Again, apologies for the amazing lateness (I’m like two weeks late on this!). Stuff comes up, comics needed to be read, Mr. Robot episodes needed to be watched. Anyway, here are my thoughts on Microsoft’s 2017 E3 conference. Minor releases and the like are at the bottom. Continue reading “E3 2017, Microsoft — 4K, Innovative, Immersive, Other Buzzwords”
Developed by: Ubisoft Montreal
Played on PC
Impressions is where I talk about my experiences with playing unreleased games, either at expos and conventions, or in alphas and betas. They’re done quick-and-dirty, as I’m on a limited time-frame when it comes to playing these games, and don’t feel comfortable giving an extensive review on an unreleased product that’s usually entirely gameplay-focused. Anyway, here are my impressions of the For Honored closed beta.
For Honored is Ubisoft’s upcoming melee-based multiplayer game, announced last year and due for release in a little over a week. I had the chance to play in the closed beta — though at this point, it’s one of those “obviously a demo” betas — and my conclusion is that it’s just not for me.
The game has some decent mechanics, as you have to angle your attacks unpredictably so that you don’t attack in the same direction that your opponent is blocking. It’s a nice mechanic, and it helps the game feel more polished and combat more precise. However, it’s just to easy to block attacks, so if you’re paying enough attention, you will rarely get hit by basic attacks, never mind the slower heavy attacks.
There are combos you can do with certain characters, and this gives the game more of a fighting game feel than I thought it would have. However, maybe it was just the people I was playing against, but I rarely saw anyone perform these combos. Fights generally devolved into seeing who was willing to risk getting in close to kick first and put their opponent on the defensive.
Kicking is the solution to blocking, and landing a kick breaks your opponent’s guard and stuns them, though it has a very short range. However, there’s really no defence against kicking aside from a dodge, but it doesn’t seem to be fast enough since the kick is pretty fast. The dodge is mostly used to gain distance without exiting the “combat mode”.
The game allows players to switch in and out of a combat mode, which is how you can attack with more precision via directional attacks. You can attack outside of this mode,a and you move faster outside of it as well, but these attacks are imprecise and are usually reserved for finishing off fleeing opponents or killing the constantly spawning minions on the map, which restores health.
These minions are basically those things you kill to gain exp in MOBAs, and I have mixed feelings about them. They get in the way of action and are never a real threat; merely a nuisance. But they are interesting as a way for you to throw off your pursuers, as you don’t phase through them; they can actually slow you down. Plus, they add to the scale of the combat, which is… not what the trailers made it out to be.
While the trailesr advetised giant battles like something you’d see if Battlefield and Chivalry had a baby, it’s much more tame. Matches were limited to 4v4 at largest, and most of the fighting between players takes place away from the main battlefield, which is where the minions won’t go. It’s a bit disappointing, even if I can understand why they made the decision, given how bad fights can get if there are too many participants.
And that’s one of my problems with the game, and this is something that I’m sure is just a “you need to play in a group” thing: if you’re outnumbered, run. It’s just too easy to gang up on people, but there are always people who run off solo. It’s frustrating when it happens, and unlike with other games, you don’t have a chance. You’re just screwed.
The controls, on mouse and keyboard anyway, are a bit too clunky. Movement is mostly fine, but the actual directional swinging is unintuitive. You’re forced to enter an “attack mode” and any mouse movement from there on will direct the movement of your block and attack, and this just feels restrictive. I don’t think I ever got the hang of what key switched targets, which is the one thing the tutorial didn’t stretch out teaching you. The movement is also a bit problematic, and I’ve seen people fight by poking each other on ladders, and it just looks ridiculous.
However, the map design is pretty good. There are different levels to the maps, and they feel big without feeling like you could get lost. Navigating them is pretty intuitive, and it helps that most, if not all of them are symmetrical. looks great. Oh, and I don’t think it needs to be said, but the game
The different factions come together surprisngly well, and the aforementioned maps look war-torn without being too drab. Graphical fidelity is great, though you’ll likely not notice, with how intense this game can get.
Despite my criticism, the fights themselves, when there’s a decent amount of people switching targets and tagging in and out, are very fun. Everything has great feedback, and while mouse and keyboard controls are pretty bad, I’ve heard the game plays much better with a controller (although apparently the console betas had network issues). Controls, though unintuitive, feel fairly responsive, though there’s a sluggishness to your actions that I’m pretty sure is intentional, given the size of your character.
Speaking of which, there’s some customisation involved. Progression exists in the form of equippable items that change your stats, but I never really noticed a difference. It’s there if you want it, and I’m sure there will be some good late-game loot for those invested in the game, but so far it seems like a cosmetic thing, and that’s just what I’ve been told; I barely noticed a difference. Oh, and your characters are like heroes, complete with separate “combos”, though I really only played one character in the time I played. Also, there are faction wars, which I think is the three factions fighting for dominance of a big map; it doesn’t seem that important and you can probably safely ignore it. Inf act, dont’ worry about factions like I did before starting: they in no way affect who you can team-up with.
For Honor looks to be a game with more depth than it gave the impression it had, and that’s a double-edged sword. For players of games like Chivalry, this game is for you. It’s more polished, looks prettier, and has tons of depth. but if you’re like me and just wanted a simple, pretty game where you hack people in different directions, you’ll probably struggle to get into it. Maybe the skill ceiling was too high, since I’m told tons of Twitch streamers were playing the game, but it was just a bit too much for me. I might check out the Open Beta, I might not, but as it stands, For Honor just isn’t for me. It looks like it will be a good new IP for Ubisoft, and a lot of fun, though, so if it sounds like something you’d like, enjoy.
P.S. I forgot which key screenshots things in UPlay, so my bad for the lack of screenshots.
So the trailer for Call of Duty: Infinite Warfare came out last week, and the general consensus (and my that, I mean over one million dislikes) seems to be that the game looks crap. It seems to mainly be the futuristic setting. I’m not a CoD player at all, so I couldn’t care less. My contribution to that is that I think the name is hilarious. No, what I’m here to talk about is the other thing people hate about the trailer, which is linked to how much people seem to not like Infinite Warfare — you have to buy a collector’s edition of Infinite Warfare to get a remaster of Call of Duty 4: Modern Warfare. You can’t get it anywhere else. Yes, really. Continue reading “Call of Duty: Infinite Warfare and Corporate Greed — Industry Talk”
For a while now, I’ve been planning to do a piece, or rather a tribute, to the original Mirror’s Edge. Needless to say, I’m a big fan, and am surprised that it took so long for EA to green light a sequel. Well, I guess this isn’t a sequel; it’s a reboot. And even if it weren’t, it definitely has a different feel than the original Mirror’s Edge. Anyway, let’s dig right in. No screenshots, since Origin lacks screenshot functionality for some ungodly reason (and the screenshots I took had other stuff in the background), but just know the game looks amazing. Continue reading “Impressions – Mirror’s Edge Catalyst Closed Beta”
Developer: Coldwood Interactive
Platforms: PC (reviewed), Xbox One, PS4
Date of play: 9/02/16 – 10/02/16
Play time: 5 hours
Unravel is more known by this point for how adorable its E3 presenter is than the game itself. From his shaking hands, to his stuttering, to the fact that he brought along a doll he made on a camping trip with his family, the game seemed to represent the opposite of everything embodiment of corporate evil that is EA. But all that cuteness aside, how does the game hold up? Pretty well, it turns out. Unravel is a touching game that, while a little rough in level design, makes up for it with a touching story, gorgeous environments and a beautiful soundtrack. Continue reading “Unravel Review – Pulling at the Heartstrings”
Developer: Crystal Dynamics
Platforms: PC (reviewed), Xbox One, Xbox 360, PS4 (not yet released)
Date of play: 29/01/16 – 8/02/16
Play time: 16 hours
As a franchise, Tomb Raider faded from most gamers’ memories in the last console generation. Sure, games released on those consoles, but nobody really cared. And then the 2013 reboot happened and brought Lara Croft back to the forefront of gaming. While controversial for a number of reasons, such as an increased focus on combat over platforming and a grittier story, I liked it. It was pretty, it was fun, it was engaging, and had high production values. Basically Uncharted for those of us who don’t play Uncharted. Rise of the Tomb Raider is more of the same. While it’s not an outright sophomore slump, I don’t get the feeling Crystal Dynamics are giving it their all after they aced their first year. Continue reading “Rise of the Tomb Raider Review – Not So Much ‘Rising’ As Cautiously Moving Up a Step”
Play date: January, 2015
Note: I put this off for a while because of uni, so I forgot to record play time and specific dates, my bad.
I know I’m late to the party, but I didn’t get a next-gen (hate that word, but nobody uses the actual generation numbers) console until January, so sue me. But because of that, I think I can go into Unity judging it on its merits. I’d heard about all the bugs, the frame rate and the unfortunate implications concerning gender. I knew the problems, but hey, as long as I got new mocap for the protagonist and the fluid gameplay from previous games, I could look past those problems, right? No. Continue reading “Assassin’s Creed Unity Review – One Step Forward, Two Steps Back, Now Stuck in Cover”