Showing posts with label Sequel. Show all posts
Showing posts with label Sequel. Show all posts

Monday, 4 December 2017

Shadow of War Review



Shadow of War is a game that is simultaneously agonising and rewarding. While the experience itself is competently crafted, with eye-popping graphics, an eye for detail and possibly the best enemy-AI system to come out in the last ten years, the final package is a big downfall for a franchise that started so well in its first outing. Unfortunately, the game’s size is its biggest nemesis; forcing anti-consumer mechanics and creating a poor, over-bloated and over-long storyline that fails to showcase what should have been a triumph.
 
The storyline continues directly on from Shadow of Mordor; involving the creation of a New Ring.
Screenshot from in-game.

Shadow of Mordor was perhaps the best licensed video game since Batman: Arkham Asylum. Taking inspiration from the latter, the first entry into the franchise married satisfying rhythm-based button-mash combat with a well-designed open world to create what was at the time the best single player title yet to come out in the PS4/Xbox One generation. If that wasn’t enough, the exciting Nemesis system was brought into the world, creating a platform for emergent stories that put enemy AI in the spotlight. Combat became much more dynamic and exciting, as did the enemy forces themselves. 

It’s a shame that Shadow of War doesn’t follow suit. Despite a strong attempt, the game ultimately buckles underneath the great weight of its horrible design choices. The result is an experience that seems to both hate and love itself; it is just as ready to reward you as it is to destroy you and laugh at your attempts to enjoy the game, oh, and did you know that you could be slightly less annoyed by buying the Mithril Chest for real money?

One of the most controversial aspects of Shadow of War is the inclusion of loot chests, a practice that has been somewhat over-discussed recently as an anti-consumer pricing model, especially for a full-price game. To keep this aspect of the review concise; the inclusion of loot boxes here is painfully unnecessary and clearly informs some parts of the game to be more irksome than they should simply to attract players to dropping cash, which is not okay at best, and a disgusting and shady practice at worst. Given the game’s ambition, it’s probable that the sheer level of investment and production value that went into building Shadow of War was too high to profit feasibly from a simple full-retail purchase. In this case, my argument is this: if your game fails to profit in such a way, that’s a failing of your own budgeting and not of the market itself. 

 
The graphics are so sharp that this orc's eyes actually gave me nightmares.
Screenshot from in-game.


As for the presentation and production values; yes, every aspect of Shadow of War is out of this world, graphically speaking. This game really took my new PC out for a spin and it was an interesting experience to see the sheer power of graphical and gameplay fidelity made possible by ever-evolving technology. The textures often hit jaw-dropping levels of detail on every little part of Mordor. There is little to criticise here, except perhaps that some of the maps look a little bit drab and rely too much on that modern gaming crutch of brown and grey colour schemes, except for maybe one or two specific areas in the game.


The gameplay itself is the real wow-factor here though; the Nemesis system has evolved into its own and is suitably impressive, especially for a game of this scale. There is a multitude of strategies that become viable when considering the weaknesses of the multiple Orcs that one will face on their journey through Mordor. The sandbox nature of the combat that allows one to exploit different weaknesses through experimentation with so many intricately-overlapping systems is a wonder to behold. Many times, I found myself pleasantly surprised with how robustly the game’s engine could create a multitude of interesting scenarios. 
 
One of my favourite Orc Nemeses, was obsessed about his Black Blade but didn't win a single fight with me.
Screenshot from in-game.

Unfortunately, there was a desperate need for some extra tweaking here: while the system itself encourages exploitation of weaknesses in enemy captains, often combat can feel cheap and even painful. Enemy archers are overpowered and the respawn rates are set far too high. They became a constant thorn in my side and a source of annoyance that held me back from truly enjoying the free-flowing combat that I loved in Shadow of Mordor. Some captains often developed immunities to literally every combat move I had as an option, requiring an impressive, but ultimately irksome, set of hoops for me to jump through to create attacking openings. It would have been so much simpler if every orc captain had at least one weakness you could have exploited in combat, instead the game is satisfied with having you jump in and out of stealth for hours luring them between arrow markers on the map. Impressive for encouraging sandbox experimentation, but in combat terms it is often poorly-implemented and even broken at times. 

Orc recruitment and training is perhaps the biggest aspect of the game, and while it is a fun quest, this is where things start to turn from mediocre to worse. While it is fine enough to gather your army in the open world, especially in the later stages of the game this becomes a slog. One time I lost out on ten hours of progress developing my army because of a cheap love-tap by a captain who happened to have a one-hit kill perk. This is the point where the game is meant to encourage the purchase of loot boxes and microtransactions, and it is so transparently designed that the game almost becomes a parody of itself at this point. It is so clear that the latter part of the game is meant to encourage you to buy the loot boxes that I left feeling that on some level like I was treated to a worse game because of it. 

As for the game itself, it is certainly a ‘bang for buck’ purchase, microtransactions notwithstanding. There is such a mountain of things to do that at first it is intimidating to a new player. This has its own advantages and disadvantages in terms of how inviting and non-convoluted the game is to play, but the sheer size of the package itself is noteworthy. At over 40 hours I still am nowhere near seeing everything that the game has to offer and as a sandbox it is competently designed enough to create the right mood in the player for exploration and play. However, this is also a downside to the game because at the half-way mark it starts to feel over-long, like a painful slog. Enjoyment of the game eventually diminishes to a point that all it will take is a single frustrating battle to go wrong and the player will put down the controller completely.  The game is absolutely bloated and it is a shame to see such promise be underwritten by such a mixed bag, especially given that the maps themselves aren’t particularly memorable on their own; here the only location that really rivals Shadow of Mordor’s maps is perhaps Minas Ithil, but the player only spends a scant amount of time there such that its impression is somewhat missed.

Then there is the plot. There are so many mis-steps here in terms of Tolkien story that the game might as well be considered non-canon, and a face-heel turn toward the end that doesn’t quite hit the right notes. Story was never this series’ strong point. While the setting promises an epic tale that will engage gamers, instead there are a couple of charming scenes where some of the more interesting orcs can shine through. Unfortunately, here it is also a case of bloat where the storyline suffers from feeling padded because of the game feeling twice as long as it should have been.

Bruz is one of the more fun characters in the game.
Screenshot from in-game.
While Shadow of War offers a well-designed open world with a backbone of a great Nemesis system that promises more interesting orcs than the previous entry in the series, ultimately the poor, anti-consumer decisions force it into being a much worse game than it has any right to be. Despite amazing production values and satisfying gameplay, instead the fact is that the game seems at every turn to offer you something to love and something to hate.

Shadow of War is my marmite game of 2017; I have a love-hate relationship with it and it is difficult to occupy a middle-ground at any one point in the game. At some points, you’ll hate where things are going, while at other times you’ll find some genuine sandbox enjoyment, but ultimately the loot chests and terrible post-game create something that I would only recommend if it was at least half of its full-retail price.

This orc knew it, apparently.
Screenshot from in-game.


Thursday, 16 November 2017

Classic Sonic's Sustainability

With this year marking the release of both Sonic Mania and Sonic Forces, a worrying trend seems to have stuck itself to new Sonic games; that of leveraging ‘classic’ imagery and sentiment as a crutch to stay relevant. This isn’t entirely new, but it is an unsustainable method that will only yield returns for so long before we get tired.

Sonic Mania looks like a wonderful throwback to a time gone past, and looks well worth playing – the reviews of the game agree with this point. But the problem is in the game’s premise rather than its execution. It is part of a growing number of ‘flashback’ titles that leverage a desire for Sonic to ‘go back to his roots’ (a cliché phrasing of modern Sonic criticism if ever there was one).

How sustainable is this idea, really? Between Sonic 4 episodes 1 and 2, Sonic Generations, Sonic Mania, Classic Sonic’s return in Sonic Forces, not to mention a huge number of re-releases on virtual console systems, how much longer can SEGA milk what’s left of gamer’s nostalgia before gamers get bored of this trend? We can only see remakes and re-releases of Green Hill Zone so many times before it will inevitably lose its charm.

The unfortunate fact is that despite major positive steps forward in the form of Sonic Colours and Generations, the series still evokes an image of Bambi on ice, with shaky foundations that look so horribly precarious it’s almost hard to watch as the series goes on.

In its struggle for an identity in modern times, Sonic’s leveraging of its classics may have been a successful experiment, with the appearance of Classic Sonic in Generations and Forces, but now the trend is quickly becoming a tired trope. It’s time for gamers’ favourite hedgehog to drop these crutches and run – after all, isn’t this what Sonic is best known for?


More than anything, SEGA needs to reinvent Sonic’s identity, perhaps by looking at current Sonic conventions and throwing them out of the window. The transition wouldn’t be painless; many fans cling dearly to their nostalgic love of the ‘classic’ Sonic series that ended in the 90’s. But it won’t be long before this love runs out and instead we groan every time we see SEGA march out Classic Sonic only to expose him to further indignity. Let Classic Sonic rest now, and perhaps nail the final coffin in Modern Sonic’s grave, and give us a true reinvention of the character and his conventions before he winds up stuck in that grave permanently. 

Monday, 8 May 2017

My Favourite Gaming Sequels: Pokémon Gold and Silver

Following the original Red and Blue editions was always going to be hard work, and I am a self-confessed genwunner, but Gold and Silver are excellent examples of how to do a sequel, and in many ways even surpasses the first generation games.

What made these great sequels is the way that they expanded upon the Pokémon available without going overboard, with the number of ‘mons one has to catch standing at a perfectly reasonable 251. On top of this, the designs themselves of the Pokémon are some of my favourites. Even the early game creatures, like Sentret and Hoothoot, are enjoyable to look at, and then on top of that, we have Lugia; to date one of my favourite Legendary Pokémon in the series.

With his sleek design and use of complementary colours, Lugia just looks badass.
Image credit: http://bulbapedia.bulbagarden.net/wiki/Lugia_(Pok%C3%A9mon)

Like Link to the Past, Gold and Silver are classic sequels in that they iterate and improve upon so many different mechanics. The graphics themselves were given a much-needed update, with the use of colour becoming much better and giving a ‘rustic’ feel to the games. The sound is excellent, and to this day Goldenrod City is one of my favourite game tracks. 

A relaxing song that makes easy listening even to this day. I love Goldenrod City's theme music.

The plot is a direct sequel to Red and Blue, unlike other titles in the series which all seem to take place in parallel worlds. Gold and Silver instead created this sense of building a legend on top of a legend. It is interesting to see all the ways in which your adventure in the first games have become stories told by passers-by, and the hints and call-backs are interesting and satisfying, perhaps even building up to something more.

The plot hearkens back to the original generation and then builds on it to make up a more epic story; the surprise return to Kanto was much welcome. It was astounding to have another 8 badges to find on top of the Johto collection and it felt like Gold and Silver truly were double the size of the previous game. It all comes together in a climactic battle atop Mt. Silver against none other than Red/Blue from the previous game, with a selection of the most iconic Pokémon from the first games.

Typing and combat is improved; the addition of the Dark type a much-needed foil for the overpowered Psychic types. Steel types have come to be some of the most iconic Pokémon in the series. Not to mention that this game introduced Umbreon and Espeon, my favourite two Eeveelutions. The addition of a day/night cycle, and the use of a phone system as a way to repeat battles against old trainers (including the top percentage of Rattata), are two gameplay innovations that have stood the test of time in the series. 

Umbreon and Espeon: managing to look both cool and cute at the same time.
Image credit: http://www.gameinformer.com/b/news/archive/2017/02/16/how-to-easily-evolve-into-umbreon-or-espeon-in-pok-233-mon-go.aspx


Pokémon Gold and Silver earns pride of place on its list for being a Pokémon sequel from a time when the sequels weren’t stale. Not only that, but the way in which it improves upon so many elements of its prior titles, and the way it moved the formula forward in the best way seen from the Pokémon series, Gold and Silver are difficult to top as gameplay sequels. 

Sunday, 7 May 2017

My Favourite Gaming Sequels: Metal Gear Solid 3

The reason I didn’t pick Metal Gear Solid 2 for this list is because it wasn’t an improvement over the first Metal Gear Solid. Oftentimes, the game was too bogged down by its self-reverence and a cyber-punk plot that makes virtually no sense even in the MGS universe. Add on to that a forgettable location in the Big Shell, a lack of real gameplay ‘progression’, with the game basically being broken up into multiple rooms to get through, and the fact that instead of Solid Snake, gamers are forced to play through the majority of the game as Raiden; a whiny, blonde rookie with an annoying girlfriend who rants at you through Codec conversations, and it just wasn't a great video game sequel.

Metal Gear Solid 3, however, is a pure gaming masterpiece. The way in which it improved on Metal Gear Solid 1 makes it seem like a completely different game, if it weren’t for the focus on stealth and the level of detail in the mechanics, as well as the voice acting and cutscenes that let you know that this is a true Metal Gear Solid game.

I may be cheating by including a prequel in this title, but the truth is that MGS3 is a sequel in spirit; improving upon the MGS formula by adding a survival mechanic, which at the time was fresh and innovative, even fun to engage with. Discovering all the different animals one could eat and their effects was an interesting exercise in experimenting with gameplay mechanics. 

Experimentation is very much at the core of MGS3; if you can think up a strategy, you can do it. Throw a captive snake at a guard to make him run away. Shoot a beehive to have the murderous insects chase down and sting patrolling enemies out of your way. Eat a fake death pill until the alerted enemies calm down and return to their posts. All is possible in this game and more. The detail is astonishing and creates a joy of experimentation that I haven’t found in many games since.

This scene demonstrates the beehive strategy; much to Naked Snake's delight.
Video credit: https://www.youtube.com/watch?v=Fn7q_Psx_Kc

What I like best about MGS3 is that detail, along with the hidden items and unlockable weapons that become available through replay, the sense of survival, as well as the fact that there is probably the most gameplay-bang-for-buck in the MGS series. Less time is spent explaining the ins-and-outs of VR systems and nuclear waste disposal politics, and more time is spent setting up and delivering a plot right out of a James Bond movie. The classic MGS pillars are still there in some of the cutscenes, but they are dialled back as we are treated to an emotional story about betrayal, loyalty, patriotism, and the hero’s journey. Next to MGS1, which was an exciting modern-spy thriller in its own right, this story is the best in the series and I am confident in saying that.

How it iterates on MGS gameplay is one of my favourite examples; the addition of CQC to the series makes fighting with your fists a viable and even enjoyable strategy beyond simply running up behind an enemy and choking them ‘till they drop, or mindlessly tapping the Circle button to punch someone, wait patiently for them to get up and mindlessly tap Circle again. CQC adds a layer of complexity to the mix, allowing for interrogation, throat-slitting or satisfying combat throws. 

CQC made hand-to-hand combat feel much more exciting than previous titles.
Image credit: http://metalgear.wikia.com/wiki/CQC

On top of this, the new, more open level design allows for different infiltration methods and experimentation, with multiple routes into and out of different areas of the game. There’s even an optional side path that lets players infiltrate and destroy enemy supply shacks which has a direct gameplay impact, as guards complain of hunger and act less alert as a result. You can even blow up a chopper early on in the game so that it won’t show up later on, or even snipe a boss while he is sleeping so that he doesn’t show up later in the game to fight you (even though I highly suggest you do not do this, as The End’s boss battle is among the finest in gaming’s history).

The End is one of the best boss battles in gaming history that demonstrates perfectly what MGS3 is about.
Image credit: http://www.ibtimes.co.uk/metal-gear-solid-3-snake-eater-the-end-boss-kojima-mgs-1516008


The characters are all authentically plugged from MGS tropes and play them out in style. Revolver Ocelot gets a show-stealing appearance as a rookie double-agent that learns the ins and outs of combat through Snake as a kind of mentor figure, and The Boss is about the best example of a strong female portrayal in any video game to date.

The Boss is a very strong female character, and is responsible arguably the most emotional moments of the franchise.
Image credit: http://www.gamepedia.com/blogs/858-the-10-best-metal-gear-games


I could go on about how every tiny detail of Metal Gear Solid 3: Snake Eater makes it among the best sequels in gaming, but I would have a monster of a post. Let me conclude this particular line by saying that MGS3 is among the best games I’ve ever played, as well as the best sequel, if you only play one Metal Gear Solid game, make it this one.