Monday, 27 January 2020
Call of Duty WWII
I always like playing cod campaigns because theyre so formulation and thoughtless and the WW2 setting is probably my favorite because of the atmosphere. theres pretty much absolutely nothing new here thats different than cod world at war, just some modern polished graphics and animations. The story 'band of brothers' although typical and generic, I enjoyed watching it unfold mostly because of the high production value.
A lot of the over the top michael bay stuff was just laughable though and out of place in a serious gritty war game. Some of the missions are memorable, others feel like filler such as the stealth missions as the french woman and the tank/flying sections. the snow levels are comfy and familliar, and realy most of the campaign is decent with a few annoying filler sections.
the guns feel good and punchy, good animations, and fun weapons. shooting enemies is satisfying, and thats really all you need coupled with some decent atmospheric levels.
I mostly just come for the atmospheric campaign, mindless linear missions, writing, and quick in and out missions. Its the same cod as always, except now you dont have regeneratiing health and have to find med kits or ask your squad members for health. its not a bad change, it makes the gameplay feel more slow paced and tactical.
7
Monday, 20 January 2020
Painkiller
pros:
- physics are fun corpses falling, envormental physics objects flying all over the place
- movement is really smooth and fun to control bunny hopping gives you awesome speed and is satisfying
- lots of level and enemy variation
- huge boss fights
cons:
everything else
- shooting isnt that fun or fleshed out
- guns are boring and arent fun to use, look at, or shoot
- very repetive gameplay that gets boring after 20 minute sessions
- game cycle forces you to clear every area of enemies to progress the level like its a beat em up or something
- on normal difficulty not much of a challenge and even if it was more difficult it would not enhance the game just make it more of a slog
- boss fights in general are a let down and arent that amazing
- final few levels suck and are nothing like hell like it was suppose to be, final 'boss' is a massive joke / letdown
overall the game is helped out massively by its control, movement speed, and physics engine, varied locations and enemies. but everything else is medicore or unimpressive and it falls flat. and for a shooting game with boring shooting, thats not too enjoyable
5.5/10
Timeshift
- all the weapons look stupid and arent fun to use
- enemies are either boring or irritating
- al the levels are boring and drab generic industrial or shitty driving forest roadside levels
- cliche crappy sci fi boring awful plot nonsense crap meaningless story
- unsatisfying quicksave quickload shooter
- generic all around, uninspired, no passion, boring
- turret sections
- first half of the game is worse and much harder because the starting guns are horrible and weak
- guns suck
- levels are either really long or really short
- bad pacing
+ physics are cool and fun
+blowing apart enemies looks cool
+graphics are acceptable
4/10
Prey (2017)
first 4 hours are frustrating and really unfun no ammo no items trial and error running away or quicksave quickload enemies
none of the mechanics were that obvious i ran past the recycler thing essential to get ammo for the first quarter of game, not understanding what any of it was because it just looked like another piece of the enviorment
didn't enjoy any of the weapons to be honest combat was bad and unenjoyable only used one weapon the whole game bascically (shotgun) i really disliked all other weapons they felt like gimmicky tools more than anything especially the blob shooting gun
story is mildly interesting but feels very contrived and convoluted the further you get slightly pretentious
really annoying and frustrating enemies. i didnt really like fighting any of the enemies in the game. all of them are just obnoxious and either teleport around constantly or electroshock you from 25 meters away. the enemies are just not fun to engage.
the setting is kind of interesting, environment is memorable and easy to get familiar with, graphics are nice and the game can be immersive.
did most of the side quests, didnt feel worth it. didnt get anything really, didnt feel rewarding. kind of waste of time.
again it comes down to the enemies and the weapons, i didnt enjoy fighting any of the enemies, and i didnt enjoy any of the weapons. theres really only two guns, pistol and shotgun, everything else is specific times or tools really..
6/10
Diablo
The first Diablo is legendary in so many aspects in that it basically invented its own microgenre and style of gameplay and game design philosophy. It released in late 1996 during a time where people were almost getting tired of traditional turn based RPG games and story laden games. Games were becoming more about action and fast paced pick up and play experiences like all the sidescrollers on consoles at the time. Diablo reinvented the RPG by making gameplay and action front and center, and rejecting extensive story and dialogue. Most rpgs at the time centered around long drawn out segments where you just talk to NPC's or read paragraphs and paragraphs of writing and here and there do little turn based segments, but in Diablo you get a brief introduction of these creepy dark gothic cutscenes depicting demons and a lone wanderer, then of voice acting by the various town NPC's you talk to, then you're off to immediately crawl down into the Church dungeon to suddenly be thrown into hordes upon hordes of demons to kill, and thats the rest of the game! It was innovative and revolutionary to have this rich RPG experience be completely focused upon raw action gameplay rather than long winded storytelling.
The game features co-op multiplayer functionality, which is surprising considering how old it is, and also goes to show again how innovative this game was. What other rpg let you play through the whole game over the internet with a friend back then? Very few. I have no nostalgia for this game either as I've only first played it about 5 years ago and since then beaten it multiple times, in single player and a few times in multiplayer. Most recently just a few days ago in co-op. The single player and co-op experience is mostly the same but there are a few key differences. In single player theres a couple dozen optional quests that you can randomly get assigned to do, making each playthrough slightly more different. These quests usually reward special unique items. In multiplayer, you get the same three or four optional quests and its kind of buggy, and they also usually do not reward those special unique items like singleplayer and there is almost no reward for doing them. But at least you still get the Butcher, Skeleton knight, and Archbishop lazarus quest, although you miss out on the iconic Archbishop cutscene and dedicated battle room sequence in multiplayer. In single player, you can save and load at any time, and upon death you simply reload your last save. However, in multiplayer, death is a serious setback and consequence, because when a player dies in multiplayer, they drop all of their equipped items and must either wait to be respawned via a resurrection scroll, or respawn in town from the Esc menu and try to come back to get your items. Its very possible for both players to die, lose all their items, and have to reset the dungeon by making a new game and having to claw your way back, getting new items. You save your stats, level, experience when you reset the dungeon, but all of the cleared monsters are now respawned. The entire premise of the game is that you start off going into this Cathedral dungeon, and you just keep finding staircases further down, and down, and down. All the way to the final floor, 16. In singleplayer since you can save at anytime its hard to lose progress as enemies dont respawn, and its easy to get back and forth with town portals. However, in multiplayer each time you launch the game all the enemies respawn and you lose your progress in the dungeon. Thankfully, there are exlucsive multiplayer shortcuts that let you skip to various floors of the dungeon. The dungeon has four general areas/themes. First its the Cathedral dungeons, Catacombs, Caves, and finally Hell. There are shortcuts in town in MP mode to floor 5, 9 , and 13. So its easy enough to get back to the general area you left off at, and multiplayer even rewards grinding and resetting dungeon because the enemies are much harder than single player and the general difficulty of the game is increased to compensate for more players, coupled with losing items upon death.
I would describe the gameplay as very simplistic to pickup and learn, but kind of hard to master. There are three playable classes, each of them offer a significantly different experience and vibe. The warrior, Rogue (archer), and Sorcerer. Any character can use any item or spell, but they each offer inherent buffs and abilities. Like the Warrior inherently has more health and defense and gets more of a bonus from Strength attribute, the Rogue gets a damage bonus from Dexterity, and the Sorcerer naturally is higher in magic and spellcasting abilities. You walk slowly, something I think many people over the years have complained about, but its only a 'problem' in town trecking back and forth for items and health potions. In the dungeons the movement speed is perfectly suitable. The game is real time, and you simply click on enemies over and over to attack. There are magical spells you can learn, in the form of randomly spawning Books you can read which grant permanent access, but for the most part its completely fine to play through the entire game with at least Rogue and Warrior by using zero spells and just your default attack. Its a very minimalistic game compared to other RPGs where you dont need all sorts of different abilities and attacks, just swinging your weapon at the enemy is all you need to know for the most part. The Sorcerer typically uses all sorts of these crazy spells like Mana Shield, Fire Bolt, Fire wall that compeltely changes the gameplay, and its rewarding and worth it to play through the game with every single character. Also, in multiplayer mode, the Rogue and Sorcerer can hurt players with their projectiles, something which cannot be disabled. For example, playing through co-op with Rogue and Warrior needs a lot of cooperation and strategy because its very easy as the Rogue to accidentally shoot the other player with your arrows so you need to constantly be communicating where eachother is standing, something I actually appreciated and thought benefitted the hardcore, intense feeling of tension that the game has. Even the loot is very simplistic especially compared to other older and more modern RPG's. Most of the loot for the first quarter of the game is just basic generic White items that do stuff like 2-6 damage, 1-10 damage, etc for weapons. And for armor its just things like +3 armor, +5 armor etc. Easy. You can open the character to sheet to see exactly how much damage you do and your defenses and total health to check what items are upgrades or not. You start finding Magic items which are Blue and usually just have an extra stat or two, something like 15% Fire resistance, or 'Fast Attack', or +10 dexterity/strength, etc. There are some quirky stats you can get like Hit recovery%, Light Radius, Pentrate armor, Chance to hit % which keeps the itemization fresh and interesting coming across these oddities. Much of the loot is about finding slightly better versions of basic gear which is an addicting but rewarding process, because unlike other RPGs you dont have to pull up spreadsheets or endlessly number crunch or anything to try to determine what to use, its mostly intuitive and exciting sorting through items. You can find Unique gold colored items that give very special interesting stats, but these are few and far between, but they are very fun to find.
You level by of course killing monsters, and you get rewarded 5 attributes to distribute between Strength, Dexterity, Vitality, and Magic. Which are all self explaination, except maybe Dexterity because it raises your chance % to hit, but also as Rogue gets special bonus damage from it which isnt explained in-game. So reading the manual is something expected of you and was commonplace at the time.
So while the game is easy to pickup and play, and understand, the 'hard to master' part is the overall brutal difficulty curve and challenge the game offers. Each new floor you progress gets much harder than the last. The general slow, methodical nature of the game ensures that you must be very careful with every last step you take, because each step you take is another chance to attract another horde of demons and monsters, that if you move wrong, can get yourself cornered and overwhelmed in an instant. The game almost has this sense of horror and dread and tension unlike any other RPG or even Diablo game I've played. It's almost akin to a Survival horror experience, where you have to be very aware and concerned with your various resources, potions, and methodically choose your fights and battles carefully because its so easy to make one wrong action and get totally destroyed in an instant. You cant just blindly run in and swing at most monsters because many rooms are just filled to the brim with all sorts of demons that will overwhelm you. You press TAB to see a overview map of the area, and there is this 'Fog of war' effect where you cannot see areas on the map you have not yet discovered. And each uncovered area of the map is certain danger. So its this constant dance of being afraid to uncover more of the fog, and retracing previous 'safe' areas while dragging monsters to them to fight in your 'safe zones'. Because again, especially in multiplayer, death is a serious consequence and you drop all your equipped items you worked so hard for, and its a real risk that you can never get them again if you cannot get back to get them. Each new floor you climb down has all sorts of new unique threats, too. For instance, on Floor 5 you have these yellow zombie monsters called Black Plague, which everytime they hit you cause you to Permanently lose 1 maximum health point. Something that isnt very obvious at the time but if you have a keen eye and look at your hitpoints on the Character sheet, you can infact see it. Also, to add to the constant mystery and tension of the game, you have all sorts of randomly spawning Shrines, Altars, Pools, interactable objects that upon clicking them, just give you this vague obscure line of text riddles. Leaving you clueless what the hell you just clicked or what it does. Usually what they do are either temporarily buff you, sometimes Permanently buff your stats, but they can also Permanently or Temporarily reduce you stats and abilities. So theres this constant sense of mystery and confusion around the whole game, really adding to the sense of suspsense and atmosphere. Like you really are in this occult obscure world.
The graphics are music are simply great. The graphics have this distinct characteristic style of these 90's hand drawn sprites and animations, its crude but also sophisticated at the same time. It has a great color palette where everything is identifiable at a glance and especially the UI, interfaces, are very well done and eye catching. There is this gothic font used across the game that just looks badass and cryptic, the inventory screen is iconic, arguably creating the 'Inventory tetris' and micromanagement now famous in ARPGs, where each item in your inventory takes up a different amount of blocks and you have to carefully arrange your picked up items in order to be able to pickup more things, adding a real feeling of 'weight' and meaningfulness to your items. All the sprites and graphics for items look great and a distinct personality to each piece which makes finding new items and gear an exciting process. The monsters, also, look amazing and even scary and horrific at times. You have all sorts of monsters from Goat archer demons, classic humanoid demon men with horns, Insectoids, Zombies, Imps, Strange teleporting creatures, Gargoyles, Winged bat demons, Beasts, and each of them have their own specific AI personality and behaviour. Like some of them will be super aggressive and charge across the map at you, others will attack once then run away, others will stand across the map shooting projetiles, others will attack you until they get low health and run away etc, others like the zombies will just blindly run for you and attack you until they die. So its not like its just one piece of AI code copy pasted to every monster in the game. It adds a lot of variation and strategy to the various encounters, it makes target priorization a big deal and deciding what the worst threats are a crucial skill and keeps the gameplay exciting and different.
The floors are mostly procedurally generated. Meaning each game you start the layout of the floors will be completely different, what shrines spawn, the items, the monster placements, all of that is random. What stays the same is the general themes of the floors and mostly what kind of monsters you will encounter. For example floors 1-4 is always the Cathedral basement, then you move onto the Catacombs style levels, then Caves, then Hell areas. So its not "fully random" which is great because it remains a steady sense of pacing and progression. The graphics of these different areas are great and its not like the whole game is just the same 'look'. Each 'area' looks completely different and at one point you feel yourself climbing closer to Hell because you start to enter these lava areas, and then when you reach Hell its very obvious as youve climbed into this otherworldly domain where theres stairways made of ribcages and bone walls everywhere.
The entire audio design is amazing, the sound effects are implanted in my mind I can hear them without playing the game , everything has a distinct unique sound attached to it, the monster groans when you hit them, gold hitting the ground, sound of health potions. All the voice acting is great from all the town NPC's as well as the dialogue and story is thoroughly interesting because the game doesnt have much of it,so the bits you get are that much more important and interesting. Sometimes saying less is more, developers! The music is just perfect. Tristram theme is one of the greatest pieces of music, maybe period. Its like a composition akin to Mozart or some shit, perfectly sets the vibe and atmosphere of the whole game as soon as you launch it up. As you progress through the dungeon floors the soundtrack shifts and morphs into all sorts of creepy moans and cries, sometimes of even human babies crying in the distance, weird jittery hair raising music morifs, Dark ambience, generally creepy unnerving soundtrack thats perfect for the whole game. I especially admire towards the end of the game you start getting these almost sarcastic/ironic funny kind of marching band pan flute War march music thats all twisted and distorted to sound demonic and turned evil as you march onwards to Diablo.
The last few floors of the game are a real challenge, especially as the Warrior. There are lots of these witch type enemies that shoot magic across the room at you, and run away when you get close. You have to be very careful to get them one at a time or else you'll get pelted with magic bolts that kill you fast unless you have good resistances. The game requires and demands different strategies from you at each step of the way. Sometimes it rewards you for going all in and tanking 10 enemies at once, other times it brutally punishes you so you have to be very aware of your surroundings and play accordingly. Its hard to be bored while playin this game, something exciting and new is always happening, you always have to manage your resources, set up your Town portals especially in co-op appropriately, go back and forth to vendors selling items and getting gold for potions and possibly new items. Its satisfying using the town as a sort of item storage just throwing all sorts of gold and items on the ground for later, because items never disappear in single player, and in multiplayer only disappear when you close the game. So it was fun stockpiling gold and items for later, especially in multiplayer making sure you have a secondary backup item setup incase things go wrong and you get killed , dropping your equipment, and have to go back to salvage it.
Finally when you reach stage 16 you face Diablo and its an iconic classic fight, hes hard as hell but if youve grinded enough in multiplayer he goes down swiftly. You get this crazy cinematic where the main character jams Diablo's evil stone into his forehead (?) which is just bizarre and weird enough to be unforgettable, then the game ends with a mysterious robed figure saying The End. Its a perfect ending to an arguably perfect game. After the ending screen, you cant keep playing in single player. You can only reload your previous save to before you killed diablo, or start a "New game+" kind of mode where you reset the whole dungeon but keep your stats. I wouldnt change anything about it, really. All the weird quirks and flaws are fine and add charm and personality to the game, the game isnt as replayable as other RPG's like Diablo 2, but still you can play through it a dozen or more times and have fun. The single player and multiplayer experiences alone are different enough to warrant multiple playthroughs, not to mention the 3 different classes. Single player only has one difficulty, while multiplayer strangely enough has 3 difficulties that you can keep playing as you level higher and higher. I dont think the higher difficulties in Multiplayer change the game in drastic ways like it does in other ARPGS like Diabo 2. I think the monsters just get stronger but the loot is mostly the same. Its simply an iconic game that any fan of ARPG's should play at least once.
10/10
conflict: desert storm
horrible floaty glitchy controls, shooting feels barely programmed half the sound effects dont even play properly so you dont even know if youre shooting, shit ai, only thing you ever die from is
instant game over by tank missle.
really bad inventory / interface have to stand still scroll through weapons really frustrating clunky mess
first level is ironically almost the hardest because you dont have your 4 squad yet and you game over if you die with just one man on the first level, so i came really close to dropping it on the first level.
on the second level you get your 4 squad then you essentially have 4 deaths and tons of revives so its more forgiving
every mission the only threat are all the tanks and the only challenge is running around the map looking for a missle launcher to destroy the tank so you dont get 1 shot, thats the entire game.
enemy soldiers barely pose a threat cus the ai is so shit the only threat are the 1 shot tank missles
really boring levels everything looks the same barren open desert with some tanks and same looking soldiers every map
doesn't feel tactical or like a shooter at all its all very amateurly programmed and badly put together feels more like some shitty college assignment or something
CAN ONLY SAVE TWICE PER LEVEL ..............................
really god awful mission towards the end where you have to escort 3 hostages and they die instantly if an enemy so much as glances at them
... and since you can only save twice per level, you end up doing the same section for up to hours at a time at the mercy of the ai and if the hostages happen to take the right path this time..
dont like much about it at all it could of been decent tactical shooter but literally everything is fucked up about it and nothing memorable or good to say.
3/10
Redneck Rampage
- enemies shoot through walls
- every level goes like this: clear entire area very quickly, spend next 20-60 minutes on a keyhunt searching every corner for triggers/passage/object to find the key to progress
-awful controls and mechanics switching weapons to explosives to insta kill you when you run out of ammo
- really annoying sound fx and enemies that loop nonstop
-steam version has glitches and crashes making some levels impossible to finish without cheats, no music
- some of the worst level design ive ever seeen really unenjoyable and nonsensical everything is disorienting and dizzy
- some of the weapons are fun to use but mostly very frustrating because shit hitboxes and lots of insta cheap deaths
-some absolutely jawdropping moments where i ran in circles for an hour straight only to find the key in the most obscure unobvious place or behind a explodable object
- Oh yeah and to complete a level you have to CROW BAR a certain guy, and you can accidentally kill him making it impossible to finish the level (I did this)
- multiple times where you can break the level and make it incomplete by destroying a certain object completely obscure
- enemy design is 2 rednecks and then some random giant robot missle shooting thing, females with machine gun tits, and dogs. the missle enemies are really frustrating and take half of your ammo to dispatch so most of the time you want to just run past them. the enemy design is fine if not boring after awhile but the worst part is how they never stop repeating the same sound effect 1000 times a mission
not much nice to say other than i like the charm and oldschool graphics if anything it just makes me miss duke nukem some of the levels and gritty and raw feeling with cool emotion but very soon you get pissed off by the same game cycle of running in circles desperately looking for the one key to progress, or flicking a switch and running in circles looking for what the switch did. a very unenjoyable tedious frustrating game cycle to say the least. the only thing im pleased with about this is that it's over
2.5/10
Delta Force: Xtreme
- 20 levels of using the same weapon (sniper becaus its best) and going waypoint to waypoint killing enemies or blowing up things
- impossible to fail any level except for one where the convoy can be destroyed. dying is only minor inconviennce where you respawn at last checkpoint
- 'experience' in top left does absolutely nothing and is only used for high score, which doesnt even show up anywhere in the game after you finish the mission
- doesnt even feel like a campaign just feels like 20 instanced missions slammed together with no context or meaning
- dumb useless AI where you run past 90% of them
- its playable because how painless and not stressful it is to play. just put on a tv show or something and breeze through the missions
- doesnt even really have an ending you just run out of missions to play
- the ding sound after killing each enemy is slightly satisfying
- long view distance is cool
- feels significantly more arcade than previous games, and again the infinite respawns makes the entire game trivial and have zero urgency, but it is a short painless and mindless game to breeze through while doing something else with slightly satisfying shooting mechanics
5/10
Rune Classic
- completely pointless enemies where its better and faster to just run past them 100% of the time except for the few forced sections where you must kill to progress
- completely tedious level design with really samey enviorments and terrible pacing hard to find where to go with sometimes extremely obscure completely oblivious triggers in the enviorment to progress
- every level essentially enter room > look around entire room for 5-10 minutes looking for switch or environmental object (HIDDEN PASSAGES) to progress to next room
- completely minimal mechanics with no sense of progression or no point to do anything really, theres a bunch of weapons but you'll be using 1-2 of the same weapons the entire game.
- felt like a slog and could only play 2-3 levels at a time due to the terrible level design and completely repetitive nature of the game
- combat is terrible and consists of pressing 1 button and swinging once, backing up, swinging again, repeat
- each weapon has a special powerup that you can toggle but since theres no incentive to ever fight enemies and because AI is so shit you barely even notice any of them
- suppose to be based around norse mythology but I completely forgot it was and was only briefly reminded it had anything to do with vikings a few times
- barely any enemy variety
- reminds me more of Tomb raider than any sort of kickass viking combat game
- more terrible boring platforming sections than fighting sections
- chore puzzles
- quicksave spam fest game because why would you want to waste 20 minutes of running in circles and platforming when you die when you can just spam quicksave every 25 seconds, which in turn causes every forced combat sectiion a brainless slog of mashing quicksave/quickload over and over until you kill the enemies / bosses
- only good things are the controls feel fine and fluid, graphics are typical for the time, cant really think of much positive cause game felt like a massive chore mostly let down by the combat and boring gameplay cycle of dark caves and dungeons and running around in circles looking how to progress while running past every enemy because theres no reason to fight them.
Apparently the steam classic version has about 10 cut levels from the original 2000 release, which I don't give a fuck about because I couldn't wait for this boring chore to be done with.
Entire game consists of looking for 'secret passages' and pressing switches and looking for which door it opens, With bad platforming, completely pointless enemies, and awful level design.
3.5/10
Kingpin: Life of Crime
really unbalanced difficulty at the beginning
almost gets easier the further you get
6/10
Iront Front: Liberation 1944
only played 1 of 2 campaigns German campaign
too buggy to play the other campaign
3/10
World War II GI
-really bad hitboxes, like, the worst i've ever seen in any game, ever.
-you have to stand still to heal, takes forever would rather just die and reload
-must quicksave after every single enemy
-"gotcha" enemy placements where the most effective method to find enemies is to die , see where they shot, reload, kill
- average to mediocre level design
- random deaths from artillery
- pinpoint accurate ai
- doesn't feel fair
- beat it in 2 hours, both episodes have awkward endings
-many parts you have to rely on just blind luck to rush past a part and hope the ai doesn't 100% accurate oneshot you
- feels unfinished
5/10 still better than NAM maybe because the weapons felt more accurate (mp40 and BAR)