Thoughts: Wolfenstein – The New Order

09/06/14 – Xenonauts is taking a very long time for me to crack, mostly due to my being unable to decide whether the funding system is unnecessarily harsh or just outright broken (currently leaning towards the latter). I will try to get something up this week. Even if it’s “science”. 

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If you asked me to pick words to describe the latest entry in the Wolfenstein series, the chances are you could probably predict most of them before I’d even said anything. They’d be words like:

  • Fast.
  • Violent.
  • Gory.
  • Gruesome.
  • Silly.
  • Over-the-top.

Historically this little collection of verbs has been all the series has ever reached for; it’s been content not to take itself too seriously in its Nazi-slaughtering exploits, and focuses instead on providing simple, low-brainpower fun. What you might not be expecting, however, is for New Order to add an additional word onto the end of that list, and that word is:

  • Intelligent.

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Thoughts: Transistor.

transistor_green

I was a more than a little bit surprised when I went back and looked at my two year-old Bastion review to discover that, well, I didn’t think it was that great. I thought it was good, sure, with fantastic art and music and some excellent design choices in terms of how it dealt with character customisation and difficulty, but I also thought that its minimalist plot and overreliance on a single narrator telling you everything (while showing you very little) was both confusing and more than a tad overbearing and seriously let the game down in its attempt to tell a meaningful story. This surprised me for two reasons. One was that in the intervening two years of not playing it I’d actually forgotten all about the Bastion’s flaws and had built up a mental picture of the game that was far more generous than what I apparently thought at the time, and this led to me expecting rather more of Supergiant’s next game, Transistor, than was really fair. Transistor never really had a chance of living up to those expectations, and so I’m going to keep that in mind when reviewing it; I might have ended up being disappointed in Transistor, but that’s at least partially my fault and nothing to do with the actual game. The second reason, though, was that I re-read the Bastion review after completing Transistor to see how my view of each game matched up, and I was genuinely shocked to discover that if you strip away the superficial trimmings of each title my opinion of Transistor now is exactly the goddamn same as my opinion of Bastion then: Transistor has fantastic art and music and some excellent design choices in terms of how it deals with character customisation and difficulty, but its minimalist plot and overreliance on a single narrator telling you everything is confusing and overbearing and lets the game down in its attempt to tell a meaningful story.

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Thoughts: Space Hulk.

sh_defence

What is it with Games Workshop and shoddy/unimaginative conversions of their board games?

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Thoughts: Luftrausers.

lovetrousers

Luftrausers is a very simple game. It’s a bullet hell shooter with a rudimentary sense of physics; at the start of each game your Rauser is launched into the sepia-toned sky above a sepia-toned ocean to battle silhouetted hordes of enemy boats and aircraft, and your only goal is to survive for as long as possible while scoring as many points as possible. The former is tricky (a typical game of Luftrausers lasts three minutes or less) and the latter is downright impossible, for reasons that we shall explore later,  but the interesting thing about Luftrausers is how it leverages two key elements to become far more than the sum of its very simple parts.

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Thoughts: Red Dragon.

landing

Another year, another Wargame. Eugen are releasing these things like clockwork, but while last year’s Airland Battle was a massively polished and improved version of European Escalation that more than justified a cheeky release of something that looked like practically the same game just one year later, the simple fact that it was so good has created some problems for Red Dragon. After Airland Battle already raised the bar to a point pretty close to where I suspect the ceiling is for the Wargame franchise, Red Dragon was going to have to do something pretty damn special in order to warrant filching yet another £23 from my pocket – and unfortunately for Red Dragon, thanks to that ceiling there doesn’t seem to be any more latitude to refine the series any further in terms of the core mechanics. It’s already as good as it can be, and so Red Dragon instead needs to concentrate on framing those core mechanics in new and interesting ways. And it only partially succeeds.

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Thoughts: One Finger Death Punch.

Probably no post this week (22/04/2014) thanks to bank holiday weekend and my current playing habits being all over the place.

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I told myself I wasn’t going to write a 2,000 word review about One Finger Death Punch, but here we are anyway.

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