Wednesday 29 August 2018
Tuesday 21 August 2018
Now Playing: Stardew Valley
I remember playing and enjoying Harvest Moon on the GameCube, so I’ve
had my eye on picking up Stardew Valley for the last couple of years.
Because that’s essentially what it is – a new Harvest Moon game.
It’s like someone decided if Nintendo weren’t going to make one,
they’d just make their own. With blackjack. And hookers.
I didn’t pick up Stardew Valley on PC though, but on Switch. It
seemed like the perfect fit and a perfect game to play on the go. But
I ended up playing 90% of the game in docked mode, not portable. Why?
Primarily, because Stardew Valley has the very strange omission of a
‘Save & Quit’ feature.
You can only save your progress at the beginning of every day, and each day lasts about 15 minutes. It’s not the sort of game you can just jump in and out of in short bursts. Stardew Valley is all about efficiency, about making the most of each and every day. If you’re thinking this is some kind of relaxing farming sim – think again. It can actually be kind of stressful, particularly during your first couple of seasons, as you’re constantly fighting against the clock to get things done.
You can only save your progress at the beginning of every day, and each day lasts about 15 minutes. It’s not the sort of game you can just jump in and out of in short bursts. Stardew Valley is all about efficiency, about making the most of each and every day. If you’re thinking this is some kind of relaxing farming sim – think again. It can actually be kind of stressful, particularly during your first couple of seasons, as you’re constantly fighting against the clock to get things done.
And this initial struggle is probably the strongest part of the
experience. Getting your farm established and organised, clearing
land and expanding your farm, constructing and upgrading new
buildings, crafting and upgrading various tools, exploring the local
town and surrounding area, delving deeper and deeper into the mines .
. . it’s a hell of a lot of fun. There’s so much stuff to see and
do and get stuck into, and you never seem to have quite enough time
or resources to do everything.
The heart of the game really is making money (gold) so you can make
even more gold. It’s the ultimate ‘spend money to make
money’ game. You plant seeds to grow crops to sell, so you can make
gold to buy even more seeds and grow even more crops to make even
more gold so you can buy even more seeds and grow even more
crops to make even more gold so you can buy even more seeds
and . . . I think you get the idea.
Planning each season’s crops and trying to maximise your income is
pretty fun and addictive, not to mention satisfying when your big
crop finally comes through and you get a massive pay day. And that
satisfaction extends to the rest of your farm. Seeing it grow,
investing in new buildings allowing you to house animals or produce
your own ‘artisan’ goods, expanding and decorating your house . .
. there’s so much to keep you busy and unlock that you’re always
looking for what you want to improve upon or invest in next.
There is more to Stardew Valley than just your farm, however, as you
have an entire town of characters you can interact and build
‘relationships’ with. This basically just amounts to giving them
lots of ‘gifts’ but each resident does have their own unique
personality and routine depending on the time of year. They also have
quests you can complete for either gold, or to improve your
relationship ‘level’.
And, like Harvest Moon, you can even marry and have kids with one of
them. Unfortunately, the kids never grow up so you can’t put them
to work and later get into a legal dispute when you decide to cut
them out of your will and leave all of your lucrative land to an
aggressive charity that’s groomed you through your twilight years.
You also can’t hire help on the farm, which seems a little strange,
because once you’re rolling in tons of gold, you can easily afford
to pay someone to help with the day to day chores – like that
homeless dude who lives in a tent. I’d even build a shed for him to
live in, that’s how generous I am.
As much as I’ve enjoyed the game – and would seriously consider
picking it up again on PC, which gives you an idea how much I’ve
enjoyed it – that doesn’t mean it doesn’t have its flaws. It
would be nice if your ‘relationship tracker’ also tracked the
location of residents in the town, as keeping track of their
movements all year round can be pain if you want to speak with one
specifically, especially when your time each day is so short.
The controls and UI can be a little fiddly, especially when you’re
trying to pinpoint a specific tile with a tool or item – there’s
no grid overlay you can bring up so you can properly line things up.
Your cosmetic options for decorating your house are somewhat slim, as
are character customisation once you’re in the game.
The biggest problem Stardew Valley really has is the ‘end game’.
Once you’ve gotten established and upgraded all your various tools
and buildings, you just kind of settle into a fairly monotonous
routine. You hit a point – and I hit it by the end of my second
year in the game – where you’ve banked so much gold that
you don’t really have anything left to save or invest in. You’re
just playing out each day and season the same way, making money that
you don’t really need with nothing to spend it on.
I guess that’s when the game is supposed to be more ‘relaxing’
but that’s also when I start to lose interest. Fortunately, the
game does include some goals to complete beyond your farm – the
museum and the community centre, both of which you can donate various
items to. For me, rebuilding the community centre became the real
final ‘goal’ of Stardew Valley, and I got a great sense of
satisfaction from finally putting it together. It felt like a good
‘end’ to my game.
And I can see myself returning to Stardew Valley for a new game, on a
new farm – just to see if I can do it even faster or more
efficiently. Overall, Stardew Valley is addictive and satisfying fun
with a wonderful variety of content to explore. And if you’re
looking for a modern Harvest moon type experience, then I highly
recommend checking it out.
8/10
Monday 13 August 2018
No Man’s Sky: NEXT
The more things change, the more they stay the same – I think
that’s the best way to describe how I feel about this latest update
to No Man’s Sky. For all the graphical and gameplay overhauls
introduced in this update, the core of No Man’s Sky remains the
same. If you didn’t enjoy it before, you probably won’t
enjoy it now.
No Man’s Sky has had quite the remarkable journey since its initial
release, and it appears that for many, NEXT finally delivers the game
that was promised. It’s taken two years and numerous minor and
major (free) updates to get this far, so I’ve got to give the
developers credit for sticking with it.
The big new feature of No Man’s Sky: NEXT is the introduction of
multiplayer to the experience. But honestly, I can’t say MP was
ever a selling point that particularly appealed to me, and not just
because I don’t have any friends. I guess I just don’t really see
the point of MP within the NMS experience.
The content, as it currently exists, just doesn’t lend
itself to co-op gameplay, at least in my opinion. This may, of
course, change over time as more meaningful co-op content and
interactions are introduced. But in its current state, I have no
interest in playing NMS with others. For me, the solo
experience remains the most compelling aspect.
Another major feature of NEXT is a pretty extensive graphical
overhaul. There’s been a noticeable bump in texture quality,
lighting and particle effects. NMS has never looked better, and I’m
pleased to report that the game is running more smoothly than ever –
at least for me. NEXT also incorporates a new third person mode,
complete with character customisation. I prefer to play in first
person, but it’s a welcome addition.
As far as gameplay overhauls go, NEXT introduces many changes to the
resources of NMS. The types of resources you can collect and now
refine has been expanded, and the ‘fuel’ requirements for
your ship, exosuit or multi-tool have been adjusted accordingly.
But these changes . . . I’m not so sure about. Does it make the
resource harvesting more in depth? Or more needlessly convoluted?
I’m currently leaning more towards the latter. Before, you
only had to worry about harvesting a singular type of resource but
now, it’s pretty much a requirement to refine your materials.
Refined resources – such as condensed carbon – give far more bang
for your buck. On the plus side, you won’t have to harvest quite so
much carbon. But on the negative side, you’ll be spending a lot of
time waiting for your resources to be refined. That’s why I’m
kind of torn on this new system. It just feels like another
unnecessary step that slows you down. Sure, you can ignore refining
materials, but you’ll burn through their raw forms so quickly that
you’ll be constantly harvesting to replace them.
No Man’s Sky was always quite a slow, grind heavy experience, but
now it feels even more so due to these changes. It should be
noted, however, that this impression is based on the early part of
the game (I began a new game for NEXT) when your inventory is quite
limited and your exosuit and multi-tool are at their most basic
level. I’m sure, over time, once you have an established base,
upgraded tools and multiple refiners, that you won’t find the new
resource system quite such a tedious chore. But in the early game?
Yeah, I’ve found it a little tiresome.
Which brings us back to my opening line – the more things change,
the more they stay the same. For all the changes, updates, additions,
improvements and overhauls to No Man’ Sky, it’s still – at its
core – the same experience it was at release. I really do enjoy it.
Hell, I’ve sunk 90 hours into the game. But the problem is, I only
enjoy it for a short time, before getting kind of bored and
stopping. The core gameplay loop becomes monotonous and repetitive,
and there’s just not enough good quality structured content
to keep me coming back.
I think they’ve done enough with the sandbox elements –
although, once again, I still think they need to massively
expand the flora and fauna components, as repetition becomes a
serious problem once you’ve visited several worlds. But as far as
the survival/exploration elements go, they’ve got that shit locked
down. What we really need now is an expansion to the structured
systems.
They’ve done a good job of introducing new quest lines and
overhauling existing ones, and they do seem to be moving in the right
direction in terms of race / guild reputation systems and a selection
of randomly generated – if rather basic – missions. But I still
think combat – and combat encounters – need a serious overhaul to
make them a more important part of the experience.
Overall, NEXT is another important step forward for No Man’s Sky,
but I hope it doesn’t stop here. There’s yet more
potential here they can unlock, and with more time, updates and
support, I can see NMS becoming one of – if not the best –
space exploration, combat and trading game on the market. As I said,
the potential is here. It will mean shaping the game into an
experience that perhaps wasn’t quite what the original ‘vision’
was, but NMS has potential to move beyond that vision and become
something even greater.
Thursday 2 August 2018
Now Watching: Annihilation
I thought Ex Machina was great, so I was eager to see Annihilation by
the same writer/directer, Alex Garland. Unfortunately, it’s a film
I came away liking the concept of, rather than the execution.
It’s a film with some very good individual scenes – but not a
very good overall structure. Be warned: there will be a few spoilers
in this review.
The plot is this: an object/meteor or whatever crashes into a
lighthouse on the coast. It forms a bubble – called the ‘shimmer’
– around the lighthouse which slowly begins to expand, consuming
the surrounding area and transforming it – and any life within it –
in strange and incredible ways.
Lena (Natalie Portman) is a former soldier and biologist who
volunteers to join an expedition into the shimmer. The problem is,
the film is essentially a flashback being told by Lena after she’s
escaped. We know at the very beginning who lives, who dies and who
gets out. And these scenes of Lena being debriefed – and also
flashbacks to her life before entering the shimmer – seem entirely
unnecessary.
We also don’t really know jack about the other scientists
accompanying Lena. We’re told a few things about each character in
a single scene and . . . that’s it. That’s all we get. As a
result, I can’t say I really cared too much about what was
happening to them.
This is also a film that raises a lot of distracting questions when
watching. We’re told they’ve been investigating the shimmer for
three years. They’ve sent in other teams – mostly military – by
land and sea, but none have returned. So their new plan is . . . to
send in another team? But why do they believe it will work
this time, when all other expeditions have failed?
And why are they only sending a team of scientists into
potentially hostile terrain? Why not send a military escort? In fact,
why wasn’t their first expedition composed of both science and
military personnel? Maybe it was, but the film completely glosses
over these important questions.
They say drones were sent in, but what about helicopters? Can’t you
fly in? Can’t we send a helicopter to park above the shimmer and
drop a team down on ropes straight to the lighthouse? They say
they’ve tried going in by sea – which makes sense, considering
it’s the most direct and easiest route to the lighthouse – but
this time they’re sending in their team on foot. Why? Why
not just use a boat launched from a ship at the edge of the shimmer?
And if you want to go by land, why not send them with some
transportation? Do the engines not work? All their cameras seem to
work, so why wouldn’t an engine? They say nothing entering the
shimmer has returned, but they seem pretty sure the air isn’t toxic
because they enter it without any gas masks or hazardous protection.
And why, if they know so little about the shimmer, do they need to go
all the way to the lighthouse? Can’t they just go in several metres
attached to a rope, take a few samples and return?
You could say these are pointless nitpicks because the film is really
about what happens when they’re inside the shimmer, but I don’t
think it can just gloss over all this stuff as irrelevant. It’s not
to me, because I spent the entire film distracted by these
questions. And even once they’re inside, things don’t quite add
up, either.
Early in the film the characters ‘forget’ their first 3-4 days
inside the shimmer, but why don’t they have video/written logs they
can review? Isn’t this a scientific expedition? Wouldn’t they be
documenting everything? It might make sense if we saw evidence of
time becoming distorted the closer they moved to the lighthouse, but
the lost time element is entirely forgotten beyond this opening
scene.
The actual concept of what the shimmer is and what it’s doing is
pretty neat and, as I said, it leads to some really good individual
scenes. But the overall plot and the way it’s structured – the
flashbacks/flash forwards – are rather weak, as are the characters,
none of whom are given any time to shine.
Annihilation was frustrating to watch, because there’s some really
cool stuff in here, both conceptually and visually. But everything
surrounding that concept just fell a little flat for me. I’d still
say it’s worth checking out, but don’t expect too much.
6/10
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