Tuesday, 16 October 2018
Tuesday, 9 October 2018
Now Playing: Shenmue 2
I played Shenmue again on
Dreamcast back in 2014 and the intention was to continue my save into
Shenmue 2, but I never quite got around to it. Spin on to 2018 and
SEGA have now released a PC port of both Shenmue 1 & 2. Port not
remaster – this isn’t a HD overhaul of Shenmue, so don’t expect
any major graphical or gameplay upgrades.
As far as the port goes,
it’s a fairly solid job but it’s had some bugs and issues, most
of which appear to have been addressed by some patches post-release.
I didn’t experience any real issues when playing the port aside
from a couple of crashes so, overall, I’d have to say they did a
pretty decent job – they just need to smooth out a few rough edges.
I played through Shenmue
so I could carry my save into 2 but I won’t review that game again
here because my original review in 2014 still sums up how I feel
about it. Instead I’m going to focus on Shenmue 2 which picks up
where Shenmue 1 left off – with Ryo arriving in Hong Kong to
continue the search for Lan Di, and to uncover more information about
his father’s past.
Shenmue 2 is a far more
action focused and faster paced game than the original. When you look
at the original game, most of it is just about walking around,
talking to people and gathering information. There’s only a handful
of action scenes and fights, and the plot doesn’t develop to any
great degree.
Shenmue 2 drops you into
the action almost immediately upon arrival in Hong Kong. Whereas in
Shenmue, Ryo was in his home town and surrounded by people he knew,
in Shenmue 2 he’s a stranger in a strange land and it isn’t long
before he runs into trouble. The game has far more action sequences
than the original in the form of QTE scenes, group fights and –
most importantly – 1v1 battles.
I said in my Shenmue
review that the combat system feels designed for 1v1 more so than the
group battles. It’s a system that’s very reliant on patience,
timing and position. But Shenmue 2 does seem to recognise this, and
many of the moves you learn in Hong Kong are designed to help you
manage these group battles more easily.
And that’s something I
really love about the game – how Ryo’s training by various
masters isn’t just a plot element, but a tool used to teach the
player too. When Ryo is forced to learn patience and timing by say,
catching leaves falling from a tree, it’s also a clever way of
reinforcing these gameplay mechanics to the player.
As a result, group fights
in Shenmue 2 feel far easier to manage, and when you do take down an
entire group of bad guys without taking a single hit, you really do
feel like a total bad ass. That said, some group fights do still
devolve into some mindless mashing due to the small confines of the
environment. But overall, they’re handled far better than in
Shenmue.
It’s the 1v1 fights where
Shenmue 2 really shines though, because that’s also where the
combat system is best utilised. And Shenmue 2 gives you a lot of 1v1
opportunities throughout the game both in core and side content. But
it’s when you leave Hong Kong and travel to Kowloon that you get to
the really cool fights, as Ryo has to face down a variety of
opponents in order to progress.
Like Shenmue, the world
is impressively constructed and detailed. It’s also about ten times
larger than anything in Shenmue. The sheer amount of locations you
can enter and explore is kind of crazy, especially when you consider
that if you simply follow the core story from A to B you’d probably
never even see 90% of it.
Shenmue 2 builds a living
world that puts even modern open world games to shame. And like
Shenmue, it’s a game in which I always discover something new
whenever I replay it – a new scene, a new character or a new
location. And Shenmue 2 has far more variety to its environments than
the original.
Everything about Shenmue 2
is a step up from the original – action, environment, characters
and plot. Whereas Shenmue felt more like a solo quest for Ryo –
despite a bit of help here and there from his friends along the way –
Shenmue 2 has a larger and more involved cast of both heroes and
villains, the best of which is the fantastic bromance between Ryo and
Ren, the leader of a local street gang.
The story follows Ryo in
his search for Yuanda Zhu, an old friend of Ryo’s father who’s
also being hunted by Lan Di and his associates in the Yellow Heads
gang of Kowloon. The Hong Kong area is a little more slowly paced and
plays more like the original as Ryo explores, investigates and gets
into the occasional scrap.
But the pace really picks
up when he travels to Kowloon and from this point the action doesn’t
really let up, culminating in a couple of very satisfying 1v1 fights
in the Yellow Head building – one in the basement and one on the
roof.
The characters and the
story are great and I really hope we see many of these characters
return in Shenmue 3. I also like that the game has more of a sense of
humour than the original, my favourite moment being when Ryo is
carefully climbing to the top of a building to find Zhu. It’s
actually a pretty tedious and annoying section but thankfully you can
save as you go, so if you fall you don’t have to restart from the
bottom.
The humour comes when Ryo
finally arrives at the top floor only for Ren to show up who used . .
. the elevator.
And the camera just lingers on Ryo’s face for a moment. He doesn’t
say anything, because he’s a nice lad who keeps his cool, but his
face says it all – F**K!
And just when you think the
game is over, Ryo presses on into the heart of China to the small
village of Guilin. This is best viewed as an ‘epilogue’ chapter
because aside from some rather pointless QTE sequences it’s a very
slow paced and dialogue heavy section. It introduces a character
teased in the original game – Shenhua – and it’s really all
about getting to know her and learning more about the origin of the
mysterious mirrors at the heart of the plot.
And then it all ends with a
cliffhanger which remains unresolved – but not for much longer. I
must admit, I have my doubts about the upcoming Shenmue 3, so I’m
keeping my expectations in check but I’m still pretty excited for
it. Shenmue 1 & 2 were very original and unique experiences at
release and they still are today. There’s nothing quite like them.
They may look a little
rough graphically these days, and the character movement may feel
clunky and dated, but the world, story, characters and – let’s
not forget the fantastic music – keep Shenmue feeling like a very
special experience. I think Shenmue 2 is a better game than 1, but 1
still has its charms and perfectly sets up events in 2.
So yeah, I still f**king
love Shenmue 2 and I had a real blast playing it through again on PC.
It’s still not a game I’d recommend to everyone, but if you think
it’s something you might enjoy then be sure to check it out.
8/10
Monday, 24 September 2018
Work in Progress: TF, TM & TE
I finished writing TF, TM & TE a few weeks ago. It still needs
some work, but I wanted to take a little break so I can come back to
it fresh. Hopefully it won’t need more than a final edit, and I can
then begin the process of sending it out to agents. It’s been a
while since I’ve done that, so I’ll need to research and prepare
a pitch.
Hopefully someone will be willing to take it on, but if not, I can
always self publish. In fact, I’ll probably go all in on the self
publish route. I’ve got plenty of material I’ve held back I can
use. It’s not the way I wanted to go, but it’s better than the
work never being seen.
Friday, 14 September 2018
Now Playing: Yakuza Zero
I wasn’t very familiar with the Yakuza series going into Yakuza Zero – which serves as a prequel to the previous six Yakuza games –
so I really wasn’t sure what to expect. And I must admit, my
initial impressions weren’t very good. Yakuza Zero is one of those
games you have to be willing to sink several hours into before you
really get to the good stuff. It seems a strange recommendation –
‘trust me, it gets really good after 10 hours!’ But in the case
of Yakuza Zero, it’s also true. And it doesn’t just get
good – it’s easily a contender for my GOTY.
The opening few hours are rather restrictive in what you can do and
where you can go. It feels like you’re just bouncing between one
story sequence to the next with the occasional fight to break up the
cut scenes. And your combat skills at this stage are incredibly
limited as you’ve not yet unlocked your alternative styles, and you
can’t yet afford to unlock new moves. It’s a slow start, but
trust me – it gets so much better.
In Yakuza Zero you’ll be playing as Kazuma Kiryu and Goro Majima.
You switch between these characters every couple of story based
chapters. It takes some time, but their paths and their stories do
cross, although disappointingly (mild spoiler!) the two never get to
crack any skulls together. I presume because they don’t officially
meet until the already established sequels?
Each character has their own map to explore with their own story and side missions, as well as their own unique ‘business’ to run, each with its own challenges, quests and goals. For Kiryu, you’ll be managing a real estate empire, purchasing properties throughout his map and fighting your rivals for a greater share of the profits.
For Majima, you’ll be managing a hostess club, recruiting women to serve your customers, training them to be better hostesses and even customising their appearance to maximise their stats. You’ll also be fighting – because nearly everything in Yakuza Zero leads to fighting – your rivals to win more fans and take control of their territory.
The side content in Yakuza Zero is so extensive and varied that it’s
kind of ridiculous. Managing your real estate and the hostess club
are almost like entire games of their own, each with their own unique
quest line. And then you have the side missions or ‘substories’
which is where you’ll find most of the humour within the game.
Whereas the main story is a fairly serious affair, the substories are
a mixture of the wacky, wild and ridiculous. There’s about 70 in
the game and as you’d expect, the quality does vary somewhat from
one to the next, but they’re all worth seeking out and
completing. They’re fun, funny and never quite what you expect.
And then you have the world itself to explore, which is full of varied and fun activities – bowling, darts, karaoke, disco dancing, pool, baseball, gambling, a fighting arena and classic SEGA arcade games. There’s also an amusing ‘telephone’ club mini-game where you can try to seduce women over the phone, a store where you can watch softcore porn videos and a ‘cat fighting club’ where women wrestle in skimpy costumes and you can bet on the fights.
Yeah, some of the content in Yakuza Zero may not be to everyone’s
taste, but it’s all played very tongue in cheek. This is a
game where you can hire a chicken to act as a manager in your
real estate empire. It’s best not to take it too seriously.
The world is fun to explore and there’s lots to see and do – and
eat. But what really makes Yakzua Zero special is its
characters and story. I don’t want to spoil the story, so I’ll
keep this short, but it revolves around an internal power struggle
within a Yakuza clan, and our two heroes are stuck in the middle.
It’s an enjoyable story with some neat twists and turns, and it
packs a surprising emotional punch – particularly the bitter sweet
ending for one of the two main characters.
I wasn’t sure how much I’d enjoy the story during those early,
slow hours, but by the end I was totally hooked – I think I sat for
about five hours straight just playing through the last couple of
chapters gripped (and worried) by what was going to happen next. I
really came to care about these characters and wanted to see them
succeed – and because I wasn’t familiar with the Yakuza series, I
really had no clue who was going to live or die.
Fighting is a big part of Yakuza Zero. In both core and side missions, and even when exploring the world, you’re going to be punching a lot of people. At first, the combat feels a little basic and restrictive, but as you progress you’ll unlock new styles (3 for each character) and new moves which greatly expand your combat options.
That said, I do think the skill costs are a little too steep, which
is part of the reason why it takes some time for the combat to really
open up and for you realise how much variety is packed into it. You
can stick to a particular style or switch between them on the fly.
And it’s not just your fists that you can use in a fight –
there’s dozens of weapons in the game you can equip to give you an
edge.
The thing I enjoyed most about the combat is the environmental ‘heat’
moves. You build ‘heat’ as you fight, and you can then spend heat
to perform devastating moves. These will change depending upon your
style, the environment or what weapon you have equipped. They’re
fantastically brutal to watch and there’s a massive
variety of them to discover as you play.
My only major criticism of the combat system is the very loose ‘lock on’ system, which can be a little wonky and sometimes left me facing the wrong direction. And, like I said, I do feel the skill costs are too high. It just takes too long to unlock new moves for every style, so you won’t be switching between them very often during the early and mid game because they won’t be as strong as whichever style you prefer and have invested the most into.
I began Yakuza Zero not sure if I’d like it, and the slow opening
hours made me a little concerned. But once I’d got stuck into the
game, I absolutely fell in love with it. It’s a game that really
shouldn’t work – you’ve got a serious, fairly dark
central story supported by absolutely wacky side content.
And yet, Yakuza Zero finds a way to balance everything perfectly.
It’s an experience, that’s for sure. Overall, I couldn’t
recommend Yakuza Zero more highly. It’s a wild ride, and more
than worth the asking price for this PC release. Pick it up, you
won’t be disappointed.
9/10
Monday, 10 September 2018
Battlefield V (BETA)
It feels like all the news I’ve read about Battlefield V these last
few weeks hasn’t been about what’s going to be in the game
at release, but what’s not going to be. That’s because
Battlefield V will be using a ‘live service’ model – various
features, modes and mechanics will all be added post release for
free.
But as curious as I am about the long term content plan of BFV, I’m
currently more interested in what will be available upon launch. What
am I paying for on Day 1? At the time of writing, I still don’t
know. There’s no clear list of release day content in terms of
maps, modes or features.
And there’s no clear road map of future content, either. The
problem with this live service model is that there’s no
guarantees – it’s no different than purchasing a Season Pass
without knowing what that Pass will include.
You’re essentially paying in advance for content but you don’t
know what that content is, or when it’s likely to be released –
or even if it will be released at all. Like I said, there’s
no guarantees. Let’s say Battlefield V doesn’t meet EA sales
projections – do you really think they won’t scale back their
live service plan?
That concerns me. I’d feel far more confident purchasing
Battlefield V at release if I had guarantees regarding future
content. I understand that things can change during development, and
they may be wary to commit to content plans long term. But I find it
hard to believe they can’t at least give us a ‘Year 1’ type of
road map so we’re clear what content to expect alongside a rough
release schedule.
Maybe we’ll get something like that closer to release. I hope we
do, because I’m not going to pay in advance for content that EA may
decide to cancel if Battlefield V doesn’t sell as well as they’d
like. It’s a shame I have to talk about this and not just
the game, but it’s an important aspect of Battlefield V that can’t
be ignored.
Okay, so how do I feel about the actual game now I’ve played
this BETA? Graphically, BFV looks great, but that was always to be
expected. And performance, overall, is really good too – aside from
a handful of occasions where I’d join a game in progress and get
some nasty frame drops, forcing me to quit.
There is one issue I had with the visuals though, primarily upon the
Norway map. It’s a very visually ‘busy’ map and I found that
playing it for more than an hour or so started giving me a headache.
I think it’s all the snow effects – which do look great –
but it really does clutter your screen at times, making focusing upon
the environment a bit of a strain on the eyes. Obviously, not
everyone will suffer this issue, but it was a problem for me.
The lighting in some interiors could also be very dark,
particularly on the Rotterdam map – there are places you can sit
where you’re practically invisible. Seriously, one time I just
crouched in a corner whilst about 4 enemy players stood in front of
me totally unaware.
Of the two maps available in this BETA, I’d say I enjoyed Rotterdam
more because there seemed to be a better balance between long and
short range combat, whereas Norway felt like a sniper’s paradise. I
don’t typically like to play as a sniper – because I’m bloody
terrible at it – but I frequently did on the Norway map because of
how it’s designed – lots of open spaces, long ‘corridors’
with easy shots to line up and near limitless angles.
That said, even the standard Assault class machine gun is
surprisingly effective at long range, so you’re not at that great a
disadvantage – there certainly needs to be a little more balancing
between the various weapons. I would have preferred to use the
semi-auto rifles as an Assault, for example, but I felt they were
objectively worse than than a full auto machine gun, even at long
range.
I’m not sure about the ‘ammo supply’ mechanic, because right
now, it just means you’ll immediately head for a ammo and health
station as soon as you spawn – your starting ammo is pretty weak,
roughly only half of what you can carry for your primary weapon. It
feels like it should start you on full, and then use the ammo
stations or squad supplies to keep you going.
Speaking of the squad mechanics, the ability to revive your squad
mates – even if you’re not a medic – is a neat way of trying to
get people to work together, and when it works, it’s pretty great.
But, as you’d expect, not everyone seems to care, and I lost count
of the amount of times someone on my squad ignored a revive, even
when it was perfectly safe to do so. It’s pretty damn annoying, but
maybe they’re just not aware of the system yet.
Combat, in general, feels pretty good, but movement isn’t as smooth
as I’d like. I frequently got stuck on scenery when attempting to
vault or climb over various objects. You’re not quite as agile in
combat as the trailers seem to suggest. I can’t say much about
vehicles, because I only got to try them on a handful of occasions.
The ‘fortifications’ feature, whereby you can build defences upon
the map, is a pretty fun addition and can actually be very effective
in some locations, allowing you to block access points for enemy
infantry. I also like the destructibility of the environment. It’s
pretty exciting when you’re in a house and you see a tank lining up
a shot, just before the wall explodes and you get knocked to the
floor, before dragging yourself to safety.
I’m not quite decided on the TTK right now. At times, it feels a
little too fast, but at others, it feels just about right. I think
the key with TTK is that you want to feel like it’s not just a game
of ‘who sees who first’. There has to be a moment – even a
small moment – where you can react and either return fire,
or seek cover. And because there’s no ‘kill cam’ you never know
who shot you or where they were, so some deaths can feel rather
random and unfair.
And lag can be a bit of an issue. There are moments you’ll shoot
people in the head or body multiple times but it doesn’t seem to
register, and others when you think you’ve taken cover and avoided
getting hit, only to suddenly drop dead due to a ‘bullet delay’
or whatever you want to call it. It didn’t happen often but it was
annoying when it did.
As far as bugs go, I saw a lot animation issues, most noticeably with
dead bodies. There’s also a horrible audio glitch when houses
collapse – it’s loud and painful to hear. It certainly needs some
polish and balancing, but it’s not in terrible shape.
So I guess the real question is – did I enjoy the BETA? Overall,
yeah, I did. But did I enjoy it enough to drop sixty quid on just the
standard release edition? Not at the moment, especially when
their ‘live service’ plans are still so vague. I want a clear
list of release content and some kind of guarantee regarding future
content, at least for the first year. Maybe then I’ll consider it.
Maybe.
Wednesday, 5 September 2018
Now Watching: A Quiet Place
A Quiet Place is the kind of film I’d probably enjoy more if I
could switch off that part of my brain that says ‘this is dumb and
doesn’t make sense’. But I couldn’t, so I didn’t. I quite
like the concept – a horror film set in a world where mysterious
creatures hunt people using sound. I say ‘mysterious’ because the
film doesn’t explore their origins, and frankly it doesn’t need
to.
But what it did need to do was establish come kind of
consistent behaviour for these creatures and that, for me, is where
the film stumbles and falls. At times, the creatures in A Quiet Place
behave like mindless brutes. Wild animals without reason.
Yet, at
others, they behave like intelligent predators, carefully stalking
their prey. The film can’t quite seem to decide, so the creatures behaviour
changes depending upon what the script requires. And I think that’s
why I found it so hard to be engaged by A Quiet Place. What are the
rules? What can and can’t you do? How do the
creatures determine which sounds are prey and which are not?
The behaviour of the creatures is far too inconsistent for me to be
drawn into the suspense the film is clearly going for. I found a
scene involving a rusty nail and a bare foot far more unsettling than
anything involving the people eating monsters. A Quiet Place also
tries to be clever with its world building, but it only results in
more distracting questions.
The film makes it clear that these creatures are a global threat, but
they didn’t spread so rapidly that people weren’t able to write,
print and deliver newspapers about them. So there was
obviously time for people to formulate a way of dealing with these
creatures. And nobody – seriously nobody – in the world
thought that a creature that hunts through and is incredibly
sensitive to sound may also be vulnerable to sound?!
I figured that shit out about fifteen minutes in, not because I’m a
secret genius but because it’s so f**king obvious. I was
also a little annoyed by some of the typical ‘character must do
something stupid to create tension’ moments that you kind of expect
in a horror film, but this one feels like it should have been smarter
about it.
I can’t really fault any of the performances or the direction, it
was just the inconsistency of the creatures that spoiled the film for
me because once I realised their behaviour was determined purely by
what the plot required in any given scene, I couldn’t really take
the film seriously or be engaged by it. I did like the way the film
ended, though. It was a nice and clever way of punching out.
Overall, A Quiet Place was okay, I guess, and I know not
everyone will be as bothered by the details as I am. But for me, an
effective horror film is one I come away from feeling unsettled. It
plays on my mind in the hours and days after seeing it. But A Quiet
Place wasn’t able to achieve that. I came away more annoyed
by it than anything, and in a day or two I’ll probably forget all
about it.
5/10
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