Wednesday, 15 August 2018

Dead Cells: A Molecular Reconstruction of the Metroidvania Rogue-Lite Genre


I used to have a friend that was obsessed with The Binding of Isaac. She had 1000+ hours clocked on it, with every achievement unlocked for not only the base game, but the expansions aswell. The aesthetic of the game never really grabbed me so I hadn’t played it, but I eventually sat and watched her do a few runs (coincidentally becoming her “good luck charm” when she’d gets some OP items) in an attempt to understand what got her so hooked. From what I can understand, it was the almost infinite replayability thanks in part to the procedurally generated dungeons and the small challenges that weren’t communicated by the creator, just waiting to be discovered. The punishing difficulty, the rogue-like mechanics where once you die, the dungeons and all the items reset and randomised, ready for you to try and prevail again. The more you put into it, the more you get out. This spoke to her on a level. With that much time invested, it was clear to see. And after roughly 50 hours with Dead Cells, I can easily say this is my The Binding of Isaac.

To use broad strokes, Dead Cells is game that fuses elements of rogue-like game ideas with the action-orientated exploration of Metroidvania titles. To simply describe it as this, however, would be to do this game a dis-service. Borrowing ideas from many of its contemporaries and predecessors alike; Dead Cells manages not to only to stitch these ideas together masterfully, Motion Twin do so in a manner that you forget that you’ve seen these before.

Each run is always a fresh experience, even if you do see the beginning Prisoner’s Quarters area each time. That isn’t an issue, due to the gorgeous environment that the developers have created. Set on a nameless island, you play as a green blob simply known as Prisoner. Your one and only directive? Escape the isle by fighting your way out. The plotline is relatively threadbare, but Motion Twin did well to at least make this world feel like it was there before your time with it, leaving little morsels of information in levels that indicate what potentially happened here.

Not only is the escape a challenging objective thanks to the brutal and sometimes overwhelming difficulty of the enemies, but every time that you fall in battle (or the many traps that can maim, burn or poison you) the entire map resets. Weapon and Item placements, enemy spawns and the types, the paths that are afforded to you are procedurally generated, meaning that you can’t rely on memory to find that killer item that got you so far last time.

While this will certainly be a turn off to some; I love it. I can’t count the amount of times that I’ve been able to reach those end levels with a pick’n’mix of weapons and tools that I’ve picked up on the fly, needing to alter and adapt my playstyle to get the most out of what I’ve been given. I truly think that is one of the biggest strengths that Dead Cells has. Every time you start, you are given a simple sword (unless you have the random weapon generator perk, but we’ll get to that in abit.) After that, it’s up to you to choose between a bow or a shield, then off you go to make your escape. The game has a plethora of tools that you can get your hands on, from simple Twin Daggers to more exotic things like the Palpatine-reminiscent Lightning Bolt. You can find any of these going through the levels and it’s your choice whether you want to buy them using your gold or roll the dice and move on in the hope of finding stronger weapons in chests. Assisting these are the tools that you can employ. Each and every one of them is useful in their own situation, with one use Tonic’s generating immunity and Wolf Traps to ensnare your adversaries all the way to levitating lightning clouds and grenades that spawn an army or worms that consume everything. Ontop of all of that, there are various “Scrolls of Power” that increase one of three stats, entirely at your discretion. Have 3 items that are red? Upgrade Brutality and watch your damage skyrocket. Have a weapon that scales off of both Brutality and Survivability? Dump these scrolls into both and reap the rewards. Between levels you can gain a mutation, abilities that can help you modify your playstyle further. From Melee, that increases your damage if you’re surrounded by enemies, to lowering your skills cooldowns with Efficiency, you really are spoilt for choice in determining how you’re going to progress.

This is why the replayability of this game is almost infinite. In any run, you could go from doing “okay” with some strong weapons that don’t mesh well to finding that one thing that ties together all the status effects and passives, in turn making you an absolute terror capable of taking down the hardest of enemies with ease. It’s addictive to see what each new chest, each new shop or each new area will bring you and synergising that with Mutations to completely make each build unique.

A game like this wouldn’t be as nearly as addictive if the controls and gameplay isn’t up to par. Thankfully, the game runs butter smooth (even on low-end PCs) and the controls are so tight and precise, meaning any mistake is yours and yours alone. That being said, there have been very rare occurrences where the auto-climb caused me to take a hit from the spikes laying above when I intended to go down. However, this is very easy to look over when everything else about the control is so good. Oh and I haven’t even mentioned the down smash, your quintessential move when traversing the island. I have to give it a special shout out as this one simple move is probably the most satisfying “down smash” mechanic in any 2D game that I’ve played, period. It’s so fulfilling to get the drop on enemies and watch the animation create a small cloud of dust as I land and stun the enemies around me.

As I mentioned at the top, I think part of the reason my friend loved The Binding of Isaac so much was the feeling that the more you put into the game, the more it opened to you. Dead Cells is the same in that regard. In your first few playthroughs, you are only able to take one path through, stopping between levels to regain composure. Pry a little deeper and you’ll find a labyrinth of areas that are only accessible once you’ve gained some of the few skills that persist after death. Called Runes, these range from the ability to grow vines to sticking onto a wall, Spiderman style. Speaking of persistence, there are a few more things of note. There are pale blue orbs that drop from enemies and in certain chests that are Cells, your core currency and main means of progression on the island. Make it to the end of any level and you are given the ability to unlock blueprints using the cells, granting permanent upgrades. All the weapons and tools are available to you (once you find the appropriate blueprint scattered throughout the levels,) aswell as more overarching skills. The ability to heal more than once, have a bag of gold waiting for you when you respawn that contains what you died with and more are available. These may seem like minor things, but they culminate in a true sense of progression in a game where you start off bare every time you die. Each new weapon unlock or extra health flask use was followed with a sense of accomplishment as I slowly realised I am going to last longer in each playthrough until I’m strong, and lucky, enough to take down the final boss.

However, it isn’t over when the final boss is bested. Not only does the game unlock Daily Runs, where you fight your way through a preset dungeon for the best possible score and rewards, but the game unlocks a hard mode, whereby even better weapons and stats are found. This is a true test of skill, as the enemies are even more unrelenting.

Dead Cells is the antithesis of the state of the gaming trend. Where big publishers and developers have been working on huge open-world titles that you immediately get lost in, Motion Twin makes you start small. It forces you to fight to make the world bigger. It makes you scratch away until the surface breaks and you find a deep and very fulfilling game that rewards you for wanting to explore and not having it thrust in your face. The pixel art is unique and beautiful enough to stand out from other Metroidvania titles like Hollow Knight and the soundtrack is fantastic enough to listen to on its own. If I’m gushing too much, it’s because I am unapologetically. Dead Cells deserves every ounce of praise that it gets. It stands next to Celeste as one of the big surprise hits of 2018 and will be sitting next to God of War in Game of the Year talks.

Wednesday, 13 June 2018

E3 in Review: Ubisoft

E3 in Review: Ubisoft

Not necessarily a review, as I can't exactly say I'm qualified to give that weight to words. However, I wanted to write my thoughts down so that I can maybe open up a discussion about the conference overall. This includes services, not just games.

In the immortal words of Jim Sterling, Ohhhhhhhhhhhhhh Ubisoft. 

You can't deny that Ubisoft loves putting on a show. Live performances from dancers, specials guests and rapturous applause always make for a good time at the French publishers conference. Sometimes that style can often mask a lack of substance and, this year atleast, I thought that was true. 

Opening the show was an almost five minutes dance number for Just Dance 2019 in Ubisoft's never-ending quest to drive that franchise into the ground. I get it, I'm not the market for that title. But surely yearly instalments in an IP that barely upgrades mechanically must be tiresome by now. Also, they still are bringing this out on Wii and WiiU. If the PS2 had full motion controls, I'm sure we'd see if there aswell. With that said, I did feel my foot tapping away. Damn you and your infectious love of entertainment, Ubisoft.

I'm glad that Just Dance was done and out of the way because then we were treated to a new CGI trailer for Beyond Good & Evil 2. At this point, with that level of detail and hype, just make it a movie! It was gorgeous. It was a telling that this game is still very much being conceptualised, as last year I'm sure it was being penned as a prequel yet in this trailer we see a very different Jade than the one that players know. As it moves into action-adventure territory, we got a short reel of footage from in-engine gameplay. Again, the message that this is very early was apparent as the footage was never zoomed in on for those (like me) watching at home. It was off-screen footage, but we got an idea of the vision that the team is going for. 

Towards the end of that presentation, Joseph Gordon-Levitt appeared on stage to talk about his company's collaboration with Ubisoft on bringing user-created content to BG&E2 before release, immortalising the community in a way that no game has done before (save for the namesake items in a game like League, for example.) The difference with HitRecord is that any idea that goes up will instantly become a collaborative effort, reinforcing that sense of community. It's a very cool idea and those that may look to get a foot in the door in the industry could really use this is a viable avenue. Personally, my creative abilities may be lacking in that respect so I'll leave it to the die-hards. 

Community Developer Justin Kruger then followed up on the back of BG&E2 to talk about Rainbow Six: Siege and the incredible growth that the game has had since it's release in 2015. Chucking some numbers up like 35 million players bears no fruit on a stage like E3, but for the title that was very much knocked back by the community before it's release, the legs that this game has is a testament to Ubisoft's dedication to the games as service model. Aswell as annoucning their Operation Parabellum event, Justin also showed a teaser trailer for their documentary series "Another Mindset." Following ten members of the Siege community; be it personality, caster or pro player, this documentary series seems to be taking notes from the very popular True Sight series by Valve and Riot's absolutely incredible Life/Play short story series. These kinds of things are fantastic to watch in my opinion, but not necessarily something to show off at E3. 

Trials Rising was the next announcement, with Antti Il Vessuo coming in on a small pit bike. Again, Ubisoft sure know how to put on a show but this entrance was rather cringe-worthy in my opinion. It seems like a whole lot more Trials, which I'm happy with. Trails Evolution took alot of my time when I was younger and I still love the technical challenge of some of the later tracks, so I'm sure this will be right up my alley. Youtuber Professor FatShady came on to talk about how he and other Trials experts have assisted in the creation of the tracks in this title aswell as a comprehensive tutorial guide to help those that have never played the series before. It's cool and they seem to have taken things to eleven with the stages but, if priced right, I can see myself losing more time to this series come February 2019. 

More on a title that we'd seen earlier in E3, Julian Gerighty set the scene for the environment that players will be fighting their way through in The Division 2. Set around 7-8 months after the initial outbreak, it is beginning to burn itself out. Now the population in Washington begin to build anew. As an operative, your actions will dictate the future of the state and potentially America as a whole. It seems like Massive Entertainment have taken the community feedback to heart, heavily focusing on the endgame as well as real ways to differentiate the hardcore from the newbs. The gameplay that was shown yesterday at Microsoft's conference was nowhere to been. There was a new CGI trailer, however, showing just how certain factions have taken over and the reality they face is more dangerous than ever. 

I liked what I saw of the original title. I just got into it too late but am interested to see what the gunplay and if the endgame stuff, particularly the Dark Zone, can keep me around. With the road map of their content drops aswell and with them all being free it certainly is a tempting prospect.    

Just when I thought we had the silly show performances over with, Grant Kirkhope conducted Critical Hit through an original composition to a video displaying an expasion for last year's Mario and Rabbids title, Donkey Kong Adventure. The DLC drop is coming in only 2 weeks time so atleast there isn't long to wait. I hate the rabbids, they're just unsightly but it is cool to see Nintendo playing nice with other developers on their core IP's. But that wasn't the only Nintendo-centric to come out of this conference. 

Next up was another look at a title that just looked like an Black Flag expansion-turned-game, Skull and Bones (I still hate that title, it's SO generic.) I may have to eat my words on this one. It was announced a few months ago that this title had been delayed until 2019 and I think I know why. This game looks drastically different to its first showing last year. Instead of being a pure PVP ship battle and maybe a fight against a Kraken, Ubisoft Singapore seem have maybe looked at the mistakes that Sea of Thieves made and are potentially delivering a more authentic pirate experience. Ubisoft's mechanical cross-pollination continue, with what looks to be RPG elements and a loot/gear system for your boat. 4-player co-op in a shared world with other players and AI and it can turn into a mad fight for loot after working together fora common goal. The demo today actually shifted the tide in terms of opinion from me and I'll be keeping a closer eye on this to see if it can strike gold where Sea of Thieves couldn't. 

Another title that has been completely silent since last year was Ubisoft's collaboration with SpectreVision, Transference VR. A psychological thriller trying to bridge between games and movies, it seems like an ambitious project that'd probably scare the life out of me in VR. From the trailer alone it seems creepy. We'll see just how creepy later on this year. 

Finishing up the trinity of titles that were announced last year, we got a deeper look at Starlink: Battle For Atlas. What seemed to be a completely forgettable toys-to-life shooting title quick garnered alot more interest than I feel that it deserves with the Nintendo exclusive addition of Fox McCloud from the Star Fox series. One cool feature is the addition of a special Arwing that comes as a toy. I still have no interest in playing this, I think I'm very much out of the age demographic that they're aiming for. 

For Honor was very weirdly positioned in the conference. If Ubisoft were having specific franchise updates at the beginning (see: Just Dance & R6:Siege) then surely For Honor should have been put there aswell. A new Starter Edition was announced, via their PC service uPlay, for a week but will be there to keep after that period has ended. I have similar thoughts on this as what I had with Bethesda's Quake Champions announcement that was in the same vein. 

A new expansion was shown, with four Chinese warriors joining the other 3 factions. This is a cool addition, but I think that it's a little too late for For Honor and maybe they should've held off on this and kept it for a sequel. I can't imagine there being large numbers on their servers across all platforms right now and I don't think this will remedy that either. I will gladly eat my words if I'm proved wrong, as I liked what I played of For Honor. 

Personal opinion: The Crew 2 should've been out by now. The premise of the original was cool and I felt that it was maybe rushed out of the door. The steps forward that they've done with this iteration feels too much. Infact, it's reminiscent of that odd Criterion title that was pitched at EA's conference a few years back with almost every form of transport put into one title. Atleast Ubisoft ripped the band-aid here and announced the release date of June 26th. Then there's the "Open Beta" on June 21st. Small rant here: 5 DAYS BEFORE RELEASE IS NOT A BETA. THAT IS EITHER A GLORIFIED DEMO OR EARLY ACCESS. It's delusional to think that, 5 days before release, there is going to be anywhere near enough time to work on kinks and any major bugs. Take into account the certification process for DLC and patches and you have a recipe for a bunch of BS. /rant

Lastly, Ubisoft lifts the veil on what was leaked just weeks before E3; Assassin's Creed Odyssey. No, this isn't an Assassin's Creed/Mario crossover. Ubisoft are taking the foundations that last year's great Assassin's Creed Origins laid and really pushing the envelope by giving a heavier emphasis on RPG elements. For the first time in the series you can decide on the gender of your character, with Alexio and Kassandra being the protagonist. Dialogue options pop up for the first time, too, which they can have long lasting consequences on the story. Set in Ancient Greece during the Peloponnesian War, you act as a mercenary that really cool with Spartan gear on. The 300 kick is there aswell, which is a nice bonus. 

Origins took me by surprise last year with how refined the combat was and the seamless inclusion of gear. Odyssey looks no different in this regard and there seems to be even more to find or upgrade. There also seems to be a Nemesis-style system in place, with mercenaries that are contracted to kill you based on your reputation and bounty. The more you kill these, the higher the bounty and the better the bounty hunters. Which, in turn, means better loot when you kill them. They all have different abilities and bonus' which will make for some very interesting interactions come game time. October 5th, not far away at all.    


So that was Ubisoft. As I said at the top, there was alot of style there as the dancers and performances were trying to distract from the real lack of new information. Alot of the titles were just updates or we knew were coming, with the only real surprise being the inclusion of Fox in Starlink. I'm interested in Trials, I was pleasantly surprised with S&B's showing and Assassin's Creed looks like another great step forward for the franchise. I'll be honest for a minute though. No sign Spintercell was incredibly disappointing. With Sam Fisher's inclusion in Ghost Recon Wildlands back in March to Michael Ironside returning to the famous role for the cameo, I honestly thought that was a premonition of a new title. Maybe it's not ready to be shown yet or maybe it isn't happening at all. But I believed and I was let down. 

This year certainly wasn't Ubisoft's best ever showing, but they do know how to put on a show. Even if the crowd is 90% staff from their worldwide offices and are bound to clap. 







E3 in Review: Bethesda

E3 in Review: Bethesda

Not necessarily a review, as I can't exactly say I'm qualified to give that weight to words. However, I wanted to write my thoughts down so that I can maybe open up a discussion about the conference overall. This includes services, not just games.

Bethesda have kind of crept up on the industry at large, truly becoming a publishing powerhouse in recent years. With their in-house mega franchises of The Elder Scrolls and Fallout, they can garner enough attention in their own right. You combine that with the studios that are now under their umbrella and you have a publisher that is gamer focused and severely cuts out the corporate talk. This year was no different, even if the conference as a whole was relatively weak. 

Kicking off the show was an awkward performance by Andrew WK, who I can assume is being integrated in the marketing campaign. I love his music, it's upilifting and hard rock, but when the screen is displaying just the Rage 2 logo it very much loses it's luster. Even the shots to the crowd just sat there with stone faces reinforces my point. In future, if there's going to be a performance, please cut a trailer to the music.

Getting to the gameplay itself, it immediately looks better than it's predecessor. The original had a very troubled development, with id Software going through various iterations of it and rushing the game out of the door. This time around it seems to really have embraced that Mad Max post apocalypse vibe and I like it. Most of the games made in this setting take the super serious, rebuild humanity approach and to see Rage 2 lean into a more punk style is cool. It all oozes style. Mixing id's first-person shooting heritage (they created the entire genre) with Avalanche Studio's open world specialisation makes for a sequel that will probably best it's earlier effort by a considerable amount. However, this game doesn't really interest me that much so I'll probably give this a miss when it launches early 2019.

Next up was a look at the updates coming to some of Bethesda's live services. First up was The Elder Scroll Legends, their digital card game. After giving it a go last year, I wasn't overly impressed and have no intention of returning. It was announced a few weeks ago that the original dev studio had been removed from the project and it was being given a graphical overhaul. This was just more of a confirmation of that. To those that enjoy it and the cross-platform progression, fantastic. I'm happy to see that they aren't giving up on it after the digital card game genre, popularised by Hearthstone, has taken a downturn in popularity.

Their other Elder Scrolls service, ESO, was shown off with content from its latest expansion. Summerset was just recently released and this more of a thankyou to fans than anything. There was no real substance to their presence on stage but Bethesda is all about showcasing all of their titles, so for it to be missing would've been jarring. 

A hard cut to the next trailer and we got a CGI trailer for Doom Eternal. Hell has come to earth and it's up to the Doom Slayer to takes out the demon hordes. Quakecon will have the bulk of the reveal but we learnt that there will be twice as many demons as their reboot and even more ludicrous ways to destroy them all. The directors of the game, Hugo Martin and Marty Stratton, felt a little too awkward on stage. They reiterated it was a sequel three times and had nothing else of consequence. Again, it felt to me like there wasn't much point in getting them onstage. Maybe just the teaser trailer was enough with a still of "Learn more at Quakecon 2018."

Speaking of Quake, Commuinity Manager Joshua Boyle took to the stage to announce that their free-to-play version of Quake Champions is available for download for this week and that you can continue to play it even when this trial ends. It's a nice touch for game that hasn't exactly taken off since it's initial reveal at E3 2016, so to get some more people in the door and maybe spread the word of the original hardcore multiplayer shooter may be the boost it needs. 

Leading on from Quake; Arkane Studios reveals some extra DLC that they've been working on for their latest title. Mooncrash is new mode that'll be released for Prey and is a procedurally generated escape run and got shadow dropped. The mimic placements are changed every time as you start from the same room and try to escape from the moon. Typhon Hunter is coming in the summer and it's essentially a glorified prop hunt mode. It's a genuinely cool idea and shows the commitment to titles that whilst didn't set the world alight commercially, certainly has its fans.

Machine Games were next up, showcasing a new title in the Wolfenstein universe. Young Blood is a new story set in the 1980's, follow BJ Blazkowicz's twin daughters as they lead the fight back against the Nazi's in Paris. Naturally, as there are two daughters, this game is slated as a co-op experience. A first for the series, if I'm correct. I've never been a huge fan of the Wolfenstein series but I have been tempted by the rebooted series and Young Blood also piques my interests. I may have to check it out.

Pete Hines returns to stage, announcing two new VR titles. Prey's Typhon Hunter expansion will have VR support for it's multiplayer mode aswell as a new single player experience, solving puzzles on the ship that the core campaign is set on. Ontop of this, Wolfenstein Cyber Pilot was talked about, taking control of a Nazi Robot Wolf to take them out from the inside. It sounds like nausea is the order of the day when that launches, but a cool different take nonetheless. 

It was the moment most of the people watching were waiting for. Todd Howard, Director of Bethesda Game Studios, takes to the stage and talks about their core franchises. The first trailer that he showed was a fantastic joke trailer for Skyrim on Amazon Alexa. The voice controlled hub acts almost like a Dungoen Master, giving you options to use before playing them and continuing your story. It's a fun poke at the "Skyrim released on everything" meme. While yes this actually got released, don't expect the Skyim: Very Special Edition on those Samsung Smart Fridges any time soon! 

Jokes aside, Todd then took us into a deep dive on their latest title, Fallout 76. Announced a few weeks prior to E3 in an effort to control the message, Todd was able to clarify a few things that had been buzzing about on the internet. Fallout 76 is indeed a multiplayer centric title, a first for the series. He was very quick to announce that the entirety of Fallout 76 can be played solo, too. 

West Virginia is four times larger than the map of Fallout 4's Boston. There is more of an emphasis on survival mechanics in this title, adding starvation and thirst on top of the RADS system that was already in place. The building system that was started in Fallout 4 makes a return, reworked and enhanced for community building. Photo mode, PVP and endgame content was all shown off. The real kicker here was one of the real game changing elements; nukes. There are four sites on the map with have nuclear warheads and if you and your friends can manage to find the launch codes for one of them, you can send it into orbit and watch the mushroom grow over a part of the map. This drastically alters the zone that got nuked, mutating the species that live there and in turn making better loot.

I'm so excited for Fallout 76. I love the idea that they're realising here and really hope it pulls through. Taking out ghouls and mutant frogs, aswell as taking on the new monsters that were shown off, with friends and creating our own little faction on a dedicated server will make for some fantastic stories that we can create ourselves. I hope that the launch date of November 14th 2018 doesn't get delayed and I'll definitely be trying to get into the beta. Colour me excited. Before moving on, it was announced that Fallout Shelter is coming to Nintendo Switch and PS4, completing the transition to all modern consoles. The mobile game was a great time sink but it is a little sad to see no integration towards Fallout 76. It would've been a great move to get bonus' in the new title by completing certain challenges in Shelter. The fact that this came before their big E3 game aswell kind of messes up the pace of the conference.  

It seemed like odd pacing was the name of the game as Todd moves on from their premier title this year to talk about a new mobile title from the creators of Fallout Shelter. The Elder Scrolls Blades is being marketed as a "full Elder Scrolls experience," and one game that Bethesda Game Studios have wanted to make for a while. From the gameplay demo, it seems like the entire game can be controlled with one hand and is trying to retain all of the features you expect from a core title. That means dungeon exploration, combat and open-ended questing. There is also town building mechanics and an arena, which I can imagine is PVP. If anyone is familiar with BGS, you'll know that the Arena is a feature they love to employ in every ES title but always has to be scaled back in lieu of other features. Oh, yeah, the entire game can be played in portrait mode. For mobile-centric players I can see this being a boon, but for everyone else I guess it is a nice addition. 

I'm glad that the conference didn't end on that odd, and rather mediocre, note. Bethesda has got into a great habit with announcing games within 3-6 month windows of their launch and Fallout 76 is no different. However, this year Todd wasn't content with leaving it at that. We got a very short tease of their new Sci-Fi IP, Starfield. It's been an idea they've been floating about for a long time and now they feel the time is right to acknowledge it's existance. Do not expect it anytime soon, though.

Finally we got confirmation of another title that people have been clamouring for. The Elder Scrolls VI. No subtitle, just a short CGI shot of the expanse that we'll be traversing after Starfield has been completed and launched. Both titles are said to be in development for "the next generation," possibly in reference to the PS5 and what Microsoft has revealed to be "Project Scarlett."

Overall, this conference was a mixed bag. A very awkward start that set a poor tone for me as a viewer. The conference picked up halfway through with some very cool announcements but, again, the pacing got weird towards the end. I would've much preferred for the Fallout 76 to be the closer. Maybe not even mention TES VI at all, as it kind of takes away the pop from the release that's right aroudn the corner. I'm in two minds about it overall. Alot of the people that took to the stage were lacking in substance for the titles they were talking about and for some of their premier franchises there were small additions. I can't make the argument that Rage should be in that upper echelon, we'll have to wait and see how Rage 2 fares. There was an awful lot of fluff overall, but I that fluff was there for the fans and I can understand their excitement for new experiences in titles like Prey and Wolfenstein. 

Bethesda love their games, love their fans and this presentation showed. Not all of their IP's are for me but the crux of the conference, Fallout 76 specifically, definitely is.     
   



Monday, 11 June 2018

E3 in Review: Microsoft

E3 in Review: Microsoft

Not necessarily a review, as I can't exactly say I'm qualified to give that weight to words. However, I wanted to write my thoughts down so that I can maybe open up a discussion about the conference overall. This includes services, not just games.

PSA: This one will be a doozy, as Microsoft had ALOT to show off. You have been warned. 

Microsoft this generation has been on the ropes. On the initial unveiling of the Xbox One, they were lambasted for this "always online, all-in-one entertainment system" mantra that they had adopted. From there, Sony has been continually beating them into a pulp with a one-two punch of incredible exclusives and time-locked marketing deals with the likes of Activision-Blizzard. 

This E3, we all knew Microsoft had to really come out swinging with everything they had. While some complaints persist (specifically lack of exclusivity,) Phil Spencer and the entire Xbox team packed a punch and proclaimed their statement of intent. 

Kicking off the show was a concept trailer for the next instalment in their perennial flagship franchise; Halo Infinite. While it was sparse in terms of information, the cornerstones of the shooter were there. Warthogs rolling in the hills, an enigmatic shot of the Master Chief before loading an AI chip into his helmet and the Halo itself. 

There are a couple of important things to note. First off, whilst there isn't alot to go off of from the trailer, it does seem that we are going to back the Chief's control. The name itself may give us an idea of what to expect from the title. The focus on the world itself, the looping shot to the Halo all says to me that this will be an open world title. Infinite has alot of meanings, but in games it traditionally means infinite replay-ability and open world, emergent gameplay typically goes hand in hand. Last thing to note is that we are moving game engines with 343 Industries creating the Slip Space Engine. The Halo series has been using the same engine for years now and I'm glad that they're modernising and it will be great to see what they can do with Infinite when it launches. 
As a huge Halo fan, I felt like they really lost their way with the Reclaimer Saga. I hope that when we get a glimpse of this game proper I will be as excited to play it as I was with Halo 3 and Reach back in the day. 

Next up onstage was Ori and the Will of the Wisps. After it's initial reveal on stage last year, Moon Studios has been radio silent on what we can expect from the sequel to one of my sleeper hits. Ori and the Blind Forest is a Metroidvania style title where you must save the elements of the forest that you are the guardian of. That's a very high level pitch, I know. This game caught me completely off guard with the first fifteen minutes, shedding a tear at the story that was unfolding.

The sequel seems to be taking everything that was great about the first title and really accentuating those features. The traversal seems to have evolved, the combat more involving and, my god, the visuals. It's just jaw-dropping beauty that I'm still in awe of. The gameplay trailer was meaty enough for me to now be happy to not see it until it launches in 2019.

This next title really surprised me. Not because it exists, but because Microsoft got the world premiere after it's initial tease at PSX 2017. Watching the opening 20 seconds of the trailer, I was sure that Tenchu had come out of the shadows. A little further in, I saw an emphasis on fast Bloodborne/Nioh-esque combat and realised that this was a new IP entirely. 

Sekiro: Shadows Die Twice is the latest title by FromSoftware, the fathers of the Souls-like genre. Set in what looks like 15th century feudal Japan, you play as a ninja with a bony prosthetic arm that also looked to double up as a grappling hook. This elevates the title to a whole other level. Miyazaki-san has made enough of the plodding, methodical combat titles in Demon/Dark Souls. He brought about a faster pace with Bloodborne and seems to be taking that concept even further. The trailer was full of action and once we get more of a grip on the story I'm sure I will be as in love with it as I am with their past works. 2019, hurry up please.

Todd Howard, Director of Bethesda Game Studios, then made an appearance to make a few announcements regarding their Fallout franchise. First off, he announced that Fallout 4 would be part of the Xbox GamePass program starting today (10/6/18.) This is a fantastic indicator that Microsoft is really leaning into this and is getting some of the bigger publishers onboard. After, he gave a small speech on Fallout 76 and confirmed a few factors. Yes, this is the earliest Fallout title, canonically. The map is four times the size of Fallout 4. Your character is to go into West Virginia and build anew, 25 years after the bombs dropped. We'll see more at Bethesda's conference but left us with a trailer that sets the scope. Focusing around the Power Armour, you see scavengers and ex-vault dwellers walk past the remnants of the suit before what I suppose is meant to be your character picking up the helmet. 

Personally, from the rumours running amok on the internet regarding this title, I'm very excited to see Fallout 76 in action. Hopefully we see it this year. 

The Awesome Adventures of Captain Spirit looks like a very charming self containted title set in the Life is Strange universe and I couldn't be happier. Life is Strange ripped my emotions apart at points and to see an uplifting trailer about childish wonder is a wonderful reminder that games can have positive themes. We don't have to wait long for it either, set for June 26th as a free download. It did seem a little out of place amongst heavy hitters like Bethesda and FromSoftware, but I see this as a precursor for Square-Enix's conference where we'll more than likely see Life is Strange 2. 

Hidden among all of these big third-party reveals, Microsoft decides to give a small nod to their reworked open-world title, Crackdown 3. Instead of being shoe-horned in like last year, Terry Crews as Commander Jaxon is front and center. It looks to be very similar in style to the original title, with the return of orbs and visual progression of the character model. It got very bombastic, maybe too much for my liking, but it was nice to see them atleast acknowledge the title and give it a launch date. The issue is, that date of Feb. 22nd 2019 is already looking stacked and I feel that Crackdown will drown there. Expect a delay.

Nothing major, but I'm glad to see that Nier: Automata is coming out on Xbox. The Become as Gods Edition will feature all previously released DLC in one tidy package. Nier: Automata is the best action game you'll never play, so please check it out when it launches on June 26th.

We got another look at Metro: Exodus and it also shares that date. Maybe Microsoft didn't share that detail ahead of time as marketing wise this seems a little bit odd, with Crackdown and Metro being so close in the presentation. Date aside, Metro looks like another must play, giving us a much more extensive look at the more open world that it has crafted and less on rails than it has done in the past two showings on this stage. This series gets overlooked alot of the time so to see it have a strong showing like will likely turns heads.  

Phil then took to stage humble-bragging about his recent trips to Japan about securing new partnerships. It's not a secret that Microsoft's consoles have really struggled to make an impact at all in that territory but I admire their tenacity in seeking those developers out. 

Then we got the one-two confirmation. Kingdom Hearts 3 is now officially an Xbox One title aswell as Playstation 4 and, yes, Frozen is the latest world to be shown off. The audio sync was awful for this trailer, however, and it wasn't the best showing it could have been. Regardless, this was a big deal for Microsoft and part one of what I'm calling the "Constitution of Intent." 

Coming from one cartoon aesthetic to another, Rare played a trailer displaying some of the new content coming to Sea of Thieves coming in the next few months. This is cool and may see a small resurgence but I really can't help but feel like some of what was shown should've been in the base game and I can't see myself returning to it. It had it's moment and it sank.

One body of water to another, EA followed up on their promise to show part of their war story mode in Battlefield V with what felt like an even smaller vignette than they showed on their stage. It was kind of baffling to me. The end of their EA presentation said to expect more at Microsoft's stage but the showing was minimal and not exactly gripping to me. I loved the stories told in Battlefield 1 and I'm sold on that premise being brought forward to V. However, if you're going to show it off, show it.

Leading into the middle of the show was Playground Games and their latest title in the Forza Horizon franchise. Turn 10 and Playground borrow tech from each other in a wonderful synergy that always elevates the quality of each title and Horizon 4 seems to be no different. Set in my back garden of Britain, Horizon 4 will be a persistent online world with an active season system. They promise that this will drastically alter the way the cars handle on the roads as they introduce even more community challenges and player housing. Still no getting out and walking about though. ForzaVista is still there and will as close to getting out of any of the 450 cars as possible. I'm not huge on Racing Sims, so to see a more playful and community based title like this does excite me. As with most of the titles, it's early October, giving lots of runway before Red Dead Redemption 2 comes to cannibalise any title near it. 

Forza Horizon 4 joins Microsoft's Xbox GamePass program by being available day and date on release, meaning anyone with GamePass can just download and play. This segued nicely into what was the necessary portion of the conference, even if it was the lull for me. 

Phil Spencer takes to the stage to talk about exclusives and the clout that they are going to bring to Xbox. The Constitution of Intent truly begins now. First off, a brand new studio called The Initiative has been created, giving credence to the rumours of Microsoft ramping up for "Quadruple A" development. Whatever that means. Next, he talks about the acquisition of some studios. Leading the pack was the purchase of Undead Labs, the creators of the State of Decay series. With it's exclusivity to Microsoft's platform, this seemed like a no-brainer (pun on purpose.) Another formality was the announcement that Playground Games was now under their umbrella. Again, this was a surprise to nobody as they've only ever focused on the Forza series but, by bringing them into the fold, they have the potential to work on other open world games using their expertise in the field. Looks like the rumours of a Fable reboot are a little more substantiated here.

The real surprise here, and what is in my opinion the most important acquisition in the past 5 years in the gaming space, is the acquisition of Ninja Theory. This studio has just come off the back of Hellblade: Senua's Sacrifice, which has garner universal acclaim and deservedly so. This game is so important and to be done with no financial backing from publishers was a true achievement for what was perceived to be a "AA" studio. With the money that Microsoft can throw their way, expect huge things. 

Lastly was Compulsion Games. A bit of a curveball here, in my opinion. They first turned up on Microsoft's stage two years ago with We Happy Few, a procedural generated first person title that genuinely took me by surprise. The story and the characters were what really sold it to me in the first place. Since then it's undergone a transformation into an action-adventure game, where you are trying to escape this town that's inhabited by people that have become addicted to a drug called "Joy." Microsoft then played a trailer for the game, along with the release date of August 10th. I'm intrigued by it by the title but I'm unsure if I'm willing to pay full whack for it. 

Player Unknown's Battlegrounds turned up with a short sizzle trailer, revealing a launch window for their newest map, Sanhok, alongside a very small teaser for a winter map. I'll come back to it once I'm no longer having to live alongside the bugs that can truly hamper the experience.

The CoI continues with their commitment to the JRPG genre. Tales of Vesperia, a timed exclusive to 360 back in the day, gets a remaster to the joy of alot of fans of the genre. Released later this year, it'll give the chance for people who maybe didn't want to pay over £30 for a pre-owned copy.

Following on from that was a title that dashed my hopes for a moment. The aesthetic was there, just not the colour palette for Splinter Cell. Ubisoft turned up with the awkward canned co-op I was looking for in The Division 2, which I'm sure we'll see alot more of in their conference. I didn't really get into the first title (it came out when I was extremely poor and as such couldn't afford it when the zeitgeist was in full effect) but I'm excited to get another co-op shooter to play with friends. Initial impressions indicate it is literally more of what players wants out of The Division, so I'll see if it piques my interest come March 2019.


Ashley Speicher took to the stage to talk a little more about Xbox GamePass. I felt bad for her, as the new "FastStart" is genuinely impressive. However, I don't think it got the response that she was looking for. It felt like a bum note, despite the ability to load up GamePass titles twice as fast as before. She then announced even further support for the GamePass, with Ubisoft's The Division aswell as ZeniMax Online Studio's Elder Scrolls Online: Tamriel Unlimited Edition joining the platform. This is a great look for Microsoft, especially after EA announcing Origin Premier. Digital Catalogues are here to stay and it's been a long time coming. 

ID@Xbox had a small sizzle trailer with some of the titles coming in the next few months. For me, Dead Cells (a gorgeous looking Dark Souls/Metroidvania hybrid) and Ashen were the standouts. It's great to see indie titles on stage and they didn't overstay their welcome.

Square-Enix gave us another look at Shadow of the Tomb Raider, the next installment in the rebooted Lara Croft franchise. Being a fan of the first two, I was sold on the third upon it's announcement and to see that they're taking the story in a darker direction (to the point where it looks like Lara is the bad guy) solidifies my thoughts. I hope that this time round it doesn't have the limelight stolen by other titles in that cramp September window.

I almost screamed in excitement when I saw Session, the spiritual successor to EA's Skate series. Crea-ture Studios had this title fully funded in 3 days over on kickstarter and the trailer definitely takes the Skate vibe. Let me see what other dumb stuff we can do in this (Hall of Meat please!) and really cement this as must-get for me.

Black Desert Online returns to Microsoft's stage with a new trailer, showing more of the game's story. It has been out for a while now PC side and has got a small but dedicated fan base and, with the beta registration available now, I'm hoping to become part of that when it comes later this year. 

The next title that was shown off onstage that I did not see coming at all was the official reveal of Devil May Cry 5. The trailer gave me everything I needed. Crazy action, little bits of story sprinkled in amongst the gameplay and a nice little tease of Dante at the end. UNPOPULAR OPINION TIME: Devil May Cry 2 was my favourite in the series. I just loved the two storylines and then the additional modes that unlocked after completing the campaigns. Series director Hideaki Itsuno came onstage with a translator to stake the claim that this is the best action game they've ever made and every single ounce of it is with love. I'm glad to see they haven't just phoned it in and they seem to have taken some visual and stylistic cues from Ninja Thoery's 2013 pseudo-reboot. Consider me super hyped.

Another studio with close ties to Xbox, StudioMDHR gave us a a snippet of an expansion for their incredible side scroller (and one of my favorite games of last year,) Cuphead. The Delicious Last Course is slated for release next year and even just one extra isle with new bosses and and a new playable character is very reasonable and indicative that Cuphead is probably going to end up being a recurrent franchise for Microsoft. 

Tunic was next, showcasing it's adorable love letter to Nintendo's The Legend of Zelda series. Kind of isometric with a soft polygonal aesthetic and a synthwave soundtrack, it looks like the type of title hipsters will safeguard as the newest, coolest title about. I'm excited to try it out for myself when it comes out later this year.

Here on out, Phil states that every title is world exclusive. I'm not entirely sure the marketing is correct, as one of these titles have already been confirmed for other systems, but I'll roll with it. 

Something from completely left-field, a trailer played for Bandai Namco's Fan-Fiction: The Game. I mean, Jump Force. The worlds of Naruto, Dragonball and One Piece collide to beat up on poor old Freiza. It was total overkill. I love the perspective of this game, as it seems to take cues from Cyber-Connect 2's Naruto Ultimate Ninja Storm titles, but I'm not entirely sold on the visual style. I understand it is a way for all of the Shonen Jump titles to feel like they're connected, but I don't know about it just yet. The idea that I can smack Monkey D. Luffy down with Naruto is awesome and with Ryuk and Light from Death Note at the end of the trailer, I can see things getting REAL bonkers. Gimme Midoriya from My Hero Academia, please.

Dying Light 2 was next. Set 15 years after The Fall, all of the choices in the game have a direct effect on the world around you. Not just a visual feature, the city's factions and population will die or thrive based on your action. It looks gorgeous and still marries Mirrors Edge style parkour with some very involved first person combat. It's just a shame that it's yet another open world zombie game. As one of the better ones to come out in years, Dying Light 2 is something worth keeping an eye on. 

If anyone is like me and reads or watches IGN content, this next announcement had me in stitches. Battletoads is getting a reboot or remake, it wasn't made entirely clear. 

Avalanche Studios reared their head to confirm one of the more surprising leaks that Walmart Canada let slip in Just Cause 4. It seems to have taken the action to 11 and new mechanics, such as the twister ripping up a town, set this up for a fun playground of destruction when it arrives December 4th. My issue is that come December we would've had even more open world titles than ever before and, for me atleast, the fatigue would've set in. 

Rod Ferguson takes to the stage with a trio of Gears of War announcements. I haven't exactly kept up with the series in recent years (Judgement being the last title I played) but the work that The Coalition have put in may change that. There was a bait and switch to begin with, as Gears Pop was revealed. Really not the title I was looking for. A mobile game using Funko's popular Pop figure style, I'm sure it will find an audience. Next up was a confirmation of a rumour as Gears Tactics is in development. A natural fit for the series with a gameplay system similar to what X-Com has brought to the forefront of isometric turn-based strategy games, this seems like one that I'll definitely check out. 

Then Gears 5 gets shown. Note: Not "Gears of War", just Gears 5. Picking up some time after Gears of War 4 finished, this time we'll be playing as Kait and follow her story. This is a massive change for the series after typically being centred on big burly men with even bigger armour on. The trailer was emotional and really showcased the direction that The Coalition is taking. It seems to be heavily leaning into a cinematic approach and gave me distinct vibes from some of Sony's first party offerings (think The Last of Us/God of War cinematic experience.) I assume we'll see this Fall 2019 as I doubt Halo Infinite will be ready and that's absolutely fine by me. 

There I was thinking it was over. Microsoft really pulling out the big hitters. Huge third-party reveals. The Trinity of Forza; Gears of War and Halo. More Indies. Big acquisitions. Phil openly stating they're working on a new generation of consoles. Consoles. Then the show-stealer happened.

CD Projekt Red "hacked" the stage to reveal the first proper trailer for their newest RPG, Cyberpunk 2077. I lost it. This was almost everything I could want in a trailer. There was the world and story setup, there were vanity shots setting up the locale and, perhaps most importantly, it showed that they weren't afraid to take it to mature places. Very much a Blade Runner style dystopian future, Cyberpunk nails that neon colour palette and the entire vibe of that trailer just has me pumped. It's almost like Deus Ex has "slick" future down and this tone piece really sets up that more gritty future. I've watched the trailer 5 times over since the unveiling and if the game is anything like this tone piece and it can hold up in-engine (as in not watered down like Metro was accused of 2 years ago) then I'm pretty sure I'll have a new favourite franchise. I need more of this soon and to see the game systems in action.  

So there we have it! Microsoft truly came out and accomplished what they wanted to this year. The entire team should be proud of what they achieved. The run order was spot on, none of the titles (aside from maybe The Division 2) overstayed their welcome and they managed to sign that Constitution of Intent. They have the studios. They have the hardware. They're on their way to the games. But for now they have enough love from third-party studios, thanks in part to the Xbox One X, to help them through what will be a relatively sparse first-party offering this Fall/Winter. There are plenty of reasons to stick with Microsoft and, after this conference, Sony alongside Nintendo will need to outdo themselves in order to snatch best of show this year round. 

If this generation is a boxing match then we've just started Round 10. Microsoft has had the bloody eye drained, the swelling lowered and is ready to put their gloves up and land a few good hits on Sony. 

  

Saturday, 9 June 2018

E3 in review: EA

E3 in Review

Not necessarily a review, as I can't exactly say that I'm qualified to give that weight to words. However, I wanted to write my thoughts down so that I can maybe open up a discussion about the conference overall. This includes services, not just the games. 

First up, EA.


This year all of the eggs were firmly in the basket of Anthem. Bioware took alot of people by surprise with the reveal of this Destiny-like Shared World Shooter, initially due for release this year. This conference showed EA's emphasis on Anthem being the "next big thing," from the AR Javelin versus Titan at the beginning to the hosts mentioning it being at the end of the show. It kind of got annoying as we all knew what people were there for really, there was no need to continually reinforce that point.

EA didn't pull any punches, however, launching us straight into Battlefield V. It's sad that the entire conversation around this game is currently dominated by a gender controversy. EA obviously wasn't listening, putting women front(line) and center in all of the sizzle reels and marketing (for the record, fantastic. Plenty of women brought the boom back in WWII and they should be revered as much as the men that fought.) Managers Oskar Gabrielson and Lars Gustavsson gave us a small glimpse of the new mechanics coming to the game before a small multiplayer sizzle reel and a single-player trailer, which will be fully premiered on Microsoft's stage. 
The segment did feel slightly rushed though. Even with the omission of the cringe-worthy 50-100 player matches with celebrity's interspersed between influencers and gamers, I feel like they could've shown some more mechanics in a real world situation or a deeper dive into the classes and some of the maps. I imagine that we will see more come Gamescom. That being said, there is alot more colour in this iteration of Battlefield, especially in comparison to the rather dull palette in Battlefield 1. 

Next up was Fifa 19 but I may aswell call it the Champions League Showoff. The classic theme played before Aaron McHardy awkwardly gawked over the trophy sat there on-stage. With Konami's Pro Evolution Soccer series losing the license for the Champions League, it was only a formality that Fifa would be the successor for it. EA Sports claim that this will be integrated into almost every mode in Fifa 19, from the Journey (which low key returns for a third year) to their huge money maker in Ultimate Team. 
For all of this show, there wasn't too much substance. They barely touched upon any of the gameplay changes, claiming that this will come during the summer as well as Ultimate Team and pretty much everything about the game. The Fifa showing this year was rather superficial, but Fifa is one of those titles that people will buy regardless.

Before moving into their Indie section, Andrew Wilson popped onstage to announce some new tech that EA is experimenting with in the form of the "EA Game Streaming" Technical Trial. He made it clear that it is in early stages and is yet to be optimised and fully realised, but this is a telling sign where the industry is heading. After some comments were made in early June by Yves Guillemot (http://uk.ign.com/articles/2018/06/07/ubisofts-yves-guillemot-says-the-next-console-generation-will-be-the-last), cloud based computing and the era of the console seems to be shifting into a murky direction, potentially making a future that gamers will have constant access to games without the long install/update times. 
This is further emphasised with the announcement of Origin Access Premier, EA's own evolution of EA Access and it seems to be taking a leaf out of Microsoft's playbook with Xbox GamePass. By paying this premium price, gamers will get access to the entirety of EA's library and their latest releases ontop of what seemed to be games outside of EA's stable. 

Next up was one of two "low-lights" for me, with host Andrea Rene having a conversation with Vince Zampella about one of the Star Wars titles that Respawn Entertainment is working on. The whole seat in the crowd and the entire conversation just felt a little too staged for me. Vince did spill some beans on their next title, Star Wars Jedi: Fallen Order. Set between episodes 3 and 4, he states that tonally it will be very dark and is slated for release in "holiday '19."

Keeping with the theme of Star Wars, Dennis Brännvall took to the stage to show additions to the flagging Star Wars Battlefront II. It's always sad when someone has to stand there and hold up their hands on past misgivings, but Dennis took it in his stride and moved on fairly quickly. The additions to the game aren't exactly going to bring gamers back and it does feel like a futile effort, but I hope those that still play this game enjoy the content.

I was pleasantly surprised when Martin Sahlin of Coldwood Interactive walked onstage after a small trailer for what turned out to be Unravel Two. Admittedly I have never played the original, however I am all in for this after the maybe too long gameplay demo onstage. We got our Sega Shadow Drop 30 minutes into E3, with Patrick Söderlund announcing that Unravel Two is out now. 
It does go to show that even when a game like the original Unravel is on average a good game, EA is willing to show off smaller developers and let them take some of the spotlight from some of the larger IPs.  
This was reinforced when Cornelia Geppert took to the stage with Sea of Solitude, the first game from Jo-Mei Games. Being published by EA as part of their EA Originals initiative, SoS is game all about the self doubt and loneliness that can live in peoples mind and what can happen when it takes over and you turn into a monster. You play as Kay, a young lady whose hopelessness has turned her into a monster. The objective is to find out what made her this way by searching through a partially submerged city aswell as confronting those issues within yourself.
The trailer was such a joy and I will definitely be picking it up when it launches in early 2019.

It was rather jarring to go from a very solemn and isolating game trailer straight into an upbeat hype reel for NBA Live 19. But that was it, nothing more than a small trailer and the release date of September 9th, 2018. This, along with the Madden Esports trailer and Juju Smith-Schuster taking awkward jabs at Young Kiv, were all largely forgettable. Maybe they will show off the new game systems and features later on, much like Fifa. This wasn't a "low-light," this was just a very "meh" section that didn't need to be there. Again, quite superficial. 

Next up is the second low-light, and boy did this miss. Michael Martinez of Redwood Studios and Starcraft WCS Shoutcaster Nathan "Nathanias" Fabrikant were stood behind a small desk and trying to set up the rules for this competitive mobile game that they didn't share the name of. Bringing on an ex-Starcraft Professional and a popular streamer to face off, this showcase was really the low point of the whole conference. The game isn't exactly what I would say is "mainstream" in terms of competitive viewership (look at the declining viewer base for Stacraft 2 and you'll see why this is quite baffling, yet innocuous.) This game reminds me of a sideways Clash Royale with slightly more advanced mechanics. Then it clicked in my head, this is Command & Conquer. What used to be a premier strategy game has now been made into a mobile RTS which, whilst it was proven to work, really hits a bum note with those that still hold that series in high regard. The commentary seemed forced and awkward and I think the game showed pretty much all of what it has to offer in that one match. I will be downloading to see if there is more to it and what forms of progression there is, but I can't see Command & Conquer: Rivals being on my phone for longer than a few hours.

It really sucks that C&C:R took almost ten minutes of run time because my hype levels for Anthem were severely dampened.

The big blowout was here. Anthem is next on the docket and, unfortunately, I think the mixed presentation order hurt it. Bioware open up first with a trailer cut to a really awesome remix of Uprising by Muse before moving into a Q&A with members of the development team. While they were answering questions, concept art and short videos were playing on the main screen whenever key words were mentioned. Finally, they showed us a vertical slice of gameplay.
I'm sold. It seems to me that Bioware are being very mindful when it comes to the message of this game, potentially learning from the very public mistakes that Bungie made with Destiny. The gunplay is reminiscent of Mass Effect, there are four different Javelin units (assuredly taking inspiration from the classes in Destiny) that mix up the gameplay and is best played as part of a group. Plus, flying about in an Iron Man-esque suit while still being able to fight with the monsters in the world looks SO cool. 

That's not without its drawbacks. Aesthetically, it does look very similar to Destiny. The overgrown technology jungle environment is slowly becoming over used, with Horizon: Zero Dawn being a standard in environment design (in my opinion,) so I hope to see more of that desert bazaar we were shown in the initial reveal twelve months ago. I'm going to write more on Anthem soon enough, and what it can do to differentiate itself from the game that surely spawned this new IP. In terms of the presentation, I would've literally flipped the order. Have the gameplay trailer with no explanation, go into a small Q&A about aspects of the game before ending with that Muse trailer. I feel like the message got mixed and it kinda dampened the hype for it.  

When you think about it, EA is one of two companies that still do this old style conference. They do need to modernise the presentation but the catch 22 situation is that EA needs to be safe about alot of things. They had an awful lot of (deserved) bad press the past 12 months and are probably playing nice with Microsoft and Sony in an attempt to garner some good faith with players. At the same, EA had to keep some things to show off. Unfortunately I feel like some of these announcements could have been handled better. Scrap the small tidbits of Madden and NBA Live unless you are going to talk about new modes or features. If there is a new title that you have gameplay for, tighten it up. Make it concise and leave players wanting more. The awkward, nervous developer play is good but one after the other is probably abit too much. If there's going to be a big reveal of your most anticipated game, make sure gameplay footage is there first. Front and centre. 

Despite all of this negativity, I actually think EA had a good showing. Infact, I think this is the best showing they've had in years. Taking into account the bad press and their reputation in the gaming space, there are alot of cool ideas coming out of EA. Initiatives like EA Game Streaming and Origin Access Premier and fantastic looking smaller titles like Sea of Solitude via EA Originals really does say to me that EA is trying their hardest to put their right foot forward. We just have to let them show us that, as opposed to denouncing them at any given opportunity. 

Lastly, no Skate 4 makes me sad. 





Wednesday, 23 January 2013

Space; Invaded

Power.

It's everything in this world. It's intrinsic in human nature to want power. Whether it's physical, in the workplace or in videogames, we want to feel like we're in control and have that power to influence everything around us. Now, there are times when this isn't the case (and I'm not talking S&M). Horror fans love to feel powerless, to be scared by an ever escalating situation that no one could possibly influence to work to their advantage. It's the same in novels, comics, movies and games. One perfect example of horror done right in recent years within the videogame spectrum is Dead Space.

Poor, poor Isaac.

Dead Space had everything going for it. It had an intriguing and original storyline, a great setting and, perhaps most important of all, that sense of pure powerlessness. The first 15 minutes of that game had scared me more than Resident Evil or Silent Hill had done in almost a decade. Everyone getting killed infront of your eyes (in typical flashing light "let your mind work out the rest" fashion) and then having to run away from the Necromorphs in a corridor barely large enough to fit two people in. Jumping into the elevator, I felt genuine relief that I had survived and outran the mutated monsters chasing me. Two seconds later that sense of relief changed to terror as a scripted event led me to pause the game and go smoke a cigarette whilst rocking away in a corner, trying to pluck up the courage to play the game again.

Playing the rest of the game, I felt more and more comfortable fighting these monsters, but there was always a sense of dread walking the halls of the USG Ishimura. Not just because of the Necromorph invasion of the ship, but because of the ship itself. The setting was what helped sell this lack of power, the feeling that you were not fighting to save this ship, but just to survive. The touches of people hitting their heads against the wall until it cracked open, the person shooting himself and the the audio logs representing life just before the outbreak. To top it off, what about THAT ending. It made me fall in love with the horror-survival genre all over again.

Still dark, but with a new evil.

Going into Dead Space 2, I always knew that I wasn't going to be as scared as I was when I played the original for the first time. But what I wasn't prepared for was the ways in which I was going to be scared now. Yes, there were still incredibly gruesome ways that Isaac could get killed and the overwhelming odds that Isaac has to overcome just to survive. The main enemy wasn't the Necromorph, it wasn't even the Sprawl or trying to take down the Marker. It was Isaac's own, demented mind.

Visceral took the ending of the first game and evolved it into what was, perhaps, the best antagonist the series has. The highlight for me was Chapter 6. For that chapter, the environment took centre stage and made me feel not just a total lack of power and control, but made me truly upset. It's videogames like these that make you think of what happened. Your own mind will always project the worst imagery and it is, in most cases, far more effective than a developer trying to project those images for you.

This image will forever be in my nightmares.

With this in mind, I've been scared of Dead Space 3. Not for any of the reasons above, but for the completely inverted feeling of power. This time round, I'm not scared of the environment, I'm not scared of the Necromorph or the religion trying to kill Isaac, but I'm scared that the feeling of power I had when playing the demo will mean I will be playing an action game, not a survival horror.

Whilst initially afraid that the game was taking place on a planet (read: not space), Tau Volantis could prove to work well for it. It's incredibly hostile, with the consistent snow blizzards making poor visibility the norm. It takes the long, dark corridors of the Ishimura and the Sprawl and flips it on its head. I've got to give it credit for making such open spaces feel so alone, so confined and even more so, dangerous. When trudging through the snow, the audio cues made me anticipate someone coming at me. The dense snowstorm meant that the Necromorph who came charging at me got a headstart and as such, I was forced into panic-shooting, eventually taking it down.

An odd union, but one I feel works.

Continuing through the demo, however, I never had that panic again. The abundance of ammo, health packs and placement of enemies made it easy for me to anticipate what was coming next and prepare for it. If it looked like a group, the rifle/pulse hybrid worked wonders. If it was a singular enemy, the classic Plasma Cutter sufficed. The two weapon slots allow for a limited weapon range, but the new modification system counteracts that. If you have the parts (more on that in a second), you can create a hybrid weapon that combines two weapons of your choice to take with you to take out the enemies of this snow planet.

The upside of this customisation is that it allows you to create a failsafe, something you could always rely should things go south. The downside to this, I feel, would undo the ingenuity behind the system. Creating these weapons require materials, and there are two ways to get these. Through exploring the world, destroying boxing and stomping the enemies you face, you can gain access to these. The OTHER way is through a series of micro-transactions. If you just want to purchase the materials to get that electric modification that allows it to be shot and rebound off of walls, but you're short on Tungsten, you can pay real world money in-game to get a boost of the resources you need. By doing this, I'm afraid that too many people will take advantage of this just to walk through the game with incredibly powerful weapons, taking the sense of power and amplifying it to the point where you would be pardoned for thinking you were playing "just another" sci-fi shoot'em'up.

We've got a "Bropocalypse" on our hands.

Another real problem I have is the inclusion of co-op. Isaac isn't the only one you can take control of in Dead Space 3. John Carver is a new character that your co-op partner will play as. Visceral say that it is drop-in, drop-out, meaning that the story won't get interrupted should your friend want to stop or gets disconnected (a step-up from Resident Evil 5). The main problem I have with this is that, as the past two Resident Evil titles have shown, cooperative gameplay takes the fear away. The isolation, the challenge that it's just you vs. the hordes of reanimated dead is stripped away when you've got someone to help you out.

I concede that it's been clearly stated that both of the problems I've stated have been addressed. The co-op play is completely optional and won't detract from the single-player experience and that the micro-transactions are there for the people who maybe don't have time to smash every box and collect every resource. My rebuttal to this is that by playing the game alone, I could potentially miss out on the extra dialogue between Clarke and Carver that could touch upon the lore of the Dead Space universe. I'll just ignore the resource purchases, because I know I'll end up relying on it should I be in dire need of an upgrade (and that's just the problem).

I hope Dead Space 3 doesn't crash land.

Whilst I completely understand that Visceral and the series in general would get slated for not trying to take it in a different direction and would suffer from the stale rot that other series have been suffering from (yes, I'm looking at you, Resident Evil), but this direction feels like not just a small step for Isaac, but a huge leap for the series. I'm afraid that it could potentially take the best aspects of Dead Space and completely remove it, making it another third-person cover shooter and not that of a power-stripping, nightmare inducing experience.

CJ Out.





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