Tag Archives: thoughts

Thoughts – Alien Isolation

alien_alien

It’s one of the more unlikely success stories of last year: Total War developers Creative Assembly, whose every previous attempt to branch out from the series that made their name has crashed and burned spectacularly1, make an Alien game that couldn’t be further away from Total War if they tried, in a genre they have no prior experience with, and with a very ambitious design brief that flouts most of the established rules of conventional first-person shooters. I think I could be forgiven for being somewhat skeptical of their ability to deliver on that brief prior to release, and yet a scant three months later Alien Isolation has ended up placing highly on nearly every single “Best Of 2014”  list I’ve seen so far2; the sheer weight of critical acclaim resulted in it moving up to the top of my play list so that I could see what all the damn fuss was about.

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  1. Does anyone remember Spartan: Total Warrior? Viking: Battle for Asgard? Or *shudder* Stormrise? If you don’t, rest assured you really weren’t missing anything.
  2. Even if you discount PC Gamer giving it their Game Of The Year award, since PC Gamer is pathologically incapable of giving AAA PC-centric developers a bad review.
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Thoughts: Shovel Knight

shovel_blocks

I just took two weeks off for the Christmas holidays. While the first week was spent with access to only a laptop with a basic integrated graphics chip — and thus ruled out playing any game less than six years old — my avowed goal for the second week was to finally make inroads into two games that had been on my to-do list for a while: Alien Isolation and Elite Dangerous. I installed them both. Played them both. The idea was that I’d at least finish Alien in that week and have a review of it ready to kick off 2015; that the spot ended up being taken by Shovel Knight says a lot about both games, I think, but principally what it says is that Shovel Knight is really a pretty great game indeed.

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Thoughts: Dragon Age Inquisition

dai_stormcoast

I must admit to a spot of hubris upon seeing the intro paragraph to RPS’s review of Dragon Age: Inquisition. “I’ve spent almost sixty hours uncovering as much of Inquisition’s enormous open world and intricate story as possible”? Yeah, there was some eye-rolling going on when I read that. This is Bioware we’re talking about, who have cut and cut and cut at the core concept of the RPG until it consisted of nothing more than a dull series of linear dungeons propped up by their character writing, which is still consistently above average. There’s also the fact that games journalists are paradoxically terrible at actually playing the products they review for a living; as a general rule of thumb you can take any time they quote for completion of a game and cut it in half to get the actual length1. And after the debacle that was Dragon Age 2 I’d mercifully insulated myself from any further publicity for the series, assuming that Inquisition would at best be more along the lines of a semi-decent fantasy Mass Effect than a proper, meaty RPG. Eminently disposable, in other words. I thought I’d be able to blast through it in a weekend and then move on to the next item on the huge list of games I have to play.

Forty hours later, and I am forced to admit I might have been mistaken.

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  1. I have no idea what it is they do to inflate the time by 100%, but it certainly isn’t playing the damn thing.
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Thoughts: Advanced Warfare

advanced_cutscene

Reviewing two Call of Duty games in one year? What is the world coming to?

I see Advanced Warfare as CoD’s sluggish response to a gaming world that’s starting to leave it behind. CoD 4 was an incredible success that moved the series out of its increasingly-tired WW2 setting and set the FPS trend for the next half-decade, and five years ago you couldn’t throw a rock without hitting a Modern Warfare imitator. Today, though, things look very different. Even this second incarnation of CoD is getting long in the tooth; Modern Warfare-era shooters have become just as overexposed as WW2 was a decade ago, and CoD is facing challengers to its crown (Titanfall in particular) that are innovating in ways CoD simply cannot if it remains resolutely entrenched in the modern world. And these newer games are good enough — and successful enough — that for this shooter with a hundred ripoffs, this FPS that used to dictate the direction of the entire genre, the message is finally becoming clear: adapt or die.

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Thoughts: Door Kickers

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I’m really not sure about the name “Door Kickers”. I think it was chosen on the basis that you’re going to spend a lot of time in this game kicking in doors, and a lot of doors do indeed get kicked since as a matter of policy SWAT teams apparently never use the doorknob. If they really wanted a name that best represented your in-game activities, though, they could have gone with “Get Shot In The Back By A Terrorist You Missed”. I admit it doesn’t quite roll off the tongue — but then neither does Door Kickers.

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Thoughts: Beyond Earth

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Beyond Earth is a doomed-from-the-start attempt to shift the familiar Civilization empire-building action into the future. It’s doomed because no matter how good Firaxis made this game, by setting it around the colonisation of an alien world it draws inevitable comparison with one of Firaxis’ very first products: Alpha Centauri, a game that’s rightfully regarded as one of the genre’s absolute classics. Beyond Earth was never going to live up to Alpha Centauri’s better qualities, both real and imagined, and I’ve tried to take this into account when playing the thing; Beyond Earth should be judged on its own merits, not the nostalgia-fuelled remembrance of a sixteen year-old predecessor. What surprises me, however — and especially so for a Firaxis title — is that even if you take SMAC out of the equation, even when you compare Beyond Earth to the modern Civilization franchise that spawned it, I think it fundamentally still isn’t a very good game.

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Thoughts: Legend Of Grimrock 2

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The first thing you notice on booting Legend of Grimrock 2 is how ridiculously bombastic the main menu music is. It’s a fantastic swashbuckling remix of the theme to the first game, which was no slouch itself but which feels much more cautious and reserved in comparison. Nothing sums up the tonal shift between the two games more effectively than this tonal shift in its music. Grimrock 1 was an accomplished dungeon crawler that successfully resurrected what had previously been a dead genre, but it was limited both by its design and its available resources; it had an intentionally simple concept (start at top of mountain, work your way down through fifteen levels of dungeons, escape) that it executed well, and that developers Almost Human knew they could execute well.  Having used the first game to stretch their legs, though, the sequel gives them the chance to really show what they can do.

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