Showing posts with label Backlog Beatdown. Show all posts
Showing posts with label Backlog Beatdown. Show all posts

Thursday, 15 April 2021

Backlog Beatdown: Setting Warriors on Fire with Warhammer 40000: Fire Warrior

Warhammer 40000: Fire Warrior was a game I owned many years ago on the PlayStation 2. I enjoyed it at the time, but I got to a certain point and got stuck, never played it again and then foolishly traded it in. When I saw it was available on GOG, I bought it and I have finally gotten around to beating it…

Near the start of the game in a typical
war-torn 40K battleground...
Fire Warrior is a first-person shooter set in the Warhammer 40000 universe, where you control the titular Fire Warrior – a Tau soldier of the Fire Caste. On your first active mission, you are aiming to rescue an Ethereal from an Imperial governor, but later you get caught up in a plot to unleash the forces of Chaos upon the unsuspecting galaxy once more. Throughout your journey, you engage in a ship battle, make uneasy alliances with the Space Marines, blow up a Titan and confront the forces of Chaos in their rawest form...

The muzzle flare from the Autogun takes up
more or less the whole field of view...
So, is Fire Warrior any good? Sort of. It was entertaining enough. But arguably the most interesting part of the game is comparing it to what was happening with First-Person Shooters at the time. Gaming was in its sixth generation of consoles, and with that came some smatterings of competence in 3D gaming after a wonky start on the previous generation. Controls for FPS games were on their way to being standardised, multiplayer functionality was creeping in (though it was far from usual for the PS2 in the UK, since broadband was only just starting to be used domestically,) and even the Sci-fi games were aiming for the more realistically proportioned arsenal of only two weapons at a time, rather than whatever you could carry. Leading the charge was Microsoft’s Halo: Combat Evolved, and many of the mechanics of that game were borrowed for Fire Warrior, including the limited weapons, and a personal shield that would protect you for a short while and recharge if you could avoid fire for a few seconds. In that respect, Fire Warrior was definitely chasing trends rather than setting them, but Kuju chose the right part of the 40K lore to make the game from – the Tau. At that point, the Tau were new to the 40K universe, having been released not even two years before, so there was no reason to suggest they could not use the shield, or pick up other weapons and use them if they so choose – they had a blank canvas to design the mechanics of the game. It looked like it could potentially be a contender to Microsoft’s sci-fi shooter.

It had multiplayer as well, but let's not pretend
that's worth talking about nearly two decades later...
Well, that didn’t happen, largely because Fire Warrior is nowhere near as good as Halo. The plot fit the 40K lore well enough but was of no surprise to anyone who had been following the universe for any length of time. The shooting was OK at best, but the Imperial Guard (as they were at the time) took far too many hits before going down, and the Space Marines and Chaos forces were brutally hard to deal with. The guns did what they were supposed to do, though with a surprising lack of punch from the Tau weapons, and the Bolter which handled more like a rocket launcher than anything else. The graphics were lacklustre, even for the time, though the sound was handled surprisingly well. And the level design, while functional for the most part, had some wild variations in checkpoint placement and areas of cheap deaths. Additionally, the version I played on PC was not without a few bugs.

With that having been said, I enjoyed the game. I’ve always enjoyed the 40K universe so I’m usually willing to give the flaws in any game that represents it a free pass. It’s short enough that it doesn’t outstay its welcome, and the difficulty of the enemies can make for some truly thrilling battles in the right places. It’s an entertaining game to play, to experience the shooters of the time and their evolution into what we know now – but with Fire Warrior’s contemporaries outdistancing it, and many developments improving quality of life since then, I would struggle to recommend this to all but the most curious of 40K-based video game collectors.

Final Score: 2/5: If you're sure.

Friday, 2 April 2021

Backlog Beatdown: Being Among Thieves with Uncharted 2: Among Thieves

I played through Uncharted 2: Among Thieves as part of the Nathan Drake Collection on the PS4, so please note that my notes refer to that version of the game and completely ignore the multiplayer functionality on the PS3 release. I felt it had been long enough since my playthrough of the first game to give this one a go, and here’s what I, er, charted…

My hands were sweating in this bit...
Uncharted 2 is one of those rare games that surpasses its predecessor in one way: The story. Mechanically, there’s not much in Among Thieves that wasn’t in Drake’s Fortune; there are a few new weapons here and there, but other than that it’s functionally identical. And on the surface, it appears to carry a similar story – a search for treasure, exploring forgotten tombs, betrayal, car chases, train rides, the discovery of an ancient power best left forgotten, and even a couple of things that weren’t taken from the Indiana Jones franchise![1]

*MAJOR SPOILERS COMING UP IN THE NEXT PARAGRAPH*

In case it wasn't blatantly obvious
where this was going...
But it’s the characters that make the story this time, as they are well written and performed, and really bring the tale to life by developing along the way. Nathan Drake’s dialogue is performed by the always-excellent Nolan North, who improvised a lot of the lines for a more organic performance. The primary antagonist, Lazarevic, is as “tropey” as they come, but builds up a maniacal desperation that makes all the difference. Harry, the double-crosser, betrays Drake early in the plot, and while he won’t admit he was wrong to do this, it becomes increasingly obvious in every encounter you have with him that Harry is in way over his head without his old friend. Chloe, the sultry femme fatale sidekick, is a better Catwoman than most interpretations of Catwoman I’ve seen – ostensibly friendly, but you’re never quite sure of her motivations or whose side she’s on until right at the end. And it would have been far too easy to create a jealous love triangle between Chloe and Elena from the previous game, but this never really happens – the two girls bond over Drake’s insufferable narcissism and lack of forward planning. Elena, for her part, keeps the heroes on the moral high ground when they’re at their lowest point and ready to give up. This does a fine job of keeping the stakes high, which is particularly relevant in those set-pieces where Drake is running from a rapidly-crumbling bridge or train, getting himself into situations which no one should be able to survive – but he does, because the story is presented in a way that gives him something to live for.

*SPOILERS OVER*

A beautiful mess.
Uncharted 2 is absolutely gorgeous for a 7th-generation game, with particular care gone into the scenery. Considering that you experience comparatively little of the scenery presented to you in the game, a lot of attention to detail went into making the places you visit look alive. The sound design is bang on point, with high praise for the voice / mocap actors in particular, and the gameplay is on par with the first Uncharted game. This brings with it a few niggles – I still don’t know why the grenades are mapped to L1 by default. Gun battles are telegraphed by going into areas littered with strategically placed chest-high walls, and the game has a habit of providing the situational weapons at precisely the point you need them: sniper rifles for long-range battles, rocket launchers for heavily armoured enemies etc. This isn’t really a bad thing, as not having access to these weapons at the point you need them would mean backtracking at best and de-railing[2] the game at worst, but it breaks immersion somewhat!

Ultimately, though, Uncharted 2 is a very competently designed game that is well worth at least one play through. It’s a curious situation for me: I liked it better than the first game purely for the story, but is that an appropriate benchmark for a successful game? Given that, unlike the first game, I’d love to come back and play Uncharted 2 again at some point in the future, I reckon it is.

Final Score: 4/5: Great game.



[1] Yes, if you’re wondering, I borrowed that joke from Yahtzee Croshaw.

[2] No pun intended!

Friday, 26 March 2021

Backlog Beatdown: Rimming the Sky with Skyrim

 I bought The Elder Scrolls: Skyrim for the Xbox 360 way back in 2013. It’s been released on just about every major platform going since then, but I’ve never felt the need to upgrade; I’ve owned the game for roughly eight years and I’ve only just gotten around to beating it so I don’t know what I was going to do with extra content and multiple copies of the game!

Hagravens are vile creatures...
Skyrim is a game that needs little introduction. After waking up as a prisoner on a cart and narrowly escaping execution, your character discovers an almost unique ability to absorb the souls of dragons. They find out they are the so-called Dragonborn, and that they alone can harness the power of the shout to stop the evil dragon Alduin from raising the dragons from the dead and conquering Tamriel. Along the way, they must learn to control their powers, contend with warring factions, and explore caves, dungeons, and constructs to build up their power, all building up to the final confrontation…

Ugh. Spiders.
I chose an Argonian for my playthrough and was going to go for a lightly armoured double-handed weapon fighter build, but as is very often the case when people play Skyrim, you end up as a sneaky archer. I managed to get somewhere between the two and was very glad of my ability to breathe underwater and heal quickly! I’ve played Skyrim several times already but as all my previous save files were on a different hard drive, I started a fresh character to see where a new adventure would take me.

The thing with Skyrim is that you really need to pace yourself. There’s no point going straight for the main quest; I’m sure a skilled enough player could speed run the game in about five hours but there’s a whole world out there to explore, and there’s little reason to miss out on the content on offer here. I levelled my character up to 50 and there were still outstanding quests to resolve by the time I’d finished the game – I’d refrained, for example, for taking a side between the Imperials and the Stormcloaks. This was a choice I’d made in the game, as I couldn’t honestly say I supported either side. The Imperials were the invaders of the land, but such strongholds they had were being maintained reasonably well. The Stormcloaks had the home advantage but had a ruthless streak in them that made them very difficult to support. That I managed to beat the game without resolving this conflict goes to show how huge this game is! Do a quest here, clear a dungeon there, take a bounty somewhere else, sell your gear wherever you can. Set yourself some goals and play for however long you want to play.

Clavicus Vile is the exception
to the otherwise static voice acting...
The graphics work well enough for a ten-year-old game, and some of the scenery is beautiful; Skyrim feels like a living breathing world to get lost in. The music is great, and the sound effects are good, the voice acting is alright for the most part, if not particularly inspired. The game does suffer from a few bugs that can get in the way of beating certain quests, and I had to weather a few hard crashes, but nothing that stopped me from beating the game – not that I’d have realised I had, if I hadn’t known that this was the end of the main quest. It was only once I’d got to this point that I realised – there are very few cut-scenes in the game, and the ones that are there are interactive to a certain extent. All the exposition is done within the game. There’s no ending sequence, no credit roll, you just… win. I couldn’t help but feel a bit let down by that, but after sinking nearly 120 hours into the game, the journey made it more than worthwhile.

Skyrim is better than average and there’s nothing else quite like it. I’m not sure it’s the pinnacle of RPG experiences, but it does what it does well. I found a way of pacing myself so that it worked well for me – but don’t forget it took me eight years to get there!

Final Score: 4/5: Great game

Friday, 19 March 2021

Backlog Beatdown: Crashing into more Bandicoots with Crash Bandicoot 2

Crash Bandicoot 2: Cortex Strikes Back is a game Kirsty bought as part of the N-Sane Trilogy when she first had the PS4. I play Crash every now and again, usually as some sort of intermission between long-form RPGs and open world games! Regular readers may remember I beat the first Crash Bandicoot nearly two years ago, and after coming back to Crash Bandicoot 2 I reached the end of that a few weeks ago. Here’s what I found:

Watch out for that plant...
Crash Bandicoot is abducted by Dr Neo Cortex and instructed to retrieve 25 crystals for him so that Cortex can harness their power to stop a cataclysm caused by an up-coming alignment of planets. Crash must traverse 25 levels in search of these crystals, and hand them over to Dr Cortex. However, all is not as it seems, as Crash’s sister Coco warns him against Cortex and his former assistant, Dr Nitrus Brio, contacts Crash with an alternate plan… which path will Crash choose?

The Mascot Platformer was declining in popularity during the mid-late 90s but given that Crash was flying that flag for Sony’s PlayStation, it shared a remarkable number of the same tropes as Super Mario or Sonic the Hedgehog. The groundwork was set in the first Crash game – the characters, the villains, the basic gameplay loop – and Crash 2 was more of the same but expanded upon in ways that made the game better. In addition to everything he could do in the previous game, Crash also acquired a power slide and crawl move, which came in useful for certain puzzling sections of the game. Late in the game, Crash acquires a jetpack, which is a little fiddly to use but shakes the gameplay up a bit. And the post-game content contributes to the end as well – the “alternate plan” I referenced earlier involves getting all the gems – much harder than the crystals – which affects how the game ends when you defeat the final level.

As a tribute to my Dad's recollection of a 
Monty Python sketch, I called these hedgehogs:
"Spiny Norman."
Most of the levels in Crash 2 are designed with the 2.5D sensibility that worked well for the Crash Bandicoot series at the time. You run from one side of the level to the other, smashing all the crates, spinning, or dodging the enemies, picking up the crystals – they’re always in the path of the level and are impossible to miss – and defeating the bosses once every five levels or so, which are quite a bit easier than the first game. The levels require some quite precise platforming, and while there’s nothing as irritating as the bridge levels from the first game, there are certain sections where jumping on platforms that are ahead of you require some trial and error! The levels where you ride an animal for extra speed make a welcome return, as do the levels where you’re running away from a much larger obstacle – a giant polar bear or rock! The latter are hard because you are running into the screen in this case, and it’s very difficult to see where you’re going. It wobbles on the line between satisfyingly challenging and frustratingly hard, so while getting to the end of the game is far from impossible, I find that Crash is better enjoyed in small bursts. Having reached the end of the game, I have no desire to go back and find all the gems – I haven’t got anywhere near as much investment in this as Spyro!

Keep Rollin' Rollin' Rollin' Rollin...
The game is presented well; the graphics are fine, and the sound is good. The voice acting is in line with the larger-than-life cartoon characters of the 90s and works as well as it needs to. The plot is a little thin – it is obvious that a “betrayal” twist is on its way – but that’s hardly the point of a Crash Bandicoot game!

I enjoy Crash Bandicoot as a distraction from longer and more serious games, as I described above. But the frustrating difficulty makes it hard to enjoy as much as some other games I’ve been playing. Crash 2 is definitely better than its predecessor, and remains a good game, but for me, never quite reaches the levels of being a great game. I’ve enjoyed it – but that’s all I did.

Final Score: 3/5: Worth a look.

Sunday, 31 January 2021

The Tenth Year Anniversary of my Gaming Blog...

The thought occurred to me a couple of weeks ago: “Strewth, I’ve been doing this blog for 10 years!”

My coverage on Batman Begins
remains my most-read blog...
For ten years, I’ve been talking to you about games I’ve been playing, wins, losses, video games, my thoughts on game design, and all that sort of stuff. That’s a long time to keep something going, and while the return isn’t necessarily representative of what you might expect for someone who spends that long on the internet (at the time of writing I’m coming up on 60,000 views across the entire ten years and 325 blogs, and it’s never represented any financial reward) I’ve enjoyed it, people I share it with enjoy it, people I don’t share it with enjoy it, so in some capacity or another, I’ve kept doing it.

My speculation on the 6th edition of 40K was
probably my biggest blog for comments...
Mind you, it did take me a long time to come up with a regular format for the blog that I was happy with. My original intention was to document the games I was playing in Games Workshop, as it still was at the time. I did it for a while, but I didn’t go in regularly enough to blog it in a consistent routine, and even when I did, it sucked some of the fun out of the games knowing that I was going to have to write about them later. The same applied to when I tried to create a journal for the Roleplaying games I was just starting to get involved with; documenting my first character’s journey through Pathfinder’s Souls for Smuggler’s Shiv was entertaining at first but quickly became a lot more work than fun. It didn’t help that I was trying to do the same thing with a music blog every time I did a gig, which meant I was doing a lot of writing! Funnily enough, even though more people I knew in person read my music blog than my gaming one, my gaming blog was engaging a far wider audience. I kept writing on and off about some hobby games I was playing, and some video games I managed to beat, even writing about a game of pool at one point, but it took a long time before I found a format that I was happy to do regularly.

I covered Lego Star Wars in the
original No Game New Year...
Then in 2014 something happened: I came across a Youtube video from a guy called Brian Castleberry who had been talking to his friend Norm Caruso a.k.a. The Gaming Historian about a concept called No Game New Year. The idea was that they had built up a huge backlog of games, some of which they rarely played, so they set themselves a challenge and invited others to join: Don’t buy any new video games for 2014. Instead of that, we were supposed to play through all our old games, keep the ones we liked, get rid of the ones we didn’t, and really try to tackle our backlog. There were roughly 30 people on board to begin with, but by the time the year ended, only a few of us remained, including me, though I had come close to falling off the edge by erroneously buying a new copy of Final Fantasy VII! I don’t know how much of their backlogs the other people involved in the challenge managed to clear, but what I did notice was that without permission to buy new games, they were actually playing games a lot less – and doing more things with their families. That can only be a positive thing! Part of the challenge of No Game New Year was that we were all supposed to update each other on how we were doing with either a video, blog post or even just a Facebook status, (we had a group for it which I still share even to this very day!) so I tried to do the blog in a weekly format. It worked for a while, but I eventually found myself with very little to say without repeating myself, so I changed the format slightly and only wrote about games when I’d beaten them. This is the format of what eventually became Backlog Beatdown, my longest-running series that I created after No Game New Year.

Age of Sigmar was a refreshing change...
I went through some significant life changes in the following few years. I’d taken up singing lessons, started a self-employed music business, became a regular at some of the open mics in Wolverhampton and became a Dad. I found a lot of my spare time was taken up with all of that, so I wasn’t spending anywhere near as much time in hobby shops as I had prior; most of the games I played were video games and while I kept the roleplaying groups going a little longer, I had decided not to write about those experiences anymore. The fact that I’d bought what was at the time a reasonably powerful laptop capable of playing PC games was also conducive to this, so I kept my blog going with Backlog Beatdown.

Mordheim's been one of my favourite games
of the last decade...
As part of my quest to try to play all my games, I found myself listening to the Co-Optional podcast while I played, featuring TotalBiscuit, Jesse Cox, Dodger and a guest for the episode. It was a three hour show in which they would all talk about, amongst other things, the games they had been playing that week. And somewhere around September 2017, I found myself thinking “wow, people are actually interested in this!” and decided to have a go at it myself. Thus, I began my biggest and most popular series of blogs: Last Week’s Games.

Painting this boxed set was an achievement...
The idea was simple: write down what games I’d played in the week and find something to say about them. This usually amounted to two or three games every week, and if I found anything to say about the painting or hobby gaming I’d been doing that week, I’d write that down too. I’d try to release them on Mondays, (regular readers will know that it doesn’t always work out that way!) and run it as a weekly series that I’d share on Facebook and Twitter. I was able to include some of the hobby games, including the one Roleplaying group I managed to stay in. Quite quickly, though, I needed to put a restriction on how much I was writing, because I didn’t want it to become more work than fun. What I decided to do was keep the blogs to exactly 700 words each: this is about a side of A4 paper and is about as much time anybody has to read anything. I quite enjoy editing the blogs to fit in with the word counts, and I rarely stray from it. It was a challenge to do this every week without repeating myself, and I didn’t always manage it, but I did find a massive uptake in my readership – I was getting a lot more views with regular content than I had before. Most of them were from overseas, funnily enough; Russia and Italy are two countries that often have people reading my blog!

TotalBiscuit - Gone but never forgotten.
This carried on for about a year, up to the point when I moved out of my Mom and Dad’s house for the first time. I found myself needing to re-balance what I was doing in my spare time, owing to the adjustments I had to make to accommodate both mine and my partner’s working patterns and my daughter, to whom I was able to provide a home for the first time. But in the new year of 2019, I started the blog going again and apart from a couple of wobbles where I found myself caught up in all sorts of things with little to say about gaming, I have kept it going ever since.

Murder in the Alps - an interesting, if
not-well-paced mobile game...
At this point I would like to interject that around 2014, as a result of No Game New Year, I created a list of all my Xbox 360 games. I’ve developed it to include all my systems and games and keep track of how many I own, have played, beaten and 100%ed on an Excel spreadsheet. The original plan was to share it on the blog; I never did this because looking at the numbers is frankly embarrassing. But it did give some structure to what I’ve been playing and when, rather than blindly buying and trying games every so often!

Pandemic became oddly prophetic...
All of this makes me wonder where to take the blog from here. I’ll keep Last Week’s Games going, I still enjoy that, and I’ll keep Backlog Beatdown going when I remember to do it! (At the time of writing I still need to write a review to Gears of War 2 which I played last Autumn.) But the way my life and hobbies have changed over the last couple of years has given me some different things to say. For a start, I don’t talk about painting on Last Week’s Games anymore; I put that in a separate blog called Last Month’s Painting – I don’t paint anywhere near enough to make it a weekly series!

Nice to let games become
a family thing...
Also, having huge stacks of games around my house is all well and good, but here I find myself with more to say about how that relates to my daughter. She was pre-school age when I first bought her a board game, and she enjoys playing with me. It’s very interesting to observe her level of engagement, and her enthusiasm for certain games over others developing as we’re going along, to the point where it’s something she wants to do to entertain herself, rather than something she wants to do with me specifically – though that’s still an important point. I’m at the age now where many of my contemporaries are starting families – in many cases already have – and they’re wondering how their hobbies and interests can relate to their children. It’s nice to be able to talk about my experiences in that area, and it may become something I focus on in the future, but I certainly don’t want to make a job out of playing with my daughter so I’ll approach that with a certain amount of care.

The UK Game Expo is a lovely opportunity
to see my long lost friends from Swindon...
There were some plans that fell by the wayside. I wanted to start attending tournaments and blog that, and I tried doing a blog series called Tournaments and Tribulations. Unfortunately, that never really got off the ground, as my week allows little time to rock up at tournaments and spend weekends playing games! My experiences in this area are mainly confined to games I’ve played at the UK Games Expo. I also wanted to do a series of blogs where I go through the campaigns of some of the Dungeon Crawling games that I own (Space Hulk, Descent etc.) That never happened either, though it would have been a mission to coordinate even before Covid-19 became a thing we were all going to have to get used to hearing about! I’d still like to try it out at some point though.

The Horus Heresy: Legions is a game that
took up a fair amount of my time.
It’s also been suggested to me that I record video footage of games I’ve been playing and put them up on Youtube or something similar. I have thought about it and even had a go at streaming The Horus Heresy: Legions at some point. The problem is that making videos takes a fair amount of work and time that I don’t necessarily have, and the equipment I own isn’t up to it – I can’t get a decent framerate out of my laptop if I’m running recording software on it; domestic laptops aren’t designed for that, and I don’t have the hardware necessary to record footage from my consoles either. I could address both of those issues, but that would be a large investment to make for not necessarily a huge return – most games I play are several years old, and common interest in them has waned.

And there’s the fact that somewhere, out in the world, there’s a small sub-set of people who still like to read the written word every now and again…

Friday, 22 January 2021

Backlog Beatdown: Warring in the Stars with Star Wars: Starfighter

Recently, my daughter became interested in Star Wars to the point of watching all nine films in less than a week, and while I’ll happily concede that some of the films are better than others, I usually manage to find something to enjoy about them. Watching bits of Episode 1 back certainly piqued my interest enough to try out Star Wars: Starfighter, a game I’d picked up as part of a Humble Bundle purchase but hadn’t yet played…

Canyon runs need precision...
For a game that was released to fill a large space in the market for video games based on Star Wars while the prequel trilogy was in full swing, Starfighter seems to have its mindset firmly rooted in combining the game – a light fighter simulator – with what Star Wars is at its core: A character-driven story. You play as a Naboo Starfighter pilot called Rhys, a mercenary pilot called Vana and a pirate called Nym at various stages of the campaign, which tells a story of a run-up to the events of the Invasion of Naboo from the Trade Federation. Together with a non-playable mechanic called Reti, they are attacked, betrayed and otherwise set against the Trade Federation, and launch a guerrilla campaign against them in their fighters and bombers.

The inevitable comparisons to X-Wing and TIE Fighter come to mind but I found Starfighter to be a welcome break from that kind of simulation-style gameplay. Your guns either never run out of ammo or recharge, your shields recharge over time but there’s no faffing about re-distributing power, and your speed is managed through a simple speed up / slow down command. All the fighters handle the same but are played slightly differently depending on their armament; Rhys flies a standard N-1 Starfighter which is good for dogfighting, Vana pilots a Guardian Mantis that is good for disabling shields, and Nym pilots his Havoc which is primarily used for bombing runs. There are thirteen missions in the campaign, each one its own set of rules and objectives that must be completed to proceed, with additional objectives available to achieve if you wish.

The last mission takes place during the 
Battle for Naboo...
Starfighter is a good game, but you must be in the right frame of mind for it. The levels are varied and well-designed, and you’ll get past the first of them without trying, after which you’ll face a large difficulty spike where the objectives and threats leave more room for failure. And I can guarantee you’ll find fifty different things to hate about the game when you fail a mission over and over again – but when you finally work out what to do and manage a perfect run, you’ll feel a grin of excitement spread across your face as the Mission Complete screen comes up. Rarely have more modern games made me feel so good about beating a level! The last missions are absolute beauties, requiring knowledge of what’s coming and when, and managing your speed.

A quick note on graphics and sound: Apart from the Star Wars soundtrack which is always excellent, this game was released in 2001 and its assets are showing their age. The fighters and droid vehicles are functional enough, but even for the time, those character models were hideous, and the voice acting sounds cheesy even for a Star Wars game. It didn’t affect my enjoyment, just don’t expect it to be easy on the eye!

Nym's bombs take some getting used to,
but are a lot of fun!
Star Wars games often run into the problem of the stakes being relatively low. Either they’re following the mainline plot of the films, in which case you’re re-telling a story already told, or they’re spun off from the films, in which case you don’t feel like you’re affecting the plot to any great extent because you know how it all works out. Starfighter is in the latter category. I don’t want to spoil the plot in the review so I won’t say if I was right – but I will say I wasn’t giving the game enough credit. I’ve described what I mean in the main blog so have a look at that if you’re interested.

I’d caution against spending any substantial amount of money on Starfighter, but if you can find it cheaply enough, it’s well worth your time.

Final Score: 4/5: Great game.

Friday, 15 January 2021

Backlog Beatdown: Assaulting Aliens with Super Mutant Alien Assault

I can’t quite remember when or why I made the decision to buy Super Mutant Alien Assault; most likely from the release sections of one of the Co-Optional Podcasts. I do remember the art style having a 2D “SNES” feel to it, and that would have engaged me as much as anything else. However, it was a long time between buying the game and playing it…

Super Mutant Alien Assault is an arena / roguelike game released in 2015.The premise is that aliens have taken over some space ships in three different galaxies, and you play as a security robot tasked with eliminating the aliens and saving the human race, or something along those lines. Let’s be honest, you don’t usually play games like this for the plot!

One of the boss battles...
The game is a fast and frantic platform shooter, with the roguelike elements linked mainly to progression – extra starting items unlock the more you play through the game. There are three galaxies and four levels per galaxy; each galaxy ends with a random boss battle and the other three levels are randomly generated as well. You must take on hordes of irradiated aliens, killing them quickly before they mutate into their upgraded forms, whilst completing the level objectives to move on, beating the boss on each level, until you clear the game on one run. No easy task!

A lot of frantic action is sometimes
hard to keep track of!
You start off without weapons, but can pick up a primary weapon on most levels – these start off with the fairly standard shotgun, uzi and rocket launcher, but later go on to include laser guns, plasma cannons, a handheld weapon of concentrated light that is definitely not a lightsaber, and even a chakram that holds exploding bombs. You also have secondary weapons – pistols, chackrams and a burst assault rifle. There are explosive weapons as well, ranging from grenades to trip mines to entire bomb packs. And finally, you have some special abilities as well – higher jumps, faster movement, plasma blasts. Play the game for long enough and you’ll find a combination of weapons and upgrade items that you like, but the game randomises the equipment drops so there’s no guarantee you’ll get the one you’re looking for – you get what you’re given, and it’s up to you to make it work.

Super Mutant Alien Assault works very well; the game has tight and responsive controls, challenges you at the right level and the levels are quick enough for an engaging experience that don’t require too much of a time investment. Killing aliens is always fun, but additional objectives in the missions, plus the game not always giving you access to certain kinds of weapons, and only allowing you to heal once per galaxy, lend a strategic element to the game that requires strategic thinking and forward planning. The graphics are nothing special, but they don’t need to be; they’re top end of 5th generation 2D graphics and will still look as good in 20 years. The sound is good as well; the sound effects are marvellous, and the backing music is made up of dubstep tracks which are just old enough in 2021 to provoke a feeling of nostalgia.

In these levels, you must get the green capsules
up to the receptical at the top...
If there is a criticism to be made it is in the difficulty: It’s a little too easy to beat. I defeated the three galaxies and bosses quite easily and found most of the challenge in trying to get through the entire game – the advanced difficulty levels don’t unlock until you’ve done this. With Roguelikes, most of the progression is found in unlocking extra items and upgrades, but you really don’t need to be playing for very long at all to have found all of these. It’s not necessarily a problem for me as I wasn’t looking for a long experience, but people who like a tough route to progress through the game might expect a little more.

All in all, Super Mutant Alien Assault is a great game that I’d happily recommend. It’s a great introduction to this sort of game, plays very well and a lot of fun. Roguelikes aren’t everybody’s preferred style of game, and this game lacks exposition, but most people will have a good time with Super Mutant Alien Assault.

Final Score: 4/5: Great game.

Friday, 18 December 2020

Backlog Beatdown: Being a Dragon again with Spyro 2: Ripto's Rage

 I’ve been playing Spyro 2: Ripto’s Rage as part of the Spyro Reignited trilogy. Details of how I came to own this are detailed in my original review of Spyro the Dragon, and the same basic details apply, so let’s jump right into it:

Do you know what he is?
The plot of Spyro 2, such as it is, picks up from where the previous game left off. Spyro is looking to go on vacation with Sparx to Dragon Shores, but instead gets summoned to a fantasy realm called Avalar. There, he meets with Elora the Faun, Hunter the Cheeta and Professor the, er, Professor, who tell him that they’ve summoned him there to help to defeat Ripto, a diminutive but malevolent… I don’t know what to call him. Warlock, apparently. Anyway, he’s taken over Avalar with the help of his much larger minions Crush and Gulp, and since he comes from a world of Dragons who keep him in check, Spyro has been summoned to try to beat him. With the help of his new friends, Spyro chases Ripto across the Summer Forest, Autumn Planes and Winter Tundra, hoping to defeat the evil warlock and bring peace to Avalar.

The underwater sections added a
new dimension to the levels.
The gameplay is much the same as the original Spyro the Dragon, but the game was so good that this hardly matters. Spyro still has his old moves; he can charge, breathe fire and glide over long distances. In addition, he can hold projectiles in his mouth and manually aim them to spit them out again, and gain a quick hight boost while gliding. Later in the game, Spyro learns to swim, climb and even perform an overhead smash. It’s everything a sequel should be – everything that made the original game great, with enough new mechanics added to open the level design and vary the challenges.

The levels in Spyro 2 usually have an overarching objective – usually get to a certain point on the level, by which time you’ll have defeated the enemies that form the main antagonists for that level. There are also some orbs you must collect in order to open up certain sections of the game, and these are attached to your side quests. Some of these are quite mundane, such as killing a certain number and type of enemy, and most of them are fairly easy, but some of them are actually quite challenging, and apart from a couple of clangers where the solution is deliberately obtuse, they’re pretty good fun. The highlight for me was the Ice Hockey mini game early on! The flying levels make a welcome re-appearance as optional changes of pace, and they have time trials attached to them as well to make sure you’re bringing your A-game!

Gulp proves a significant challenge
when aiming for completion...
I also managed to complete the game 100%. This isn’t too hard to do, since there are no trophies tied up in multiplayer modes and the tasks are, with a few exceptions, quite easy – a fine game to play if you’re a completionist looking for something you can breeze few in a few hours. Just keep in mind that, unlike the first Spyro game, some of the areas are locked behind mid-game abilities so some backtracking is necessary.

The presentation is great too. The voice acting is spot on, the graphics show significant improvement from the original PS1 games with the Re-ignited trilogy and are absolutely gorgeous, and Stewart Copeland’s soundtrack is a great augment to an already fantastic game. The developers really hit their stride with the level design; a little more linear than the previous game but still with a sense of openness that put them ahead of their contemporaries. There are a couple of aspects that niggle – I’m not sure why, when returning to a level, you have to watch the cutscenes and in some cases do the main quest again; this feels like something that could have quite easily been left out.

All in all, Spryo 2: Ripto’s Rage is a great game that anyone should be able to pick up and have a decent amount of fun with. It is not a hard-core experience, but it knows what it is, tells the story it wants to tell and is the game it wants to be.

Final Score: 4/5: Great game.

Friday, 4 December 2020

Backlog Beatdown: Going on a Warhammer Quest with Warhammer Quest

 I bought Warhammer Quest when I was on a, er, “Quest” to buy all the Games Workshop licensed games – good or not – so that I could play them and make up my own mind. Interestingly, those games that I have played have rarely been “good,” in the usual sense, and Warhammer Quest is no exception – but I tend to like them anyway because of my fondness of and investment in the Games Workshop properties. Warhammer Quest is no exception to that either.

Skaven can be threatening in large numbers...
At its most basic level, Warhammer Quest is a dungeon-crawler set in the Warhammer world, in certain parts of the Empire. You have a group of four Heroes: A Human Marauder, a Dwarf Ironbreaker, a Wood Elf Waywatcher, and a Human Grey Wizard. They’re very simple roles – the Marauder is your attacking hero, the Ironbreaker fights best in bottlenecks, the Waywatcher picks off enemies with her bow, and the Grey Wizard pulls double-duty as the party’s healer and magic user. More heroes are available as DLC but it’s not an avenue I intend to explore in the short term. You travel to towns and get given a quest which almost always entails going to a dungeon (and crikey, there’s a lot of those in the Empire!) and are rewarded with experience, loot and gold. Your principle enemies are Orcs, but in certain parts of the game the Skaven make an appearance, and the Undead turn up from time to time – rarely as the main enemy though. There are thirty-one quests you can get from towns, plus each town has a dungeon in between that you can explore for more items and experience. You must at least pass these to get to the next town, so it’s always worth a look. Later in the game there are some special missions that are handed to you, and you must complete these in order to beat the game.

The screen can be spun around to odd angles.
This game was originally designed for IOS, and it shows. It controls on a point-and-click strategy game basis, though in practice there’s very little strategy to the game. You click on the enemies to attack them and they lose some health until they die; that’s about it. There’s no positioning tactics, no flanking bonuses – the nearest you come to tactical manoeuvring is deciding whether to put your two fighters at the end of a corridor to limit the enemy’s action economy, or use the Marauder to take the battle to the enemy in the room knowing that his multiple attacks mean he’ll likely drop at least some of the enemies, and he probably has enough hit points to take any reprisals. This was fine by me, as too much complexity overwhelms me after a while. It looks OK, the graphics are as good as they need to be for a game like this though all the cut-scenes are text scrolls which takes away from some of the atmosphere. The sound is pretty good as well; fantasy-level orchestral and choral scores, with some functional if predictable sound effects for the towns and weapons.

Losing your ability to act isn't much fun...

Warhammer Quest has several flaws, the main one being the Spiders – try taking these on in any significant numbers and they’ll use their webs to prevent your party from moving and slow the game right down, often forcing you to quit out of the dungeon and start again. Randomly spawning enemies every few turns are supposed to keep you alert but it happens a little too often – sometimes in the middle of an already painful fight! Some of the controls make sense on a tablet but could easily have been modified for PC. There should be a hotkey for the End Turn button at the very least, and some of the clunk could have been removed from activating abilities.

When Warhammer Quest gets it right, it can be a thrilling experience; this usually comes in the form of a reasonable but challenging timed mission. The rest of the time, it’s a solid, functional dungeon crawler. It breaks no boundaries and has little to reward you for seeing it through to the end, but if you like Warhammer or simplistic dungeon-bashing, this will keep you entertained for a few hours at least.

Final Score: 2/5: If you’re sure.

Friday, 2 October 2020

Backlog Beatdown: Ascending to the God of Word with God of Word

About a year ago I decided I wanted to increase the speed of my typing and bought some typing games off Steam. The week before last, I decided to play one of them: God of Word, mainly because I wanted to be able to play something on my laptop without having to plug in my mouse!

What's the longest word you can make here?
God of Word is a word game where the main objective is to make a 3-7 letter word out of the given letters. This central mechanic is nothing that we haven’t been playing in our internet browsers for the last twenty years or so, but what sets this one apart is that it’s set in Ancient Greece, as a kind of paper puppet theatre set-up. The idea is that you’re a messenger – not Hermes, but probably a disciple of his – and you’re telling the story of how you journeyed from one side of the country to the other, delivering messages and battling monsters.

Each stage has a few different enemies and monsters for you to fight, and you have a set amount of time to beat them. To beat them, you must type your words in to build up your attack; you need to build a certain number of points and your letters score points based on their counterparts in Scrabble. Larger words are worth more points and do more damage. You can press tab to re-arrange the letters, and space to draw a new set of letters – but at the cost of around 10 seconds of time. It’s simple enough, and if that was all there was to it, God of Word probably wouldn’t be interesting. But the game deploys bonus tiles from time to time to offer you more incentives for using those letters: Red ones do more damage, yellow ones give you more time, blue ones give you more renown (experience, I think,) and gold ones give you, well, gold.

You won't be using that E for a minute or two...
Ah yes, gold and experience. God of Word also provides the lightest of role-playing game elements, by assigning experience points to increase your character’s attributes (that give you more time, increase your damage, etc) and at certain milestones in the game you can also buy more equipment. Better weapons do more damage and can have additional effects, and better armour gives you more time. It is necessary to do this to keep up with the way the game increases in difficulty as you progress, but it gives you some agency over which attributes to increase which builds your engagement.

I wonder what the remaining letter
could possibly be...
God of Word also manages to provide some variety in the levels. Every so often there is a “hangman” style minigame, where you have a certain number of guesses to spell a word and rescue a follower – but take too many guesses and they will die. The game has boss battles as well, which tend to work in one of two ways: In one way the game works as normal but with extra stipulations on the tiles. In the Medusa battle, for example, a letter will turn to stone if you don’t use it quickly enough, and it will take a while before you can use that letter again. The other way is a word blast, which has a couple of modes as well – either monsters or hazards come flying at you and will kill you if they reach you, or you have a certain unspecified amount of time to type a certain number of words before you die. These require some quick typing and some of them are hard – the Sirens took me a while!

This is an indie game built in the Unity engine, and while it lacks a certain amount of polish, it’s competently made. The graphics boast a distinctive art style; you either like it or you don’t, but it does what it needs to do. The sound is good as well, nothing to write home about but the effects are all in the right places and the music sounds epic enough (if a little anachronistic for the time period it depicts, but hey, most things are!)

God of Word won’t change the world, but it’s a fun game to pick up and play – and get lost in.

Final Score: 3/5: Worth a Look

Friday, 18 September 2020

Backlog Beatdown: Not Letting People In Tonight with Not Tonight

Not Tonight is a game that I’d seen some coverage on during the time it was released for PC in 2018. I’d heard it described as somewhere between Brexit: The Game and Papers Please, and for that reason didn’t buy it for PC – even to this day I’m hearing about Brexit on an almost daily basis, and I already have Papers Please, so I didn’t feel any massive need to buy this game. Then Kieran, with whom I play in a band called Raphaella Kornarskis,[1] told me it was for sale on the Nintendo Switch and I should give it a go. So that’s what I did. Here’s what I found:

"Take Back Control." Hmm.
In Not Tonight, you play as a person of European Heritage in a post-Brexit Britain, who lives in a flat/habitation block and must work as a bouncer to earn enough money to prevent deportation. The game works on three levels: Your working patterns as a bouncer, managing your money and living conditions to prevent game loss through deportation or untimely death due to ill health, and working to support the resistance against the far-right Albion First government.

Your gig as a bouncer is where the bulk of the gameplay lies. You must check people’s identification and other documents to allow them into pubs, night clubs, parties or wherever it happens to be. Initially, you’re just checking that they’re old enough, the photos match the person and the ID card is still in date, but as the game progresses, you have to deal with things like Guest Lists where you have to manage two queues, VIPs who need no ID but you only have a short amount of time to get them in with the correct password, hidden objects, dress codes and nationalities. The game allows you to make a few mistakes, but not many, and if you let too many people in who shouldn’t be in, you get fined or lose the level all together.

Guest Lists: all the faff of checking ID -
AND checking if their name is on the list.
Managing your status is crucial as well. Initially you only have to worry about paying bills and can just about make enough money to do it, but as the game progresses, you’ll find that you start getting billed for things like rent and tax, plus you necessarily have to make improvements to your flat otherwise your health suffers. The only easy way to make enough money to do this is to do some work on the side – Some punters, for example, will offer you bribes if you initially refuse to let them in. Many of them will buy drugs off you if you can buy and supply them. And any money you make off this will stay with you whether you finish the level or not – but do it too much, and your Social Credit will fall to the point of losing the game entirely.

Finally, there’s an ongoing plot about the resistance: You must complete several tasks within the game to build your position in the resistance to activate the final plot device and get the best possible ending.

Later on, you start pulling duties on
government checkpoints. Sounds familiar...
The game runs reasonably well on the Switch; only once did I ever experience a bug in the game. The controls work well enough, though the arrow buttons are sometimes a little fiddly. The graphics are pixel art which have the delightful combination of looking dated but at the same time consistent and enduring, meaning the game will still look as good in 10 years. The sound is limited to some basic effects and mumbled dialogue, but the music is great. Not Tonight does have a rather British tongue-in-cheek sense of humour about it, and while I struggled with it initially (I’m afraid I don’t find the idea of Brexit the slightest bit funny,) eventually I was laughing along with the jokes it made. It’s more linear and binary than Papers Please; you don’t need to balance out your government’s obvious disdain for you with the desire to be a decent human being, but this makes it its own game and it tells the story it wants to tell.

Not Tonight is not for everyone, but if you’re interested, give it a go.

Final Score: 4/5: Great Game.



[1] It’s my blog, I’ll promote my band if I want to.

Friday, 7 August 2020

Backlog Beatdown: Being Arcane with Arcania


First, let me say that these notes refer to the PlayStation 4 version of Arcania. If you’re considering playing this game on a different platform, you may have a different experience to me, which is just as well really, because my experience of this game wasn’t great.

This is quite early on in the game when you're fighting
your enemies off with a... what is that? A stick?
Arcania is part of a series of games called Gothic, a collection of fantasy-themed Roleplaying games with perhaps a darker tone in terms of its design than the usual affair. You play as a nameless hero, who after having his village destroyed by a horde of enemies, vows to take revenge. This takes him on a quest across the lands to find the truth behind the attack, and the malevolent forces controlling it all. Nothing, of course, that we haven’t seen before.

One thing unique to this version of Arcania I certainly haven’t seen in any RPG since the 5th generation of consoles is a game with no cutscenes. I thought this was deliberate at first, and quite liked it – a game that drops you straight into the action without faffing about with exposition, in medias res, and what appeared to be a nightmare sequence, no less? That was a great way to get into the game, and I was looking forward to seeing where it was going. Alarm bells started to ring, however, when I’d got past the first area of the game (basically a 1-2 hour tutorial,) to find the hero in a different area entirely with some hints that his home had been destroyed with nothing in between. I finished the set of caves that formed the dungeon and found the hero on a different island altogether. Nothing set this up; nothing explained what exactly happened and why. I surmised that there probably were cutscenes in the game at some point but for some reason hadn’t got as far as the PS4 port. A quick glance on Youtube confirmed my theory – I have an incomplete game here.

These wasp-like creatures are a
pain in the bum...
Nonetheless, I kept going, wanting to at least get to the end of the game and finish what I started. The game is… OK. It’s a pretty standard role-playing game that reminded me of a grim-dark version of Fable more than anything else. You can develop your character in fighting, ranged combat and magic, and while there is some overlap in how your invested skill points develop your character’s attributes, you’ll have to stick to one build or another if you want to maximise your stats; spreading them out across the board makes for a balanced but less-than-spectacular character! The quests are one fetch quest after another, or kill a certain monster, or number of monsters. The combat is functional at best but not at the standard you might expect for a 7th generation game; there’s very little feedback so you don’t always know you’ve been hit until your health bar is ticking down, the enemies barely react to being hit either, and the game has an odd habit of glitching enemies behind you – presumably as an error macro to being caught in the scenery. It’s the jankiest game I think I’ve ever played.

The set-up to this quest is absolutely ridiculous,
but the beast provides an interesting challenge.
I did enjoy some of what Arcania had to offer – the game is quite linear, so there was no wandering around becoming hopelessly lost and confused, and while the combat was a bit wonky in places, at least the challenge of the game was at the right level. The graphics are OK, if a little, er, “Bioware” in terms of the faces, and some of the monsters were fresh designs on a western RPG setting that can get quite stale. The sound was alright, even if the nameless hero sounded like an absolute wazzock and the voice acting for the rest of the cast is only marginally better than PS1-era games. The music score was suitably epic, and one of the better parts of the game’s presentation.

Ultimately though, I played Arcania to its story conclusion and found very little to recommend. If you like RPGs there are far better ones than this, and if you don’t, then this certainly won’t change your mind – even overlooking all the faff that comes with the PS4 version. A very poor game.

Final Score: 1/5. Nah.