Truck Simulator 2. What is there to say? I can see the appeal to a petrol head and truck enthusiast but that's not me. After 10 minutes all the accoutrements and nuances, the detail put into the dash and GPS, the meta game of developing your character and career as a professional truck driver, all went out the window. The game became Burnout 3: Takedown and I was on the wrong side of the road, going for every near miss I can for bonus points. Working in logistics it reminds me of....work. Not exactly what I look for when I want to escape. Cool game that looks addictive for fans interested in this type of experience.
Tuesday, April 28, 2020
Sunday, April 26, 2020
Game 28 - Metro Last Light - Week 17 - April 20
etro: Last Light had an interesting transition problem, as a continuation of a story that had two endings. I can understand why they made the 'bad' ending canon, to keep in line with the source material and maintain control of Artyom's journey for a more interesting arc. But on my second playthrough I had the good ending, sparing the Dark Ones. So it was jarring to go from that ending, to Metro Last Light picking up 1 year after the bad ending right away. Luckily on my first play through I witnessed the bad ending. So my I treated my first experience like canon and my second playthrough like a recurring dream from the dark ones, and Artyom reflecting on what could have been. Interestingly, this ending up being very relevant to the redemptive story of Last Light.
Difficulty was confusing at first. I loved playing through Metro 2033 on ranger. In my post I mentioned it's the most immersive experience I've had in a game and wanted that to transition into LL as seamlessly as possible. I read up on it online and everything I read (including in-game) said "don't play ranger on your first playthrough. There's no UI and you can't see your filters or ammo". So I didn't. I went hardcore instead. As feared the UI was an abrupt change. I instantly turned the cross hair off. But the new hit markers remained, which were unbearable. After 2 hours of playing through I had to try ranger. To my pleasant surprise it was far far superior. Filters were easy, with a timer on your watch. In fact you could see how much you had spare on ranger normal and even your ammo (contrary to everything I read online). But there was a catch, you could only see your ammo in a safehouse or station. Maybe this was a change with the Redux. But in the end I felt this was even superior than the ranger mode in 2033, which was always visible on your journal. It makes sense that Artyom wouldn't be trapped in a tunnel, surrounded by enemies, under pressure from limited air filters and writing down his bullet tally with dwindling supplies. So for him to do that at base and then (me) remember how many bullets he shoots, counting them like a real SAS, Spetsnaz or post-apocalyptic warrior would be required to do.... that's the true ranger experience. In addition to limited UI, no clear indication of all your equipment, and items not glowing makes for an unparalleled scavenger survival experience - and it all just leads to holistic fucking awesomeness. I'm so glad I replayed the first 2 hours (which acted as a pseudo-tutorial in a way) to transition into this experience, as it lead to an even more immersive experience. Instead of a step down it one-upped Metro 2033. Just... just look at this....Again, I'm unsure what came with Redux and what was the fault of the original, but there are two minor changes I would have made. Allowed an in game journal for writing notes (literally drawing on it with the cursor), so you can keep track of bullets, maintaining immersion by eliminating any need to do so external to the game. And include more immersion animations a kin to Far Cry 2. Such as using pliers to remove bullets when you're shot so you can 'regenerate' to full health. A lot of 'immersive animations' are in the game, but mostly around jump scares or cleaning your gas mask from various wasteland offspring ala sludge, bugs or flies. The latter of which is extremely well done and just ropes you further and further into their world. I only wish there was more to pull you even deeper in the wasteland.
Friday, April 17, 2020
Game 27 - Metro 2033 - Week 16 - April 20
Some people call these demons, I call them bitches. — Bourbon talking about Demons
Khan - No sooner does Bourbon die, that Khan shows up. An enigmatic figure and another loner. To him the Metro has its own voice. Which is no surprise, he seems to understand supernatural aspects of this new world better than anyone. Through Khan's lens you're able to witness ghosts, anomalies and understand the Dark Ones better, becoming more enlightened as you do. If Bourbon carried the mantra of Hunter, kill or be killed, Khan carries the opposing torch of there's another way - two views that are echoed throughout the journey.
Danilla - Nosalis is the mutant rats of the Metro, suspected as Dark One offspring. While the winged demons are only found on the surface. Feared due to their size and danger for good reason. It is one of these bitches that flies through the ceiling of the Library the Spartan's find themselves in, mangling Danilla. Little is known, but he does reveal a lot about the Spartan's as a general character. Like the rest of the Spartan's Danilla is warrior hiding his fear through a veil of humour. When injured, Miller takes Danilla back to Poilis. Choosing to jeopardize the mission over leaving a man for dead.
Thursday, April 9, 2020
Game 26 - Doom Eternal - Week 15 - April 20
oom fucking Eternal son. Now strap the fuck in this is gonna be a long one (with a lot of fucking cursing).
Doom 2016
If Brutal Legend felt like getting sucker punched by a big fat guy, Doom 2016 (or DOOM) felt like getting haymakyred by Doom slayer. I was not expecting anything near to what I got when playing this game. It uplifted the original DOOM format into the modern era so damn well that it made anyone who played it forget about how terrible Doom 3 was as a sequel. DOOM was easily the best shooter of the decade for me (yes, the decade ends in 2019. I don't care if there was no year 0). To me DOOM was a perfect game. And it came in three forms.
Gameplay loop - Shoot demons with guns until they stop bleeding. That hasn't changed. What did change was the glory kills. No longer do you run away like a bitch to find a health kit when you're low. Get in there and fuck shit up, because executing enemies now gives you health, it feeds a loop encouraging the player to get deeper and deeper into the fight is what leads to those intense moments and supported by strong foundational shooting mechanics put Doom 2016 back on the throne.
Sound design - Every time I recommended this to someone I said it "felt like Heavy Metal the game". Every fight was amped up by not only one of the greatest soundtracks I've ever heard, but how the sound designers weaved it into those intensifying gameplay moments.
Legend of the Doom Slayer - The nuance of the story in this game went understated (and we'll get to that more in Eternal). It was very clear from the moment that you get off that slab, cock your pistol and bitch slap the demanding voice away on the monitor that you're pissed, and you don't want to talk it through, you want to kill fucking demons until it goes away. It was a common complaint that there wasn't much story, and I couldn't disagree more, because those people didn't read the codex's. That's the beauty of Doom 2016, the story was nonobligatory, if you just wanted to just kill demons like Doomguy does you could. The voice log Bioshock style character performances were excellent, particularly Hayden providing the voice of doubt for you to constantly surpass (who returns to do the same in Eternal) and the mystery of how Doom Slayer ended up leading a group of cyber templars through hell was fantastic.
Now here we go.
Soundtrack - Mick Gordon you beautiful Australian bastard. You did it again. I'm not sure what else to say other then the soundtrack is dope and if it ain't broke, don't fix it.
God it feels good... |
The Marauder - This naughty boy wasn't hard (shoot & dash back, repeat). He was just boring. In a game that requires such fluidity, movement and mastery of the environment around you an enemy designed to demand your attention is the antithesis of everything that is good about the game. He was cool as a boss, he should have remained that way. Or hell, maybe he gets away and brings a few extra (of the many many) tools he has with him in the next fight. A nemesis to rival the doom slayer.
Bethesda - You know what's worse at interrupting flow then the Marauder? "But Bethesda didn't develop it and isn't in the game you say?" Yes they are. Even the taint of Bethesda's slow corporate corruption from within can be felt here. It's felt every time I get taken out of the action because of a Bethesda account pop up saying I disconnected from their shite servers. There's nothing worse then being full immersed in a fight as it ramps up and you're carving a killing field and then BAM. You're sitting in the menu wondering what happened. Give us an option to disable this for fuck sake.
The Doom Fortress - Now don't get me wrong, standing over a ledge as you peer down at a Demon infested Earth is phenomenal. The general sense of power as you orbit Earth from your floating castle is fantastic. And the home for your collectibles, unlocks, and hub in general was fun to explore.
But I like the many Demons that lay in my wake, am torn. I felt like overall it created a mission and story structure that was vastly inferior to 2016. I'm the type of guy that feels RPGs are at their peak during long dungeon crawls, the type of fight that feels like you've put everything you have into it and you're throwing punches that feel like they're in slow motion with every ounce of energy you have left pouring out of you and each blow you throw feels like it might sap the last of life you have left. What do you do when you have nothing left? In other words, any experience or story of this nature is at it's best when it requires struggle.
Doom Fortress is not that. You're Superman launching yourself from Solitude into whatever the fuck you want to do whatever the fuck you want. And hey, that's pretty darn cool. It's all additive to the badass mythos overall that is Doom Slayer.
Witness the Legend of the Doom Slayer - this leads to my next point. While I like a lot of the story beats in Doom Eternal, Slayer's million yard death stare, any human or demon cowering in your presence. The story overall felt less nuanced then 2016 and this as a result made the game feel less complete. There were a lot of cool cut scenes, but they were overused. I don't want to witness Doom Slayer do something I want to do it. Even if more of those scenes are in first person. Why do I see a scene of Doom Slayer raising his shotgun to the Hell Priests as they cower and flee, witnessing it from the periphery and not in first person? There are a few moments where this does happen and I asked, why didn't I get to pull the trigger? Such as the tentacles at the gore nest or getting to blow a fucking giant crater in Mars with a planetary BFG.
The game does tell a story in nuanced ways such as the human resistance reporting on your demon slaying, adding to your sense of badassery or audio logs of a scientist turning from skeptic agnostic to devout believer in your absolute divinity and godhood. I didn't really care for the general plot as well and felt the mystery from the first game was more alluring then the truth of Eternal. Heaven and hell is overdone and the Makyr's did not really interest me at all. I believe a story between humanity and hell would have been far better, not these two alien entities that I'm happy to commit methodical genocide against (where's some human betrayal? human cults? human greed and sin?). Overall I felt the Makyr inclusion dampened the mystery of the Night Sentinels. I was never surprised. Hopefully the next game is set around the alluded to "Father" or the hooded figure who gave Doom guy his divinity.
I've harped on about the bad far more then the good. But I think comparative to the colossal gameplay it's still minute. I criticize out of pure infatuated love and considering how every single criticism has a big fat asterisk next it is a testament to how good this game is. In a lot of ways it's vastly superior to its counterpart, I simply felt for it's time those few mixed issues were holding it back from greatness. From becoming the masterpiece that was the complete Doom 2016 package.
So what's ugly about Doom Eternal you ask?
Yes. I made a collage to Doom Slaying.... |
Wednesday, April 8, 2020
Game 25 - Deeprock Galactic - Week 14 - April 20
eeprock Galactic has a funny story attached to it. The video that convinced me to buy this game Leave No Dwarf Behind (A Deep Rock Galactic Music Video) by CrimsonGamer99 also got me to listen to the song behind the video Diggy Diggy Hole by the dwarven themed Wind Rose. I've probably listened to their album Wintersaga a dozen times in a month now and comparitively in their respective genres, I like it far better then Deeprock. But a dozen times in a month.... that's like my Top 20 albums. This game is fantastic, but not Top 20 good. What's there to say? You drink. You dig holes. You sleep and you repeat. Occasionally you get together with a few friends and kick every barrel you have in the space station into the dropod and launch yourself into the stratosphere only to be surprised by that ding and an achievement.
This game is the perfect game to just chill with a few mates, knock back a few beers and slaughter space bugs as you mine for those precious resources. The hub world is fantastic and feels like how a space dwarves hub should feel (a high tech bar with a lot of toys). The upgrade system is well done with equipment upgrades tied to specific resources and perks received for completing missions. And that's what this game is, synergy and drunken brotherhood. There are four space dwarf classes that have combat and traversal abilities. The best miners will work together and tactically coordinate abilities. Naturally I choose the best one for killing bugs, the flamethrower wielding Digger. Also best for digging down and down into the deep because who knows what we'll find beneath? Diamonds, rubies, gold and more that'll be hidden in the mountain store. If you want to play creatures born underground, suckled from a teat of stone and raised in the dark, the safety of a mountain home, look no further.
ROCK AND STONE! |
Tuesday, April 7, 2020
Game 24 - Call of Duty: Warzone - Week 14 - April 20
Monday, April 6, 2020
Game 23 - Halo: Combat Evolved (MP) - Week 14 - April 20
Now you might be wondering "dude, why have you been posting so little compared to when you started?" Well the answer is in March, as the next three games will prove, I've been on a multiplayer binge.
alo: Combat Evolved. Not sure what to say other then it still holds up. The glorious gameplay, warthogs on acid, unbalanced weapons (looking at you sniper and magnum). A silent sniper rifle with no recoil just... ridiculous. Though no where near the shit show that is DMRs in Reach, rebalance the sniper and this would be a flawless game. Shotguns, frags, rocket launchers, wraiths, ghosts, camo. It all feels good. Blood Gulch, my god, that is up there with Dust 2, Facing Worlds and Nuketown in the pantheon of fantastic designed maps. Halo does and always should harken back to the arena shooters of old where skill and map control trumps loadouts.
Classic |
Sunday, April 5, 2020
Game 22 - The Haunted Island, a Frog Detective Game - Week 13 - March 20
I acquired in the Humble Australia Fire Relief Bundle in support of the great fires of 2019. I'd be lying if I said that was the only reason I got it, as there were several games like Hollow Knight and Hands of Fate 2 that had been on my list for a while. But I typically keep the games I want and give away the rest. I did not expect that a game I'd never seen,
he Haunted Island: A Frog Detective Game would fall into the former category. It wasn't until about a third of the way in that I'd realize this was probably intended for kids. The writing and characters are kooky, though like most cleverly written fiction for children there was enough there to make an adult laugh. Examples you ask? Well how about collecting toothpaste and wool to create dynamite so you can blow a cave open and uncover the mystery of the haunted island, only to find it's the king of islands best friend who's been practicing for the upcoming dance competition (which you're the defacto judge for, of course). It was a cool game, reminding me of the games I use to play in daycare and I'd recommend it to any parent.
Saturday, April 4, 2020
Game 21 - Slain: Back from Hell - Week 13 - March 20
lain: Back from Hell is a solid Metroidvania game. It felt like Doom's heavy metal style meets Castelvania. From the Celtic inspired setting and enemies to the no-nonsense story (you're a revenant brought back from the dead to purge the corruption from the land) to the headbanging after murdering a boss to honour the metal gods (see below). The overall experience is just oozing metal as much as your foes are oozing blood or ectoplasm The gameplay is typical of a tight action platformer, frustrating at times and very satisfying otherwise. Mastering your limited abilities, spells and timing is everything. Getting a perfectly timed counter and a follow up attack always sounds and feels just tastily brutal. The stages however visually are just stunning. And really captured a druidic world of spirits and foul creatures.
Friday, April 3, 2020
Game 20 - Primordia - Week 11 - March 20
rimordia to me is a very special game for multiple reasons. Chief among them are the novel post-apocalyptic world and art design. A world where humanity is extinct, leaving only their "children" in their wake. Many of whom worship them as the allfathers, not excluding our titular protagonist Horatio Nullbuilt. How could they not? Humans are perfect beings who created them in their image. In this world robots are named after their creator. If it's a robot it's their first name, for example Horatio's sidekick Crispin Horatiobuilt. Manbuilt if you're an OG, or Nullbuilt if you're an unknown, etc etc. This is one example of a nuanced setting just oozing lore. Look at the image below Metropol "the city of lights" is run by a rogue rail system turning on all its contemporaries and disregarding all laws. The story is a fascinating journey. As we follow the two characters form their derelict ship to recover their stolen power core at the heart of Metropol, uncovering mysteries and avoiding disaster through wit. This is not a game that holds your hand, and it is a game that requires you to think. Sadly that's not what I look for in my games, typically if I get stuck I search the walkthrough instead of connecting the dots or stumbling through trial and error. This is the only way I can play these games, as I love the stories and world but would grow tired of them otherwise. This is the only game I ever remember greenlighting on Steam, I was instantly attracted to it and I'm glad I had finished the journey 8 years later.