Showing posts with label sequels. Show all posts
Showing posts with label sequels. 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. 

Sunday, 7 May 2017

My Favourite Gaming Sequels: A Link to the Past

I was sceptical about A Link to the Past because of its status among many Zelda gamers. Most of the arguments about which Zelda is the greatest in the series are between this game and Ocarina of Time. As someone who only got into the series recently I felt that a lot of the hype for this game was out of people not wanting to jump on the bandwagon to say Ocarina of Time was the best.

From the title screen alone, the mastery of this game shines.
Image credit: http://www.usgamer.net/articles/a-link-to-the-past-uncovered-part-1-how-an-intro-began-redefining-the-zelda-we-knew

However, on analysing what makes a Zelda game and the design tropes behind it, as well as experiencing playing it for myself, I have come to realise that A Link to the Past is probably the best Zelda game in the series.

It iterated on the formula of the original top-down title in so many ways that it makes its prequel look all the more dated. The 8-directional movement, the swing of the sword, the world as a whole, all are improved upon to their logical end points in this game. There are the early seeds of an interesting storyline, beyond just ‘the princess has been kidnapped, defeat Ganon and rescue her’; on top of this, we have a beautiful, massive overworld. This all adds up to make A Link to the Past a riveting sequel that brought the 2D Zelda formula to almost-perfection.

A Link to the Past offered the beginnings of a larger story at the heart of Zelda.
Video credit: https://www.youtube.com/watch?v=qbIet2sM-JA

A Link to the Past is a classic sequel, in that almost every element of the original game is examined and improved upon. The overworld’s design is far more interesting and engrossing, and the gameplay alterations are all the more compelling. The original Zelda’s combat was fairly clunky, but here there are whole mechanics at play; the length of Link’s sword slash is perfectly-tuned and the knockback from hitting an enemy makes for interesting puzzles later on in the game involving bottomless pits.
Despite being among the game's more irritating boss battles, the fight against Moldorm makes interesting use of the knockback from Link's sword slashes; if you're not careful, you could be knocked off of the arena.
Image credit: http://www.zeldadungeon.net/a-link-to-the-past-walkthrough/

The gameplay pacing is expertly-designed so that you never feel bored. The joy of exploration is still there, with the colour and scenery on show making A Link to the Past’s overworld more enticing, more enjoyable for you to adventure, so much so that it runs rings around the original Zelda. The variety of items, all with meaningful uses in the game (unlike later additions in the series), makes for some interesting puzzle solving and ‘a-ha’ moments. The Mode-7 map and use of colour in the graphics makes Hyrule a beautiful place to visit. 

As a showcase for Mode-7 and the Hyrule overworld, Link to the Past's map is certainly impressive.
Image credit: http://zs.ffshrine.org/link-to-the-past/maps.php


There is a reason many top-down adventure games took A Link to the Past as a framework to build upon, but it still hasn’t been topped by such games to this day. The game has aged excellently, thanks to its iconic design and use of colour, and is a joy to play through. Consider me a convert; A Link to the Past is my favourite Zelda game to date.

My Favourite Gaming Sequels: Sonic 2

The modern age of the gaming sequel has given it a bad rep. It is hard to remember a time when a sequel wasn’t a rehash of an old formula with slightly better graphics. As hard as it is to believe, video game sequels used to be more than a creatively-bankrupt exercise in selling to the lowest common denominator.

Even today, there are still some excellent sequels that come out and show us how well a formula can be iterated upon. The best sequels are the ones that are still familiar in formula, but offer a logical iteration and quality-of-life improvements to the underlying mechanics in a way that expands upon the game, its story and universe in a way that makes it feel fresh and exciting.

With that in mind, I made a list of my favourite gaming sequels, which will form the next few posts, as well as the typical long-winded, overthinking explanations reasoning why I found them so intriguing.

Sonic the Hedgehog 2

The first title on this list is also my least favourite of my favourite sequels. Don’t get me wrong, Sonic the Hedgehog 2 is a great game, and a good sequel; it just doesn’t quite hit the same lofty heights as other sequel titles.

What makes Sonic 2 so great as a sequel is that it improved on the tropes in Sonic 1 to create new, interesting ways to play, while at the same time adding an iconic quality-of-life upgrade in the form of the Spin Dash; a move that allows a player to build up speed before exploding forward in a spin attack. 

Sonic’s pinball physics get their logical iteration in the form of the Casino Night Zone, with interesting gambling mechanics to boot. The underwater levels, seen as one of the worst elements of the preceding title in the series, are also improved upon and are given an improved design that allows skilled players to speed through with the relative ease that wasn’t found in Labyrinth Zone. 

Casino Night Zone is an iconic implementation of pinball physics, and very pretty to look at.
Image credit: http://www.soniczone0.com/games/sonic2/casinonight/

Colours, graphics and music are all improved upon, and the experience as a whole is streamlined. The addition of Tails as a character is decidedly take-it-or-leave-it, but before Modern Sonic’s menagerie of forgettable amigos, this was a breath of fresh air.

What makes Sonic 2 less of a favourite sequel than other video game sequels is that it has too many of ‘those’ levels. The levels where progress is slow and plodding and based less on the flow of high-speed hold-right platforming in the style of Green Hill Zone. 

There are a lot of times where you have to stop all forward motion to work out which direction to go and where to find that elusive platform upward to the next part of the stage. I found the Mystic Cave Zone, famous for that hole, to be among the worst offenders, with Metropolis Zone and Oil Ocean Zone equally guilty of this. Sonic is about flow and these levels just don’t let the gameplay shine in its best way. 


THAT hole; one of the most infuriating elements of game design I've ever experienced.
Video credit: https://www.youtube.com/watch?v=4LD9Yekzajk

The infuriating Special Stages, while never a strong point for any Sonic game, were among my least favourite in the series (requiring course memory or psychic powers to complete).

The Special Stages can be unfair and require fast reflexes, and are even harder to navigate with Tails.
Image credit: http://info.sonicretro.org/Special_Stage_(Sonic_the_Hedgehog_2_16-bit)


However, as far as iterating on the previous title, Sonic 2 introduced many of the new mechanics and tropes that stuck with the series for a while; the Death Egg, the spin-dash and 2-acts per level instead of 3 acts. It improves upon the formula of the previous title excellently, with improvements in graphics and sound among the most memorable of alterations. For that reason, Sonic 2 makes a good first contender for one of my favourite gaming sequels.