Thursday, 7 November 2024

Middle-earth: Shadow of War

 

https://upload.wikimedia.org/wikipedia/en/8/8f/MiddleEarthShadowOfWar.jpg

I finished the previous game, Shadow of Mordor some years ago and remember it as a decent sort of open world button mash combat game with weird Assassins Creed copy mechanics. The theme of the Tolkien universe with the high polish and cinematic fidelity is interesting enough to want to play more of this kind of game, so I eventually got the sequel at a good price.

The game asks what difficulty you want to play after hitting start, and theres a lot of them. It seems like the last two hardest ones are unique for people already very familiar, like a Nemesis difficulty and then an even harder one. So I just went with Normal, cant go wrong with that, right? After a pretty lengthy, but impressive introduction sequence and cutscenes where it sets up the premise where you play as Talion, a combination of a stoic ranger and melee fighter, he also has this companion side kick ghost being that resides within his body that comes out and talks to you, and a few other select characters throughout the story. The premise is something like the basic Tolkien thing where you have to find a way to get to Sauron and defeat the evil presence of the land, mostly. But as the game goes on, you start to grow your own army, taking over fortresses and gaining power over the land, so this starts to become the main plot as well.

Then you're set off into the open world to do the quests how you please. When you go to the menu, there is a quest category which shows you quests for each main character in the game. There are about a handful of these quest branches that you must complete to finish the game, its easy to understand what the main missions are, and what you must do. Then you are set off into each of the open world regions (theres a few different maps) So you open the quest menu and pick whatever category and mission is avalible , and try to fast travel near it, or travel there manually. The game is very fast paced, as in when you move around the world, you have an ability to super sprint where you run so fast you move faster than a car, its like Superhero stuff, the movement capabilities in this game are insane. Super sprinting across the world at 100mph, Spiderman climbing up almost any building or mountain, jumping 50ft each time, jumping from gigantic towers leaping across the world taking zero fall damage. The movement in this game is ridiculous, but it is kind of fun to control. And it is nice to be able to get to the main quests with ease. Once you get to a quest, you usually get a highly polished cinematic with one of the many memorable characters in the game. The general writing, and characters are well done here, and are interesting to watch and listen to. You have that spider lady, who you intiially give the Ring in trade for your ghostly companion fellow, whose a reoccurring character of mystique and she has wondrous powers, then you have the famous Smeagol, which plays a small role for a few missions during the campaign where you follow him around and do stealth, with perfect voice acting. Too bad he doesn't pay more of a larger role, guess they couldn't spare the change for the voice actor. You have other characters like the returning Ratbag from the first game, whose this small comedic sidekick, cracking jokes but having a rebellious side. Early into the game you run into this warrior lady character that at first seems like a love interest but turns out to be a completely pointless or mundane plot point where she just runs off with some other guy and then you never hear from her again, and this subplot about her father. You have this tree lady whose like the mother nature who controls the forces of nature, you have an allied Orc that you control, called Bruz, which at first is your enemy, then becomes another comedic ally, with this sort of weird Scottish accent (well, a lot of the orcs have this sort of accent). Theres something kind of..bad, or offputting, about how some of these characters feel more like children's mascot or childrens cartoons, it kind of takes you away from the immersion of the world, I don't know. The comedic relief characters are fine, but theres a few too many. Each region has a percentage of the story quests that are completed, which is easily viewed from the quest menu. You simply go from region to region completing the quests, until theres no more quests in a region, then you move onto the next one. Thats the general progression of the story.

The game is basically a modern beat 'em up. Meaning, the combat largely consists of mashing the X button over and over to do basic attacks, and then once in awhile over an enemies head you will see "Y" or "B" , almost like a quicktime, telling you to press the button in order to dodge or counter...and thats pretty much all there is to the combat. Its this strange clone of Assassins Creed combat system that I still scratch my head at. Honestly, it sucks. It sucked in Assassins Creed and it sucks here. For the first half of the game, the combat was so stupid and mindless that I was literally holding the controller in the air and pressing nothing but the X button with one finger, demonstrating how silly it is. The game can be played with one finger for most of its duration! Now you might say "Oh, you picked Normal difficulty, idiot!" thats the difficulty the developers thought was appropriate to introduce as the default option, why they thought this was a good middle ground, I have no idea. I think fundamentally the combat system just sucks, no matter how much you tweak the damage variables wont change the foundational issues. Later on, the difficulty does ramp up, mostly in the form of enemy chiefs which are invulnerable to pretty much every type of attack, which feels very cheap, annoying, and stupid. Like you'll come up against guys who block all your attacks, you cant leap over them, you cant grab them, you cant stun them. What the fuck are you to do? Chase them around the arena and wait until they stand at an explosive barrel and rinse repeat? Sucks. Or the difficulty gets introduced in the form of the controls being terrible because 1) Theres no lock on 2) You'll be surrounded by 100 enemies, and you really only intend to attack one specific guy, but because theres no lock on or targeting, you frequently are accidentally grabbing, attacking, the wrong fucking guy. Even more jank is the fact that you can get enemies into a stunned state with stars above their head, there are two stun stats: On the ground, and standing up. Confusingly, each stun state has a corresponding button combination to execute them. On the ground its Y+B, standing up its Y+X. Yeah, this works as janky and shit as it sounds. Frequently I would try to do the execute and it wouldnt register, because its attacking the wrong guy, or because I'm pressing the wrong combo for the wrong stun state. The controls actually are just terrible. Even something simple as just walking around the environment sucks. It copies that like GTA 4 movement system, where if you just push the stick, you walk, and you have to hold A to sprint....Why would you ever want to fucking walk in this game? Why? Just why is this even a thing? But, while you're holding A, you also automatically climb all over everything, like in Assassins Creed. The problem with this is , since you need to hold A just to run, you'll also frequently be accidentally climbing all over the damned place when you dont mean to. Was the first game this fucked up ? I can't remember, it probably was, I might of just had higher tolerance for shit games back then. For instance, about halfway into the game when you unlock the Dominate ability (Hold B at a weakened enemy) , I had constant problems of accidentally targeting the wrong guy, in the heat of battle where quick decisions need to be made, this was very frustrating. Additionally, you can also hold B to suck the life out of enemies, which is about the only way to actually get health in this game - Well the same problem there. You have to hold B for 3 seconds on some enemy, but I kept targeting the wrong guy, getting interrupted, which is clunky, frustrating, and sucks as a combat system.

Even worse, like I mentioned previously with the floating prompts above enemy heads, indicating to press to dodge or counter, well since theres no lock-on, and since the position of these prompts are just floating above enemy heads, and since you'll frequently be fighting like 50 enemies at once, its very easy to spin the camera the wrong way and not see these prompts. So actually the combat largely consists of desperately swinging the stupid camera around just to try to keep the prompts in view, all the while mashing the X button like an idiot over and over. Frankly the entire combat system is shit, which is a very sad flaw to have in a game like this. Its the prime example of how NOT to do a third person action combat system. Pretty much any other system is superior than this slop. I hate this button mashing, Assassins Creed, Batman Arkham Asylum combat system. Its trash.

You can also find gear to improve your stats, like sword damage and health, but its a very minor part of the game. Like once every few hours you'll find an upgrade, and its only marginal improvements. Its very barebones. Like you'll find a sword that goes from 50 damage to 54, once every few hours. Or some piece of chest armor that goes from 150 health to 175. Theres not much to it. Apparently there are Sets you can wear, that give extra bonuses if you wear all pieces, but I never cared or found an entire set, so its probably some end game grindy stuff. There is also a level up / skill tree system, but this too is very barebones and boring. There are multiple categories like Melee combat, Ranged, Stealth, Riding enemy beasts, and then Campaign. Pretty self explanatory. At first I just got all the Melee buffs, but many of them were confusing or like fighting game combo's to memorize, so I barely cared. Unlocking abilities of stuff like "Hold Y+X At this specific time to do this specific Move!" Well, Sometimes I'd try it, but because of the aforementioned combat issues, it felt like half the damn time it wasnt registering or doing anything, probably because I was accidentally attacking the wrong guy. Ugh. So Instead I just focused on basic passive buffs, like an additional revive if you die, or the ability to freeze enemies if you leap over them (Best skill in the game) , or things like more Energy to use moves, a system I still barely understand even after finishing the game. Theres like this energy meter, and when its full you can do some combo move or something, the whole thing is stringed together in such an incoherent, clunky stupid way that I found it hard to give a shit or really want to interact with much of it, especially when brainlessly mashing X works most of the time. Its like a weird bastardized version of a shit fighting game and a shit beat 'em up.

If you die, you get a quicktime prompt to press a button at the right time to get back up and do a last stand. By default I think you have 3 of these revives and then you die for real, going back to your last checkpoint (Or if its a siege, failing the siege). There is a skill point to make this 4 revives, which is one of the best buffs in the game.

The graphics and presentation are polished and mostly well done. The depiction of Middle-Earth is great, it has the various locations which are separate entire open world maps you can fast travel back and forth, like Gorgoroth, Cirith-Ungol, Minus Morgul, and so on. Each with their own distinct look and set locations. The maps mostly have nothing in them, but encampment after encampment of goblin enemies, or these big towers you must climb to use one of those floating eyes of Sauron to survey the area. The actual technical graphics are fine for a 2018 game, but its nothing spectacular or the greatest thing youve seen, but particularly the Goblin models and facial animations, especially when you confront their chiefs, are exceptionally well done.

So the plot has you entertained with various interesting characters, what are the actual missions like?
You're mostly doing things like going into enemy camps, either through sometimes forced stealth missions, which arent too bad. The stealth is very forgiving, or youre going in and rescuing some tied up people. Missions arent always dull or mundane, though, there are quite a few explosive and memorable unique moments and objectives. One time you're doing flying sections riding a dragon shooting down enemies in their forts or fighting against other dragons on a field of ice. Another time you commandeer this sort of big hulking tree beast as a sort of like mech section, fighting against another big boss. Its kind of cheap and lame, and feels like a series of quicktime events or mindless button mashing, but it is different. The game even has missions where you're  put up a siege against enemy fortresses, capturing the points, breaking down the walls, and even customizing your enemy force for the best way to take it over. There is a decent variety in objectives to keep you interested and to break up the pacing, there are a few boss battle moments, too. There are sections of the campaign where you're fighting against these ghostly Nazgul warriors, which is pretty cool and interesting. Mostly the only way to take these guys down is to ...just mash X like a brainless idiot and wait for the Y prompt to show up, counter it, and then rinse repeat. Oh well, at least its visually cool.

But really the bulk of what you will be doing is interacting with the Army system. What this means, is that there are thousands upon thousands of generic goblin enemies all around the map, but there are more higher up, unique captains that are also roaming around, that once they start fighting you, each give a brief cinematic and voice lines announcing themselves and showing their personality. They each have their own unique personalities, weaknesses and strengths, which you can inspect in a menu if you so desire. This is of course the same system from the previous game, which I finished, so this isnt anything surprising or new, but it probably is expanded upon more here in this game. So many of your main objectives and purpose in this game is to defeat these Captains, to weaken the enemy encampments and eventually take them over. At first, early into the game you are just simlpy killing them. But shortly into the game you unlock this ability to hold a button, and Dominate them once their health is low enough,meaning you then get choices of what to do with them. You can choose to kill them, which means they will drop a piece of loot. You can Recruit them, which adds them to your own Armies pool, which is visible through a menu (Either Garrison, or Army pages, but I admit the graphics and UI for these are confusing as hell and even after beating the game I still barely understand what the hell I'm looking at there, unfortunately.)  - Or, you can choose to "Shame" them, which is useful for in the case where you cannot recruit them because they are too high level, if you Shame them, they lose some levels, run away, so the next time you encounter them you can probably successful Recruit them.

Probably the games greatest strengths are its cutscenes, interesting characters and dialogue, and the enemy captains talking to you and battling eachother. Everytime you get into a battle and suddenly theres a cutscene of an enemy captain talking to you and trying to intimidate you, its like an "oh shit" moment that really makes it intense and fun. But unfortunately since the combat system is pretty bad, it loses much of its impact. Not only that, but actually managing your army through the Garrison and Army menus are clunky, confusing, and unintuitive, which actually made caring about my own soldiers hard to do. Like you're supposed to take troops from one map and swap them around to other Fortresses? and theres this whole Garrison menu where you can level up your troops, give them Legendary status, or remove them from a fort to put in another? I dont really know how it works. The thing is, you don't really have to care or know, because its almost superficial. There are only a few moments in the entire campaign where you actually have to interact with your own army or troop system. These are all four different Siege sequences you must complete to be able to unlock the final mission. These sieges let you pick a few of your troops to lead the battle, and thats about it. The sieges are cinematically cool, sure, you get epic cutscenes of the enemy warchief standing ontop a tower, taunting you, you stand there with your huge army and rush into battle, climbing over his tower walls, destroying his fort and capturing points.. but thats all you have to know about the army system. It doesn't do enough to entice you to care about it, during normal gameplay otherwise, it has virtually no effect that I can see, maybe once or twice one of your troops will randomly show up and save you from death, but stuff like that is rare. Its like they built this whole grand system to tout how unique the game is, but really you barely have to interact with it, and really its not much of a big focus in the game. Like, most of the main missions dont have anything to do with your army or your troops. Yes, the main missions do task you with killing other enemy Chiefs, so in that sense you are interacting with the army system, but in terms of actually having to put your own army to use, not really.

The game does a good job of giving you that grand Tolkien cinematic experience, its depictions of the characters and Middle-earth are captivating, like I mentioned earlier, but the actual gameplay its self...leaves much to be desired, sadly.

Towards the end of the game my enjoyment started to plummet even more. First of all, you get to a point where its like "In order to do the final mission, you must capture all 4 fortresses" Well, the menus and UI are kind of bad, especially the main world map. I found it hard to figure out what the hell this even meant, even after Googling. I couldnt tell if the Siege quests were optional or not, well they're not. You have to do all 4 siege quests to unlock the final mission. Sure, cool enough. So I did 3 of 4 sieges,  but I got absolutely floored on the last siege at Gorgoroth. For some reason, during some sieges, when you get to around the final capture point, you have these Chiefs show up that just one hit you. I cant figure out what the hells going on. Out of nowhere I'd go from taking barely any damage, to all of a sudden these guys show up and tap me and I'm dead. Super frustrating, this happened on a few sieges, but I just jumped around like an idiot waiting for the capture meter to get full so I could atleast bypass it without killing them. Fine. So in this Gorgoroth siege, the capturing went well enough. Each siege though, has a final arena where you go inside the castle to fight the Overlord. All the rest of them were piss easy, no problems. But this Gorgoroth overlord battle was just fucking broken. It gave me this guy who is immune to virtually every sort of attack, he blocks every attack, I cant jump behind him, I cant assassinate him, I cant freeze...almost nothing. But to make things more insane, he also fully heals his entire health bar every 10 seconds or so. What the fuck!? Ontop of that, the arena also spawns infinite enemies chasing you around. In utter confusion I ran around trying to wittle this guys health down for 15 minutes, only for him to fully heal over and over. Extremely. frustrating. But then I realized how this game works. You know how it works? So the Captains aren't manually handcrafted. They just have randomly generated abilities and stats. For example, I looked up this same Siege on YouTube and they had an entirely different boss, with entirely different abilities. This means the game just happened to randomly generate a boss fight for me which is nearly impossible, and I just happened to land on health-regen ontop of it. Just terrible. Fucking garbage. Why waste my time like this? This is why hand crafted bosses are way better. I eventually slammed my head against the wall and got past him, mostly because I noticed I could summon an ally to help me.

Then you do the last mission "The Bright Lord" which is just a straight bridge, a gauntlet of your army VS a bunch of random enemy Chiefs. Easy enough. Funny how the last mission is way easier than this stupid RNG generated Siege boss I had. Then you do a few boss battles against a Nazgul guy, then finally you fight Sauron himself, first as this humanoid elf, then at half health he goes into his metallic armor demon form. Hes...pretty easy. Once again, for the last boss, all you do is mash X like an idiot, wait for the button prompt "A to leap over!" and rinse repeat. Literally all I did for like 5+ minutes straight is tap X twice, press A for leap, repeat. It looks so lame and broken and stupid. Once in awhile he will do this ground slam whch makes a circle you have to jump over or you get stunned and take a bit of damage..but thats about it. So I defeat Sauron, cutscenes play about how I've been betrayed by my Ghost friend guy and this other woman, then the game ends, right? Well, sort of? Not really. The campaign is over. There are no more story missions. But the end credits dont play!

The game now introduces this "Shadow war" end-game system. What this is, is essentially a giant slog of a grind about doing various siege missions over and over, probably for a dozen hours, to complete Shadow stages, after so many sieges or so many Shadow stages, you get the final cutscene and end credits. But look, I decided I'm not doing it. I'm not doing it! I finished the campaign missions, there is nothing left but copy paste repetitive grinding just to see one more cutscene. I tried to do one, I got 75% through a defense siege and then failed, and it took 15 minutes, and I uninstalled the fucking game. I beat it, OK? and infact, I looked up Longplays on youtube, and yeah everyone just calls it finished after The Bright Lord, no one does these Shadow Sieges as party of a longplay. Why didnt they put the end credits after The Bright Lord mission? You know whats even funnier and stupid? Initially at the games release, during this Shadow Siege part, they had fucking microtransactions! and it was 10x longer and took HUNDREDS of hours to finish! You could PAY to speed up progression here! But apparently in 2018 they released a patch which removed the microtransactions and shortened this Shadow War segment, but still, I'm not doing it. I'm already sick of the game. You know what, the game was about a 6/10 before this bullshit cropped up. But now its 5/10 because they expect me to sit here and do a boring grind just to see the real end cutscene+credits. No thanks. I've already played 14 hours up to this point, I'm not playing another 14 hours of zero campaign missions. Its not happening.

So thats Shadow of War, a game only kept entertaining by its cutscenes, dialogue, characters and premise, and its unique but underutilized army system, but the actual combat is just shitty. I can't really remember if I had these same complaints about the former game, but I'm sure if I replayed it nowadays these same issues would crop back it, The two games are basically the same, just more content. Unfortunately, the gameplay just doesnt do it for me. And that bullshit Shadow Wars really crippled my enthusiasm for the game.

5/10

Tuesday, 5 November 2024

Fallout 76

 https://upload.wikimedia.org/wikipedia/en/0/06/Fallout_76_cover.jpg

Being a fan of the Fallout series, the idea of a multiplayer game always excited me. Roaming the wasteland with a buddy, going on missions and looting and playing the various roles the games are known for, why wouldn't it be fun? So I've been keen to see what Fallout 76 was all about for awhile now, I heard whispers that people hated the game, but I wasnt sure why. I didnt buy it for a few years, because it just wasnt clear at all what kind of game it was. Is it a campaign game, where it has a straightforward story, beginning, middle, end, and credits? Is it just an MMO without much of a story? What is it? Even for awhile there it was a subscription based game! I'm not buying some subscription MMO, so that alone put me off. But they actually stopped with the subscriptions not long after the game released, and is a one time payment (But with microtransactions and other payments, I'm sure). Still, I couldnt figure out if it had a co-op campaign or not, even after researching it. It sounds like for the first few years of the games existence, the story wasnt even finished. Like they kept putting in the main missions in a piecemeal fashion. I saw the game on sale in late 2024 on a big discount, so once again I googled what the state of the co-op story was. It sounds like by this point the actual full story is made, theres ending credits, so you can actually beat the game now. The whole way they handled this co-op presentation was just poorly done, it shouldnt have been this hard to figure out what kind of co-op gameplay it has, and being vague about if the campaign is even finished sucked. But finally me and a buddy picked it up to see what its all about.

There are no difficulty selections, and there is a fairly straight forward but not very memorable or exciting introduction which you wake up in a vault surrounded by robots and not much more and simply exit the vault. Unlike Fallout 3 or New Vegas theres no exciting premise or alluring setup here. Its just plain as can be. You create your characters appearance (I just hit the randomize button) and arrive outside Vault 76. Then theres some vague plot about the Overseer leaving and she leaves you a note to find her? But then none of the main quests have ANYTHING to do with the vaults Overseer, infact the Overseer quest is marked as a side quest. I genuinely have no idea what the fuck the protagonists motivation or objective was supposed to be. Like, in Fallout 3 its simple: Find your father. New Vegas? Find the guy that killed you. Fallout 76: ??? I dont know. The whole plot feels so aimless and pointless you don't have a reason to care about anything, its so ambiguous and poorly put together even after beating the thing I don't even know what the hell the protagonist was motivated by?

Anyway.. after a lackluster setup you can then play co-op. The whole reason I finally wanted to play this, is because its Fallout: Co-op edition. Great, I'll play the whole game with a friend! Well you easily enough invite eachother to a party, and can now roam around the open world doing the main quests together. Great, right? ... Not really. You'd think you just share quests and objectives, but no, you each have your own quest and you each have to complete each objective. If one friend falls behind, the other guy can progress through the whole game without him. So you have to make sure you're constantly on the same objective of each quest. To make things even more fucking confusing, at the games release there was a specific amount of Main quests, but then through the years and months after the games release, they started adding more and more "Main quests" that are basically a second campaign. But nowhere in your quest log does it separate the "campaigns" out, everything is just blended together under the same "Main quest" category. We were only interested in, at first playing the initial release "campaign" set of quests. These all center almost exclusively around non-human NPC quests and objectives. Because at the games release, there were actually no human NPC's. Something I heard people give the game shit for. And yeah, its pretty shocking to make a Fallout "Role playing game" ...where you don't even really play any role. Theres no one to talk to or choices to make. So what we had to do is look up a list of the Main quests on release, and do those. But for the first while, we were accidentally doing non-release campaign stuff and massively confusing ourselves, the whole thing is stringed together in such an awkward, intuitive, clusterfuck way. The pacing is atrocious and nothing makes sense.

As for the open world, the game takes place in West Virginia (I didn't even notice until more than halfway through the game) but what that means is that there are mountains everywhere. The map its self is annoying to navigate, its rarely just a straight path to the objective. You frequently have to instead take these long winding roundabout ways around big mountains, its honestly just a shit location for a video game. I dont want to spend 10 minutes walking around a damn mountain. But in typical Bethesda jank, if youre ontop of the mountain and need to get down, You can slide your way down the side of it without taking damage. But other than this, theres not much to remember or look at. The graphics and colors are like Autumn from what I can remember, a lot of yellows and oranges...but there are just no interesting locations. I dont even remember a single location, or anything. There arent Towns or villages, theres nothing like that. Theres just boring destroyed buildings and no memorable landmarks. Honestly how did they make a game map so dull and forgettable? Just like everything else in this game, maybe the only thing that isnt forgettable is how bad the whole thing is.

The games presentation is...very hit and miss. For instance, it does a nice job with the Fallout aesthetics and decorations all over the map screen and menu's, with the iconic Fallout boy and various decorations and prompts, but the games graphics are just ugly and dated, it times it looks worse than an Xbox 360 game and especially the lighting system can be very lackluster and janky. But there are some more serious crucial flaws with other aspects of the presentation. For instance, its a co-op game, and something you want to do in a co-op game is follow your friend easily, right? Well here the only way to find your friend is a tiny icon on your compass, a yellow square. The problem is, EVERYTHING on your compass is either yellow squares or yellow dots. Now you have dozens of shit on your compass, and your friend is just one of them. Most of the time its near impossible to decipher which fucking icon on the compass is your buddy, making the entire co-op experience even more annoying and incomprehensible. Even worse is the fact that when youre slightly too far away from your friend, the icon wont even show up on the compass! So you have to open the big map and aimlessly scroll around until you find him and try to work your way towards him. Yes, you can fast travel to eachother for free, but often times the fast travel doesn't even put you near eachother, making these issues even more frustrating. Every single aspect of multiplayer gameplay is just fucking butchered in this game, what the hell were they doing!? The whole point is to make a cooperative,  multiplayer fallout game. THEY FAILED. Guess what. Theres not even any fucking text chat! How do you make an "MMO" and not even put Text chat!? All you get are these stupid little gestures, theres like 10 of them. I think theres voice chat, sure, but I cant fathom no text chat.

Finally when we understood a list of quests to do, and we understood the stupid "co-op" mechanics where we dont even share quests or objectives, then we could make some progress. Except it gets even worse. There are sometimes areas that are "instances" where only the leader can complete the objectives. In these areas, the co-op partner just has to follow along blindly and not even be able to see the objective, and essentially wait his to turn to become the party leader and then do everything all over again.  How do they keep fucking up all the co-op mechanics? Thankfully these instanced areas are few and far between, atleast on the initial release date "campaign" quests. But I think on the post-release quests , they actually added human NPC's to try to damage control aganist the backlash, and these ones are filled with instances that are just a massive pain in the ass, having to wait your turn to talk to NPC's and do conversations over and over. And yeah, we played a few of these post-release quests with the humans and its still awful. The dialogue choices are bloated as fuck, probably to do damage control against people hating on Fallout 4's limited dialogue choices, but none of the characters or plot or premise are interesting at all, you simply don't give a shit, and talking to people doesn't accomplish anything or do anything interesting anyway. But we didn't do much of these post-release quests involving humans, we mostly only did them accidentally before we understood how the clusterfuck of a quest system works.

So anyway, after a few cumbersome hours, we understood the awful co-op quest system. We understood what quests we must do to complete the initial release "campaign" and 'finish the game'. The thing is, every single main quest and objective in the game is just garbage , not fun, menial bullshit that no one cares about. Almost every single objective in the game is go fetch some item, or go use a terminal. Terminal this, terminal that. The lack of human NPC's means they had to put computers and terminals all over the damn place as some sort of half assed attempt to put lore and structure behind your tasks. It sucks, isnt engaging, and is just downright boring. After the first 20 terminals or so I just stopped caring entirely and didn't even bother to read anything anymore and just spammed the buttons until the objective completed from then on for the rest of the game. Its such a joke. There were no interesting or memorable locations or objectives or quests in the game. Hey dude how about going to the DMV and renewing your license by talking to hiiilarious humorous robot butlers? And being attacked by lazy waves of enemies and running around looking for DMV cards in the trash? Hey how about being told to craft meaningless boring items at a work bench but you lack the resources so you have to walk around aimlessly looting random bits and bobs of garbage for HOURS until you can craft the stuff just to progress? How about going to some generic building and picking up some pieces of paper and then reading 6 terminals and then leaving after fighting a handful of robots or ghouls? You'll be doing that a lot!

It all blends together into the same bland soup of boredom and repetition. I can only remember a few locations in the actual game. At one point it had us going back and forth through this mental hospital area picking up random items, another point we went through some army camp Basic training course where we just jumped around some obstacle course or shot targets. Another point had us going up and down this elevator in this big tower to talk to some stupid, boring robot character that had voice acting like something straight out of Borderlands (Thats bad). And when the quests werent dull or boring, they were straight up awful and obnoxious. Like towards the end of the game we had this stupid quest that made is keep going back and forth from this gigantic friendly Enclave base(?) using all sorts of dozens of terminals and computers for information, like having to walk 5 minutes deep inside the base just to find one computer just to get the next objective, to chase down these helicoptors or find some key cards. So we'd go do the fetch quest, then we'd have to go back to this base and crawl through 5 minutes of the stupid maze to find the terminal to get the next one. Just tedious annoying garbage objectives. And sometimes the objective marker doesnt exist, or doesn't point you in the right area at all. Like towards the end of the game, the last quest would just point us to random porta potties with a "mysterious button"  but it doesn't do anything. Its actually just the exit of the quest that you do later, the game is just crafted so shitty and buggy they couldnt even properly line up the quest markers. Wasting your precious fucking time playing this piece of shit, frustrating the hell out of you for no reason. A few times we just had to look up what to do or where to go because of stupid stuff like this.

As for the "MMO" features, I don't even know. The game only lets you play in a "room" with 28 other players, which it randomly selects whenever you start the game. Throughout the entire game I've maybe seen like, a total of 6 other real players. Its just pointless, the whole multiplayer aspect of the game feels half assed and pointless. You can fast travel to other players camps on the map, where you can interact with their workbenches and stuff, but its stringed together in such a confusing way most of the time it was more annoying than interesting. There is a feature where other players trigger nukes in areas, and it gives you  a popup about the nuke going off..but its almost irrelevant. It doesnt really do anything. You die from radiation, I guess if youre too close. But dying has almost no penalty , at all, in this game. You just respawn nearby, maybe lose a few caps or drop some random pieces of junk. We never really cared.

But because of the "MMO" features, the co-op and especially single player balance is completely fucked. Like for instance theres hardly any vendors or NPC's you can purchase things from in the game. Throughout the entire playthrough I only found like, 3 vendors to buy stuff from. And they hardly sell anything useful,  Stimpaks for health are almost impossible to buy, if you manage to find a vendor that sells them it will only be a handful of them. Same with ammo. So the entire Roleplaying and item collecting and selling aspect is ruined, too. It makes caring about loot and items way less exciting than it otherwise would be, I guess to be balanced around the notion you'll be trading with random players? I don't know, its designed like shit. How do you make a Fallout game with virtually no NPC's or Traders? What the fuck.

As for the actual moment to moment gameplay systems and mechanics, yeah they're fucked too. VATS is a well known and loved feature from Fallout, where it typically pauses the action so you can carefully analyze your opponent and choose how to attack. Well here in Fallout 76 VATS is ruined and near useless. It no longer pauses when you use it (of course, how can they make it work online? another example of a gimped mechanic to work around the MMO junk) and even more baffling is that you cant even target different limbs or body parts - atleast at first. You have to get an upgrade for VATS just to select different areas. So what the hell is the point of it? I don't know, I really dont. I guess it gives you Crit, but its so hard to even tell how effective it is, most of the time I didn't even bother. I eventually got the perk to select body parts with VATS, but the lack of pausing, coupled with really bad controls, in the heat of the moment it proved more harmful than useful. What a massive shame.

Speaking of pausing, the Pipboy inventory also no longer pauses. The entire premise of the Pipboy system in other Fallout games made sense because it paused the action, giving you time to look through your items and categories and strategize what to do next and what items to use. VATS pausing, and Pipboy pausing, were deliberately done as a neat callback to the franchises origins as a turn based RPG game. Removing pausing from Pipboy, makes the entire mechanic now cumbersome and frustrating to use. Meaning most of the time in combat situations now, you don't get these interesting moments of thinking what to do next, what item to use, looking through your inventory. Instead now its more brainless where you just have to blast the enemy thoughtlessly until they die and hope that you can do it, like bashing your head against the wall. I know youre supposed to use these quick slots to alleviate this, but I dont want to have to keep updating my quick slots every 5 minutes when I find some new item. They just fucked up this entire mechanic, as well.

So what else is there to the combat? Not much. Most of the enemies you come across are Robots, Ghouls (Scorched), Bugs, Bandits, Raiders. We saw Deathclaws pretty early and mid into the game, but they werent as intimidating and scary as in other games. I think this is because Fallout 76 heavily relies on Level scaling, so enemies are always close to your level, meaning they cant be massively more overpowered than you and vice versa. A pretty terrible mechanic that sucks in basically every RPG.  rarely later on in the game some Dragon type things that are near impossible to kill, and a handful of other monster types but they're so few and far between and not a part of the main quests that I didn't care or notice much. Most of the time its just robots, robots, robots, Scorched, etc.

The entire perk system is, you guessed it, totally fucked up and ruined, too.
The level up and perks now revolve around these Cards, and you equip a certain amount of cards to each SPECIAL category, depending on what level that category is. This thing is unintuitive, cumbersome, clunky, and just not fun to do or figure out. Each time you level you get to pick a card, and then if you pick the same card multiple times they combine together, I guess making the perk more powerful? And then you have to make sure the card is equipped or it wont do anything...For like the first half of the game I barely even cared or paid attention and just equipped whatever card because the whole menu and UI was so hard to understand. This is because the first half of the game was extremely easy, like the balancing in this game is off the walls stupid. For probably even more than the first half of the game, I barely had to care about anything. Infact for some insanely stupid reason, the game started off by giving us like 60 stimpaks, thousands of bullets. and so many supplies that we didnt have to care about looting anything. Just why? Why do that. The whole point of making RPGs exciting is this Rags to riches feeling, starting off with nothing and working your way up, thats why looting is exciting. Why would they just start you off with so many supplies? It made looting and progressing through the game simply boring and uninteresting. The amount of shocking design choices made in this game are just off the charts. How did they fuck it up so bad? How do you be a game developer and ruin a game so hard?

Infact when we started the game it asked us the question: Do you want to start at level 0, or level 20 (Recommended)!
Like...what? Why is that an option? Of course we picked level 0, but still it gave us all this stuff. What the hell is going on in this game?

About 3/4 through the campaign suddenly the difficulty shifted, by this point we were long since just running past most enemies, or doing the bare minimum required to progress because we just were not enjoying the game. Leveling up felt almost pointless, except to get more Strength so we can stop being overburdened, because the game has a real issue of just dumping tons of random junk objects at you so you're almost always near max weight it became mandatory to max out Strength just to alleviate it. But then all of a sudden we had these quests with enemies that we can barely do damage to out of nowhere. On the one hand I'm glad it finally got challenging, but why did it take 20 hours? The balancing is just terrible.

Another absolutely insane design choice is how the guns and ammo work. I didn't realize this until literally the last mission. But whatever gun you have equipped, is what ammo the enemies will mostly drop. For the entire game I was using a Combat Shotgun, because I couldn't understand why every single enemy is dropping Shotgun shells? So I figured just keep using the shotgun since ammo is so abundant. But no, its because of this stupid design choice. Its not explained or made clear anywhere, it basically made me ruin my entire looting experience and gun selection choice. Even still, Combat shotgun just seemed to be the most effective weapon. The first half of the game the enemies were a joke, but then towards the end everything was a massive bullet sponge taking dozens of shots to kill it became just a chore.

They also managed to ruin basic things like repairing your equipment.
In other Fallout games, to repair you equipment you can simply find another copy of the same gun or armor, and press a button to combine them together to improve the condition of the main one. This feature is gone, now you have to collect random shit like Adhesive, Scrap metal, Nuts and bolts, This and that. So much so that its annoying to try to keep track of, with a terrible UI that I didnt even bother most of the time. So the entire aspect of trying to hold onto and preserve my prized possessions was near non-existent. Making all the items not as exciting or rewarding. I think I repaired a gun once the entire game. Didnt even try with armor because it felt like such a chore, also trying to figure out what piece of armor I had equipped or trying to compare them for which one is better, the interface was so bad I almost didnt even bother to do that, either. The itemization and caring about items in this game is terrible, which is a critical blow for a game that wants to be an RPG.

Funny enough, we played this game around Halloween, and one of the quests was this truly awful thing to "Collect 10 accommodations"  a very vague objective which basically meant to kill "Legendary" enemies. Well, this game has Seasonal enemies, meaning around Halloween it would randomly spawn these Halloween themed Legendary enemies, which might be the only reason we actually completed this quest, although it still took hours. We mostly just roamed around until we found these Seasonal enemies, because figuring out how to do the quest otherwise proved nearly fruitless and annoying. Every step of the way this game kept pissing us off or being more and more frustrating, so much so that some days we would sit down to play it, and within 1 hour be so upset, annoyed, and out of patience that we'd just quit for the day because its that bad.


Ok so the main story is incoherent garbage that no one cares about or you have no understanding of what the protagonists motivation even is, further making you not care. The co-op experience is butchered, with a bad HUD and quest system that sucks for cooperative play, the Roleplaying is butchered and almost non-existent outside of combat stats and perks which they also ruined as well. The MMO features are uninteresting and pointless, lacking even text chat. Theres no roleplaying elements in terms of NPC's. No vendors so you barely care about loot or wealth. The combat is either laughably easy for most of the game, or bullet sponge chore towards the end. The enemy variety is lackluster and dull. Pipboy and VATS are ruined. Item bloat cluttering up your inventory with constant junk. Tedious, annoying crafting, worthless itemization and balancing..this game is just terrible, hate to say it. I was hopeful people were just hating on this game and being too harsh, surely a Multiplayer Fallout game cant be that bad?! It sounds great on paper, yeah I'd love to play through a Fallout game in co-op! But no, virtually every aspect of the gameplay has been ruined or bastardized so much so that it doesn't even feel like a part of the Fallout franchise, this is some shit game wearing a Fallout skin. It has almost nothing which actually resembles core Fallout gameplay and mechanics. Everything that it was supposed to be has been ruined and tarnished. I cant remember the last time I was so frustrated, disappointed, annoyed, bored, mad, at a game.

The last quest was particularly atrocious. Its this thing where you have to go around doing fetch quest after fetch quest at the Enclave base I mentioned earlier. first finding this Nuke card from a helicopter, then going around and finding Code tags from random areas, then you have to go to some random Silo bunker and activate a nuke. Well by the time we figured it all out, and got there, (We had to use Google because the game is so shit and vague) we had no ammo left, no supplies, nothing. We have this giant base full of infinitely respawning robots where you do nothing but run around interacting with...you guessed it, terminal after terminal, eventually getting to a point where you plug holes in pipes but youre dying constantly of radiation, then afterwards have to go to some other area and open a big door but you have to craft some shit at a workbench blah blah...We got so impatient and sick of it, having no resources,
(reminder, enemies wont drop ammo for a gun youre not using, meaning if we have 0 ammo for our main gun, we cant find main gun ammo. Also, theres no vendors, so we cant buy main gun ammo. We actually had no idea how to get ammo now, we were fucking stumped)

So, we were  so over the game, I just asked some random level 1000 person on Steam to join our party and help us beat the last quest. Yay! The shit MMO feature came in handy for once! After running through the base letting this guy kill everything, we got to a final terminal where we had to put in some Nuke code, some randomly generated code each day that we're somehow supposed to piece together and figure out ourselves using in game items and terminals (Yeah, fuck all that. We tried, but it was too incoherent) we found some website on google that tells us the current day's code, put it in, set off a nuke, that we didnt even get a cutscene to witness, it just made a tiny little blast in a tube infront of us and ... thats it. Thats "the end" of Fallout 76s initial release campaign. Wow this game was bad.

Took us about 30 hours to "beat" it, as in get through the main campaign. What else are you supposed to be interested in here? Why would anyone play this game for hundreds of hours, or infact pay monthly!? What, just to build your own stupid little base and decorate it to show to random people you cant even text chat with? To do stupid, pointless daily quests and events? To grind for new items, when the itemization is uninteresting boring stuff? I don't know, its hard to see any value in anything this game has to offer. Yeah, it has small moments of fun blasting random enemies and raiders with your guns, but thats all you do in the game and it wears out quick. The gore system isn't even as good as other Fallout games, I barely noticed any gore or brutal gibs or anything, remember the Slow-mo VATS cam from Fallout 3? Theres nothing like that here. The game is almost devoid of excitement. At the very least you can play sort of co-op with a friend throughout this trainreck, and laugh at how fucked up it is together, if that wasnt an option I wouldnt have even gone through the whole thing, no way. A failed single player experience, failed MMO experience, failed co-op experience, failed RPG, failed FPS, failed story game...somehow, this game really is as bad, or infact worse, than its reputation.

3/10

Thursday, 24 October 2024

Kingdoms of Amalur: Re-Reckoning

Amazon.com: Kingdoms of Amalur Re-Reckoning - PC : Everything Else

I like to play an RPG every now and then. Sometimes they're too daunting, like overly complex and intimidating. Kingdoms of Amalur seemed to be a casual friendly "consolized" type, being popular on Xbox 360 back in the day. It got remastered and put on steam with Re-recokning. I didn't look up or "spoil" much of the game or mechanics before playing, but I did quickly check what exactly was new in this remaster and if it ruins my impression by playing it instead of the original. Turns out it doesnt add much, I watched a YouTube video comparing graphics and effects and could barely tell the difference. The main changes are slightly improved graphics, quality of life features such as the HUD properly scaling to resolution, FOV slider, some camera tweaks, and minor things like that. So I installed the game to see how it is.

Upon pressing new game you get a few difficulty choices, as usual I just go with the default Normal. Then you get the intro cinematic that strikingly looks like something out of World of Warcraft. Generally the environments in this game look like something straight out of that game. It has that same sort of half cartoonish artstyle. Immediately I noticed that some of the character designs are less than appealing, dorky looking beta gnomes, cliche evil villians colored red, swords and armor that look like they were designed by children. The general tone and artstyle of the game feels immature, not threatening, dark, or hostile. Just generic fantasy slop.
Then you get to choose your characters race, 4 options. All options are humanoids with just different skin colors or pointed ears, nothing crazy or fantastical like other RPG's.  I just picked the most default human looking one. Then you get to pick some passive bonus, again I just picked the most generic warrior one. Typically when I play rpg's like this, I like to keep my character minimal and easy to follow, so usually just a generic warrior using big swords or axes. Theres a minor character creation feature where you change some sliders, set hair styles, etc.

After this introduction the games narrative starts to form. The general plot is all about fate and destiny, and determinism. They mention the word "fate" in almost every damn sentence, like okay, I get it. The whole plot revolves around the main character dying and then re-writing fate or history...or something. Really, its just all quite bad and dull and uninteresting. The writing is silly and childish, shit like "And Azgorn said to Galborg that his Power is too great to defy destiny, so Balzeborths magical energy blocked Mogmorn from travelling to Balgram so you must defy his Powers and break the seals!" ... I just wrote that, but do you know what I mean? Just stupid, dull, uninspired drivel that sounds like a child game up with it, or some chat bot. For the first 2 hours of the game I sat there trying to listen to all the dialogue and take it seriously, but after awhile I finally realized - yeah this isn't worth paying much attention to. Its the same cliche crap over and over, the characters are uninteresting and not memorable. the only slightly memorable characters are the main old guy that follows you around the game as like this beacon of wisdom (I can't even remember his name) and this woman dressed in stupid BDSM gear that follows you around that you do bidding for. No other slightly memorable characters. The writing isn't even so bad its good, like other games (Two Worlds) , its just not even entertaining. Most conversations past first two hours, after I got sick of caring, I would briefly skim it in a moments glance, then just skip without listening to the voice acting. Its not even interesting enough to listen to fully.

Thankfully the actual game does have redeeming qualities. Its a big, open world, that again looks like a MMO world like World of Warcraft. But it doesn't really play like a MMO does. The combat is more Beat 'Em Up, or like almost a very stripped down Devil May Cry. You simply mash X to attack, you tab B to roll, and thats about the jist of the combat. You do a lot of rolling around and mashing X to do little combos, which can feel satisfying because the game has a nice sense of impact when the sword hits. You see damage numbers, which helps gauge how strong your character is. Though the combat has some pretty serious flaws and annoyances. The game does not have a lock on system for targeting enemies, something even Ocarina of Time realized was necessary. Instead, the camera sort of automatically adjusts and tries to revolve around whatever enemy it thinks should be a priority. This doesn't work very well. Far too often the camera would be swinging around wildly, or staring at some angle that was stupid, hiding my character. It's just a mess. Even Mario 64 has a better camera, and people complain about that one all the time. The other annoyances is the game has a real stunlock problem. Any attack you take, you get stunned. Far too frequently the gameplay will just consist of you being stunned over and over, not being able to get any input in. There doesnt seem to be any items or armor you can equip to increase stun threshold, which is stupid and a bit shocking. Thankfully there is an skill, atleast in the Might tree, called Reckless Assault, that once upgraded fully allows you to not be stunned for 20 seconds! at the expense of taking more damage. This skill is very good, and maybe single handedly saved the combat from being an annoying slog.

Speaking of skill trees, there is three of them. Now, this isn't some in depth confusing system where you are afraid you can ruin your character. No, this is very brainless and easy to understand, infact the whole game is. The might tree is for melee. The finesse tree is for ranged. The sorcery tree is for magic. Got that? OK, now pick what playstyle you want to do. I want to do Swords and melee, so Might it is. There, never have to look at Finesse or Sorcery again the entire game! Yeah...theres nothing useful in those other trees for my playstyle, its a bit disappointing, its so watered down and easy theres no point to even look at the other trees and diversify.

Now, a big complaint I have with how the UI and level up system works:
In the early game, maybe first hour or two, I couldn't level up my character, or I didn't understand how.
This is because every time you level, it makes you choose to invest a point into some skills that have nothing to do with combat.
Stuff like Lockpicking, Mercantile, Persasuion, Hidden Discovery, Crafting, etc.
I figured, well since I'm at the beginning of the game, I don't know which of these will be useful. I will hold onto these points until I play more and realize what ones I care about.
The thing is, in order to actually get to the next screen where you actually invest points into your combat stats, you HAVE to spend these non-combat points. For the first 2 hours I was wondering how the hell do I actually make my character stronger? Because I had like 5 unused non-combat points, it wouldnt show me the combat stats! That's just very stupid, and made the beginning of the game way harder than it should have been.
It should have been separated into two different menu screens or something.

So once you start spending points into the skill tree, the combat does slightly open up a bit more. You can now put 4 abilities on a hotbar to use during combat. The whole game all I used was, Reckless assault, Grapple hook (can grab enemies across the arena and pull them to you) , this Berserk thing that stays permanently active that increases your stats the more enemies you kill, ..and I think thats it. There were other things, like Ground slam, but I didn't use it much. I put points into the passive ability to raise my health, I put some points to unlock a few new moves like holding X to whirlwind, but other than that the skill tree is incredibly easy, toned down, and accessible. Nothing is hard to understand, its like impossible to ruin your character unless you're somehow too stupid to put points into the ranged tree when you use big two hand swords or something.
I am happy the game lets you play any way you want, I started off using Longswords, but as soon as I found my first Greatsword I used that weapon type for the rest of the game. Its a big, heavy two hand sword, that is slow to attack but does massive damage. The slow to attack doesnt matter once you activate Reckless Assault for stun immunity, so its just a hulking beast of damage then that was extremely effective.

Really the game is quite dull, often boring at times where you do nothing but hold the sprint button and run long distances across the map for 10+ minutes at a time, doing nothing else. Just running past swarms of enemies because theres not much point to kill them if you're already feeling powerful. Thats a lot of what the gameplay consisted of for me. The game isn't bad, though, it can just be uninspired and dull. The artstyle, character designs, weapon designs, quests, its really nothing too exciting. All the main quests just feel like fetch quests, or moreso "Run half across the world and reach this new location".
But the game isn't bad.
Actually, the best thing about the game is how accessible it is. It truly is babies first RPG. If anyone asked me what RPG to play as someone who has never played one, honestly I would just tell them to play this. Its a perfect introduction to RPG mechanics, its so toned down and easy to understand, I think it would be enjoyable to newcomers. Going around the world and picking up loot from enemies or chests can feel exciting because its so easy to understand whats good and whats not. The general UI and hud are clear, big, intuitive, the controls work mostly great as a controller RPG, the whole presentation of the menus, inventory, skill trees, stats, equipment make sense and are clear and easy to understand. You always know what to do, the quest marker on the compass shows you the direction, the map is easy to understand, and theres even a Local map if you need more information to find the right path. Its just a easy to get into couch controller RPG game.
To compare items, I simply scroll through my greatswords and use the one where the green number goes up on the top right. Done. Same thing for armor. Scroll through all my armors and look at top right for green number to go up. Its stupidly simple, usually its bad for an RPG to be this dumb, and it is kind of bad, but sometimes its refreshing to play a brainless RPG where it isn't super complex and deep, but dumbed down and easy to get through.

As for the actual loot, its as to be expected. Different colors signify its category of power. White are basic, blue, green, purple, yellow. Yellow being unique/set items, I think. Like I found a Shield that gave +1 to all Might skills, which is crazy good I never stopped using it. Other than that I didnt pay much attention to the actual stats or color of the gear, again I would just look to see if the green number went up, if it did, good enough to me. Its not worth bothering about the individual tiny effects and trying to min max. Its just not that kind of game. It doesn't reward you for spending your time this way. There is a decent variety of items and armors, though. Lots of the might stuff is plate armor, chainmails, big bulking things. The designs are decent, nothing looks too stupid, some of the big swords can look a bit too comical, but for the most part its not bad or good. At least everything isnt all multicolored with all sorts of gaudy colors, its all pretty typical looking.

The enemy variety is pretty good too, lots of monsters, goblins, weird serpents, humans, humanoids, elves, dwarfs, Trolls, animals, rats, bandits, mages, etc etc. I was entertained enough by the enemy designs and variety, and even roaming across the game world you will occasionally get these mini cutscenes of some big miniboss appearing on screen. First time I saw this I was confused and thought it was a boss fight I had to do, but no, its just a random occurrence that can happen to spice up roaming around the game world.

But this is the easiest RPG I have ever played, from understanding equipment, stats, level ups, and combat. I didn't die a single time I don't think.

You can carry around hundreds of health potions and pause the game and use them instantly if youre ever in danger. All I would do is go around to shops and buy health potions and use them whenever I was low.
Actually one complaint with the UI and map system is its too hard to find where shops are. Usually shops are inside buildings, and on the map it does indicate where different NPC's are. But it doesn't specify what kind of merchant they are. It would just say "Shop" or "Merchant". Ok, is it an armor merchant? Weapons? Potions? Magic? etc. I would have to enter building after building trying to find the right place, which sucked.

And infact these shops are super overpowered in terms of items. The greatswords I was using the whole game mostly came from weapon weapon shops and merchants I found. A few times I would find weapons and armor in shops that were easily 2-3x better than what I was currently using, and they werent expensive either. The whole game I had more money than I needed.

One other complaint with the UI or quest system is that it doesn't do a good job differentiating the DLC from the original Main story. Typically when I play a game like this, that comes bundled with all sorts of post-release content and DLC, I'm not interested in playing that stuff, I just want to experience the main release content story mode. But in this game, the DLC quests lump in with the Main quests section, and I think a few times I would be doing these DLC quests when I didn't want to, only to have to look it up afterwards on Google and realize I'm doing something I dont want to be doing. Eventually I noticed that the quests in the log have different looking flags by them, and the main quest I think is just Blue looking flag, but that was not obvious enough and caused unnecessary frustration for me.

So I was just breezing through the game, doing the main quests, traveling across the giant open world on foot. Most of the main quests are simply running across the game world, finding some new town, talking to a npc, and then traveling some more. The game probably could of benefited from horse travel or something, I don't know. Just far too much time is spent doing absolutely nothing but just sprinting across open barren fields. You can fast travel to any location, but only if you've found it first, of course. Sometimes you go into a cave, dungeon, kill some mini boss, but its nothing memorable. Infact the only memorable main quest moment is this part where you get a cutscene of this big siege, like Lord of the Rings, with a giant monster that comes out and is this big boss fight where its a big stationary monster and you have to wait for him to slam his arm down to attack him (What is it with games and Stationary big boss fights? Ive seen it so often, its like they cant be bothered to make big bosses have animations or make them work without standing still). But other than this, theres not that many other notable moments in the story. Theres a few other boss fights, where you get a health bar on screen, but its usually just human looking guys that don't really do anything all that special, maybe float around or teleport here and there, but nothing too notable.

I'm not sure how the arena zone levels work, or the monster levels. It doesn't actually ever tell you the level of monsters, or area zones. The monsters do have different colored names, but the game doesnt ever tell you exactly what they mean. I even looked at the in game Help menu, and it wasnt there. From what I can gather, white monsters mean below your level, Orange means around your level, Red means much higher than your level and actually seems to artificially prevent you from doing significant damage and makes you take mega damage, no matter how good your actual stats are (Shockingly stupid), and Purple means some kind of boss monster that rewards giga experience. So as the majority of the main quest just consists of sprinting across barren wastelands, filled with random enemies attacking you, I mostly sprinted past them when I already felt powerful. I was killing everything in like 3 hits and barely getting any XP, even orange monsters. Now heres the stupid part. About 3/4 through the game, I got to the quest Echoes of the Past. It wanted me to enter some tower. The area right outside the tower was piss easy, killing all the enemies in just 2 or 3 hits, and barely getting any experience. So surely I am not underleveled. But then as soon as I enter this tower where It wants me to go, all the enemies are colored red. Now remember what I just said. If the enemy is red, no matter how good my actual stats are, the game just clamps down on you and says "Nope, your not this X arbitrary level, we'll artificially reduce your stats so you do next to no damage and take mega health, go level and come back".

What this means is my progress got grinded to a halt. These enemies would 2 or 3 hit me, and it would suddenly have to take me 20 hits to kill them.
I had to go leave, and randomly walk around the open world grinding and killing enemies to get some experience to get a few levels, just so the enemies in the tower would stop being Red but be Orange, and allow my stats to work again. This took like 2 hours.  None of the nearby enemies were even giving significant experience! I would kill them, and get like 80-300xp. And I'd need like 50k XP to level. Even if I went and did a 20 minute side quest, I'd only get rewarded with like 2k XP! What is this? What is going on? Why did the pacing and progress suddenly just die? Its incredibly stupid and poorly designed. So I kept just grinding random enemies, doing shitty side quests that barely even seemed rewarding. And then I just fast traveled somewhere else because this area is just not cutting it. I went to some swamp place, full of enemies that were this purple color. Now for some reason, the purple enemies would give me like 800xp per kill! Ok, I can work with this and level up finally.
Heres the thing, the game has this Recoking gauge, where when the bar is full, you hold both triggers and you go into like Super Saiyan mode killing everything in a few hits and being invincible. But when you kill enemies in this mode, you get a like 5x experience multiplier. So the real way to grind experience is to save your Recoking bar until you come across a purple enemy and group of smaller mobs, use the bar, kill them all, then take out the purple enemy inside reckoning mode then you tap A to get up to 100% experience. Doing this I could get 3k experience per group of enemies! Also, there are experience potions you can use to temporarily buff XP gains. So I had to do this stupid shit for like 2 hours, going from level 15 to 18 I think. Everytime I'd level I would go back to the tower to check if the enemies are still red. Then leave back to the swamp and grind more. Once I got to level 18 I went back to the tower and now they're orange, and magically instead of doing 5-10 damage, I'm doing 300! Just such a inane, nonsense system. I get they want to prevent you from speedrunning through the game, but this is the definition of artificial difficulty here. If my character is so powerful that he can crush enemies 10 levels higher than him, let him! Reward my good ability to craft a strong character, this system almost nullifies your efforts!

After that debacle the game progressed swiftly again. Climb the tower, kill the boss on top by mashing X without barely thinking or looking. Go on another main quest where the objective is to, again, simply sprint across the map for 30 minutes to reach the objective. Once there, its basically the end of the game. Arrive at this end of the world red cavern looking place, the BDSM lady talks to you and says this is your fight alone, go in and its, surprise surprise, another big stationary final boss where he does nothing but spawn waves of enemies at you, to make your Reckoning meter go up, once the meter is full use it and it hurts the boss automatically. Rinse repeat a few times, end credits. After end credits, you can keep playing the game to explore the open world and do side quests, or do the new expansion Fatesworn released in 2021, which shows up as a new main quest after the credits. But complaint again, it doesn't make its self clear that its post-release content, it just looks like another main quest for the main game. They really needed to separate the main campaign from the DLC and Expansion better, than just these hard to understand flag pictures. So this confused me for a minute there, why do I have another main quest after the end credits? Should I keep playing? Well no, its just an expansion released 10+ years after the original game.

I beat the whole game in just 10 hours. Thats remarkably short for a big open world RPG like this. I only did the bare essentials for the main story, though, I just wanted to breeze my way through it to see how it is. Even howlongtobeat.com says 22 hours on average, the thing is, the games main story is just so easy and forgiving that theres really not much point to care about exploration or side content. Theres even an additional quest category called "Factions" that I didnt even bother to look at or notice. Why bother to explore, look for new items, take your time, when the game is so easy that I'm already feeling overpowered by doing the bare minimum, and where the shop has overpowered items in it? The game simply doesn't compel you to care enough.  I don't know if this remastered version completely botched the balance or what (You can't even buy the original game on Steam anymore) but even if the balance was fixed and it was more challenging, it wouldn't significantly make the game more enjoyable. The fact that its so stupid easy and simple actually probably adds to it overall, it might just be drawn out and wear out its welcome otherwise.

Its not a good game. It's not a bad game. Its mostly a dull, uninspired, cliche fantasy RPG. But the best thing about it is how accessible it is, if you just want to relax on the couch with a controller on a big tv and play a simplistic RPG, mashing attack buttons seeing damage numbers, picking up shiny new loot and traversing across a huge open fantasy world, its not the worst use of time you can have. Its not frustrating, annoying, or any real negative emotion. The worst offense it has is at times it can just be a bit boring. But the fact that the game was so short for me actually aided in my impression on it. Its a succinct casual RPG experience that leaves me walking away feeling pleased with the experience. I just don't think I'll be coming back to do that expansion or DLC anytime soon.

6/10

Friday, 18 October 2024

Days Gone

 https://upload.wikimedia.org/wikipedia/en/1/16/Days_Gone_cover_art.jpg

Days Gone is a major AAA high budget game which was originally released on PS5 which seemed like it was supposed to be a console seller and main draw to owning said system. Its this post-apocalyptic, third person zombie looter, shooter, and predominately features motorcycles. You can gather all this just from staring at the box art or game pages. Eventually, it was released on Steam. And I ended up picking it up on a good sale, being a high budget game, post apocalyptic, and third person was all I needed to be allured.

The game starts up asking you what difficulty, it seems as if theres two categories. Theres Easy, Normal, Hard, Very hard essentially. Then theres another category which is about Hardcore and more focused in on survival features. To me, this "Hardcore" settings seems to be intended for people who've already beaten the game. So I opted to just use the default difficulty, Normal mode.

The game is very narrative and story driven. It has a decently long series of introduction cutscenes showing you the premise that the world has turned to shit, some viral disease has broken out which turns everyone into crazed zombies (called Freakers in the game universe). And these arent the slow shambling type of zombies, nope, they're the run super fast and have various mutations types. The game opens up with you on a rooftop, about to escape on helicopter with your wife and biker friend Boozer, your wife is stabbed and the helicopter can only hold one more person, so you send her off and then thats when the game opens up and the gameplay begins. The game has a strong polished, cinematic high budget touch to it. The presentation in particular is gripping, the story characters are interesting, and I found myself wanting to know more and more about whats taking place in this game world. You play as Deacon St. John, a sort of "bad boy" Biker outlaw, acting as a "Drifter" in this world, just roaming from place to place doing what you can to survive.

Shortly after the game opens up, it teaches you about a few fundamental mechanics it expects you to learn and use. You get introduced to basic combat, shooting a few zombies in a tunnel, then you learn about molotovs and burning Nests - these places where zombies like to hold up to hibernate, it turns out you optionally can  destroy these nests placed around the open world in various places, in order to conveniently fast travel. If you don't destroy some nests, you wont be able to fast travel to a place which uses the same road. More on this later. You get introduced to driving your motorbike, which is a big part of the game, as its the primary mode of transportation. There are no other vehicles in the game, as it turns out. They just focused in on one vehicle type, and refined it as much as possible. And from there Boozer gets in an incident with these crazed out cult members called Rippers, who inflict self-harm, and worship pain and everything that is bad, as the ultimate good. They hold him down and try to burn his arm off with a blowtorch. You save him, and then the rest of the first quarter of the game is spent roaming around the open world doing various tasks and quests to help your wounded friend. It's a good setup, the plot, writing, characters, dialogue, and main character are all engaging, intriguing, and even likable.

The game is setup not too dissimilar from other Open world games, it operates much like any other Grand Theft Auto game, except theres only one vehicle here, and its the post-apocalypse. However, the first big gripe I had with the game was the difficulty of figuring out exactly what the main quest was. You see, in the menu there is a "Storylines" tab. This gives you a list of different storylines you can follow, of various different colors. Red, brown,  yellow, green, etc. It's not made super clear which one is the actual main quest, and what are just optional random side quests. I was so lost and frustrated for the first handful of hours I started Googling how to figure out what the damn Main quest is out of all these. I was still lost. You see, it seemed like the Yellow markers are the Main quests, right? but I would keep getting to parts where they just stopped showing up. Then I would go out of my way to do a Side quest, and suddenly a new Yellow quest turned out. Which massively confused me. Do I have to do side quests to get more main quests? I thought. But no, it turns out, that in order to get more Main quests, you simply have to leave any outpost and just roam around the world for a minute or two, and you'll usually get a radio call which gives you a new quest. If you stand in town, they'll never happen. This was all very confusing, and actually frustrating, and poorly laid out. Once I finally understood how to actually just progress the main story, it got better.

So you just go around opening the Main map, which is useful and detailed, picking a Yellow quest, and trying to move yourself towards it with your bike. Heres the thing, you cannot always fast travel, under a few conditions: You cant fast travel if you dont have enough Gas. You can't fast travel if there is a Nest blocking the road. You cant fast travel in combat, and so on. Another annoyance and gripe I sort of had in the early game was with the Bike mechanics. Running out of gas in the middle of nowhere,with shit guns having to spend 30 minutes slowly crouching around looking for a gas tank, got kind of old. Especially when you die over and over trying to do so. Your bike also takes damage, and can be totally broken out in the wild as well. You cant fast travel if your bike is broken, or out of gas. So a few times I found myself just doing these annoying errands trying to upkeep my bike just so I could traverse through the open world towards the next quest. And theres a lot of shit that gets in your way from doing just that. Besides the gas/repairs, you'll have random animals like Wolves or Bears, Cheetahs (?) out of nowhere pounce on you and tear you off your bike. You'll have enemy Bandit snipers sniping you from across the map, making you fly off your bike and often destroying it, requiring repairs. You'll have traps on the road which knock you off the bike, bandit ambushes, and so on. These are all cool and exciting the first few times they happen, but when you're just trying to push through the open world and get onto the next Story mission, it gets a little annoying. I'm not sure what else they could have done to improve it, its not necessarily bad, and yes the open world needs to have some danger and engagement in it, but sometimes it just felt like pointless busywork. Although it does add to the survival immersion, I suppose.

The main combat mechanics of the game are modern, polished, and refined. At first the game may come across like a harsh survival experience, but its not really quite true. For one, the game has a very forgiving autosave system, where almost anything you do, the game will save. Any bit of quest progress or mission progress you make, the game usually saves, meaning you never really go back very far. Often times if you die, you just respawn at the last checkpoint which is often just a minute or so behind. There is no regenerating health, which is a welcome design choice compared with these over saturated generic contemporary games. Instead you must craft bandages, which is done from holding a button to bring up a menu wheel, which in turn drastically slows down the time in slow-motion to give you a chance to dig around the menu. The inventory  menus are...a bit questionable. They have branching sub-menus that can feel cumbersome and clunky to navigate, often times if you screw up you have to redo the entire process, losing precious moments during a heated battle. Thankfully you can just press a button to Heal without digging through the menu's each time, which is what I always did. You can carry something like 8 health items at one time, too, and they arent hard to come by in the world, be it through other killed humans, or just laying around the world, even from places like breaking the lock of Ambulances to find Med-kits inside.

Most of the general scavenging is picking up items to be used for crafting from the inventory wheel. Usually explosives like Molotovs, Pipe bombs, or even Distraction devices (That I never used much). There is a convenient feature where you press a button and it highlights all possible items near you for a few moments, which makes looting less annoying than it otherwise could be. But don't mistake this game for a real Survival experience, the items you'll be savaging don't matter much more than just crafting a few consumables or explosives. The game isn't very harsh on resources, either. Maybe in the beginning when you can only carry 30 or so bullets its a bit challenging, but its not like a Resident Evil game where you have to be afraid to waste any ammo - no, you can frequently find police vehicles which guaranteed have ammo boxes, as well as easily having enough money to constantly refill your ammo and Gas at any camp which you can fast travel to. I think they did strike a good balance with the resource distribution, though, there certainly are times where youre down to your last handful of bullets and you need to prioritize getting careful headshots, so it does instill that tension in you that you need to manage yourself carefully, but also not make resources completely meaningless.

The main combat experience uses one Primary weapon (Shotguns, Single shot rifles, Assault rifles,)  one Sidearm (Pistols, small machine gun, short shotguns)  and one Special weapon category (Snipers, LMG's,). Also you can have one Melee weapon you can craft or find in the world, which degrades as you use it So its quite limited in terms of what you can carry, but realistic and immersive. A nice touch is that you can see the weapons hanging off your back, as well as basically all of the games animations are smooth and impressive and realistic. (Well, the rag doll physics are pretty goofy and glitchy often, thats one area that doesnt look polished). An interesting feature of the Third-person shooting mechanics is that each weapon type has a different crosshair, as well as this crosshair getting more tight the longer you have your aim up. It rewards you for aiming, then waiting as the crosshair tightens, then shooting if you really want to dial in the accuracy. Its a fun little "dance" you have to do to ensure accuracy, and it makes the gunplay satisfying and rewarding and skillful as a result. It gives hit indicators when you shoot enemies, Red meaning kill shot, so it makes it even more satisfying to try to hone in on those headshots. The different crosshair types are: The single shot rifle has a typing cross style, except they deliberately made the crosshair grey so its really hard to see, something I've noticed other contemporary games do, as a way to seemingly prevent the weapon from being too overpowered, I don't know, I dont like stuff like that, its kinda cheap and lazy in a way. But regardless, its interesting in that it tries to add significant pros and cons to each weapon choice. Assault rifles, for instance, have a more broader open cross, which makes it hard to get the fine grain shots off, as the crosshair brackets dont move in very close even if you wait awhile. Shotguns are more of a big open brackets. And "Special" weapon category, such as the RPD also uses big brackets, rewarding spraying moreso than fine accuracy. Then you have Sniper Rifles, which use the typical zoomed in scope view with breath holding mechanics. The human enemy AI is varied according to what group they're a part of, too. For instance the Rippers are more berserk, and care less about self-preservation and will mostly just blindly charge right up to you trying to slaughter you. But Bandits, and other humans (Later on Milita) can use advanced tactics, flanking, and are constantly calling out strategies to their teammates which is fun to listen to and coordinate around. The human combat is mostly heavily cover based, if you stand out in the open for more than a few seconds you'll get shredded. Its moreso this careful wack-a-mole style gameplay where you hide behind some object, use the camera to peek around and look for bodies, jump out for a second and fire, then every so often change positions as you need to get closer or further away. Sometimes they'll toss grenades at you, which is fun and forces you to mix things up. You have useful combat moves such as a button to Roll, a button to quickly jump up on mostly any object and climb, and while Sprinting you have a button to quickly slide into cover, which is very fun and handy. You can loot random supplies off enemy bodies, and also pickup their weapon that you get to keep for as long as you want, although I think its lower quality than some of the weapons you can Permanently buy and put in your Locker. (I'm not sure how the quality system worked, I just know I saw some weapons say Poor quality and others say better in the weapon shops at towns..I never really noticed a difference)

The game also features a slow-motion aiming ability, you press a button and you get a few moments of slow motion to be able to more easily line up shots. By default this slowmo window is tiny, but you can permanently increase it by unlocking the right item (more on that later). I heavily relied on this slowmotion ability during combat, and found it quite enjoyable. Maybe just because I was playing with a Controller, so I needed the extra help, I don't know. But its a nice feature and adds a bit more depth to the combat system, trying to figure out when the best time to use the slow motion is, and waiting for it to regenerate.

Its not a super complex or deep combat system, but its engaging and satisfying enough, the overall presentation of the games Graphical fidelity and immersion makes it never get dull, especially because of the variety of enemies you come across. There are boss fights, Bear fights, all sorts of different human factions, late game you come across Milita that are heavily armored, its exciting to see what weapons each new group will be using. For most of the game I used Single shot rifles such as the M14 and later on Lever action rifle, coupled with either a Sniper special weapon and late game used the RPD which is a crazy LMG with a drum round magazine that was fun to use, especially during zombie hordes.

Then you have the actual zombies, the main thing the game revolves around. Unlike other games, where the zombies tend to act like minor nuances, in this game these things are no joke. Visually they look gross and scary, especially if you zoom in with binoculars, the texture and model work is gruesomely detailed. Especially in the first half of the game or so you can barely take on more than 3 of these at once, either because you just wont have enough ammo to spare, or because your guns arent proper for the job, such as using a bolt action rifle. They are hard to hit. They run straight at you, but they actually try to dodge bullets! They flinch and move so erratically its hard to line up a shot, let alone headshots. Sometimes they even do this flinching move to try to move out of the way of your bullets. Its good that the zombies are a genuine threat instead of a minor nusance, its lame when a zombie game has zombies that barely matter. But here, I found myself more often than not trying to sneak around them instead of having to deal with them head on, because theyre so threatening, which further adds to the atmosphere and immersion. Of course there are stealth kills, you just get close enough tap a button and get an instant kill takedown animation, which is fun and useful. Even shooting at these zombies often times they dont even flinch and keep coming. Only headshots are a reliable way to take them down, early game body shots do almost nothing, not even stun them for a moment. Then you have different types of zombies too, like Newts, which are actual children turned zombie that don't really attack you unless you invade their territory or get too close, they kind of just stalk you from rooftops and scurry around in a disturbing fashion. Its bold of this game to involve killing swarms of children, it adds to the horror and disturbing nature of the apocalypse. Then later on in the game you have all sorts of other types of zombies, these giant Hulking ones that take dozens of bullets and are pretty self explainatory. Then you have these ones called Reachers, which run super fast and can almost disappear for a moment, also taking dozens of bullets. And theres Screamers, which scream at you causing these weird psychedelic effects. And most surprising of all, you have these roaming gigantic Hordes of zombies that you can come across dynamically in the open world, as well as part of mandatory main quests. These are like thousands of zombies which is an impressive sight to behold, if they run at you, you'd better have your bike nearby because otherwise theres no escape. The zombies are well done, and add a nice element of horror, but these Hordes can be questionable. For instance theres a few parts during the story where its mandatory you defeat an entire horde, and these were just downright frustrating and confusing. Super hard and annoying. I don't know what the intended way to do this is, I know you're supposed to use these Napalm grenades the game gives you, but it just doesn't seem to do much when I use them. 

It takes like 15 minutes of careful playing to take down this entire horde, theres like a Horde health bar on top of the screen which tracks your progress. But just one minor mistake and you have 100 zombies on top of you and its over, it just got to be so frustrating. The only way I got past these horde sections was by basically using exploits and cheesing them. Like one Story mission has you clearing out basically an entire town of zombies by yourself, the only way I was able to do it was by jumping on some small building near Gas station which had broken zombie pathing and they couldnt get to me easily so I just camped and killed them all. Another one which is the second last mission in the game has you clearing out a Saw mill of a horde, again, I tried over and over, probably more than a dozen attempts. Eventually the only way I was able to beat it was by being cheap and using a sort of exploit by attacking them, running away on my bike, driving away and Saving (You can quicksave at your bike), and then coming back, rinse repeat. Its sad that I could only do it by being cheap, but I was just so frustrated I wanted it over with. I'm sure I'm missing something in how to properly do it, I know you have to get them into tight places and slow them down and funnel them, I just cant do it.

That brings me onto the Stats and Skills aspect of the game, the sort of RPG-lite elements these Open world games usually have. In Days Gone you have 3 skill trees. Melee, Ranged, and Survival. I mostly avoided the Melee branch, as I just preferred to want to specialize more into guns. The trees are pretty self explanatory, simple, but satisfying to work towards the unlocks. Stuff like More stamina regeneration rate, more accuracy,faster reload speed, make less noise, easy to understand but fun to work towards. There are a few particularly interesting gamechanging ones though, such as Headshots give health. Each skill tree works in tiers, so to be able to get skills in tier 2 you must unlock a certain amount in the first tier, and so on. Its a basic system, but I think the game does benefit from its inclusion.
Then you have NERO Injectors. These are permanent buffs that you can find scattered around the game world in these White crates, usually inside marked Nero checkpoints on the map, but sometimes not near them at all. Once you get one of these, you have three options: More health, More stamina, More slow-motion.

Now, I'm starting to think maybe the reason I had so much trouble with the zombie hordes is because I almost entirely ignored getting permanent Stamina upgrades. I figure, stamina isn't that big of a deal, because I'm driving the bike most times, and the default stamina is just enough. So at first I focused on Health upgrades, of course you can't go wrong there, right? And later on, once I felt my health was adequate, I focused entirely on Slow-mo upgrades. But then came these mandatory defeat the horde sections where sprinting was really important, so maybe I screwed myself over there, don't know. Still, it was fun and exciting to go around looking for these Nero injectors to buff the character. Though, sometimes they can be annoying as hell because the doors are locked and it usually requies you to go find Gas and the Generator to turn on the power and open the doors. Well, sometimes I would spent a dozen minutes or more just looking for the damn Gas or generator, I feel like they could of been more lenient with putting the icons on your minimap once you're close enough to avoid this frustrating waste of time.

The games quests usually involve arriving at some Town, meeting all the people there, and then doing various errands for them. Usually stuff like taking out an enemy bandit camp, or going and finding some item for them, rescuing someone, tracking down a thief or murderer, a lot of them are combat heavy, turning into these fun third person shooter segments which has heavy emphasis on using cover. The game doesnt really have a dedicated cover system, but you crouch by a wall and he kind of automatically situates himself. Theres a bunch of explosive and edge of your seat moments throughout the campaign, but its mostly because the narrative, story, plot, characters are so gripping. Without the ups and downs and the intensity of the story, I'm not sure if the missions would be all that amazing by themselves. But in context it makes for a really compelling experience. There are even a handful of Bike related missions where you have to chase someone down on your bike, and capture them alive. This is a fun little racing type sequence where you have to keep up with the enemy, shoot at him from your bike with this nifty lockon system, and ram into him until he falls off and then a cutscene plays where you tie him up and call your allies to come get him. Through the story it gradually introduces new types of monsters and human enemies as well. As mentioned previously, you have the Rippers cult, which is a fascinating and exciting foe. They run around half naked with scars all over, saying their cult phrases, tormenting anyone that comes in their path and trying to force them to join. The first maybe half of the campaign is spent dealing between these guys and Zombies. Its a great pacing that works well, going from missions based around zombies, to then human focused missions, often times both mixing together in chaotic moments.

Early on you do a lot of tasks for Copelands camp, going and doing bounties, and fixing up your bike. Because the game starts you off with a crappy bike, where you slowly have to build it up at the mechanics around the world. It gives a nice sense of progression slowly turning your bike from a piece of junk into something awesome. Each camp around the game world has their own money, too, so it makes this interesting dynamic between building up one camp or the other. Camps have different weapons you can purchase from the merchants, as well as sometimes different bike parts. You can turn in Ears at the bounty collector, for money and Trust. Increasing Trust level unlocks more weapons and bike parts. By killing zombies you automatically collect their ears.

Midway into the game you do a lot of tasks for Iron Mike and his encampment. Each camp has its own distinct look and feel, and the locations the game takes you on are generally quite memorable. At the beginning youre in this watchtower base with you and your wounded friend Boozer, but then you start branching out to other camps, and eventually you even settle in at Iron Mikes camp, sleeping and doing tasks from there as your main hub. The game has a good sense of progression, and takes you all across the open world in interesting places. Maybe another gripe I had with the game is that it always felt dark, night time. It seemed as like 75% of the time , the game was taking place at night time. I know you can sleep to pass time, but just starting missions would automatically turn it back to night time. So sometimes it just wasnt that interesting to look around because it was so grey and dark. But as I kept playing I got more day time tasks so I could really appreciate the graphics and scenic Oregon moments. The game world is wonderfully crafted, in terms of visuals. You have times when it starts snowing, coating the land, other times where you go on some tall mountains looking over the incredible draw distances, the lighting systems and reflections are great, but most of all the character models, and cutscenes are stellar.

Probably the greatest part of the experience is the plot, story, characters, writing, and voice acting. I'm not here to do a story review, but it has tons of twists and turns, and keeps you on the edge of your seat the whole time wanting to know what happens next. The characters are all memorable, likable or hateable like Skizzo, the characters have complex traits and arent entirely generic cliches either. The main character, Deacon, is a sarcastic, edgy, but down to earth likable guy, Boozer is unforgettable, and gives the game this comfy feeling of surviving the apocalypse with your bros. Everytime a cutscene happened, I cared enough to not want to miss a moment. I rarely care about stories in video games, but in Days Gone its very well done and one of the greatest video game stories in recent times. It takes you through the game world in a fun way, and makes all of your tasks feel like they have purpose and meaning. Even if sometimes you are just doing simple fetch quests, the weight of the narrative behind it makes it fun and enjoyable.

In the last section of the game, for instance, you find your wife is actually still alive at a Milita base, and you have to join them to see whats going on. This takes you to an entirely separate section of the map, its like another whole map to explore. This place is more barren, deserty, like everything torched to the ground, and is a great change of pace and really refreshes the whole experience up to that point. Well its very intriguing suddenly actually finding your wife and being a part of this creepy religious Milita bent on being the savior of the world with a Jesus complex. The gameplay from this point consists of doing a bunch of fetch quests for your wife, but also going on outings with her to infiltrate some big research lab, and take out all the hostiles there. As well as a bunch of other missions where shes by your side fighting with you. Finally the game wraps up by the Milita going really bad, wanting to head North to kill "all the degenerates and lowlife scum" which are basically all your friends in the other camps. So you go on a bunch of missions creating a plan to take them down, get your wife back, and escape. Its a roller coaster of emotions and events, that kept me having fun and interested the whole time.

After the story ends, you're free to roam the map as typical in open world games, and go around completing all the side "stories" and optional tasks, taking out nests, finding collectables, and so on. The game does have a ton of side missions, but I didn't do many. Maybe one day I'll go back and do them all, there are even optional timed missions that you can miss if you dont do them fast enough, which was an interesting little touch I noticed. The game has tons of cutscenes, and I wouldnt even be opposed to going back and trying to find as many of them as possible and learn more about the lore of the world and all the characters.

So while there were times when I was almost hating the game, with in the beginning the frustration of not understanding how to do the main story, with running out of gas and being stuck in shitty checkpoint loops trying to get some, with some of the Nest moments where I'll run around for 30 minutes trying to find the damn nest, because it isnt forgiving enough about showing you the icon on the minimap (atleast he says it smells bad when youre close, but the radius should be bigger) - there are lots of little annoyances and frustrations the game has, thats for sure. Still, the narrative and general exciting tasks the game sets you on, the intense firefights and the way the game is constantly introducing new threats and interesting characters, factions, and mutations, upgrading your bike, unlocking things at different camps, seeing what happens in the story and all the characters, the high graphical fidelity and impressive game world - it  makes for a rewarding and fun game to play through. It is a very long game, too, so you get your money's worth. It took me 30 hours to finish it, and I think compared to others I rushed it. I just didnt do that many optional quests, because I already knew its a long game. This is the kind of game where I would actually consider to get all the achievements, so there you go. Its good. It's a shame, I just looked up if Days Gone will have a sequel, and it says its been cancelled. What the hell? Thats so sad. Its setup so perfectly for sequels. I hope a sequel happens at some point.

8/10