Kingdoms Rise

 

More like Kingdoms Fall, AMIRITE?

 

I’m not going to waste your time on this one. Kingdoms Rise is unfinished and generally abandoned. It once held the potential to be an exciting PvP Sword/Magicplay combat game with an emphasis on melee combat. It has a slew of weapons, spells and skills and enough depth to be regarded with some interest by PvP enthusiasts. While the graphics are unpolished, they’re quite pretty in their raw form and feel big. Character creation is fun and you are able to customize a lot of pieces of your character’s outfit–including things like right and left shoulder pads individually and even the codpiece.

 

 

So why the bum review? Well, there’s a couple different ways to approach it, but here’s the list: 1. Early Access. 2. Nature of PvP. 3. Microtransactions.

  1. Early Access: at this point we’ve probably all been burned by Early Access games on Steam. We’ve all felt like we’ve been scammed, tricked or generally had our money taken and not given something that was promised by a game. Kingdoms Rise is one of those games. It’s been in “Early Access” for 4+ years, but the devs have been largely inattentive of the product for the last 2. While it should be on the buyer’s shoulders to understand that if if they pay money for an early access game that they are not guaranteed to have anything more than what is present in the game when it is purchased–but it still sucks that the product seems to have no intention of being finished.
  2. Nature of PvP: Player vs. Player games are tricky business for both the player and the creator. In my opinion, they are the hardest games for the devs to make and the most risky games for the players to invest in. If a dev makes a PvP game, they must be willing to constantly upkeep the game essentially until the end of time–if they don’t the game will die. Likewise, the player base must be willing to play the game and invest in it (both time and money) continually, or the game will die. Kingdoms Rise seems to be a mix of both–a stagnant player based combined with devs who have left the game. As it stands, there are no available games being hosted for Kingdoms Rise, essentially making the game completely unplayable.
  3. Microtransactions: the most sure-fire way to tell if a PvP game is failing is the introduction of heavy microtransactions and “Pay to Win” bonuses. It’s a sign that the game owner is trying to squeeze the last cash (and life) out of a product when they are willing to accept bribes to let another player win. As I read up on the game,  I came across the somewhat frequent comment that “pay to win microtransactions are ruining the game.” It’s hard to determine the accuracy of these kinds of statements since oftentimes they are made by an ignorant player who is just upset that someone beat them with a tool that they don’t understand. What I can tell however, is that there is a DLC section for this game. DLC. For a game that is unfinished. That feels icky just saying it.

 


 

Also, I don’t know what “Event Begins” in 6 days and at this point I’m afraid to ask. Maybe it’s like the Midnight Channel in Persona 4?

 

 

Sometimes good PvP games fall flat and it’s not really anyone’s fault. Sometimes there just isn’t a big enough player base to support the game. In the case of Kingdoms Rise however, records seem to point to a large part of the blame being on the shoulders of the devs. This disregard for the spirit of gaming as well as the player base itself angers me, and would normally lead me to relegate the game to Tier 4 except… I just can’t. What’s present in the game is really cool. The customization (both visual and combative) seems like it had a lot of potential. At some point in this games development, someone must have been putting their heart into the content. I’m not sure why they stopped. Motivation is a hard thing to maintain; that I understand. I lose passion for many of my hobbies and it becomes difficult to continue them. However, when a product is being sold, it must be treated completely different than a hobby–it becomes a job. It was the dev’s job to keep up with this game. It was their job to ensure the game’s success, for better or for worse. In light of this, Kingdoms Rise barely escapes Tier 4 by the skin of its teeth and nestles in the dredges of the Tier 3 category.

Steam Link

 

Retro City Rampage DX

 

Ugh… would like a heaping serving of pointless game design matched with a bigger scoop of nonstop 80’s references? Well then you must have a hankering for…

 

Okay, so when I bought this game, I expected it to be a little shallow. I expected it to not be the most revolutionary mechanical masterpiece of the century filled with surprising twist after twist. Gameplay is something like a 2-D GTA, involving the theft of vehicles and the squishing of many civilians and cops under said vehicle’s wheels. What I didn’t expect it to be though was a consequence-less coagulation of never, ending, ceaselessREFERENCES supported by weak gameplay.

 

 

 

The game seems to start off well, in perfect parody to any NES game from the 80’s. It’s all here, from the music, to the graphics to the menu progressions–it matches 80’s gaming perfectly. At first it seemed to promise a good return on investment of time… until you get to the actual game itself. Games from the 80’s were more than just a look and feel; they were about brutal mechanics and difficult enemies. While I certainly understand that in the name of player accessibility you would not wish to create something quite as brutal as your average 80’s NES game, I also didn’t expect to play a near challenge-less, near infinite-health adventure that feels so spastic that it would be guaranteed to grab the attention of even the most inattentive tree-dwelling park-rodent. That’s not even the worst though. The worst, as you might have gathered, are the constant bombardment of 80’s references. After I got through the first “level,” was when they swarmed in.

 

A Megaman II reference.

 

A Duck Hun Reference.


A Teenage Mutant Ninja Turtles NES game reference combined with a Mario reference…


A Duck Tales reference.


 

It doesn’t stop there either. There’s a Frogger reference, a Sonic reference, another Sonic reference, a Bill and Ted’s Excellent Adventure reference, a Back to the Future reference,  a Ghost Busters reference, an A-Team reference with the obligatory Mr. T reference and a Mario 2 reference. All of this happens within the span of about 10 minutes, and those were just the references that I noticed. I’m sure there were plenty that I didn’t catch or just didn’t know about. Look, references are funny from time to time and can be clever if done correctly. They’re a great way for the developer to bring attention to something that they love and presumably what their audience loves. It can be used for a quick laugh or if done subtly can make the player feel like they’re “in” on a secret joke. When they’re just shoved in the player’s face one right after another like this, it feels much less like references and much more like some mook from the 80’s waving his metaphorical genitalia in your face whilst giving you a history lesson of 80’s pop-culture.

 

 

I gave the game about 20 minutes after this to change its ways, but it just doesn’t. There’s really not much of a game here and what is present is spastic at best. It doesn’t deserve to try to make these references solely on the fact that you need to have an entertaining form of media (in this case the game itself) before you can start making them in the first place. Make sure your cake is good before you start piling on a massive amount of icing and sprinkles. Even though it does visually and audibly nail an 80’s gaming, it relies on cheap references and gimmicky subtexts that just aren’t worth a true gamer’s time–just give this one a pass.

Steam Link

Deadly Sin 2

There’s a difference between a game that is needed to satisfy an idea, and an idea that is made to satisfy the need for a game. Deadly Sin 2, is the latter.

 

It’s always a bit hard to critique a RPG Maker game. My gut impulse is to reject the game as being a recycled collection of frankensprites, visual effects and coded plugins scavenged from the deepest ends of the internet. This opinion is not entirely non-subjective either, as many poorly made RPG Maker games that I’ve played fit this bill. In the spirit of fairness however, I always try to remind myself that reused assets and codes should not stop me from discovering a game that might really enjoy. Even with this mindset I can say that Deadly Sin 2 isn’t worth playing.

 

 

You can forgive a lot from an indie game, but there has to something–some spark or unique shine–that makes pushing past the game’s roughness worth it. The problem is that Deadly Sin 2 just doesn’t have anything like that. The opening is generic, the party members are super generic, quests are generic, story is unbearably generic–on top of being made up of a mishmash of sprites and tilesets. Now, I do feel a tad bad saying this because there are some parts of the game that are worth pointing out as being moderately decent. For instance:

 

 

All your characters in combat are animated with some pretty sweet pixel-work. They ready their weapons and attack, or do a special animation for their skills or magic. It’s tight, looks nice and flows really well–and is completely unique to this game. The combat is a little more advanced than your typical take-turn combat as well, with the addition of a threat mechanic which influnces who an enemy will attack. I also appreciate the way that you can increase character’s skills through the use of skill points that you find throughout the world. It’s nice to have customization over your characters and reading up on the skills is fun.

 

 

These things alone though aren’t strong enough to create anything worth trying. The Threat mechanic is nice but isn’t that profound. The animations are nice, but since the combat is weak, they’re just something flashy and distracting instead of being the icing on the cake. Combat feels imbalanced in more ways than just the stats themselves (although that is part of the issue)–the pacing feels wrong. Having access to all the skills right off the bat leaves little to work towards. Enemies feel random and aren’t really introduced in a way that allows the player to understand the world that they exist in–the monsters don’t tell a story or fit in, they’re just “there.” Treasure is littered everywhere, making its discovery a chore instead of something exciting. Seriously; after the game’s introduction, I played about 10 minutes and found this…

This…

 

And this…

 

And that’s not even all of them. When there’s treasure everywhere, it’s stops being treasure and just becomes junk. Add to this that I’m not being facetious when I say that everything about the world, story and characters are so uninspiring. The mage in the party refers to enemies as “scrubs.” “Scrub” is a word that was invented by the online gaming community somewhat recently to refer to someone is is of a “lower tier” than them. A “scrub” is someone of such a lower skill level than you, that they aren’t worth your time. To hear one of my party members uses this word breaks all immersion of what I assume is supposed to be a high fantasy world. Add to this that the two “main character’s” introductions both generically involve their sweethearts, both look like generic warriors, both have no personality whatsoever, the hero’s castle at the beginning is burned down, there’s some vague and super boring political “intrigue” involving invading kingdoms and political tension that after a short-while I was ready to quietly pack this one away for good. I wasn’t really insulted by this one, but it still belongs in Tier 3, since I would never recommend it to anyone.

Steam Link

BIT.TRIP RUNNER and Perfection in Video Games

Perfection is a tricky thing in video games, and perfection is what BIT.TRIP RUNNER (or, BTR) demands of you.  The best way I can describe this is by saying that BTR feels like an arcade machine; but it feels like an arcade machine that was designed to eat your quarters rather than to be fun (even though there are no lives and no Game Over-s).  It attracts you with colorful lights and interesting sounds tied together by a well-thought-out pixel art aesthetic.  There is a simple control scheme – press space bar to jump and use the arrow keys to execute maneuvers while the screen scrolls ever forward toward the finish line.  It seems straightforward and quite possibly fun.

The problem arises that in BTR, any failure means restarting the level.  The levels are short enough that this isn’t an immediate problem, but as the difficulty ramps, you find yourself playing the exact same parts of levels for 90% of your time to try the tough bits 10% of the time.  This just becomes grinding, since the levels require the exact same set of inputs to get to the point where you failed before.  Aside: there are technically alternate paths for brief sections, but those alternate routes give you no advantage so there is no reason to memorize them.

To figure out why this is a problem, I’d like to talk about perfection for a bit.

Perfection

Let me be up front: I think games that demand constant perfection are taking shortcuts to difficulty and are generally not worth my time.  Take Dark Souls or Legend of Grimrock II, for example.  Dark Souls does not require perfection.  It asks for excellence and an understanding of the rules, but it lets you make mistakes, and few mistakes (well, except in Blighttown) are immediately fatal.  I think this design philosophy becomes clear when, in the progression from the Dark Souls I to III, you’ll die less frequently from stun-lock.  In LoG, the only time you’ll really find yourself in a place that means almost certain death is if you let two tough enemies get on either side of you.

This is not to say that having segments that require perfection is bad or that rewarding perfection would be bad.  Guitar Hero (or my favored knock-off, Super Crazy Guitar Maniac Deluxe 4) is difficult and complex enough that perfection is a worthy goal, but you aren’t required to be immediately perfect.  Beyond that, perfection in the context of music makes sense (and the problems of requiring perfection in music is even the subject of a movie).  In other sorts of games, a segment that requires perfection can be a way to increase tension, as long as it isn’t extensive or represent a fundamental change to the game mechanics (like QTEs).  Speedrunning a game perfectly can show an incredible mastery, but it shouldn’t be the only way to beat a game.

The trouble only arises when perfection is your only path to progress or when using an unfamiliar set of mechanics.  I’ve tried figuring this out with Chezni, and the best thing we came up with was this: perfection is not human.  Failure is a part of learning and growth, and requiring perfection eliminates the possibility of learning anything valuable from a mistake.  This view ties back in to BTR nicely: when I play perfection games, it makes me feel like I should just write a script to beat the game for me.  There is an exact set of inputs that I must enter to progress, and no other set will lead to success – so why should I bother if I have no meaningful input?  (Aside: this is also the reason I stopped playing Klondike: it’s only winnable 80% of the time and even a perfect algorithm can’t save you)  If I watched a YouTube Let’s Play, I would see the exact same thing as if I had played it.  The obvious exception here is that in puzzle games, it’s a challenge that I would have to solve before I could tell a computer to do it – which is the very growth that other such games lack.

Back to BIT.TRIP RUNNER

I couldn’t find any place to put this, but I thought it important to include: the audio cues in BTR take place as the event happens, rather than when you need to hit the button.  In other words, the audio for the rhythm game doesn’t actually help you.  As you may imagine, this becomes quickly frustrating as the screen fills with sprites and makes it hard to tell precisely when you should jump.

The entire challenge in BTR lies in learning the mechanics and then implementing them.  There’s no motivation to do so – you’re learning the mechanics so you can learn more mechanics.  You’re implementing the mechanics so you can implement the mechanics.  In Tetris you’re seeing how far you can get and trying to beat the top score.  In SCGMD4, you want some participation in some good music.  In an RPG you want to hear more of the story.  But in BTR, the exact same game has been played in the exact same way hundreds of times and all you’re doing is retreading the same path as everyone before you.  BTR functions and has a good aesthetic which saves it from Tier Four, but it is firmly in Tier Three for its constant, unyielding requirement of perfection.

Steam link

Serious Sam Franchise

Lepcis’s First Impression of SSHD:FE

Lepcis’s First Impression of the SS Franchise

 

As I sat down and took a serious look at the Serious Sam franchise, I couldn’t help but continually think, “What a wreck.” Having read Lepcis’s reviews, I knew what was coming and I wasn’t looking forward to it. You can read the reviews for yourself by using the links above if you like, but one line he wrote sums the whole thing up. “Croteam made 1.5 good Serious Sam games […] and have just been repeating the same game ever since.” I can’t find a better way to describe this mess. There are 9 Serious Sam games loaded in my Steam folder. 2 of them are disjointed outsourced spin-offs. 1 is a terrible sequel. 1 is the original game and 5 are remakes of the original game. Let that sink in. There are 5 remakes of the same game. As much as I dislike the franchise, at least each Call of Duty game has a new Single-Player story (the caveat being that I’ve never really played a COD game). But Serious Sam? Naw, why try? Why use creativity? Just re-hash the same damn thing that achieved pseudo-popularity years ago. I’m not even kidding. Take these 6 games and put them in a pile: 1 is the original game, one is an expansion of the original game, one is an HD remake of the original game, one is an HD remake of the expansion of the original game, 1 is an unfinished fan-made remake of the original game and the last is a prequel of the original game that reuses many of the same jokes and monsters. What. The. Hell.

 

In spite of my strong feelings of anger, insult and disgust associated with a company that feels so confident that the stupidity of their intended audience is so intense that the won’t even notice that they’re just buying the same game 6 times, I can’t really say anything that Lepcis hasn’t said already. So I’ll try not to. What follows instead is a brief comparison of one game to another built up from the original seed of the first Serious Sam game–short and sweet. You’ll still be able to find the Tier that I believe the game belongs to but I will forego the usual lengthy explanation. Without further ado, let’s get into the excrement deluge that is the Serious Sam series.

 

Serious Sam Classic: The First Encounter: Tier 3

Floaty. Poor level design exasperated by bland enemy AI and non-existent enemy placement due to “teleport-spawning” enemies. Strategy against every enemy is exactly the same–kite and shoot. Instead of quality you get quantity–hoards of enemies, but none of them create a need for intelligent play since they die as fast as they teleport in. Might as well be a point-and-click adventure. Enemy visual design is creative and unique and the game is very fast paced with relative smoothness. Sam has a few interesting one-liners that are cringy, but that’s the point.  Large levels, but no motivation to explore them and little meaningful player interaction with them while fighting enemies due to simplistic designs and teleport-spawning. No need to even fight enemies either, just run through the levels until the developers force you to fight a hoard through use of a locked door or raised wall because their game isn’t well-developed enough otherwise to create meaningful confrontation between the player and enemies otherwise. For its time, mediocre. Nowadays, it’s forgettable. The original Timesplitters, a game with smaller worlds and fewer enemies, was more fun to play, and it came out a year before this.

 

Serious Sam Classic: The Second Encounter: Tier 2

A huge improvement over the original. Yes, it uses the same engine, assets, monsters etc. The biggest difference is that the level design in this blows the first’s out of the water. There are far fewer enemies that just teleport-spawn out of nowhere. Level designs create meaningful play without boxing the player in all the time and forcing them to fight arena style. When you are boxed in, it feels acceptable and isn’t overdone. Level pacing feels much better as well, not to mention more interesting looking. It just goes to show you, it’s not how pretty your graphics are, or how many enemies you’ve designed–it’s how you use them.

 

Serious Sam HD: The First Encounter: Tier 2

A direct remake but many improvements over the original. Floatiness is nearly gone. Weapon animations are more believable (there actually is animation for the pistol now). AI is still bland and arena fighting problem still exists. Teleport-spawning still exists, and level design is still relatively poor. Teleport-spawning has been altered so that enemies no longer fall into cliffs from the sky and clip to solid ground. Gone is the headless bomber riding the bull monster (or at least I didn’t see him). You can still just run through the level fighting a minimal amount of enemies. Barely nets T2, but overall just feels better.

 

 

Serious Sam HD: The Second Encounter: Tier 2

Once again, a strong improvement over the First Encounter. Contains much more content. Seems to contain several campaigns (including the levels from FE) as well as a survival mode. Makes me wonder why they didn’t just release FE and SE as one game. Biggest complaint is that they’re just recycling the old Sam voice clips, which I didn’t think were that great to begin with. He barely passes as being some sort of troll or ogre–definitely doesn’t pass off as being human. Otherwise, this is the strongest one yet. Definitely would suggest just playing this one and skipping the previous 3. They are, after all, just the same game repeated.

 

Serious Sam Classic: Revolution: Tier 3

Sorry, I know I said I wouldn’t repeat what Lepcis said, but I have to for this. Why does this exist? Just, why? Literally another remake of FE and SE, only with the original textures and physics.  Does Croteam think it’s really worth it sell this fan project? The only advantage to this existing at all is that the old mods that worked with the SS Classics games will work with this since it it’s got the same framework. Otherwise, this is just waste of space. It runs smoother than the Classics versions and that’s about it. It’s not even finished. Don’t even waste your time.

 

Serious Sam 2: Tier 3

Identity of the game is completely confused. You’d think that a game where you ride dinosaurs, shoot giant monsters and have a sexy blue-skinned assistant would be awesome but… it’s not. Not really. The pacing of the game is severely dropped from previous installments. Enemies are completely new and feel very different from before; the staple headless monster is replaced by a sort of space-ogre. I’ll give them one thing, and that’s that they tried something new. I don’t know if it was a step in the wrong direction, but I do know it just isn’t implemented well. It feels like a strange mix between Halo and Banjo Kazooie, but not in a good way.

 

Serious Sam 3: BFE: Tier 2

Once you get past the familiar enemies and repeated jokes from the previous installments, this one’s not that bad. I think I’d still rather play SS HD SE, but mechanically speaking this is the stronger title. Finally, there’s a new VA for Sam in a game that also contains the headless monsters. Not a fan of the instant-kill melee attack that Sam always possesses, but DOOM needs to take a leaf out of BFE’s book–you’re not invulnerable while you do it and health doesn’t spurt out of an enemy when you kill them with it, meaning that there’s a bit more strategy to it (but only a bit). I approve of infinite handgun bullets–it allows the devs to create levels that aren’t cluttered with ammo constantly, and it makes the bullets you get for the other weapons a bit more meaningful, since you’re expected early on to use the handgun quite a bit. Sam talks a bit more but isn’t quite as cringy–the VA still sounds like an ogre but it’s a little cleaner so it’s easier on the ears. Level design is pretty solid with plenty of secrets. Enemies have been re-balanced in meaningful ways. For example, the headless bombers now flinch when you shoot them, and explode on the second shot, meaning that you can point blank shoot one that is right next to you and still have time to back away before the final exploding shot. I no longer feel like the devs are just throwing swarms of enemies at you pointlessly–enemies are well-placed, don’t teleport-spawn in and make the levels fun.

 

Serious Sam: The Random Encounter: Tier 3 (Completed)

I beat this one a while back and… it just is not worth it. It’s buggy as hell but that’s not even the worst of it. It passes off as a flash game, but I’ve played flash games that are better. The first time you play, it might take you 2 hours to beat. If you knew what you were doing, it would probably take less than an hour. Guns and enemies are not really balanced, and the niches that each gun is supposed to fill is obsolete in the face of the need for constant AOE DPS. There’s a few lame jokes that might get a small “guffaw,” here and there but nothing that Duke Nukem’s or Shadow Warrior’s humor doesn’t put to shame. It barely escapes Tier 4 because I like the concept of the game–it’s just that this is a horrible representation of it. If you want to know something weird, I met one of the guys who worked on this game at PAX. The game he was advertising at the convention wasn’t that great either.  I felt a little embarrassed for him.

 

Serious Sam Double D XXL: Tier 4

Nope. I’m not playing this game. The game’s title, immediate sexualization of your female sidekick and the way that Sam portrait looks like a pile of shit tells me everything I need to know about this game–but even then, I was willing to give it a go. Surprisingly, it was the screenshot below that was the final nail in the coffin. “My programmers wanted me to remind you that instant enemy spawning is totally acceptable. That’s the way things are supposed to work.” Nope. Just because you have one of your characters blatantly state that I’m supposed to treat a big pile of steaming excrement as something acceptable does not mean that I’ll do so–so when you tell me that teleport-spawning enemies is how “things are supposed to work,” then I’m even less inclined to accept it. Because you’re too ignorant to understand it Mr. Dev, I’ll spell it out for you. Teleport-spawning enemies changes the rules of the game in a bad way. A few enemies teleport-spawning is sometimes ok. A certain kind of enemy who’s calling card is to teleport-spawn is also ok. However, when all enemies can teleport spawn, you’re building your game’s “difficulty” based upon lies, with no reasonable counterplay. You are telling the player one thing, and then doing another. Your player can receive input visually and audibly that “you cleared out this room” which becomes false when he gets killed from behind by a hoard that immediately spawns in. There is no reasonable counterplay, since you did nothing to communicate to the player that there was danger. You’re too lazy to make a game that gives the player meaningful input so instead you design a game that requires prior knowledge. It’s the equivalent of blindfolding someone and then punching them in the face and when they don’t block it you tell them “well this is how it’s supposed to work.” Just because you told them you were going to do it does not somehow make it better. If you’re reading this, just leave this piece of refuse be and move on to something, anything more meaningful. It won’t be hard at all to find.

 

Might and Magic X – Legacy

Oh mah goodnyess. What is this.

 

Nostolgia is not a factor for me when I look at the Might & Magic series since I played my first MM only a year ago. Therefore, I would posit that my review of games from the franchise may be less biased than a die-hard fan’s. For the record, I’ve played in its entirety MMVI, which was a whopping 108 hour adventure that while I can’t say was even close to being a perfect game, it was at least a game that I could find certain aspects which held value. MMX on the other hand is a perplexing mess–a failed growth of the franchise that comprises a stagnation of poor choices that pile up on top of each other to create a pointless experience.

 

 

Now, often the opening of a game doesnt’ make total sense to the player. Dark Souls 1 and 3 (and to some extent 2) all actually do this purposefully. Watch any of these game’s openings without playing the game, and you’ll have no idea what you just saw. Watch the opening after playing the entire game (and possibly reading a few pages on a wiki) and it will make perfect sense. The thing is though, is that even without making sense, the openings are fun to watch. You don’t need to know who “Nito, First of the Dead” is to enjoy watching a giant skeleton monster with a scythe walk around spreading corruption. You don’t need to know who “Yhorm the Giant” is when he pops up and Kindles himself because he just looks awesome and the mood of the cinematic makes the scene feel exciting. The opening of MMX makes no sense… but lacks any sort of interest or excitement whatsoever. It’s a confusing malaise of a tired narrator bleating out line after line of dialogue concerning the history of a dozen characters that are all introduced and swept away so quickly that you can’t keep track of them and whatever exploit the narrator describes of them is meaningless. It got to a point where I actually started laughing at how ridiculous the opening was becoming–I kept expecting it to end but the moment they wrapped up the 20 second exploit of one character, the narrator switched gears and started talking about another. I have no idea what mood or plot or setting the developers were trying to create with this kickoff to the game but whatever it was it only created a profound sense of boredom and confusion within me.

 

 

The best part of the game was creating the characters but even that really wasn’t that great. Traditional to the old MM’s, you set up a party of 4 and stat them up for adventure. For a game where you can only use 4 party members total, there are almost too many classes–12. You can only choose 2 voices for each race’s gender as well, which makes the idea of role-playing a party kind of difficult. Honestly though, this is the least of our worries. Where the game goes South is that they seemed to have kept all the bad things from the older games and got rid of all the good. First off, you move on a grid. This was surprising to me, since one of the interesting parts of MMVI was that you in fact moved free-form. This meant that to a certain degree, platforming became a part of the game, which really made the dungeons and terrain feel open. It also allowed for some interesting puzzle solving that forced you to adapt to a 3-D environment in order to find secret levers, switches, etc. It’s not that a party-based 3-D grid-based RPG is a bad idea–far from it. It’s just that as far as I can tell, the MM games moved away from grids in order to create a more diverse and unique game. A step back to it just feels confining now. No longer can you fly, or swim, or jump up on top of buildings–you’re just stuck on your little grid, moving along at a snail’s pace.

 

 

Gone is real-time combat as well. If you didn’t know, in MMVI you had the option of playing the game in a take-turn fashion or fighting in real-time. Typically, this meant that if you were fighting enemies that you knew you could beat easily, you fought them in real-time because it was faster and in some ways a little more fun. If the enemies were strong, you played in take-turn mode so that you could carefully and precisely guide the actions of each of your characters. Back to MMX, you are restricted to take-turn combat only which is just dull. It’s exactly like Grimrock in that the enemies move around in the world on the grid with you, but unlike Grimrock you are forced to freeze in place while they move and vice verse for them.

 

 

Quests were a big part of MMVI, but oftentimes if you stumbled upon a dungeon early, you could explore it without needing to have received its quest. In contrast, in MMX I was wandering around clueless in first city where I found a well. The well looked suspicious. I tried to click on the well. I tried to move into the well. I even noticed that the mini-map was telling me that there was something interesting in the square with the well. Turns out, I wasn’t allowed to go into the well until I’d talked to the right guard who was all like, “Hey, let’s go kill spiders in the well.” That’s just stupid, coming from a franchise that previously was comfortable with letting adventurers explore to a large degree at their own will.

 

 

Part of the fun of MMVI was seeking out teachers to buff up the skills of all your party members, and eventually training your characters’ abilities up to the Master level which got you some really cool spells and abilities. Characters were limited on what skills they could learn by class but as long as you could learn it, you could achieve master level. Back once again to MMX, your characters are still limited by what skills they can learn but they can only achieve master in a few areas. This means that you’re pretty much locked into what you’ll be doing in the game right when you pick your classes. After that, there will be no free-will in skill growth, no exploratory skill combinations, and no sense of great power at the end of the game. Yes, in some ways by the time I got to the end of MMVI it was a bit silly that everyone was a Master in almost all of their useful skills–but I stress almost. For starters, my characters were level 90 dammit, so I felt justified that they had become masters in their crafts but secondly, in spite of being level 90, there were so many skills available in the game, that there were still plenty of abilities that I was only an Expert in and some still that I was just simply trained in with no title. By confining the player’s skill choice right at the beginning of the game before they’ve had a chance to understand what skills are good for their party, what skills are bad, and what skills are even interesting to them, chances are they are going to end up with skills and abilities that they don’t want or that are bad. Essentially, the only way for them to know which classes they should pick, they will either have to have played your game before, or look it up online–neither of which are an acceptable solution to the problem.

 

 

And don’t get me started on the insane number of tutorial pop-up windows that treat you like a moron. I guess it’s my fault for not clicking the “Don’t Show Hints” button earlier, but I kept expecting them to teach me something useful. I guess they thought “rest to regain your HP” was the most useful thing they could tell players.

 

 

The last roast is on the combat itself. To be fair, MMVI didn’t really have complicated combat. This would actually be one of my main complaints about the game. Sure there were a lot of spells and things to equip and skills to learn, but combat usually consisted of telling fighters to swing their weapons, and loading up the best spell your mages could cast that wouldn’t immediately drain their entire MP pool and then letting it all rip with the same button push for each character (the “s” key). So, I’ll say it again–intricacies of combat were not MMVI’s strong suite. That being said, if you encountered a stronger foe, you always had a few limited forms of counterplay (run away and shoot, run away and shoot) and unless you got teleported to a room without an exit, you could always run away to fight another day. Both of these things are severely limited in MMX. You can no longer run away from an enemy once it has engaged you in melee combat. While I understand maybe imposing some sort of penalty for leaving a melee attacker’s range makes sense thematically and mechanically (i.e. attacks of opportunity in DnD), but completely removing your ability to escape from a more powerful foe says just one thing to the player “Why didn’t you know exactly the strength of the monsters that you were going to encounter in the dungeon beforehand?” I’ll tell you why. Because I’m not freaking psychic you stupid developer. This creates an illusion of difficulty, since you can and will suddenly will die when you encounter a monster that no matter how intelligently you use your skills and healing consumables you have no chance of winning against. The reason it is an illusion is because there is no counterplay or forgiveness for this “mistake” (at which it is more the mistake of the developer for giving you the option to encounter the monster and then slapping you on the wrist for doing so). You simply have to die, hope that you saved recently and move on. Ultimately, the way that movement has been completely removed from combat makes me feel like I belong to the British army from the colonial era and I long so bad for the guerrilla warfare tactics that the Americans are using.

 


There’s so much more as well. Theses pictures you see may *look* nice, but don’t be fooled. The textures are of a very low resolution. While I’ve never let graphics get in the way of enjoying a good game, well, this isn’t a good game, and so when I can barely read a town sign because the words on it are all blurry I tend to be a bit cross. I mean, this game came out in 2014–these graphics are practically a generation behind where they should be. I wouldn’t be so hard on this point if the game didn’t A. Come from Ubisoft, a AAA company that is fully capable of better. B. The play-testing time saved by dumbing the game down to a grid should have freed up internal resources in the game company to make the other parts of the game better. C. Legend of Grimrock, a game made by a FOUR man team from FINLAND made a game that was better graphically (and mechanically for that matter). How is that even possible? Music is dull. NPCs are dull. The world is dull. You’re railroaded the moment you start the game by being here on some dumb quest for your master, but in spite of this the only thing you can do at  the beginning of the game is wander around, trapped in a dull city forced to take a slew of pointless side-quests simply so you can kill something in an attempt to assuage the tirade of boredom from not being allowed to explore the world you find yourself in. MMX is simply a time-wasting Tier 3 sesspool that Ubisoft crapped out in an attempt to make money off the MM crowd, while completely missing the point and soul of the original franchise, which is actually a pity.

Steam Link

 

Risen 2: Dark Waters

I was prepared to very much dislike this game, especially after playing a bit of Risen.  And in the first few minutes, it felt like all my fears were confirmed.  The main character is cliche and unlikable.  The sidekick is cliche and unlikable.  I decided to be a jerk, since my character is supposed to be a jerk.  But then I found out that if you kill people in this game, they just become “offended” and stop fighting you.

 

If you’re wondering why my character is walking around with no shirt or shoes, it’s not because I didn’t have clothing.  It’s because my clothing was pirate clothing, which my character refused to wear until he was actually a pirate – as he reminded me every time I tried equipping it.  He persisted in saying this even when we were trying to enter the pirate camp so he could become a pirate, where I would have thought pirate clothing might come in handy.

And if you’re wondering why I tried to kill the fellow in the screenshot, it’s because he wouldn’t let me into the pirate camp.  And to be fair, killing him wasn’t my first choice.  First, I tried to bluff my way in.  Well, I say bluff – I was actually telling what I believe was the truth.  But my Silver Tongue skill wasn’t high enough – so even though the option was there, I was unable to use it.  When I tried, my character just told me he wasn’t good enough to do that.

 

Maybe it’s a lot to expect.  But when you have an RPG, you kinda expect some amount of RPG-ing to go on.  Not an open world where only very specific things are allowed.  Where Risen seemed to have at least some number of choice and decisions to be made, Risen 2 feels like every other boring open world game out there.  Where Risen had you eaten by sea monsters when you tried to swim (which, hey, was at least an effort), Risen 2 just backs up the game about three seconds every time you enter the water.  When you can entertain yourself more by repeatedly jumping into the water while NPCs continue to talk like nothing happened, it’s a little silly.  You can also attack pretty much anybody and they’ll be fine with it ten seconds later.  So maybe I just played the game in all the wrong ways in my first hour, but most good RPGs at least give you the option to be a terrible person.

This review started out by putting Risen 2 into Tier 2, since it is pretty, fixed a bunch of issues I had with Risen (except the combat), and seemed to have at least some amount of interesting story.  Those were the reasons I didn’t feel like playing more of Risen.  But the more I think about my time playing, the less I want to return.  The more I think about it, Risen 2 seems more and more aggressively mediocre.  So Tier Three it is.

Steam link

Sid Meier’s Ace Patrol: Pacific Skies

 

Nope. Noope. Nooooope.

I’ve played this game already. I’ve written this review already.

Please see: Sid Meier’s Ace Patrol (the original)

Seriously. It’s the same game.

It’s just as bad.

… Why are you still here? You desire something more convincing?

 

You still fly planes around by clicking blue arrows until you get the green arrows that let you do damage to the bad planes.

All the pilots still make you want to punch them in the face. Repeatedly.

It still doesn’t matter which skills you pick, and you’ll just end up clicking through on random ones.

The only thing resembling an improvement is the ability to choose a nation. Don’t be fooled though–there’s only two to choose from. They’re just listed twice with a Navy/Army variant of each.

Tier 3 all the way.

Steam Link

Jedi Knight II: Jedi Outcast

Strangely enough, I’ve never played Jedi Outcast even though one of my favorite games growing up was Jedi Academy.  Jedi Academy was one of those games that just felt like a classic game set in the Star Wars universe.  Easter eggs, custom maps, cheat codes, lightsabers…everything.  But for some reason, I never got around to playing Jedi Outcast.  Now that I have, I’m a little disappointed. Everything about Jedi Outcast just reminds me of how Jedi Academy did it better.  The level layouts were cleaner, the mission objectives were clearer, and the interface was more understandable.  Granted, you have to play through about two levels of walkthrough at the beginning of Jedi Academy, but everything after that is just classic, lightsaber-y fun.  In my opinion, Jedi Academy has the exact “feel” of what makes Star Wars games fun – even if it is a bit cliche.  In my hour of Jedi Outcast, I spent most of that time wandering about, trying to figure out where I was supposed to go and what I was supposed to do.  I’m sure the story is good, but all the little nitpicks force this into Tier Three when I could just play Jedi Academy instead.

Steam link

This is the Police

There are a lot of things to like about this game.  You’re a 60 year old policeman three months from forced retirement.  All you have to do is survive (and fight crime, presumably).  Unfortunately, the Mafia may have something to say about that.  And City Hall – and they aren’t much better.

One thing I very much liked about this game was the perfect mood it sets.  From the record player in your office to the between-day cutscenes to the choices you make, this is what a game should feel like.  After about nine days, I restarted the game because I had made choices I didn’t understand at the time and determined to play better.  My next game lasted for 10 days until I was shot and killed in my home.  I think I will prefer to think of that as the real end to my game.  Mechanically speaking, my only real complaint is that the events are not randomized – at least in the first nine days, events proceeded exactly the same as my first time through.  That’s acceptable, if unfortunate for replayability.  Other than that, it’s almost perfect (well, besides the “start your car three times every day” thing).  Except… I cheated.  I read some reviews.  And while I understand some people thought it went on too long (and yes, 180 days is actually pretty substantial  – maybe too substantial), the real thing which ruins this is the real lack of choice in the face of apparent options.

During my research, I learned that even if you succeed beyond all expectation in the game parts, you lose in the story parts.  And that’s sad.  If your narrative says that the player will never succeed, then you aren’t really making a game – you’re making a movie.  A player that does well should be given the “third way” that allows them some escape – even if it isn’t optimal or a “perfect ending”.  But it should reward a player for creative thinking or superb performance.  Let me give you an example of a game that doesn’t do this.  At the beginning of Fable III (which is apparently dead on PC now – and I can’t say I mind), you’re told by the king to make a choice of whom to kill/exile: your childhood friend or a group of peasants.  I refused to make this choice – that’s not in my moral code.  I very much – both as a player and as a character – wanted to stride up and hit the king with my sword.  This wasn’t an option.  So as I sat there (trying very hard to use my movement keys to select the king), the king decided to do away with both my friend and the peasants since I didn’t do anything (according to the game).  I think as a player, I was supposed to feel bad about this.  I didn’t, for the simple reason that when a game give you a binary choice (or, more specifically, when a game tries to create a convincing illusion of choice), it should be within your power to reject both of the choices presented.  This is the Police does not allow you this (from my understanding of the endgame).  And so it goes to Tier Three, though I do not regret the few hours I spent playing it.

Steam link