Monday, 29 April 2019
Tuesday, 16 April 2019
Anno 1880 (BETA)
I’d
never played any of the Anno series, so when I saw an open BETA for
the upcoming Anno 1880, I decided to give it a spin. It’s a city
building game set during a period of early industrialisation. It’s
an historical fantasy, of sorts, in which you play as the leader of a
newly established, island based colony.
There
were two modes available in this BETA – a story based campaign, and
a customisable Sandbox. Because I was new to the series I began with
the campaign, which not only has its own story and characters, but
also serves as a series of tutorials. Only the first chapter of the
campaign was available, but it taught me enough to get me started in
the Sandbox.
And
it’s the Sandbox mode of Anno 1880 where I’d expect most players
to spend the majority of their time. There are three pre-set
difficulty modes and a player custom option. I played on the default
Normal settings across a couple of games. I’d have liked to explore
the higher difficulties and custom settings more, but unfortunately I
didn’t have enough time before the BETA came to a close.
You
begin your colony with simple farmers and a small selection of
buildings. By expanding your population and meeting the various
‘needs’ of your people, you’ll unlock new buildings and new
population types which, in turn, also have their own distinct needs
to serve.
Farms
are replaced by brick houses. Dirt paths become paved. As your colony
continually expands, you’ll see it grow from a small farming
community into an industrial giant. Of course, all of this expansion
costs cash, and although you begin the game with a healthy reserve,
it’s important for your colony to become profitable and self
sufficient.
Cash
is primarily obtained via taxes, but I believe tourism also plays a
role. I say ‘believe’ because I’m really not sure. Either I
missed something obvious in my limited time with the BETA, or there’s
no detailed breakdown of the financial aspects of your game.
And
those are details I really
wanted to know – how much tax per citizen type? Can we reduce or
increase the tax rate per type? How much income from tourism? And
most importantly – how much through trade?
You’re
not alone in the Sandbox of Anno 1880, as other AI controlled
colonies are established on nearby islands. There’s a very basic
‘diplomacy’ system in which you can arrange trade deals,
establishing sea based routes between your islands.
Setting
up trade routes is easy, but there’s no detailed feedback on how
profitable a route may be – at least, I couldn’t find anything.
Like I said, I had limited time with this BETA so it’s possible I
missed something, but I found it strange that I couldn’t find any
detailed breakdown of my income.
Despite
that, I had a lot of fun building up my colony, using the blueprint
mode to perfectly plan my city streets. It’s not just about
building houses, pubs, schools and churches though, but the gathering
of resources and the manufacture of goods. Every good has a use,
either to serve the needs of your people, or to support the
production of other
goods.
It’s
an addictive cycle of production and expansion and there’s a great
deal of satisfaction to be had in watching your colony grow. But your
island may not have every resource you need, and that’s when it’s
time to explore the map and find a new, uninhabited island with those
resources and establish another colony to capitalise on them.
Unless,
of course, one of your AI rivals beats you to it, which is where I
guess the ‘War’ diplomatic option comes into play, but
unfortunately I didn’t have the time to explore this feature. From
what I saw though, it’s a pretty basic system just like the
diplomacy, trade and financial systems. But are they all too
basic for a game of this type?
Once
again, it’s important to note that I only had limited time to
explore this BETA, but I was surprised by how rudimentary certain
gameplay systems appeared, most particularly the financial aspects. I
guess the real question is if this BETA convinced me to purchase the
game? No, not at release, but it’s something I might pick up on
sale in the future. It’s certainly one I’ll keep an eye on.
Wednesday, 10 April 2019
Now Playing: Yakuza Kiwami
Yakuza Kiwami AKA Everyone
You Like Dies is a remake of the original Yakuza game, first released
on the PlayStation 2 in 2005. They’ve essentially rebuilt the
entire game using the Yakuza Zero engine which I would say is both a
good and
a bad thing. Good, in the sense that Kiwami is instantly familiar to
those who played Zero, but bad in the sense that it’s a little too
familiar.
I didn’t play the
original Yakuza, so I can’t compare it to this remake. I’m
reviewing Kiwami as someone who has only played Zero, and compared to
Zero . . . Don’t
get me wrong, Kiwami is
a good game, but jumping into it from Zero makes it a tricky one to
judge. If you’ve played Zero then it’s important to lower your
expectations because this is, let’s not forget – a remake of a
game released in 2005.
Compared to Zero, Kiwami is
far shorter and has far less content to explore. And what side
content it does
offer is almost entirely recycled from Zero. The main story is very
enjoyable and the primary reason any fan of Zero will want to play
through Kiwami. It continues the story of Kiryu as he finds himself
at the heart of another power struggle within the Tojo Clan. Fans of
Majima will be happy to know he also makes a return, although he
isn’t playable in Kiwami and he doesn’t play much of a role
within the core story.
Visually, Kiwami looks
great but once again, that’s because it mostly recycles everything
from Zero. Combat is pretty much identical – only more limited
because you’re now restricted to one character rather than two –
the only new addition being a somewhat pointless ‘health
regeneration’ state for certain ‘boss’ characters.
This can be interrupted by
a heat attack, but it feels like an unnecessary addition that only
serves to tediously prolong fights. The combat system also suffers
from the same little issues that annoyed me in Zero – the wonky
lock on and enemies who can stun lock you from behind.
One thing I’d say Kiwami
does
do better than Zero is how much easier it is to unlock your combat
skills. Rather than cash, you unlock skills by spending experience
you earn in battle and you can unlock the majority of your skills
pretty early on. It was a smart move, because it would have been
pretty irritating having to slowly relearn all of your moves from
Zero.
Something I wasn’t overly
fond of though was the ‘Majima Everywhere’ mechanic. The idea is
that Majima will pop up as you explore to challenge you to a fight
and defeating him will increase his ‘rank’, allowing you to
unlock new skills.
It’s pretty funny during
the early stages of the game as he pops up in strange and unexpected
ways, but towards the end of the game I was getting kind of sick of
him – as I was wrapping up some substories before beginning the
final mission, Majima popped up three times in a row as I tried to
travel from one location to another. It was pretty damn annoying.
I don’t really have much
more to say about Kiwami. If I were to sum it up I’d say it’s
good, but not as good as Zero. But considering it’s a remake of a
game released in 2005, that’s not exactly a surprise. I’d
recommend playing Zero first, and if you like the characters and
story, then pick up Kiwami if you’re curious to see how the story
continues.
7/10
Thursday, 4 April 2019
Battlefield V: Firestorm
Firestorm is the new Battle
Royale mode for Battlefield V. I don’t really have much interest in
the BR genre, but seeing as I already owned BFV, I thought I’d give
it a spin. It’s currently playable solo or in 4 man squads. You’re
dropped onto an island with 63 other players in an ever shrinking
play area as the titular firestom closes in.
You begin with only a knife
and must scavenge weapons, ammunition, armour and supplies to
survive. In a Battlefield twist, vehicles – including tanks – can
also be acquired, although these aren’t as useful as they might
seem.
In the solo mode, you can’t
drive and shoot at the same time. Anti-tank weapons are also very
easy to obtain. I only played Firestorm in the solo mode, so my
experience will be based entirely upon that, and if anything,
climbing into a tank in solo just makes you a bigger target.
The map is very large but
not all of it is accessible from the beginning of a match. The
initial ‘safe’ play area will be randomised every game, but it
doesn’t cover the entire map which, given the smaller player count
compared to some other BR games, is probably a good idea.
The map looks great with a
decent variety of locations and terrain although, like some others
have noted, there’s no particularly memorable landmarks. Like the
ordinary BFV maps, the Firestorm map has a degree of destructibility.
And like the other BFV maps, it’s this destructibility that keeps
matches feeling fresh and exciting as the terrain is shaped by the
players and their actions.
Matches in Firestorm are
short and punchy, rarely lasting more than 15 minutes, even if you
reach the final 2. The firestorm adjusts to each match, pushing
players into an ever decreasing safe zone as their numbers fall. And
the firestorm looks great as it creeps across the landscape – an
inescapable wave of death.
The first 3 minutes or so
of a match are by far the most deadly and will see nearly half of the
contenders killed. The question is, do you drop early in a more
populated area to try to obtain better quality gear or, do you wait
and drop somewhere more remote, with less gear to collect but less
chance of catching an early bullet?
I guess you could say
that’s the risk versus reward nature of Battle Royale, but given
the way gear in Firestorm is distributed, that’s not entirely true.
I’ve dropped into more ‘hot’ areas such as military bases and
fought other players to discover only a basic cache of equipment. And
yet, at other times I’ve dropped to a remote, singular farmhouse
and discovered a treasure trove of weapons and supplies.
So here’s a pro tip –
don’t bother dropping early or targeting more populated areas
thinking you’ll find better stuff. From what I’ve seen, gear is
distributed almost entirely randomly, so you’re better off avoiding
that early death race because you won’t necessarily be any better
equipped even if you do manage to survive it.
And that’s the thing
about Battle Royale – to win, you only need 1 kill. The last
kill. Avoiding other players and trying to survive without fighting
is actually the best strategy. Fighting other players when you don’t
have to only does four things, and only one of these is positive.
The positive is this – if
you win, you’ve narrowed the field of competition. The negatives
are – if you lose, you’re dead. Even if you win, you’ve
expended some of your precious resources such as ammunition or
armour. Oh, and you may also be revealing your location to any other
players nearby who will hurry in and finish you off quite easily if
you took any damage.
So yeah, avoiding other
players and only fighting when you absolutely must isn’t just a
valid tactic to survive, it’s actually a far more efficient
strategy. Like I said, you only need 1 kill to win. I guess the real
question now is – do I like it? Well, I’d say Firestom has pretty
much confirmed what I already felt about the BR genre – I kind of
half like the concept and half hate it.
I’ve talked before about
the balance between skill and luck in games, and how whilst luck will
always be a factor, it should never feel like the defining
factor. Battle Royale, by nature, is a very luck leaning genre. You
might drop onto the island and only find a pistol and some med kits,
whilst the guy who dropped nearby found assault rifles, rockets and
heavy armour.
Sure, that randomised
element is a big part of the appeal of BR, but that doesn’t mean
it’s not frustrating when you get killed purely because you
couldn’t find anything useful in the first minute or so.
Fortunately, it’s pretty quick and easy to jump straight into
another match – Firestorm seems to load in and out far more quickly
than the regular MP.
No, it’s not the
randomised gear that’s the real issue with the luck/skill balance
of Firestorm – it’s the armour mechanic. Every player begins with
a level 1 armour slot which, when equipped with an armour plate, will
boost your health by 50. You can then find level 2 (100 extra health)
and level 3 (150) armour on the map.
Why do I think this is a
bad thing? Well, it’s because it’s not really ‘armour’ it’s
just a health boost, and at level 3 you now have double
the standard health. This essentially turns players equipped with
level 3 armour into something of a bullet sponge – it takes double
the number of shots to kill them, as they need to kill you.
That’s a pretty
significant advantage, and why armour is by far the most important
piece of gear within the game. That’s not to say you can’t win
without it – but the advantages it provides can’t be denied. I’ve
lost fights simply because my opponent had level 3 armour and I
didn’t. But I’ve also won
fights I probably should have lost
simply because I was lucky enough to find level 3 and they hadn’t.
I don’t really mind the
randomised gear in the sense that you just have to work with what you
can find – I can see the appeal of that. But the armour system just
doesn’t feel very fair. I really think Firestorm would be better
without it because it crosses that line between luck and skill too
far. I shouldn’t have double the health of other players just
because I got lucky on my drop.
Overall, I’ve had some
fun playing Firestorm but I’m not sure it has the legs for long
term appeal. The loot system is pretty terrible as gear spills out of
downed players and becomes a nightmare to sort through. The armour
system is something I just don’t like. And honestly, after only a
week or so, I’m already going back to the regular MP. I’ve not
given up on the mode, and it’s something I’ll probably drop into
now and then, but I’d still rather have more maps and new locations
in the core game.
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