As many of you already know, EA Sports College Football 25 is considerably more challenging to play than your average Madden. I have been struggling a lot. At the time of this writing, my record against the CPU currently stands at an abysmal 2 wins to 10 losses, after starting 0 for 7. All of these matches have been played at the All-American difficulty without any modifications to the sliders. They've all been close losses. I'm not getting blown out by any stretch of the imagination. But these struggles are really starting to sour me on the game as a whole. I have personally found that most of my struggles have been the result of 4 factors, 3 of which should not be causing as many struggles as they are causing, and I am starting to chalk those up to poor design, rather than my own lack of skill.
This post is also available in video format on YouTube.
The first factor is my own mistakes, to which I take full responsibility. And I'll admit, I am making a lot of mistakes. Specifically, I have been interception prone. Most of these interceptions are being caught by lurking linebackers in the middle of the field. These linebackers seem to play their zone coverages considerably deeper than in Madden, and so routes in the middle of the field that are usually open in Madden are being intercepted in College Football 25. The linebackers are not super-jumping or making one-handed catches or anything like that. They're just playing their zones differently than in Madden, and I haven't adjusted to it yet. Pass trajectories could maybe have more arc and touch on them, but maybe that's just me not using the pass charging mechanic correctly. Though EA's games have a long-standing track record of low pass trajectories.
The 2nd problem is that my CPU-defenders are not playing contain very well, and are routinely taking poor pursuit angles and giving up big plays. This is something that EA and Tiburon definitely need to address, as defensive force players and safeties should do a better job of keeping the play in front of them.
I have been losing a lot of close matches against the All-American CPU.
But this isn't the issue that I want to talk about today. The issue that I want to discuss is the 3rd reason why I am losing matches of College Football 25, and if you have been keeping up with the early reviews and impressions of the game on the internet ... or you read the title of this post ... then you probably already know what I'm going to talk about. The single biggest reason why I am losing all my matches of College Football 25 is because of the new kick meter. And this kick meter is coming dangerously close to making me hate this game.
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I wasn't sure about the Bloodborne board game initially. The Dark Souls board game wasn't particularly good, and I already had a pretty great Bloodborne-themed card game. But I kept seeing good reviews of Bloodborne: the Board Game, and it was designed by the same designer who made the card game, Eric Lang, who I trusted to make a compelling board game. So I bought it. And then it sat on my shelf for a couple years because my friends and I were busy playing other games, like Star Trek: Ascendancy expansions. One of these days, I'll get around to actually playing a new board game promptly after buying it... One of these days ...
A narrative-driven dungeon crawl
First and foremost, Bloodborne is not simply a Bloodborne-themed reskin of the Dark Souls board game. They are made by different companies and designers, and have totally different design philosophies. Dark Souls is built around grinding with no real purpose other than to eventually beat a single boss. Bloodborne is a much more structured and purposeful game, which is built around narrative-based campaigns. In fact, this Bloodborne game actively and explicitly discourages grinding by implementing a strict turn limit. As such, a Bloodborne session (a single chapter of a campaign) takes about 90 minutes to play or less. It won't drag on for hours, or into the next day, like some of my Dark Souls play sessions did. This, by itself, makes it a lot easier to find people who are interested in playing, and to get them to come back for subsequent sessions to finish that campaign.
Because Bloodborne: the Board Game does have narrative campaigns, I actually feel like I need to preface this review with a SPOILER WARNING. Some of the images may contain story-related cards, board configurations, and enemy placements, which may contain spoilers for the first 2 campaigns (mostly the first one). The review itself does not contain any explicit spoilers for any of the campaigns, so feel free to read on. If you are worried about potential spoilers, and want to go into the game as blind as possible, then I advise that you avoid reading any of the text on cards in any of my photos, especially cards that are labeled "Mission" or "Insight".
Bloodborne is more narrative-driven and less grindy than its Dark Souls board game cousin.
The core set comes with 4 campaigns, each with its own short story and narrative branches that take place over 3 or 4 chapters. As of the time of this review, I've only actually played the first 2 of those 4 campaigns. But I've played the first campaign multiple times, with multiple different groups of players, so I still feel like I have a pretty good grasp on the game -- good enough to give a meaningful and relatively informed review.
Each campaign has a deck of cards that provide objectives for the player to complete, as well as the occasional reward. It plays out kind of like an old Choose-Your-Own-Adventure book, with each card telling the players to draw a specific numbered card after completing the given card's objective. In some cases, the players will have a choice, or the card will have different conditions, and depending on which choice the players make, or which condition(s) is met, the card will instruct the players to reveal one card or another next.
The total of 4 campaigns is actually a solid amount of content, and each campaign can be played multiple times to see the different branching paths. But the campaigns aren't quite as replayable as they might initially seem. Each decision always has the exact same outcome, which means that once you've played a campaign once, you know what choices to make in order to get which results. Knowing the outcomes sucks out a lot of the mystery, intrigue, and threat from the game, and allows players to micro-manage their decisions to optimize their play.
Player choices can cause several branches in a campaign story, opening up different quests and rewards.
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fc2d92d5-8fe7-4d76-8fe0-8a47c3062a71|0|.0
Tags:Bloodborne, CMON, Sony, cooperation, horror, cosmic horror, campaign, story, cards, boss, difficulty, Eric Lang, Michael Shinall
I recently posted a new video to my YouTube channel about my frustrations with the design of Control's "challenging" gameplay. I'm not going to transcribe the entire video here on the blog because most of what is in the video is already in my previous written review of the game.
In summary, the video compares the "tough but fair" design philosophy of From Software's games (most notably, Dark Souls) with the way that difficulty is implemented in Control. Even though I found Control to be a much easier game overall, and I suffered far fewer deaths in Control compared to Dark Souls, I did feel that Control lacked that "tough but fair" feeling that Dark Souls is famous for. Control uses a lot of seemingly cheap tricks to artificially inflate the difficulty of the game. If deliberate, then they are cheap tricks. If not deliberate, then they are faulty game design. I may not have died as often in Control, but the few deaths that I did suffer rarely felt deserved.
The full critique is available on YouTube.
The video also contrasts Control's healing system with that of Doom (2016) and Bloodborne. All three games seem to be trying to encourage fast-paced, aggressive play by rewarding the player with health for relentlessly assailing the enemy. Yet this intent doesn't come through as clearly in Control because the player needs to be close to where the enemy dies in order to pick up the health, but most of Control's action is done at medium or long range. Doom and Bloodborne, however, give health to the player when the player performs melee attacks, ensuring that even if the health is dropped on the ground as a pickup, that the player is always close enough to immediately get it if they need it.
One thing that I neglected to mention in the actual video, but which I want to add here, is that Control also has enemies with hit-scan weapons. Most enemies have machine guns that instantly damage the player if the enemy has line of sight. Attacks are not always projectiles that travel across the arena and which can be dodged, blocked, or otherwise avoided. This means that exposing yourself to crossfire is almost certain death if your health is critical in Control, and it contributes to the player needing to slow things down and play cautiously and defensively, instead of maintaining that fast-paced, aggressive play. [More]
Devil May Cry 5 is a lot to take in. It's a very weird game, that may be a bit overly-complicated, and which might be starting to suffer from a degree of "Kingdom Hearts syndrome".
It's a tough game to review. The core gameplay if fantastic, but almost all of the supporting features and production surrounding the gameplay is ... "odd" if we're being generous; or "bafflingly stupid" if we want to be overly critical. As such, this review is going to come off as unduly negative because I have a laundry list of complaints and "what the fuck?"s to go through. Long story short, the game plays very well. It's peak Devil May Cry and a satisfactory follow-up to Devil May Cry 4. Now read on gor all the weird shit.
Who are these new characters? What is their relationship? The game doesn't allow us to get to know them at all before throwing us into the action. In the case of V, we're given control without any real clue who he is, where he comes from, why he has monsters from the first game as magical animal sidekicks, what his relationship with Nero is... anything. The non-linear mission and story progression seems designed for no other purpose than to hold back information for a "surprise twist" that shouldn't be a surprise to anyone.
By the fourth mission or so, I was betting that V turns out to be Vergil, back from the dead ... again. Was I right? Is the story that predictable?
Tutorializing multiple characters means the training wheels stay on for a long time.
The fact that the game has to re-tutorialize a new character only four missions in (and then again a few missions later) means that the training wheels stay on for a long time. It feels completely unnecessary though, because V's controls are basically the same as Nero's (which are basically the same as Dante's): triangle for melee attacks, square for ranged attacks, L1 for a limited-use super attack, circle for long-distance grapple/teleport attack. The only real mechanical difference is that V can only kill enemies by using his special action assigned to the circle button.
Strategically, V plays very differently because he's basically a squishy mage or summoner. He hangs back, avoiding damage, while his minions do all the actual fighting. This does have the downside of putting V very far away from the action. I had trouble judging distances in this game in generally, but it's especially problematic when V (and the camera) is standing around half a city block away from the actual fighting. Is Shadow close enough to use [R1+BACK ATTACK]? Can't tell. Which direction do I need to press on the stick to make Shadow execute that attack, since it's relative to Shadow's position and not V or the camera? Also can't tell. Not that it really matters anyway, as I don't have direct control over Shadow's movements, so I just have to push the button and hope Shadow is in proper position for the attack to land.
V is far away from the action, making it hard to see what's going on, and encouraging button-mashing.
I think Capcom really should have fundamentally re-thought how the camera should work with V, rather than sticking with this boilerplate over-the-shoulder, third-person action cam. Perhaps more cinematic camera angle similar to the first Devil May Cry would have been more appropriate? Or the Raptor News broadcast angles used in DMC? They could have kept the action as the focal point in the center of frame, with V off on the edges. Alternatively, the camera could position itself on the far end of the enemies, pointing towards V.
Cinematic camera angles similar to DMC's Raptor News broadcast might have been welcome for V.
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73420c97-4ce0-4cba-85fc-b3fcf6b99283|4|2.8
Tags:Devil May Cry, Devil May Cry 5, Capcom, Dante, Nero, V, Nico, Trish, Lady, Vergil, Sparda, Griffon, Shadow, Nightmare, devil trigger, difficulty, sword, gun, Qliphoth, fan service, sexism
Adjusting to FROM Software's newest game, Sekiro: Shadows Die Twice has been a very mixed bag. I'm handling most of the stealth just fine (coming from a background of lots of Metal Gear Solid), but I've been having a tough time with the game's very-demanding combat. This game is much further divorced from the Souls games than even Bloodborne was -- so much so, that I'm not sure if it's fair to lump Sekiro in as a "Souls-Borne" or "Souls-like" game. Honestly, I was never much of a parry-er in the Souls games anyway, so I'm having a harder time adjusting to Sekiro than many other Souls veterans might. Sekiro is all parry, all the time!
Even a week later, I'm not very far into the game. I've cleared the Ashina Outskirts, Ashina Castle Gate, and a large chunk of the Hirata Estate. I've only beat [I think] two legit bosses, a couple mini-bosses, and have challenged (but yet to defeat) a third boss. These bosses have been tough -- perhaps tougher than any early-game bosses in any of the Souls games or Bloodborne. A big part of this difficulty is that Sekiro very deliberately, and very explicitly, has removed many of the crutches that Souls players have enjoyed since Demon's Souls: you can't summon help, nor can you grind to level up your character. You can acquire new skills, but you can't upgrade your attack power or vitality by simply farming grunt enemies as you could in FROM's earlier games.
If you weren't much of a parry-er in Souls games, you may find it difficult to adjust to Sekiro.
This creates a much higher bar of entry than FROM's earlier games. Perhaps too high?
In any case, don't expect a full review from me any time soon. I'll be tanking the rakes for weeks -- if not months.
The Blazing Bull can be parried!
In the meantime, however, I want to share some important observations that I had about one particular boss in the early levels of Sekiro: the Blazing Bull. All of the bosses that I've encountered in the game so far have felt like entering the Capra Demon arena in the first Dark Souls -- but none of them have channeled the cheapness of the Capra Demon quite like the Blazing Bull.
Many early bosses -- the Blazing Bull in particular -- feel like walking into the Capra Demon arena.
This giant, flaming beast essentially ambushes you. It's exceedingly aggressive and almost impossible to dodge. It's very easy to feel overwhelmed. I certainly did.
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99834e61-a273-4236-903d-1772df2dcee4|1|5.0
Tags:Sekiro, Sekiro: Shadows Die Twice, From Software, Activision, blazing bull, difficulty, boss, firecracker, Shinobi Prosthetic, parry, posture
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