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Wednesday, 27 May 2020

Monday, 18 May 2020

Now Playing: A World Betrayed (DLC)

After what felt like something of a content drought for Total War: Three Kingdoms, we have a new DLC following hot on the heels of the recent Mandate of Heaven DLC – A World Betrayed. Like Mandate of Heaven, A World Betrayed shifts the action to a new campaign start date – 194. So, once again, we’re faced with a familiar campaign, but with a new twist.

Unlike MoH, however, this new campaign doesn’t offer as significant a change from the core 190 campaign. It’s focused primarily on two characters – Lu Bu and Sun Ce – characters that already feature in the 190 campaign, but are now promoted to faction leaders, each with their own unique campaign mechanics.

I’ve played primarily as Lu Bu, so this review will be mostly based upon that campaign, but I’d say that both of these ‘new’ factions are pretty fun to play. Lu Bu has a mechanic called ‘momentum’ which grants the ability to reset your movement points after each battle. This builds a ‘momentum bar’ that grants further extensions to movement range, army bonuses and character satisfaction the higher it goes.

 
Playing as Lu Bu is all about maintaining your momentum, continually moving from one battle to the next. It results in a very rapid campaign in which you can build your personal prestige very quickly – I triggered the Three Kingdoms war and declared myself Emperor after only 28 turns on Hard. I’ve had a real blast with this campaign, and with this DLC in general, but the problem is, I’m not sure I can really recommend it.

A World Betrayed has released at the same price as Mandate of Heaven. And if you’re going to charge a similar price, I’d expect a similar level of new content. But compared to MoH, A World Betrayed is sorely lacking as far as new content goes.

Mandate of Heaven introduced new characters, factions and mechanics to the game, but A World Betrayed is essentially only re-purposing existing characters – Lu Bu and Sun Ce. The content that you’re paying for in A World Betrayed, in my view, doesn’t match the asking price, and that’s why it’s a hard one to recommend.

 
But it’s a tricky one to judge, because like Mandate of Heaven, A World Betrayed is more than just the DLC – it includes a pretty sizeable patch that overhauls various aspects of the existing game and adds quite a lot of new stuff entirely for free. In fact, the free content patch that dropped alongside A World Betrayed is, in many ways, much better than the DLC itself.

It introduces around 16 new characters, each with unique art. There’s been new additions and improvements rolled into the Spy system. There’s a great new ‘mercenary contract’ diplomatic option that allows you to fight for gold on behalf of other factions. All of the ‘bandit’ factions have also received a campaign overhaul.

They have an entirely new approach to the technology tree based upon the territory they seize, the income they receive and the infrastructure they can support. Oh, and there’s also a new free playable bandit faction, with its own unique mechanics.


All of this stuff is great, but it’s also all free and not technically a part of this DLC. Obviously, free updates like this are essentially funded through DLC sales – one wouldn’t exist without the other – and that’s why, despite feeling that A World Betrayed shouldn’t be priced at a similar level to Mandate of Heaven because it doesn’t offer a comparable level of new content, I don’t really feel short changed.

It’s a tricky one, because the DLC and the patch, taken as a whole, is really good. But this review is purely of the paid content included in the DLC, and in that regard, the DLC package is somewhat lacking. If you’re a fan of 3K then it’s something I’d still recommend picking up at some point, but it might be best to wait for a sale.

6/10

Wednesday, 13 May 2020

Suburban Killbot Year 8

Well, I certainly didn’t expect the next time I wrote one of these yearly updates that I’d be doing so in the middle of a global pandemic. I can’t say it’s had a significant impact on my life – I didn’t exactly get out of the house much anyway. I did start a new job recently, but that’s now on hold. I’m certainly not bored – if anything, I’ve got too much to do and not enough time.

Since the start of this year I published a new e-book every month. I can’t say they’ve been very successful, but I didn’t really expect them to be. I’ll keep doing what I can to drive sales, but I’m just pleased to get them out there. I’ve got one more e-book lined up, but that’s going to take a little more work before it’s ready to publish. And once that’s done, I guess it’s time to write something new.

At the time of writing I’ve got reviews of another 4 games lined up, and there’s more new stuff coming out I’m yet to play. Like I said, I’m certainly not bored. Here’s the updated, yearly mosaic of my top rated games –

Thursday, 7 May 2020

Now Playing: Halo CE

Halo is one of the most enjoyable and engaging first person shooters you can play. It holds up remarkably well today thanks to the free form, sandbox style of its campaign. The missions may not be as long or as elaborate as those in later instalments of the franchise, but they’re still endlessly replayable thanks to the dynamic nature of the combat and the enemy AI.

I didn’t talk much about the AI in Halo in my Reach review, so I wanted to touch upon it here. Enemy AI was always a strong point in the Halo games. They try to flank you, take cover to recharge their shields, flee if they think they’re losing, rush you if you’re close or dive out of the way to avoid grenades.

Sure, you can argue that it’s just basic scripting, but it’s very effective thanks to their range of animations and audio. The different races you fight – primarily grunts and elites in Halo 1 – each have their own ‘personality’ in combat that determines how they’ll react and how they’ll fight.

 
This Halo release includes the option to play through the campaign with both original visuals and audio, or a remastered version. I’ve seen some criticism of the remastered visuals, but I think they look fine and they do put the game more on par with later titles. What’s really neat about this release though, is that you can switch between Classic and Remastered visuals on the fly.

I am curious to know, however, if your choice of visuals does have a gameplay impact. I found playing Halo on Legendary in Classic visuals much easier than playing in Remastered. Whereas I could easily string together a chain of head shots in Classic, for example, I couldn’t do so as reliably in Remastered. I’ve seen some people say the enemy hit-boxes are a little ‘off’ in Remastered, but I don’t know if this is true or not. It’s just a little strange how much easier Halo 1 feels to play in Classic compared to Remastered.

Gun play in Halo 1 is as smooth and enjoyable today as it was at release. Obviously, the weapon and enemy variety isn’t as good as later instalments, but what’s here is still pretty good and I’d say I actually prefer how some weapons handle in Halo 1 compared to Reach – the assault rifle and the shotgun in particular are much more enjoyable to use and feel more viable on the Legendary difficulty. I also like the increased grenade limit, because I’ll never get tired of tossing those around.

 
The campaign of Halo is about 4-5 hours – a little shorter than Reach, but still very enjoyable. My main criticism of Halo and its campaign is how its recycles some of its maps as you progress. There’s a couple of missions where you’re essentially just backtracking through the same map as the previous level. And some of the alien environments – a Covenant ship and the internal architecture of Halo itself – can be very copy/paste leading to areas where it’s very easy to get turned about and get lost because you’re not sure which direction is which.

A little over half way into the game, the Flood are released. Whilst lacking the personality and AI behaviour of the Covenant – they basically just rush at you – the Flood do introduce a new dynamic to combat. They just keep coming, forcing you to stay on the move before they overwhelm your position or you run out of ammo.

Although they’re not as interesting to fight as the Covenant forces, I do like the way they transform the latter half of the game. Halo 1, in some ways, turns into something of a sci-fi horror game as both the human and Covenant forces struggle to contain and stop the spread of the Flood. There’s a wonderful sense of desperation from both sides as you fight your way through the chaos. And the Flood just keep coming, an unrelenting tide of flesh and teeth.

 
Halo ends with a fun dash to escape, the iconic theme kicking in at just the right moment. Even today, it’s an exciting final ride. And Halo, of course, isn’t just a solo game, but playable in co-op, and I had a real blast playing through the campaign in both modes. Like Reach, there’s plenty of collectibles to discover – terminals and skulls – as well as little secrets to find that unlock various achievements.

There are time and score challenges to test your skill, and plenty of gameplay modifiers – some to make the game harder, and some just for fun. There’s a lot here to keep you busy. As I said in my Reach review, the multiplayer side of Halo just doesn’t interest me, so I’m not going to factor that into this review.

Overall, Halo 1 is an excellent shooter that I’d highly recommend. I’m very eager to see how the upcoming Halo 2 remaster is handled. I recall having pretty mixed feelings towards the Halo 2 campaign at release, so I’m curious to know what my impression of it will be today.

8/10