Dead Space - title

I'm gonna be perfectly honest with you right up front: I'm coming into this review with a negative bias. This is a remake that does not need to exist. Dead Space is only 10 years old, is an HD game that still looks fine. It is designed around gameplay conventions that are still standard practice today, and so the original still holds up well, outside of some mildly-dated presentation. I get the desire to remake or re-imagine older games that actually are dated, like Resident Evil 2 or Final Fantasy VII, which were both completely redesigned with modern gameplay conventions and (in especially in the case of Final Fantasy VII) bold new creative and narrative decisions. I would also understand the desire to go back and take another stab at more recent games which are really good, but which may have been virtually unplayable due to technical problems. Fallout: New Vegas comes to mind.

But this recent fad of rote remasts or remakes of PS3-era games that were already highly-polished and still modern-feeling (and thus hold up well today) just feels like lazy, cynical cash-grabs to me. Games like Dead Space, The Last of Us, and Mass Effect just feel like completely unnecessary remakes -- especially if they're going to be direct recreations of the original with little-to-no creative liberty. Heck, even the Demon's Souls remake feels unnecessary. I would much rather than Sony and FromSoft just release a digital version of the PS3 game on the PS4 and PS5 storefronts and keep the servers going. Maybe even patch the PS3 game with some of the ease-of-use features that were added for the PS5 remake. I'm still on the fence about Silent Hill 2 and Resident Evil 4, since those remakes might take enough creative liberty to justify their existence (assuming they don't shit the bed in doing so). As such, I did not buy this remake of Dead Space retail. I bought a used, second-hand copy in order to save a few bucks and to not give money to EA (and so as not to seem to give implicit support for this trend of unnecessary remakes).

Coming off of Callisto Protocol, Dead Space feels like a masterpiece.

All that being said, having just recently come off of playing through The Callisto Protocol, the difference is night-and-day. This Dead Space remake is, by far, the much better game. It's a good remake of a good game, and it's a good survival horror game in its own right.

Mostly how I remember it

Dead Space is a pretty straight-forward, by-the-numbers recreation of the original game, with only a few creative liberties taken. It's still a 3rd person shooter built around the challenge of shooting off the limbs of zombies and monsters instead of aiming for the center of mass or going for head shots. The story, mission structure, map, and many set pieces will all be completely recognizable to anyone who played the original game, even though some things here and there might be a little different.

As such, pretty much any review of the original Dead Space still holds mostly true here. All the things that I liked about the original game are still present. Unfortunately, I never reviewed the first Dead Space on this blog, so I can't just link you to that. I'll have to just summarize my feelings here.

Isaac is fully voiced and has more agency compared to the original.

The enemies are threatening, and the combat is challenging. The non-traditional weapons, combined with kinesis and stasis and creative enemy design, provide a lot of variety and strategy in combat that goes far beyond just "shoot bad guy in the head". The setting and lighting really help to sell the sci-fi horror aesthetic. The in-universe, diegetic, holographic interface holds up well and never pulls the player out of the immersive environment. The Ishimura itself still feels like a believable, functional place. The story is derivative, cliché, and cringe-worthy in some parts, but I do like the religious undertones and parody of Scientology.

[More]

Settlement Survival - title

As my frequent readers probably know, I am a sucker for city-building and village-building games. I buy a few new ones almost every year, and ever since the release of Banished, the medieval village sim has been all the rage. Though it looks like post-apocalyptic settlement builders are also becoming a hot sub-genre -- probably as a result of the popularity of the settlement-building in Fallout 4. Anyway, last year, Chichian encouraged me to try out a then-Early Access title called Settlement Survival. I was hooked on it for a couple months, and then set it aside with the intent to come back to it later. In the meantime, the game saw its official Steam retail release, which encouraged me to go back and give it a second go (and formal review).

Time to plan

Settlement Survival is one of the more addictive and challenging city-builders that I've played. It features a complicated web of production chains and resources, which can be a real challenge to plan and manage. Trying to unlock and use everything in a single village will take a lot of time, effort, and planning.

Settlement Survival provides a handy-dandy timeline in the top right corner of the screen which shows when all the seasons start and end, and which also shows icons for important upcoming events. Everything from the arrival of a merchant ship, to incoming immigrants, and even disasters or other random events will be forecast a whole year in advance. This gives the player plenty of time to plan ahead, and avoids the problem of the player feeling un-prepared to take advantage of an un-expected boon or to mitigate a disaster.

This timeline is the core gimmick of the game, as it enables long-term planning.

There are also random events that are not forecast on the timeline, and they often require that the player have certain resources or tools on-hand. But these are rarely destructive, so worst case is that you miss out on the opportunity to get some free bonus resources (which you may or may not have needed anyway). Nevertheless, it does put a pressure on the player to build up a surplus stockpile of many goods in case one of these events pops up. Tools and beer being the most common items used for such events, based on my experience.

This timeline helps to create some medium and long-term planning and reward structures that really makes the game crazy addictive. There's the short-term goals for things like building the next building. Then there's the medium-term goals like completing the next harvest season. And then there's the longer-term goals like accumulating goods to trade to an incoming merchant ship, or waiting for the next batch of immigrants to give you a labor surplus that can allow you to go on the next wave of building infrastructure. There's always some milestone right over the horizon, and then another right beyond that, and I find myself playing longer than I had planned, and long after I should have gone to bed, because I want to get to that next harvest, or trade opportunity, or make sure that I get through that next disaster.

This also means that random disasters don't feel as annoying because you have plenty of warning that a disaster is coming, and can prepare accordingly. Further, the disasters themselves rarely kill population directly. Rather, they usually impact your resource-generation for a period of time. So most disasters are mitigated simply by stockpiling the affected resource ahead of time.

There are also random events that do not appear on the timeline.

The timeline also discourages save-scumming. Disasters are forecast a whole in-game year ahead of time, so re-loading to before the disaster would require going back more than a whole year. And that might not even necessarily save you, since I've noticed that the disasters still happen at the same time, even if I go back to a save from before the disaster shows up in the timeline. I'm not sure how long in advance they are generated, but the fact that I know that I can't avoid it by simply reloading and re-rolling a die means that I'm more inclined to batten down the hatches and just roll with whatever happens.

The end result is that the gameplay ends up feeling more organic, and the challenge of surviving and growing your fledgling settlement remains relatively high. When I do save-scum, it's usually to undo some mistake that I made, so that I learn from my mistake, fix it and do better; rather than to outright cheat by undoing some random event that the game threw at me.

[More]

Tags:, , , , , ,

Yes, I still try to wear a facemask whenever I go to an indoor public space, whether it be the grocery store or the sportsbook. I even wear a mask most of the day at the office, unless the people in the desks closest to mine aren't in that day. I just don't want to get sick. I'm vaccinated for both the flue and COVID, and am up-to-date on my COVID boosters, so I'm not terribly concerned about getting severely sick. But I would just prefer not to be sick at all, if I can take reasonable precautions to avoid it.

Unfortunately, I haven't always been as strict about it as I probably should have been. I did catch COVID a few months ago. It was pretty mild. I had a pretty bad fever for a day, with my temperature almost getting up to 104 degrees. After the fever broke, I was coughing and sniffly for a week or so, but was able to function. I still kept myself in quarantine though, since I'm lucky enough to work at a company that allows remote work.

The cough lingered on and off for a few weeks, which made exercise a bit more difficult. But otherwise, I haven't had any lasting effects (that I'm aware of).

I am still wearing a face mask in indoor public places, and sometimes at home.

Ironically, I had just been in the pharmacy a couple weeks before getting COVID, and the pharmacist had asked if I wanted a booster. I didn't think they took walk-ins, but I was like "sure!". Unfortunately, I didn't have my vaccine card on my person at that time, so the pharmacist asked me to come back again later. I planned on going back later that week, but kept putting it off and didn't get around to it. Then I caught the damn thing and got sick.

If I had gotten that booster, and had been more consistent about wearing my mask, it is possible that I could have avoided getting sick at all. But I didn't, so now I've joined the ranks of the overwhelming majority who has caught COVID. Even so, I am now back to wearing a mask when I go out. Even though I'm unlikely to catch COVID again so soon, there are still regular colds and the flu floating around out there, and I don't want to catch those either.

Honestly, even after the COVID pandemic is finally over and COVID has settled into being little worse than a regular cold, I might still continue wearing a mask under certain conditions. I've actually found a lot more value to wearing a mask beyond just the prevention or mitigation of COVID.

First and foremost, quarantine and masks have proven effective at preventing the spread of regular cold and flu. So I'll probably continue to mask up during cold and flu season, whether there's an ongoing pandemic or not. I have a teenage daughter in middle school, and a toddler son who goes to daycare occasionally. Kids bring home bugs all the time. So I might still catch things from them, at home, no matter what I do. But might as well take precautions so as not to catch anything from strangers when I'm out and about.

The other big advantage that I've found to wearing a mask has been the mitigation of allergy symptoms. I suffer from seasonal allergies, and I know there is something in my neighborhood that is a major trigger for my allergies, but I just don't know what, specifically it is. Maybe it's mulberry; or maybe it's oleander. I'm not sure. Whatever it is, it can mess me up really bad. I've had to take time off of work in the past because my allergy attacks were almost as bad as having the flu.

[More]

Tags:, , , , , , ,

Wednesday, February 15, 2023 10:00 AM

Should NFL refs "let the players play", or not?

in Sports by MegaBearsFan

Philadelphia Eagles fans are apparently upset that the officials in SuperBowl XVII "decided the game" by calling a defensive holding on James Bradberry (Eagles DB) in the final minute of the game. The Chiefs were already well inside field goal range, so there was little question that they would score to break the tie. But this penalty on a 3rd down gave the Chiefs an automatic first down, and which allowed the Chiefs to run out the clock before kicking that game-winning field goal, thus, preventing the Eagles from having an opportunity to respond with their own scoring drive.

Yeah, sure, it always sucks when a penalty makes or breaks a game, but this was a reasonable penalty to call. We can debate all day whether the tug of the jersey was enough to impede the receiver's ability to run his route and get to the ball, or if the ball was even catchable to begin with. Either way, the tug of the jersey was obvious. By letter of the rule, it is a penalty. Case closed.

This slight tug of the jersey gave the Chiefs an automatic first down, to run out the clock on SuperBowl XVII.

While Eagles fans are upset by this one call, I'm more upset with the inconsistent rulings of the NFL officials throughout the entire 2022-2023 playoffs -- specifically where pass interference and defensive holding are concerned.

Earlier in the playoffs, the refs were apparently letting defenders get away with almost anything, supposedly on the grounds of "letting the players play". The refs were letting slide defensive actions that, in the regular season, would have been called as penalties. Even the commentators were talking about how the officiating tends to be a bit more lax in the playoffs because they don't want a penalty deciding the outcome of a playoff game. Even earlier in the SuperBowl, defenders on both sides got away with more flagrant fouls than the one that eventually decided the outcome of the championship. Heck, I don't think there is a single playoff team that doesn't have a grievance against the officiating in the playoffs -- whether they won the game or not.

So here's my question. (Or questions, I guess.) Are defensive holding and pass interference supposed to be penalties or not?!

[More]

I wrote previously about my trepidations regarding the free-to-play status of Modus Games' reboot of Maximum Football. I'm not going to retread that again here. Instead, I've poured over the announcement trailer, dev diaries, and other information about the game, and would like to discuss my impressions on how the game might play, based on the publicly-available information and video.

The announcement trailer shows a few clips of gameplay, but doesn't provide a whole lot more information.

There have so far been 2 development updates, in addition to the announcement trailer. All these videos show a little bit of gameplay, but not much. So I don't have a whole lot to go on. But I'm going to go through each video and try to identify gameplay issues that stand out to me.

Rebuilt gameplay

The first develop update, released last June, was focused on the gameplay goals of the development team. They say they want to focus on authentic, simulation gameplay. They threw away all the assets and animations from the original Maximum Football codebase (developed by Canuck Play) in order to rebuild everything from the ground up. This includes bringing in professional and college athletes for motion capture and shifting to the Unreal Engine (I think Canuck was using Unity?).

Dev Update 1 (June 2022) covers the main goals of gameplay.

The visuals certainly look a lot better than what Canuck Play was able to create. Player models and stadiums look a lot more detailed and realistic. The jury is still kind of our on whether the animation and control will be dramatically improved, because it's hard to get a feel for the animation and controls from a simple video.

[More]
Grid Clock Widget
12      60
11      55
10      50
09      45
08      40
07      35
06      30
05      25
04      20
03      15
02      10
01      05
Grid Clock provided by trowaSoft.

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.

Check out my YouTube content at YouTube.com/MegaBearsFan.

Follow me on Twitter at: twitter.com/MegaBearsFan

Patreon

If you enjoy my content, please consider Supporting me on Patreon:
Patreon.com/MegaBearsFan

FTC guidelines require me to disclose that as an Amazon Associate, I earn from qualifying purchases made by clicking on Amazon product links on this site. All Amazon Associate links are for products relevant to the given blog post, and are usually posted because I recommend the product.

Without Gravity

And check out my colleague, David Pax's novel Without Gravity on his website!

Featured Post

The Humanity of NCAA Football's In-Season RecruitingThe Humanity of NCAA Football's In-Season Recruiting08/01/2022 If you're a fan of college football video games, then I'm sure you're excited by the news from early 2021 that EA will be reviving its college football series. They will be doing so without the NCAA license, and under the new title, EA Sports College Football. I guess Bill Walsh wasn't available for licensing either? Expectations...

Random Post

Should the NFL allow teams to force a tie?Should the NFL allow teams to force a tie?01/07/2022 This weekend could see an interesting possibility occur in the NFL. It's the final week of the regular season, and the schedule has been set in a way in which the best outcome for both teams playing in the Sunday night game could be to just not play and force a tie. I'm not sure if this has ever happened in NFL history before,...

Month List

Recent Comments

Comment RSS