Friday, April 1, 2022

Index












ndex



Game 68 - Metro: Exodus - Week 118 - Mar 22
Game 67 - Dragon Age: Inquisition (End Game) - Week 113 - Feb 22
Game 66 - Doom Eternal: The Ancient Gods - Week 107 - Jan 22
Game 65 - Halo: Infinite Multiplayer - Week 106 - Jan 22
Game 62-4 - Halo: 2-4 Multiplayer - Week 106 - Jan 22
Game 61 - Warhammer 40,000: Regicide - Week 106 - Jan 22
Intermission 3 - The Great Drought
Couch Coop Pt.1 - Helldivers, Laser League & more (1-5)
Game 60 - Warhammer 40,000: Inquisitior - Martyr - Week 104 - Dec 21
Game 59 - Remnant: From the Ashes - Week 103 - Dec 21
Allsorted 1 - QUBE, Zombie Army 4, Project Ascension & more
Game 58 - Banner Saga Trilogy - Week 102 - Dec 21
Games 54-57 - Naruto: Ultimate Ninja Storm Saga - Week 100 - Nov21
Game 53 - Pokemon SoulSilver - Week 93 - Oct 21
Game 52 - Alien Isolation - Week 88 - Sep 21
Game 51 - Arkham Knight - Week 80 - Jul 21
Game 50 - Castlevania - Week 76 - June 21
Game 49 - BioShock 2 - Week 76 - Jun 21
Game 48 - BioShock Infinite - Week 74 - Jun 21
Game 47 - BioShock - Week 72 - May 21
Game 46 - The Last of Us II - Week 67 - Apr 21
Game 45 - Valheim - Week 62 - Mar 21
Game 44 - Emily is Away - Week 56 - Jan 21
Game 43 - Grey Goo - Week 55 - Jan 21
Intermission 2 - Settled & Setup
Game 39-42 - Resident Evil - Remasters & Remakes - Week 54 - Jan 21
Game 38 - Portal Knights - Week 52 - Dec 20
Game 37 - Watch Dogs: Legion - Week 50 - Dec20
Game 36 - Star Wars Jedi: Fallen Order - Week 49 - Dec 20
Game 35 - God of War - Week 43 - Oct 20
Game 32-34 - Wolfenstein: The New Saga - Week 39 - Sep 21
Game 31 - Devil May Cry 5 - Week 35 - Aug 20
Game 30 - South Park: Fractured But Whole - Week 35 - Aug20
Intermission 1 - Covid-19 & The Setup II
Game 29 - Euro Truck Simulator 2 - Week 18 - April 29
Game 28 - Metro Last Light - Week 17 - April 26
Game 27 - Metro 2033 - Week 16 - April 26
Game 26 - Doom Eternal - Week 15 - April 20
Game 25 - Deeprock Galactic - Week 14 - April 20
Game 24 - Call of Duty: Warzone - Week 14 - April 20
Game 23 - Halo: Combat Evolved (MP) - Week 14 - April 20
Game 22 - The Haunted Island, a Frog Detective Game - Week 13 - March 20
Game 21 - Slain: Back from Hell - Week 13 - March 20
Game 20 - Primordia - Week 11 - March 20
Game 19 - Stillness in the Wind - Week 10 - Feb 20
Game 18 - No Time to Explain - Week 10 - Feb 20
Game 17 - Total War: Shogun 2 - Week 9 - Feb 20
Game 16 - Feather - Week 8 - Feb 20
Game 15 - Shadow Tactics: Blades of the Shogun - Week 8 - Feb 20
Game 14 - Total War Battles: Shogun - Week 6 - Feb 20
Game 13 - Regular Human Basketball - Week 6 - Feb 20
Game 12 - Her Story - Week 6 - Feb 20
Game 11 - Devil Daggers - Week 5 - Jan 20
Game 10 - BrĂ¼tal Legend - Week 4 - Jan 20
Game 7-9 - Various - Week 4 - Jan 20
Game 6 - Miscreated - Week 3 - Jan 20
Game 5 - Mr. Shifty - Week 3 - Jan 20
Game 4 - Flame in the Flood - Week 3 - Jan 20
Game 3 - Halo: Reach (MP) - Week 2 - Jan 20
Game 1-2 - God of War Trilogy - Week 1 - Jan 20

Thursday, March 31, 2022

Game 68 - Metro: Exodus - Week 118 - Mar 22






etro 2033, what a journey…. I feel like this one ties in nicely with Metro 2035, unlike Last Light which was told before 2034 (as that book was not from Artyom POV). At the end of Metro 2033, all the way from the top of the tower, Artyom hears a signal. He never forgets this, in fact its origin relentlessly torments him during the conflict of D6. Once peace is attained he begins pursuing the signal again, risking his life to explore the surface for the source of the signal with his wife Anna, much like 2035. 

That opening sequence showing the bombs fall and mad dash into the Metro and life after through 2033, Last Light and to the start of Exodus is the best intro and recap I have ever seen. 

The Aurora is one of the best parts of the game. It feels like something I never knew was missing from Metro 2033/Last Light: a home. The games in essence are a roller coast, always moving forward. So you can never settle down with a hub in one metro as you need to push forward. They came up with the perfect solution, give you a home on a train and keep the metro, with a journey into the surface to boot. The locale Russian music and radio, the crew and conversation, the warm drinks and journaling as Artyom is so fond off, it genuinely does give a sense of belonging and family. Across the full game they do such a good job of keeping it mixed up. The mechanic Krest stays in the back and smokes. Stepan helps Katya and her daughter Nastya, the nurse rescued from religious zealots of Silantius technophobic cult. He plays guitar to entertain and you can join them. Anna shows affection as you cuddle and talk. Miller lays down plans and strategizes. Duke disappears as the thrill seeker. Sam, Idiot, Alyosha and Damir crowd around the kitchen, banter, tell stories and carouse. Yermark stays close to the helm and Tokarev the gun bench.  This comradery gives you both a sense of Eastern European culture, home and family – but also cements it in this world as a constant reminder of what you’re looking for – a safe place to foster this without constant fear of annihilation. To have a child without feeling guilting about cursing them into a cancerous world. The game does a good job constantly reminding you of this cancer. Bandits, laying traps on the radio and ambushing you in Volga. The Baron enslaving an entire people around the Caspian see and waging war against the one woman army Guil. Gotta give a quick mention to this character, I love her. Such an absolute badass. This section felt soooo Mad Max. The open dusty desert, blazing geysers and huge oil rigs with tyrant ideologues sitting upon the throne. So Stalker. Say goodbye to the claustrophobic Metro and hello to the Open Wasteland.

The gameplay is just great. It feels good. Like something out of a military simulator like Tarkov. Gun fights feel kinetic and immersive. You always feel one bullet away from darkness. They take cover and flank. Demons overwhelm and ambush. The mutants, rats, spiders, and apes were fantastic. But the sea mutants were a new threat and terrifying. I love their designs. Looking at any mutant you know what it was in its past life. A mutant humanoid that has reverted to some kind of monkey. The scavenge, collect and craft loop is fantastic. Resources are essential to survival but you can also find modifications that make all the difference. Like night vision or laser sights and scopes that you need to share around your weapons. All the weapons felt good and I had a great time exploring and upgrading each. My favourite of course being the Kalash, but the crossbow (especially when you get a revolving 6 chamber) and Shambler shotgun are still favourites. The Tikhar and revolver were also notably fun. Humans give plenty of extrinsic motivation to kill. Loot, weapons, ammo, modifications. While demons return nothing, no loot, in fact they only serve to waste ammo. But the reward you with the intrinsic value of cleaning the world of mutant beasts. 





Something as simple as adding binoculars really adds to the experience of being the team scout and a scavenging survivalist. 

Maybe it’s just the ranger hardcore experience, but by the end of every game you feel like a veteran of the Metro. Starting out in Exodus this carries over big time as you feel fully equipped and capable for any threat. A veteran of D6 twice over, extinguisher of the Dark Ones and saviour of humanity. Ready to lead the Metro inhabitants into a new world…

My baby.

Or it’s probably because I played on normal until after Capsian without realising it. Damn it. I felt cheated and like I wanted to start again but I’d come too far. It was still difficult but I’d finished every game on ranger hardcore including Last Light for the first time and wanted to continue the trend. Still I clawed back some of the experience by changing it in the last few sections. And oh man, the dead city…. First that climb through the metro, an irradiated city. You can feel it, frozen, Geiger’s ticking, death everywhere, both moving and still shadows. They speak of a clash between rioters and military, but no one lives. Just one boy as a survivor and his dad who disappeared weeks ago looking for maps to reveal safe zones. As you travel deeper and deeper into the heart of the city where the radiation is stronger you can feel the death, creeping inside you. That’s when you find it. A dark tunnel, worms slivering the water, leeches hanging from the walls spitting acid. You reach the other end to find a dock area. The walls, the docks, the boats, the water, everything is covered in mutated mucus. Giant worm creatures bump and jump your boat. They rear their heads in the water and spit leeches at you. It’s disgusting and unsettling in every way imaginable. As you make your way through the area to the other side you need to gun down the giant and small leeches alike. One was easily dealt with by my high calibre sniper, the others by the rail gun given to me by Miller. Then you final “escape” onto the surface. It’s only more death in the air. You continue and have irradiated delusions of the riots, tanks killing civilians en masse and panic. As you find the hospital you’re surrounded by ghosts. The skeletons come to life and represent Anna in every scenario. Dying on a bed, falling over dead. She’s calling to you, singing to you. You couldn’t save her, why weren’t you with her in her final moments, haunting you. Anna is every corner, and as you go to comfort her, she rolls over, another skeleton. As you press on and get passed a gang of mutated gorillas nested in the hospital. You find the cure and Miller finds you.





I loved the direction they took the story. Artyom trying to find the outside world. Miller chasing ghosts. They do an amazing job of making Anna likeable and fostering a connection between Artyom and her. Especially from a first person POV and silent protagonist, it could have felt very clunky, but it felt anything but. Tasteful and enjoyable. Anna supporting you at every turn, traveling with you on the surface and saving you countless times, always having your back as the crack shot sniper. Helping you in your dream so you can settle down on the beach and have a family. But more than that Artyom "remembers a time when we lived on the surface, we were the masters of the world" not mutants. He wants to return us all to that former glory. When she falls into the bunker chasing the “NATO enemies” and starts to cough, I knew all too well what direction it was going. It didn’t make it any easier. From the moment Colonel Miller laid his head down for the final time, I just bawled my eyes out. Seeing Anna again, alive and healthy, as I phase in and out of consciousness. The crew surrounding me and then that final gravestone… I’m didn’t cry, I just got a piece of radiation dust stuck in my eye. I’d been journeying with these characters for so long. From Exhibition to D6, to the red and black stricken lines of the warrior metro, to Yamantu, the Caspian Sea and the Dead City. Even as scary as that last one was compared to something like D6, or the spider infest tunnels of the Metro, I felt a sense of indestructibility. Literally surrounded by death in all directions, I waltzed through the valley with the confidence of a Spartan, built up over many entanglements. I left exhibition a nervous boy and found myself at the end of the journey a hardcore ranger. In the end no mutant nor man could kill Artyom, it was only the radiation of a dead world and his deep love for Anna that he could succumb to.




Lastly I have to mention hat final scene on the train. Travelling to your “final stop” and as Khan the messenger of death said you can’t get off. I still remember the lessons of Bourbon, his word carrying true in the form of each bullet that cracks a mutant’s skull. Lessons from the very start of Metro 2033. So I felt quite betrayed that Artyom never mentioned him in any of his journals. I was overjoyed to see him again in that final scene, his gruff loner personality, carefree outlook and back-alley words of wisdom ringing true once again as they bring you into your final moments.

The good, the bad, and the ugly. I actually loved the bad ending. Exploring the mortality of all these characters built up over several games that I’ve grown to know and love. It felt real. Though the good ending sounded much much nicer, Artyom and Anna settling down with a kid. To hear stories of how his courageous grandfather, led Spartans across the wasteland to find a home for him to grow up safe. But that leads to the ugly. In the original it was mostly don’t harm the Dark Ones (I think), in the second one it was don’t harm the dark ones and spare key people (I think), in the third one it was spare everyone (I think). And when I say everyone, I mean everyone. Despite the first two allowing the good ending if you kill enemies, in this one you have to save your bullets and knock everyone out or avoid them. Well for starters how is this the “good ending”. Yes, you’re resorting to a degree of tribalism. But you’re also killing slavers, freeing slaves, and stopping them from ever doing so again. You’re securing the future of people for what might become the last sanctuary on Earth. Is it not worth taking the least risking route if it leads you to the greater good? Like the original I like the endings, but I don’t like how we got there. The good and bad endings have never been clear on how to achieve them, a problem in the games that’s basically a tradition at this point. Oh well, along with the DLC (which I’ll save for the exact reason that) it gives me a reason to come back and enjoy the Aurora’s journey in the enhanced definitive edition.

I’m not sure what else I have to say. This game is amazing. Tight and perfect. In the end I’ve never felt so strongly about a world and its characters. And that’s because Metro is the best immersive story experience on the market still. That’s because I lived Metro Exodus.




Saturday, February 26, 2022

Game 67 - Dragon Age: Inquisition (End Game) - Week 113 - Feb 22





ragon Age: Origins is just timeless. That Orzammar Quest and Deep Roads is still the best in the entire franchise. There’s just something so intimate about the politics of the claustrophobic dwarven city, that often leads to violent dramatic reproach. Combine this with the venture into the deep roads as you wade through darkspawn is a true test of your grit as a Grey Warden.

After watching The Witcher Season 2 I wanted to see what the Elven Alienage origin was like. And well, after a dozen mods and my fourth playthrough I can confidently say the game sucked me in one more time. My Warden, Fenullr was a cunning and logical rogue, that attacked from afar while using her wit to order others into a tactically superior position. I’ve never played a dwarven or elven playthrough and it surprised me just how much dialogue there is specific to your race, it’s awesome. The game reminds me of how just complete a package it is. Venturing in any order you wish, you delve into unique factions and their issues, helping them so they can help you. Ostagar is an epic battle of consequence, reminiscent of LOTR. The battle almost wipes out the Grey Wardens including the father figure Duncan who just recruited you and sets you on your quest to save the world. It's sets you on a path as a fugitive against a Game of Thrones to gather an army by solving the worlds (or at least the people in its) problems. Out of any BioWare game I’ve played (which is most of them) this has the most depth in it’s characters. With their own multi-dimensional personality, beliefs, motives, tastes and hates. Loghain is a perfect example of this. The Grey Warden were exiled for taking arms against the throne, and Loghain sees their return and the blight as false pretence to weaken the crown for an invasion by Orlais – who had occupied the country for centuries before Loghain and King Maric freed the country. So he betrays you and his King at Ostagar, to save the country. Every villain thinks they’re the hero. To his credit, he was correct in some ways. After the Blight Orlais did invade Fereldan.

Wynne the Arcane Warrior is just badass...

The dark world Dragon Age captured is like no other (even compared to sequels). 

The characters are just so good. Morrigan and the way she talks in particulars, her mannerisms, all evoked from a book rather than learning from social circles growing up. Her wit and guile. Her self-serving manner, that you either condone or turn a blind eye to her because you need her power. The agenda she works towards, and actively utilises her relationship with you to save herself as a future vessel for Flemmeth. It’s clear that her mother; A. wanted the soul of an old god and B. would have taken control of a more powerful and pregnant Morrigan once this was achieved. But she foils her before she has the chance. She is one of the most unique character in any game ever. 


Dragon Age: Inquisition

When I first played Inquisition, I was so excited. The reviews were far better then Origin, it promised a Skyrim meets Witcher meets Dragon Age tier game. It even won game of the year! But it was anything but, it failed on so many counts with resources divided too far a clear depth of its predecessor.

I returned to wrap up some side content and play the DLC. The first thing I remembered is just how God damn much there is. I had 4-5 zones left to complete and that took me 30+ hours. Keep in mind I had already played 90 hours. The banter is just not as good as Origins. It feels forced and the connections or what they relate to don’t make sense. Vivienne chastising the Iron Bull for not cleaning his blade… slightly comical but who cares? Where’s the actual exploration of the characters history, as a child, as a young mercenary, or Vivienne in the circle? I remember finding out through discussions of Wynne and Alistair that she had a child… but it had to be taken by the Templars. Holy shit that’s good character building right there... so where is it in Inquisition? Why do I know fucking nothing about those characters beyond a surface level that I'm destined to forget? 

Other than serious MMO tier fetch quests bloating the game, the lack of characters is where this game fails. Even more so as a hallmark of BioWare, the reason I play their games. There is more memorable character writing in a D-tier throwaway side-villain in Dragon Age: Origins or Mass Effect then there is in any of the villains in this. Even the big bad is largely forgettable and uninteresting, Flemmeth, Solas and Morrigan providing much more interesting side-plots. In the Hinterlands you find a Carta smuggling Red Lyrium, with notes commentating on the underbelly of Orzammar and its corruption, relying on the casteless surface dwarves for their black trade. Where the hell is the conversation with their leader; why can’t I pit them against their Mercenary Group leader in the fortress. Or the snowy landscape of Emprise du Lion, where you can clear the entire map, which has some great environmental storytelling around the mage and templar conflict, but beyond that you have two conversations. One to speak to a knight to hunt down a demon, and two to talk to demon with one dialogue tree and choose, power, or kill. Where’s the desperation and marks left from the war? Why does this game feel so damn empty….

The characters are not memorable, but the experience is. The best character is the war table, your councils, how the pitch camps and your agents spread out, build bridges in the deep roads, attain resources and allies through politicking and of course who could forget the venture into Skyhold, the bastion of The Inquisition. Expanding the grasp of the inquisition and rebuilding its power and influence (literally a form of experience in the game) while venturing throughout the stunning Thedas is a great experience. Or it would if you were actually an Inquisition and not just a Conqueror. 

However the lack of BioWare signature story, characters, and dialogue undermines even this. In a game all about demons, it has the least to do with them. Demons hide, manipulate humans to do their bidding, they’re never in plain sight. They would require careful inquiry and investigation by agents. So it’s too bad there’s none. Instead they’re turned into the new Darkspawn threat so you can grind them and hunt them down in droves. I understand the need for cannon fodder, this is a game that needs to satisfy moment to moment combat. But it could have been done with more wit. It was always described that there was a demon hierarchy, and the further you go up those rankings the more they use powerful magic and manipulation to get there means. Instead they’re all turned into mini-bosses out in the open. Perhaps rage demons and pride demons (which combine all three disciplines, combat, magic, manipulation) could have been the cannon fodder, expanding their range beyond the basic elemental looking rage demon model we've seen for 3 games. Then pleasure, desire, sloth demons etc could have been much rarer and hidden in social hubs (if there were any) and you had to oust them.

Cool design bro, just wish your chat game was a good...

Like many sequels, on its own Dragon Age Inquisition is a fine game. A fantastic game in some ways. But compared to Dragon Age Origins it’s a lacklustre sequel for what made that series great. It fails on the hallmark of BioWare game, memorable characters and story. But it also fails on what made the series unique in the first place, how grounded and dark it was. What do I mean by that? Well the Origin system from the very get go ground you in that world. It castes you into one of many factions, of whom you will return to at a later date to help and recruit to your cause. It gives you a sense of belonging, and not only that your decisions are influenced by it. Every origin also has some form of tragedy that thrusts you into the ranks of the Grey Wardens. My original human noble was exactly that, a noble warrior. My Elven Mage turned Arcane Warrior was a mixed bag, calculating, noble, merciful but most of all wise due to having such a varied background. My Elven Rogue from the Alienage was cunning and witty. Always considering the best tact to achieve her goals, though not always noble, she had a heart of gold when it come to the oppressed and downtrodden, always making time for them when possible. Every character is different and memorable in its own way. And even now I still want to do a Dwarven playthrough, a Dalish playthrough and much more. No game I have ever played has had more memorable choices than that. Inquisition by comparison is completely forgettable. Yes, you have the experience, but that’s vague. It’s hazy and indistinct. Like a nice dream and visit to the Fade, you can’t remember it quite well. Dragon Age Origins was also Dark. And not just in the grand plotlines but every little choice. Sparing or killing innocents, robbing for your own gain. Mages are prisoners, cursed by the constant threat of demons. Often turned to tranquil emotionless husks when they show any sign of weakness. Dwarves fight for survival and there is always infighting in the intimate Deep Roads. Elves are servants at best, tragic victims at worst. Their culture lost to them. There are dark religious overtones, zealous orders, and the taint of man’s corruption always threatening everyone’s existence. Compared to Inquisition I never felt that dire, that looming destruction or desperation in a villager. I can only describe it as feeling very Disney by comparison. Yes the judgements were cool and interesting, adding to that overall Fade like tapestry of The Inquisitor – but the decisions didn’t stick. They felt white washed. Perhaps it was because the characters didn’t feel memorable, so any consequence was not either by association. Dorian and Blackwall were the most interesting and well-catered imo. I wanted to like Sera, Cole, Vivienne, Iron Bull, etc. But they were just potential unfulfilled. Other then Solas of course, the Dreamwalker, the Dreadwolf, the only character that feels fully fleshed out, written well and executed perfectly.

Reading through the wiki I realise two things. The story is actually good, a classic heroes journey, and many aspects are handled well such as expanding religion as the Herald of Andraste and how the player can embrace or deny it. Or the time travel being done well in a limited fashion and not breaking the entire world. The journey to prove yourself, closing the breach, defending Haven and thwarting a god in its defence before journeying to Skyhold to re-establish the Inquisition. It’s a great story on paper, but that’s it, it wasn’t executed well with copious amounts of filler content and uninteresting characters getting in the way. And even what’s their fails to have the same impact as prior games, perhaps stretched to thin focusing on other areas of the game. Resolving the splinter groups from the mage-templar conflict, or the Grey Wardens being manipulated into summoning demons through blood magic and waging one final assault on the old gods before they succumb to the calling (which was planted by Corypheus). Preventing an assassination plot and coup, as you attempt to navigate the courts and smiling assassins of Orlais. Morrigan, Mythal, Solas, the Well of Sorrows and the Dread Wolf in the final act. These are great stories to rival Dragon Age Origins or any BioWare story but they fall so short simply because of filler and a lack of clear vision.

Is it ironic that the expansive deserts (that are optional) are the worst filler parts of this game? 

The characters, especially outside the party, are bland and forgettable on every level. Reading about characters again I realise just how little an impression they left on me. I did not remember one. I couldn’t believe that. It’s hard to remember why because I don’t remember. But the fact that they all look so generic likely has something to do with it. Dragon Age Origins had the issue of reusing assets, but the main characters absolutely had their unique look. Even Loghain’s cutthroat lackey Howe is more memorable then Corypheus lieutenants. Inquisition falls somewhere in between with each character looking different, but very samey with similar facial structures. The other bad X factor is I don’t have a single memorable interaction with these characters at all, and that’s likely due to how hollow the dialogue is. Your character A. has no memorable choices to make in most conversations and B. never says anything particularly note-worthy. Hawke was written and performed far better. I think the main character and writing suffered because of quantity over quality. They wanted to deliver the same amount of backgrounds as origins, but were severely limited in creating unique characters as they’re all voice acted. Loghain and Urthemiel the Archdemon had clear intentions from the start. Corypheus is too…. Destroy the world? What kind of motivation is that. Make the Tevinter Imperium great again by bringing in demons to destroy the world? Is this an empire of demons? How is this villain relatable in any way? Sure the Archdemon wasn’t but I would argue Loghain, his betrayal, civil war and resolution was far more memorable then the Blight. And without it that story would have felt less Game of Thrones and more run of the mill Lord of the Rings, been there done that.

The most redeeming quality about the game beyond the stunning surface level backdrops you explore is the reinvigorated gameplay. The builds have a lot of depth, the gameplay feels punchy and a step above Dragon Age: Origins which felt too floaty CRPG for a game that was attempting to be more action orientated with its 3rd person view and on console (which in hindsight, makes it seem like 3rd person and console ports were an afterthought post EA and Mass Effect success). The guard mechanic (overshield) from taunts, barrier from mages and various abilities make for a fun gameplay loop. Various abilities can make these feed off each other, such as diminished barriers providing boosts in magic to the mage. Shield wall is no longer a passive but an active ability where the user holds up their shield to gain guard. When well-timed you can block enemy attacks, gain a guard overshield, and then continue fighting. A feeling you’d expect to find more in a Dark Souls experience then Dragon Age. But after a while you feel the lack of depth in combat. Take my character for example. A sly rogue with a heart of gold and chance for redemption, using dual daggers he augments himself with potions and alchemy to give him an edge. Pop a lightning flask and lock on to enemy, to see him cut to ribbons? Epic! But instead, half the time you see the character jitter on the spot, as if the AI is having an aneurism.  Attempts to make the game tactical again were made, but the tactical camera, character positioning and interaction is far too clunky whereas DAO was buttery smooth in that regard (literally point and click). Unfortunately, it falls into the category of clunky action game where you fight the controls as much as your foes. The difference in game engines, one made for RPGs, the other for first person shooters is quite apparent here. The biggest misnomer is without a doubt the restriction to 8 abilities. I felt myself wanting to take 2 mages just to make up for the lack of abilities. Despite having one mage one warrior and one rogue one extra warrior/rogue DPS in every DAO playthrough. Early on its fine, as you focus on honing a few abilities, but later into the 20s you can be invested into 3-4 skill trees, but you can only ever equip one. WTF is that? Why? Apologists say it’s to streamline gameplay and make you carefully consider what to take. Okay sure, but that’s not tactical, it’s a lazy convenient excuse. The more tools you have at your disposal for more situations, the more tactical it is. Yes, all those spells weren’t necessary in DAO, but that wasn’t an issue with the awesome spells it was with the enemy design. That enemy design has even made efforts to improve here with far more elemental resistances, but I never felt like my Mage should (or could) be equipped with a little from each just in case. Instead of ramping up enemy design, it reduces ability design. The loot isn’t much better. For a game that’s clearly a testbed for live service games, it lacks the game changing loot from something like Destiny or Diablo. I’ve never picked up an item that has an effect that makes me want to create an entire build around it. Where’s the ‘Guardian of the Veil’, a shield that after killing an enemy you have 20% to cast Spirit Mark and revive them as an ally. Looking back, I’m not surprised DA4 was meant to be a live service game; I wouldn’t be surprised if DA3 was meant to be. Combine the multiplayer mode of DAI and loot system, with the MMO grind and vast world of the story and you basically have one. Even the lore reminds me of Destiny; DAO was bad enough with its codex but with dialogue lacking here motivations and history feel restricted to notes you find, and no one will read. I’m glad Anthem died, because Dragon Age 4 would have never stood a chance if it didn’t.

The overall feeling about Inquisition can be summarised up as that MMO feel. I have never played an RPG quite like Dragon Age Inquisition where you go out, grind and do fetch quests for hours before returning to a hub to hand in a bunch of quests. It’s bland, uninteresting and it doesn’t take long before the beautiful scenery becomes shallow eye candy. What little interesting story there is (as previously demonstrated, it does exist) falls victim to severe bloat dragging it out and getting in the way.

The Descent

The Deep roads was my favourite quest in all of dragon age and I was happy to delve into its depths one more time. Seeing it in its full glory, the towering dwaren statues, underground cities from a worms eye view was awe inspiring. They did the ruins of an ancient Dwarven civilisation true justice. The endless caverns and stone structures. The legion is always so damn cool. Though I wish they had a last stand moment like in Dragon Age: Origins, or perhaps you had to help them defend a camp together. Instead, the Legion is pretty much just Renn (until he’s dead. RIP) and Valta. The two characters and their relationship is quite enjoyable, taking me back to Dragon Age days. Renn the classic indestructible stoic come at me dwarf, and Valta the also strong wise cracking Shaper. They seem like a married couple. It made me realise there’s never been a Dragon Age game with two of the same race. A caste/surface city born dwarf to argue with a noble exile dwarf, or a proud Dalish to argue with an alienage elf.  Here’s hoping they do that in the next title.

Visually the best part of Dragon Age Inquisition.

The final boss, the Guardian sucked. I just couldn’t. I was low, no supply crate to fight back, he’s in a small area and can hit everyone from 360-degree angle. No way to avoid it as you fight this giant rock blob. It’s garbage tier and I dropped that difficult right down to easy and powered through it. The Sha-Brytol are ancient guardian dwarves that consume the lyrium blood of Titans, craft weapons from its blood, and act as it’s guardian. The titans are giant carvens and so the Sha-Brytol are basically white blood cells, removing the foreign bodies from its system (you). The build up to this is quite well done, with characters questioning why there are no darkspawn (foreign bodies) down here. But beyond that it’s underwhelming. Like the rest of Inquisition, there’s a severe lack of dialogue. Nothing to build adversary between you and your enemy. Instead, they’re just cannon fodder. The plot twist for the lore was interesting, exploring the origins of the Dwarves. After finishing the DLC, I realise how much more it explored the lore then the main lines games – and with better characters. Trespasser with Elves and their gods, Evanuris; Jaws of Hakkon with the Avvar and Deep Roads with dwarves and their progenitors the Titans; the source of all lyrium as their blood, who once warred with the Evanuris. It’s clear why they’re considered better because they follow BioWare’s strengths.

Jaws of Hakkon

The Avaar are interesting with their own culture focused on spiritualism and nature worship. Each hold has a spirit animal as a member of their society, a bear that can roam free for example. The fact that each mage or Augur binds itself to a spirit to learn magic is a novel and interesting take on Shamanism in a world where magic can be explosively deadly and evil. The gods themselves are essentially powerful spirits, Hakkon rivalling even an Old God in strength. The “gods” die as they say and are reborn. In other words the spirit they worship disappears or dies, and is replaced as they draw another in with offerings. They call to spirits in battle, who protect and watch over them, something a kin to Vikings and Valkyrie. But ultimately it has the same issues as DAI. At least The Descent has hid its lack of story behind a mostly linear journey into the deep roads and the nostalgic life it breathed into the Deep Roads. But Jaws is more collecting, more grinding. And my god that difficulty spike… the stacks of ice damage and enemies who 2 hit you. Dragon Age Inquisition already had balancing issues with its level gated areas. Negating any changes you have against enemies completely (at least The Witcher 3 you could potentially outfight enemies through patience, wit and/or OP builds) or turning an already boring area into pure tedium with under-levelled enemies that have zero threat even on Nightmare difficulty.

Credit where credit is due. The area is well paced, I never wanted to uninstall the game in the process of doing the fetch quests and the environments are stunning. Treetops and dense jungles jot the area with an alluring attraction that always feels reminiscent of stories about lost treasurer hunters. It’s beautiful. But why can’t I choose whether to side with the bear tribe or the Jaws of Hakkon? Both could have helped me in my plight. So where’s the choice? Beyond the occasional inconsequential dialogue option there is none. I side with the white knights with the moral high ground. The Inquisition are the good guys (for the first time in history or fiction ever) and fight the bad guys. The death of morally grey choices in this game is an insult to the DNA of what Dragon Age is. The dark setting attracted so many to experience such a unique story with varied decisions on a wide grey scale moral compass.

Ameridian is cooler than my own Inquisitor… outside of a few interesting speeches he had more to say and was more well developed then my own character which I evolved (as much as I could) throughout Inquisition. He (the Inquisitor) never has anything interesting or memorable to say like Ameridian. The character is at this weird middle ground between established voiced character like Geralt or Shepard or original unvoiced like Skyrim or DAO. There's a reason they have no voice, it's meant to be yours. Instead, it just sounds generic with no real identity so it can appease everyone. Fallout 4 was the same

Trespasser

Finished Trespasser. It's better than all of Inquisition combined in my opinion. Funny that, when you focus your creative intent on a singular experience and focused story instead of a generic open world with filler content. The crossroads was awesome, a world beyond worlds and the home of the Elves that was starved of all life and left to die when Solas put up the fade. It had an MC Escher style to it and an enjoyable puzzle experience. Beating the Qunari to the punch made for a interesting string to pull you through this world. In addition to the anchor going ballistic and slowly killing the Inquisitor (requiring you to find Solas to save you again as did at the very beginning). Not much is added in terms of gameplay, but the story is enough for you to enjoy, it felt like a true single mission from Dragon Age: Origins. The remnants of the Elven world being destroyed by the dread wolf Solas, and the Evanuris (Elven Gods) being tyrant mages is fascinating and sets up an interesting juxtaposition with the Tevinter/humans repeating their mistakes. The quest does a great job foreshadowing this, with intricate murals. Such as the Dread Wolf freeing the people from the Evanuris and removing their face tattoos (turns out those prized Dalish tattoos are actually "slave markings"). Or the elves riding with the wolf into battle on Valla, presumably against the Evanuris. The highlights were great. It was amazing to finally fight a Saarebas unleashed by the Arvaarad master (meaning holds back evil). 

I love the Qunari and their culture. A collectivist nation where you're born into your purpose. I'll always remember Sten's sword, his birth right and soul, that sent him into a berserker rage and a family into an early grave before you found him imprisoned in a cage for his deeds. It's one of the most unique pieces of lore in Dragon Age. The Iron Bull betrays you (of course, never liked him anyway). Solas turns the Qunari leader into stone and removes your Anchor, not before answering many of your questions. He's the dreadwolf, creating the veil to free his people was a mistake. It destroyed their world and enslaved them again in this one. And humans and dwarves are not worth saving, so he intends to bring it down to return his people to their former glory. You have many choices and I choose to pursue the good in my friend, foreshadowing the next game. You awake to find the anchor aka your arm is removed. The Inquisition will not be disbanded, it has a renewed goal as peacekeepers for the The Divine (Victoria). Dorian heads back to Tevinter, Cassandra remains at your side in the Inquisition (aww). Don't care too much about them. Varrick hangs around but has duties as the Lord of Kirkwall (badass and fitting). The rest I could give zero fucks about - the characters were dreadful compare to prior games. They can't even be killed. Where's the consequence for investing my interest in these characters? Apologists and their excuses "oh they can't be reused in new games". But they die in Trespasser anyway. Everybody. Literally everyone can die in Dragon Age Origins. Now THAT is an RPG. Still Trespasser was a great romp and hopefully foreshadows what's to come in the troubled Dragon Age 4. 


P.S. The Elven Gods, powerful beings of magical proportions like Solas, or Corypheus (hint hint) are totally the corrupted Old Gods worshipped by Tevinter. Calling it now. 

Sunday, January 16, 2022

Game 66 - Doom Eternal: The Ancient Gods - Week 107 - Jan 22











oom Eternal: Round 2



Battlegrounds

It's forgettable, and not Deathmatch. I played a few matches but really just felt it was lacking. I had a lot more fun with the beta in the original Doom 2016 (before it was ruined by the minigun autoaim in a twitch shooter). They should have kept death match in some form or snap map so the community could make it themselves. The multiplayer was dissapointing. 

Classic Doom

The best way to play Doom Eternal.
  • Activate Powerup Mode: Overdrive (that classic Doom/Quake speed)
  • Activate Famine (demons dont drop health/armour)
  • Activate Party Mode and Quakecon if you feel like a good time 
  • Switch difficulty to Nightmare
  • Switch your weapon pose to classic
  • Change doomguy skin to the OG
Warning! It'll be difficult to go back after getting use to this level of speed. 

Other optional
  • Overdrive can be fun, but gets boring after a while - good option to ease yourself in 
  • Infinite ammo if you don't want to worry about ammo management
Basically you'll want the enemies to hit as hard as possible and Slayer with everything maxed. This creates a dynamic where you start with it all, and you want to hold on for it as long as possible as you know it will slowly dwindle... weapon switching is required as you need the least amount of downtime between weapon cocks, recoil and reloads to maximize your kill time and reduce damage taken. Those platforming sections that use to be a minor reprieve, pacing out an intense shooter? Now a mission ending hazard. Every fall you make, every bullet you take makes the mission harder and harder.  And when you're down to that last 30 health and you're only half way through, my god does it capture a desperate feeling of intensity. It forces you to change the way you play the game. I switched my weapon away from the default. I bound the Super Shotgun, Ballista, Rocket Launcher to 2, 3 ,4 and practiced that combo. Minigun to Q for good measure. Set my Doom guy to his classic suit and pose, then off I went. The more I play the more I realize this isn't Doom 2016, it's an unashamed arcadey romp of gore, guts and guns. While I do think the story and campaign experience overall was superior in Doom 2016, I don't think the two need to be compared and can be accepted as two different experiences.

Doom Guy's Pop Vinyl Collection
<3

The Ancient Gods

God damn. It’s just non-stop fucking DOOM. If Doom Eternal said: "Here's all those toys, go play with them"; then the Ancient Gods says: "You think you've mastered those weapons? Ha! Here let me test you!". What made Eternal so great is dialled up to 12 or 13 here and it feels perfect.

Every encounter is just as difficult as it should be. Enemies that were boss fights or rare encounters in the first game, Baron of Hell, Cyberdemon, Doom Hunter, Arch-vile, even the infamous Marauder…. They do not shy aware from throwing multiple of each of these at you in every second fight. So rebind your keys, don that shotgun, ballista, rocket launcher and buckle up, as Hell Knights become Zombie-equivalent and Cyberdemons become Baron of Hell-equivalent. Looking back at the first part of this post, I can see just how much I was on the money with my "how to play" Classic Doom. While I changed back to the Prateor suit for story consistency (and changed it back immediately upon finishing), the quick swapping reminiscent of the Doom Deathmatch or Quake 3 days of old was the only correct move. This was: 

1. Shotgun
2. Super Shotgun
3. Balista
4. Rocket Launcher
5. Assault Rifle
6. Plasma Gun
Q. Minigun
X. BFG

The core mechanic of skipping reload animations upon swapping weapons is a game changer. Borne from this 2, 3 and 4 are centre stage as the bread and butter combo. Hell Baron in your face? Super Shotgun blast, Ballista, Super Shotgun, Repeat. Mancubus blasting you from a difference? Ballista removes a arm cannon, rocket launcher, ballista removes the other arm, repeat. In other words, short range, long range with the Ballista tying the two together. Then you have your minigun as a good default weapon especially when ammo is low (usually with the shield equipped). Shotgun, Plasma Gun and Assault Rifle are mostly reserved for certain enemies or situations (more on that later). While the Big Fucking Gun is the get out of jail free card. The enemies are so dangerous, you need to dash, jump and meat hook your way around constantly. Quick swapping all these weapons on the fly (quite literally flying around the arena), while comboing with flame belch, chainsaw, glory kills, grenades, freeze bombs and blood punch makes you feel like a gunslinging god. I'm glad the sword is gone, it felt a little like cheating and now every situation requires good old fashion twitch shooting skill. Even the BFG takes skill requiring you to change your perception of what to shoot at to where to shoot with the travel time doing more damage as more tendrils lash out. Easily fucked up with such high mobility. 

Bye bye little man.

I LOVE the new enemy types, both in Part 1 and 2. The only sin here (and it's a big one) is the Cursed Prowler. It poisons you, removes your lockon ability and slows you down. How do you remove the curse? Blood punch it. So you better hope it comes near you because you certainly won't be catching it. I'm not sure who thought of this but it might be even worse then the Marauder. "Hey, you know what's a good idea? Let's remove all that mobility that makes the game so much fun and give them no way to negate it outside of luck." Fuck off. Stupid. It's annoying that Id Software arrogantly double down and say that they're right, it shouldn't be altered drastically or removed. Both the Cursed Prowler and Marauder have been updated to make them easier to kill, but they're no more fun. The Prowler use to give you no extra blood punch, so if you were on empty you were literally fucked. What? Here's an idea, let us shoot him. In annoying enemy turns into a cheeky demon with a shit eating grin. I'm glad then that everything else is just so damn good. 

Spirit - probably my favourite. Possesses enemies, buffs them and you need to kill them and use the microwave beam to Ghostbust them. It lead to some just downright awesome moments. This felt more like a nemesis and more fun then the Marauder ever did. One encounter in particular had me facing off with spirit that I was just unable to Ghostbeam either due to nearby enemies putting me at mortal peril or not having enough ammo. I bounced around this map for easily 5+ minutes, killed the host of this Spirit 3 or 4 times before it settled in a.... god damn Marauder. This was so intense and I came close to death so many times. When I finally thrusted my Doom blade into its throat I exhaled and said "that was fucking awesome". 

A true nemesis. 

Blood Makyr - Like the Drone but stays at range and has strong attacks, during which it's vunerable. A well place Ballista shot took this down easy enough. But in moments where you were preoccupied it played a support role to the demonic hordes, making for a fun addition. 

Screecher Zombie - Kill it and it buffs enemies. So I didn't kill it. Didn't really experience this one. There was one stage in the final fight in Immora where it was spread out over the map so much that you couldn't avoid buffing other demons. I wonder if they should have made this harder to avoid. Throw groups of 5+ zombies with one of these in the middle and throw them at you. 

Stone Imp - This was dope. A stone imp that can only be killed with the Autogun attachement on the Shotgun made the weapon usable again. I negated the grenade launcher for the more powerful ballista or rocket launcher, so this brought it back into the fold for these pesky buggers. Although I realised in a little too late that the shotgun is the best weapon to line up demon fodder for a glory kill (one shot = glory kill). 

Armoured Baron - The baron with armour. He hits hard with an attack, similar to the makyr you need to hit this spot to drop his armour temporarily. Now he can be damage. The Hell Barons and Knights are always fun to fight and this guy is a welcome addition. He gives you another reason to use the precision attachment on the Assault Rifle. Along with the Spirit, Blood Makyr and Stone Imp they make weapons that were all but redundant usable again. This is where the gameplay in Ancient Gods feels like it comes full circle. I have a reason to switch to every single weapon now (instead of just 234,QX). A tool for every situation. If the intention was to have pieces that mirror your opponents move set, this has been completed here.  The fact that you first face him in a medieval town makes it all the more cool. 

Riot Soldier - Earth's finest. They have shields that make them invulnerable. So lob grenades or rockets behind them to take them out. You have 2 grenades and never face more than 6 of these guys. They're a nice mix up from the regular fodder totting a minigun, but I never struggled with them. 

Demonic Trooper - The final remnants of what Jekkad (hell) once was. These troopers form the fodder of Immora, the troopers and infantry of the Dark Lord. They look cool and are more thematic then anything. 

Turret - Persistent and ever watching. Aim at it for too long and it disappears. A well place rocket and charged up Arbalest shot will take it out. In packs they're deadly, and with allies they're either best avoided behind cover or taken out first. 

Giant Tentacle - this is just dope. Taking the tentacle and make it the size of a skyscraper. Carving this up with rocks and Ballista shots is always satisfying as you see the blood and guts fly everywhere.

The maps are absolutely gorgeous. Eternal was no slouch, especially on the Gore Nests and Hellscaped Earth, but they just went all out here with a slew of unique worlds. It proves that art design will trump graphical fidelity every single time. 

The UAC facility an enormous facility of towering structures held up against the ocean waves.


Seeing it crash and burn brings a whole new light; this world is still falling apart.

The underwater facility is beautiful and houses a few interesting monstrosities.


The Blood Swamp looks exactly as you'd imagine. Metal AF. 


The Swamp houses the seat of all creation Ingmore's Sanctum - which holds the life sphere of The Father and the Dark Lord.


Returning to Urdak is no chore - the once beautiful paradise is now corruption. 


The technological advanced Makyr's were created by The Father Dark Lord to find immortality for all his creations. 


The World Spear looks medieval and oh boy do I hope they do Quake next. The eyrie castle full of acid, traps and platforming made it clear that it could easily be set in Argent D'Nur. 


After we last saw it during the Invasion of Hell, seeing Earth Reclaimed showed us just how much damage Earth Suffered. Seeing the resistance fighting back and the Doom Slayer worshipped as a saviour was always a cool lore dynamic and fed the legend you inhabited. It's still the same here, with plenty of graffiti to be seen on signs of humans pushing the demons back - you gave them hope. 


Immora… oh boy did they go big. This was fucking awesome. Seeing the skulls of decaying demonic titans, or rusting giant mechs added a great scale and context to the invasion of Earth. And here you get to finally see them in action as you carve a path to the Dark Lord. The final battle was just - pure fan service - the perfect send off to the entire series. 


The encounters lead to some of the most intense moments in the game. And I enjoyed every one of them. Those top tier demons are thrown at you in packs and forces you to hone your skills and makes you feel like a demon slaying god. Part 2 had a lot more warnings at the start than Part 1 but a lot easier. Maybe because I have my flow down?That first Escalation Encounter is all like, second wave is optional, EXPERIENCED SLAYERS ONLY PROCEED IF YOU’RE GUD ONLY. It wasn’t hard. Talking to friends and reading online after the fact, it's quite apparent that Part 2 was a send off for fans and the story - while Part 1 was a balls to the walls not stop death march through hell. 


Looking back at my original review I pondered whether I would be able to go back to the orginal gameplay of 2016. It was great, always pushing forward with the new glory kill mechanic but Eternal took it to a whole other level, the freedom in options and enemy design how it forces you to navigate every combat scenario mastering the tools provided and using them at the right moments.. That being said I enjoyed 2016 in some regards; it was a tighter experience, the story took a backseat and beyond codex entries could be summed up as 'Doomguy angry, kill demons'. And oh boy that soundtrack, as my first dose of Mick Gordon this was the best and most memorable. Even listening to it now it still holds up as better, more pure undiluted Metal. If Doom Eternal feels like a next level evolution, 2016 was a streamlined faithful reimagining of the originals. After playing the Ancient Gods I now realise that I could go back. I'd enjoy the gameplay for what it was and in the context of Doomguy "warming up".  He’s been in stasis for god knows how long, surely he had to shake off the rust and get the blood boiling again. And at the end of Eternal it is the Slayer at his peak. Fully endowed and equipped. 

I love where the story went, even if it had a few hiccups. The silent protagonist is great. Doomguy says more than many could with his own eyes. He has the death stare of a thousand Medusas'. Those moments were he flips hell off are just so metal. The riffs and metal ramping up before a shotgun cock, as Doomguy enters the portal is always superb. Seeing the weak and frail scientists and interns look at you with there jaw gaping, incapable of saying or doing anything in your presence reflects the reality of what the Doom Slayer is. A weapon to be fired at demons, no matter how large. 


The story has a lot of background, previously reserved for the codex, the story is expanded upon in cutscenes more and more. The best Doom moments to me are acts of defiance. Like the Slayer bitch slapping Hayden's face away in the first game, proving to him that you can fire a super BFG cannon at the moon, or even now in his godlike angelic form, forgoing the resurrection of The Father and bringing back the Dark Lord to slay him and his followers once and for all. 


As for the rest of the story. It's pretty hit and miss. I liked the idea that Doomguy is a little extra, but he shouldn't be a demigod. He's meant to be just a guy. That's really good at killing demons. A weapon with a few modifications, notched directly at the heart of hell. The everyman. The underdog that defies all the odds. Instead the Dark Lord is you. What? The Dark Lord created all and was betrayed by The Father, not the other way around. What? The Dark Lord just sought immortality for everyone, at the price of destroying everything and creating hell. Okay that last part isn't so bad, the Dark Lord being the antithesis of the Slayer makes for an interesting adversary vs hero story. But him being the creator is unnecessary. Couldn't they just be the most badass of their respective realms rising to the top? Maybe he deposed the original Dark Lord that betrayed The Father? The twists feel a little contrived and very convoluted. Even now I question how much time I wasted reading Codex that were Makyr propaganda, lies and slander - rendered irrelevant by a last minute unnecessary twist. This is very apparent when speaking to friends they all have difference concepts of how it all falls together. 


A lot of people disliked the final fight. I thought it was great. He's the peak Marauder, as you're the peak Sentinel. And the final fight is a throwdown at the O.K. Coral. My biggest issue was that it was a little boring and lacked the intensity that I was hoping for in a fight. This is due to it requiring the same window of a Marauder to stun. Get in position, stun, damage, repeat. It's just easy. The drop in difficult is a big let down compared to the rest of Ancient Gods. This is the Dark Lord, why is it so easy? 


Oh and the soundtrack is still so damn good. It would not be the same without a heavy dose of metal. 

Battlemode 2.0


Horde