Saturday, 27 January 2024

World War Z

World War Z (2019 video game) - Wikipedia

 

Seems like I end up getting just about every co-op shooter campaign game out there, even more so if its got zombies. I've been looking at World War Z for a couple years just because it seemed like a modern zombie game where you blast through a campaign with a friend or two, thats all you need to rope me in.

It doesnt take long playing the game to understand what the influences are and what its trying to be. It's basically Left 4 Dead. That's it. Thats the whole game. Well, except for the addition of RPG elements, like classes, experience, and leveling up your weapons. The base game with no DLC has 4 episodes, each of them with a few chapters. A strange design choice here is that each episode has their own exclusive characters, so you end up going through 16 different characters by the end of the base game, which sadly has the effect of making it feel like a sort of quantity over quality where none of the characters are really memorable or that fleshed out.

The game is pretty basic overall, theres not much in the way of cutscenes or story or plot, really, you work your way through the episode chapters with a short introduction scene giving you some context, and you have to do simple objectives that progress the mission. Usually its just something like, move forward and Reach a certain spot, then Defend a certain area for a couple minutes while swarms of zombies come at you. Other times simple objectives pop up like picking up objects or hitting switches, placing explosives, that kind of thing. But for the most part its very simple and even repetitive.

The gameplay is very similar to Left 4 Dead, youve got 4 team mates, and are controlled by AI if you dont have another human friend playing. I played with 1 friend so the rest were AI. The AI is decent to bad, the AI team mates arent even as good as Left 4 Dead for example, they dont heal you on their own or really give you anything or help out much, theyre just competent at killing zombies and mostly okay at reviving eachother. The actual shooting just feels okay, it kind of feels like all the guns are shooting pellets or has no impact to them, maybe its just because the sheer number of zombies you fight but you kind of just end up holding the fire button nonstop and only stopping to refill ammo at the various boxes. The main difference from the Left 4 Dead formula is really the attempted inclusion of RPG elements. There are a handful of different classes you can choose from, and once you pick one it really seems like you ought to stick with it because you have a limited amount of points you can spend on upgrades so why would you spread yourself thin by leveling multiple classes up? So I just ended up using the basic Gunslinger class the whole game, which gives benefits for things like simply running around and shooting and using automatic weapons. The other classes are things like specializing in explosives, Medic, and I guess characters that handle defensive equipment like turrets and things better, not sure because I never really had a chance to mess with the rest of the classes.

Not only does the game almost punish you for experimenting with different classes, it almost punishes you for using different weapons, too. Because each weapon you use gets experience based on how much you use it. So if you use the AK a lot, it will get lots of XP then level it up, but if you pickup another gun it will be a shitty level 1 so its almost like whats the point? This effect made it so I used the AK almost the entire game, partly due to there being a perk that lets you spawn with it, but also because I had just already invested a lot of points into it. Its kind of bad game design how the game punishes you for doing things differently.

As for the actual 'skill trees' and upgrades its very basic stuff. After each mission you get points depending on, I guess how well you did, like amount of kills and things like that, and you can get various passive perks like things like more ammo and health to more special things like being able to shrug off a zombie grabbing you, but otherwise minor upgrades. Still, its crucial you upgrade as much as possible and thats because the difficulty of the game is balanced in an awkward and clunky way.

Since the game tries to incorporate all sorts of RPG mechanics, its not really clear what difficulty you should play on. Sure, on the menu it tells you things like "Easy difficulty, intended for starting off"  then "Normal difficulty, recommended for level  5"  and "Hard difficulty, recommended for 15 level" and so on. The problem is it feels weird to expect the player to keep manually adjusting the difficutly depending on their perks and level, like awkward game design where they cant just make a well paced campaign but instead it wants you to grind like its Runescape or something. The effect this had is, well it said Easy for starting so we picked easy, but of course that was well, too easy. So the first episode of the game was pretty dull and boring without much challenge. The first episode also had the effect of probably having the weakest roster of characters and most boring city, just New York City inside office buildings and malls and stuff. Then, we got to level 5 so adjusted the difficulty up there, okay the game got a little bit better. This was probably the highlight of the game where everything felt appropriate. We were in Episode 2 by now, which took place in Jerusalem. Eventually though, we put the difficulty up to Hard because we hit level 15 as it said, and for the first bit it went okay but we started hitting stupid segments that were just near impossible to deal with, usually some Defend an area for 3 minutes section and we end up dying or failing.  And this game has no checkpoints. So failing means we could play a mission for 30 minutes, get right to the last bit and then have to do everything all over again. This started happening multiple times over and over making the game really a slog to get through. Especially on Episode 4 where you have to defend that Bus and at the end you have to defend the parking garage gates from the zombies getting over. You automatically fail if too many zombies get over the gate, regardless if youre alive or not, something that was extremely frustrating. So we had no choice but to turn the difficulty back down to Normal for the rest of the game. But like, we should of just been guided to play the entire game on Normal from the get go - but no, it has to grapple with these shitty RPG mechanics and trying to balance around them, making the whole pacing and experience this clumsy clusterfuck.

It is exciting how many weapons are in the actual game, but the problem is the weapons are generated randomly. So one time you can find really powerful stuff, and other times you'll get trash. Kinda just like Left for Dead, yet again. So that made me just use the strategy of mostly using my starter weapon the AK for most of the game because why not? Its decent enough and its fully upgraded. This RNG factor is especially bullshit at times, though, when it comes to defenses such as turrets that you can place down during the Survive objectives. The game is very repetitive and you constnatly encounter objectives where you just have to holdout and survive, and the best way to do this is by placing down many turrets. The problem is that sometimes they just wont spawn, and instead give you shitty barbed wire fences. The fact that winning or losing a mission can come down to simple RNG felt pretty bullshit, especially when the game has no checkpoints. 

As for the special zombie types, its again mostly stuffed ripped from L4D. You've got the spitter type, that just spits acid at you that you need to hold E to disinfect after. Then youve got a Screamer that spawns more zombies. Theres a lurker that hides around corners and grabs and pins you down , punishing you for being far away from team mates. Then theres a zombie with explosves strapped to himself that you have to carefully blow up away from team mates. Then you have the tank guy, its this guy in a big body suit of armor thats a bullet sponge and he charges at you and grabs you. The charger guy has a shit hitbox where you can be what feels like really far away from him, but he'll charge towards you and still somehow pin you down anyway. The controls also dont feel great because you cant sprint or cancel your reload, so frequently you'll start reloading, then he'll charge at you, and you'll try to sprint to get away but your character wont cancel reload, small things like that make the game feel so much shittier. The special enemy types are for the most part besides that, just okay. Nothing revolutionary or anything.

At a few points I was rather enjoying the game, sure, its mindless and the characters have absolutely no depth or impact, the game would of faired a lot better if it just had 4 characters for the entire game so you could develop and get to know them better, at times it was cool mowing down hundreds of zombies and it is impressive how many enemies that are on screen, and it is just a simple straight forward zombie co-op game which is always a decent time. Even if the networking code can be a little shoddy and the animations look shitty if your ping is too high (I'm guessing) the graphics are still decent with some impressive textures and intricate architecture. Though, saldy the game has an almost complete lack of horror or atmosphere to it, you would  think being a zombie game it would be very tense, dark, grim, and scary but theres none of that here. Pretty much the whole game takes place during the broad daylight with not an ounce of atmosphere or horror, you have these absolutely shitty awful electronic almost techno music in the background that completely ruins any vibe the game could of had, but even still the game kind of feels rather 'soulless' almost at times like a cheap Mobile game, shocking to say. Episode 3 took place in Moscow and it was all wintery and snowy and that had some semblance of atmosphere and horror but it wasnt much. Episode 4 takes place in Tokyo which, while the setting was interesting and different, didnt really offer anything exciting there either. The last mission is on a boat which is a pretty classic zombie trope and I guess it was kinda cool but really not much of a final showdown or climax or anything, you just do yet another Survive objective and the campaign just .... ends, with no cutscene or "The End'.  Still, the game is decently fun, but the shoehorned in RPG mechanics coupled with bad pacing and clumsy difficulty settings really knocked the enjoyability down a magnitude. As for why its called "World War Z" and has the same name as a movie, or WHY its a 'movie game'. I have no idea what the relevance is there. The game barely even has a story. Whats that all about? Where's Brad Pitt?

6/10

Tuesday, 23 January 2024

Lost Planet 3

 https://upload.wikimedia.org/wikipedia/en/7/76/Lost_Planet_3.png

Many years ago I had played and finished Lost Planet 1 on Xbox 360. It was one of the great early games for that console and had its own style and charm. I remember it being kind of arcady and being heavy reliant on this temperature system where you must collect orange temperature drops from killed enemies or you die because your health slowly ticks down. I thought it was a pretty solid game. Lost Planet 2 was a significant departure in gameplay style in a few ways, if i can remember correctly, But years ago I also beat that. The great thing about Lost Planet 2 is that it featured a co-op ability and let you play through the whole game with a friend, so even if the game was a step down in many regards, I remember having fun just playing co-op.

Well from what I can remember, Lost Planet 3 isn't really anything similar to either of those games. For starters, strangely there is no co-op ability, despite it being present in the previous game. Already thats a really sad developer choice, what they just couldnt spare the extra cost? Dont you know more people will buy the game to play with their friend if you add co-op? I dont understand why devs do stuff like this, its bizarre, but I digress... Lost Planet 3 starts off with you being thrown in the artic tundra of I guess some far off planet, you crawl through the snow, get your pistol and fight a few insectoid enemies and already I can tell the game takes a departure from the previous games. Its not long into the game until I realized that the whole temperature system of the first game is nowhere to be found here, the game plays more like another generic third person shooter and even has a Gears of War type cover system, complete with regenerating health. Any aspects of unique gameplay design from previous Lost Planet games are gone in favor of more generic, industry standards of the time.

The premise is something about you being a part of this sort of research team stationed at some base on a planet, you're this man  away from home being sent on various dangerous tasks to traverse the enviornment mostly in your Mech, you have these semi-frequent cutscenes where you get video recordings from your wife at home saying how much she misses you and of you sending videos back and forth to her detailing the kinds of things youre doing. The writing, though, just falls flat most of the time. For the most part the story and characters arent all that interesting and nothing really happens. It's all a bit too plain and forgettable.

Very shortly into the game you get your Mech, this vehicle type thing you can jump in and out of almost at any time. Most of the game actually revolves around slowly traversing the enviornment in this thing, going onwards towards your next objective. Unfortunately this thing frankly just fucking sucks and is a total snoozefest and really boring to use. For many reasons. The game tries to be this semi-open world allowing you to mostly freely explore the map as you please, ocassionally giving you access to fast travel at specific points. The problem, however, is that the world design fucking sucks and is awful and boring. Literally, no joke, 90% of the "open world" is a straight linear hallway. Its like the entire game is hallway after hallway masquerading as if its outdoors. I've never seen anything like it. To make matters worse, the mech walks slow as all hell so for most of the game you're doing nothing but slowly clambering through these stupid fucking hallways doing NOTHING. The mech also for some reason has a radio that plays shitty pop/country music its just so bad. The game took me 9 hours to beat and I would bet atleast 5 of those hours is doing nothing but walking around these dull, linear, stupid fucking hallway sections going back and forth towards objective markers. At least half of the game if not more is spent inside this mech, its like they saw the few mech sections in previous games and thought "I know, lets make Lost Planet 3 be all about these badass crazy mechs how can we do that!?" But they couldnt come up with any good ideas on how to properly implement it, to make matters worse the 'gameplay' of the mech consists of walking around to various different switches and valves you have to frequently interact with, by doing simon says quicktime events. Or, you have these frequent 'combat' segments where you're inside the mech and are fighting these big bosses that are usually the same re-used asset of a giant crab or scorpian thing, and guess what? The 'combat' is quicktime event after quicktime event too. You just wait for the boss to attack then it says LB or RB! and you have to press the quicktime over and over doing these shitty pre-baked scripted animations and events until he dies. It just sucks, its awful. The entire mech implementation is a grueling slog and every time the game forced me back inside it I was sad. It also doesnt help that the game tries to be open world but fails miserably in making it have any sort of meaning behind it, they just did it because "Haha games are supposed to be open world nowadays this will sell more copies if we can market it as such". The UI interface is atrocious as well so when it allows you to fast-travel its a clusterfuck trying to figure out where the main objective is and how to fast travel there.

As for the on-foot combat segments and objectives, they arent much better. Mostly because the gameplay is so damn generic and plain, nothnig stands out. Its not even 'generic done well' its just medicore. None of the guns are interesting, you have a shotgun, this assault rifle, then a plasma 3 burst rifle, then some other shit I didnt even care to try out. The game is supposed to entice you to care with these upgrades and stores you can buy from, and when you kill enemies they drop orange pools of goop that somehow is supposed to be used for currency, but none of the upgrades and stores have interesting things at all. All of it just looks like useless padding. So much so that at a few points I could 'upgrade' my Mech, but all of the items on offer just seemed like irrelevant technojargon gobbledegook so I randomly just picked anything on the list because it was so uninteresting. I think a big reason why the third-person on foot combat is so boring is due to the enemy design. The whole game feels like you fight 3 different enemies. They're all some variation of some insect or mosquito. You have these dull flying mosquitos that feel pointless to even bother fighting, then some on-ground headcrab bitches that are again, just a nusance. Then you have these really stupid bigger alien enemies that hide behind cover and shoot(?) what seems like guns at you but they also sprint around the map like crazy and are generally just very tedious to fight, its not engaging or fun its just annoying and tedious. You have segments where the enemies respawn unless you destroy the spawners on the walls, but for the most part theres no real reward for fighting every last enemy you can simply run past many of the encounters. You frequently have these boss fights, maybe the first time it was kinda cool, the giant crab, but they keep reusing the same asset over and over it just becomes eye-roll like "Fuck, this shit again?". They take like 10 minutes to kill its just this annoying task of shooting all their glowing weak spots and waiting for the right animations. They must of reused the same boss fights like 10 times throughout the game.

The game has so many quicktime segments where it either feels like youre playing Simon says, or the third person shooter parts just feels like youre playing Wack-a-mole. None of it is very good. There are a few segments halfway through the game where it starts introducing these 'Survive waves of enemies' type objectives where your ship is mining for resources and you have to defend it, these were meh too because at first the UI does a bad job of making it clear what your ships repair level is , and when the objective ends. Speaking about the objective marker, you have to constantly press a button to make it appear and its this janky glitchy weird piece of shit that only updates you where to go after you step on the exact specific spot it wants you to, it sucks and is needlessly obtuse.

The graphics arent even that impressive considering the era. Yeah, some of the world and atmosphere is pretty immersive and decent, they did a decent job making you feel like youre in this artic frozen world, but again, the linear fake hallway feeling of the whole outdoors segments really just ruins any immersion. Like its quickly obvious youre just in some shitty unimaginative video game fake outdoors world with a skybox above your head masking the fact that youre just in one giant building and series of hallways. At least some of the more 'hellish' out doors areas are cool , the places with all the red glowing areas or whatever, lava places. The audio is just bog standad, except some of the guns sound impactful like the P.I.G. or whatever the hell that thing was called.

I'm really not sure if theres anything good to say about this game? I was really dreading playing it every session I booted it up, playing it for more than an hour at times almost felt physically painful of how boring and annoying the whole game was. At least towards the last quarter of the game it started to get slightly more interesting because eventful things start happening where you go through all these sorts of different story arcs and characters are dying and plot points become more interesting, then you even start fighting other Humans which really turns the game into a Gears of War clone, but you know what? That was the most fun I've had with the game. And fighting the humans only lasts for like 20 minutes. You know what? if the rest of the game had consisted of more fighting humans it would of been at least more tolerable and fun, but no, its only the last tiny bit of the game that it starts to be remotely entertaining.

For the most part the dialogue and characters are cringe inducing eyeroll shit. Like that one college kid techological geek character you meet keeps saying shit like "For the win, bro!" and being overly peppy, like who is this trying to appeal to? The game is pretty narrative focused and has lots of cutscenes and the plot tries to unravel constalty, which is about the only thing that kept the whole experience engaging. At least I could sit back and watch some shitty movie because the actual gameplay wasnt any good. The plot is just some third rate sci-fi fantasy where youre the hero of the world and you have to save everyone from the evil oppressive government NEVEC or some shit. At one point in the story you get taken in by some rebel faction thats been laying low on the planet where youre being aided by this girl, I guess it was kind of cool to explore this other faction and the whole drama surrounding outsiders or whatever. The game tries to pull this epic tearjerker climax at the end which was again, pretty eyeroll. Like yeah, no, youre not this epic drama plot with deep meaningful characters, game. But at least they tried. The game at times was an awful slog, at other times it was mildly amusing, thanks to its complete lack of character and generic third person gameplay, it at least means it IS a third person shooter action game, and I do generally like all of those, but this one just has no identity of its own anymore. The game ends on a sort of cliffhanger indicating theres going to be a next game, but I think this game sold so badly that they never made it. Lost Planet is dead?

4/10


Wednesday, 17 January 2024

Titan Quest

 

Titan Quest - Wikipedia

Titan Quest came out in 2006 and is among one of the early Diablo type clones out there. I had only tried it breifly once before but felt like it would be more appropriate and more fun to get through if I waited until I could play through it co-op so eventually that time rolled around.

The co-op here works simple enough, the host creates his own game and then the friend can join through Steam. You can see your partner on the map with a green dot so its easy to find eachother. You can also lay a portal at anytime for eachother to instantly warp to. The game doesnt have much of an intro, theres a brief intro cinematic showing a few slides of images with some vague backstory about ancient Greece and then youre plopped into the world to go about completing the Main quest. The graphics and gameplay style is very much so copying and inspired by Diablo. Its an isometric Action Role Playing game where you move by holding the mouse button and clicking enemies. You can fortunately hold the mouse button to both keep moving and automatically attacking enemies.  You start by just wandering around this open field area with a few small villages and NPC's and you get a quest update for the main quest. The game is rather vague about how to progress the main quest, it will usually give you some sort of hint that youre suppose to kill some monster or travel to some area, but beyond that youre left with basically no idea of what you're suppose to be doing. So for the first quarter or even half of the game we were kinda just wandering around randomly until it would progress the main quest. We eventually learned that almost always travelling North on the map gives you progress towards the main quest. The map is huge, and most of the game takes place in giant sprawling outdoors areas with dozens upon dozens of enemies. Theres also frequently optional caves you can enter, but the game doesnt do a good, or even consistent job of letting the player know which areas are optional and which ones are mandatory. Usually it will say things like 'Natural cave' and 9 out of 10 times its an optional cave, but one time its mandatory, stuff like that. The game has a real problem with pacing, direction, and consistency in its goals and objectives and informing the player of what they're supposed to be doing or how to make progress.

It's an ARPG so of course one of the most important things is going to be the items, loot, and how satisfying the combat is. Well Titan Quest is pretty satisfying in this regard. The combat is very minimalistic and simplistic, but somehow its really satisfying and never really felt like the weak part of the game. There is no character selection at the beginning of the game, but once you start a character you get the option to pick a class. Theres about a dozen or so. Things like a typical Warrior (Warfare tree), Hunter, but then lots of other more fantasy stuff like Dream, Earth, Storm, Nature, etc. I just wanted to pick the most generic, basic, minimalist Physical damage warrior guy so i picked Warfare and tried to keep it as down to earth as possible, and luckily Titan Quest seemed to reward that decision. It's not one of those overly complex mindfuck ARPGS that requires you to spend hours reading google or walkthrough guides to get a character going, no, it rewards and allows you to play the game blind, experiment because shortly into the game you meet NPC's that let you respec your skills, and most of the interface, UI, and skill design is intuitive and makes sense.  The warfare tree skill system that I played has a few basic, but complex enough and satisfying skills and decisions. There are skills that grant Area of Attack (AOE) such as War Wind, which similar to Diablo 2's Whirlwind, lets you spin around in a circle attacking any nearby enemies for a brief moment then is put on a cooldown. This was my go-to secondary skill for the whole game. Then, another skill Onslaught replaces your primary attack for a basic attack which buffs your character up the more you hit an enemy. 

 

These 2 skills sufficed for most of the playthrough. There are also a lot of Passive skills, that I eventually realized were noted by more circular design instead of the skills being squares, the passive skills are intuitive just things like %attack speed, or the very useful Lacerate which added larger AOE and bleed damage to my War Wind. Beyond those, you also have these fun to use temporary buffs like the various Horns and Flag banners. I opted to use the Battle Standard, which drops a flag on the ground temporarily buffing everyone around you and debuffing enemies, while my co-op parter used War Horn, which stuns all the enemies around you for a brief moment and also debuffs them. These skills were satisfying to use because it always felt impactful and good when the War Horn would go off and suddenly turn a horn of enemies into terrified weaklings just instatantly stunned stnading there while we wailed on them to death. Also, the enemies have ragdoll corpse physics so when you kill them they flop to the ground in a fun and satisfying manner, and even depending how hard you hit them and how much damage you do the force gets translated to the ragdoll physics which makes it even more fun and giving the player feedback showing just how impactful you are. As for the other trees, I cant really comment on. At about level 8 you get the option of choosing a second skill tree, you dont have to so for most of the game I simply didnt. I eventually almost ran out of skills to put into the Warfare tree so I picked the other most minimalist physical based generic warrior tree - Defense. This was a whole other tree to explore based on shields and defense, but i Just dumped all my points into the Mastery which gives you easy stats like Strength, Dex, health, which seemed to work just fine. So overall, the skill trees are deep enough to give you a lot of thought and thinking required to where its not trivial and youll be constantly planing ahead your next step and always working towards some goal and keeping you excited to level to get that next point, but theyre not so ridiculously complex, something like Path of Exile, that it makes the whole experience daunting and tedious to get through. So I say good job on that front.

The itemization in the game is impressive for the most part too. While its disappointing that theres no 2 hand options like big swords and axes, you have a decent variety of weapons in the form of Axes, Maces, Swords, Spears. And the other class specific stuff like Staves, Bows etc. You have equipment slots for typical things like body armor, helmet, boots, shield, amulet and 2 rings. The whole time we had an empty slot in the bottom left which is, apparently, for Relics, which is this whole system about putting these recipes into a NPC and completing the recipe with these collectible items like Charms and it gives you a Relic but unfortunately we never got to complete one. The actual stats themselves are very much inspired and lifted from Diablo 2. Theres standard stuff like weapon damages like 3-12. But theres also a lot of other stats you have to think about and consider. I found items with +To all skills,  +to specific skill trees, Attack speed%, +to Defensive and Offensive abilitiy which is this whole specific combat system that determines how well your accuracy is and other things, Life leech, Movement speed, % damage to specific monsters like Undead or Beasts. Basically, theres an impressive amount of things to consider when equipping or upgrading gear. There is a "DPS" part of the interface that seems to combine multiple things together like Attack speed, weapon damage etc, I mostly relied on that for the whole game but still its not the end all-be-all you have to consider the other stats as well. The items drop with different colors and rarities so like White is the most common and worst, Yellow is rarer, then im not exactly sure about the others but anytime we saw a Blue, Green, or Darker blue we both paid close attention because these were uncommon rare items and usually had interesting stats and it was always exciting to find these, they dropped fairly frequently towards the half point of the game so the loot stayed exciting for most of the game. Its also nice that it makes an alarming sound effect when the item drops, too.
The health potions work very simple, you dont have a belt with limited slots like Diablo, you can simply buy as many health potions at once as you want and they stack into one slot. For most of the game I'd just walk around with 100+ potions readily available, making healing trivial. I always had much more gold than I needed to buy hundreds of potions, it was never a problem. I guess this is both a positive and negative. On the one hand it helps you get back to constant action without downtime, but on the other it makes healing entirely trivial and you never have these tense stressful moments where you need to be careful of how many potions youre carrying to make room for loot, and you also have infinite town portals at the press of a button so you can at anytime instantly return to town to grab more.

The graphics, despite the game being from 2006, still hold up and have a lot of visually appealing moments. Everything is fully 3d modelled, its not artistic sprites like older ARPGS, the water graphics in particular look nice, and the game even has a full day and night cycle which helps break up some of the monotony because the game takes place largely outdoors. Most of the game takes place in these open fields, its very yellow as a lot of it is sandy almost desert areas. But the actual graphical fidelity is decent for what it is. Particularly the enemy models and textures, you can zoom the camera right in and the models and textures of the various enemies are impressive and interesting to look at. The music for the most part is pretty great, a lot of like Dark Ambient swirling music but also some calming flute music, the game has a kind of constant droning ambience to the soundtrack that I thought was particularly well done. Though, the voice acting is largely shit, like just annoying. Everyone talking is so overly acted and over exaggerated it comes across as some narrative from a kids show or a Disney movie or something, the voice acting is just awful. Like not even "so bad its good" - I didnt' even want to listen to it most of the time because it just sucks. Which means I basically missed the entire plot, but you know what I get the idea anyway. Yeah its some ancient Greek mythology game youre going around fighting the evil oppressive gods or whatever, Cool, I don't really need the intricate details, but it was cool seeing all the various references to Greek mythology and figures that I'm vaguely aware of.

Sadly the game has a lot of drawbacks. The biggest one is the pacing. Much of the game is just plainly uneventful. You go through field, after field, after field of the same looking grassy flat areas fighting waves of copy paste monsters with not much in between. Sometimes you go through a cave, or rarely this building type environment but its few and far between. The game barely has any significant memorable boss fights. There are frequent mini-boss type enemies, indicated by having a star above their head, these definitely help break up the monotony but the boss fights kind of just turn into this war of attrition where you spam health potions and just stand in place wacking the boss for 10 minutes as his healthy slowly goes down but you're out-healing his damage. You come across one of these minibosses once every 20 minutes or so. They're usually just reskins of monsters youre already fighting but with big health bars. As for the main quest bosses, theres a handful of them but nothing super memorable. Usually you just go through some cave or tomb and at the end theres a big monster type guy that you do the same thing, just hold your health potion and try to outheal his damage while constantly wailing on him, not much strategy. Maybe sometimes youll have to kite for a few seconsd but thats about it. Most of the game youre kind of just walking around the same looking open fields trying to find where the main quest wants you to go because like I said previously theres so little direction youre kinda just aimlessly navigating. The game is just uneventful, really. Other ARPGS youre like constantly seeing all sorts of new shit, like Diablo you go through Churches, crypts, catacombs, you fight a Blood Raven unique boss, you open up a portal to this destroyed village of Tristram with these unforgettable lightning stones,  you save Cain, you fight the Butcher, you fight Andarial - ALL within Act 1. Titan Quest just has nothing happening in the entire game in comparison. Its monotonous strolls through field after field after field of copy pasted enemy groups and occasional caves and passages, thats like all that happens in the entire game. Theres barely any cool scripted events or cutscenes or anything. ALL of the npc's and dialogue are completely boring and uninspiring. Its sad, really. They had a formula for a really exciting game but the actual pacing and core MISSION design they did nothing with!

Theres a decent amount of enemy variety that keeps the combat interesting and some of them have their own unqiue mechanics and interactions. Theres beasts, Undead, insectoids, Demons, Fantasy characters, Plant enemies, all sorts of things youll encounter that are one of the only things that keep the pacing alive. It takes a long time to even complete one quest, further adding to the repetitive slog feeling of the game. Just to finish one main quest takes like atleast 2-4 hours, it just makes you feel like you arent making progress most of the time.  All of the maps are way too big with too much filler in between. If the whole map was cut in half and shortened vertically and every open area was smaller the game would have been much more exciting, theres too much filler that makes it feel like you can play for ages without really doing anything of substance.

 It's hard to play this game for more than 2 hours without feeling sleepy or just completely bored because its so uneventful. The original 2006 game has 3 acts, each one takes around 8 hours to complete, and you can barely remember anything from any of the acts because it feels like nothing really happens. The entire game is kind of this long marathon sprint towards the North of the map to unlock the next waypoint with a few forgettable sponge bosses in between. The fact that I can only remember that Act 1 takes place in Greece, and totally forget where the other acts took place goes to show how little difference and how unmemorable they are. Act 2 is like full of more desert plains a few tombs, its Egypt. Act 3  is easily the best act because it actually has memorable variety. It's a lot of these city siege type areas and also you go through an entire Winter area which was a very welcome change of pace, then at one point you're like crawling through the depths of hell fighting multiple memorable end game bosses. At one point you go through these swirly open-air hallway like Castle siege areas that really show off the isometric perspective that was cool. If the whole game was more like Act 3 it would of been better paced and more eventful but sadly it isnt. Act 3 has some surprising turn of events where suddenly youre dealing with all sorts of Chinese folklore and NPC's which I did not see coming and I didn't really like but atleast it was different.

I wasn't that into the whole Greek Mythology thing from the beginning anyways though. I think the more medevial, evil dark fantasy vibe of other ARPG is alot more interesting so I'm not even into the whole premise of the game in the first place, and I think they could of done more with it to standout and be more memorable. I don't know why they couldn't really design engaging quests and objectives and instead opted to just do the same copy pasted open grassy field for hours on end, its a real shame. Still, I think the game is among the classic ARPGs that is worth a play for any fan of the genre, the combat is mostly satsifying, the skilltrees are fun to experiment with and work around, its a great co-op game, the items are satisfying and youre always looking forward to more drops and your next level up, its got enough complex but intuitive mechanics to keep you interested in all the RPG mechanics of the game, just its fatal flaw is bad pacing and generally uneventful quests and mission design.  The game took us 20 hours to complete and most of it was just wandering through the same open grassy fields with waves of copy paste enemies.
We played the Anniversary Edition, which couples a lot of the expansion Immortal Throne into the base game, but otherwise seems to not change too much of the default experience, just some bug fixes and modern compatibility and some re-balance of the skill tree. The game felt well balanced overall and I'm glad it allows the player to get through it blind without following guides and still have a goo d time. We even skipped most of the side quests just because we wanted to make progress in the main quest much more, as long as you almost full clear each area you wont be underleveled, which I appreciated as a viable option. I'm not sure exactly what the new additions of the expansion were besides the Act 4, but I think the whole Charms items and Relics etc are a part of that. We stopped playing the game right after Act 3, because thats when the original 2006 game ends. Maybe we will come back and finish the exclusive Immortal Throne act 4 expansion, but for now I've had my fill. I can only hope that the expansion has more eventful mission design and more engaging pacing overall, but thats for another time.

7/10




Tuesday, 9 January 2024

Dishonored

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I was mostly interested in Dishonored because when going through the steam Store I kept noticing that it is among one of the most reviewed and highest rated games on there. Something like 98% average. I heard its among the best of the Stealth genre, but also it lets you play your own way it isnt strictly a stealth game. So I got it for cheap with no expectations other than that. Upon starting the game you're met with a simple difficulty choice. I just picked 2/4 normal. Then youre off to some brief intro cinematics and a premise that puts you in a situation where youre being framed for a murder of an empress, thus the title Dishonored. The actual setting and time period is ambiguous, but it seems like something around 18th century Victorian era but with an almost steampunk twist because theres lots of electricity type gadgets such as gates, electric fences, turrets, and pistols , plus halfway through the game theres giant robots.

The game takes a mission based progression system, 10 missions, where each mission ends with its own statistics screen detailing various things like amount of kills, if youve been detected, what items you found etc, and then usually you are taken on a boat by a friendly NPC to either the allied encampment area, or to the next main area. Each level is this almost psuedo open world feeling where its these relativiely large cities or village areas that you can freely roam around and take any number of various routes to reach the various objectives. There are main objectives, and side objectives, but for the most part I just did the main objectives because it didnt seem worth my time to go off and do all the side content, and I guess this is where a lot of my gripes with the game come in. First; I just dont really have the kind of patience required for most stealth games. I find it really boring and tedious having to crouch in a corner for the 100th time as I listen to two NPC's have a mundane dialogue about the weather or small talk and have to twiddle my fingers until one of them deicdes to walk away and go about his programmed patrol route. So, choosing to do side quests just means more boring mundane crouching in corners that I'd rather avoid. Second, while the game does have upgrades and various things you can collect, usually in the form of Runes which act as skill points you can invest in the various different abilities, such as powering up this teleport ability which was probably the most satisfying mechanic in the game, to other things like getting a magic ability that lets you possess animals to attack enemies, which I never used. To other useful things like when you stealth kill someone they turn into ash, not leaving a corpse behind. For the most part the abilities werent extremely interesting to me because I wasnt that interested in using a lot of crazy gimmicky magical stuff, I just wanted to increase my health, ideally make the sword that you use stronger, so I basically just used my skill points to level up movement speed, health, teleport ability, how much noise I make, so I never felt the need to really go too far out of my way to find these optional rune skill points scattered around the map, mostly because like I said previously, the core stealth gameplay I just found frankly boring and annoying. There is another perk system you can engage with called Bone Charms which are also scattered around the map, these seemed to be minor little passive buffs you can equip a certain amount of at once, stuff like food heals slighty more, slightly faster climbing, potions heal more. I found  a few of these, but again didnt feel a big desire to go far out of my way to find many of them.

The general 'character progression' felt like it had much to be desired, for me personally. I was hoping I could make melee combat viable, I know its a stealth game, but that basically means anytime you get caught then you just quickload over and over and slowly sneaking around, listening to boring conversations for the 10th time. It would be nice if , when I get caught, that I can just use my sword - but no. The enemies dodge your sword attacks like some Matrix bullet time shit and it just feels clunky and shit. So, instead, what I did was chose to upgrade my pistol as much as possible at the Piero shop guy who you can buy stuff from in between missions, holding 30 bullets instead of 5, more accuracy, better reload speed etc. This thing definitely made the game more enjoyable once I began using it, the game went from a boring slog to at least combat felt viable and I wasnt just running away from everything like a coward. Still, it wasnt like some amazing first person shooter game. It was like a medicore shooter, and a medicore stealth experience at the same time instead of just one of them. I get that people hail this as a great stealth game but for me it just wasnt clicking that much. The stealth system really didnt even seem that in depth, theres just a button to crouch which makes you harder to be seen, then when an enemy is going to detect you theres a detection meter and thats about it. You can do things like throwing bottles to distract them, but all it really boils down to is once again just hiding behind a wall and waiting for them to go about their programmed patrol routines, sneaking behind them, and pressing 1 button to execute them. Except the controls kind of suck and are finnicky, and if you have your equipment sheathed then it takes like 4 seconds to take it out which frequently messed me up and got me caught, or you press the attack button too soon and he slices at the enemy instead of 1hits him, stuff like that made the game frustrating.
The game uses that modern style quest objective system where you can just blindly go towards the main quest objective so it isnt too obscure what you need to do to progress, usually its just find a key or item or switch to open a door and go to some guy you have to assassinate. Though, a few times the verticality of the game can get irritating to navigate because it will look like youre right next to the objective but its behind a bunch of locked gates and walls that make you crawl through the whole level finding these Oil tanks or switches that feels like it just pads out the duration of the levels a bit.

A lot of the game is quite repetitive and mundane, its almost the same sort of mission over and over. Youre in the save zone hub world where you can freely walk around and talk to friendly NPC, buy things from the shop, then you take a boat to some new area to assassinate a guy that your allied npc's tell you to. All the areas you visit are just some variation of inner-city apartment blocks, factories, and streets. The world design is atmospheric and done well enough, but it all kinda blends together and not much stands out except one or two memorable moments like the Mask party where you infiltrate a party where everyone wears goofy masks, but this mission isnt even combat focused you kind of just go around talking to NPC's and lure someone to a bathroom and kill them then leave so the only eventful thing happening here is the visuals.  Then, the general mission structure is just either sneaking past enemies, stealth killing them, running in with my pistol and killing them all and trying to make my way to the main objective to execute some high ranking official usually.

The thing that made this game particularly frustrating is the fact that theres so many god damn electric gates, fences, and turrets all around. You cant go 30 seconds without running into some barred off electric fence you have to navigate around and take out the Whale-oil tank to disable, or accidentally run into some electric turret that instantly kills you which was extremely annoying. I get they needed to add more mechanics and opposition to the game to make it challenging but the frequent usage of these things was more like "ugh, this shit again?" than something genuniely fun and challenging. The game isnt so much difficult but just tests your patience. Yes its sorta viable to just go stealthy until you get detected, then go guns blazing but the mechanics arent all that satisfying to use.

I didnt care much for the general plot or story, the characters arent all that memorable its just this little girl Emily that the whole plot centers around, protecting her then she gets kidnapped or something so you have to track her down towards the end of the game. The shop and upgrade system is a little weird because usually before every mission you can talk to this npc to buy stuff, but one mission hes randonly missing, then towards the end of the game hes just gone for good so you can no longer buy upgrades, like I'm sort of glad I didnt go out of my way to do all sorts of optional objectives and collect loot because it probably would of felt pointless anyway like it isnt very rewarding and the items you can buy in the shop didnt seem that great. There is a crossbow but I prefered to use the pistol instead because I didnt want to invest as much into full stealth because its not a playstyle I fully enjoy.

The enemy variety is pretty basic, you have regular guards that all seem to use the same equipment, pistol and swords. At a few points you run into these beast type sewer monsters that I mostly just ran past, so I barely remember the details. A few times you run into these essentially zombie enemies. The game takes place around the Black Plague era, which is probaly the most interesting part about the plot, so you have these rats everywhere that even respond dynamically according to how 'chaotic' or peaceful you play through the game, so you can run into these people infected with the plague that kind of just run at you and spit and cough on you, they werent much of a challenge but it was a fun change of pace. Later on in the game you deal with these Assassin enemies for a very brief period so that was an interesting change too, but other than that theres not much variation in opposition.

Towards the end of the game there were a few missions that were just irritating to get through, a lot of breaking into encampments and areas full of automated turrets and electronic gates, also the game introduces these giant roaming enemy robots that detect you and shoot rockets at you that were super annoying and not fun to deal with, not to mention felt out of place with the whole vibe of the game. A few times towards the end of the game I was having so little fun that I'd just try to sprint past everything in the game and make it towards the main objective as fast as possible, quicksaving after every inch of progress.

It's not a bad game, I can see why people like it because in the stealth genre I guess its one of the better examples. I even had a bit of fun with it for what it is, thankfully I finished it in a short amount of time, like 6 hours, the pacing is pretty good in terms of making you feel like youre progressing through the game in a good manner especially since every level is distinctly broken up into these ending screens and the boat voyage routines. The graphics are decent for what it is, its a 2012 game and the only weird aspect is some of the textures are super low res and blurry for some weird reason, couped with pop-in. The character designs are questionable, its like this overly cartoony but also ugly artstyle - I don't really like or dislike the artstyle, but it does stand out and is memorable especially the character models. Towards the end of the game the plot changes to where your allies betray you and make you drink poison and then the game loop changes because now youre no longer going back and forth to this safezone being able to buy equipment and upgrades but youre crawling around the town trying to avoid all sorts of enemies and giant robots and trying to exact revenge. I'm glad they changed it up atleast, theres this whole optional objective about trying to get your gear back which I opted to do, but im not sure what the consequence would have been if I just didnt do it. Probably only gave me like 20 pistol bullets back ultimately, and it took an hour of climbing this big tower with a obtuse puzzle at the end that pissed me off that needed , yet again, to find one of those red oil tanks to progress.

I at least appreciate and had fun that the game let me use a pistol and blast past stealth sections that I found boring, the plot is generic but interesting enough to keep me invested, the time period of the game was cool I liked the sort of 18th century vibe and town design, exploring for runes and skill points was fun at times using the Heart item which helps you locate them, but ultimately I feel like these stealth games need a better reward/punishment mechanism in place to force you to commit to your actions. Like a lot of the weight and tension goes out the window in these kind of games when you can just quicksave every 10 seconds. If the game had real conseqences for your actions like, try to be stealthy but as soon as you get caught then youre compelled to try hard and go guns blazing or else you'd have to replay huge sections, that might of made the gameplay more interesting. But the whole crawling around listening to mundane dialogue then quicksaving right before you assassinte someone because you might get caught gameplay loop is pretty boring. The last mission of the game was kinda overwhelming you just climb up this really easy tower and the guy kidnaps the girl and you just aim your pistol anywhere at him and shoot and save the girl then the game ends. At least give me some kind of boss fight or anything, I don't know it was a little anti-climactic.

6/10

Thursday, 4 January 2024

The Dark Pictures Anthology: House of Ashes

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Trying to review games like this is a little weird because they are hardly typical 'games'. We all know they're basically like interactive movies, where you watch back to back cutscenes (albeit rendered in real time engine) and every so often it asks you to make a decision, or complete a quicktime event. Thats the bulk of the 'gameplay' in these titles. There are parts where you do get to control characters in third person and walk around relatively small arenas, doing simple things like investigating points of interest and rarely solving some minor puzzles, but beyond that its all about the story, writing, and characters. I've already beaten and reviewed the previous two games, and this one is just another extra piece of content for that same formula, there isnt really anything new in terms of gameplay here, its just another episode so more of the same.

Where the excitement comes in from a 'gameplay' aspect is almost entirely due to the co-op aspect. It features 2 player online co-op, and even 4 player local co-op. I'm not sure how the local works, but online has each of the players randomly playing as any of the multiple characters. The drama, stress, and tension comes from the fact that at a moments notice you or your partner can make the wrong decision or fail a quicktime event which drastically alters the outcome of the game, and frequently results in a character dying, basically ruining the ending. Luckily, you can pause the game at any time to review what choice you should make and talk it over with your co-op partner. A large part of what kept us engaged in the 'gameplay' is just this. Being worried about fucking up the story, and at every decision pausing the game and talking about what we should do  for the best outcome. Usually its the obvious choice of just being as nice as possible to everyone and not stirring shit, but other times it isnt clear which choice is going to work out the way you intend. It does have some complex choices like at one point theres this girl infected by the virus/parasite and you can try to save her but she ends up turning into a monster and if you keep her around she kills healthy people so you have to try to navigate that whole ordeal and put her down at the right time. Admittedly, there were multiple times when we blatantly messed up and either got someone killed or screwed up multiple quicktime events or mad the wrong dialogue options and we chose to quit to main menu and reload last checkpoint (Usually costs you atleast 15+ minutes of unskippable cutscenes) because we really wanted to save all the people, so I guess the characters and plot invested us enough to care to actually save them all.  

Since there isnt much gameplay to review here I guess I have to treat these games as almost movie reviews? Like, the whole co-op aspect and having to strategize with your friend what options to pick is fun and all, but beyond that the main thing keeping you interested is how good the writing and characters are. Well, this time around the plot, at least at first, has you playing as these ancient Egyptian (?) type people deep in some tombs where you and your partner are playing different roles, one is obeying some King guy, the other is enslaved in a cage. Eventually you two meet up and it turns out youre enemies but end up working together because youre being attacked by these big bat-like monsters. After a brief prologue adventure the game suddenly cuts to modern day and you're these American soldiers going on a mission to the Middle East in some war. So its a very strikingly different tone and type of plot than the previous games, at first it feels more like "We want the Call of Duty audience" setting or something. Theres lots of tactical military bro jargon and scenarios at first, you have some quicktimes doing a gun battle against Iraqi (?) soldiers, but sooner than later you find yourselves underground in these very same old ancient tombs. From there, the general plot is that youre trapped underground in these creepy ancient tombs and you start getting attacked by monsters and its this quest to find your way out alive, or at one point you even willingly go deeper into the monsters den to then blow them all up with explosives and somehow manage to make it back out alive in one piece for a final showdown as a solar eclipse happens, then, if successful, you all fly off into the sunset happily ever after. The plot is fine, but it feels generally less creative and influenced than previous titles. I get that Little Hope was basically inspired straight from Silent Hill, and this one feels like a mix between Tomb Raider, and especially in the second half, Alien/Predator. The last bit of the game when you delve deep into the alien cave has lots of scenery that looks straight out of an Alien movie, complete with the parasites, eggs everywhere, andd strange high tech architecture. It's a mostly compelling and interesting adventure, just at times feels like "I've seen this all before" vibe. At times the game can feel a little bit snoozy with how slow paced it can be, crawling around in the dark tombs investigating handfuls of points of interest for the dozenth time, so maybe the pacing could of been a bit better, but again it is a movie game so it almost comes with the territory that it might get a little sleep inducing here and there as the plot unfolds. There are a few parts where you have to do this heartbeat quicktime where you tap A at the right time, and if memory serves correctly its less stressful than previous games because atleast this time around it doesnt change the button prompt abruptly mid way through. Parts like thi scan be really intense, because one wrong press and youre toast.

As for the characters, you have 5 or so 'main' ones. I say 'main' because I think a few are guaranteed to die, like the zombie girl, although shes with you for a good chunk of the game. You have Rachel, which is this strong commanding independent leader type, but also is mixed up in a love triangle with the other character Jason and Eric which serves a little interesting sub plot as the game goes on to try to either get back Erics marriage or go on with the new romance with Jason. Most of the characters arent really that in depth or complex, theyre kind of one dimensional tropes of typical military guys for the most part...you do end up working with an enemy soldier by the name Salim which probably has the most interesting writing in the whole story, this tale of working together with the enemy against all odds and forming a genuine trust and relationship with eachother as the plot progresses, which seems to be the main narrative and 'moral of the story' of the game, that in some situations its best to work even with your enemy and you may find they're not so bad afterall.

There were a few moments when the quicktime events were really bullshit and had me yelling at the TV because we kept chosing to quit to menu and redoing the last scene, wasting 30 minutes after 30 minutes. One of these scenes was this part where you have to aim your gun and press on a very specific part of the screen, its like this Pillar where an enemy is hiding, but its dark and the game doesnt make it clear at all where it wants you to aim, so I kept aiming in the wrong spots completely ruining the whole plot essentially. A few moments like this really brought down the excitement for the game, some of these quicktimes could of been more clear with what it expects you to do.  As always, the graphics in these games are very impressive with very high quality models, textures, and lighting. Especially the facial animations, something you'd hope they'd nail, is for the most part very well done and is one of the main reasons these games work so well and are engaging. Oh yeah, and the whole Traits system and collectables we pretty much largely ignored, it just seems kind of superfluous filler mechanic that doesnt really mean anything, like all you really have to do is choose the nice options and try to make rational choices about survival if you want the characters to survive, the traits system is a neat idea but I feel like they could have done more with it. But overall, House of Ashes serves as another respectable release in this episodic series, these games are like episodes in a grander TV show, and they've hit a consistently entertaining formula that keeps me coming back, and each of the stories I'd say are equally as enjoyable, maybe Little Hope so far edges out as the most interesting story but this one has its moments too.

7/10

Killer7

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I had seen Killer7 around here and there and it always struck me as that one unique looking Gamecube game with highly stylized artistic cel shaded graphics and I heard it had 'weird' gameplay and controls. Thats basically all I knew about it for the longest time, but I kept my eye on it for years. Eventually It was on sale on Steam for a really nice discount so I finally got it and went in expecting nothing and almost clueless about what I was going to experience. The game starts off in some kind of apartment building complex where you quickly some your first mindfuck oddity. This gimp suit guy in a red outfit constantly calling you his master and talking about how dangerous everything is and talking in this weird high pitch unintelligible robot voice. Well, everyone you encounter talks in this similar sort of voice. Theres voice acting, but its almost like The Sims voice acting, they kinda just mumble random syllables and phrasing and sometimes will say a word that matches up with the subtitle on screen. Its just strange, but since its so weird it does grip you and make you interested in it. So this red gimp suit guy I quickly realized seemed to act like a sort of tutorial for the player. A much needed tutorial because this game plays like no other. Infact, the first few hours I think i was almost hating this game. I was pretty frustrated trying to figure everything out because it was almost like having never played a video game for the first time. For one, the controls are very novel. You dont simply push the analog stick to move, you just hold the A button and your character runs on a preset path, you can release A and he stops. You can press B and he turns around. You can press RT at any time to go into first person free aiming mode, but you cant walk while aiming. The game almost plays like an on-rails shooter, except, it kind of isnt... its this creative blend of on rails shooter and action-adventure where you go around these big maps completing various puzzles and finding items and keys to progress, usually in the form of these items called Bullet Shells that you have to turn in at the end of a level to some gatekeeper guy that lets you then progress past to the end of each episode. There's frequent backtracking involved to solve puzzles, something which kind of reminded me of Resident Evil, which makes sense because this game is designed by the man that came up with Resident Evil Shinji Mikami.

The overall art style and tone of the game is one of the most instant striking parts, its this cel-shaded cartoony look  where the game barely looks like it even has textures, instead almost everything being this mix of different color shades and hues, Somehow, despite the game looking like it has almost no textures, it looks very visually appealing. The way theyve managed to stylize the graphics and make everything fit together here is a sight to behold. The character models and designs are interesting because the animations in particular are so atypical it makes the whole thing feel cinematic and fluid. It isnt just the striking art style but also how the game functions, while moving you come across these 'Junctions' which let you pick what direction to go next, these fade the screen and then make the game look almost like a comic book or something, the whole presentation is memorable and eye catching and if someone is in the room watching you play this game, chances are they wont be able to take their eyes off it and just think to themselves "What the fuck is this?" because to top things off you've got all sorts of insane cutscenes involving horror, gore, silly dialogue, monsters, and this Trevor character that keeps popping up that has these goofy muscle t-shirts with random words on them, usually about music or like over the top "so cool" type stuff. His shirts will say things like 'SEXUAL' 'HUSTLE' 'Gothic metal' 'New wave' and so on. The game definitely has its own brand of humor, something that was always entertaining and fun to see what new shirt this guy had on. Oh yeah, and everytime you talk to him he always says some deranged shit about international politics and the US government and conspiracy and all sorts of intense political stuff its like mindboggling the amount of shit going on here.

Its quickly obvious that the game has a wide variety of characters you can swap to at any moment. Each with their own weapon, and special abilites and attributes required to progress the game. They each have different amounts of maximum health, reload speed, movement speed, and you can level up each of their stats like Power/Speed/Critical/Waver/ which further unlocks different passive abilities and skills like being able to melee enemies when they get to close for instance. You start off playing as Dan, a guy who holds a revolver behind his neck the whole time in a silly posture but also has a fast reload speed. All of the playable characters share the last name Smith, so they are The Smiths. Something completely mindfuck is that you get these notes, and the titles of the names are all song titles from the band The Smiths. At one point, 'How soon is now' is written on the wall. In your notebook, you can see song titles like 'Cemetery gates'  'Still ill' etc, all Smiths song titles. So, one of the developers was a huge fan of the band which I found funny.  You've got Kaede, a girl who runs around barefoot in a night gown and uses a powerful handgun with a scope on it, letting you zoom in, she has a satisfying reload animation but reloads kind of slowly. Con, a short litle kid who runs really fast but has two pistols, Coyote, a guy that uses a revolver but acts like a thief can unlock stuff, Mask, which is some guy in a cape and mask but uses grenade launchers, some kind of wrestler, and Kevin which is maybe the weirdest one because he never talks or has any dialogue associated with him and hulks over like an animal and uses knives but otherwise looks like a normal guy. They all play differently and have their uses to progress past certain events, though in the first few hours I was getting really frustrated with how cryptic the game seemed to be and what it expected out of me. That's because you frequently have to go up to different areas and use your characters special ability to unlock doors, delete walls, or jump up to something, but it isnt obvious when or what I was supposed to do. At times it almost felt like totally cryptic bullshit like something out of the infamous Castlevania 2 Simons Quest, stuff where its like "Ok now go crouch in this corner and hold the DPad down for 15 seconds then wind will appear then tap B and then A and you can progress". It almost felt that cryptic, so I was getting annoyed. It doesnt help things that, (at least at first), the UI is very hard to decipher what everything is, and what it means. Even in the first 10 minutes of gameplay I was stuck and had to look up how to progress. This part with a big enemy that spawns these rolling eggs towards you that you shoot which turns into enemies, I couldnt figure out how to get past. It just kept spawning enemies. The red gimp suit guy said something like "Press Y 3 times for a powerful shot" and I was trying that, but it just wasnt working right. The special ability mechanics all operate around the concept of collecting blood, something that seemingly happens randomly(?) when you kill enemies. But the UI design for these blood vials is just confusing, on the left side you see 3 empty vials, but then theres also a number next to them like x1, x9, x20 etc. So youll be looking at these empty vials but then it also says you have 10 of them for example, what? Ontop of this, if you press start, theres yet another blood vial, this one shows a fatter vial that displays how many 'dl' of blood you have. For the first few hours all of this made no god damn sense to me and I just couldnt wrap my head around wtf I was looking at here. I eventually realized that the 3 empty vials just signify how powered up your shot is, you can power up your shot 3 times by pressing Y, each time you press Y it highlights one of the vials. The other number "xx" shows how many times you can use your special ability, and the Start screen 'dl' blood shows bascically your experience points, you can turn this blood called 'Thick blood' in for Serum vials which is what lets you level up your characters. So yeah, in the first 10 mins of the game it wanted me to press Y three times to do a charged up shot to take out the egg laying enemy but the UI was such a clusterfuck I had a real hard time comprehending what was going on.

The general way the combat operates took me a bit to get a grasp on, too. Almost nothing in this game operates like any other shooter or action game youve played before. In this game, I eventually realized that the combat works like this: You roam around the map as usual until you hear laughing. Then, you instantly stop and have to press the Scan button. I'm not sure why they chose to do this, maybe to heighten tensions and give the game a more horror vibe, but enemies are mostly invisible until you press a Scan button and look around the enviorment in first person until the scan makes the enemies visible. Then, you can choose to either blast most of them over and over, or there are these glowing yellow parts which randomly spawn on the enemies that you can try to shoot for an instant kill. For the first half of the game or so, most of the enemies were not much of a threat and you can just choose to blast them nonstop, but towards the second half I really got a hang of shooting at those yellow weak spots, especially with upgrades you get later on which makes it even easier. The combat is fairly well done, and serves its purpose to give the game this tense action vibe, I especially appreciate the many horror elements put into the game, like all of the enemies being these disturbing combination of mutated humanoid almost zombie-like enemies. Theres a decent variety of enemy types, too, which all slowly get introduced to you one by one in the form of mini boss fights at the end of each stage. A lot of them have these scary gaping open mouth screaming designs, they almost look like some mutants out of Resident Evil, except they have various shades of color to them instead of being all fleshlike. The enemy design was constantly entertaining to see what kind of shit was going to pop out at me next. Some of the enemies you have to shoot in a very particular spot or else they basically kill you instantly. Other enemies can only be killed with certain characters, like having to use the Mask to use his grenade launcher or having to use Dan to use his special charge shots. Other enemies can only be killed by shooting the glowing yellow weak spot. Other enemies are little flying airplanes that you have to be super quick, other ones are these weird robot hybrids that you have to try to spin around and shoot on its back. Theres a lot, and im genuinely impressed how many interesting enemy designs theyve crammed in here, its a major part of what makes the game constantly engaging. Though, once again with my UI gripes, the whole health system was completely foreign to me for the first few hours as well. It turns out theres an eyeball on the top of the screen, when it gets closer to being closed, you have low health. When its filled all the way overtop the grey part, its full health. Yes, the tutorial explains this, but still I wasnt really sure what it means because the eyeball also has different colors. Sometimes its blue, sometimes its red. I still dont know what the colors mean after beating the game, which signifies just how weird some of these mechanics are. Still, after some time I got the hang of how to atleast make sure my characters were healed up. Alongside the various different blood mechanics, the 3 vials on the UI, the "x amount" of vials, the 'dl' blood on start screen, you can also heal your characters instantly at any time using blood. The way the game explained it made it sound like it was going to use my 'dl' blood resources, or, everytime I wanted to heal it was going to cost me my experience points. I realized thats not how it works - to heal, it only wants to use the "x number" blood vials, which you can collect up to 20 of, and you get from simply killing enemies. So healing in this game is very generous, almost the entire game I was running around with 20 instant healthkits to use as soon as I took damage, something that definitely lowered the frustration and annoyance of learning the games various mechanics. Still, I was dying semi-frequently and having to retrive my characters bodies with Garcian, because some of the enemies 1 hit kill you or can surround you fast if youre not viligent on constantly scanning and listening for laughter, so the game still keeps the tension up and makes you stay on your toes. Since you cant really freely run in any direction you want, its more an on-rails running system, its not always viable to run past enemies, more often than not youre forced to deal with them. The aiming has some depth to it, your weapons sway and the crosshair changes and hones in depending on what part youre aiming at, each character has a unique reload animation that plays this almost cinematic cutscene like third person camera which is always satisfying to do, and the whole combat and gameplay experience has this cinematic flair to it that almost never makes combat dull or boring.

Other moments that were frustrating during my learning curve were places like you had to walk up to a certain wall or statue and use a certain characters ability to make it go away, or in particular this shadowy tree on Assignment 2, I would go back and forth the map multiple times not knowing how to progress, seemingly at dead ends. When it turns out I just had to, for example, swap to Kaede and press Y to use her special ability to make the tree disappear. Though, unfortunately, again with the confusing UI, to successfully use a characters special ability it requires a sufficient amount of x blood vials. However, if you dont have any, it wont even notify you that its not working - simply nothing happens. This was really confusing because multiple times I would go to a place where I need to use a characters special ability, press the button, and nothing happened so I figured thats not what I have to do - only it IS what I had to do, I just needed vials. the UI could of atleast popped up on screen and showed a red beep sound like insufficient blood or something, but nope, just nothing happens, furthering the confusion. Thankfully, shortly into the game I realized a major key that sparked an almost lightbulb moment that made the game way more enjoyable, less frustrating, less cryptic, and I started to really have a good time. It was the map screen. At first, I couldnt make sense of the map screen. You cant see exactly where your character is on it, but also it shows all sorts of icons of different characters, items, and rings. I eventually realized the map literally tells you exactly where it expects you to use what character, and exactly where it expects you to use what item to progress. So that previous shadowy tree; on the map there would be a picture of Kaede. So, no longer was it this crpytic guessing game of what the fuck do I do, I just need to look at the map and it will give me a good idea of what characters it wants me to use. This, along with finally understanding most of the UI elements made the game pretty entertaining. Still, there were a lot of things I had no clue about and took awhile to fully understand. I guess one thing that makes this game constantly exiting is the fact that it operates like no other game before, like even comprehending the basic gameplay systems and how to fully play takes multiple hours, atleast for me, to finally understand. It wasnt like it was annoying the whole time, it was cool trying to unravel and discover all the mechanics, but some hurdles along the way could of been smoothened out. Another thing that took me awhile to figure out was the whole Harmans room save system. To save the game, you have to find these safe rooms called Harmans room. But, not all of them will allow you to save. The rooms with the Maid will allow you to save, the rooms with the casual girl wont. In both cases, you can still use the TV thats in there to look at your various characters, turn in your dl Thick Blood at the Blood room for stat points, interact with the red gimp suit guy at any time to see a large list of tutorials, and more importantly swap to the other playable character Garcian, which is his own playable instance, separate from the other characters. When youre Garcian, you cant swap to any other character on the spot, for awhile I had no idea what the point of this guy was. But the fact that he keeps saying "Dont make me say it again, I'm a cleaner" whenever you hover over him on the TV gave me some clues. Hes basically the medic. Whenever your other agents die, they leave a crime scene blood spot on the ground. If you play as Garcian (medic) and return to that spot, you revive the dead agent. The challenge, though, is if you die as Garcian it forces you to reload previous save, if you die as any of the other agents, it simply swaps you to another remaining agent until theyre all dead. So playing as Garcian has a real risk of making you lose lots of unsaved progress instantly. His stats also cannot be upgraded and his weapon is very weak. So its this strategy of, if an agent dies, try to find the closest Harman room where you can swap to Garcian and run the shortest distance back to your crime scene to revive the character. Actually, this whole retrival process is almost similar to Dark Souls blood stains, in a way, funny enough because this is a 2005 game.

I didn't level up any of my characters stats until probably about halfway through the game, because I wasnt sure which characters I actually enjoyed playing so I had to play with them for a bit. Also, because its not clear what upgrading the stats even does, its vague. I eventually fully upgraded Kaede because I liked that her special ability wasnt too vague or gimicky, it was just zooming in on a scope, something that proved very useful with the enemies weak spots. It turns out that upgrading your stats unlocks other abilities and features, like for Kaede upgrading a certain amount of times unlocks 'Double shot' which, seemingly at random, will make your gun shoot twice. This actually isnt a good thing as it only serves to fuck up your aim and its annoying that it never even showed you that this was a possible upgrade path and theres no way to get rid of it. Also, shockingly, when you upgrade certain stats enough times you eventually unlock this lock-on ability that automatically locks onto the enemies weak spot, essentially providing instant 1 hit kills on every enemy, giving yourself an aimbot for the rest of the game that completely breaks and bypasses most of the combat in the game. Its not really a bad thing, though, the combat kind of only serves as a segway to and from each setpiece, puzzle, and story plot. Besides, even with this insanely good upgrade, theres still multiple enemy types that just dont even have a weak spot and you still must manually aim at a certain place to kill them, like their oversized hand or head. Regardless, I think the character upgrades could have been clarified better so thats kind of a downside. Everytime you kill an enemy each character will say the same dialogue over and over, Kaede says "Hurts, doesnt it?" so you'll be hearing that a lot. Garcian says "Son of a bitch" and so on. It didnt annoy me too much, it just further shows how much personality this game has, although maybe they could have used a bit more voice lines each.

As for the story, well...it's complicated. The games premise seems to be about this group of assassins called the Killer7 that get sent on various Government tasks to take out certain targets. Along the way theres lots of twists and turns and moments that just fuck with you. Like you have the Travis guy that keeps talking about politics and espionage, but also theres hints that the other playable agents are just a sort of Multiple personalities of one guy (Garcian?) and that everything thats happening is some kind of hallucination or dreamlike state? you have over the top segments where you fight this overly obvious Anime face  girl that turns out to be some normal woman wearing an anime mask, the story is really hard to explain or comprehend, and after beating it I still dont really have any clue what was happening, but it was constantly engaging and almost had me on the edge of my seat wondering what kind of crazy shit I'll see next. Maybe a gripe I have is that towards the end of the game it doesnt really do a good job wrapping everything together or explaining anything, the last few levels you get all sorts of hints saying that the end is near almost suggesting that theres multiple branching paths and endings and you have a lot of meaningful decisions to make that will impact the ending outcome, but theres nothing really of the sort. 10 minutes before the game ends you can make Choice A or B and it doesnt really affect the ending in a significant manner. In between every assignment (episode? misson? level) you return to this trailer house as Garcian where you sit down and have your breakfast or walk around your trailer and enter a Harman room where you frequently see these bizarre scenes of the Maid abusing this old man (Harman?) its generally hard to piece together what the hell is going on, but damn if it isnt entertaining, and often very mature and disturbing themes, like towards the last half of the game you start hearing people tell you about how theres some guy whos a evil organ harvester and he kidnaps children and harvests their organs to steal on the black market or some shit, like what? Rarely do you see games going this dark and disturbing with the storyline. The story is thoroughly interesting, albeit almost nonsensical most of the time. At least its consistent with the rest of the game feeling largely nonsensical too, its like they hired some random schizophrenic psychotic dude and let him write the entire plot and even game design of this thing, yeah it might be hard to wrap your mind around, but at least its interesting as hell.

Theres about 10 or so separate levels all largely sharing a similar scheme, you go around these maps free to travel back and forth as you please between Junctions, new enemy types get introduced almost every level so its rarely repetitive feeling, theres always some new obsticle to overcome, you go around solving puzzles which are largely fun and intuitive once you get over the initial hump of the learning curve, theres even a npc character that shows up around puzzles that gives you hints, and if youre really stumped and need additional advice you can shoot a mask hes holding (at the cost of Thick blood, which I also struggled to understand until virtually the last few hours of the game) he will tell you more help. So the puzzles arent too annoying or stump you for very long they were pretty satisfying to figure out. The levels take place largely in apartment complexes, hallways, high tech facilities, hotels, though there are a few notable outdoors areas that play quite different than the rest of the game, almost feeling semi-open world where theres almost pedestrian style enemies running around that mostly ignore you (yellow shirt guys) where you have to explore this city area in the daylight. Theres another level that takes place in this like village maze area that has a part where you have to listen and follow the music, like something from Lost Woods in Ocarina of Time. The levels are well done and mostly distinct from eachother where you wont really be seeing the same thing twice or be confusing one mission with another, they all have separate themes and identities. Theres even one level that takes place in a theme park where you visit a Resident Evil style mansion and another part with a Killer fun house. One of the last levels is a 9 floor hotel that may sound daunting, but is relativiely fun and simple to explore and progress through.

Killer 7 is a game like no other, just the fact that its such a unique blend of genres, the wild narrative that keeps you wondering whats going on full of mystery and wonder, the horror influences with the enemy designs and the tension of listening for laughs as you press the scan button to find them, the sense of humor that deals with dark comedy, irony, sarcasm, and mature content, the music especially is varied and unforgettable in parts like at the end of almost every mission after you turn in the items to the Gatekeeper as you walk up the steps it plays this raving techno music cheering you on for the boss fights, everything comes together in this totally unique never seen before blend of an experience that I started to really appreciate what it was doing. The first few hours I was almost hating the game, condeming it, calling it the most frustrating incoherent obnoxious piece of shit I've played in a long time, but once the pieces started fitting together, and I had a few lightbulb moments, and I started understanding the UI and what the game expects from me, I really began to enjoy me wild ride Killer7 takes you on. The game isn't short, either, taking me almost 20 hours to complete. Maybe towards the end it was starting to drag just a tad too much, but considering that there has never been a sequel to this game, and there still probably isn't anything like it, it's hardly a complaint.

8/10