Sunday, May 28, 2017

Currently Playing, 5-21-17


This prior week I have been enjoying one old game, Legacy of Kain: Soul Reaver, and one new game, Prey, that take me back to the “good old days.”

Soul Reaver is a game I had purchased in a Good Old Games sale some time ago and have finally gotten to. It is serving as my gateway into the greater Legacy of Kain series – I have Blood Omen for the PlayStation ordered and on its way. I wish I had played these games back in their day.

Soul Reaver reminds me of Super Metroid for its open-world which you progress through as you gain new powers. The combat, like in Metroid, is there, but not deep or central. The material / spectral world dichotomy adds flare. The soundtrack is great. So once again I’ve discovered a gaming treasure I’ve, so far, missed out on.

As I referenced, Soul Reaver takes me back to the early days of 3D third-person games like Ocarina of Time. That Zelda title was one of the first 3D console games I played, so it’s a point of reference for me, personally.

I love that Prey, as I noted in the last post, takes me back to System Shock 2. The further I progress in the game, the more the flashbacks keep coming. I also get many original Shock vibes due to the space station, rather than space ship, setting. I love rationing ammo and neuromod upgrades, always feeling vulnerable – like the good old days!

I have also played Strafe, but have been let down by it. I’m tired of games that advertise themselves as a throwback FPS but are not that. You can as much call Strafe a throwback shooter as you can call Spelunky a throwback platformer. It’s a rogue-like. Elements of old-school shooters are there, but the core of the game is not 90s FPS. I’ve had some fun with it, but it’s not anywhere near the experience I thought it’d be. I let myself get too hyped about this one, buying into false advertising. Should’ve known.

So I’ll be focusing on Prey and Soul Reaver. (Oh, and there’s Zelda: Breath of the Wild that I need to get back to…and Yooka-Laylee…)

Saturday, May 6, 2017

Update, 5-6-17


Yooka-Laylee, so far, is good.
I was hyped for Yooka-Laylee, Banjo fan that I am. I’ve been playing it since it launched, and it’s fun, smooth, and nostalgically-pleasing. The world design and difficulty vary from just-right to underwhelming, but I’ve only unlocked and have explored three worlds (two of them just barely). Once I have completed the game, I can give a fully-formed “Thoughts On.” My feelings now are “Good.”

I am currently playing through Prey, for fun and to review for GameLuster. I had not followed the coverage for this game, so knew little about it going in. As such, I was pleasantly surprised when I discovered that it’s a spiritual successor to System Shock 2.
Prey is my kind of game.
System Shock 2 is one of my favorite games ever (if I ever got back to my favorite games list, it would be one of my top ten favorite PC titles). The atmosphere of isolation, the compromised space station with bodies everywhere, the communicant sending you messages, the Neuromod upgrades, the open-ended design, the very fun GLOO Cannon, the ability to sneak, and the sense of horror are each game design elements that I love – this style of game is perhaps my favorite (or second favorite to Thief’s design). Again, I had not read about any of this – I only knew Prey was a sci-fi themed shooter-with-powers, so I have been in heaven playing it.

Strafe looks great.
I am looking forward to Strafe, the throwback shooter from Pixel Titans and Devolver Digital. I love all the “bleeding edge 1996!” humor in the game’s promotional material (check out strafe1996.com). It’s even priced at $19.96 (on PC and Mac)!            
Otherwise, I’ve got my eyes on Crash Bandicoot N. Sane Trilogy and need to get back to Zelda: Breath of the Wild. Games I’ve skipped, but will check out later, are Resident Evil 7, Persona 5, and Horizon Zero Dawn. I will also get around to Torment: Tides of Numenera, but I need to play Planescape: Torment first (which I’ve started). 
I’d rank 2017 better than 2014, ’15, or ’16, so far. 

Saturday, April 8, 2017

Quake Speed runs


The Quake Champions beta has begun. I have not received an invite yet, but hope to in the coming waves. I can easily say it is my most want-to-play game for 2017, if I choose to use categories like that.

Quake has been a big part of my life for over 20 years now, but there’s always new things to do with it. Though I have speed run before, I now have started to speed run in earnest. I am starting to post these videos to YouTube, and will also post them here.

I am late? Yes. But, I’m also young, and there’s always time to try new things. I have no illusions about this. I do this because I enjoy it and post it here mainly as personal record. I flout nothing.

First up: E3M6, also known as “Chambers of Torment”.

 

More Quake speed runs to come.

Sunday, January 1, 2017

'Dishonored 2' Review


Dishonored 2 review (PC version)

By Trevor Whalen

            Dishonored 2 is Arkane Studios’ follow up to their 2012 release Dishonored, and similarly is an immersive, first-person game that allows for a stealth approach, an action approach, or something in between. Like the original, it is a spiritual successor to the classic PC games Thief and Deus Ex, and it’s a success. Dishonored 2 is a really good game with great level design, beautiful visuals, and multifaceted, enjoyable gameplay.

            The game begins in Dunwall, the industrial, whaling-centric city from the first game. Empress Emily Kaldwin (daughter of Empress Jessamine Kaldwin, assassinated in the first game) takes to the throne room in Dunwall Tower with her “Royal Protector”, Corvo Attano (the protagonist from the first game). The occasion is the memorial for the day Emily’s mother was killed. An entourage from Serkonos, the island country to the south of Dunwall, marches into the throne room. Royal Protector Corvo had known about this visit, but he had not authorized the surprise gifts it bore: a few “clockwork soldiers” and a Delilah Copperspoon, someone claiming to be Emily’s aunt and the rightful heir to Emily’s throne. In a coupe, Delilah, aided by her magical abilities, takes power. At this hectic point, you choose to play as either Emily or Corvo, and are imprisoned in Dunwall tower. The first mission of the game is escaping the tower and going on the run.

One of the first views from the game looks out over the cloudy Dunwall skyline.
 
After the Dunwall prelude, most of the game takes place in Karnaca, the capital city of Serkonos. (Dunwall is the capital of Gristol, the larger island nation north of Serkonos. The two island nations are part of the game’s fictional “Empire of the Isles”.) Karnaca is warmer than Dunwall, and while Dunwall’s economy centers on whaling, Karnaca’s centers on silver mining. The theme of mining runs throughout Dishonored 2’s story. One mission takes place in Karnaca’s “Dust District”, the area just outside the mines. Karnaca also has problems with “blood flies”, annoying maggots who infest some of the games’ buildings with their large nests. Destroying them with flame (via flammable liquids or incendiary bolts from your crossbow) may reward you with items and valuables tucked away behind where they were nesting.
Karnaca in the day.

Karnaca in the evening.
 
            While playing through the game as either Emily or Corvo, you may exploit the game’s powers and items or adopt a minimalist approach. I played the game as a stealth game, a method by which I think one can experience more of the game’s details, but an action approach is an option, as is an action and stealth hybrid approach.

I played as Emily Kaldwin, who has slightly different powers from Corvo. Her “Far Reach” ability is similar to Corvo’s “Blink” as it transports players quickly from one area to another within a reasonably close distance. Emily’s power has her pull herself very quickly, whereas Corvo’s power instantly transports him. Far Reach is the main power I used as I traversed the rooftops and ledges of each area or shot out of sight into cover just as a guard spied me. I ignored the other powers except for late-game uses of “Dark Vision” (an ability that allows you to see AI and security systems through walls) and “Shadow Walk” (an ability that allows you to sink into the ground as a shadow for a time and better sneak around). Early in the game, you can even choose to play with no powers available to you.

            If you choose to play with powers, you can unlock and upgrade them by using Rune Stones. Emily’s Far Reach ability may be upgraded to pull items and people toward you. Passive abilities, that may allow you to jump higher or to gain more health from eating food, can be activated by using Bone Charms. Both Rune Stones and Bone Charms lie throughout each level for you to find. They are in addition to other collectibles like blue prints for upgrades to your items, weapons, and self, and all the basic loot (coins, valuable trinkets, etc.). If you like exploring every nook and cranny and picking up collectibles, Dishonored 2 has a lot in store for you. The more you put into the game, the more you will get out of it. I explored and collected, and was satisfied by how much the game had to offer.
The collectibles each mission has. I didn't do too bad.


            Like in the first game, each mission has a target person for you to dispose of. In Dishonored 2, the goal is to eliminate Delilah’s inner circle of powerful friends in Karnaca. You may either kill each person or get rid of them in a “non-lethal” way. Discovering the non-lethal method of disposing a target requires a little more work, but the alternative is easily progressing straight to the target and killing them. Only one mission, an early one, offers real conflict, even for stealthy players, in choosing whether or not to kill the target or take the person out non-lethally. In most missions, the non-lethal path is usually accessible and interesting enough that choosing it is preferable to choosing a simple assassination. Going the non-lethal route leads to less overall “Chaos”, as does opting not to kill AIs. Less “Chaos” leads to a better ending, and the game tells you such early on. I’d prefer that this remain secret, but Dishonored 2 lets you know up front that if you kill more, you will earn a worse ending.
Taking down Clockwork Soldiers (like the one pictured above) won't add to your Chaos level.
 

            You can save the lives of average NPCs as well. Dishonored 2 has a few scripted scenes where members of the guard or of other in-game factions are threatening a civilian’s life. Initially I began only watching these moments, as if they were typical scripted sequences that I shouldn’t mess with. To my surprise, and after thinking, “Why not?” I once fired a sleep dart at one of the NPCs threatening another’s life. Doing so saved the potential victim. I noticed that the game has achievements for such life-saving acts. This ability to meddle in what might otherwise seem set-in-stone scripted sequences is another part of Dishonored 2’s fluidity.
The results for how hostile or stealthy you were. I came up a bit short.
 

            The level design in Dishonored 2 is excellent. The missions each provide you multiple pathways to any destination, several areas to explore, and room for trial and error. The latter depends on your method of play. The more perfectionist and experimental you are, the more you may fail and have to re-attempt any given feat. You will encounter multiple pathways because each area has ways to progress that are below or above street level. I usually took the higher road of rooftops, balconies and street lamps, as on ground level, even creeping about, you can be detected by NPCs frequently.

            The level design inspires through the whole game not just because the levels themselves are well built, but also because there is variety in the gameplay, structure, and purpose of the missions. Though each mission does ultimately center on a large structure you must infiltrate, these structures vary in ways that affect your progression in unexpected ways. One mission, the “Clockwork Mansion”, centers on a house with walls and floors that change via buttons on panels you find. Another mission, late in the game, has a fun and clever component that gives you a break from the standard gameplay. This interesting component could be the core of an entire game. Variety in missions pairs with fantastic level design as Dishonored 2’s greatest strengths.

 
            Intricate design is complemented by beautiful visuals. The art styles and the architectural designs are well realized and at times breathtaking. The designers wanted the Void Engine to enable graphics that look like a painting in motion, and it shows. I played on PC with the settings a mixture of Medium, High and Very High (the range goes up to Ultra), and it looked beautiful.
There are beautiful views at just about every corner.
 
The game is not void of technical issues, however. I played after early patches had been applied, with an Intel i7 6700 at 3.4 GHz, an Nvidia Geforce GTX 1060 with 6GB of onboard memory, and 16 GIGs of RAM. Though these are the recommended system requirements, and I was not playing with every setting on ‘Very High’ or ‘Ultra’, I experienced severe frame rate drops throughout. This was not so frequent as to be game breaking, but it is clear Dishonored 2 was optimized for consoles, not for PC. Recent patches have fixed most of the problems that plagued the early release, and the many graphics settings, including a much-loved-by-me field of view slider, make Dishonored 2 better than most. Still, it isn’t ideal conditions if anyone with a standard high-end PC can experience such graphical hiccups.

            The audio design, like the visual design, is solid work hampered by some technical faults. The voice acting is excellent throughout. The cast includes Stephen Russell (Corvo Attano) and Terri Brosius (some NPC lines), both Thief alums. Like in the first Dishonored and the Thief games, guards and other AI will mutter lines to themselves as they patrol. These add humor and charm to the game as you sneak by, and can make you feel guilty about choosing to kill, or even render unconscious, AI. How could you murder or strangle a guard who has just conversed with his stomach about dinner coming soon?

The musical style does not diverge from the original’s and, while there’s nothing particularly memorable, it complements the atmosphere, and there are several ambient noise effects that took me back to moments playing the Thief games. I did experience some technical flaws with the audio in the last few levels, though. A few scenes of people dancing and singing would seem mute until I passed a specific threshold close by, at which the noise would sound clear. Once I stepped back across this metaphorical threshold, the scene went back to being mute. Sometimes just turning towards and away from such a scene produced the same effect. I also experienced this same phenomenon with NPCs walking and chatting in the last couple of missions. At one point I received a mission note informing me I had overheard a conversation detailing where a certain key was—when I had heard no such conversation at all. These minor hiccups don’t make the game unplayable, and were the exception to the rule of solid sound design, but I did encounter them.

Part of a ruined home you will explore at one point.
 
             These occasional glitches with visual and sound design don’t ruin the otherwise very enjoyable and satisfying experience of playing Dishonored 2. The game is a successful effort from Arkane. Its level design and gameplay options make it a great game for anyone, and played as a stealth game it is a very special gift for old-time Thief fans. If you want to be immersed in an atmospheric game that rewards ingenuity and exploration, purchase and play Dishonored 2.

~My score: 4/5

+Excellent level design.

+Good visuals.

+Fun, multifaceted gameplay that allows for experimentation.

-Some technical issues with framerate and audio.

 



 

 
 
 
 
 

 



 

 




 
 

Tuesday, December 13, 2016

'Yooka-Laylee' will be my kind of game


             Yooka-Laylee is looking like a dream-come-true game for me. I knew since its reveal on Kickstarter that it would be Banjo-Threeie in spirit, but now that I see the screenshots and videos, I really see just how much Banjo-Kazooie magic is going to be in this game.

            The look nails it. No surprise that Steve Mayles of Banjo-Kazooie designed the characters. The style of the characters and the world are totally Banjo-Kazooie. And I can glean transformations from the screenshots (that really takes me back. Remember all those cool transformations in Rare’s 3D platformers?). The soundtrack is composed by David Wise (Donkey Kong Country), Grant Kirkhope (Banjo-Kazooie), and Steve Burke (Viva PiƱata). Chris Sutherland (voice of Banjo and Kazooie) will be voicing the duo as well (the voices will be B-K style murmurings).

            According to Playtonic’s website, Yooka-Laylee will have five worlds, special moves, puzzles and (of course) platforming. Yooka and Laylee collect “Pagies” (the new Jiggies) to unlock more areas, and throughout the game meet a cast of “oddball” characters and “hulking” bosses. The big bad guy is corporate overlord Capital B (who is, yes, a bee. In a suit.).

           Yooka-Laylee will release on April 11, 2017 for Windows, Mac, Linux, Xbox One and PS4. The Wii U version has been cancelled, but Playtonic plans to bring the game to the Nintendo Switch. Preordering the game on PC, Xbox One or PS4 gives one access to the “Yooka-Laylee Toybox”, a sandbox, demo-esque gameplay experience that samples what it’s like to move around as Yooka and Laylee (this had been available to certain backers as well).

The Steam and GOG releases have a “Digital Deluxe” option, a copy of the game that includes the soundtrack and a digital manual and artbook. The standard version of Yooka-Laylee is forty dollars; the Digital Deluxe edition is fifty.

Check out some screenshots and trailers below:
 





 
 
 

Tuesday, November 1, 2016

Overdue Update: 11-1-16
            I let my blog get away from me.
            Time for a new post…and a new post topic. This post topic, “Overdue Update”, is for when I allow much time to pass before adding a new blog post. For this first Overdue Update, I’ll list the games I’ve been playing and the ones next year that I’m anticipating.
            Since my last post back in August, I’ve continued multiple game replays. This includes, as usual, a lot of Thief fan missions, but also other game titles like Deus Ex. This one is special because I haven’t revisited the game since my first playthrough, so this is my first replay of the title. I’m playing it with the fan-made High Resolution Pack. It’s quite enjoyable!
            My new game rounds include dabbling back in DOOM every so often, continuing to wander the wastes of Fallout 4 (haven’t even gotten to the DLC), and continuing MGSV (just recently got to some new, really well done story bits in part two).
            Dishonored 2 comes out on the eleventh. I will likely purchase and download it in time for Christmas break.
            Next year will be great. I’ll list the main ones again: Zelda: Breath of the Wild, Persona 5, Luke and Laylee, potential Quake Champions beta, Prey, Resident Evil 7, The Bard’s Tale IV, and the System Shock remake. Sounds great!
            Another three months (or two and a half), another blog post.

            Coming up: more thoughts on Fallout 4 and MGSV, and summaries of a few Thief FMs.
Back in style.


Wednesday, August 10, 2016

Currently Playing, 8-10-16


          Half-Life 2 replay:

            I’ve replayed most of the classics to near death, but there’s an odd one here or there that I haven’t revisited much. One of those is Half-Life 2, a game that I love but, despite having replayed its predecessor thousands of times, have only replayed once or twice, and those times years ago. I’ve kicked around the idea of going back through it again for a long time, and recently, on a whim, finally started it up. As soon as the menu opened up to the City 17 plaza scene and I heard the Combine soldiers’ radio communications, I knew I was in for a treat and that neglecting Half-Life 2 all these years had been a mistake.

            The G-man intro and Dr. Breen’s welcome weren’t as mystically amazing as they were in 2004, but I was drawn in nonetheless and soon wanted nothing more than to live in Half-Life 2. It’s a great game.

            The pacing is just right. There’s no overlong intro, you almost immediately are moving around in the gameworld, the characters, classic Black Mesa staff and newcomers like Alyx, are introduced in timely succession, references to the first game and fan service are present but not overwhelming, and soon enough you’ve got a crowbar. From what I remember of my earlier playthroughs, and as I’m sure I’ll come to find out again, the pacing remains perfect throughout the game. This includes shooting, solving puzzles, experiencing scripted narrative sequences, and controlling vehicles. Each component is served up just right in good time, with nothing outstaying its welcome.

            The atmosphere is well done in that it’s Half-Life but also successfully dystopian city. I remember reading somewhere that part of the creative direction for Half-Life 2 was to create the Half-Life feel in a new setting by establishing the same elements from Black Mesa and placing them into City 17. Valve certainly succeeded. I’m in a dystopian city…but it’s definitely Half-Life.

            I appreciate more design elements now than I did back in 2004. This is the principle I’ve experienced of appreciating the finer aspects of art and entertainment—and I guess of everything—as we grow older. One such moment came near the end of Water Hazard when I took out the helicopter. The pesky thing that had been bothering me for much of the latter half of the level I was finally allowed to destroy—and just when the chopper’s destroyed husk crashed on the ground, a well-timed music cue played. Perfect! This little detail I had never noticed before.

            Speaking of music, I love the music, both new and original. The audio is another area in which Half-Life 2 has new content but also enough classic content to make it feel like Half-Life. My only gripe is that some loading zones can cut a music track short before its intended time to stop. A minor gripe, yes, and perhaps my only complaint with Half-Life 2.

            I want to post more on this fantastic game as I continue my journey through it. I’ll end this post by once again citing the pacing as this game’s greatest strength. How elements from the first Half-Life, and one unique to this sequel, are introduced is very well done on Valve’s part.

            Well, then, on to Black Mesa East, and then Ravenholm, and then the dune buggy, and then…ah yes, it’s all coming back to me!