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.

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Devil May Cry 5 - title

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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Sekiro: Shadows Die Twice

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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Madden NFL - title

I think I've finally decided to take a stab at some long-form video analysis and critique on Youtube. My first go at this came in the form of a nearly-hour-long breakdown of my frustrations with the Madden NFL video game series (broken up into 2 parts). For the benefit of my readers, I'm also transcribing the video onto this blog post. Though reading this post will certainly convey all the same points that I make in the video, I still highly recommend watching the video, as the video footage included will do a better job than screenshots of demonstrating the problems I report. The entire video is embedded below.

If you want to see more (better-produced) video content like this from me, then I invite you to support me on Patreon.

Watch the full video on Youtube.

EA's ethos of releasing a new Madden entry every single year has become a tremendous detriment to the game as a whole. Modern games have become very large, very complicated, and very expensive to create, and every game series that has relied on an annual release cycle has, in my opinion, suffered for it. Even companies like Ubisoft have recognized this, which is why the company has decided to end the cycle of annual Assassin's Creed releases, opting instead for a major release every two or three years, with some large-scale DLC and expansions to fill out the intervening period. Despite re-using the same game engines, the huge cost of creating a new game every year stretches the company's resources further than they can go. Though I still didn't think that Assassin's Creed: Origins was particularly great, the game still clearly benefited from the extra design and development time that the year's hiatus provided, and the general internet consensus is that the game is very good.

Assassin's Creed: Odyssey was released only a year after Origins, and it looks like a terrible, derivative, waste of time fueled by a grindy micro-transaction economy pulled straight out of a mobile free-to-play game, except with a $60 upfront price tag. We'll have to wait and see if Ubisoft follows through on its promise to "spend more time making fewer, better games", or if it goes back to milking its franchises with slapped-together annual releases.

EA's Madden game is in an even worse boat than Assassin's Creed was in. Not only is Madden an annual release, but it's internal resources are being stretched out between multiple, completely divergent game modes! EA has to chose how much resources to devote to each of these modes, and that commitment comes at the expense of the other modes. In addition to having to make general gameplay improvements every year, the team is also tasked with coming up with new features and improvements for Franchise mode, Ultimate Team, and now Longshot. They're basically developing three different games, and trying to squeeze them all into a single annual release cycle.


Madden's resources are divided between three divergent game modes every year!

Worse yet, one of these game modes clearly makes a lot more money than the others...

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Sid Meier's Civilization

In my last post, I ranted a little bit about some of the major frustrations that I have with the way that Civilization games have historically dealt with difficulty levels. In summary, I identified three problems that I feel make it less enjoyable to play the game on higher difficulties, even if the lower difficulties still feel too easy. The three problems are:

In this post, I'd like to provide some more constructive criticism by discussing some of the thoughts and ideas that I've had for possibly resolving these three problems. These ideas include providing a wider range of options for customizing the difficulty level and game experience to suit the individual player's tastes and style, and to provide a wider (and more open-ended) set of game-long challenges.

Alternative solutions to game difficulty

So what could the developers do about these problems?

Well, the problem of game pacing could possibly be solved by inverting the handicap such that instead of speeding up the A.I.s' progress through the game, the player is slowed down. This could be accomplished by slowing down the human player's tech and civic progress, and by negatively handicapping some of the human player's yields. This would allow the A.I.s to progress at a more historically-appropriate rate, and overall game length would remain similar across all difficulties.

Civilization VI - Ship Building to Cartography
Padding out sparse areas of the tech and civics trees could mitigate the ability to beeline to later eras.

Rapid era progression could also be somewhat mitigated by padding out the tech and civics trees a little bit more. Beelining to the Renaissance via the "Cartography" technology is common for civs like England and Norway. There's a few ways to limit this. One simple way would be to simply make "Cartography" require either "Education" or "Military Tactics". Another way would be to have a technology between "Ship Building" and "Cartography" -- such as an "Optics" technology that unlocks an upgrade to the Scout, or a "Lateen Sail" technology that unlocks a medieval naval unit like the Cog, Hulk, Junk, or Galleass (or move the Caravel up to "Lateen Sails" but don't give it ocean-crossing abilities until "Cartography").

Customization, options, and difficulty settings

As for resolving the other issues presented by high difficulty levels, my preference would be for the developers to add more customization and tuning options for players so that we can tailor the gameplay experience and challenges more to our liking.

Civilization VI - advanced settings
Civ VI has limited customization options.

Having independent sliders or settings for things like Player Handicaps, A.I. Handicaps, AI Temperament, Barbarian Spawn Rate, Barbarian Aggressiveness, Barbarian Tech Level, City State Aggressiveness, and so on would all go a long way towards allowing the player to customize the game's challenge according to their own strengths and weaknesses. Handicap settings for players and A.I. can even be further divided into different sub-categories along the lines of: Tech Handicap, Culture Handicap, Production Handicap, Gold Handicap, Growth Handicap, Happiness / Amenity Handicap, etc.. So if you find that you are consistently out-teching your A.I. opponents, but you feel you have parity with the A.I. in other areas of the game, then you could specifically buff the A.I.'s tech handicap, weaken yours, or both.

This would certainly make some of the game's code more complicated, but I don't think that it would be prohibitively difficult. The difficulty settings already make adjustments to these very same parameters, and I believe the game's own .ini files allow modders to customize many (if not all) of these attributes. I don't see any reason why such settings can't just be in the game's settings menu, and the difficulty settings (deity, emperor, king, settler, etc.) could just use some pre-configured arrangements of those values.

Other genres use similar paradigms for their difficulty settings. Sports games are a prime example...

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A gamer's thoughts

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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