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Tuesday, 27 December 2022

The Clayton Awards 2022

Game of the Year 2022 – Bayonetta 3


Honestly, I could talk all day about how much I love this game (and its banging soundtrack) but I don’t want to spoil anything and I think it’s best enjoyed and discovered by yourself. Bayonetta 3 is an incredible achievement that should (but likely won’t) get the recognition it deserves, at least not from more ‘mainstream’ gaming press / audiences. It’s too much of a video game for their liking.

Bayonetta 3 is f**king amazing and one of the best experiences I’ve ever had with a video game. It’s everything I didn’t know I wanted and more. It’s the perfect end to a perfect trilogy and one of the greatest games ever made. (Full Review)

Most Disappointing Game of 2022 – Resident Evil Village


I’m glad I played Village because I did, overall, enjoy the game, but I’m also glad I picked it up on sale – I finished my first run in 8 hours and my second in 4 (on Hardcore). It’s pretty short and that’s largely due to how linear the experience is. I’m sure you can argue that’s in line with other RE games but I guess I was looking for something a little different from Village. Something new.

Instead, I got a game that begins strongly but squanders its potential and descends into silly action schlock long before you reach the end. Overall, despite suffering similar problems, I’d say RE7 is the better game and that’s pretty disappointing because Village, as a sequel, should have identified and fixed those problems, not amplified them.

It’s also disappointing because Village had the potential to offer far more variety in terms of characters, locations and monsters than RE7 in addition to new gameplay twists. It just doesn’t fulfil that potential to any degree that I’d like. (Full Review)

Sunday, 18 December 2022

Now Playing: Into the Radius (VR)

I’ve started so many VR game reviews by saying ‘it’s like X game, but in VR’ and I’m going to do it again. Into the Radius is like STALKER but in VR. You play as an operative sent into the ‘radius zone’ which is a contaminated area full of dangerous anomalies, mysterious artefacts and hostile creatures.

You start at a home base with a single pistol and a handful of supplies. By completing various missions you’ll earn money and increase your ‘security’ level which allows you to purchase more supplies and more powerful weapons. But the increase in security level also increases the danger as you’ll be faced with tougher foes as you traverse the zone.

The basic gameplay loop works like this – you select your missions from a computer, gear up, and then head into the zone. The zone consists of five connected maps and you can unlock a couple of shortcuts to some of these maps as you progress. You head out, complete your missions and then head home to get paid. ‘Regular’ missions reward cash, whereas the 9 ‘priority’ missions reward cash and a new security level (up to level 5).


The priority missions are, more or less, the ‘main’ story missions of Into the Radius. A few of them are a little more elaborate than the regular missions but for the most part, they’re still just a case of travelling to a location and retrieving an object. You will face a lot more (and tough) enemies in these missions though so you really need to go prepared.

For a gameplay loop, this all works quite well. It’s pretty satisfying returning home with 4-5 missions completed. You get paid, sell any items you scavenged in the zone you don’t need, re-stock the supplies you do, and then you do it all over again.

Where Into the Radius really shines is the level of VR interactivity. Weapons and equipment will degrade over time, but you can manually clean and maintain them. You can pay to have it done automatically, but there’s something quite satisfying about taking the time to do it yourself. In fact, the way all the weapons work in terms of loading ammo or equipping modifications feels really good in VR.

I also like the backpack system in which you can organise everything you’re carrying. It’s simple, but effective. There is a weight system in the game, so that’s something to take into consideration as you prepare to head into the zone. A longer excursion will require more supplies, but that means carrying more weight which impacts your stamina.

There’s a lot of other little touches I like – the way you eat from tins with a knife, the way you can light a cigarette and smoke, the way you can play a guitar . . . it all builds a more immersive and interactive VR experience.

So far, so good right? Unfortunately, Into the Radius has a lot of problems holding it back. The missions are pretty repetitive, often sending you to the same place to do the same thing multiple times. They are nearly all of the ‘go to X and retrieve Y’ variety aside from a few that involve clearing an area of enemies or taking pictures of specific enemies.

And some of these missions can be bugged such as a critical item not spawning or (the most common issue I encountered) enemies not spawning in an area you’re supposed to clear. Fortunately, you can abort a mission that’s bugged and select another back at home base, but you’ve now wasted your time and resources travelling to that location and it’s pretty damn annoying.

Also annoying is the way items you drop can fall through the floor. You can usually retrieve them using the ‘teleport’ grab, but sometimes they just get lost forever which is pretty infuriating if it’s an ammo clip you ejected in a tense moment.

As I played Into the Radius and explored the zone I encountered numerous areas where the map geometry was just ... missing, such as holes in rocks through which I could see the void below. Or I’d be running along a path only to realise I was now stuck half-way in the floor, forcing me to carefully backtrack my steps so I didn’t fall through entirely.

And the maps in terms of visuals could really use an overhaul – they’re all very grey and drab with no variety. There’s a lot of empty space to traverse with some really bad looking trees. The interior locations are nice and it’s in these (particularly at night) where the game really shines and leans more into the horror aspect that I was hoping would be more prevalent.

Shadows on the ground frequently glitch in and out. Enemies get stuck on terrain. Your VR ‘body’ is sometimes more trouble than it’s worth as you crouch down to open a drawer and your legs get in your way – your shadow though is pretty damn hilarious. Cupboard doors and desk drawers often bug out and detach from the unit, floating in the air above or to the side.

Some enemies can shoot you through walls. Sometimes they can hide behind a metal rail, but even though there’s holes in the rail you should be able to shoot through, the game treats the whole thing like an invisible wall so your bullets just ricochet off nothing.


I find this really disappointing because, if the game wasn’t quite so rough around the edges, I’d be happy giving it a higher score. The core gameplay loop and the VR interactions are really quite fun. But the game has a serious lack of polish when it comes to the environments and a serious lack of variety when it comes to the missions.

Into the Radius really needs to give the player more interesting stuff to actually do, in more diverse and more dense environments. And it needs far more polish because there’s far too much stuff that’s either bugged or broken spoiling the experience.

Despite my issues with it, Into the Radius is still some of the most fun I’ve had in VR and it’s a game I want to play again. I actually think it’s a game that’s best experienced on the hardest difficulty, but I don’t think I’d want to try that until some of the issues I’ve raised are fixed. Overall, I’d still recommend Into the Radius even in it’s current state, but I really hope the developers continue to work to polish, expand and improve upon it because, if they do, it really could be quite special.

6/10

Monday, 12 December 2022

Half-Life 2 VR (Mod)

It’s been 18 years since Half-Life 2 released. It was the first game I ever purchased on Steam. I believe I bought it as part of a ‘Silver’ bundle deal. This was in the days when Steam was all green and rather basic compared to the platform as it exists today.

I wrote a review back in 2014 (including the two Episodes) in which I said ‘Half-Life 2 is a fantastic game, one of the best of its genre. It’s tightly paced, brilliantly designed, exciting and engaging to play.’ And now, another 8 years later I’m playing it again – but in VR.

Yes, it’s a VR mod for Half-Life 2 and it’s pretty damn fantastic. I’m genuinely surprised at how good this mod is and that’s why I wanted to cover it on my blog. First of all, Half-Life 2, despite its age, still holds up pretty well from a visual point of view, even in VR. It’s sharp and it’s clean and the character models / animations are still better than some games released today.

It’s quite remarkable how well Half-Life 2 translates into VR. A big part of that is thanks to the updates the mod team have made but, ignoring those, purely from a design perspective in terms of level layouts and scale, HL2 feels surprisingly comfortable within VR. Even the vehicle sections work well although these are, admittedly, the most awkward part of the VR experience, especially if you’re prone to VR related nausea.

It’s important to note that – at the time of writing – this mod isn’t finished and there’s further improvements planned, but even in its current state, this mod is a real blast to play. And what’s really impressive is the range of VR comfort options and gameplay updates that make HL2 feel like an actual VR game.

In fact, I’d say this (free) mod does a better job of converting HL2 to play well in VR, than some (paid) VR conversions – I’m looking at you, Skyrim VR you absolute disgrace. And it’s certainly better than some of the VR ‘support’ I’ve seen for some titles, where it feels like practically no effort was put in to make the VR mode comfortable and enjoyable to play – most recently, Project Wingman.


The weapons have all been converted to work as you’d expect in a VR game. You manually reload, and you can even use (some) weapons either one handed – if you like to spray and pray – or two handed for more stability. Melee with the crowbar works remarkably well too. I’d recommend setting the difficulty to easy because there are sections where the game throws a lot of enemies at you and you’re never going to be as fast in VR as you are with a mouse.

The way they’ve added the UI elements of health and energy onto your glove is neat, as is the weapon selection UI which works a lot like it did in Half-Life: Alyx. Oh, and you can now flip people off in HL2 the way you’ve always wanted to because they also added finger tracking.

The game itself is still great to play with a diverse selection of levels, enemies, weapons, puzzles and action. And now you get to experience it like you’re really there, which isn’t something I ever imagined when HL2 released all those years ago. If you’ve got a VR set then this is a must play.

Tuesday, 6 December 2022

Now Playing: God of War

My initial impressions of Dad of Boy weren’t great. As much as I appreciated the impressive visuals and music, and as much as I liked the mythological aspects, the gameplay both in terms of exploration and combat was struggling to win me over. The question, I suppose, is that now I’ve completed the game – including all additional side content and post-game challenges – has my opinion on the game improved?

My answer is: yes . . . but not by much. God of War did get better, but not significantly better. I’m pleased to say that the game does open up and the exploration becomes more enjoyable, but only when you unlock unlimited fast travel and can avoid the tedious boat rides. Oh, and also once you’ve unlocked all of the necessary skills that were preventing you from fully exploring each area.

It took me around 14 hours to reach this point, although I probably could have reached it quicker if I’d skipped all the early side content and only focused on the core story – and that’s how I’d recommend playing God of War. Don’t bother with exploration until you’ve unlocked all of the skills you’ll need to access everything on the map, otherwise you’ll only have to backtrack to areas you’ve already been to in order to open the odd chest you weren’t able to on your first visit.


Spoiler: the chest probably won’t be worth the time or effort for the return trip, but if you’re like me, you really need to know for sure. God of War is a game obsessed with opening chests. Treasure chests are everywhere in God of War, and I mean everywhere. This is a problem that persists throughout the entire game. It’s a problem because a) there are so many of these chests that none of them feel like a genuine reward b) the ‘treasure’ is never anything that interesting and c) the animation for opening and claiming the treasure is identical for each chest type (there’s like 4 different chest types) regardless of what the chest contains.

Chests in God of War are boring. There’s zero excitement to opening them because you’re opening them every 5 minutes watching the same repetitive animation and the treasure is never anything unique.

The environments of God of War offer a decent variety of locations to explore. They’re all largely linear with the same kind of simple branching / looping paths, but they’re not . . .you know, bad. The environmental puzzles are all very basic but . . . fine, I guess. The climbing / jumping system in the game is also rather basic and more than a little tedious – Kratos is pretty slow, and you just press the A button when prompted.

The story is okay but I didn’t find it particularly engaging and I don’t think I ever really came to like or sympathise with Atreus. I did like all the mythological stuff, but the personal aspects of the story never quite won me over. Christopher Judge is great as Kratos though.

With regards to the combat, it does get better once you unlock a second weapon and essentially double your combat options. Being able to switch weapons on the fly and mixing up two sets of special attacks (fire & frost) suddenly makes combat far more engaging and enjoyable. Why? Because you can finally begin to chain together your moves and kills in a way that feels creative and satisfying.


The big problem with the combat though is the absolutely piss poor enemy variety. I’m not joking when I say you’ll have seen every enemy type that God of War has to offer within the first few hours of play. The game likes to play with the ‘elemental’ variations of the same enemy types – fire, ice, poison – which is absolutely fine, but there’s simply not enough of the base types.

The first time you fight a troll it’s a pretty cool mini-boss type encounter – until you fight a dozen more of them and they all end with exactly the same kill animation. In fact, every enemy type only seems to have a single kill animation which adds to the repetition when you’re fighting what feels like the same 4 basic enemy types throughout the entire game.

But there’s unique enemies to fight, right? Well . . . not really. There was one story based boss that I was expecting to be a unique creature, but it turned out to just be another f**king troll with a couple of unique attacks. Hell, the kill animation was the same for it, too. The most unique and I would say memorable fight in the game is when you fight two Gods at once – although even this fight is blighted by the ‘cinematic’ camera.

The ‘main’ boss is a guy you fight at the very beginning of the game, but half of this fight is a (admittedly impressive) cinematic that cuts seamlessly into the gameplay. Your next fight with this boss isn’t really a ‘fight’ at all – it’s a long cinematic in which you’re required to press the occasional button. And the final fight also suffers from the same problem as the first – just when you’re getting stuck in and trying to enjoy it, the camera wheels away and you realise you’re no longer in control. You’ve just got to sit back and wait for the ‘cinematic’ moment to end.

The optional Valkyrie fights are pretty okay, but nothing special. And as far as post-game content goes, you have two additional realms to explore – one of which is just a series of combat arena challenges with imaginative objectives such as ‘survive for 5 minutes’ and ‘kill 100 enemies’ which just means fighting waves and waves of the same f**king enemy types over and over again. None of them are particularly difficult. And then we have another realm with a somewhat randomised dungeon in which the objective is to collect a resource without being killed by enemies, traps or a toxic mist. It’s pretty simple and repetitive to run, but thankfully not as much of a grind as I’d first feared.


Oh, and before we wrap this review up, I have to talk about the absolute worst part of God of War in which you’re stuck on a flying boat and waves and waves and waves of the same enemies just keeping spawning in for what feels like forever. It’s excessive and irritating and not at all challenging – just really f**king tedious. GOTY? What the f**k are you smoking?

I said in my first impressions post that I didn’t understand why God of War was so highly praised. But I do now. I get it. Are you ready? It’s because God of War is casual as f**k. It’s easy and accessible and constantly rewards you even when you’ve done nothing to earn it.

It’s streamlined and linear and doesn’t require any real thought or strategy. You don’t need to learn anything new as you progress. You never need to adapt. And you know what? That’s fine. It’s an incredibly polished and undeniably ‘cinematic’ experience and I’m sure many other people will enjoy it. But me? F**k that.

God of War has some good stuff in it. The fact that I played all of it should tell you that. But it’s not a great game. Far from it. I can’t ignore the simplistic combat, repetitive animations and the absolutely terrible enemy variety. Or the bland as f**k UI and weapons / armour upgrade system. It’s a game I have zero interest in revisiting, and not just because I don’t want to have to sit through all those unskippable ‘cinematic’ moments again. I really hope the sequel isn’t just more of the same because if it is, I have no interest in playing it.

6/10