LTTP: Horizon: Zero Dawn

posted in: Reviews | 0

I should have played Horizon: Zero Dawn before The Legend of Zelda: Breath of the Wild. I know they have very little in common outside of the fact that they’re both giant open world games but Nintendo made some transcendent additions that I sorely miss. I can scale many mountains in Horizon by hopping around like a red haired mountain goat but getting down from said heights was laborious. I missed the ability to glide. It’s not fair to expect the ability to scale everything with ease but I found it frustrating having to run around a mountain to seek out this “golden path” of handholds. Simply put, Horizon: Zero Dawn felt limiting for an open world game.

I wish I could look at Guerilla Games’ contribution to the open world genre in a vacuum but I cannot. The game’s map evoked Ubisoft open world games with its flood of icons. They put their own spin on certain elements like towers (they walk in the far flung future) but it’s so structurally similar that I cannot help but feel like Guerillla Games’ and Sony essentially made a first party Ubisoft game. It’s reductive but that’s how I feel about it.

The moment to moment action involved a fair bit of hunting with a bow. There were slingshots with explosives and the occasional chain gun here and there but the bulk of the action stemmed from the use of the bow. It was easy to wield with a generous amount of aim assist. A myriad of quests gave Alloy, the red haired protagonist, numerous opportunities to kill mechanical animals and humans. Going toe-to-toe with the mechanical beasts was engaging but the same cannot be said with the humans. Fighting them was a chore. Some were weirdly tough for humans wearing nothing but cloth and animal pelts.

The sabretooth and T-rex sized machines were formidable foes due to their size, ferocity, and complexity. Their resilience in battle meant I had to be smarter and not necessarily stronger to win. This was achieved through exploiting elemental weaknesses, shooting off component parts, or using the terrain to keep the mechanical beasts at bay. I found the last tactic shockingly easy to abuse and wonder how open world games will curb tactics like this. I felt I was breaking the game.

The main story thread was the reason for me to keep going forward. I was fascinated by the past and the events that lead the world to ruin. I was fascinated by how FARO doomed the world and how Elizabet Sobeck devised a plan to save humanity. There were a number of eyebrow raising moments that made me question the plausibility of events but in the end, I found it to be intriguing enough to suspend disbelief.

Ubisoft’s Assassin’s Creed games have its historic and “present” day stories. I was invested in both narrative halves in those games but I had virtually zero interest in the politics, characters, or problems that did not directly tie to uncovering the past. Carja, Shadow Carja, Sun Kings, and Nora nonsense didn’t register with me after the world opened up. I just couldn’t muster a care in the world for tribal politics when there were giant robots running amok.

The new God of War shared similar limitations with golden paths but they worked within those limitations and didn’t create the illusion of being able to scale everything with a giant open world. I felt every inch of God of War was worth exploring; it felt rewarding and not a waste of time. Horizon: Zero Dawn’s strengths laid with its combat and narrative ambitions and I think they would have been better off scaling down.

Verdict:
It was okay

Mario + Rabbids: Kingdom Battle Review

posted in: Reviews | 0

Mario and Rabbids together at last. In an XCOM styled game as well. What a pleasant and bizarre surprise announcement that was. I was immediately curious and seeing it was well received, I had every intention to pick it up. But since it was an Ubisoft game, I chose to bide my time and await a sale.

There were only four kingdoms in the Ubisoft strategy title but I was ready for the credits heading into the fire kingdom. I thoroughly enjoy the battles for their inventive situations, gimmicks, and boss battles. But everything else in-between said battles became a chore. 

It was initially charming to roam around these worlds checking out the random hijinx the other Rabbids were up to. I even enjoyed the simple puzzles and light exploration at first. All these innocuous activities wore out their welcome through repetition and lack of diversity. They could have made it worthwhile by including worthwhile treasures but instead I picked up a lot of artwork that will go untouched.

I felt Mario + Rabbids had a very solid gameplay foundation. The simplified take on turn-based strategy worked very well and it didn’t result in me uttering curses because a high percentage shot missed. Having 0%, 50%, and 100% be the only three shot percentages made for a quicker paced game. The combination play between the different characters was unique and sparked the desire for strategic thinking. I wasn’t particularly keen on the restrictions of a Rabbid party member at first but after spending some time with them, their silly personalities won me over. 

Without taking into account turn restrictions, Mario + Rabbids is an extremely easy game. However, adding turn limits into the equation gave this game a puzzle element. It became a game of ability examinations, build combos, and efficient movement. Unfortunately for me, I decided to go for the high marks and restarted the battle any time I took a misstep. I tried to run through every battle as efficiently as possible which resulted with me restarting battles over and over again. I focused on the high marks to a fault and willingly interrupted the flow of the game repeatedly.

To my pleasant surprise, the Rabbids were fun. Peach Rabbid and the rest of the Rabbid variants brought quirky fun to the classic Nintendo characters that we wouldn’t have ever seen from Nintendo proper. I was also pleasantly surprised by the the aesthetics. That Snowdrop Engine produced some very impressive visuals for the Nintendo Switch. I would have liked to see it run at 60FPS for the “running around” moments but seeing how simplistic those parts were, it wasn’t a deal breaker.

I was far more impressed with the musical score brought in by the the great Grant Kirkhope. It’s very him and it didn’t take me long to realize that he was bringing his iconic touch to this game. I distinctly recall thinking: “This music is far too good for your typical Ubisoft title. It reminds me of Donkey Kong Country.”

Whoever came up with the idea of Mario + Rabbids: Kingdom Battle was a genius. But whoever managed to successfully pitch this idea to Nintendo was the true hero of Ubisoft because I cannot believe Nintendo green lit this unorthodox pairing. I guess all the Red Steels and ZombiUs of the last decade or so finally paid off. Some issues aside, I felt Mario + Rabbids: Kingdom Battle was a success and I look forward to the next iteration of this unlikely collaboration. 

Verdict:
I liked it

Ratings Guide

 

God of War PS4 Review

posted in: Reviews | 0

God of War put Sony’s Santa Monica Studio on the map during the PlayStation 2 days. While their PlayStation 3 output wasn’t a barn burner like Naughty Dog’s Uncharted and The Last of Us titles, they were still a force to be reckoned with. I loved God of War III but felt God of War: Ascension was superfluous at best. It’s been 5 years their last big title and was very curious how they were going to make their mark on the PlayStation 4.

When I first laid eyes on this reinvented God of War, I didn’t know what to make of it. On one hand, it looks like they threw out everything but Kratos, the name, and reinvented with modern sensibilities. On the other hand, they threw out all the memorable and distinctly amazing qualities of the old games as well – primarily the scale and gravitas. I was very curious how this game would turn out and I was going to find out on day one.

God of War was a long game. I don’t know my hour count but I played it on a regular basis for over a month. My total playtime was inflated due to my decision to play on Hard difficulty but despite that wrinkle, there’s a lot of game here. I’m sure a significant percentage of that game is spent traversing via row boat but since they weaved in fun little Norse mythology related stories during these moments, I still felt it was worthwhile content. Even though they built in the ability to interrupt and resume boat stories, I still took the time to just sit in my boat and listen to Mimir’s tales.

We’ve heard intentions for Kratos to move from his Greek stomping grounds for what seemed like ages now. The idea of Kratos moving into the Norse realms seemed absurd to me. How were they going to justify pitting this angry Spartan against Odin and his ilk? Apparently the answer was: Kratos just wanted to get away. Portraying this world where different mythologies occupied different regions of the world made a lot of sense — it’s how it is in the real world, why wouldn’t it be like that in God of War’s version of Earth?

I loved how Kratos was ashamed of his past life in Sparta. He slew numerous Gods, Titans, and mortals alike during his quest to take down Zeus. Moving to Midgaard and starting a new family was the last thing I expected Kratos to do but here we are. He has moved on from avenging Calliope to raising Atreus. Kratos was learning to become a father in function and not just in name. While we saw Kratos interact with Calliope in God of War: Chains of Olympus, the relationship was never explored like this.

I loved seeing Kratos and Atreus’ relationship develop. They weren’t complete strangers in the beginning of the tale, but Kratos did not know much about his son. He knew of the basics (like the audience), but we got to know Atreus and his relationship with his mother and Norse mythology throughout the course of the journey. Watching Atreus grow angry, petulant, brave, cocky, and confident was captivating. When a game manages to evoke frustration towards a boy whom I grew to trust and rely on, there’s nothing to say but: kudos.

God of War showed an aged Kratos but an evolving one as well. He didn’t become a great father by the time the credits rolled. However, his relationship with his son did improve, albeit at an accelerated pace. Atreus learned a lot about himself and his father throughout the course of their journey to scatter his late mother’s ashes. He handled it in a believable manner but I felt he processed it in an unconvincing timeline.

Kratos and I also learned a lot about Norse mythology via Atreus and our traveling companion, Mimir. I enjoyed Mimir’s presence and found the game increasingly more engaging after he “stepped” onto the stage. Brok and Sindri were very helpful and added levity to many of the game’s proceedings but they didn’t give the context and flavor that I needed. I wanted to know more about the Aesir, the Valkyries, the Giants, and the realms that Kratos and Atreus found themselves in. Mimir filled the role I wanted and then some.

Mimir was not only helpful narratively, he also served as the literal eyes behind Kratos’ back. The unwritten rule in many third person over the shoulder games like this is to not attack the player from the behind. God of War didn’t care for those conventions and routinely strikes at Kratos from his blind spot. On screen indicators, and shouts from Atreus and Mimir give me a sense of where dangers are coming from. In theory this should be enough but when I’m in the thick of carving undead with Kratos’ magical axes, a single warning sign may not be enough. This was especially true early on.

I’ve played my fair share of From Software’s Bloodborne, so I’ve been conditioned to expect a certain pace for melee combat. I struggled with the combat for the first three hours or so. I died a lot. Some of it had to do with the fact that I played on hard difficulty but a lot of it was the relatively foreign nature of the combat. But once I got the hang of it, began upgrading equipment, and unlocking new abilities, the game clicked. I still died but it wasn’t’ a struggle like early on. There was only one battle where I struggled mightily and it was optional.

God of War reshaped my expectations for long running and successful modern franchises. Uncharted 4: A Thief’s End made strides to evolve their character narratively but it didn’t make a drastic in gameplay. We need more games like this; the Breath of the Wilds and Metroid: Primes of the world. I’m happy to see developers of these franchises toss out the playbook and re-evaluate everything when it feels right. I don’t expect next God of War title to reinvent the wheel again but they should feel welcomed to do so the next time the franchise hits a rut. The pay offs can be tremendous.

Verdict:
I love it

Dragon’s Crown Pro Review

posted in: Reviews | 0

I try to finish the games I start. I really do. It may take me a while to do so but I try to watch the credits roll on all the games I start. Every once in a while, a game like Vanillaware’s Dragon’s Crown Pro comes a long and just bounces off me. No matter how hard I try, there’s a sensation of dread when playing these games. It doesn’t appear immediately but it eventually seeps in and I just want to stop playing.

I tend to find Vanillaware games to be lookers and generally pleasant on the eyes. Most of Dragon’s Crown is appealing but a sizeable chunk of it was decidedly not. I would go as far as to describe these parts of the game grotesque. I’ve seen my share of questionable boob physics in my day but Dragon’s Crown depictions are just off-putting. I caught glimpses of the eclectic exaggerations in Odin Sphere but Dragon’s Crown took it to a whole new level. I just didn’t like how they portrayed humans in this game. Somebody should have reigned in the boob and muscle sliders. I’m fine with larger than life characters once in a while but this was too much.

Of the six available, I chose the most normal looking class: the elf and her trusty bow. By the third mission, I was already growing bored of her skillset. Compared to the sorceress and other classes, the elf was tame. Her moves weren’t flashy or bombastic. I felt that because she was a normal looking class, her skills reflected that. The other classes were given flashier spells that buried the poor elf’s arrows with an avalanche of special effects. I found having to scrounge up arrows to be especially tedious when other classes could just stand in place a recharge.

I am an optimist so I didn’t let my relatively boring class choice deter me from pushing forward. I was curious what each new level would bring. It turns out, I was moving from locale to locale slaying enemies, collecting loot, and vanquishing bosses. What I didn’t expect was that I would be forced to revisit those locales again, and again, and again. I have no problems revisiting locations but to revisit them so soon, and so frequently was too much of an ask. I needed to grind out quests and run through the same levels and scenarios that were presented to me the first time around. I think it would have been easier to accept retreading the same levels again if I didn’t have to go through the exact same motions. Dodging lava waves is silly the first time around, but having to repeat it is too much of an exercise in patience for me. 

I would have felt a greater connection to the loot grind if it didn’t feel like busy work. I felt like I was going through the motions to stay competitive. The armor or weapon selections didn’t yield visual changes neither so it was very apparent that I was going through the motions to make the numbers bigger. 

I would have tolerated all the above if the moment to moment gameplay was exciting but it wasn’t. I don’t like how the characters moved on screen. I felt their movements felt stiff and awkward while shifting up and down the plane. I would have preferred if they stuck to the fixed 2D plane like in Odin Sphere. Glimpses of fun juggles and attacks could puffed up here and there but my class wasn’t meant to deal high flying action from the get go so I was limited. I felt like I was flying and free in Odin Sphere. I felt the exact opposite with Dragon’s Crown. 

I don’t know who thought it would be a good idea to interact with the background with a cursor but I cannot think of a more jarring and disconnected feature. It was like someone saw all the beautiful backgrounds and was convinced that people should spend time pixel hunting. Thankfully it’s largely optional. 

I tried playing this game via co-op with my girlfriend but she lost interest rather quickly. I don’t blame her. I stuck around until my character reached level 16 and the game “opened up” but I didn’t see anything worth drawing either of us back. It’s a shame. On paper this sounds like a fun romp but, in reality, I cannot think of a game that actively repelled me away from it..

Verdict:
I don’t like it

Ratings Guide

1 2 3 4 5 64