Marvel's Miles Morales: Spider-Man - title

I could've played Miles Morales on the PS4 back when it was released in November of 2020, but I really wanted to wait until I got a PS5. So I waited. And waited. Eventually, my number on Sony's waiting list came up, and I got a PS5 just in time for Christmas. Miles Morales, Demon's Souls, and Returnal were the first games I bought for it.

Early set pieces put a large emphasis on protecting civilians and reducing collateral damage.

If you liked Marvel's Spider-Man for the PS4 -- and who didn't? It was great! -- then Miles Morales is largely more of the same, but with the distinct urban flavor that comes with the Miles Morales story, and a story about corporations using "not in my backyard" politics to exploit under-privileged communities. Combat is virtually unchanged, aside from a few new gadgets and powers, and the locomotion is even more identical. So pretty much everything positive that I had to say about that game also applies to this game, and I'll try to keep this review short by not retreading the same praise and critiques.

There is a greater emphasis early in the game on trying to protect civilians. This is a welcome change, and I wish Miles Morales would have gone a bit further with it. Protecting civilians is a large component of early setpieces, but it is largely dropped once the story gets started proper. It's a shame that this isn't carried through into the rest of the game, since a major theme of the story is Miles serving as a protector for the under-privileged, mostly ethnic minority, population of Harlem.

Spider-Man has always been a hero for the common folk,
but this Spider-Man is also a hero for the under-privileged and down-trodden.

Christmas vacation

The campaign itself is also considerably shorter than the first game, taking place entirely during the Christmas season. I have mixed feelings about that. On the one hand, it's nice to have a more focused, 20 or 30 hour campaign. I have other shit to do, and it's nice to be able to finish a game's story without feeling like I have to play it every waking moment of my free time for weeks or months on end. And that 20-30 hours isn't just the story; I actually completed 100% of the side activities in that time as well.

On the other hand, playing as a younger Spider-Man just learning the tricks of the trade would seem like it would be well-suited to a longer, multi-faceted campaign with a series of escalating challenges and threats. It would have been nice to see Miles start out by focusing more on fighting petty crime in the Harlem area and adjacent districts, before moving onto more widespread organized crime, and then finally the super villain threats. There's no such escalation in Miles Morales' story. It jumps straight into the big super villain story and relegates all the "friendly neighborhood" stuff to simple side quests.

Insomniac wastes no time getting to the supervillain plot.

This does also mean that it gets its super villain surprise twist out of the way early, since it's a twist that is almost as obvious as the appearance of Doctor Octopus in the previous game. On the topic of the super villain "twist", I did find it annoying that a large part of the conflict depends on the Tinkerer making such a big deal about Miles' perceived dishonesty, but the Tinkerer wasn't exactly forthcoming either. Yet Miles never points this out.

Considering how polished Marvel's Spider-Man felt, despite also having a much bigger story and more side content, I was surprised to find a number of side quests in Miles Morales that were broken. This was doubly-surprising considering that I'm playing the game well over a year after its release. That's plenty of time for Insomniac to have fixed these bugs, even if they only have a handful of people doing maintenance on the game, while the rest of the team works on Marvel's Spider-Man 2 and Marvel's Wolverine. Even more concerning is that the specific side quests that broke for me were all related to the F.E.A.S.T. storyline, which is the most narratively and thematically important line of side quests in the game. I would think these would be the most stable and polished side quests in the game.

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This War of Mine: the Little Ones

It was a long wait to get this DLC on PC and Steam. It originally released back in January on consoles, while we early adopters of the PC version were stuck waiting out in the cold with no clue whether or not we'd ever get the expansion. I wanted to play it, but I was hoping that a PC version would be released because I was skeptical that controlling a shelter full of characters with only an analog stick (and no pause button) would be unweildy. But it finally did get a release on Steam, and was even discounted during the Steam Summer Sale, so there was no way that I was going to pass that up.

The base version of This War of Mine is a fantastic game and ranks up there with Papers, Please, Metal Gear Solid 3, and Ace Combat 4 as one of the best games about war that I've ever played. This War of Mine is a very harsh, brutal, and depressing game. But if you didn't think that it was a depressing enough game to begin with, then wait till you play it with children as playable characters! The expansion adds some new scenarios with child characters as well as a handful of child-specific craftable items, but it's surprisingly skimpy on new content. As far as I can tell, there are no new scavenge locations, ambient events, or neighbor events.

This War of Mine - a child was hurt
If the game wasn't already difficult and depressing enough, now you have to keep children safe as well.

The trauma of war

Children can be both a burden and a blessing in this game. By default, they can't perform most crafting, they can't shovel away rubble or unlock blocked doors, they can't be sent out to scavenge at night, and they can't do anything to guard or protect the shelter from raids. At the start, they are basically just extra mouths to feed that have the potential to consume more of your valuable medicines and bandages, but they can't contribute directly to your survival. They can also be particularly needy, and their needs can be tough to meet as you struggle just to get the basics like food, water, and an assembly line of crafting stations.

However, it won't stay like this for long, as children can be taught to do many of the same crafting tasks that the adults can do...

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Papers, Please

With Dark Souls III behind me, and while I wait for the inevitable time-eater that will be Civilization VI, I wanted to go back through my backlog of smaller games. Papers, Please is a simple little indie title that has been out for almost three years (at the time of this writing), and has been sitting in my Steam library, unplayed, for quite some time. Now seemed like as good a time as any to rectify that.

I just paid to go to a second job that I don't get paid for

Papers, Please is a funny little game in that it is so dedicated to its theme that the game actually does start to feel almost like a real job. You have to click and drag to open up documents, sort through papers, check dates, make sure the document was issued in a valid city, and so on. It's a lot of mundane work, and if you miss any little detail, then you have an omniscient boss who will print out a citation. I quickly came to anticipate the sound of a citation being printed with a Pavlovian anxiety after sending applicants through, even for the ones whose documents I thought I had thoroughly checked. You get two warnings before your omniscient boss starts docking your pay, which keeps constant pressure on you to try to be as close to perfect as possible. Paying for this game is almost like paying for a second job that you, yourself, don't get paid for. And it's kind of a shitty job, at that.

It's not just the potential immigrants' problems that you have to think about. You have your own problems. Every day, you go home with a measly salary, and you have to pay daily for rent, heat, and food for yourself and your family. Maybe you kids or wife get sick, and you have to spend some precious extra dollars on medicine that night. And if your pay gets docked for letting in people with invalid passports, then you might have to go that night without food or heat or medicines, which will just make your family more likely to get sick.

Papers, Please - shuffling paperwork
Hooray! A game in which I get to shuffle paper work and perform bureaucratic government functions!

You'll also have people with invalid documents begging to let you in to the country so they can be re-united with their families, or because they're political refugees who will be killed if they go back to their own country...

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This War of Mine - game title

Games have an awkward relationship with war. Most games embrace violence and conflict because they are very easily simulated by computers and mapped to a set of easy-to-understand mechanics. Computers aren't as good at understanding or reacting to speech or emotion as they are at allowing a character to move around in a space and at tracing the path of a bullet or artillery shell. So when a game is about war, it's almost always told from the perspective of a soldier, someone actively participating in the war. And that character's participation is usually presented as noble and honorable, with the people that you are shooting being given little - if any - humanization at all. In many cases, the games will go out of their way to de-humanize the player's opponents by presenting them as literal demons, aliens, or the so-easy-to-hate Nazis.

While there are plenty of examples of games that deal with the behind-the-scenes causes and effects of a war, or the politics of conflict, these elements very rarely appear as central gameplay elements (outside of grand strategy games like Civilization, Total War, or Europa Universalis). Usually, the player plays on the battlefield, and any politics or effects beyond the battlefield are just material for non-playable cutscenes. At best, you might end up with a game that puts the player in the middle of the battle, but which has civilian characters that play a large role in the story.

One of my favorite games of the PS2-era is Ace Combat 4, which is a jet fighter combat game that found a comfortable middle-ground between flight sim and arcade shooter. Its narrative revolved around a child living in an occupied city, who befriends the ace fighter pilot of the occupying nation's air force. The player, however, takes on the role of a nameless, faceless ace fighter pilot belonging to the opposing liberation force. This created a fascinating dichotomy in which your success in missions resulted in defeats for the enemy ace who was the focus of the narrative. He falls into depression and alcoholism as the player systematically shoots down his wingmen and friends, and it served to humanize both sides of the conflict and exposed the human cost of war. One man's victory is the other's defeat. Your own victories became increasingly bittersweet as the game neared its final mission. It was a beautifully constructed scenario that has stuck with me to this day. I suspect that This War of Mine will leave a similar impact on me.

This War of Mine - stockpile
The logistics of keeping your shelves stocked with food and medicine is the primary challenge.

This War of Mine also reminds me of my visit to the Imperial War Museum in Manchester, U.K. this past January. I was really surprised by the difference in presentation that museum had as opposed to most museums that I visit in the United States. Whereas a museum in the U.S. will focus on exhibits of weapons, uniforms, vehicles, battle tactics, and politics behind wars, the IWM was focused primarily around the civilian costs of the two World Wars. It featured exhibits about food and material shortages, how women had to work as battlefield nurses and in factories, and how supplies were moved between cities under siege. It presented the wars as much more personal and ignoble and focused on how it affected people's day-to-day lives, and how the majority of people simply had to live through it. That's the same approach that the Polish studio behind This War of Mine took for their survival game.

Behind the lines

This War of Mine doesn't take place on the front lines or the battlefields. Instead of controlling a soldier, you play as a group of survivors in a rebellious city under siege. You have found a shelled building that you have claimed as a shelter, and every night, you must send one of your group out to scavenge one of various sites around the city for food, medicines, and other supplies to enable your group to [hopefully] survive till the end of the war. In the meantime, those who stay in the shelter must contend with the risk of being raided by other survivors during the night and having your hard-earned supplies stolen from under your own nose - or worse: somebody being hurt or killed.

This War of Mine - shelter
Your close-knit group of survivors must build and defend a shelter and scavenge for supplies.

The result is a game loaded to the brim with choices and consequences. How do your survivors spend their daytime hours? What items do you attempt to craft from your middling inventory of supplies? How do you defend yourself from raids? Do you send your one gun out with your scavenger in case he runs into hostile bandits, or keep it at home to defend your shelter from raids? Who do you send out each night to scavenge? Where do they go? And what do they bring back with them? The "rogue-like" fashion of the gameplay means that there's no undoing and no retries. This, combined with the scarcity of resources, makes every choice, every action, and every death is permanent. This gives a great deal of weight to all those choices that the game gives you.

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Welcome to Mega Bears Fan's blog, and thanks for visiting! This blog is mostly dedicated to game reviews, strategies, and analysis of my favorite games. I also talk about my other interests, like football, science and technology, movies, and so on. Feel free to read more about the blog.

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