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Monday, 28 June 2021

E3 Special 2021

It’s E3 but not really but who really cares, baby! It’s that special time of year when publishers and platform holders attempt to bedazzle us with an array of fancy trailers to get us excited about games we won’t be playing for at least a year or more. I didn’t bother watching most of these showcases live, preferring instead to catch up on the individual trailers the next day and avoid the fluff.

Horizon: Forbidden West wasn’t actually shown as part of ‘E3’ this year but I’m including it here anyway because it’s one of the few console exclusive releases that actually has me excited. I loved the original when I played it on PC last year and I’d obviously love for the sequel to also arrive on PC in a timely fashion. Sony do seem to be releasing more of their exclusive content on PC now, so I’m hopeful. I really don’t want to have to buy a PS5. I don’t have the f**king space for the bloody thing.

The first major live event was the Summer Games Fest which I started to watch live, got bored and then just caught up the next day. I’m glad I did, because there wasn’t much announced that really caught my eye. Death Stranding: Director’s Cut? The thought of playing an even more self-indulgent version of Death Stranding isn’t exactly appealing. Evil Dead: The Game looked kind of neat, but poor Bruce Campbell sounded so bored reading that terrible script. Endless Dungeon looked fun, but not really for me because I have no friends. I guess Elden Ring was the game everyone was waiting to see but I can’t say I really cared too much.

Ubisoft Forward was up next but I don’t think there was a single announcement I’m even slightly excited about. Far Cry 6? Ha! Ha! Ha! Bloodline – a Watch Dogs Legion DLC featuring Aidan Pearce, my favourite misunderstood protagonist. Every so often I get the urge to write a long essay about how good his character was in the original Watch Dogs but I don’t bother because nobody would read it and nobody would believe me. Avatar: Frontiers of Pandora? Seriously?

It’s X-Box and Bethesda time! One of only two showcases I watched live and the only one I didn’t regret. Because damn, was this a good show! It was easily the best advert for Game Pass yet. Hell, even I seriously started thinking about picking up a Series X with a GP sub. The value is just ridiculous.

Starfield rustled some jimmies by confirming what we all already knew aside from some deluded Sony fanboys – it’s going to be an X-Box / PC exclusive. Microsoft didn’t drop billions of dollars on Bethesda to do a favour for their competition. Redfall is a game. It got a trailer to close out the show but didn’t actually tell us much. Is it really just another co-op L4D style shooter? But with vampires? Is that it?

Stalker 2 looked okay, but I’m wary of the Metro vibes I got from it given how boring and mediocre Exodus was. Contraband was a trailer for something. Probably a game. Atomic Heart looked weird in a good way. Replaced looked really good. I’m interested in that one.

Age of Empires 4 is a thing. I really liked Age of Empires 2 when it came out. I’ve still got the box and its expansion on my shelf. I’ve not tried the HD remaster though. This new one might be cool. The Outer Worlds 2 was announced. Hope it’s not as dull as the first one. Forza Horizon 5 looked a lot of fun. It might actually be the first racing game I’m tempted to jump into in a long time.

We didn’t get to see any of the Halo Infinite campaign, but we did see and learn a lot more about the free to play multiplayer. I’ve mentioned before in my Halo MCC reviews that I’ve never really been interested in Halo MP, but I have to say, everything I’ve seen for the Infinite MP looks pretty damn great and the perfect balance / alternative to –

Battlefield 2042. Oh shit, son. Given the lack of campaign and pricing, plus how BFV was pretty much dropped when EA deemed it not successful enough, I can’t say I had high hopes for BF2042. But damn, what a trailer. I can’t lie – I’m pretty excited for this one.

Square Enix? Nope. The PC Gaming Show? I can’t believe I wasted my time watching that garbage live. Okay, to be fair, Humankind looks like it might be good. And I’m curious to see more of Ixion. Devolver Digital did their usual parody / piss take video thing but the sound quality was pretty bad so I didn’t catch most of what was being said. I also don’t recall any of the games, so maybe they need to tone that shit down a little next year.

And finally we have Nintendo. I guess you could say they had a good show, but we didn’t see any Bayonetta 3 so I’m not happy. Metroid Dread looks pretty good. It reminded me that I really need to replay Fusion and the Prime games. And as I’m a fan of the GBA Advance Wars, I’m certainly interested in a Switch remake, even though I’m not totally sold on the new art style or the RRP. I might wait for a sale on that one.

Skyward Sword HD? Eh, I can just play the original. It will give me a reason to use my Wii U again. The Breath of the Wild 2 trailer was great, but that’s still a long way out ‘aiming for 2022’ so I’m not going to get too excited yet.

And that’s all folks! I’ll see you next year when we might actually get to see some gameplay for some of these games. Maybe even Bayonetta 3. A man can dream.

Monday, 21 June 2021

Now Playing: Quantum Break

When I finished playing Quantum Break I honestly felt like I’d spent more time watching the game than actually playing it. I’m sure that’s not true. I’m sure that the majority of my 14 hours with the game wasn’t spent watching live action or in-engine cut scenes. It probably wasn’t even half. But it sure did feel like it.

Quantum Break is a third person action game. You play as Jack Joyce, who arrives in the city of Riverport to assist an old friend with a time travel experiment. Needless to say, things don’t quite go to plan and the experiment triggers a cataclysmic chain of events that threatens to destroy time itself.

On the upside, Jack gets cool time powers that let him rewind time – at least, in very specific, puzzle related scenarios – create time ‘bubbles’ for protection or offence, move (dodge) faster than a speeding bullet and, uh, see in time ‘vision’ which doesn’t really make sense, but it does let you highlight enemies and interactive objects / collectibles throughout the environment.

The gameplay is essentially split between two modes – combat and exploration. In the exploration sequences you’ll move through a fairly linear environment, read or listen to various pieces of media, follow an expository npc and occasionally solve a time related puzzle.

But, unfortunately, the game doesn’t really evolve the time puzzles beyond the initial ‘rewind time to create a new (old) pathway’ type of scenario. It’s a real shame, because I was hoping the puzzles would evolve and become more elaborate and thoughtful as the game progressed and Jack’s range of powers expands. But they never do.

And this, sadly, also applies to the combat which also doesn’t evolve in terms of the enemies you fight or the way you apply your powers. Enemies consist of – guy with gun and no helmet, guy with gun and helmet, big guy with big gun and helmet, and big guy with big gun and better helmet. And that’s it.

The most interesting thing the game does with an enemy type is a variation of the big guy with a portable ‘temporal dampener’ that can restrict the use of your special abilities. But this ‘bubble’ only extends a short way around the big guy, so it’s pretty easy to just hang back and shoot him in the head at range.


The game teases a potential unique and interesting enemy type called a ‘shifter’ which I won’t explain because I don’t want to spoil things, but you never actually get to fight one. And then the game ends with a pretty lame final ‘boss’ fight which just involves shooting waves of bad guys whilst the boss continually teleports ‘time bombs’ behind you, forcing you to keep moving or instantly die, at least on the Hard setting.

Between each wave you can take a single shot at the boss because he’s become ‘weak’ or something. You do this about three times and then he decides to die. It’s about as dumb and unexciting as it sounds.

I don’t want to shit on the combat too hard though because it does have its moments. There are times when it’s actually really fun to tear your way through an entire squad of enemies using your guns and abilities. The problem is, the game doesn’t really let you go to town with the full range of your skills until the last couple of chapters.

Visually, Quantum Break looks pretty good. The environmental destruction is neat, but I’d recommend turning off the resolution upscaling because it blurs the f**k out of the graphics and the game runs fine without it.


Purely from a gameplay perspective, Quantum Break feels a little disappointing. There’s so much more they could have explored with Jack’s time powers both in and out of combat. Nothing really evolves. Not the puzzles, not the way you utilise your powers in combat, not the enemies or the unique ‘junction point’ story choices. It feels like a lot of wasted potential and it’s pretty frustrating because there’s one aspect of Quantum Break that I didn’t think I’d like, but actually ended up enjoying quite a lot – the story.

I actually gave a shit about Jack and the other characters he meets. All the time travel stuff is fun and handled in a way that’s logically consistent within the game world. Although I’d say Control (which is a kind of but not quite sequel to QB) is a better game to play, I do think Quantum Break tells a more compelling story.

I didn’t even mind the live action TV ‘episodes’. They’re actually pretty well done and they do a good job of making you care about some side characters you wouldn’t otherwise know or have much interest in. That said, the game really drops the ball at the end.

There’s no final episode showing you what happens to these characters. Given that they feature so prominently in the live action sequences, that’s a really bizarre decision. I didn’t think I’d care for the live action episodes before playing but to my surprise, they kind of won me over. And then, after watching them all, the game doesn’t give you any resolution to those characters.

But, to be fair, it doesn’t give you much resolution for Jack, either. The ending is pretty abrupt and feels like it’s just leaving hooks for a potential sequel. You can get away with that, but you need to be sure you’ve wrapped up the story you’re telling now to a satisfying degree too. And Quantum Break doesn’t quite manage that.

Overall, I liked Quantum Break. It’s a decent game I’d recommend picking up on sale. I liked the characters and the story and all the cool time travel stuff. But the game does feel like a whole lot of wasted potential. It could have done so much more with the combat, puzzles, exploration and choice. I don’t know if a sequel will ever happen, but it does and the developers actually expand and evolve upon the mechanics here, it could really be something special.

6/10

Tuesday, 15 June 2021

Now Watching: Zack Snyder’s Justice League

I described the theatrical release of The Justice League as a ‘joke’ in my review. I thought it was bloody awful. But I also said – ‘I
don’t know how much of an impact the reported re-shoots / change of director had, but the inconsistencies in tone, style and structure are clear to see.’ And now I know. They had a big impact.

I really didn’t think The Justice League was salvageable but I decided to give this 4 hour ‘Snyder Cut’ a watch and see if I was wrong. And I’m kind of shocked to say that I was very wrong. This version of The Justice League is actually . . . good. Really good.


And now I’ve seen it, I’m completely baffled by how the theatrical cut was handled. Because as far as I’m aware, all of the footage contained within this version of the film – aside from an epilogue chapter – was already filmed. They had the footage. They had everything they needed.

This ‘Snyder Cut’ certainly isn’t perfect. It’s too long and does get too self-indulgent at times. But there are some easy ways to trim this version down to around the three hour mark without losing anything important. So why didn’t they?

The footage existed. All they needed to do was put it together and trim the fat. Instead, they decided to re-shoot perfectly good scenes and shoot new scenes that were significantly worse than what they already had to work with. They reduced the plot to a nonsensical mess, inserted bad comedy and a ridiculous subplot revolving around a Russian family. They f**ked with the colour grading making the film look ugly.

They shot an entirely new opening involving Batman that was so stupid you really wouldn’t believe it unless you’ve seen it. They cut pretty much everything about Cyborg’s character and turned their main villain into a total, personality void chump. They did all of this . . . and they didn’t need to.

I just don’t get it. They had the footage. All they had to do was cut it down a little and they would have had a pretty good film. Instead, they totally f**ked the film from beginning to end for no reason at all. What the f**k were they thinking?

I honestly can’t believe how good this cut of the film is compared to the theatrical release. It’s absolutely ridiculous. I’m no Snyder fanboy – I thought Man of Steel was okay at best, and Batman v Superman kind of . . . bad. But I have to admit, this version of The Justice League, whilst too long and self-indulgent, is actually really good.

Suddenly, Cyborg is a character. Can you believe it? But even more importantly, so is Steppenwolf. In this version, Steppenwolf actually has a personality. He has motivation and goals that you understand. All the characters are handled far better and they all play their own key role within the plot.

I think the final ‘epilogue’ stuff could have been cut – just end the film when you see Superman pulling open his shirt. I also thought the inclusion of Martian Manhunter was a little pointless and kind of ruined a nice scene between Martha and Lois. Jesse Eisenberg as Lex Luthor is still a no.

This version certainly isn’t perfect – far from it. But it’s so much better than what was originally released that I can’t quite wrap my head around what the studio was thinking. If you’ve got a lot of time to kill then be sure to give it a spin. I’d actually recommend watching the theatrical cut first just so you can see how different and better this version is. Consider it educational.

6/10

Friday, 11 June 2021

Now Playing: Sunset Overdrive

Sunset Overdrive is a third person action / platform game that was originally released on the X-Box One in 2014, with a PC version (bundled with all DLC) released in 2018. I noticed it on sale on Steam recently and decided to give it a spin, attracted by the colourful visuals and environment traversal which appeared fairly reminiscent of Jet Set Radio.

What I discovered, however, is that Sunset Overdrive really isn’t anything like Jet Set Radio at all – despite the rail grinding and the ‘graffiti tag’ collectibles. I wouldn’t say I was disappointed by this – in fact, I was kind of surprised by just how good Sunset Overdrive turned out to be considering how little I’ve seen it mentioned or discussed since its original release.

It feels like something of a hidden gem and it’s one I’m very glad I picked up on a whim when I saw it go on sale alongside Quantum Break (review coming soon). Sunset Overdrive is set in Sunset City which has become overrun by ‘OD’ – mutated citizens who drank the latest energy drink from FizzCo. You create your own (fully voiced) character and you are, more or less, a superhero.

I don’t know if everyone in Sunset City can grind street rails, telephone / power lines or bounce 100 feet from cars, umbrellas and industrial fans, but you can, and the game doesn’t waste any time trying to explain how or why – you just can. But if you are a superhero, you’re certainly a lazy and reluctant one. Your primary goal is to save yourself and escape Sunset City.

 

The fact that your character is such a self-serving, sarcastic kind of asshole is one of the things I love about the game. The VA is perfectly on point throughout, at least for the female character type. Humour is at the forefront of a plot that sees you working with other survivors not just to escape, but to bring down FizzCo, which is attempting to cover up the outbreak by erasing the evidence – the evidence being you and the other survivors. FizzCo, naturally, has a robot army.

The humour, like your character, leans heavily on the sarcastic and occasionally breaks the fourth wall and, like all humour, it’s going to be subjective and you’ll either find it funny or you won’t. Despite a few times when the game tries a little too hard, I’d say the humour stuck the landing far more often than not, at least for me.

Traversal of the environment is one of the most enjoyable aspects of SO, especially once you unlock the air dash. This is a game where you really can play ‘the floor is lava’ and string together a chain of moves – grinds, bounces, dashes, swings and wall runs – that allow you to rapidly cross the map without ever touching the ground. And the map itself is perfectly designed to facilitate this kind of free flowing movement.

Sunset Overdrive is accessible above all else – there’s no penalty to death, aside from reverting to a previous (and frequently generous) checkpoint during a mission. Despite the rapid traversal, you can still fast travel to key locations on the map even when moving, or in combat. You can pull up a list of all missions and challenges and replay them at any time – instantly being transported to a challenge location, even if it’s a new challenge you’ve not previously completed.


SO doesn’t waste your time, force you into lengthy slogs from one end of the map to the other or to unlock new challenges. Everything is easy to access and it lets you just get on with what you want to do. It’s remarkably refreshing in an age where it feels like so many games go out of their way to waste your time with pointless bullshit.

Traversal in the game is also a big factor in the many challenges you’ll unlock as you progress. These are all fun to play and replay in order to achieve higher ratings. I wouldn’t say the game is difficult – like I said, it’s designed to be immediately accessible – but that doesn’t mean it can’t present a challenge and the challenge comes in the form of mission rankings based upon your performance (combo score and time).

The cosmetic customisation in the game is great with plenty of weird and wacky combinations of clothing to pick between. You can further customise your style of play using various ‘amps’ to boost or enhance your abilities and weapons. There’s a ton of collectibles to find and SO is one of the few games where I’m happy to find them all – mostly because the game positions them in places where you’ll likely pick them up simply by traversing the map naturally during missions or en route to them.


And, in keeping with the theme of accessibility, if you do miss a few, you can always purchase a map from a vendor telling you where to find the rest – the game really doesn’t want you to miss out on anything.

Combat in SO is probably the weakest aspect of the game. Fighting OD is pretty fun and punchy as they explode into a pool of orange gloop, but despite the selection of zany weapons, you don’t really have to think too much about it, not unless you’re trying to rack up a significant combo score. But your combo is more reliant upon traversal than combat and continues to build so long as you don’t stop, touch the ground, or be interrupted by an enemy attack.

The combat is enjoyable for what it offers and I did really like the few ‘tower defence’ style missions (including traps) but you’re not just fighting OD – you’re also fighting FizzCo robots which become increasingly prevalent the more you progress in the game and they are, sadly, not half as fun to fight as the mutated, orange soda exploding monsters.

SO is bright and vibrant and runs practically flawlessly no matter how chaotic things get. Despite the somewhat weak combat, everything else about the game is pretty damn excellent – the visuals, music, VA, mission variety, challenges and, most importantly, the traversal gameplay.

I think the final mission missed a trick by not also introducing a massive OD horde into the mix – maybe using it as a weapon against FizzCo. I can’t really explain what I mean without getting into extensive story spoilers, but it’s so perfectly set up . . . and nothing comes of it. That said, I still enjoyed the ending and the way the story and characters progressed.

Sunset Overdrive is a refreshing and energetic game to play. It has a wonderful sense of fun and never takes itself too seriously. The humour may be hit or miss depending upon your taste, but in my view it’s a hidden gem and well worth your time, so be sure to check it out the next time you see it on sale.

8/10

Sunday, 30 May 2021

Friday, 21 May 2021

Now Playing: Far Cry 5

Given that I kind of hated Far Cry 4, I didn’t think I’d ever bother with Far Cry 5. But when I saw it go on sale recently I thought I’d give it a shot. And I guess the best thing I can say now that I’ve completed it is that I don’t kind of hate it. But I do kind of not care. Whereas Far Cry 4 made me irritated and angry, Far Cry 5 didn’t trigger any kind of emotional reaction good or bad. It just kind of happened. And in a week or two, I’ll probably forget I even played it. I suppose you could say that makes it both better and worse than Far Cry 4.

Far Cry 5 tells the story of ‘The Deputy’, a rookie cop sent to apprehend Joseph Seed, the leader of a doomsday cult. Obviously, things don’t go to plan and you (The Deputy) find yourself leading a resistance movement against Joseph and his fanatical disciples. I quite like the concept of the story, but the execution . . . not so much.

The map of Far Cry 5 is split into three main regions, each ruled by one of Joseph’s Lieutenants. As you would expect with a Ubisoft open world game, each region in terms of gameplay structure and progression is essentially identical You have ‘main’ missions, although these don’t actually progress the main story – more on that later. You also have side missions and collectible / busywork style quests – blow up 10 cult shrines / destroy 10 cult tankers etc.

So far, so formulaic. There aren’t any radio towers to climb, I suppose, but the main difference in Far Cry 5 when it comes to progression is the ‘Resistance Meter’ of each region. The idea is that every action you take to harm or undermine the cult will raise the Meter. ‘Main’ quests will raise it a lot, whereas smaller actions – like destroying a cult transport – will raise it a little. The idea, and I guess it’s kind of a neat idea, is that you can progress through the game by only focusing on the content that you want to engage with – all of it is optional.

So if you don’t care about the ‘main’ missions and just want to capture cult outposts and free cult prisoners, that’s a totally viable option – although it will take you significantly longer to raise the Resistance Meter. That’s why it’s advisable to mix things up and do a little bit of everything. Along the Resistance Meter are ‘event triggers’. These are unavoidable checkpoints that place you into a story based quest to progress the overall narrative of the fight against the cult.

Like so much of Far Cry 5, I can say I like the concept, but not the execution. These event triggers kick in so abruptly and in ways that make little to no sense. You can be talking to a friendly NPC in the middle of a friendly settlement and you’ll suddenly be ‘captured’ by the local Lieutenant . . . somehow. The game doesn’t even wait for you to be in a position where you might actually be vulnerable.

On two occasions I was piloting a helicopter accompanied by two AI companions when my screen suddenly turned black and I was, once again, ‘captured’ by the enemy. It’s stupid and it’s jarring and it creates a narrative disconnect from the main story and everything else in the game. This is particularly noticeable with your ‘buddy’ characters who simply de-spawn during these missions and then re-spawn once they’re done.

And these ‘event missions’ – I guess we can call them – often don’t make a lick of sense when taken within the context of the game world and the characters within it. During the final mission, for example, when you think you’re going to be leading some kind of assault upon the final ‘boss’ with all the people you’ve liberated . . . guess what? You don’t.

Nobody goes with you. Your companions vanish. It’s like nobody else exists. It’s as if all of these characters who have been fighting so hard to take down Joseph and his disciples don’t care when you’re actually going to finish them off.

The concept of the story isn’t bad, but the game does nothing notable with it. It feels completely disconnected from everything in the game and it results in a story that feels extremely shallow with a cast of disappointingly shallow characters.

It might have helped if the event missions had some kind of choices that would change the flow of the narrative and how each region / the characters within each region perceived you, or determined who lived and died. A branching narrative and a more dynamic world that reacted to your choices really would have elevated the story and made the way your progression is structured actually make a lot more sense.

But that’s not the only problem with the Resistance Meter and the ‘event triggers’. Sure, you can progress the Meter by tackling any content you want in any order you like but if, like me, you reach a point where you just want to focus on pushing through the story to reach the end, that Meter suddenly becomes an incredibly tedious grind. You might want to just get on with the main story but the game won’t let you – not until you grind out some more content to push that Meter up to the next trigger point.

What I like to call ‘progression fatigue’ sets in quite early in Far Cry 5 because once you’ve seen one region – you’ve seen them all. And although I like the companion system, they do have a limited number of lines that they like to repeat to the point that you kind of get sick of them. I did really like the helicopters though, mostly because once I’d bought an attack helicopter I kind of broke the game because I could simply fly from one outpost to the next and ‘liberate’ it without ever touching the ground. It made grinding out that Resistance Meter a whole lot easier.

Far Cry 5 is, of course, a first person shooter, but it’s also not a very good one. The weapons, aside from maybe the bow and the grenade launcher, kind of suck. The assault rifle feels weak and the shotgun is absolutely pathetic – it’s like you’re just releasing a puff of air at the enemy when you pull the trigger before they awkwardly flop over. Nothing packs a punch.

I really don’t think I have much else to say about Far Cry 5. I wouldn’t say that, overall, it’s a bad game – I just found it incredibly bland and mediocre. It’s another formulaic Ubisoft open world game that’s packed full of unfulfilled potential because they don’t dare stray too far from that safe, familiar and comfortable structure.

I’m sure the kind of people who loved the previous games will probably love this too because it’s more of the same. But I’m not one of those people. I didn’t want more of the same. I wanted Far Cry 5 to surprise me and do something new. I didn’t expect it to, but I think I was hopeful that maybe, just maybe, it would be a step up from Far Cry 4.

But it’s not. It’s not as irritating, I suppose, but that’s not exactly high praise. I don’t even know why I bought it now. I mean, what did I really expect? I guess I’ve only got myself to blame. See you in a few years when I pick up Far Cry 6 on sale. Maybe they’ll win me over with that one.

5/10