Monday, 9 April 2018
Tuesday, 3 April 2018
Now Playing: Super Mario Odyssey
Princess Peach has been kidnapped and only you (Mario) can save her
(again)! But you’re not alone! Accompanying you on your journey is
a sentient hat by the name of Cappy. If sentient hats aren’t weird
enough, Cappy can be used to possess various creatures and
people. They become your unwilling puppets. It’s kind of
f**king disturbing when you think about it.
I’ve played a few Mario titles such as 64, Sunshine & Galaxy
but I’m not a massive fan of the series. I think Galaxy was the one
I enjoyed the most, but it’s been a long time since I played it, so
it’s hard to say if I prefer it to Odyssey. It’s something I’d
certainly like to revisit this year, if I can find the time.
SMO is one of the most creative, fun and clever games you’ll play.
Variety is its strongest aspect, with a fantastic mixture of
environments, visuals, audio, enemies and most importantly –
gameplay mechanics. Every world introduces new and fun mechanics
which you’ll need to utilise in order to progress. It does this via
Cappy’s possession ability – by taking control of various
enemies, creatures or objects, you’ll gain access to their
abilities too.
It limits these abilities to a couple of basic functions, so it
doesn’t overcomplicate things. It also doesn’t overuse them –
as I said, it’s introducing new mechanics with every world.
And every world has its own unique theme and style.
The goal on each world is to collect a certain number of Power Moons
in order to progress. There are, if you add together all additional
post-game content, 999 Moons to collect. Of course, you don’t need
to collect quite so many to complete the game. In fact, if all you’re
interested in is progressing from the first world to the last, you
could probably beat the game in a couple of hours.
Power Moons are practically everywhere and collecting the
minimum number required to progress is incredibly easy. Some Moons
require you solve small puzzles or platform challenges, but others
are just sitting there waiting to be picked up. I can see this being
an issue for some players, who aren’t really interested in going
out of their way to collect as many Moons as they can.
If all you want to do is ‘beat’ the game then you may be
disappointed by how short and ridiculously easy Odyssey is. As fun,
creative and clever as it may be, it also has practically zero
challenge – at least as far as progression goes.
The ‘challenge’ of Odyssey isn’t finishing the game, but
collecting all of the Moons. That’s the primary focus of the
title, and that’s very clear when you do complete the game and it
unlocks a whole f**k load of new Moons to collect.
I’m not normally someone who cares very much about collecting stuff
like this. It reminds me a little of the Korok Seeds in Breath of the
Wild of which there are 900 to find. But I never felt the need to
find them all, because you’ll find enough to see you through
quite easily. They also weren’t the focus of the experience.
But the Moons in Odyssey are the focus. Finishing the game is
just the start, as it unlocks a new world to explore and hundreds of
new Moons to collect. And because it has so much variety and
clever mechanics to play with, even I found myself continuing
to play to see how many Moons I could find. More Moons = more content
to unlock. Unlike Zelda, Odyssey really nails the post-game
experience. In fact, it feels like the post-game is where it really
begins.
If I had one major criticism of Odyssey it’s that it never really
requires you to combine all of these neat little mechanics in a
testing or complex way. It’s only at the very end that it
presents a section where you have to combine the various mechanics
you’ve learned, but it’s still a very basic and easy section to
navigate.
I kept waiting for the game to really put these various
possession abilities to the test, combining them in unique and clever
ways, but the game never takes that extra step. Every mechanic is fun
and unique, but also very isolated from the next. The boss
fights, though fun, are also very basic, easy and somewhat
repetitive.
Whilst some Moons present fun, clever and unique challenges to
collect, others just seem to be there to make up the numbers. That
said, they do lend themselves to playing the game in portable mode,
where you can jump in for short sessions and collect a handful of
Moons on the go.
I played primarily in docked mode using a pro controller, which can
be a little awkward at times, because it seems the game really
wants you to use the detached joy-cons. It seems like it was designed
primarily for that control method, so that’s something to be
aware of. I’m not really a fan of the joy-cons though as I find
them too small and tricky to use.
My only other issue is that a couple of the worlds feel somewhat
incomplete compared to the rest – they’re smaller, with less to
see and do. The best example is the Ruined Kingdom, which feels like
a hell of a lot of wasted potential.
Overall, Super Mario Odyssey is a fantastic title that’s extremely
fun to play. I just wish it had stepped up the complexity and
challenge a little more than it does, and combined the various
mechanics in more interesting ways. Despite those complaints, it’s
a must have title for the Switch and a game that’s perfect for
pretty much everyone to play regardless of age or skill level. It has
something for everyone to enjoy.
8/10
Saturday, 24 March 2018
Final Fantasy XV: First Impressions
I have a confession to make: I’ve never played a Final Fantasy
game. Okay, so that’s not entirely true. I did play a little
of Final Fantasy III and IV, but I never finished them. I’ve always
kept an eye on the series, but by the time we hit Final Fantasy XII
or so, it felt like a series I’d never really be able to jump into.
But then I saw a PC demo had released for Final Fantasy XV. It
promised a game for old fans and new players, so I figured I’d
give it a spin. And despite feeling the game – most notably the
combat – had its flaws, the demo convinced me to pick up the full
game. I’ve now played Final Fantasy XV for 25 hours and I’ve
still got a long way to go, so I thought I’d share my initial
impressions.
Graphically, FFXV is a very pretty game. Crank up those settings –
the NVIDIA options in particular – and it’s easily one of the
best looking open world titles on the market. Performance, overall,
is pretty good, but there are issues that need to be addressed. I
suspect the game has a memory leak, as performance does noticeably
degrade the longer you play – to the point of crashing.
I’ve experienced two crashes – one of which frustratingly cost me
an hour of play – and both times came during extended sessions.
There’s also an issue with a particular ability in the game which,
when activated, triggers the frame rate to crash to about 20 until
you exit and reload (Update – now fixed!). The PC edition hasn’t
released without its issues, but with a patch or two, everything
should be running smoothly.
Okay, so let’s talk about the game. You play as Prince Noctis who
is embarking upon a road trip with his three best mates. You’re on
your way to your wedding which is part of a peace treaty between your
kingdom and a powerful empire. The game does a decent job of
introducing you to the world and history, but it’s not entirely
perfect.
At one point I was presented with a very odd, disjointed cut scene of
a battle that didn’t really make any sense to me. I didn’t know
if it was a dream / vision sequence, but it turns out it was actually
clips taken from a CGI film intended to accompany the game. This is
kind of dumb, because I then had to go and read a synopsis of the
film to better understand what was going on in the game. It’s not
as if you can’t follow the story without seeing the film, but I
wish they’d handled the incorporation of those elements a little
less confusingly.
Final Fantasy XV is an open world RPG. You have your core missions
which advance the story and your side missions to keep you busy
between. The world and creatures of FFXV have been the real highlight
for me. There’s a nice variety of terrain and landscapes and a
wonderful variety of exotic creatures to marvel at – and then
murder.
The majority of the side missions are simple fetch quests, but it’s
the monster hunts I really enjoy. These send you to fight tougher
variations of the different monsters in the world. I’ve had a real
blast doing them, because I really enjoy the big monster fights.
Unfortunately, I’ve reached a point where I’ve had to stop
doing the side content because it’s so damned easy to over level.
The recommended level for my current core quest is 25, but I’m
already level 42. And it’s not as if I’ve been grinding my way
through side content – I’ve still got 10 hunts in my log, and
there’s another 10 or so I’ve not yet picked up. The game doesn’t
pace its side content very well in relation to the core quest. They
really needed to unlock the side content a little more slowly as you
progressed through the story.
And I’ve liked what I’ve seen of the story, at least so far.
Noctis and his trusty boy band are all likeable chaps with some fun
banter in and out of combat. You traverse the world in your personal
car in which you can sit back, chill out and watch the scenery go by.
It’s quite a relaxed adventure, especially with the additions of
the fishing mini-game or the photography which lets you build a
visual log of your travels.
So let’s talk about combat, which is both fun, stylish and messy.
You can set combat to be ‘active’ or ‘wait’ which triggers a
combat pause, but I found the ‘wait’ system to be rather
irritating to use as it continually disrupts the flow of the action.
And it’s that flow to combat that makes FFXV very fun to
play.
You can equip up to four different weapons or spells, and enemies are
more or less vulnerable to different types. You can build combos,
but not in the way you might expect. Your attacks are related not to
your button inputs, but more so by the direction of your
attack. It certainly takes some getting used to and I’d highly
recommend playing with a controller because I found it far easier to
handle when using an analogue stick. It’s also a system that
becomes more enjoyable the more you unlock the various skills and
abilities, expanding your range of options.
You can combine your attacks with your mates to pull off some heavy
damage moves, and activate their special abilities for some very
stylish and ‘cinematic’ attacks. Combat is fast, fluid and when
everything clicks just right – very satisfying and impressive to
watch. But it can also be incredibly messy.
If you’re fighting a large group, it’s easy to get ‘lost’
when you’re surrounded by enemies, and fights can devolve into
mindless mashing. It’s also a combat system that works best on an
open field, but some fights take place in enclosed settings or
surrounded by scenery such as trees and rocks which often block your
view of the action. It can be frustrating getting stuck into a fight,
especially in a wooded / bushy area because you can’t see what the
f**k is going on.
I’m also kind of irritated by the random drops of enemy soldiers.
They can drop right on your head during the middle of a tough monster
hunt. It’s an exciting and challenging surprise at first, but when
they’ve dropped 3-4 times in 10 minutes it gets pretty tiresome.
Okay, I’d better wrap this up. I’m really enjoying FFXV so far
and I’m eager to see where it goes. The story does seem to be
picking up, and I’m looking forward to seeing what new areas and
creatures the game will introduce. Despite a few issues here and
there, this may be an early contender for my GOTY.
Monday, 19 March 2018
Now Watching: It Comes at Night
I’d seen both very positive and very negative reviews of It Comes at Night, so when I finally sat down to watch it, I wasn’t
quite sure what to expect. But from the moment it began, the film
held my attention, squeezing it with a vice-like grip. It’s rare
that I’m so thoroughly absorbed by a film that I can’t look away
from the screen.
To say that I found watching It Comes at Night a
tense experience would be an understatement. I had a mild
headache at the end of it – I’d been sitting so rigidly, my eyes
focused on the screen.
It Comes at Night is a horror/psychological thriller set following
the outbreak of a mysterious virus. Paul (Joel Edgerton), his wife
Sarah and son Travis live a cautious but safe existence in an
isolated house – until a stranger arrives at their door. I won’t
say more on the story, because this isn’t a film I want to spoil,
but I do want to touch upon why I think it’s so good.
I’ve seen people say the title is misleading, but I disagree – I
think it’s wholly appropriate. Because at its core, It Comes at
Night is a film about paranoia. It’s about the fear of what we
don’t know or understand – and how we react. The title is perfect
in that regard, as it immediately puts the viewer on edge – just like
Paul.
And what’s more, the film brilliantly restricts the viewer to the
same level of information as the characters. We know as much
as they do. There’s no disconnect from their experience –
we’re right alongside them, every step of the way.
The film is wonderfully shot, with an appropriately unsettling score.
It feels claustrophobic to watch, an effect that grows ever
more uncomfortable as the film progresses. As far as any criticisms
go, I’d say the ending does get a tad muddled as it tries a little
too hard to be ambiguous. But overall, I thought It Comes at
Night was excellent, and easily one of the best horror films of
recent years. Recommended.
8/10
Wednesday, 14 March 2018
Now Playing: Ikaruga
I wasn’t sure if I should do a review of Ikaruga. It’s a shoot
‘em up I originally played on the GameCube in 2003, but recently
picked up again on PC. Ikaruga is generally regarded as one of the
best of its genre, but it’s not a genre I’m particularly
familiar with – so keep that in mind, because this review is going
to be written from a more casual point of view.
Ikaruga is a game that’s easy to beat, but very hard to
master. There are only five levels, and each can be cleared in about
five minutes. If you’re new to the game I highly recommend heading
straight to the settings and enabling infinite continues for your
first run – by default, you get zero continues.
It won’t record your scores if you alter the default, but you
really shouldn’t be worrying about score, but about learning each
stage and becoming familiar with the mechanics. The game won’t
teach you as you play, so it’s also worth watching the ‘How To
Play’ video, found in the options menu.
Your ship has two polarities – white and black – which can be
switched on the fly. Enemies also come in either a white or black
variety. By firing bullets of one polarity, you can do more damage to
those of the other, but if you’re struck by a bullet of the
opposite polarity you’ll be destroyed.
So far, so simple, but this is where things get more interesting. You
can also absorb the energy of the bullets matching your current
polarity, charging your special attack – a multi-missile strike. So
it can actually be beneficial for you to soak up enemy fire in
order to use it against them.
But learning the mechanics is only part of the challenge. You can
also be killed by coming into contact with enemy ships, or by
crashing into pieces of scenery – and on a couple of levels, it’s
attempting to navigate the constantly shifting/rotating scenery that
can prove as difficult as dealing with the hundreds of bullets
heading your way.
Ikaruga requires time, patience and dedication if you want to
‘git gud’. Memorisation of each level is key if you want to aim
for higher scores. You can multiply your score by building ‘chains’
– destroying multiple enemies of the same polarity in a row. If you
want to do more than simply ‘beat’ Ikaruga – which you can do
in about thirty minutes – and achieve the highest ranking, then be
prepared to replay every stage multiple times. As I said – time,
patience and dedication.
And that’s why I wasn’t sure if I should do a review of Ikaruga,
because I just don’t think I have the patience for it. I’ve
played through the game four times, clocking up a couple of hours
play. I’ve tried replaying the first chapter several times to
improve my score and hit a higher rank, and whilst I am
getting much better at building my chains, the system is pretty
punishing to the point that a single slip can ruin an entire run.
Fans of the genre seem to love it, and I can certainly see the
addictive appeal. The short levels do encourage repeat play, but as
someone who’s not really a fan of the genre, I don’t really feel
the need to do so. Visually, the game looks great, and it has a
suitably killer soundtrack. I do like the mechanics and think the
polarity system is pretty clever, but I just don’t know if I want
to keep playing for score alone.
I might keep jumping into Ikaruga to see if I can hit those higher
ranks. I’m already watching videos of people who know what the f**k
they’re doing to see if I can pick up a few tips. Hitting those
higher ranks is a challenge that appeals to me, but I’m just not
sure if I have the patience to keep at it.
7/10
Thursday, 8 March 2018
Work in Progress: TF, TM & TE
I’m in the process of wrapping up Part 2 of TF, TM & TE. I’m
a little behind schedule – in my original Work in Progress post
regarding this project, I said I’d hoped to be finished by the end
of April. And if I’d stuck to my original outline, I wouldn’t be
too far from hitting that target.
But plans change, and my outline for TF, TM & TE has now expanded
from 4 Parts to 5, so it’s going to take an extra month or so to
write. I’m now targeting late May / early June. With Part 2
complete, I’ll begin fleshing out my Part 3 plan.
I’m pretty happy with how the project is progressing. I’m doing a
lot of heavy editing as I go. I spent a week scrapping, editing and
rewriting entire chapters in Part 2 because I wasn’t entirely happy
with them. It’s not easy scrapping hours of work just because it
doesn’t feel right. But I knew I had to, and after many long
and tedious hours I finally knocked those troublesome chapters into
shape.
If my blog posts seem a little slow this year, it’s because this
project is taking up a lot of my time. But I’d like to keep things
ticking over, and I’ve got a handful of posts written and ready to
go, at least for this month. Next month might be a little thin, but
we’ll see how it goes.
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