Tuesday, March 8, 2022

Opening Hours: Elden Ring

You cant look anywhere on the internet at the moment without seeing reviews, guides and walkthroughs of Fromsoftware's most recent release. It's souls-like that forms the culmination of everything its developers have learnt from the five other main games in their series. 

This is in no way a review. It's a first impression: to give an inkling of what to expect and ultimately to aid you in the decision of whether to buy the game. I have 21 hours in it so far and i've recently beaten the first story boss... bare that in mind. Full Story spoilers will be avoided. 


The Options Menu: (Scroll down to gameplay if you don't want to read this... part-timer).


Previous entries into the series have been slaughtered upon release, on PC, for poor porting, non-sensical issues (some return) and baffling network problems, but it's clear that taking time to release a half decent port was on the priority list this time. 

The game, for the most part, runs very smoothly at 55-60fps in 1440p on my slightly ageing hardware (GTX 1080 TI). For the most part. There're random falls and spikes in frames around particularly dense areas, however, these should be ironed out with incoming patches. The graphical options are well thought out: antialiasing and SSAO provide an easy solid route to more FPS for those less powerful systems, lots of lighting, water and shader choices mean there is room for squeezing out those extra frames, on any system in fact.

Of course, MOTION BLUR = OFF. Urgh.  

Controller options are plentiful. By the way, play it using a controller and save yourself the trouble. They still have the controller button prompts on the screen, all the time, anyway... although it can finally be changed! I just love the nostalgia for poor 2010's ports too much to be rid of them.

If you're more patient than me there are fully customizable keyboard controls. There's a display blood option, subtitles, brief network options and resolution choices. 

All in all, it's a much better port than the games I've played in the series prior and it's been given about as much consideration as a PC port, for a game of this magnitude, should.

Gameplay:


As mentioned, this game is a souls-like. Demon souls, Dark Souls and Bloodborne all make up part of its DNA. However, Elden Ring is more than any of its older siblings. For one, it's an open-world game. You make a character, in the series' best character creator yet, and then you enter the small tutorial area, where you learn the very basics. Then, without warning, you're thrust into the game world that starts off with no map and no set objective. You simply follow the "grace": a golden trail that points in a vague direction to head.

However, exploration is the key gameplay pillar this time around because no one other than those without souls could beat the first boss, where the "grace" leads you, from the offset, without levelling first.

Exploring this beautifully realised world is a real pleasure. It has a unique art style, it's vast, it's filled with monsters and breath-taking vistas. You'll regularly stop to take screenshots...

More importantly, you'll need to explore to level up, because the first boss, for the most part, has been labelled as far too hard. Admittedly, mostly by newcomers to the series. I explored the starter area for about 20 hours before beating him, with relative ease. This is a game for those with a tendency to love exploring games and not to be too reliant on hand holding. As such it's not for everyone. 

What it is though, is a love letter to the fans. It's a magnum opus that takes the issues with previous titles and improves on (almost) every aspect of them, while maintaining the core gameplay and longstanding appeal of the series. 

The combat for example is more refined than it's ever been. Boss designs are cooler and more varied, progression is more rewarding, the camera is less of an issue, multiplayer is expanded and the lore is plentiful.

Most importantly though, interesting design is prioritised over straight difficulty, once again.

Conclusion:

I've really enjoyed my time with this love letter to Fromsoftware fans. It's the most interesting, humbling and engrossing entry into this legendary franchise. So, if you don't mind not having your handheld in an open-world game, or simply having it sliced off, then check it out.

One last screenshot:


Monday, February 28, 2022

Opening Hours- Hardspace: Shipbreaker


I’m now going to talk a lot about the opening hours of the excellent, space toil simulator developed by Blackbird Interactive. Released initially through early access in 2020 it’s held its niche appeal throughout its ongoing development lifecycle on Steam, although there’re rumours of a console release in the future.  

Remember, these are my first impressions of an early access game that I’ve only played for 9 hours, so take it easy. Full story spoilers will be avoided.

Blackbird Interactive are a relatively new developer mostly known for a Minecraft AR title and the Homeworld series. Both of which I’ve never played so I won’t go on about them. However, their small library makes this title more impressive if anything.

 
The Options Menu: (Scroll down to Gameplay if you don’t want to read this… heathen)




Although the game runs at a steady 60 fps for me at 1440p on my ageing 1080ti, the options are somewhat lacking. Those that are here are standard fair: resolution, Fullscreen, readability features, Vsync, texture quality (Low, Medium, High) and dynamic lighting.

Some more customisation would be nice in future.

 

ALSO, FOV SLIDER- ALWAYS.

 

Audio options are standard fair too, it would be nice to have some variants of speaker setups, but volume dials will do for now.  

 

Fully customisable key bindings are available as well as gamepad functionality. Subtitles are present and they can all be read/heard in several languages.

 

Gameplay:




Hardspace is at its core a simulation puzzler. You take control of one particularly unfortunate redshirt as he toils, dies, toils and toils again. All in a grim future where people are forced to hand over their life to an unseen entity, hell-bent on enforcing conformity through sheer lack of other options, try imagining that in 2022.

 

You’re tasked with deconstructing various spaceships, of various sizes and lethality to pay off debt. You’ll use a laser cutter, an intuitive grapple, tethers, and various other gizmos to manipulate the valuable materials, equipment and power sources in the zero-gravity scrap yard. All equipment and tools can be upgraded for meaninglessly large sums of money, using the in-game currency you earn from your work. Upgrades vary from situational godsends to straight stat increases.  




The game’s very impressive engine and its various systems: simulated inertia, depressurization, fire, electric circuits and nuclear explosions combine to make for some particularly challenging 3D puzzles, and that’s before throwing fuel, oxygen and broken equipment into the mix.

 

The Aesthetics are somewhere between realism and cell-shaded, but they serve to make the environments easily readable, combined with the methodical layouts of the ships they make everything fit tightly into the world (or Space…).

 

Its major gameplay hook lies in the addictive nature of learning how to, most efficiently, clean out the complicated ship types, min-maxing in the most stone-cold manner possible… profit versus loss. You’ll lose time while satisfyingly deconstructing a freighter down to its frame.


Conclusion:

 

I’ve enjoyed my time with Hardspace: Shipbreaker so far. It’s a chilled-out game with some excellent music, solid gameplay, is easy on the eyes and has a little existential dread thrown in.

 

Its developers have been excellent and reliable in releasing new updates too, so it’ll be well supported and continue to grow, I’m sure.


I would recommend giving it a shot. 

 

Thursday, January 13, 2022

Short Story: A Dark Town

    To the surprise of both of them, he shook the murderer’s hand. The jarring wail of a siren pierced the damp night air outside of the train carriage. Swift footsteps echoed around them as parties of half-visible sentries rushed through the tight, foggy alleyways nearby. Each of the two men felt a dark fear, for their discovery, which echoed with each heavy sole striking the cobbles around them, like deer listening to hungry wolves close in.

“You reckon it’s the right idea?”, said the dark shadow sitting opposite Berg. The figure jittered in the cold, tiny cabin.

“Yes, we split up!” he whispered firmly in reply. He carefully emptied the contents of a tied plastic bag onto the floor.

‘We have to work together” said the figure firmly. The whites of its eyes struck fiercely in the darkness as the old train cart, in which they sat, creaked around them.

Berg ignored the shadow for a long moment as he organised stuff deftly; using only the light from passing torches as it briefly flashed through the smashed window above them.

“There was no choice: we had to swim across. I told you; grow out your hair,” Berg said his stern, unforgiving expression hidden. However, the rest of his body was, clearly, fair and studded with goosebumps while he hunched there naked.

The man opposite was barely visible; his clothes, sodden and darkened, hid him in the corner. But Berg could see one of his hands reaching for the clothes by his knees, even in his exhausted state.

With the bite of a scolded dog, Berg Whispered “Go! meet me at the church” his lips formed a straight line as he looked the dark figure up and down in the fickle light.

“It’s only fair. We both stand a better chance on our own now.”

There was a long silence as Berg quietly put on the thin, white top, dark underwear, grey woollen trousers, socks and black boots. 

“Go!” Berg said, raising his voice slightly.

“Take that ruined jacket with you,” He snarked under his breath, losing his patience.

The shadow crawled out of the side door and Berg watched as the man shambled across the train tracks, which sat parallel to the river. Now he was dressed, he peeked out of the window and could see men searching each row of houses. Torchlight began dancing down the streets as the siren wailed a high-pitched scream. His mind wandered into the furrows of his past….

***

“Francis, it’s your turn to knock,” Berg whispered to his brother.

‘Which number?’ Francis said immediately.

“42,” Berg replied, holding a sinister tone in his small voice.

‘The Baker…!’ Francis replied. A look of fear was blatant behind his eyes as the two walked carefully along the wonky, cobbled street. The two small children leapt a whole foot off the floor as two people began loudly arguing suddenly in the top window of one of the houses behind them. The high pitch of their volatile argument filled the boy’s heads, and the words, unsuitable for children’s ears, made them both snort with laughter.

“Well go on then,” Berg smiled, as he pointed to the baker’s door.

Suddenly, his brother was at the entryway and ringing the bell.  The two of them ran off into the night as, seconds later, the baker shouted profanities while waving his torchlight into the street bemoaning their wholehearted laughter.

***

His tiredness distracted him, and Berg shook himself off while running his hands over his face. He picked up and glanced at his essential documents from the plastic bag. A passport, stationing papers, handkerchief, hairbrush- it was all there. Then he winced at the last item falling into his hand. The now useless officer’s serial card.

‘I should have taken the jacket, I knew it’ he thought to himself regretfully. He knew any member of the hound’s guard seen without their esteemed jacket and glaring epaulettes: would be met with serious inquiry, so close to the camp.

He closed his eyes and murmured to himself “MO6345672”. He let a huge sigh out and dropped the useless card into the mud. Then he climbed over the railing in front of the train. He moved south onto a quiet backstreet while sticking to the shadows and watching, intently, for any signs of movement.

“Blacksmith street”, the sign said above him as he turned off down the old road, eastward. Shops were boarded up, no produce hung in shop windows, no smell of food, and not a single person could be heard, singing or arguing, within the walls of the buildings. The only sign of life was a small fire through a distant window. Berg paid close attention to the muffled sound of voices in the distance as he snuck toward the light. It was as though they rode the air up and over the rooftops and called to him from every nearby crack in the walls, whispered through every door ajar and tapped him on the shoulder as he crept. His fatigue made paranoia set in deeply.

The small light drew nearer, his ability to see hampered by drooping eyelids and near-perfect darkness in the moonless, misty night. Nonetheless, he could now see the sign hanging above the faint light.

‘The Marked Card’

It was the pub. Berg fought down the impulsive urge to smile, for he knew he could not stay for a drink. Instead, he poked his head through the open front window. When without warning, the decision to enter held Berg in place for a long moment. After all, people frequent pubs, especially guardsmen. He sat eerily still like a beer straddling the window ledge… half-empty.

Then, without warning, the sirens wailed once again, filling his ears. Shouting and footsteps then rushed through the air in the surrounding streets, before an isolated but very loud gunshot bounded along the nearby cobbles. Berg just about managed a fleeting thought for his waterlogged acquaintance as he dived through the window and scrambled under a table for fear of his own life. There he froze in place, watching as two tall men in grey ran past the window and back the way he had come.

He lay under the table, silent and afraid. He drifted away trying, desperately, to be anywhere else.

***

“Berg, I did it!” Francis shouted with distinct happiness in his voice as he barged through the door to the tailors.

“You’re looking at the newest recruit of the Great Hound’s Military!” Francis stood tall and flashed a brazen stance in front of the large loom, which filled most of the small shop’s workroom. He was brandishing a pair of beautiful epaulettes, practically screaming his newly issued serial number.

Berg’s bottom lip began to falter immediately on seeing them. He looked at his broken wooden drill rifle, which lay shattered in his palms. Looking at his brother, a blur, through a build-up of tears; Berg found only the words…

“But what will I do without you?”

Berg ran outside, but Francis remained.

***

Sleepily, Berg shook himself back to his senses under the table of the empty pub.  Just then, laughter and cheers from a group of sentries could be heard.

He was sure they’d got him. ‘The soaking man would not be meeting him in the church’, he thought to himself.

He quickly stood and took stock of the room using the fading light from the small fire. The space was filled with plates, tables were set, crockery was out, cutlery cleaned and beers going flat in the corner. Then, as the smell of warm bread was filling his nostrils, he smiled. He noticed on the back of a chair, in the darkest corner of the room, there one sat, the jacket of an officer. He ignored his senses, blocking out even food and drink to get to it, and slung it over his shoulders. No sooner had he slid both arms in the sleeves than someone was approaching.

With his back against the main door, Berg felt hairs standing on the back of his neck. He was afraid they may push the door open. He listened carefully. He heard a man whistling as he walked along the pathway right out front. Berg swore he could feel him standing on the other side of the door itself.

A crippling tenseness filled the air as both men were oblivious of the other for the first time. 

Just as a cold shiver reached the bottom of Berg’s spine, and an aching moment passed, the sentries whistling started again, cheerful as a bird, while his footsteps moved in tune behind. Berg swiped a half-filled light beer from the footstool by his right leg, and he drank as if his life depended on it. He felt it did.

With a newfound, slight, confidence the fully dressed Berg opened the door and watched as the uniformed man walked further down the street. He swiftly left the Pub and, in panic as much as anything, he began walking down the street as if nothing was amiss. He had a full disguise. If he kept his distance, he could walk the three streets to the church and get out of the city.

He ducked down Dog Shelter alley, took a right at the little fork. Then walked briskly down the thin road, keeping to the right so he could scout into the courtyard for guards. He was mere minutes away. He felt a slight relief fill his head; he exhaled loudly and looked out into the courtyard as he walked, watching the corner again. When, from the side that he wasn’t watching, he smashed straight into a man coming the other way.

The man felt like a steel lamppost against Berg’s ribs. He did not move, as steadfast as a stone wall. Berg fell to the side and hit the floor with a loud crash.

The guard’s sharp gaze widened, and the surprise lifted from him as he noticed Berg’s grey uniform.

“Who are you?” asked the officer, a shocked expression clear in his eyes.

Berg immediately took out his stationing papers and identity card and handed them over.

He did his best to bury the panic deep down in the pit of his stomach, just as the man scanned them using a small pocket light. ‘How could I have forgotten? How could I not have read the serial number on the jacket?’ Berg thought to himself before he thought of the panic in the pub, forgiving himself a little.

Meanwhile, the man in black looked Berg up and down, his eyes piercing in the darkness, the whites of his eyes glowing.

The officer spoke sharply as he handed back the documents “very well, move along”.

Without sparing a second thought, Berg looked to step away.

 “Serial number?” the man tapped twice expectedly on the number, which was customarily stitched to each epaulette.

Berg sighed deeply and lamented his mistake.

Swiftly and violently, he pulled the tip of the rifle away from the two of them, but the officer lifted it upward. He was strong, but Berg forced one hand over the man’s mouth and fought with the other to push him against a wall, using the rifle. The butt of the rifle smashed down against the officer’s groin, and he let out a yelp as he fell to one knee. The two men locked eyes briefly as the officer’s free hand then pulled the trigger. A deafening shot fired upward into the night sky. In horror, Berg pulled the rifle, span on the spot and bashed the butt into the man’s head, knocking him unconscious.

Berg sprinted, ears ringing, down the street. He couldn’t hear the footsteps and sirens heading toward him. Terrified, he randomly dived through the doorway of the small tailors that sat at the corner of the courtyard. He hid against a fireplace in a tiny, dark room with open windows. Through which he could see the steeple. He slumped against the wall and with his eyes closed. Such as he was, even now, tiredness then took him.

***

“This is indistinguishable from the real thing,” Francis glared at his brother, as the forged ID papers were held up in front of him.

Fury filled his face and his cheeks ballooned, “You cannot impersonate a military officer… brother or not!” The words seemed to fill the air around them. Berg stood, looking at the floor.

“No matter how convincing a signature may be, how well you’ve stitched a uniform together, how long you’ve spent perfecting etiquette in addressing superiors… you’re not a soldier!” Francis was red in the face. He stormed out of the room and signalled with a sharp movement to two of his men outside.

“Don’t do this!” Berg shouted while he was dragged out into the street.

“I was looking for you.”

They threw him into the giant steel wagon. 

***

Suddenly, a huge explosion shattered the silence in the old tailor shop where Berg lay, sleeping. He jumped to his feet and looked out into the courtyard. Darkness was, only just, giving way to sunrise.

He watched as a figure, deep in the smoke and debris left behind by the noise, gasped for air. Berg rubbed his eyes and watched the figure stare frantically in multiple directions while walking, at a brisk pace, in a deeply uncertain fashion. He was in uniform, without a jacket.

He seemed to be sneaking through the streets, in the dim light Berg could see tints of blonde hair atop a tall, slim build. As the man reached a corner, he cautiously looked down one of the streets. Berg could not stop watching. He felt much like the man in every way except literally.

Suddenly, a gate directly opposite the man was kicked open by several guards. They wore their grey uniforms and two of them dragged a dark figure with them. His arms slung over their shoulders, and a white bandage wrapped around his head. Their flashlights immediately shone on the man Berg had been watching. The soldiers began shouting!

“Freeze!” they yelled pointing weapons at him. He stopped running.

In the dim morning light, Berg squinted to discern what was going on. The wounded officer was pulled right up to the face of the mystery blonde-haired man.

Berg strained to hear!

“That’s him, take him to the church”. The injured man said in a stifled cough.

The man was struck with several weapons and screamed as he was dragged off under the tall, menacing steeple of the church.

A long while had passed before light flowed into the room, like the morning singing of the birds. Berg could see clearly for the first time in days. There was a loud silence; nothing stirred in the town. Quickly, he began wandering the building and upon finding the bathroom, he cleaned himself up. Taking out his stashed handkerchief, he washed his face and cleared all dirt from it. Then brushed his hair into a side parting. He fastened his top button, cleaned his boots and straightened his epaulettes.

After a long process of checking his documents were all in order and giving his adopted signature several practices with his cold hands, he finally stepped outside and headed toward the church.

The streets were empty for the most part. That was until he came to the courtyard outside the church. He could not see for the sheer number of people glaring across the street. People were waving newspapers in the air, singing nationalist songs, laughing and jumping up and down. He worked his way across the wide street, at a crawl, with his head down. He was pushed numerous times in the wrong direction and even became disorientated in the pandemonium for a brief moment.

Then, as if God himself had intervened, he looked upward at what was drawing the commotion from the crowd surrounding him. Backlit by the rising sun was the blonde-haired man… hanging from a noose.

In the pit of his stomach was a pain unlike anything he had ever felt; Berg struggled to stay on his feet, and he began to sweat.

Suddenly, he was pulled to one side by a man in a grey uniform. They stared at each other, for a moment. The small, sheepish man looked at Berg’s epaulettes.

“What’s your serial?” a stern smile hung on his whole face.

Berg straightened his back and fought the urge to throw up. A few people around them seemed to take notice.

“MO6345672,” said Berg with a lifeless tone.

The man shook his hand and said with a strange excitement, “It’s got to be difficult sir? It’s a frightening likeness, even for identical twins”.

Berg looked visibly ill.

“They said he wasn’t wearing a jacket; that’s how they knew. Covered in dust, he was… filthy. No officer would present themselves like that. Dark hair and muggy eyes – nothing like you when they found him.” The man snorted as Berg struggled to keep his composure. He pictured his brother wandering through the explosion again. His heart sank.

“How else would you differentiate identical twins ey?... ey?” The man lost interest when Berg didn’t answer and simply meandered away.

He felt a colossal emptiness working its way from the very centre of his head, down to the ends of his toes. He stood looking at his once beloved brother as he was pushed to the steps below the church. Their eyes were blank, they held no feeling.

“Good show sir!”, Shouted another soldier from behind him as he walked beneath the steeple.

The table was set up outside, with lines of people holding luggage. He was helped to the front of the queue, as a man in uniform would be, by a patriotic crowd.

In the soundless vacuum of his head, Berg heard a voice.

“By chance could…” He saw himself picking up a random jacket in the pub. His brother’s jacket.

“What are the odds!” the voice faded away and suddenly he saw the clerk for the first time.

“What are the odds I can get your serial number?” asked the thin clerk waiting in uniform, behind the table. His expression was expectant.

A moments silence passed, and the man began to look puzzled.

“I said…”

“Francis Mohan… that’s my name” Berg interrupted.

“Serial…”

“Francis Mohan!” Berg quipped with a raised voice, anger deep in his eyes.

The clerk nervously looked Berg up and down. He was beautifully presented, blonde hair glistening. He looked every stitch his brothers equal.

“Papers then?”

Impulsively Berg missed the rehearsed pocket he had so carefully prepared, and instead, he slid his fingers into his brother’s custom pocket. A small, stitched zip on the inside lining. He handed over his brother’s ID card.

“Sign here?” the now annoyed clerk snapped.

The little man watched intently as Berg flawlessly forged his brother’s signature and slid the papers across the table, matching the ID card perfectly.

“Go!”, said the clerk.

Berg turned and walked into the church.

He had become more than what he always wanted: he had become a soldier and his brother.

He felt a deep sadness.

  

Tuesday, December 21, 2021

Ready Or Not: It's Going to the Top

I've been hopelessly playing the same games for months now. I've been desperate for something new to come along to stop me from falling into old habits: scuffing cannon shots in Sea of Thieves or endlessly corpse walking in classic World of Warcraft. 

Finally, it seems I might have found what I was looking for. It's the first game in months that is both new and fun... I know sounds revolutionary right? Something has finally ended my pandemic rut. 

That something is the hardcore police shooter 'Ready or Not'. 

It's a delightful mix between the old S.W.A.T games and the Rainbow Six series. You know... that one franchise that got cancelled, and the other that's owned by UbISoFt; the company that couldn't mush a shooter into a paper-thin, chore heavy open world, so they just made Overwatch instead and then butchered Sam Fisher. 

So, yeah, I don't like Ubisoft. 

Ready or Not: that's awesome though. 


An Early Access Tactical Shooter

The fact that the game is in its alpha stage of development and the core gameplay arc is already so addictive is a very promising sign. There are issues with it: VOIP seems to work only when it wants, certain AI can spawn kill you, networking code could be better and there're limited customisation options. But the problems with the game are the type that tentative developers and a vocal community will have no problems ironing out. 

The core gameplay here is incredibly solid. There is a single-player offering, but the game shines most in its multiplayer suite. With a full team of officers in voice chat using a variety of tools it really feels like an organised raid. The unpredictable AI and varied objectives combine to make for some very tense, cat and mouse, situations and being punished for civilian injuries means that in the heat of a full-scale gunfight you'll need to be more careful than in any popular shooter around.

It's a nice midpoint between Rainbow Six and Escape from Tarkov in terms of difficulty and punishment. You only get one life in each match; sop there's a sense of dread when you stand with your face against a door in-game but you won't lose anything as in EFT. 

The shooting and movement are slow and methodical but seeing as peeking around any corner could get you killed instantly. it's just as well. All the guns have an amazing sense of weight and each bullet hits with deadly force. Each match is a satisfying, tense and unique shoot out whose replay-ability is extensive; thanks to reorganised maps and free-flowing enemy deployments. It's just really fun. 




Deafening Beautiful

As well as being a great game to play Ready or Not is a very good-looking and beautiful sounding shooter. The environments are grim, dark and depressing but they do have a glaring beauty that makes these realistic, gritty places intimidating to walk through. This, combined with the impeccable sound design, makes for a deeply immersive insertion every single match.

The sound, whether it's environmental dripping of rain on your gas mask or the thumping bellow of a shotgun flying into the chest of a scumbag. It all sounds perfect and works most of all to draw you into the game and increase the intensity of every situation whether grenades are blowing up in your ear or utter silence rules the moment. 



BUY THIS GAME INSTEAD OF THE OTHER TERRIBLE POPULAR SHOOTERS RELEASED THIS YEAR!!!!




Sunday, November 21, 2021

An Open Letter: Mainstream Gaming Needs A Hard Reset

 It's been a tough couple of years for everyone. The global pandemic had people trapped in their houses with little, if anything, to keep them occupied. TV, Streaming services and videogames offered solace to the thousands that needed it. 

However, that time has been and gone. We're looking to move forward, and in short the gaming industry needs to too. Yet, over the last year or so Ive found myself, like many others, constantly disappointed by the quality, design, laziness and general indifference of titles from most large gaming development studios and publishers recently. I haven't been excited for a release, outside of the Indy market, for at least 12 months, and that was for Cyberpunk 2077 (que nervous laughter). 

This brings me on to my point. In short, the decorum, behaviour and conduct of mainstream gaming, in its current state is absolutely horrific. There're rare exceptions of course, but in general mainstream gaming companies seemingly do not care about building positive relationships with their fanbase. In fact they seem totally blind to the benefits of it. So- No, they don't want to push the medium forward. No, they don't want to come up with original ideas and interesting game mechanics. AND NO! They don't want to to write engaging stories when they could be milking the wallets of parents worldwide... by offering useless loot boxes and pointless early access!



All Aboard ! The Hype Train:

But, how are these unoriginal, repetitive, lowest common denominator games selling at all if they're so bad, Peter ? I hear you ask.

As it turns out all it takes is a good trailer, paid content creators, vague language, a few lies and stomping on the laurels of your previous games or any other popular game for that matter. 

We've seen it a million times; a studio releases an amazing trailer that grabs the audiences attention with big explosions, set pieces, cool dialogue and a great soundtrack. The trailer though, often completely glosses over incredible losses in story, mechanics and world building in order to appeal to as many people as possible.

But don't worry because developer droid number 736 said it's all boots on the ground gameplay. 

Real gamers are tired of it. As tired as your bloated franchises.

Most of the time it's just sad to see once great, original franchises saturated to the point that they've completely lost their identity. The recent DICE offering for example is a buggy, broken mess more akin to Burnout crossed with Overwatch than a Battlefield game. This one size fits all approach common with some of the bestsellers serves only to alienate previous fans and dilute the market with poor copies of more original titles.



Copy Cat Culture

Times change. More videogames than ever are being released, and trends develop in what's popular and what isn't. This trending seems to be more prominent nowadays than it's ever been, and influences how games are developed, marketed and released. 

It seems more companies nowadays are constantly chasing the trends, behind the curve and looking to cash in on what's popular. 

The crazy thing is, this is the kicker. Trends start with...OrIgInAl IdEas. 

Instead of copying any emergent successes found by often more creative people. The industry bigwigs need to be more willing to stray from what happens to be selling. Its such a short sighted and poisonous approach to the medium. I understand companies need to make money but in the long run it would pay endlessly to allow the overlooked, incredibly passionate and creative people that often work for them to make the games they actually want. 

As opposed to investors and board members looking to make a quick cash grab hamstringing the creativity buy concerning themselves with what is popular that week. Independent studios are the only thing pushing the industry forward.

Greed removes all art from games. In a lot of cases it's already too late.  


The Failed State

The release of a game used to be the day when you were super excited. You couldn't wait to go to the shop, buy it and slide the disc in and have fun. Nowadays you seem to either launch into a buggy and janky mess or you need to wait three months for a developer to get their act together and patch it. It's this push it out and fix it later mentality that has myself and many others reluctant to buy games by the bigger studios these days. 

You could also be a huge fan of a particular franchise who's been waiting for a new entry for almost a decade but the studio keep announcing  remakes of games from a better time, when creativity was an actual priority. 

Rockstar and Bethesda have made millions form releasing the same game for almost a combined tenure of 20 years. Innovative games that are ready to be played upon release are becoming rarer.

Find the good games! Don't buy the other stuff.





Wednesday, April 28, 2021

DayZ: The Path Of Most Resistance

Many gamers remember the release of Dayz. Back when an intrepid designer known as Rocket began to strive out in the ARMA 2 engine to make "the most realistic zombie survival game ever". Something that probably wasn't ever achieved to be fair. But It was a simpler time. It was a time when the market wasn't saturated with survival games, Minecraft was in its infancy and if anything the genre could scarcely be called anything other than niche. 

That's why it caught my eye. Here was a game doing something very different. Bandaging after being shot, eating and drinking to avoid a slow death, giving others blood transfusions...we'd never seen things like this before. 


The First of a Thousand Steps

The niche appeal was what drew me to buy ARMA 2 and its DLC in order to play the original Mod... following a Total Biscuit video starring its creator. Those early days of DayZ were a magical time for PC gaming. It was a sandbox that was unparalleled in its brutality, revelled in its realism and practically boasted about its bugs. Seriously, several of the games features were out right broken. I mean you could stand behind a thin veneer of conifer spines and the zombies would be completely powerless to hurt you. And yet, the early days of the Dayz mod were some of the most enjoyable days in gaming ever.

It began growing in popularity after a handful of early youtubers covered it. Including TotalBiscuit, FrankieOnPCIn1080p and Jackfrags. The latter two's shared series is still, to this day, one of the most original pieces of content ever created on the platform. You should check it out if you haven't seen it or if you just fancy some warm nostalgia. 

So, when the Mods exposure increased so did peoples expectations. Unfortunately, a lack of proper methods for dealing with the bugs, within its dated engine, left it feeling broken for way too long. The team behind it were fighting a losing battle and  inevitably caved. After this they decided to start fresh with release of DayZ Standalone in 2013.

Returning to Suffer

The standalone version didn't have a smooth release either though and the player base steadily dwindled. However, I discovered recently the hardcore fans have been playing consistently, in their thousands, for almost a decade. I joined them once again this month to see how far the game had come in my years of absence. 

In short... the game feels exactly the same to play as it always has. It's functional and always exceptionally quirky but the realism is where the game still shines most. The effort required to go from a shovel toting walking meal to a vigilante murderer is almost unparalleled. It's equal parts genuinely frustrating and outstandingly rewarding . It's one of the main draws of the game and as always its still an incredible feeling to gear up... and equally as devastating when you lose it all.  


The Long Road

Looking back its hard to say that they ever achieved the famous goal of "creating the most realistic zombie survival game ever". However what is certain is that DayZ was and still is a truly unique, daring, unconventional and downright quirky experience that's unmatched by anything else.  i believe it's these characteristics that keep hardcore player base going even as the game, with its many past forms, nears 10 years old. 

If you're looking for a unique challenge then this maverick of a survival game deserves your attention.

Its on Steam, Xbox One and PS4. Give it a go !!!!

Friday, January 1, 2021

Cyberpunk 2077- The Good, The Bad and The Possibility

CD Projekt Red have received justified criticism for the state of Cyberpunk 2077 upon its release... particularly on consoles. However, as a PC gamer, I must say that my experience has been a far cry from what I've seen online. 

The game's launch for me was no worse than a launch of a Bethesda game, in fact significantly better, if we consider the more recent releases from them. 

Like all other gamers this year I was very excited to get my hands on and finally play CDPR's newest open-world game. I'd preordered it and even pre-downloaded it on a geriatric internet connection... so anticipation was high. I'll just come out and say it I was not at all disappointed, on the contrary, so far I've been having an amazing time. 

Is it as good as The Witcher 3: Wild Hunt? For me personally probably not but they're two very different games. It's important to remember that I was working from the experience of two prior games and several novels when riding into Velen for the first time... so its hardly fair for me to compare the two. Instead ill be talking about Cyberpunk as a single entity, what I've enjoyed so far, what I've had problems with and how I think it could be improved (as I imagine it will be) or modded.




A City Like No Other

Of all the things in this game, the city itself is the developers crowning achievement. Night City is simultaneously a densely beautiful and deeply depressing environment by design. One which wholeheartedly absorbs you into it while hiding endlessly fascinating districts, skylines, architecture, cultural influences and sharp contrasting colour behind every single corner. 

I've never walked around so much in a game and simply took in the sights for fear of missing out. This is because missing content (by which I mean just visually) here almost feels tragic so in my fifty-two hours so far I've never once used fast travel which is unheard of for me.

The level of detail and consideration put into the design of every bar, park, mega building, highway, statue or holographic forest is absolutely astounding and something which has gone unappreciated in the aftermath of its release. Its a city made up of thousands of distinct parts which collectively form one incredible 3D masterpiece. 



Mercenary Meddling 

In the game you play as "V" an ambitious mercenary looking make his way to the very top echelons of Night City but starting from the bottom... its a long road. You'll be taking all sorts of jobs along the way that'll have you hacking, stealing, killing, sabotaging, racing and sneaking your way through the exemplary aforementioned locations.

The side activities are always satisfying thanks to the complexity and synergy of the hacking mechanics, rewarding nature of sneaking through places unnoticed and the sheer joy of blowing people up but they become much more enjoyable as you progress and have more options. I've found the RPG like skill tree to be one of the best aspects of the game. It's incredibly easy to build a powerhouse character that specialises in hacking and shooting and with the synergy between skills being a huge focus it can result in a feel of adaptive capability that's very rarely seen.  

The main story and side missions are thematically interconnected and varied however they definitely feel less so this time around and the abrupt endings to distinct quest chains often leave character relationships feeling anticlimactic.

Take one relationship I spent hours building with a nomad woman out in the desert for example. She would send messages telling me how much V meant to her but once I'd finished assisting her in quelling a rebellion in her nomad tribe, she as much as went "thanks V... see you never". Giving in to the end of the chapter and lack of scripted interaction for the rest of my playthrough (admittedly not a full one yet). 

I think a GTA style "Hey cousin, let us go bowling?" would have gone a long way.



Something's Bugging Me

While I've had a relatively easy time with regards to issues running the game I have seen my fair share of bugs while playing. They've been very varied and elicited laughter, confusion, surprise and in one case tears but they were never game-breaking and I managed to see the funny side.

One particular example involved Jackie (V's partner in crime) taking a chip out of his head and giving it to V but instead of a chip, he chose to see if he could shove his revolver in one ear and out the other. I looked on in disbelief behind a haze of tears of laughter... it was hilarious and only got funnier with the added context of the situation. 

During general play superficial bugs such as small items floating mid-air, cars driving through terrain and vanishing NPC's have been a common occurrence, however, not to the degree to which others have stated. I guess in this regard I've been lucky as honestly, it's been incredibly rare for my immersion to be broken at all aside from the odd giggle. 



Time To Heal

Cyberpunk 2077 has an uphill battle to win over most gamers and it's going to need a lot of work but I feel the core experience has been done an injustice... it's brilliant at heart. Over estimations and missteps in the development cycle have cost this game its deserved release. However, CDPR don't strike me as a company that will take this criticism lightly and I'm sure they will work tirelessly to fix the problems with it and make it into the great game it was designed to be. 

Speaking about problems can we get a setting to change how zoomed in the minimap is please, my gorgeous futuristic cars brakes would really appreciate it.  

PC Specification:

Res: 2560x1440
GPU: Nvidia Geforce GTX 1080
CPU: Intel I7-8700k
16GB RAM

Tuesday, September 15, 2020

WOW Classic: The Inevitable Run-in (1-20)

 For 16 years I've managed the knawing inevitability that I'd end up taking an all-consuming holiday to Azeroth, well over the last month, I've finally caved. Personally, I was curious to see what I would've experienced as a naive pre-teen all them years ago so World of Warcraft Classic was the obvious choice. So I paid the subscription and dived into an experience most gamers first paid witness to back in 2004. 

With some experience of Guild Wars 2 under my belt, the general gist and gameplay loop of MMO's is not new to me and I was ready to be guided around the biggest world in gaming, I felt confident going into WOW classic... ignorance really is bliss.  

 I decided to play dwarf hunter, partly because I live close to Scotland, but mainly because the only other race I liked was the female night elf but this just made me feel dirty. So I chose a stunted walking beard instead and loaded into Coldridge Valley, the dwarven starting zone.


Horrible Gnomes and Helpful Players

After a race-specific introduction showing the dwarves as a race of industrious scots that, just like in real life, love booze and are impervious to the cold. After this intro, I knew I'd made the right decision. As it turns out starting zones are very lonely places and I spent the first seven levels wandering the cold wastes alone shooting wolves and helping some horrific gnomes find their tools. 

It was lonely and freezing, but in WOW there are other lonely wanderers around you. It was at this point I met a fellow dwarf called, Cough*... Dysentery. It's no slant on him though, he's anything but shit at this game. He proceeds to help me reach level 10 and takes me to Ironforge where we take an awesome train to Stormwind to get professions, where I decide (I'm told) the life of an engineer coalminer is for me.

Good old Dysentery tells me to help him level in Goldshire for a while till he catches me up,  I do so happily; while he explains the game and how it works to me like a child learning to walk... slowly. 

I've barely played three hours and I'm already starting to see what draws people to WOW classic, I already feel the power of the community, the scale of the world and the pursuit of some sort of meaningful journey to level 60. 

Its already clear that If I'd played this at age 11, as the world obviously intended, I would be writing this from beyond the (man) cave. 

The Constant Haunting of Westfall

Our very one-sided partnership finally got on a level playing field my and online buddy told me where we should head next. Westfall. Its a hideously orange farmland filled with things that want to hurt your tiny dwarven frame and kill your new friends in front of you. 

We started questing in the cornfields and it didn't take long for me to experience the famed format for WOW classics "rewarding" quests. Find 15 bandanas on a small band of enemies that respawn slowly and rarely drop them, despite them all clearly wearing bandanas. 

This first proper questing session was fraught with mistakes and deaths, all because of me, my tiny brain and lack of understanding of how games work. I have a habit of blindly walking backwards while fighting and inviting all mobs around us to a party, a very non-fun party at that. This is where I started to get experience with another pillar of "Classic" gameplay the patented, bone-chilling, humbling experience; corpse walking.

After four hours of collecting discarded blood-soaked clothing and slaughtering wildlife, we wandered up a road to do the all-important quest chain for what would lead me to my first dungeon in World of Warcraft. We just had to find a teleporting NPC takes you all over Westfall on the most depressing merry-go-round... around. I died multiple times but finally (after 2 hours) I did finish it.


A Dungeon Dweller in WOW and Now IRL

My first dungeon run as is I'm told tradition took place in the early hours of the morning with my new online buddy. Only it wasn't a heroic band of misfits taking on a pirate king as it should have been. It consisted of me sitting back and waiting for my good old partner to clear the room using his hideously over-levelled main while I picked up the loot...  like the brave, cuckolded, glory stealing dwarf that my character is apparently. 

We, I mean he,  destroyed everything in the dungeon without losing a slither of health while I was almost mauled by a baby bat at one stage. I got some great loot though. 

It wasn't till the following evening that I'd run Deadmines properly. Good old Dys(entery) helped me to not make a fool of myself. Helpfully explaining the rolling mechanic and the ever confusing etiquette that goes along with it... apparently needing for everything's just not the "Classic" way. 

We strategically slew packs of mobs one after the other when after killing two guards I 'need' for a great sword and win, then I need for several gems,which i think is justified by me having an engineer profession but as it turns out this infuriated 'Dent' a warrior human who clearly was in need of his Bi-hourly Ritalin dosage.

His temper eased though when we handed him 'Smites Mighty Hammer' then immediately our slightly under-levelled party wipes entirely and is left two mobs from the main boss. Heartbroken and tired our great fellowship snapped as easy as soggy breadstick and I went to bed.


This run of Deadmines took me up to almost level 20, and to what I consider to be the conclusion to my opening hours of WOW classic. As I mentioned before, it's obvious what brings people back and why I'll continue to play this ancient, amazing, all-consuming game. Its the immense, connected world filled with lore, the allotted dopamine fix from levelling and most importantly the strangers that help you through it. It really is a game like no other and despite its quirks and evident aged design ill keep playing and keep writing these silly articles.

GO TRY IT !!!

Tuesday, August 11, 2020

A Recommendation: CARRION

Every kid grew up dreading a bump in the night; whether from Giant spiders, krakens, zombies, vampires or skeletons. However, the unknown is something to fear more, and monsters from there are twice as bad. I'm talking of course about aliens. In popular culture, there are stacks of movies, games and novels highlighting the power of the otherworldly; showing how horrific it could be to meet one. 

I remember the first time an alien scared me was in John Carpenter's The Thing (1982); it was a terrifying film. The incredible design and paranoia-inducing behaviour of the alien were frightening to me. I've always been surprised that many games were made off the back of Ridley Scott's Alien but not The Thing. Consequently, when I saw CARRION's gameplay and its stylised cartoon trailer; I couldn't wait to play it.

It promised to be a perfect homage to the film, just as brutal, gory and manically enjoyable to run through. The previews showed a game that wanted to delight the player; simply by highlighting how fun being a horrifying alien might be. Apparently, it'd be very fun. 



Short and (Very Not) Sweet

The game is a sidescrolling 2D action puzzler at heart, however, the main draw of it is the alien itself, and how dangerous you are. It's sadistic fun at its finest. The design of the creature is phenomenal with how it looks/moves being both brutal and empowering. Capable of moving eerily quickly; it'll outrun absolutely anything else. To top it off its apparently so grotesque that nearly every NPC, within an entire screens radius, lets out a petrified (well-acted) scream as you eat them.

As you progress you'll gain new abilities that expand your options for traversal and toying with the humans around the facility. Throughout your playthrough, you'll be laughing as frightened lab technicians run for their lives. As you get stronger by hurling doors through the air, stabbing people, cutting them in half, pulling them through grates, drowning them in water or possessing them before bursting out of their chest. You'll hope it never ends. 

It's a very short game though with some players beating it in 5-6 hours. Important to note is that its price is £16.99 which makes it still worth a buy despite the short run time.


Movie Mimicry

The game emulates the atmosphere of survival horror films and games by incorporating a gritty, depressing aesthetic and mostly ambient music; music that channels Dead Space heavily. The way that blood splatters everywhere, as you fight and move around, is a great touch too making it easy to see your path of destruction.

As you become more of a bloodthirsty killing machine you'll be able to infect humans and take control of them just like in The Thing (1982). It's endlessly satisfying and creepy to take a room of unsuspecting guards out while doing this.

The story in the game is basic but serviceable. Mostly it's told through levels where you play as a human, and these offer a nice change of pace to break up the manic main quest. They tell the tale of how the monster came about and the origins of the facility you find yourself in. the story does what it needs too... justifies the carnage. 

The game is ultimately about feeling like your a stalking, merciless killing machine from the movies and it nails this. It could use a map though. 


Conclusion

In this short, brutal and very fun alien simulator, it pays to take your time. Take out people one by one and analyse the environments at your disposal. You'll learn to be an adaptive and sneaky monster meaning the short runtime will dissipate so quickly you'll be forced to play through it another three times in one day. 

CARRION is available on Nintendo Switch, PS4, Xbox One and PC.

GO BUY IT !!!

Thursday, June 25, 2020

A Recommendation: Sea Of Thieves

Pirates have always been something Ive found to be inherently fascinating. Ever since I went to see Johnny Depp shambling around the Caribbean for my tenth birthday. Their appeal since has skyrocketed. This was in 2003, several films have followed and millions of dollars made off the back of pirates. Tragically however videogames based around swashbuckling have been few and far between.

The light on the horizon during this dark time however was Assassins Creed: Black Flag. Released in 2013,  the game showed how fun sailing around as a degenerate, drinking, coin obsessed pirate could really be. It was so fun that is regarded by many (including myself) to be the best Assassins Creed game to date.

What followed was a slurry of announcements for games based around sailing the seas. One of these was Sea of Thieves. You may know that I work at sea, so to get me as excited as I was by the prospect of spending more time on a ship (in a game) is amazing. I immediately warmed to the games art style, design tenants and the larger world at play. 

However it wasn't until this year that I truly 'played' Sea of Thieves. That is, with a friend. Such as to say 2020 is the perfect time to jump into the game with its recent Steam release. Here's why. 


The Sandiest Sandbox

The appeal of this game lies in the freedom your are given to go out and do whatever you please. There are no set objectives per say. Other than to make gold. This is done by killing famous skeletons, finding buried treasure or delivering different goods; there's always fun to be had. But the real fun is waiting for other people to do these, then taking their hard earned loot. You are pirates after all.

Be prepared to lose a lot of your loot,  you'll enjoy it a lot more that way. In my eyes is to play Sea of Thieves with friends is to play it as was designed to be played. Something I found easy once I realised there was cross play with Xbox players. You'll get drunk, play music, rob strongholds, kill skellies and be attacked by monsters. All in a single session probably.
 
The level of fun to be had with friends here surpasses any game in recent memory. You come out of Sea of Thieves with stories that stick with you, every single time you boot it up. Tales you and your friends will laugh about weeks later. 


Pretty Paradise

One of the most memorable and endearing things about Sea of Thieves is how it looks. The art style fits so well with the pirate theme, its almost like a theme park ride, ironic really. The aesthetics immerse you in the world with ease. 

The sea itself is one of the most impressive technological feats Ive ever seen in a game. Water is notoriously difficult to get right in the pixilated realm. So the fact that it looks so good here should be praised highly. It really brings the game to life and makes sailing a joy from start to finish. 

Each location on the sea looks characterful, fleshed out and unique. This makes exploring them endlessly rewarding, even on repeat visits. There are beautiful vistas everywhere you look. Due to the lighting, shadows, particle effects and dynamic weather working in unison perfectly. Honestly its worth the price just for quality desktop wallpapers you'll get out of it. 


Vanity Simulator

I mentioned previously that pirates rob people. And they do. But the real reason anyone becomes a pirate, is the pursuit of being a walking status symbol. Lavishing yourself in expensive clothes and gadgets. To eventually sail around in a rust entrenched, solid gold rowboat. To this end the customisation options on the sea are almost endless.

There is so much that you can truly make your avatar your own. And its both endlessly entertaining and motivating to do so. You will be constantly setting sail in search of the next set of over the top cannons or a glow in the dark compass. Its often the only extrinsic form of motivation to play the game, but id be lying if I said it needed any other. 

Finding a vault full of treasure will have your eyes glinting with the thought of that new fancy hat. Bling Bling. 


Conclusion

This game is fun, ludicrously fun. Its a joy to play with friends, difficult on your own but always rewarding either way. You will come away from it with tales of varying degrees of success but always with a laugh. And that is what games are about, surely. Its never been more accessible thanks to its Steam release recently either. 

Sea of Thieves is available on Xbox One & PC (Microsoft Store and now Steam)

GO BUY IT !!!