Tag Archives: thoughts

Thoughts: Horizon Zero Dawn

For the last week or so I’ve been making the joke that Horizon Zero Dawn is an open-world game whose major innovation is that the towers that you climb to uncover the surrounding area on your map now walk slowly around the map themselves. This crack is only slightly unfair. In terms of mechanics there is almost nothing surprising about Horizon Zero Dawn as it fuses bits and pieces from the rest of the genre together into something that developers Guerilla Games are clearly hoping will turn out to be more than the sum of its parts, and my initial impressions of the game were somewhat unfavourable. It looks absolutely stunning, to be sure1, but aside from the robot dinosaurs there didn’t appear to be a huge degree of difference between it and Far Cry Primal. Does the world really need another fairly standard open world game, even one as pretty as Horizon Zero Dawn?

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  1. And Guerilla have been smart enough to include a dedicated photo mode from the get-go instead of waiting nearly eight months to insert it in a patch like certain other games I could mention.
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Thoughts: Torment – Tides Of Numenera

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I have something of a bone to pick with the Numenera setting. By extension I also have something of a bone to pick with Torment: Tides Of Numenera – as is implicit in the name, this is a spiritual successor to the immortal Planescape: Torment that replaces the oddball worlds of Planescape for the even weirder reality-bending madness of Numenera. Planescape: Torment is considered by many to be the Best RPG Ever; I don’t go quite that far and merely consider it to be the best-written RPG ever, but nevertheless these are extremely large shoes to fill for Wasteland 21 developers InXile. The strategy equivalent would be trying to make a spiritual successor to Alpha Centauri or Master Of Orion, and I’ve completely lost track of how many contenders have shattered themselves trying to ascend those heights over the last couple of decades. Doing something like this is all but setting yourself up for a fall, in other words, and so I’m not all that surprised that Torment ultimately fails to attain the lofty goal it has set for itself. What is interesting here is the manner of that failure, however, as it hasn’t fallen down quite the way I expected it to.

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  1. And Hunted, which I still haven’t forgiven them for.
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Replay: XCOM 2 – Long War 2

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I’ve not dabbled with mods for many years. That might sound a little strange considering the high volume of PC games that I get through, but it’s partly because of the high volume of PC games that I get through: I usually play games with an eye to reviewing them, you can’t review them fairly if they’re plastered in mods, and over the last few years I’ve had little time to revisit games I’ve already played to see how they change. With the slightly more relaxed (or less obsessive, anyway) attitude I’m taking this year, though, I have the opportunity to do ridiculous, time-expensive things like reinstalling XCOM 2 along with the recently-released Long War mod for it to see what all the fuss is about.

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Thoughts: Shenzhen I/O

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Well, it finally happened. After carving out a niche in the market by making puzzle games that were secretly about programming, it was inevitable that Zachtronics would eventually cross a line and make a puzzle game that was actually about programming.

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Thoughts: Shadow Tactics – Blades Of The Shogun

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Back in 1998 a small Spanish developer called Pyro Studios released the first Commandos game. Commandos was a strategy game with a difference: instead of jumping on the Command & Conquer RTS bandwagon that was trundling along at full speed at around about this time, Commandos was instead a World War 2-set Mission Impossible-style series of infiltration missions where you took command of a small squad of 4-6 Allied operatives as they blew up various bits of critical German infrastructure and assassinated key personnel. It was a game notable for the massive strength asymmetry between your squad and the opposing forces — each level was infested with dozens and dozens of guards and your commandos were unfortunately rather realistically squishy, quickly succumbing to just a couple of rifle bullets — which in turn engendered an extreme focus on stealth and on using the unique toolkits available to each individual commando to unpick the enemy patrol paths so that you could reach your objective.

Commandos was successful enough that it spawned its own real-time tactics sub-genre. As well as two sequels (Commandos 2 arguably perfected the formula, while Commandos 3 was a bit of a cash-in from a studio that was running out of ideas and talent), it inspired two Desperados games, Robin Hood: Legend of Sherwood and even Star Trek: Away Team. But then a funny thing happened: after the initial rush of imitators, this particular strain of stealthy strategy game died an abrupt and premature death. Save for Desperados 2 in 2006, nobody has made a Commandos-style game in almost fifteen years.

That is, until Shadow Tactics was released last month. And oh my goodness, it is Commandos to the core.

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Thoughts: House Of The Dying Sun

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I’ve been following the development of House Of The Dying Sun for a couple of years. Even back then, when it was still called Enemy Starfighter, it had already been in development for quite some time, and the reason for this is that it’s mostly the work of a single ex-Bungie developer. Up until, oh, just over a year ago, House Of The Dying Sun was a pseudo-roguelike arcade space fighter sim where you’d fly around a procedurally generated solar system with your AI-controlled fleet smashing things up and then warping out before powerful reinforcements arrived to smash you up; you’d farm renown through the things-smashing and use this to buy bigger and better ships, and then when you were ready you’d storm the enemy homeworld. However, this iteration of House Of The Dying Sun is a very different game to the House Of The Dying Sun that’s actually been released, which is a very short collection of bitesize scripted missions where you and your space fighter swoop into star systems to assassinate various targets of interest.

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Thoughts: Tyranny

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I feel like Tyranny suffers from a slight marketing problem. Let’s take a quick look at the blurb on the Steam store:

In Tyranny, the grand war between good and evil is over – and the forces of evil, led by Kyros the Overlord, have won. The Overlord’s merciless armies dominate the face of the world, and its denizens must find their new roles within the war-torn realm… even as discord begins to rumble among the ranks of Kyros’ most powerful Archons.

Sounds interesting, right? Tyranny is actively sold as an RPG where you are — or at least, are working for — the bad guy. Having played all the way through Tyranny now, though, I’d say that maybe one third of that summary is accurate; discord is indeed rumbling among the ranks of Kyros’ Archons, to the point where the first act feels more like you’re wrangling a bunch of preschoolers squabbling over who gets to play with the pony next than it does dealing with the immensely powerful leaders of Kyros’ armies. As far as the rest of it goes I have some bad news for Kyros, as the dictionary definition of “dominate” is “to have a commanding position over”, and since Kyros’ forces are afraid to venture outside of their camps in nearly all of the territories that you visit during the course of the game I would say that he’s1 dominating the world in the same way that the USA dominated Vietnam back in the ‘70s. It’s that first sentence I really take issue with, though. There is plenty of scope for an RPG in which you’re on the side of evil for once — genuine evil, not the mwa-ha-ha-ing stereotypes found in Bioware titles. Psychopath playthrough of Alpha Protocol aside, I’ve not seen the genre come up with anything significantly new here since I told Zaalbar to kill Mission back in Knights Of The Old Republic and I was looking forward to an exploration of what being evil would mean and how it would change things both for your character and for the wider game world.

Unfortunately, Tyranny is not that game.

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  1. Or she; one of the nice things about Tyranny is that very little is actually known about Kyros and nobody knows what gender they are, or even if they’re a single person or a group of people.
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