Cities Skylines: Sunset Harbor - title

I was starting to wonder if maybe Colossal Order was done with Cities: Skylines, or they had moved on to development of a full sequel. After releasing two expansions per year since the game's launch in 2015, we've now gone almost a year between expansions. The last one was the Campus expansion last May. Now here we are with a new Sunset Harbor expansion.

The announcement for this expansion (a mere week before its release) got my hopes up in a similar fashion to the Snowfall expansion. I thought that Sunset Harbor would add a slew of features that I had been longing for in the game for a long time. Sadly, Sunset Harbor disappointed me in much the same way that Snowfall's lack of a seasonal cycle and poor implementation of ski resorts did. Sunset Harbor lacks almost all of the things that I had hoped for, and it continues a trend of Skylines expansions that add new mechanics or content without revising or enhancing existing mechanics or content to utilize the new ideas.

Much like past expansions, Sunset Harbor neglects a lot of seemingly-obvious content.

When I saw the title of the expansion, I thought for sure that this would be the expansion that would finally introduce public beaches! No such luck. There's no public beach area. Sunset Harbor (despite having "harbor" in its title) does not introduce modular passenger and freight harbor areas, or upgrade harbors into a leveled industry like Industries did with agriculture, forestry, ore, and oil. I still can't daisy-chain my harbors to send shipping routes up rivers or canals, despite the fact that the existing passenger ferries and the new fishing industry can. It similarly doesn't convert tourism and leisure into leveled industry or commercial areas.

As always seems to be the case with Skylines expansions, I'm torn between whether I should review the expansion from the perspective of what it actually brings to the table, or from the perspective of failing to meet my own hopes and desires for what the expansion should be.

One of the things that was missing from Industries

Sunset Harbor does, however, check off a couple items from my wishlist. At long last, it has provided a desert biome map! As someone who lives in the American Pacific Southwest, I've long been frustrated by the inability to create a city that looks more like the familiar landscape of my own back yard. Now I finally can. Sadly, it's only one map, but the asset editor that's always been included in the game will allow me to make more if I want to, without having to resort to downloading mods that might destabilize the game.

I've long hoped for a desert biome to be added to the game.

The big feature of this expansion is also a feature that I thought was missing from the Industries expansion. I complained that Industries only added new infrastructure that replaced the existing agriculture, forestry, ore, and oil industries that have always been in the game, and didn't bother to add any new industries. Parklife, by comparison, added a couple new types of parks that hadn't been in the game before, including nature preserves and an amusement park. Personally, I thought that the most obvious option for a new industry to add to Industries would have been a fishing or aquaculture industry. Well, now we have a whole expansion that has added that one idea.

The new fishing industry doesn't follow suit with the Industries expansion industry areas, or the Campus university areas. You don't paint aquaculture areas and then grow them and level them up. There's no complicated production line or logistic element. The different types of fish that you can catch also don't do anything different. There's no fancy factories that consume specific types of fish (like a pizza factory that consumes anchovies), or that combine your fish with other types of fish (like a fish stick factory), or with other industry products to create a more valuable luxury good (like combining fish and seaweed with crops to make sushi).

Aquaculture does not level up or have production lines like other industrial sectors.

Instead, there's a handful of fishing harbors that act as resource-extractors, and then there's exactly two buildings that process or consume them. Your fishing harbors can either sell their fish to a market to be sold directly to consumers, or the raw fish (regardless of type) can be shipped to a factory that processes the fish and distributes them as generic goods to send out to commercial zones. In lieu of either the market or the factory, the fish will be exported to other cities for a small amount of money.

That's it! That's everything that fishing has to offer!

...

[More]

If you read my review of Star Trek: Picard, then you know that I was thoroughly disappoint and borderline offended by it. I had so much to complain about in that review, that I didn't have much time or energy left to write about the few merits that were present in the season. Yes, there are some decent ideas in this 10 hours of otherwise-garbage TV. If you were to ask me "Well Mr. smarty-pants self-described-'Trekkie', what would you have done?", then I would say that I would take those few good ideas, and turned them into episodes of Star Trek that are more consistent with the style, philosophy, and character of the show that I know and love.

On a recent recording for the Let's Play channel On the Branch, I spent some time pitching these ideas for a rewrite of the entire series. I had literally come up with the ideas a night or two before that recording session, and so the ideas were not very well thought-out. They were mostly just big-picture concepts. Now that I've had more time to think about them and further flesh them out, I've decided to record them here on the blog for posterity.

You can hear more of my thoughts about Picard in an un-filtered discussion with On the Branch Gaming.

I tried to take the few ideas that I actually liked from the version of Star Trek: Picard that CBS actually put on the air, and use them to construct episodes and a season that I feel would have been more in-line with what I would have expected from Star Trek. So this isn't just me rambling about my own pie-in-the-sky ideas here. I'm actually taking the ideas that Alex Kurtzman, Akiva Goldsmith, Michael Chabon, Kirsten Beyer, and the other writers and producers came up with, and trying to turn them into something that is actually faithful to the spirit of Star Trek, and consistent with the philosophy and characters that we've seen in the TV shows as I understand them.

The good ideas

So first of all, what were the few actual good ideas that CBS's writing staff came up with for Star Trek: Picard. Well, I identified three of them:

  1. Romulans as environmental refugees after nova of their sun.
  2. The Borg Reclamation Project attempting to de-assimilate and rehabilitate former Borg drones.
  3. Data's consciousness being trapped in a quantum computer, awaiting a suitable positronic brain.
The best ideas of Picard involved the Romulans and es-Borg as refugees.

I think there's some genuinely good ideas there for some thoughtful, high-concept sci-fi stories that would fit well into Star Trek's canon and philosophy. It's too bad that none of them were more than minor subplots in Picard that were never thoroughly explored, or treated with any degree of thoughtfulness. These good ideas were sadly squandered by being sidelined compared to the larger, less intelligent plots that dominated the season.

These ideas were certainly better than the apocalyptic plot about conspiracies to destroy all life in the galaxy. Seriously, can we get some smaller, more down-to-earth stakes for our TV shows? There's only so many "end of all life as we know it" plots that can be told before they get stale.

I would stay as far away from apocalyptic, inter-dimensional robot tentacle monsters as possible.

...

[More]

I think the last few years have brought us to a bit of an inflection point for open world video games -- which I feel have been in kind of a rut for the better part of the last decade. Long-time readers of my personal blog will probably be very familiar with my complaints. The two core complaints that I've had with this particular game design paradigm are:

  1. That the map itself rarely feels meaningful as a game space, and instead serves primarily as a convoluted mission-select screen full of time-wasting filler content.
  2. That the sandboxy nature of the game design means that the world and narrative often feel stagnant (as if in a kind of "limbo").
This blog is mostly a transcript of a YouTube video that I posted.

These problems can be traced back at least to 2001's Grand Theft Auto III, which set many of the conventions of open world games for the next two decades. Companies from Ubisoft to Bethesda, and many others, would copy GTAIII's structure of going to a location on the map to trigger a mission in an aggressively linear, cinematic story, while spending free time on time-wasting filler content that did nothing to move the story forward.

Grand Theft Auto III set many of the standards
for open world games over the past 20 years.

Aside from Ubisoft's Assassin's Creed and Far Cry series, these problems have been present to varying degrees in everything from Skyrim to The Saboteur to Mad Max to Just Cause to The Amazing Spider-Man to Fallout 4 to Metal Gear Solid V, and many more. It started getting to the point that when I would see a game advertise the size of its map, I'd roll my eyes and lose interest. "Great, that's just more wasting my time walking from place to place with nothing meaningful or interesting or challenging to do."

Where you are on the map, where you're going, and how you get there was almost completely irrelevant in these games, which made the map itself (no matter how big and scenic it might be) feel mostly irrelevant. In fact, some games started introducing mechanics that let you bypass the map entirely by letting you fly, glide, or zipline to points of interest without having to engage with the space in between. In the case of Metal Gear Solid V's Afghanistan map, the roads are lined with sheer cliffs, funneling the player along linear paths from enemy outpost to enemy outpost, with practically nothing for you to do in the space between outposts. Even though the stealth action at those outposts was some of the best in the series, I couldn't help but think that Snake Eater provided a much more fulfilling experience of living within an open-ended game world.

I would roll my eyes whenever a game advertised the size of its map or hours of content.

The maps themselves weren't playspaces anymore; they were just the spaces in between towns, dungeons, and set pieces where the actual gameplay would take place. Just point in the direction of a waypoint and walk in a straight line, stopping every minute or so to pick up an umpteenth collectible, or climb an umpteenth tower, or sneak into an umpteenth enemy base and kill the umpteenth recycled mini-boss. Stop me if you've done all this before... A majority of the time with the game was just travelling around the map without any engagement in any gameplay systems or mechanics or strategies, and then playing some rote, recycled filler content to pass the time. And as the maps got bigger and bigger, the filler content just kept multiplying.

...

[More]

Resident Evil 3 remake - title

I played the demo of Nemesis that came packaged
with Dino Crisis, but never played the full game.

Right off the bat, I have to say that Resident Evil 3: Nemesis was never my favorite Resident Evil game. In fact, I never even played the whole thing. I played the demo that was included with Dino Crisis (back in the day when game publishers released playable demos before a game even came out). The original Nemesis erred more on the side of fast-paced action, which just doesn't appeal to me as much as the slower, more thoughtful design philosophy of the original Resident Evil, along with Silent Hill and Dino Crisis. This is why I love the original RE and its GameCube remake, why Resident Evil 4 rubbed me the wrong way, and why I never really got into the rest of the Resident Evil franchise beyond the first game. I tried playing all of the Resident Evil games up through 5, but the only one that came close to holding a candle to the masterful original was 2.

So even though I was excited to play Capcom's remake of the PS1 classic, I went in with tempered expectations. If they stayed true to the original, then RE3make (or whatever we're calling it) would be far more high-octane and action-heavy than the Resident Evil 2 remake that was released a mere year ago. As such, I expected that I just wouldn't be quite as into RE3make as I was into Resident Evil 7 or RE2make. I could only hope that it hit some happy medium between RE2make and Resident Evil 4. But that's really just personal preference on my part. Your tastes may vary.

So now that you hopefully understand where I'm coming from, what do I actually think of Resident Evil 3: Nemesis in 2020? Did Capcom learn any lessons from the few mistakes that were made with RE2make?

Resident Evil 3 is more reliant on spectacle action set pieces than on slowly building atmospheric tension.

The different nature of "Hardcore" mode

If you remember my review of Resident Evil 2 remake (and my lengthy YouTube critique), then you know that one of my core issues with that game was the fact that Capcom locked the Ink Ribbon save system behind that game's hard difficulty. Resident Evil 7 actually had the same problem, but it didn't bother me in that game because RE7 wasn't a remake of a game that included Ink Ribbon saves as a core component of its design.

I felt the Hardcore mode and breakable knife were huge design flaws in RE2make.

In summary, the hard mode made death come much swifter in RE2make. Resource-management wasn't as important as skillful aiming and shooting. Instead of taking a bite or two here and there and having to decide when to fill your scant inventory with a healing item just in case (in the original Resident Evil games), RE2make's hardcore mode made you have to heal pretty much every time you took damage because you couldn't survive a second hit. This low tolerance for mistakes and strict punishment for death felt considerably less fair for someone in a first-time playthrough.

The fact that your knife could break and you could literally be stuck with a save file in which you have zero damage-dealing potential certainly didn't help the feeling of fairness in my book.

My recommendation was for Capcom to separate the hard difficulty setting and the hardcore save system into two options. You should be able to chose whether you want to use Ink Ribbons, and then you should also be able to chose whether you want to play the game on easy, normal, or hard difficulties.

Typewriters are still here, but Ink Ribbons are completely absent.

Instead, Capcom opted to just remove Ink Ribbons for its Nemesis remake. Entirely. They are not locked behind hardcore mode. They are not locked behind New Game Plus. Typewriters are still here, but Ink Ribbons are not in the game at all.

...

[More]

Jedi Fallen Order - title

Jedi Fallen Order advertised itself as "Star Wars Dark Souls". In reality though, Fallen Order pulls its inspirations from a hodgepodge of popular gaming trends. Sure, it's borrows a lot from From Software's playbook, but there's also a lot of Uncharted / Prince of Persia, Tomb Raider, "Metroid-vania", Mass Effect, and even a little bit of Breath of the Wild in here too. In fact, I'd even say that it would be more apt to compare Jedi Fallen Order to Sekiro rather than to Dark Souls.

Fallen Order competently executes on all the concepts that it borrows from other games, but it doesn't really do much to separate itself (let alone elevate itself) from those other games, aside from applying the coat of Star Wars paint. The lightsaber play is good, but not nearly as clean as I'd like it to be. The platforming is mostly just an over-complicated way of getting from point A to point B. The RPG-elements are shallow. The puzzles aren't particularly taxing, and mostly just come down to whether or not you notice all the things in the chamber that you're supposed to interact with. And the narrative and characters are passable, but nothing to write home about.

Concepts are borrowed liberally from Dark Souls, Uncharted, Mass Effect, Breath of the Wild, and more.

Pick your poison

It's a good thing, then, that Fallen Order isn't nearly as demanding as Dark Souls or Sekiro. If it had been, then the lack of polish and creativity would have undoubtedly turned me off of the game entirely. And if those didn't kill the game for me, the long load times would. Remember how awful Bloodborne was at launch? Dying every few minutes, and then sitting through a minute or more of load times. Fallen Order is about that bad. But at least Bloodborne got a patch a few weeks after release that shortened the load times to a tolerable 30 seconds or less. I'm playing Fallen Order four months after release, and no such patch has been released for this game yet.

You know exactly what effects each
difficulty setting will have on the game.

Thankfully, the difficulty curve here is much more comfortable, and I'm not finding myself repeatedly dying nearly as often as I did in Bloodborne. And if I were, this game allows me to adjust the difficulty level mid-game if I get stuck -- which I did do on two occasions. The game is even kind enough to tell me what specific effects each difficulty setting has on the game. I kind of wish they had just allowed us to custom tweak each of the three difficulty sliders on our own to further customize our experience, but oh well. Something for the PC modders to do, I guess.

The hero, Cal, can take a handful of hits before dying, and checkpoints are liberally sprinkled throughout the maps. Very few enemies are huge damage sponges, and even the ones that are good at blocking attacks can usually have their health quickly depleted by side-stepping their attacks and hitting them once or twice in the back.

...

[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.

Follow me on Twitter at: twitter.com/MegaBearsFan

Patreon

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

Without Gravity

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

Featured Post

A Demon's Souls remake? What to keep, what to fix, and what to addA Demon's Souls remake? What to keep, what to fix, and what to add08/18/2017 Rumors of a Demon's Souls remaster or remake have been floating around for a while now (as have rumors of a sequel). I have mixed feeling on the idea of a remake/remaster. On the one hand, Demon's Souls is one of my favorite games ever and may represent the peak of the series. Naturally, I want more people to play it and recognize...

Random Post

Indie-developed 'F.T.L.' offers fun, addictive, and challenging space adventureIndie-developed 'F.T.L.' offers fun, addictive, and challenging space adventure12/05/2012 F.T.L. ("Faster Than Light") is an indie game developed by Matthew Davis (programmer) and Justin Ma (artist) and released on Steam and GOG.com in September of 2012. It is a fast-paced starship strategy sim in which you manage a crew of rebels attempting to smuggle secret tactical information across the galaxy before an intergalactic...

Month List

RecentComments

Comment RSS