Not looking good for Europe... |
At one point me and Kirsty had another go at Pandemic so
that we could try to beat it again with proper regard to the rules this time. Some
of you may remember we tried the game a few weeks ago but got two rather
important points wrong: you’re supposed to draw two infection cards after an Epidemic,
and for that reason, we didn’t get a single Outbreak; and you’re only allowed
to give or take a card if you’re in the city of the card you’re trading, unless
you’re the researcher which neither of us were. So, we tried again with those
rules in place and the game beat us this time; we arrived at the end of the Outbreak
track but there were only two cards left in the draw deck so we would have lost
the following turn anyway. It didn’t help that we’d got a particularly harsh
draw at the start of the game and an early Epidemic; both New York and London had
three infection cubes on them and as they’re next to each other, when those cards
came up again they were a part of a triple outbreak across Europe and North America,
and the blue cubes even found their way to South America.
The Shadow Beast.,, |
I spent a couple of evenings playing Arcania on the PS4. One
of the problems I run in to when I’m blogging long-form RPGs is finding things
to say about it without repeating myself; if you’ve been following my blog for
a while you’ll know that by the standards of most of what you can buy for the
PS4, Arcania is pretty poor. And yet this is the game I’m sticking with! I’m
not far away from the end of the game now (the target level for the end of the
game is 30 and I’m at 25,) and I think that, for all its faults, Arcania does
have some positive qualities. I’ve never particularly liked Crafting systems,
for example, so it’s nice to play a game where I don’t necessarily feel obliged
to use it. But I think the main benefit for me is the linearity. This is no
open world game where you can wander around the map becoming hopelessly lost and
confused; it’s always obvious where you’re supposed to be and what you’re
supposed to be doing. The dungeons are challenging in their own way, and often
quite fun. And while there are side quests, there are not too many of them –
they don’t necessarily distract from the main storyline. Sadly, the main
storyline is also marred by the cutscenes not working properly, and I missed
some crucial pieces of information – thankfully you can read the finer points
of these in your quest log – but there are some redeeming qualities. The voice
acting, for example, while far from great, somehow manages to convey the
urgency of your mission. And the unnamed lead character, while a complete doofus
in many situations, has a B-movie-like self-awareness – almost as though he
knows he’s in a video game. I might even get to the end of this one!
Just done the bit with the Golden Mask... |
Contrast that with the other long-form game I’ve been
playing a lot of lately: Assassin’s Creed 2. While this game is far more competently
put together, Ubisoft were finding their stride in creating huge open-world
sandbox games, with plenty to do in them, yes, but a lot of it feels like it’s
padding out the game. I guess it represents good value for people who bought
this game new and that might be the only one they buy for three months, but for
me there’s quite a lot of unnecessary faffing about in Assassin’s Creed games. Still,
I’m close to the end of it now!
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