Tag Archives: thoughts

Thoughts: Dishonored – Death Of The Outsider

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Dishonored: Death Of The Outsider is an expandalone for Dishonored 2 that came out towards the end of 2017. Given that Dishonored 2 and its sci-fi stablemate Prey are two of my favourite games of the last few years it’s possibly a little surprising that it’s taken me two years to get around to playing it; however they also came out within six months of each other and Death Of The Outsider looked like more of the same, so I decided to let it breathe for a few months and come back to it when I was ready. As it is now 2020 I appear to have gotten a little bit distracted between now and then, but that’s actually done Death Of The Outsider a considerable favour: it is, arguably, just more Dishonored, and if I’d played it so soon after Prey and Dishonored 2 I’d likely be much more critical of it. However, since both games underperformed it’s highly unlikely we’ll see more of either from Arkane in the near future. Death Of The Outsider is the last Dishonored thing we’ll be getting for some time, and if you view it through that lens it being more of the same is no bad thing at all.

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Thoughts: Doom Eternal

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Everyone who has played the first Call of Duty: Modern Warfare remembers the AC-130 gunship level. This level plucks you from the thick of the action and temporarily sticks you in front of a TV screen inside a very large aeroplane that’s orbiting a kilometre above the same engagement; said aeroplane also happens to have a gigantic howitzer mounted on the side of it, and so for the duration of this level it’s your job to fire phone box-sized shells at groups of baddies who look like ants from your lofty perch, who don’t even know you’re there and who wouldn’t even have the option of fighting back if they did. When I first played this level I thought it was making a point about the impersonal, dehumanising nature of modern warfare, and that there was something deeply unsettling about the power of life and death being in the hands of people who can (and do) treat it just like a videogame. The AC-130 level is one of the reasons I came away with a pretty high opinion of Modern Warfare and its apparent anti-war message. It wasn’t until years later that I discovered the real reason the AC-130 level was in the game: the developers just thought being able to commit indiscriminate slaughter from 1,000 metres altitude was really cool1.

The reason I’m going with this somewhat tortured introduction to a review of Doom Eternal is because I think Modern Warfare proves something very important: that art is always going to be subjective to a greater or lesser degree, and so it is very possible to make an excellent videogame entirely by accident. Somewhat to my dismay it turns out that this is a very relevant lesson to apply to Doom Eternal; id’s 2016 reboot of Doom was and is excellent, but based on the experience I just had with Doom Eternal I’m starting to think that might have been entirely down to dumb luck.

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  1. I have gone looking for the interview where this was revealed, but it seems to have been lost to the vagaries of time — I can find comments that are pretty close but they’re from the president of Infinity Ward rather than any of the actual dev team. As I lack hard evidence I’ll at least caveat: development studios are not hive minds and what gets said in publicity junkets to hype up the game does not necessarily represent what was going on in the studio at the time it was being made. However, stacked up against that generous interpretation is the jingoistic onanism that comprises the entirety of Modern Warfare 2, which really doesn’t make me inclined to give them the benefit of the doubt.
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Thoughts: Resident Evil 3

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Okay, look. I liked Resident Evil 3 as much as anyone did at the time. It’s a game that’s almost totally missing the creepy character and atmosphere of the earlier Resident Evil titles, and whose truncated development process ensured that it had a tremendous overreliance on both generic outdoor environments and recycled locations from Resident Evil 2, but the idea of the Nemesis was a good one back in 1999 and after two games of painstakingly conserving bullets and shotgun shells it was fun to unload on zombies with the assault rifle the game hands you from the start1. Despite that, and despite loving last year’s remake of Resident Evil 2, I found myself quickly becoming skeptical over the announcement that they were going to release a similar treatment of 3 just over a year later. That’s nowhere near enough time to develop a modern videogame even if it was in preproduction before the Resident Evil 2 remake released, and so my expectations for the Resident Evil 3 remake were correspondingly low.

Given that, it’s actually a little surprising that Resident Evil 3 still managed to comprehensively disappoint me.

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  1. If you’re not playing on Hard mode. I think my tastes at the time were significantly less refined and I just wanted to shoot zombies, so I didn’t pick Hard mode.
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Thoughts: Observation

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Observation is a game that sets itself up like 2001: A Space Odyssey, but which instead turns out to be more like The Cloverfield Paradox.

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Thoughts: Starcom Nexus

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The elevator pitch for Starcom Nexus is that it’s a modern, somewhat lighter version of Star Control. You’re an officer in an incredibly thinly-veiled analogue for the Federation from Star Trek, and you have control of a single ship that is, to begin with, just an engine, a bridge section and a plasma turret bolted together. This is not much with which to face the scenario the game tosses you into roughly thirty seconds after you boot it up: a magical rift in space appears (some might even call it… a Nexus) and tosses both your ship and a nearby friendly space station into a totally uncharted region of the universe, full of weird new phenomena and unknown alien races to make friends with/blow up for resources. You use those resources at the friendly space station to bolt new modules onto your ship, growing it from a rinky-dink shuttle into a titanic space behemoth that lays waste to everything around it, while solving the central mystery of where you are, how you got there, and how you can possibly get back.

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Thoughts: Halo Reach

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This is not the first time I’ve played Halo: Reach. The first time I played it was back in 2013 during my misguided attempt to catch up on the Halo series post-Halo 3, when I played through ODST, Reach and Halo 4 in quick succession. I didn’t like ODST much, though I will admit it is infinitely better than the staggeringly awful Halo 41. I did quite like Reach, however; it wasn’t up to the standards of the original Halo trilogy, but it at least didn’t go out of its way to break the fiction-gameplay relationship like ODST did, and it didn’t replace the Covenant with an incredibly uninspired race of Generic FPS Baddies called Prometheans like Halo 4 did. Instead it focused solely on what the series has done best: punchy FPS combat against waves of well-designed enemies whose AI meant that you had to get somewhat tactical in order to survive. Reach at least qualified as an actual Halo game in my eyes even if there were other things missing that meant I’d put it at the bottom of the pile, and in theory it’s not a bad game to kick off the series’ long-overdue return to the PC platform.

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  1. Which itself is somehow better than Halo 5, whose singleplayer campaign tunnels all the way through the depths of “staggeringly awful” and plummets straight into the hellfires of “indescribably bad”.
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Thoughts: Pathfinder Kingmaker

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I’ll admit I didn’t have the best start with Pathfinder Kingmaker. It’s an isometric fantasy RPG in the style of Baldurs Gate that’s based on an obsessively literal adaptation of the well-regarded Pathfinder variant of the D&D ruleset. Specifically it’s an offshoot of the 3rd edition D&D rules, which I’ve intensely disliked just about everywhere I’ve encountered it (both Neverwinter Nights games and both KOTOR titles) for reasons that I’ll explain later in the review. Still, it looked very attractive and had an outstanding interface that actually tried to break down all of the 3rd edition bullshit in a halfway understandable fashion, and I quite enjoyed the first hour of the game where you do the tutorial in a mansion that’s under attack by assassins. Once you get into the game proper, though, the very first side quest you’re given is to retrieve some berries from a cave for a hermit alchemist. Not exactly glamorous stuff, but hey, you’re a Level 1 Adventurer, and you don’t get to battle gods and dragons until level 17 at least. Berry hunts are how you work your way up the adventuring ladder.

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