Wednesday, March 3, 2021

Game 45 - Valheim - Week 62 - Mar 21




alheim
is a game I played at an interesting time in my life. After my work holiday new PC was setup, this was meant to be a return to form. But well life got in the new way. Work got interesting, requiring me to travel and do long weeks for a few months. And a I have a new girl in my life. So I haven't had much time for games the last few months. So I find it all the more impressive that Valheim an early access title (that feels more like a Beta by comparison to most), is the game that reeled me right back in when my mind was as far from games as it could be.

First and foremost Valheim is a game of adventure and mystery to be experienced with friends. The gameplay loop looks something like this. Choose a direction and stride out into the brave new world, collect resources, hunt, gather, chop and mine. Level up your character. Build a base. Discover new resources. Collect. Research technology. Explore. Repeat. Sounds pretty vanilla on paper, but it's the devil in the details that separate Valheim from other games. Immediately it's apparent that this is a hardcore experience. If you die your items are dropped and you must go find them so you must be on the eight ball and I always loved that tension in my games ever since RuneScape and Diablo 2. Combat takes skill, bows have large drop off and require a lot of skill to land. Some of my friends even refused to use them at all. Enemies need to be parried or dodged, followed with a heavy or light attack and can be staggered. A system reminiscent of Dark Souls in its most basic form. Collecting different minerals allows you to build new armour and weapons: From Leather to Troll to Padded as a bowman or Bronze to Iron to Wolf armour as a warrior. Personally I invested in my archery skills which in the same vein as Skyrim (or real life), the more you focus on a skill the better your character becomes at using it. The feeling researching new armours etc gives you is great, progressing through the bronze and iron ages. On top of new armours you discover new technology for axes and pickaxes to gather resources, and research quicker. Create new more powerful arrows for hunting and legendary weapons. Smelters and other utility items for crafting new items and more efficiently. This progressive loop is addictive and pushes you to explore and improve with your friends. As if this wasn't enough already you can build your own keep, village or fortress - and like Minecraft this is limited to your imagination in many ways. Workbenches give way to boats, crafting stations or portals; that let you bypass large dangerous distances safely. 


Speaking of these areas, the biomes of this world are just beautiful and consistently call you to explore them. I couldn't spend long in a base before I felt that pull at my fur coat to continue exploring the unknowns of this world. Not many games have made me feel that sense of adventure or obsession with discovering a worlds secrets like Valheim does. World of Warcraft and Fallout 3 come to mind. The fact that Valheim captures that spirirt and it was made by a team of four is nothing less than astounding. Many times I just wanted to strike off my own and explore the world of Valheim, listening to the zen music accompanying my travels. The rivers are long and fast. The trees of the dark forest tower above you. Green glowing swamps, snowy mountains and endless plains all extend before you. All biomes have environmental dangers, mountains for example will freeze you to death without the correct gear. 


The lands are full of creatures such as Greydwarfs (think grey goblins), Trolls, Ghosts, Skeletons and Draugr, Acidic blobs and Leeches, Wolves, Drakes and the worst of all the Deathsquito. Agile and deadly, striking an unexpected fear in the hearts of vikings in the same way the Cazador did to wastelanders in the Mojave Desert. As you can probably tell they all have their unique personality, and figuring out enemy weaknesses are fun (e.g. use bows on Trolls and maces on skeletons). Returning to an area after you've leveled your character only to obliterate those pesky mobs that once ganked you is so so satisfying. There are a lot of cool nods to Norse mythology here. Not only does your character fir the bill of a badass viking with your painted banded shield, but you'll see statues to the gods and occasionally Odin's ravens or a mysterious hooded figure in the trees which I can only assume is the Allfather himself. And that brings us to our quest. To slay the titans that blight the lands with the monsterlings and purify the realm of Valheim. You'll want to do this with friends and the journey it takes you on to discover the lands and build your viking society is like no other. 

Monday, January 18, 2021

Game 44 - Emily is Away - Week 56 - Jan 21







mily is Away..

and I'm listening to music akin to my DP (for all you zoomers, that means display picture), playing RuneScape.


I've heard by many high art is something that triggers high emotion within you which leads to ponderous thought. Playing this game... no experiencing Emily is Away I actually felt real social anxiety, taking me back to a more awkward time in my life. Especially in the later chapters where there was a degree of uncertainty and rejection from Emily. More so than the real girls I talk to in real life now.  Is that not art?

And my god are these emotions pushed further by the backspacing when chatting with Emily. A clever way to redirect choice and it feels all too real - exactly something I would have done back in my nervous teens. This is highlighted especially in Chapter 4  – 20056. Whenever you attempt to get real, you delete what you typed and defer to small talk. After a back and fourth full of ‘not really’, ‘that’s cool’, ‘yeah they’re good’, ‘nice’ you reach the inevitable three choices of ‘goodbye’, ‘goodbye’ and ‘goodbye’.

*Emily has left the chat*

And then it FUCKING ENDS. 

BRUH.

BRUHHHHHHHHHHHHHHHHHHHHHHHH

Kill me now.

Let me backspace a little. That's the raw emotion captured in the moment that this tiny experience made me feel. A feeling to which no other experience has even come close for quite a while. Emily is Away is simple in premise - as a fresh high school graduate are about to head to college and your friend Emily hits you up about it on what other than MSN. It's clear there's a high school crush here with the air of disappointment from going to different colleges. "Are you going to the party tonight?" She asks hopefully. Your response can be one of many. Yes, maybe, no. Whatever your decision, Emily is now away and the next chapter begins 1 year later. Your relationship with Emily depends on the decision you made. I went to the party and she questions why we didn't kiss that night and why I didn't visit her at her college. The cycle continues and oh boy is it a good one. Each time your DP updates based on the music of the year, I choose Gorillas, Green Day, Eminem, all my childhood bands. You have a clever little friends list where you can check any updates each year - the precursor to Facebook. 

The Windows 7 design is essential to the experience feeling authentic and the triggers it provides. 

Adding your Steam friends to the Buddy List is a cute feature. 

The college experience and it being in 2001 meant the story was about 10 years to be entirely spot ont on. But I experienced more than enough of anxious Instant Messaging in primary school to receive that sweet shot of nostalgia straight to the heart. The nostalgia was compounded by the fact that I blasted the music of each year and played RuneScape throughout the entire game. The exact game I would have played at the time of college during the Windows XP era - giving me an opportunity to simulate my lost college years. I think anyone who’s lived in the era of the internet can relate to and will enjoy this absolute treasure of pure nostalgia. 








mily is Away..

and I'm listening to music akin to my DP (for all you zoomers, that means display picture), playing RuneScape.


I've heard by many high art is something that triggers high emotion within you which leads to ponderous thought. Playing this game... no experiencing Emily is Away I actually felt real social anxiety, taking me back to a more awkward time in my life. Especially in the later chapters where there was a degree of uncertainty and rejection from Emily. More so than the real girls I talk to in real life now.  Is that not art?

And my god are these emotions pushed further by the backspacing when chatting with Emily. A clever way to redirect choice and it feels all too real - exactly something I would have done back in my nervous teens. This is highlighted especially in Chapter 4  – 20056. Whenever you attempt to get real, you delete what you typed and defer to small talk. After a back and fourth full of ‘not really’, ‘that’s cool’, ‘yeah they’re good’, ‘nice’ you reach the inevitable three choices of ‘goodbye’, ‘goodbye’ and ‘goodbye’.

*Emily has left the chat*

And then it FUCKING ENDS. 

BRUH.

BRUHHHHHHHHHHHHHHHHHHHHHHHH

Kill me now.

Let me backspace a little. That's the raw emotion captured in the moment that this tiny experience made me feel. A feeling to which no other experience has even come close for quite a while. Emily is Away is simple in premise - as a fresh high school graduate are about to head to college and your friend Emily hits you up about it on what other than MSN. It's clear there's a high school crush here with the air of disappointment from going to different colleges. "Are you going to the party tonight?" She asks hopefully. Your response can be one of many. Yes, maybe, no. Whatever your decision, Emily is now away and the next chapter begins 1 year later. Your relationship with Emily depends on the decision you made. I went to the party and she questions why we didn't kiss that night and why I didn't visit her at her college. The cycle continues and oh boy is it a good one. Each time your DP updates based on the music of the year, I choose Gorillas, Green Day, Eminem, all my childhood bands. You have a clever little friends list where you can check any updates each year - the precursor to Facebook. 

The Windows 7 design is essential to the experience feeling authentic and the triggers it provides. 

Adding your Steam friends to the Buddy List is a cute feature. 

The college experience and it being in 2001 meant the story was about 10 years to be entirely spot ont on. But I experienced more than enough of anxious Instant Messaging in primary school to receive that sweet shot of nostalgia straight to the heart. The nostalgia was compounded by the fact that I blasted the music of each year and played RuneScape throughout the entire game. The exact game I would have played at the time of college during the Windows XP era - giving me an opportunity to simulate my lost college years. I think anyone who’s lived in the era of the internet can relate to and will enjoy this absolute treasure of pure nostalgia. 

Monday, January 11, 2021

Game 43 - Grey Goo - Week 55 - Jan 21








rey Goo is an RTS that came out five years ago and harkens back to the old school days of RTS. I remember it rallying a bunch of RTS fans who at the time were perpetually starved for content. 

While the inspiration and influence of StarCraft is clear, it doesn't quite measure up to the giants of the genre. Three unique races/factions that play different with unique units and buildings, like SC. The cinematics, story and characters are beautiful and interesting, like SC. However the core selection of units is lacking, with only 12 base units (including one elite giant unit) and no way to upgrade them in any significant way the game often feels like rock, paper, scissors (with an occasional touch of lizard, spock). No matter what faction you play, you'll find yourself spamming the tank unit with a healthy dose of anti-air and artillery and gunning it at the enemy base. Compare this to StarCraft 2, released 5 years prior. It has RPG elements and units each with their own research tree, every unit can be upgraded to a new unit in a significant way that alters the gameplay and strategy immensely. However perhaps its unfair to compare a budget title to Blizzard, the game brings a few unique mechanics to the table such as the Goo.


Another feature I feel is sorely missing are hero units. It's understandable that the goo doesn’t have any, which is highly unique in its homogenised personality. But the other races had great characters that should have been utilized in the same vein of other RTS greats. This is highlighted in the Emergence DLC where you have Singleton (ironic name) as a character that you need to escort. The AI robot would have been so much cooler pumped up with some abilities, or being able to buff drones and rally units. They even gave him a dope sword that slashes out wind strikes Yasuo style. The game just ends up feeling like it's light in the RTS feature department.

Each faction has their hero with a b-cast.

Beta (a bit on the nose) are the native primitive race that 'still use bullets'. Maori accented Saruk aka Thrall is a convincing warrior and spiritual leader of the faction, leading his people through a warpath. Their base building is more traditional in keeping with their primitive background. 

Human characters include that lady and the other guy, as well as Singleton, a data crunching AI companion similar in premise to Bishop from Alien. The faction lore interesting in that there's only Eve and Adam, as their entire army appears to be drones - though I suspect there are other humans offscreen. Base building is interesting, requiring pylons to power buildings. It reminded me of Anno 2070, which was fitting for a super advanced humanity. 

Grey Goo, the most unique, novel and (unsurprisingly) fun of the three. The faction is a hive mind of matter consuming substance that can materialize (enemy unit) matter into goo and shape that into drones that carry out the hives bidding. All buildings are blobs (mothers), that split into other blobs, draining resources from the mother to grow or meld into drones. The original StarCraft factions are iconic but the goo captures the feeling of a hive faction even more then the classic Zerg. Everything can be consumed, melded, split or merged. Especially the Kaiju Goo which heals other mother goos and corrodes enemies (as do mothers to a smaller degree). Drag a goo around an enemy and the substance left behind will melt everything in its path. It's hard to describe how satisfying taking the reigns of an all consuming unknowable entity is. That feeling of utter consumerism is weirdly gratifying - like empty a full bin or clearing great meal from a plate. If I was to come back to this game for one reason it would be to play this faction. All of which is fitting given the game namesake. 

Move any Grey Goo units next to a mother and they'll begin to repair and share matter.


All characters are well acted and convincing in their roles. The mocap and all the cutscenes are a standout, pushing the story from okay precursor superheat death 'the reapers are coming' retreat, to 'the characters pulled me in and made me believe in and become interested in their world'. 

Singleton however is the without a doubt the highlight. The initial support character quickly becomes the protagonist to the story. This is fleshed out with the essential 'Emergence' DLC campaign which gives detail to Singleton merging with the Grey Goo. While superb in how it expanded the story, they should have wedged these 3 Emergence missions in between the Human and Goo campaigns to cement our robotic friend as the star character. Unification, the final mission tells of Singleton fighting the Grey Goo hive mind for control. They both want to stop the Reaper.. uhh I mean Shroud that's consuming the galaxy. However Singleton is less accepting of collateral and has a more strategic (player) intellect, while the hive mind is far more utilitarian and logical, lacking in emotion with a singular purpose. Stop shroud, prevent extinction. I think it thinks (or computers rather) as long as two humans live it's coding will consider it's purpose successful. 

That being said, in execution it was the worst mission in the game. I understand what they were going for by locking off units as Singleton takes them from the hive mind and assumes control all culminating in a final battle against Kaiju Gooju. It was cool in concept. But it forces the player to Zerg a specific path of grey goo units that are effective, asap, and then either adapt cheap tactics (hidden units from afar) or spam endlessly and defeat the Big Daddy Jugoo Kaijuu through attrition. The boss one shots mobs, hides in mountains so you can't even attack it from a distance, you need scout units to reveal it at all times. There were several occasions where I'd attain the max possible units, throw it at any enemy and it would only dint it, receding into the tall grass to recover and regenerate. After several attempts (that often took hours) I dropped it to easy and was just done with it (or maybe I just played it wrong). 

Grey Goo is a somewhat lacking RTS in the gameplay department, but great in its story and world building. If only the RTS features could content with the competition, this could have rivalled the likes of StarCraft, WarCraft, Age of Empires, Dawn of War - and I believe multiplayer would have stood the test of time and still be played to this day. 

Tuesday, January 5, 2021

Intermission 2 - Settled & Setup

 








n case you were wondering (which you weren't, because no one reads this) I'm back. A fresh setup. A new desk. And finally dual monitors, something I've sorely wanted but couldn't have due to a small corner desk. 


I've finally settled into the new place - setting up the desk was the last step and it only took a bunch of new Ikea furniture and 6 months (and a Christmas holiday) to do it. The game I choose to Christen this beautiful new 27" curved 1440p Dell beautiful badboy was.....

Friday, January 1, 2021

Game 39-42 - Resident Evil - Remasters & Remakes - Week 54 - Jan 21





esident Evil is a black hole in my library that's always bothered me. I played 4 as a kid but never finished it and the first three were a mystery to me. So when the Resident Evil 2 remake released it gave me all the excuse I needed to buy it and a remaster of the original. 



Resident Evil: Remastered
Playing Resident Evil for the first time in 2020 is an interesting experience. The game can only be described as classic, albeit a little outdated. The old school tank controls with horizontal aiming and locked in camera is difficult to grasp at first. Controls that were modernized all the way back in 2004 with RE4, revolutionized third person shooters as we know them. After encountering your first zombie you realise you're fighting the controls as much as the enemy, so it's no surprise first time players will just run. From this point each point you open a door you have no idea what will be on the other side of that slow creak.  I can only imagine how terrifying this intense uncertainty would have been back in 1996 - an ingenious was to keep the player on their toes during a load screen. I've always held the limited controls are additive to the experience. Even in later iterations the movement is limited in one way or another. Once you get a handle on the controls more zombies are thrown at you. One is no problem, but two will always have you rethinking what weapon and tact to adopt. After a few close encounters a shotgun is dropped in your lap. Then an agile reptile monster. Then an SMG. Then a brute zombie. Then a Magnum. Inventory management is essential to the survival horror experience. A weapon for every occasion but limited ammo? What about health? Even save points require a precious slot for printer ink. Luckily you have storage chests and I cycled out weapons typically based on ammo. The other facet of gameplay is the puzzles. But one could easily argue the entire mansion is one big interactive puzzle. Like an old point and click adventure game, one item must be slotted in here to open this door to a new area. It's a staple element of gameplay design now, but I have no doubt taking this from 2D to 3D was ground breaking. This loop of managing items, your health and ammo while fending off threats is an addictive loop. I cannot attest to just how much I love the inventory management system and gameplay throughout this game. 



The art and lighting is great and still holds up. Mansions are full of velvet and marble. Graveyards are dark and misty. The greenhouse keeps you on edge for the thorns that lurk in each corner or behind every room. Later areas are darker and mysterious, revealing the underbelly of experimentations as the true purpose of the people here. 

The characters of Resident Evil are and always have been absolute camp. The voice delivery and even their presentation. The story is quite interesting. Attacks are occurring all over the Arklay mountains and your team must investigate the disappearance of the prior team. Well as expected, everything goes you must escape the mansion from the undead threat. The mansion was built for Umbrella scientists as a maze to trap anyone investigating. The experiments are all about creating invincible super soldiers known as Tyrants. This goes poorly for both the failures infected and returning from the dead and all of the scientists involved. It's interesting following the logs and notes of families such as George Trevor, architect of the mansion. Once he wizens up to the purpose of the mansion, he's trapped in his own creation by Spencer an Umbrella scientist. His family are used in early experiments, his wife perishes but Lisa Trevor his daughter... well you encounter her much later. Or rather the hunch backed creature abducts you into her rickety hillside house. 


Not much else I can say other than the game still holds up. I'd like to do a retro replay one day when I own all three games on the original PlayStation. 


Resident Evil 2: Remake

As stated previously I never played the original. But I have played 1, 4 and 5. I am now convinced that this game is the definitive Resident Evil game surpassing even the previous holder of the accolade (RE4). An impressive accolade in a series with almost 30 games, many of which have consistently innovated and surpassed with each sequel. Simply put, the game is a masterclass in survival horror and pacing.  


From the get-go the pacing is just fantastic, they've taken the outdated PS1 title and made it a cinematic experience in its own right. Its the first day on the job, and Leon is moving to Raccoon City after being assigned to the RPD. After stopping to fuel up something is clearly not right. Entering the station there are a few pumps, bumps and jumps, but eventually you come across a man hunched over something on the ground. The classic introduction to our zombie turning brings Leon face to face with a decaying walking corpse. He tries his best to convince the citizen to stop, but is forced to defend himself. The first of thousands you will fight and flee from. The enemy design of these base zombies is nothing short of genius relative to enemy design. The controls have been modernized so the stress of aiming is minimal. The corridors are tight so you can't throw a dozen walkers like RE4. And to boot they're the original from RE2 so no weapons or gimmicks. So how do they make them challenging? How do they bring back that stress and tension you feel every time there's more than one zombie and you can't simply step around them. Animation. Seriously that's it. They animated the zombies to sway and wobble. You can't just level your pistol, as it was in the originals, locked to horizontal aiming. Because that dead brain is going to sway out of your sight, inevitably you will miss, you will waste ammo, panic and get bitten. Every time you hit an enemy a head or shoulder sways unpredictably from the recoil, so no double taps like RE4. Controls and turning circles are still slow and this only adds to the stress you feel. Running and avoiding is always a viable option, and in fact its essential to your survival.  As you land hits, blood splatters, or a jaw breaks off. Not only is this incredibly detailed and visceral, immersing you in the horror of this world so much, but it serves as a grim reminder of your failure to put down the ever approaching death you face. I cannot express the fear I first felt after facing three zombies and missing 2 shots with my back to the wall. It makes these zombies a threat not to be underestimate until the very end. 



The story picks up where the first game left off, the undead from the mansion has spilled over from the Arklay Mountains and into the nearby valley containing Racoon City. This is where you encounter Claire Redfield (come on)..., searching for her brother Chris. A member from the STARS in the RPD station. Eventually you arrive at the station only to find the last remaining police officer and your superior, Marvin Branagh, bitten. What happened here? How do we get out? Is there anyone left to save? 

The Police Station like the mansion from the first is a character in itself. Locked and blocked rooms, a bell tower, court yard and plenty of secrets... of course this was funded by Umbrella and corrupt from the start. The second game improves on everything that was good about the first. Puzzles, enemy design, new weapons and inventory management are all perfectly paced. The RPD is an interactive puzzle, and certain rooms require certain keys and give you specific items. Some are optional and others are not. Do you risk returning to a room for potential useful items, and maybe face any threats that have remerged? Each area has hidden nuggets of lore, references and small but cool details - such as the officers desks with "Welcome Leon" strewn above the dead officers desks. Puzzles seem simple at first, find this, move that, unlock this. And I never felt lost or unsure what to do next. Its clear that this is very intentional - where the story was concerned the objective was always easy to follow. However, see that shotgun behind a glass lockup? Go find the card and codes required. These optional puzzles often required clever deduction and always felt rewarding when you managed to figure one out. The level design is perfect and makes you want to explore every nook and cranny, the real map Leon pulled off a wall is well designed and immersive. It shows you what hasn't been explored (black) cleared (red) and notable items are marked on the map to return to. It adds to the survival experience  feeling like you're marking off a map for supplies. This song and dance leads you to an intimacy with RPD station that gives it an evolved character from the mansion. 



Every opened door as with the classic RE might reveal a new threat. Lighting must be returned to areas to unlock doors and the creatures within. Zombies bash windows down and climb inside, which you can barricade with a limited supply. And just when you think you have a handle on the regular walkers the licker rears it's ugly veiny head. This creature is terrifying, it crawls on the walls and ceilings. It rapidly gets up in your business, taking a health chunk of your health and ammo to put down. Luckily you can avoid it if you're silent enough as the creature is blind, but this only adds tension to the experience. However, say goodnight if you encounter another zombie next to a licker, as the two work together to see and hear you. And then there's this guy: Frakenstein's monster in a trench coat. Mr. X shows up out of no where to crash Leon and Claire's party. The moment he shows up is so terrifyingly and unexpected. Lifting a crashed helicopter from earlier you question in terror - what the hell could lift that? He's twice as tall as anything you've seen so far and you just know if he gets a hold of you its game over. No matter how many bullets you put into this guy you won't bring him down, and he follows you relentlessly. Eventually you can lose him if you run far enough. But you can always here his loud foot steps ringing out the pavement and floor boards of the police department. And if he hears or sees you, its game time. It follows you as you try to hastily complete your objective or outrun the monstrosity. Thank god he can't get into the safe rooms or I'm not sure I could have handled the stress. 


As the story progresses you meet Ada Wong, a spy searching for Umbrella secrets and with Marvin's help and sacrifice he leads you to an underground research facility. It's here the experiments are unveiled, several Tyrants have been created to hunt down anyone who is a threat to the research. The RPD and STARS survivors from the mansions. Not only this but someone has infected the tyrants with a parasite that lets it control other zombies. Sound familiar? Well Leon, Claire and Ada all destroy the facility and Mr X, saving each other and Raccoon City... is nuked? I gotta say that was unexpected but entirely plausible as a real world solution. 


I spent a lot of time discussing the design of the zombies, and I could spend a lot more. It's hard to express how impressive it is for a game to make zombies feel fresh and new again after feeling so exhausted for the last decade. In the same way that Doom 2016 returned as king of balls to the walls hardcore shooters. Resident Evil 2 has retaken the crown for that classic zombie walking survival horror experience. Even now after writing this I feel that itch to play it again. 

 
Resident Evil 3: Remake 

Here we are. This game received a lot of hate and honestly at first I struggled to see why. It's a departure from the Resident Evil 2 formula, far more action orientated. But that's not necessarily a bad thing. Say what you want about it compared to 1 and 2 but the game is novel. No dual protagonist. Jill after the events of the mansion is looking to get to the bottom of the Umbrella conspiracy in Raccoon City. Stopping her in her tracks the corporation sends a tyrant to assassinate her, busting through Jill's apartment the game becomes one long chase scene. Well, unlike other survivors Jill has grenade launchers at her hip. Weapons reserved for scripted encounters in the original are common place here. Enemies feared are now weapon fodder.  If grenade launchers weren't enough Jill can dodge and you'll need it if you want to survive the enemies thrown your way. There are far more zombie types here then any other Resident Evil. Then they add Carlos with his assault rifle and plentiful ammo, but no where near as nimble and unable to dodge like Jill. Its a complete departure from prior characters, however I do like how every character feels different. Playing from remaster to remake, Leon feels different to Chris. Chris never misses (thanks to horizontal aiming) and his challenge is more tactical in nature, while Leon is a little rustier and improves over time. Jill is quick, and she needs to be to survive the explosive outbreak and hordes of zombies coming her way. Dodge, stab, dodge is far far more viable then back step and swing as the boys do it. Racoon City is beautiful, from neon filled alleyways, winding sewer systems and laboratories, it feels like a natural evolution of 2 in some ways. However, as if to give way to the action, the level design has become far more linear. Where 1 and 2 had the mansion and police station to give way to evolving puzzles and level design, 3 has you going through the motion. Puzzles still have that iconic RE feel to them, find this, unlock that but without that multidimensional recurring level design it doesn't feel like RE, it feels lacking in that X factor. RE3 is one long alleyway to jump across hurdles passing by in a flash, while RE1-2 are like Rubik's cubes that you figure out over  time. The game has regular boss fights where explosions are rife and the tyrant Nemesis is slowed down or cut off temporarily. It feels like they took that Mr X. moment from RE2 and tried to turn it into an entire game. One loooooong intense chase. Mr. X was one of the best moments in RE2, so I was okay with this. If I want to be curled up in a ball peaking around every corner I'll play Resident Evil 2, and if I wanted a different kind of tension that keeps me on the edge of my seat the entire way I'll play 3. 



Or so I thought until I watched videos of the original Resident Evil 3: Nemesis. While I enjoyed the experience for what it was, I did remember it being overall lacking compared to the Mr. X encounter - despite that being the entire game - but I couldn't figure out why. Well this became quite apparent after watching the Skill Up review. In the original game Nemesis wouldn't show up at scripted moments, no this was completely random. So if you died or played the game you couldn't just memorize the steps to the same dance, no you had to adapt. And this added a constant tension reminiscent of Mr X. following you through the mansion randomly, except Nemesis follows you through the entirety of Raccoon City. Both are predictable - but in 3 he is not. You might not see him coming the first time but after a while you expect it. The fear is gone and only superficial spectacle remains. The idea of Nemesis busting throw a window or wall at any moment sounds absolutely terrifying. So it's understandable why many call the original the best of the trilogy. At this moment I realised the hate for this game wasn't from comparing the remake of 3 to 2, it was from comparing the remake to the original. An opportunity to surpass both the remake of 2 and original of 3, was lost here. 



I liked what they did with the story, or what little there was of it (I finished it in 5 hours). The characters like 2 are well acted and written. Jill and Carlos (aka Claire and Leon) have chemistry and make you care. Mikhail is the Russian leader of a few forgettable mercenaries in addition to Carlos and Nicholai Zinoviev, the predictable bad guy. From his very intro someone gets bitten and Nicholai kills him. So you know what's in store for this character as he attempts to go full super soldier. Jill and Carlos stops him and Nemesis. I appreciated the crossover, a lot of what you do in the station in 3 (as a prequel) mirrors what you'll find in 2 as Leon or Claire. A cute nod. It would have been nice if you had multiple options here. And changes you made here carried through to 2 and perhaps eventually 4. Where you need to choose making something easier now but harder for someone else down the road... Adding some replayability across the the quadrilogy. But of course 2 came out first so this wasn't really an option even if it is a cool idea on paper. 


If the remake for 2 was a step up and the remake for 3 was a step down, I hope to god they don't maintain this trend for 4. And considering 4 has given a more reasonable development timeframe then 3, I do have hope. 


Future Remakes


I have no frame of reference here regarding the story for the original RE3 but from what I could remember RE4 was completely disconnected from 1-3. The T-Virus strain was produced from the Progenitor virus, found in a flower and combined with leech DNA. As far as we're aware, only the invincible Lisa Trevor had the original progenitor virus and was destroyed in the mansion. And the T-Virus was seemingly wiped out with Raccoon City. As RE4 opens up Umbrella Corp has been dismantled. Leon is sent to rescue Ashley, the president's daughter who was kidnapped. And in doing so encounters villagers infected with the parasite Las Plagas. In RE3 Remake it's revealed that Nemesis is created by introducing a parasite that lets him control other zombies. These mutated zombies have similar head whipping abilities to the Las Plagas infected. I have a strong feeling they'll use this to link all 4 games together and maintain Umbrella as a persistent enemy. I whole heartedly support this for 4 as I was never a fan of the cringe villains, nor do they suit the tone the remakes are going for. Not only could they can steer clear of the convoluted plot and viruses in 5 and 6, they can remake these all under the same T-Virus and parasites umbrella (ha) too. Hell, 7, 8 and 9 focus on new parasites, perhaps the same as the one used on Nemesis or a cousin. I would go as far as remaking 1 and relinking them all together for one mega saga. 


Resident Evil 4: Remastered 


I played Resident Evil 4 on PS2 back in the day and it was one of those few games that appeared, gripped me and wouldn't let go. Back then I got up to the part where you find Ashley and stopped. I honestly thought I was pretty close to finishing it, little did I know I had barely scratched the surface of Leon's long escort mission. Playing it over a decade later I reached the castle and was shocked at how much of this game was left, but I wasn't complaining. The controls still hold up so well, even after playing 2 and 3 remake. Its no surprise considering the game revolutionized third person shooters with over the shoulder shooting. The controls would remain slow, a staple design element of any (good) Resident Evil game (or survival horror for that matter). The user can now shoot limbs, heads and even weapons directly. And that's they key ingredient added to make the game as fun and fresh as it was. A perfected gameplay loop iterating upon the solid foundations of the prior trilogy. Shooting dynamite before a Las Plagas lobs it at you and watching it obliterate everyone nearby never gets old. Nor does shooting farm tools mid-throw or shotgun blasting a cluster of 4 enemies on the ground and stomping their heads into dust. Guns and explosives all have impact and you feel it on the various enemies the game throws at you. 



I was surprised yet again when the game moves from the castle area to a prison island. Unlike the earlier level I was a little disappointed. At this point I felt like the game had nothing more to show me and I wasn't wrong. Enemies started to feel derivative and uninspired, trading whippy heads and farm tools for guns. They have body armour now so only headshots or explosives are viable. Which felt like it was padding (ha) out the game. This could have been cut entirely from the game and the 24 hour experience now down to 20 hours would have still had more content then any Resident Evil to come, and felt much tighter too boot. 

Even so this didn't stop me from enjoying the gameplay loop. No Resident Evil to date has been able to inject so much action and still maintain a survival horror experience. Even if the action surpasses horror in the later stages, this has always been the case in Resident Evil as you master weapons, secrets and scavenging. Then comes my boy, the Merchant. For the first time enemies drop currency and this can be used to upgrade your favourite weapons at the local merchant. This progression system is what makes the game so addictive and replayable across its 20 hours. I hope the mod system from 2 carries over to 4 with the same currency progression system of the OG RE4. And I sure as hell better hear the words What're ya buyin? when my boy the merchant returns in a remake. While we're on the topic who the hell is this guy? Covered head to toe in black robes, surrounded by blue flame candles and teleporting to wherever you need him, despite you struggling to get there through your entire journey. What is he? He looks infected like the Las Plagas... but if he's a local why is he willing to buy and sell Leon weapons - as he murders the entire island of his people - and seemingly no one else as Leon is the only one using the merchants guns? Is he just here to rob the royalty and island of its treasures at a bargain? Either way I'm glad he's here because without him I wouldn't have been able to modify my Red 9, Riot Gun, Broken Butterfly (dope name for a black revolver), Hand Cannon, Semi-auto Sniper Rifle and many more to murder my way across the island and rescue Ashley. 



I did not enjoy the story nearly as much as the gameplay. While the atmosphere is consistently tense, the lore feels like a step down and too much of a departure from the previous games. Characters are just as campy as other entries and more so in the villains case. Luis cracking terrible jokes as he tries to escape and eventually redeems himself for his part in infecting villages. Ada Wong shows up randomly, whom Leon doesn't recognise until she takes her thin glasses off, giving him a shocked ridiculous expression at the realisation its her, which could only make me laugh. Of course she hinders at first but helps Leon in the end. Jack Krauser is some 80s villain and as macho as you'd expect. And Albert Wesker.... just gross, I seriously hope they stay away from Wesker in the remakes storyline. Or make him a mad scientist instead of a Neo super soldier badass ubermensch mega scientist villain. He's desperate for an overhaul to make him fall in line with the remake universe. Mike the pilot and Ingrid your intel op are forgettable as expected. Ashley (LEON!) is actually quite useful. The game could have easily become a tedious escort mission but her AI is well done, ducking when you need to shoot. Requiring you to share health between her and Leon adds a novel dynamic I'd never experienced before. It makes you feel connected and responsible for her - immersing you even further in your mission and investing you in her safety. Leon cracks on to every women he talks to and cracks jokes at everyone else that gets in his way. It's the classic Capcom we've come to know and love in Resident Evil, Devil May Cry and other games. However I think it's the primary villains that take it too far. Ramon Salazar the 16 year old and Osmund Saddler the cult leader and mastermind are over acted and under delivered. Their laughs are terrible. Their lines are terrible. I like the idea of a teen or even younger, being in control of a massive isolated cult in a remote part of the world. Like Chucky and his own powers, that's just creepy. But every time Salazar is on the screen I just cringe. Saddler on the other hand is as stereotypical as it gets. A dark manipulative cult leader working towards power behind the scenes. If they're a character in RE4 they're due a complete character design makeover, not just graphical fidelity and art style like the rest of the game. 


The infected villains and enemy design like Villagers, sea monster, giant (one that took a rocket to the face), burlap dude with a chainsaw, Las Plagas, demon dog, infected bug, armour guys, priests with bows, shields, flails etc etc all work to addict you as you push for more powerful weapons to deal with them. The are a few exceptional moments of course. That opening sequence in the village.... after the Polizia drop you off, you ask villagers questions of Ashley's whereabouts, they murmur and attack you in a frenzy. Eventually an entire mob comes down on you, pitchfork, torch, axe in hand. The Ganado running at you chainsaw in hand as you try to survive door to door in the village is iconic. Watching him cut Leon's head off is just as terrifying as you imagined as you ran like a little bitch. Towards the end the Regenerators are found in a lab, towering creatures pieced together with wide maws from each end of the jaw. No matter how many times you put them down they get back up. Why? All you can do is run in fear. Eventually you figure out how to put them down by shooting them in every area of their body. And later an infrared scope reveals the multiple parasites in their body you most shoot. Those moments work hand in hand with the tense atmosphere, music and sound design that keep you consistently tense in Leon's mission to save Ashley. 


Wednesday, December 30, 2020

Game 38 - Portal Knights - Week 52 - Dec 20



ortal Knights - well what can I say other then this is just good old fun. This is certainly a hidden gem with Minecraft meets Diablo elements. The premise is entirely in the name. Travel through portals to different worlds, gather resources, return to your own world and build your base - all the while your Knight grows in strength and you travel to new portals conquering the known universe. This gameplay loop is at the simple heart of Portal Knight - and the loop is addictive. I played it with a friend well into the night and as time flew by we powered through it and before we knew it the sun was up. I don't remember the last time that happened, maybe in my early teens with friends...

Special mention goes to the biomes and enemy types. They're all novel and just as you get sick of one a new one opens up. The game is perfectly paced and should be on any father-son game list. 

Friday, December 11, 2020

Game 37 - Watch Dogs: Legion - Week 50 - Dec20


hile the original looked bland and was a solid pass, Watch Dogs 2 pleasantly surprised me. I loved the character of the city, the openness of the mission structure and how you could complete entire missions with just hacking. Missions were puzzles that required wit to pull off without letting a bullet leave your barrel. 

Watch Dogs: Legion really showed promise. Having travelled London thoroughly for 2 weeks in 2018 I recognized a lot of the city and it felt pretty darn 1:1. Not only were most of the major landmarks there but they often involved unique missions. Like a drone battle over London Eye, or a platform sequence with a spider-bot through Big Ben, or sleuthing through the catacombs or infiltrating London Tower, a rearmed fortress. But eventually this initial novelty wore off and the story, well... I'd tell you if I could remember. Your cell is destroyed at the start and you need to recruit a new DedSec to fight off the Orwellian private military tech company that the government is bending over for their security tech. That's about it. Zero memorable characters. Except the ones you create yourself. 

Who is this dude? 

Here's where the game shines in some ways. Recruiting characters is the best part of the game as they all come with unique abilities that can be used to approach missions in different ways. Some favourites include the Spy, a middle-aged British woman that can combat roll, use a G36 and knows kung fu. The bee keeper. The graffiti artists with their paint bomb and paint gun. An anarchist with a baseball bat. That's it, a bat. The list goes on. The issue here (when it works and you don't get cheated and lose your characters or progress due to bugs) is characters are all surface level. The upgrade tree is cool but I really wish it catered to individual archetypes more and allowed you to invest in them more instead of a overall legion tech tree. Especially when you end up using the same gadgets on every agent most the time. Character upgrades would have made the instadeath truly shine. Investing precious time and resources into a character only to see them perish... ugh. Imagine seeing your DedSec grow, through the continued sacrifice of it's agents, a legion as you will. While you continually get invested and despair as agents perish. But I don't care. Agents have no investment factor and if they die you can just go find and pull the same type of agent of the street. No consequences. This highlights an issue in Ubisoft games. They just lack depth and appeal to a mainstream audience; but they still try to be hardcore. They're Tom Clancy espionage and action games from an optical perspective, but when you dig your hands in you don't really find much. And that's a HUGE issue. You appeal to an audience that expects one thing and gets another. Assassins Creed has made attempts but mostly relies on bloated RPG mechanics. I've steered clear of Far Cry since 3 (only playing 4 because I bought it on special). The one exception over the last decade was Rainbow Six Siege. Which was likely done by a ragtag team with little faith from the higher ups that it would succeed. I common occurrence in the industry, small teams creativity surprising the money-makers terrified of risk. Hearthstone is one such example. I would really love to see some actual depth added to these games. Maybe even a hardcore mode which they've proven they can do. The Division 2 should have been the survival DLC mode of 1. Far Cry 6 should be a base liberating, rebuilding and management game as you work to build up the resistance through a logistical and tactical metagame (Dragon Age Inquisition did this really well). Enemies can take back bases if poorly defended. Maybe you have named agents and special operatives. A true Guerrilla warfare experience unlike Far Cry 6 that both keeps the great Far Cry formula pure, innovates and adds to it. Watch Dogs Legion could have been no different. 


The punk rebel vibe of London is a welcome fit. But I feel like they could have injected more substance. You need to liberate London district by district and when you do you're rewarded with a strong specialist agent. But London has no visible changes. I wish we'd see riots, rebellion, art, etc coming back to the streets. Taking a page out of the underrated Pandemic's Saboteur (RIP). Set in WW2 occupied France the entire game had a very stylish black and white filter, with Nazi reds. Once you liberate an area colour returned to that part of the city signifying the defeat and Nazi oppression being washed out. The darkness was gone and life had returned. Districts could have had mini-conflicts on the edges and you could have even added a persistent mode that required city management as the antagonist operates to take back districts. After the final resolution of the game and credits roll, in the end-game people are happy as they clean up the aftermath that comes with revolution. 


In the end the game's biggest selling point became it's weakness. Besides the myriad of bugs of course. My character was lost or bugged out several times and at this point I put down the game for good. While it kept the variety of the mission structure from the second game, the lack of depth and focus made it a hollow experience overall. This isn't a game I'm going to pick up again, and now I want to play Saboteur or Watch Dogs 2.... 

Saturday, December 5, 2020

Game 36 - Star Wars Jedi: Fallen Order - Week 49 - Dec 20

 

edi Fallen Order is one of many Star Wars games I've played over the years. As I write this I think back on all the fond memories, Jedi Knight Academy, The Force Unleashed, Star Wars the Old Republic, Battlefront OG and the DICE version, Star Wars Lego. I realise that there are A LOT more Star Wars games and most have them have gone unplayed. Knights of the Old Republic, X-Wing, Rogue Squadron, Republic Commando, Galaxies, Age of Star.. Uhh I mean Galactic Battleground the nostalgic FPS that I played once briefly. The point I'm taking the long route towards is that there are a wealth of amazing Star Wars games and I only listed the good ones that come to mind - I think Jedi Fallen Order might just be the best Star Wars game I've ever played. 


If you look at the individual parts that make up Fallen Order the game isn't doing anything special. It's Dark Souls combat lite meets Uncharted traversal and set pieces meets Force Unleashed story structure and progression. But I'm okay with that because it cherry picks all the parts of those games, throws them into a pot, turns up the temperature to Stormtrooper laser heat levels and cooks up the best Jedi game I've experienced to date. No other game has captured what it would feel like to wield the force and a lightsabre this well. The game is set between Revenge of the Sith and A New Hope. Jedi are outlaws. Cal Kestis an escaped apprentice is hiding on a junk world until Vader's foreboding Inquisition arrives on planet, detecting a Jedi. Naturally Cal acts the hero as he was destined to, saves his boss and puts a target on his back. Queue the colourful cast and our crew - Greez Dritus our wise crack shot and loveable dwarvish pilot and Cere Junda a down to business fallen Jedi (she handed in her lightsabre for whatever reason) are working in opposition to the Inquisition to find Jedi and restore the order. 

Bracca the ship breaking planet sets the scene for many beautiful planets you'll visit.

The story and gameplay work hand in hand so well to create a genuine Star Wars experience. Mechanically the sabre and force powers feel great - it has this multidirectional feel when fighting mobs but reduces to light sabre duelling with anyone remotely skilled in melee. The progression of these abilities make sense. Cal is an apprentice, his training was interrupted, and through various adventures and the skulls of many storm troopers his skills are developing through field training. Even Cal forgetting the basics like dash or double-jump is explained well. Each time you learn an ability it's accompanied by a flash back to his Jedi Master Jaro Tapal, teaching Cal about the move. For some reason Cal has repressed his connection to the force and is unsure why. Well these flashbacks inevitably back step his memory all the way to Order 66 - Cal has repressed not only his powers but his memories so that he can hide - a subconscious 'forced' failsafe protocol in a sense. As these abilities progress you can just do more and more cool shit. In itself just the general light and strong attacks feel right - cutting up storm troopers with a flurry of flashing light sabre swings. Deflecting laser blasts back into enemies better and better each time. But add in sabre throws to take out that pesky heavy gunner or Darth Maul style light sabre that can be split in half mid combo as Cal goes ham on anyone around him. Force powers give you good crowd control to level the playing field against lethal enemies and later allow telekinesis. Cal was born with the ability Psychometry or Sense Echo and can acquire memories and flashbacks of people from sight, sounds, emotions etc. Naturally this makes him a great deducer, and is invaulable for tracking down the Holocron (to locate other Jedi).  Enemies remain consistently fresh. Special op troopers, aliens, and Cal is eventually tracked down by bounty hunters with jet packs, sniper rifles and even mechs. Just. Dope. Give me that Boba Fett Star Wars 1313 game back EA!!! Grrr. To top all this off the exploration is awesome, secret areas give you reasons to return with a metroidvania still design as future power unlock areas that contain resources to further improve your abilities. I platinumed this one as it was just an enjoyable to 100% overall. 


So Greez is like that uncle that always cracks wise, BD1 is a shoulder mounted R2D2 who is far cooler than the soccer ball droid, Cere is a dull ex-Jedi who failed to keep her student from the dark side and cut off her connection as penance and eventually the enigmatic Nightsister Merrin joins your crew. An absolute babe and love interest of Cal. She gave me serious Morrigan vibes from Dragon Age in her dark, sinister yet loyal and honest demeanour. A victim but in no way a pushover; initially antagonistic she eventually joins Cal to defeat the rogue Jedi Taron Malicos - cool dude btw; a neo-viking Jedi with no shirt and two red spinning floating sabres - who's been running amok on Dathomir (Maul's home). I totally ship her and Cal. Please makebeautiful  interracial alien force magic wielding babies... I really loved the crew banter and comradery and I always took the chance to talk to crew members in my downtime. It made you feel like you were on the Millennium Flacon getting to know your crew better. I really hope they explore this further in the second game, even delving into RPGs for inspiration. Trilla the fallen apprentice of Cere, does no more than an okay job as the primary villain. I didn't think much of her and felt like they leant too much on Cere and their fractured relationship. A story we've seen too many times in Star Wars. Obi-Wan failed with his first, but the new apprentice is his second chance to learn from his prior mistakes..

The crew of the Stinger Mantis - a terrible name for a ship btw, common Greez....

All this becomes abundantly clear when Trilla fails to defeat Cal in the final boss fight. The fight was ridiculously difficult mind you - with a hugeeee difficulty spike compared to everything else. Failure is followed by a fear that marks her face - but not from you or Cere. She has failed for the last time and before she can have some epiphany about the dark side, Vader appears out of no where and cuts his Inquisitor down. It's at this point you experience one of if not the best fan servicey scenes in a Star Wars game. "You would be wise to flee". "Yeah, probably" Cal responds. Oh boy I cannot describe the joy I felt in this scene, Vader towering above you makes you feel trivial. You make a few swings, but it's clear he's not even trying and after almost choking you out you're forced to flee. Vader is still walking and as you turn to run hundreds of panels ascend of the platforms and fly towards you. Entire sidewalks ripped out as you're forced to dodge. Your channel your inner Drake to escape. No door or escape route can stop Vader. They truly capture him as an absolute unstoppable force of nature, persistent and unrelenting, all you can do is run, hide and prey.  He just keeps coming. All your training and progress and you still feel like an ant by comparison. A good reminder Cal still has a long way to go. Eventually cornered in the under water facility, BD1 stuns him momentarily. But not for long and Vader almost forces Cal's own lightsabre into his gut from across the tunnel. Cere returns to hold Vader off momentarily. In a desperate attempt Cal cracks the glass and the water floods in. We're shown a scene of Vader trying to hold back what I can only assume is so much water pressure that even Poseidon himself would struggle to hold it back. But he does, for a moment then goes to one knee from the pressure. Cut to black as Cal and Cere drift off, saved by Merrin. The Holocron is recovered, Vader no longer has the device to eliminate the compeition, and the ragtag crew can start rebuilding the Order. 

Anakin was only 27-28 in these scene - though his body probably felt a little older...

The Vader set piece was absolutely phenomenal and the megafan in me has no regrets it was in the game. However it does highlight just how much Trilla Suduri pales in comparison as a villain to one of the greatest - the benchmark. Instead she is tossed aside both in the game and from our memories, almost immediately forgotten. The set piece marks the pinnacle of many, whether it be hijacking an AT-AT to destroy the others nearby before Saw Gerrera (Forest Whitaker) leader of the rebels swings in, thanks you and asks you to park it by their base.  Or even just the beautiful inspiring and faithful backdrops like exploring a graveyard of Star Destroyers, the ship breaking planet Cal hides on, the planet Ilum full of icey caves where Jedi craft their first light sabre as a right of passage, or climbing the world tree to take flight on a giant majestic bird. Jedi Fallen Order captures the magic I felt oh so many years when I first saw Luke, Vader and Han Solo on the big screen. No other Star Wars game has ever done that.

Sunday, October 25, 2020

Game 35 - God of War - Week 43 - Oct 20


od of War
isn't just a game in my eyes, it's an experience, it's high art. I love mythology. I regularly think about it, read about it, and try to consume it in any way I can. Studying theology and mythology is often on my mind. So don't take it lightly when I say God of War is the most realised depiction of Norse mythology I've ever seen. Of course it takes some creative liberties, it's an original world set in the backdrop of a pre-existing trilogy. But the spirit, the characters and the sagas as we know them are integrated in a way that can only be described as masterful. The Prose Edda is essentially the bible of Norse mythology, and the most accurate source of Norse mythology we have, is an amalgamation of all the sagas told vocally by Skalds and runic writings. In the same vein of Brothers Grimm and the fairy tales. It was written by Snorri Sturluson in the 13th century. A Christian era where writing anything that flies in the face of a monotheistic God would result in a quick trip to the flaming pyre, a funeral fitting of a pagan. The Prose Edda was written prefacing that there is one God, and so the Aesir are not Gods, instead they're ancient refugees from Troy. The origin of their power left intentionally vague. Perhaps they're saints or angels or demons. The point I'm work towards is everything we know is a bastardization of the stories told by the Skald of old. Furthermore to argue the original story in itself is a fruitless endeavour. The stories as all stories have been for the majority of human history, were told by mouth over campfire and hearth for millennia, passed from generation to generation. So of course they would change over time. At the end of the day they're fiction, so it's only fitting that Santa Monica studios tell their own "bastardisation" of the Norse mythos. 


Well with that out of the way it's time to talk about God of War. Game 1 on this blog was the God of War trilogy. I waited 10 years to get around to finishing God of War 3. The fact it took so long to get this off my backlog in no part inspired this challenge/blog. But finishing them first was something I expressed to others whenever they kept insisting I had to play God of War 2018 yesterday - and I was crazy for not having done so. Well I'm glad I waited because playing it both on my new 65" TV and with the context of the Greek Saga was well worth the wait. w

The game still focuses on the same core concepts seen in the original, the dawn and dusk of pantheons, and the cycle of hatred, patricide and revenge passed on from generation to generation. But God of War takes this in a new direction. At the end of the trilogy, Kratos had all but destroyed not only Olympus and its Gods, but all of Greece and much of the Mediterranean. It's not that there was nothing left there for him, it's that there was nothing left. After much journeying he settled in the north lands and found a wife - a great giant who sired a son before passing to the next life. Atreus is the focus of the game and the father son relationship takes centre point. A story of breaking the cycle of hatred, sins of our father, as Kratos knows exactly where that leads... Although I liked angry Kratos, I'm glad they switched actor to Christopher Judge to take him in a difference direction. It's clear that Kratos wants to love and protect his son, but this is still Kratos. Not only is he a deity, he is a Spartan. Raised up by his own strength of will as the weak below him faded to dust. This is exactly how he raises his son and he doesn't understand when to provide warmth. This is seen clearly when that warmth is provided by none of then Freya, a day and night juxtaposition to the cold hard tough love of Kratos. If his son is to survive what his future holds as a divine being, he must learn to stand on his own two feet. But without warmth and nature Kratos will create another warrior, another God of War and the cycle of hatred continues. So it's it's clear he's struggling with learning how to be a good father. All this leads to much tensions and drama, twists and turns, that permeates a father and son journey through Norse mythology. If you've read any tales from the Prose or Poetic Edda you know this is inherently a Norse tale. These tales consisted of either Loki getting the Aesir out of trouble (which he often created) or several Gods venturing from Asgard - usually to Jotenheim the land of the giants. Which is exactly where Kratos and Atreus are destined for to spread his mothers ashes and push through any threats that stand in your way. It's clear this was the mother's last wish full well knowing that the journey would strengthen Atreus as well as his relationship with Kratos. It's through this journey and relationship Kratos is reborn as not a God of War, but a father. 



This father son relationship bleeds seamlessly into the gameplay. He makes call outs when enemies arre in your blind spots, yells for help, staggers enemies for you to finish, and has a dedicated button on your controller just for his magical abilities. As a result he's a part of you. You help Atreus and he helps you through clever puzzles. As you roam your homestead your try to unlock a hidden cave "Still can't unlock that?" - "Quiet boy." It's a clever play on Metroidvania design throughout the game. Much of the commentary is the best parts of the game. You feel that adventurers comradery. Even more so when you're joined by the head of Mimir, known for his wide knowledge and wisdom. 

The game from the offset is much more intimate than prior iterations. Taking a page out of The Last of Us the camera is close up, making you feel closer to the character. In previous games it was zoomed out and made you feel like a detatched killing machine and force of vengeful destruction - a literal revenant. While I doubt this was intention in the original games (it was just a top down hack and slash action game), the change in this soft reboot certainly is and it's nothing less than brilliant. As a result the game maintains much of the spirit but with a fresh coat of paint.  At first you do feel like you're playing a cutscene, the Last of Us as you prepare your wife for the funeral. You're introduced to the absolutely phenomenal gameplay. In it's intimacy the action just feels so much more visceral. Every axe swing has weight and when you throw it, it knocks a Draugr skull and then WOOSH woosh woosh lands back in your hand... ohhhhh........ it's orgasmic. The leviathan axe is one of the most well designed gameplay mechanics in history. The recall. The light and heavy to trip, stagger and interrupt. When you can use one entire weapon an entire game and want more of that weapon, you know it's been masterfully designed and coded. Playing on the hardest difficulty you need to exploit every facet of its capability from Day 1. The old Kratos did not disappear through some sage mediative pilgrimage, he's still here, repressed. And he comes out every so often in the games rage meter, forgoing any weapon in favour of his fists, becoming an unstoppable force pounding anything in his way into the ground. Overall the gameplay is best described as visceral and just oozes depth in every facet. You can tell it's taken inspiration from more deliberate titles like Dark Souls compared to its tired arcadey forebearers. I experienced this with the first boss. He dodged whenever you throw. So instead? I feint throw, recall, to throw again or counter his charge axe in hand. Lastly is the items and runes. These are game changing in that they change how you play like a classic looter ARPG. Armour might might a rune viable. Certain runes are best on certain enemies. The energy beam for example absolutely melts, but did fuck all to some armour enemies like Valkyrie. 


I love the gods. Freya is motherly. Baldur is arrogant. Odin is ominous, absent and working from the shadows. Brok and Sindri the dwarvish brothers who hate each other but are loveable. I treasure every one of Mimir's philosophical moral questions, often at the end of an original Norse story (which was the entire purpose of these stories historically mind you, moral stories of their time). The land and music are characters in themself. The realms are amazing, and full of what makes God of War such an epic of old. 

And the spectacle within them is like no other, not God of War 3, not Uncharted, not anything. It's just God of War. Midgard (or the Norselands of man) is full of beautiful sweeping landscape from frosty mountains to warm and wintery forests. But quite and absent of people. Almost apocalyptic. It's here we start at the homestead and funeral of Atreus mother. The funeral causes a rift in the warded area and as a result a stranger knocks on the door, asking questions, aggravating Kratos (much to his warning) with unfriendly banter. This opening scene dropped my draw, just like he dropped Kratos with a straight punch to the jaw. Flying through his house and shattering trees in a perfectly thematic and smooth transition. In this moment the presentation, the music, the combat, the voice acting, the sound design come together in an oh so perfect way that is often considered an impossibility in games. The fight goes on and on and on, a perfect bossfight in gameplay and tension, until Kratos eventually snaps the strangers neck. Later revealed to be Baldur, one of many Aesir sent by the Allfather to hunt down the infamous God Killer.


But this is just one of many. That moment when Jormungandr the world serpent appears, rising up from the centre of Midgard and shakes the very Earth. Another jaw dropping moment. Or the final fight. Beginning with you travelling into the world serpent to find an artefact, only for Baldur to shoot through the belly of the beast. As you come flooding out onto the shore Baldur emerges from the water, blood, guts, and serpent surrounding you and he's ready to go, once and all. The fight carries forward and ends on top of Jormungandr towering above Midgard. Just, yes. 


The realms are their own character. Asgard and Jotunheim mysteriously absent. Tyr the lawmaker is no where to be seen and the lands fall to disarray. Svartalfheim the home of the dwarves are forbidden to outsides, and Vanaheim the home of the Vanir is inaccessible without their blessing. In other words, God of War part 2 and 3. 

Helheim deep and dark and shadowy, full of dead lost souls and contains once of the best scenes reuniting Kratos and his spectral father aboard a floating ship. Alfheim the fantastical land of the elves. As light elves and dark elves fight over the realm. You defeat the dark elves and take when you need, restoring power to the light elves. But it's not as it seems. The dark elves are not inherently evil, and one gives you a foreboding message that you've made a mistake and undone their resistance against the persecution of the light elves. This sentiment permeates through the story. Kratos cares about himself and his son and wherever he goes, death and destruction follows. He left Greece destroyed in his wake, and everything before him is effected. So are the Aesir really the villains of this story? Are they not simply defending their own lands? It's not as clear cut as it might initially seem. Muspelheim is the land of fire giants and Surtr, wield of the world ending flaming sword. It's here a voice calls out to you, challenging you with rewards for those strong enough to attain them. Niflheim was inhabited by dwarves and Ivaldi's workshop, now full of mazes and contraptions, a cursed fog that poisons you (until Sindri builds armour to protect you). But it's full of treasure. Both serve as end game content and are fun in their own way. In addition to the Valkyrie the end game content was very enjoyable. And aftter finishing it I just wanted more, playing until 100%. \


The story. There's a lot to explore here and that's why I won't. I loved how much depth they delivered from embedded storytelling and references in the environment to Kratos revealing wood carvings or prophecy, to Mimir telling foreboding stories of old. All this is integrated into the existing mythos masterfully. Loki apparently absent is revealed to be Atreus!?!? Shocking right? Well no. Loki had four children and all but one were absent in the game. Hel was not in Helheim, Fenrir the wolf and Thor's bane and Sleipnir the eight-legged horse of Odin were not seen either. Jormungandr is present but this is explained very subtly. When first introduced Mimir reveals what the snake said, that he recognised Atreus. Later he tells a story of how during Ragnarok Thor hit the giant (snake) so hard that it hit the roots of the world tree Yggdrasil and sent it back in time, to sleep around Midgard until the world ends again. Also representative of the infinite loop of Ouroboros, the snake that eats and rebirths itself. Lastly Atreus stabs Baldur with the mistletoe, removing his invulnerability, which Loki did, signalling the coming of Ragnarok and him as a mortal enemy of the Aesir. I believe that Atreus will become known as Loki the shapeshifter. He's already shown a knack for magic, summoning spirits (which he could later change into) and he could yet sire the other monsters. Perhaps his path splits from Kratos in the sequels and we play as Loki. Or maybe even the torch is inevitably passed on to Atreus. And he must choose between revenge or to break the cycle as his father has taught. There are so many other examples of them twisting mythology in such a clever way, but this is chief among them. The plot, the characters, music, art and an addictive gameplay loot have all come together with such perfection that many are calling this game of the generation. I agree.