Hey, I actually managed to play and review all of this past holiday season's big, Triple-A releases! Hooray for me! I mean, sure it's the end of February, and I'm just now reviewing a game that came out last October, but at least I did play it.
Since the refreshing exceptionalism of Black Flag, the Assassin's Creed franchise has been scarred by mediocrity and controversy. As such, I opted to buy the game used off of eBay so as not to support Ubisoft. This is after I had enjoyed Black Flag so much that I happily bought a retail gift copy for a friend and recommended the game to yet another friend. Heck, if the save file could have been transferred over, I would have gladly traded in my PS3 copy of Black Flag for a PS4 retail copy.
Even Ubisoft realized that the series was growing stale, and stopped their cycle of releasing two or three games per year. It's been two full years since the last full release (Assassin's Creed: Syndicate in 2015). The extra time certainly helped elevate Assassin's Creed: Origins above the chaff of the rest of the franchise, but not quite enough to propel it to true greatness.
I played Origins on PS4, which means that I avoided the frustrations that many gamers reported involving Origins' multiple layers of DRM slowing down their computers. Wait, isn't Ubisoft the company that, years ago, publicly stated that DRM doesn't work, and that they "don't want to punish a paying player for what a pirate can easily work around"? This same company is now putting not one ... not two ... but three separate DRM applications on a single game? One of which is their own proprietary distribution service, U-Play? Is the company lying, or are they just scatterbrained and can't make up their mind? Or is the management just incompetent?
Would exploring tombs and temples by torchlight become a common mechanic?
Well, when I started up the actual game, I was pleasantly surprised that it starts off pretty damn strong. Even Black Flag was mired by an opening act that stranded players in a tedious, bog-standard Assassin's Creed
sandbox city for a couple hours before opening up the seas by giving us our own pirate ships. Origins, however, has a very strong, distinctive opening chapter that eventually gives way to a more bog-standard gameplay experience.
After an admittedly-silly and confusing opening cutscene that utterly fails to establish the setting or characters, Origins throws the player into a one-on-one duel to highlight the new combat mechanics, then hands main character Bayek a torch and asks the player to explore and escape from a derelict Egyptian temple. Then we head off across an intimidating swath of Saharan desert to the oasis that is Bayek's home town. Here, we have some open-ended exploration, hunting, rescue, and assassination missions. During this, we are introduced to the game's shining star: its setting and environment.
Classical Egypt is magnificently brought to life in this game. The map is vast and spread out, with large swaths of barren desert and sand dunes separating some of the game's regions. Small farming settlements and market hubs dot the environment, and each feels like a necessary part of a functional society. Best of all, Bayek isn't stopping every ten steps to pick up some random, meaningless collectible, and our map isn't cluttered with icons representing all this meaningless garbage.
Egypt feels vast, is beautiful, and is brimming with life and energy.
Not only does the map work well with its sense of physical scale, but it also excels at representing the temporal scale of Egypt. Even though we are playing in antiquity, the game world is still dotted with tombs and abandoned settlements, some of which are thousands of years old. Remember, ancient Egypt is one of the longest-lasting civilizations in the history of the world, having been a world superpower for over three thousand years! The time span between the building of the Great Pyramids in Giza, and the life of Cleopatra is longer than the time span between Cleopatra and our lives today. Assassin's Creed: Origins completely nails that sense of living in this ancient kingdom... [More]
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Tags:Assassin's Creed, Assassin's Creed: Origins, Ubisoft, history, RPG, action, combat, stealth, parkour, Egypt, Rome, Bayek, Cleopatra, McGuffin, Dark Souls, micro-transaction, eBay
Normally, I try not to get excited about movie-tie in games. They have a very bad track record - with only a handful of exceptions. But this Mad Max game wasn't a direct movie adaptation, and it didn't release simultaneously with the movie, implying that it hopefully wasn't being rushed out the door to meet the movie's release. Warner Brothers Interactive had previously released Middle Earth: Shadow of Mordor, which was also sort of a tie-in to the Lord of the Rings and Hobbit movies, and that game was actually very exceptional! It had a novel and innovative concept around which the entire game revolved (making it very focused), and it was a very well-polished game that was immensely comfortable to control. So Warner Bros had earned some benefit of the doubt for its next game. I wasn't expecting Mad Max to match (let alone exceed) Shadow of Mordor, but I still had hopes that this one would turn out to be a well-realized game that could stand tall and proud as one of those rare, good movie tie-in games. After all, the concept of an open-world, post-apocalyptic action game about smashing spiky, nitrous-fueled cars into each certainly sounds like a solid premise for a game!
Well, not quite...
Wasteland chaos
Many actions are overloaded to the X button - the game even displays conflicting prompts at times!
Virtually every interaction that I had with the game was either naggingly uncomfortable in some way or was prone to glitches. Even the basics of moving around and interacting with objects in the game world was a constant chore. When one button does everything; it does nothing (see my Assassin's Creed III review). Fortunately, a couple really important functions (like getting in and out of cars) were mapped to different buttons, but virtually everything else uses the X button. So if you're standing in front of a ladder and holding a weapon, it's a crapshoot whether the game will decide to let you climb the ladder or make you drop the weapon, and then it'll be a crap shoot whether the game lets you pick up the weapon again. Oh there's button-prompts to tell you what you can and can't do, but sometimes they outright conflict with one another. Besides, when you're running or fighting, then you're reacting on impulse and muscle memory rather than reading screen prompts. It doesn't help that the character's movement is very fidgety, so it's hard to position yourself properly when trying to interact with objects. I think the developers recognized this, which is probably why they make you have to hold the button for a second in order to perform most actions - to give you time to ask yourself "are you sure this is the action you want to do?".
Not enough space for vehicular combat
Clunky movement isn't limited to walking on foot. Steering vehicles is also very fidgety and floaty, and I found it very difficult to perform any precision maneuvering in the cars. The cars all tend to understeer at high speeds, but then strangely oversteer or fish-tail whenever you let off the gas. Trying to hit a ramp or knock down an enemy scarecrow or ram a sniper tower would often require multiple passes in order to succeed, and doing slaloms through the canyons resulted in a lot of cheap impacts. The rough terrain also leads to a lot of spin-outs. The vehicles feel so weightless and floaty that they can park on nearly vertical slopes, and running over a pebble can send the car hurtling and flipping 20 feet in the air. On a more personal note, I prefer my driving games to have cameras very close to the action, and so Mad Max's driving camera feels like it's a mile away from the action, which makes it harder for me to get a feel for precisely where the car is in relation to the environment. Virtually none of the game's vehicular set pieces really worked all that well for me due to these nagging control and scaling issues. If the map were bigger to accommodate multiple vehicles running side-by-side on a road, then dealing with the low-traction sand or the unlevel rocks wouldn't be so much of a consistent problem. Even having the option to zoom in the camera (an option that I couldn't find) would go along way towards helping me make more precise maneuvers.
The primary gimmick of vehicular combat works fairly well in spite of the map not feeling big enough to support it.
This game really lives or dies based on how well the cars perform. The bulk of the game is played from within your car. You use the car to travel the world, and it's actually your primary weapon thanks to the game's novel vehicular combat. This vehicular combat would actually be really fun if the cars handled a bit better and were durable enough to actually take the beating that the combat entails... [More]
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Tags:Mad Max, Max, Warner Brothers Interactive Entertainment, Avalanche Studios, vehicle, car, driving, combat, gasoline, water, wasteland, open world, sandbox, action, survival, fuel, food, post-apocalypse, nuclear war, Australia, Max Rockatansky, Chumbucket, Mad Max: Fury Road, movie tie-in, Achievement unlocked
Shattered Memories was derived from a pitch called "Cold Heart", which was not supposed to be a "re-imagining".
This may be old news to some people, but earlier this month, I came across a post on Silent Hill Memories dot net that included scans of the full, 14-page pitch document for the game that became Silent Hill: Shattered Memories. Climax held a contest to give away seven copies of the document to fans, and scans of the document have since been posted online in various sources.
The document tells us that the final product ended up being radically different than the original concept. Apparently, Climax did not originally intend to do a remake / reboot / "re-imagining" of the original Silent Hill. Instead the plot would continue on with the standard Silent Hill timeline (presumabely following the events of Homecoming) with a new character. The game's working title was Silent Hill: Cold Heart. The document outlines what some of the game's intended features were supposed to be (including combat mechanics that were completely cut from the final product), describes the main character, and also provides a brief walkthrough of an early chapter of the game.
The introduction page describes the playable character: Jessica Chambers. Jessica was planned to be an over-stressed and emotionally-vulnerable college student. She ends up in Silent Hill after a freak snow storm causes her car to crash on her way to visit her parents.
Page 1 and 2 describe the main character, Jessica Chambers, and how she ends up in Silent Hill.
Jessica is described as being "emotionally vulnerable" and is dependent on a therapist. She has nightmares and is "weighed down by a deep sadness". The pitch doesn't specify the nature of this sadness or her reason for being dependent on a therapist (other than perhaps the stress of college).
I would suspect that the reason for her sadness and the therapy would have been similar to Shattered Memories: that one or both of her parents are probably dead, she has repressed the memory, and experiences nightmares of Silent Hill as a subconscious attempt to confront these repressed memories. You know, repressed memories of dead people is what Silent Hill is all about, right? ... [More]
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Tags:Silent Hill Shattered Memories, Silent Hill Cold Heart, Konami, Nintendo, Wii, pitch, sequel, reboot, therapy, horror, puzzle, combat, map, Jessica Chambers, Cheryl Mason, Heather Mason, women, Silent Hill, Climax Studios
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