Monday, 26 November 2018
Wednesday, 14 November 2018
Kingdom Come: First Impressions
I kind of wish I hadn’t
picked up Kingdom Come: Deliverance in a recent sale. Not because
it’s bad,
but because I’ve haven’t been able to stop bloody playing it.
I’ve clocked 20 hours of play in less than three days. I’m not
sure that’s entirely healthy.
I’ve been interested in
Kingdom Come since its release, but I was still very
wary about purchasing it, even on discount. I’ve seen many people
warning of bugs, crashes and save corruptions, even following
multiple patches and updates. But I’m pleased to say that – so
far, at least – I’ve had no crashes, bugs or issues with any of
my saves.
The game looks lovely, with
some very nice lighting and weather effects. I’m playing on Very
High settings with the HD Texture Pack, and my performance, overall,
is pretty solid. It’s only when I’m running or riding through one
of the larger towns that I notice any dip in the frame rate.
Kingdom
Come is a first person, historical RPG. You play as Henry, the son of
a blacksmith, living in Bohemia
in 1403. Unlike say, an Elder Scrolls game, you’re not a ‘chosen
hero’ or a ‘man of destiny’ – you’re an illiterate peasant
who can barely hold a sword. But Henry is such a likeable
chap that you really want to help him succeed.
The
story of Kingdom Come has been excellent so far, and I’m eager to
see where it goes. It knows when to be serious and when to be fun.
You have your typical main quests which drive the core story onwards,
in addition to a variety of story based side quests and the less
elaborate ‘activities’. There’s certainly plenty to see and do.
Kingdom
Come, as far as the gameplay mechanics go, is an interesting mix of
skill, stats and gear. The combat is
skill based, in the sense that you must learn to properly time your
attacks, blocks and combos, but your character stats in the form of
strength, agility and vitality also play an important factor.
And
the quality of your weapons and gear is also
important as is your individual skill level with particular weapon
types and
the associated ‘perks’ you can unlock for every skill. I guess
the question is: is the combat any fun?
Well,
the system does feel pretty good once you get the hang of it, and 1v1
fights can be very enjoyable. The only times I’ve had problems with
the combat is the few occasions I’ve had to fight multiple people,
which the system doesn’t seem to be designed for. Trying to switch
between two or sometimes three targets in a fight can prove
troublesome.
Then
again, I suppose that’s the point. It shouldn’t be easy to fight
three people at once, not when they can easily surround you. Kingdom
Come isn’t just about skill, stats or gear, it’s also about
playing smart.
You can’t just charge into a bandit camp and expect to win against
four or five guys. But what you can do is wait, watch and maybe try
to lure one or two of them away. A swift arrow or a stealth kill can
even up the odds.
And
then, you can charge in, maybe catch the bandits by surprise or when
they’re sleeping. A bandit with no weapons and in his underwear
isn’t much of a threat and can be cut down with ease. It’s kind
of funny watching them abandon their camp and flee for their lives.
Henry
really does start at the bottom. You need to train every
skill which takes time, patience and practice. You even need to
devote time to simply learn how to read.
It may be slow, but it’s a pretty satisfying progression, as you
really do feel that Henry is becoming stronger and smarter as you
play.
I
really like the world map. It’s both functional and lovely to look
at, which is something a lot of open world developers could learn
from. The games uses as auto-save system, but you can also brew or
buy a ‘save potion’ which lets you save whenever you like. I’ve
seen some criticism of this system, but I can’t say I’ve had any
issues with it. It’s very cheap to buy (or free, if you pick them
yourself) the ingredients you need, and you can brew enough potions
to last you for several hours of play very easily.
Whilst
some may dislike the limitation, I can see the intent. It forces you
to think very carefully about what you’re doing, or what fight
you’re going to get into. It forces to you stick with decisions
you’ve made – you can’t just reload your quick save every two
minutes. That said, I do think the game could auto-save more
frequently, such as when you fast travel.
Overall,
I’m having a lot of fun with Kingdom Come and after taking a short
break to complete some side quests and explore more of the map, I’m
eager to get stuck back into the main story. It’s possible it could
all go tits up, of course, and I could encounter bugs or other
issues, but so far, so good.
Friday, 9 November 2018
Now Playing: Soul Calibur VI
Soul Calibur VI is a
fantastic fighting game and, as someone who hasn’t really got stuck
into a fighting game for nearly a decade, I’ve had an absolute
blast with it. I’ve already sunk 40 hours into the game, and
there’s still so much to do. I’ve still got missions in the Libra
of Souls story mode to complete and I’ve still not finished the
Soul Chronicle mode with every character.
There’s a lot of game
here, to be sure. When so many recent fighting games focus purely on
online/tournament play, it’s good to get such a substantial
quantity of solo/story focused content. Notice I said quantity
not quality.
Because if I’m being honest, as far as the overall production
quality of Soul Calibur VI goes – it’s actually pretty poor.
The visuals are noticeably
dated, both in character models and stages. The menu and UI are
‘functional’ at best. The character creator is fun, but too many
cosmetic items have clipping issues and the selection is sparse. The
Arcade mode is as basic as can be. The Libra of Souls mode severely
lacks unique artwork and cut scenes – it only seems to have about 4
backgrounds which it recycles endlessly.
In short, Soul Calibur VI
feels like a game knocked together on the cheap. It’s clear they
were on a tight budget and had to cut many corners. I’m not saying
any of it is bad
– it’s just that none of the pieces are of a quality they could
and should
be, considering the premium price.
Despite this, Soul Calibur
VI is still a game I’d recommend. Because even though it has its
flaws in terms of its modes, features and presentation, the core of
the game – the fighting mechanics – are so f**king good. You have
a sizeable roster in which every character offers a very unique and
distinct style of play. I’ve always loved the SC characters and
variety of styles, and it’s genuinely hard for me to just pick and
stick with one,
because I enjoy playing them all.
I love the character models
and how their personalities shine through in their animations.
Because every character shares a basic core input set, it doesn’t
feel like a chore to learn to play as each of them – you always
have a foundation of basic moves upon which to build. Combat is fluid
and incredibly stylish. The camera sweeps, swings and zooms at all
the right moments to provide some lovely cinematic shots during
special moves, but it never distracts from the action.
As I said in my First Impressions
post, SC isn’t really about learning convoluted combos, it’s more
about timing and position. Yes, it’s possible to button mash your
way through some fights, but against harder AI or a human opponent,
mashing will only get you so far.
Libra of Souls, in the way
it runs parallel to the core story, is an enjoyable mode, even if the
weapon collection/upgrade system is a little basic. Soul Chronicle,
which lets you play through individual stories for each of the roster
is also very enjoyable, even though I kind of wish there was a little
more content/story for some of the characters. And I can spend hours
in the character creator, even though it really
needs those upcoming customisation packs. For many though, it’s the
online modes that’s at the heart of the experience.
The ‘casual’ rooms are
nice, but the lack of any kind of proper chat system for spectators
is a little odd. I guess it stops people from acting like an ass, but
watching a match in a silent room is kind of weird. The ‘ranked’
system, at least at the early levels, feels more like an XP bar,
which slowly fills up even if you lose a lot more than you win.
The online experience as
far as technical considerations go is pretty good overall, but not
without the occasional network error or lag issues. I like that I can
join ranked games straight from the training mode and at the time of
writing, ranked play is still very active, with a new match every 20
seconds or so at peak times.
I’ve split my time
between three
characters in ranked, which probably isn’t ideal, so I’m now
going to try and stick with one to see how high I can push. I’ve
had some fantastic matches online and as I’ve said – win or lose
– I enjoy a good scrap. And I don’t really mind custom characters
in ranked. I like to see the crazy shit people create.
I know some people don’t
like it, but I don’t see the point in taking ranked play so
seriously – lag is always going to be more of a factor than a
custom character with a slightly different height. If you care about
‘pro’ play then play in a proper tournament or set up your own
custom room and let the rest of us have our fun.
You’re going to meet
players who spam certain moves, which is just something you need to
learn to deal with. And you’re going to meet players who rage quit
just before you win. But on the whole, 90% of my ranked matches have
been good natured and enjoyable.
Overall, Soul Calibur VI is
an excellent game, despite the somewhat cheap production quality.
It’s a title elevated by the strength of its gameplay. Oh, and they
just announced 2B from Nier: Automata as the next DLC character which
is a wonderful addition. If only we could get Bayonetta in here too,
and then we’d have the perfect game.
8/10
Friday, 2 November 2018
The Battlefield V Dilemma
I sometimes wonder if
publishers want
me to buy their games. I seem to recall a time when I didn’t need a
bloody spreadsheet to work out exactly what content I’m paying for.
Ubisoft are by far the worst
when it comes to confusing release editions. Any interest I had in
the latest Assassin’s Creed rapidly faded when I saw the eight
different editions, each with varying levels of content.
EA isn’t quite as bad as
far as multiple editions go, but they’re still not making
Battlefield V an attractive purchase. I enjoyed the BETA a lot, which
is why I’m considering buying the game, but they’re not making it
easy for me. You have the Standard and Deluxe editions which is to be
expected, but I dislike the ‘early access’ offered with the
Deluxe – you can play five days ‘early’.
But it’s not really
‘early’, is it? You’re simply paying more
to play at release, and if you pay less, then you’re playing late
which, in a game with objectively advantageous weapon upgrades, will
put you at a distinct disadvantage. This is bad enough, but then I
saw the ‘Premier Access’ edition, which is part of a new Origin
subscription service.
It actually seems like
pretty good value, but in order to entice players to join the
service, EA is allowing Premier accounts to play BFV eleven
days ‘early’. ELEVEN DAYS. That’s a f**king joke. If the game
is ready to be released on that day, then it’s ready to be released
for everyone,
regardless of which edition they purchased. Imagine you couldn’t
afford or didn’t want to pay extra – now you have to sit and
watch for eleven
days as other people play and enjoy the game.
Talk about a big ‘f**k
you!’ to your own customers. I’ve seen people refer to the
‘Standard’ edition now as the ‘Pleb Edition’ because it
appears that’s how EA views those who purchase it – ‘F**k those
guys, they can wait’. I don’t have an issue with the subscription
model, or with the Deluxe edition – at least it’s only one,
as compared to eight
– but the ‘pay to play early’ model is absolute bullshit.
And that’s not my only
problem with BFV. As I said in my BETA Impressions post, I have
concerns about future support for the game. They’ve released a
‘road map’ of sorts, but it’s very basic and only includes
content that was already confirmed – a handful of new maps set in
Greece, vehicle customisation (who really gives a f**k?) and the
‘Firestorm’ Battle Royale mode. They promise ‘more content’
beyond this, but give no
details.
As I said, I don’t expect
specifics so far in advance, but a simple ‘yes, we’re going to
add in new factions like the U.S’ would be far more reassuring. If
I knew for certain there would be an ‘Eastern Front’ expansion or
a ‘Pacific’ expansion in the future – even if I didn’t know
what would be included or when – at least I would know it was
coming. As it stands, there’s still no
guarantees for any substantial
content beyond Firestorm in March 2019. The ‘more content’ they
refer to could just as easily mean a handful of weapon and vehicle
skins.
It just doesn’t strike me
as a confident ‘live service’ plan. It’s like they’re hedging
their bets – if the game doesn’t sell as well as EA expects, they
can easily reduce/cut future content updates and nobody can really
complain because nothing
was actually promised. As a potential customer, it’s just not
reassuring.
And really . . . what’s
my incentive to buy at release – or ‘early’, if I pay more?
When the base game is looking so sparse, why shouldn’t I wait a few
months for the inevitable discount and pay less
for more.
I know people may argue that this applies to every game these days,
but it’s really a question of value.
When I look at the base
release of BFV, do I feel that I’m getting good bang for my buck?
Ignoring all the other problems, that’s the real dilemma. Even
if I don’t like the ‘early access’ bullshit, or I’m worried
about future support, if I felt the release game had the content to
justify the purchase on Day 1 – or Day 11, if you’re a pleb –
then I’d be more happy about picking it up.
The problem is, EA haven’t
convinced me. They’re still
being cagey about release day content, probably because they know
it’s not very substantial. I mean hell, we’re only a few weeks
from release and, at the time of writing, I’ve still not seen
anything
of the character customisation yet. Let me remind you, EA – I
enjoyed the BETA a lot. I’d still like to BUY YOUR GAME. STOP
MAKING IT SO BLOODY DIFFICULT.
Monday, 29 October 2018
Soul Calibur VI: First Impressions
The best way to describe my
initial impressions of Soul Calibur VI (and yes, I know it’s
‘SoulCalibur’ but I prefer it with the space) is to say that it’s
good
but it should be better.
It’s kind of frustrating because the foundation is here to build
what should have been the definitive Soul Calibur game. At least,
that’s how I feel right now, with just over 15 hours played. As I
sink more time into the game, my opinion may change, so keep that in
mind.
I haven’t really got
stuck into a fighting game for several years. In fact, the last time
I did was probably Soul Calibur IV a decade or so ago. The original
SC on the Dreamcast was one of my favourite games on the platform, as
was SC II on the GameCube. But I didn’t play SC III or V, and I’ve
kind of drifted away from the fighting genre ever since SC IV.
So I was kind of excited to
return to the series with VI. I think I probably preferred the SC
series because it’s a more ‘casual’ fighter in the sense that
it’s far easier to pick up and play. The button combos aren’t
needlessly convoluted or tricky to perform and many characters share
similar inputs, so even if you’ve never played a particular
character before, you’ll already have a foundation of basic moves
upon which to build. SC
was never really about mastering complicated combos. It was more
about movement, timing and precision. Knowing the right move to
perform and when
for the greatest impact.
I also liked the focus on
solo/story content. Whereas many recent fighters seem to be more
focused on online/tournament play, SC VI offers a substantial single
player experience. It’s best to begin with ‘Libra of Souls’ –
a story based mode in which you create a custom character – because
it offers a good range of tutorials that explain various aspects of
the combat system.
Libra is an RPG-lite in the
sense that you ‘level up’ as you traverse the world and complete
missions, but it’s pretty basic. You can buy or win new weapons,
some of which can be upgraded with unique boosts, but it’s a very
limited system. The story of Libra will carry you across the world
and your custom character will encounter the ‘main’ cast of SC VI
at various points.
It’s a story that runs
parallel to that of the ‘core’ SC VI story and I’ve enjoyed
what I’ve seen so far. It starts slow, with a lot of very easy,
single round fights. But once you start hitting level 25-30, that’s
when it gets a little more interesting. I’m currently level 33 and
I’ve just had a couple of very challenging ‘boss’ style fights
and it appears I’ve still got a long way to go.
I also like that you can
totally change your character or weapon at any time, so you’re not
locked to a particular look or style. In addition to the Libra is the
core story mode – Soul Chronicle – in which every character has
their own unique segment that combines into a complete tale. But I
haven’t got stuck into this mode yet, so I can’t really comment
on it here.
And then we have Arcade
mode, which is a little strange in the sense that’s it’s just
eight random fights – there’s no ‘boss’ fight at the end.
You’re also only
ranked on time taken. I’ve played it a couple of times and it’s
fine,
I guess, but it feels a little tacked on. You also have the standard
Versus mode against the CPU, and a training mode to learn the various
moves.
The training mode is
decent, but not great. Although I’ve gotten used to seeing the
button inputs displayed as they would on a fight stick and not on my
360 pad – where A is X and B is Y – it would have been nice if
you had the option to display the inputs according to your chosen
controller. It would also be nice to be able to display them on the
screen
as you practice, rather than having to enter and exit the various
menus every time you want to learn a new combo.
The custom character
creator is a lot of fun, and I’ve probably spent a couple of hours
just messing around with it. I do understand people not wanting
custom characters in ranked – because some people design characters
that use equipment to intentionally ‘hide’ their character
animations, making it very difficult to read or respond – but those
incidents are pretty rare from what I’ve seen, and I quite like
seeing all the crazy shit people have created.
Which leads us onto online
play which I’ve enjoyed a lot more than I thought I would. It has
its problems, no doubt. I’ve had several network errors kicking me
out of a match, and lag can sometimes kick in making everything seem
like it’s running in slow motion. In a way, I kind of prefer
getting matched against higher ranked players because I know that –
even if I lose – I’m going to get a pretty good fight.
I like to win, don’t get
me wrong, but I also like a good scrap that goes right to the wire. I
like fights where I can mix up my play. Where it’s a little more
tactical. Cat and mouse. Where, even if I lose, I feel like I had a
good time and maybe learnt something new. Of course, not every online
fight is like this. There’s a lot of players who just spam one or
two heavy combos and try to pin you against a wall or get an easy
ring out.
It’s not my place to tell
people how to play or enjoy the game, but I can’t say I find these
fights much fun because the best way to defeat them is to simply find
a combo they don’t know how to counter and spam it right back at
them. Sure, I like winning, but winning like that just isn’t much
fun, at least for me. I prefer matches where I get to see a range of
moves and tactics, even if I lose. The ‘spam’ attack matches are
kind of anti-fun, but it’s just something you have to learn to deal
with.
Visually, SC VI looks
dated.
It doesn’t look bad, but it doesn’t look as good as it should,
either. The character models don’t look much better than I remember
in IV, and the stages look even worse. The production value, at least
as far as the visuals go, is poor considering the price. Which leads
us back to my initial impressions that everything Soul Calibur VI
does it does well
– but it could and should
have done it better. That said, I’m certainly enjoying my time with
the game and once I’ve completed Libra and the core story mode,
I’ll be sure to post a final review.
Monday, 22 October 2018
Total War: Mortal Empires
Mortal Empires is the
combined Total War: Warhammer 1 & 2 campaign. It released several
months ago, but I decided to wait for some patches and content
updates before finally getting stuck into an ME campaign. Mortal
Empires isn’t just the Warhammer 1 & 2 maps stitched together,
but a modified combination. There are new regions to accommodate ‘new
world’ races into the Warhammer 1 map, and some of the Legendary
Lords have been relocated to new starting locations.
The Warhammer 2 ‘Vortex’
map has also been altered – shrunk and slightly rotated – so it
combines more appropriately with the Warhammer 1 ‘Old World’ map.
That’s a little disappointing, but I can understand the technical
and gameplay considerations behind that decision. If they’d
incorporated the Vortex map in full,
then there’d be a substantial separation between the new and old
world maps, and it’s the interactions and conflicts between the
varied races of Warhammer that makes ME such a compelling and
enjoyable experience.
I began playing ME with a
High Elf campaign as Alarielle from the Queen and the Crone DLC
(which I didn’t review but highly recommend) and had a lot of fun
absolutely melting
the dark elves with an obscene amount of archer units. I then played
as the Empire, a race I’ve not played since Warhammer 1 released.
The Empire are certainly in need of an overhaul patch, but they’re still fun to play. There’s something very satisfying about pushing back against all the ghouls and monsters of the Warhammer world with just a line of swords and spears. Unfortunately, I never ‘completed’ this campaign because Archaon refused to spawn. I think he knew I had several armies parked in the chaos wastes playing whack-a-mole with chaos stacks and didn’t quite fancy his chances.
I then began a Dwarf
campaign, another Warhammer 1 race I’ve not played since the
original release. They’re not the most tactically engaging race to
play, but like the High Elves, there’s something very enjoyable
about sitting back and watching them demolish units with their guns,
explosives and artillery before they even reach your front line.
But, like my Empire
campaign, I didn’t ‘complete’ this one, either. Archaon did
spawn and was soundly squashed, but my campaign was marred by a
diplomatic bug which was permanently stuck on an ‘unreliable’
rating. As a result, I couldn’t confederate with the other Dwarf
factions or even trade or form alliances with nearly everyone on the
map. I guess I could have just restarted, but it actually made the
campaign a little more interesting to play.
I’m now playing a campaign as one of the Tomb Kings – the Exiles of Nehek. If you read my Tomb Kings DLC review you’ll know I was a little disappointed by their campaign in the Vortex map and I wondered if I’d enjoy them more in ME – and I am. Although the magic books they can collect are present, they’re not the focus of the campaign and I’ve had a lot of fun focusing purely upon expansion.
I think the starting
location has also helped. Playing as the Exiles is a more challenging
beginning as you’re faced with Beastmen, Skaven and Dark Elves. The
Tomb Kings are very much a ‘snowball’ race in the sense that it’s
hard to get them rolling (due to their reliance on utterly ‘trash’
units in the early game) but once you do (and unlock their fantastic
monstrous units), very little can stop you.
Once I’ve wrapped this TK
campaign up I’ll probably take a little break from ME ready for the
upcoming Vampire Coast DLC. I’ll likely play a Vortex campaign with
them first, before trying a new Lord in ME. From what I’ve seen,
the new DLC is going to be a great addition to the game, but I’ll
try to do a proper review once it’s released.
Mortal Empires clearly still has its bugs and issues, but it may just be my favourite Total War campaign ever. The sheer variety of races, play styles and terrain simply can’t be matched by any other title in the series. And honestly, it’s hard to see any future titles topping it, either. Warhammer Fantasy and Total War has proved to be the perfect combination. And it’s crazy to think that this isn’t even the ‘final form’ of the combined map, as we’re going to get an even bigger one once Warhammer 3 is released.
The only real downside to
ME is that it’s made Warhammer 1 entirely unnecessary. I mean, it’s
totally worth owning Warhammer 1 for the content it unlocks in ME,
but there’s zero reason to install it. That’s why I like the
Vortex campaign in Warhammer 2 – it offers a very different
campaign experience and a nice alternative to ME.
The most exciting thing
about ME and the Total War: Warhammer trilogy is that it’s a
continually evolving experience. It’s not just new content being
added into the mix – old content is also receiving regular
overhauls and balance adjustments to keep everything on par. Three
games and all the extra content may not come cheap, but unlike a lot
of AAA games these days, I don’t mind paying a premium price when I
feel like I’m getting premium content in exchange. With more than
400 hours clocked between Warhammer 1 & 2 already, it’s
certainly been worth the price for me.
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