Animal Crossing: New Horizons is Good but Riddled with Unjustified Flaws

Having now played Animal Crossing: New Horizons for 170 hours, I can say two things. The first is that the game is a depth defying evolution of the concept since the original game released on the Gamecube almost 20 years ago. It’s accessible, simple, and addictive while not taking advantage of any of the predatory microtransactions Nintendo could absolutely get away with. It’s complicated enough to hold the attention of adults, both causal and serious gamers, while also being simple enough to be played and enjoyed by children. While it is not the best game ever made, it may be the most Nintendo game ever made in the last two generations or more of Nintendo consoles. The second thing I can say is that the game is riddled with quality of life problems. Not glitches or coding errors, but intentional problems that ultimately hurt the gameplay experience.

I have been absolutely floored by some of the island designs I’ve seen posted online. People have accomplished things that I couldn’t even imagine. The amount of things you can actually accomplish/build in Animal Crossing: New Horizons is insane. Yet my island still looks like garbage. One could argue that my island looks like garbage because I simply lack creativity, but I don’t agree with that statement. Now I’m not saying that I’m as visually creative as everyone else. I’m a writer by trade so visual design isn’t really my strong suit. But I do have plenty of ideas and a vision for my own epic island design. And I’m happy to acknowledge that the chances of the design I have in my head, or reference notes after I took the time to draw and plot out everything I wanted to do on paper, probably isn’t as impressive as many of the things that I’ve seen go viral online. But at the very least my island wouldn’t look like garbage if my vision could be realized. The problem is that at every turn the game goes out of its way to arbitrarily limit my ability to create my own vision. And again none of these limitations are due to glitches. They are intentional design flaws that can easily be fixed, but simply won’t be because Nintendo gonna Nintendo.

Landscaping and Island design isn’t the only place where the game has monumentally inconvenient limitations that are easily fixed but simply won’t be because reasons. There are a host of quality of life issues that simply don’t need to be present in the game.  So for this week’s post I wanted to go over my top 15 complaints about Animal Crossing: New Horizons. This is not an exhaustive list; and I’m sure some people will disagree with some of the things mentioned. But I believe every one of these issues could easily be patched out and would make the gameplay experience better for a majority of players. Better being defined as giving players the ability to maximize their own personal enjoyment and/or creative freedom. List is in no particular order.

Animal Crossing New Horizons Screenshot 2020-05-06 16-14-19

1. No Natural Island Features Should be Permanent

When you first start the game, you are asked to pick an island layout. If like me, you started the game on day one with little to no prior knowledge or plans in the works, then you chose a layout that seemed the most convenient at the time without knowing exactly what you were committing to. My island’s natural layout has been a nightmare for pretty much my entire time playing the game. It of course started with house placement. I knew exactly where I wanted my house to go when I first looked at the map layouts. That has never changed. What I didn’t know going into the game was that I wouldn’t be able to reach the location I wanted for my house until much later into the game. I thought I would be able to get the vaulting pole and ladder from the start and place my house exactly where I wanted it. Instead I was forced to put it in the complete opposite side of the island from where I wanted it because not only did I want my house on a mountain, but I also wanted an island with a single continuous river that went from end to end, locking me to only about 40% of my island’s total land for the opening portion of the game. As you can imagine, this was very annoying. But I was OK with it because I knew eventually I would be able to move my house and even reshape my river, if I wanted to.

Animal Crossing New Horizons Screenshot 2020-05-06 16-19-21Eventually I was finally able to reshape the land and the water, while also having the tools to go wherever I wanted. By the time I unlocked K.K. Slider (about 110 hours in), I finally had an established vision for what I wanted my island to look like. I set out to complete this task only to then realize my plan wasn’t possible because my river inlets from the ocean weren’t located in the right places. This cannot be altered, which I wasn’t aware of when I devised my grand plan. You’re simply stuck with the river to ocean connections you have. Now yes I could technically build my own rivers from scratch and just not connect them to the ocean at all. But that’s not really what I wanted. Furthermore, one of my inlets is located too high on my map which blocks me from having the perfect cliffs I wanted.

Along with the river mouths, you also have to contend with beaches and even worse beach stone. These black rocks eat up the sides and corners of your map for literally no reason and prevent you from having perfectly square edges to your cliffs. Some may also refer to them as OCD stone. Why Nintendo decided to make all these physical features permanent is beyond me. What I do know is that not only have they dashed my island landscaping dreams multiple times, but they also cost me so many hours of hard work because I had to alter several map units of land to account for them. This entire issue is stupid and shouldn’t be a thing. Just let me redesign my island however I want once I’ve reached the landscaping portion of the game.

Animal Crossing New Horizons Screenshot 2020-05-06 18-00-51

2. The Game Needs Mass/Rapid Landscaping Options

Being able to reshape land and water is extremely convenient. It’s one of my favorite aspects of the game. Even with the many limits it has to it, the fact that you can reform cliffs and rivers to create the landscape you want (mostly) allows for every island to be truly original. That being said, the process of landscaping is one of the most tedious and troublesome endeavors I’ve ever experienced in a Nintendo game. You have to manually shape each block unit of land in the game one at a time. It is appalling that there isn’t a Mario Maker style landscape editing mode where you can just build entire sections of cliff and water in a few seconds. I have spent literal weeks trying to build, and rebuild, the cliff structure I wanted. And this doesn’t include all the time I’ve had to spend moving around trees and flowers to do it.  I wouldn’t even mind having to pay a bells fee to do it. I just don’t want to have to spend hours to build a cliff after I’ve already taken the time to clear all the land. The cliff should be the easy part. And joy-con drift never angered me so much as it does while trying to landscape in this game. The game already has a unit based map. Allowing the player to draw cliff or water on it quickly rather than unit by unit landscaping would be an easy thing to implement.

Animal Crossing New Horizons Screenshot 2020-05-06 18-02-34

3. Build and Destroy Landscaping Functions Should be Separate Buttons

In order to keep the coding simplistic, Animal Crossing: New Horizons throws all landscaping functions into two buttons. You select what kind of landscaping you want to do by pressing the plus button and then the A button to make a selection. Then you use the A button to interact with the unit of land directly in front of you, assuming your joy-con doesn’t drift. If the landscaping selection you currently have active isn’t on the unit in front of you, the A button adds it. If the active landscaping selection is on the unit in front of you, the A button removes it. While simple in practice, this causes a lot of problems. Again, many of them are the result of joy-con drift. Often you end up removing land when you intended to add it. Or adding water when you intended to remove it. And vice versa. This could easily be remedied by dedicating the A button to adding landscaping options and a different button being dedicated for removing landscaping selections. Of course this would only be the case while the landscaping app is active. Having this function would save users so much time by not having them make unintentional landscaping mistakes throughout the entire process of terraforming their islands.

Animal Crossing New Horizons Screenshot 2020-05-06 18-05-37

4. Why Can’t I Build Giant Walls?

I have absolutely no idea why you can’t build two story cliffs, but it’s one of the most irritating limitations the game has. For some reason you can’t build a cliff on top of a cliff. You have to leave a space of at least one unit between the first level cliff and the second level cliff. So instead of building high cliffs you end up with big two step stairs. If I had to hazard a guess, I’d say the reason for this probably has to do with the incline limitations, which I will get to. You can’t make two story inclines, so building two story cliffs would prevent you from being able to access the tops of them. But I don’t see why that’s a problem because if  I’m building a two story cliff then clearly I don’t want it to be climbed to begin with. Also, couldn’t’ the ladder just extend if it was really an issue that needed solving? Not only is this issue visually troublesome, but it also wastes a lot of real estate. You only have so much land. Having to waste the outer edges one unit in all directions is quite a loss of total available land.

Animal Crossing New Horizons Screenshot 2020-05-06 17-12-48

5. Inclines Have So Much Wasted Potential

The only way to reach a higher level without a ladder is an incline. This is fine. Even the process of adding inclines for a fee is fine. What isn’t fine is all the things inclines should be able to do but can’t. First, inclines are locked to one cliff unit up and two ground units wide. Inclines are extremely useful but they could do so much more. You can’t build them adjacent to each other either vertically or horizontally.  They need a gap of at least one space. So if you wanted to make a two story cliff with an incline it would have an annoying one unit step between the two inclines. You also can’t build them side by side. Meaning you can’t build hills or epic continuous grand entrances.

You also can’t repave or plant flowers on inclines. Meaning if, like me, you wanted to use floor paths to build long “roads” that went up cliffs, you would not be able to fully coordinate their colors because inclines can’t be customized past picking from a limited selection of incline designs. The inability to plant flowers on them also means you can’t have continuous flower paths for your “roads” that go up cliffs either. While some of this may be a lot of trouble to remedy, much of it shouldn’t have been part of the game to begin with. There’s no reason you shouldn’t be able to install adjacent inclines and bridges.

Animal Crossing New Horizons Screenshot 2020-05-06 18-08-51

6. Construction Delays Progress so Much

Construction projects are a sensible idea. Moving buildings and adding/removing inclines being a bit more special so you aren’t constantly changing everything on your island makes you appreciate your decisions more. Having to pay for them does this adequately. But making me have to wait for the day to flip and only allowing me to move one building and one incline/bridge a day is such a waste of time. If I’m trying to reshape my entire island after acquiring the landscaping license, I shouldn’t have to wait a day to move each house on my island. I shouldn’t have to wait a day to demolish or move each bridge/incline I built in the early game while just trying to access more of the land and amass resources. It’s no wonder why some players, myself not included, use time travel. So much progress is stopped by limiting construction projects to one of each type a day. Just charge me express work fees and let me do everything in the same day. At the very least let me reshape the island in mass at least once after unlocking the landscaping license. Because obviously most players wouldn’t have put things where they are if they had had full access to all the tools and landscaping abilities you eventually get from the start.

Also, it’s completely ridiculous that you have to pay twice to change the surrounding landscape of a building or incline. I had my house in the perfect spot the first time I moved it. But I did not yet have landscaping abilities. Once I unlocked them, I wanted my house in the same general spot, but moved over three units and on top of a cliff. Doing this required moving my house to a completely different location by paying a fee of 30K bells and waiting a day for construction, then reshaping the land where I wanted my house, paying another fee of 30K bells, and waiting another day for construction. This sort of process was required for four of my islanders’ homes as well, ultimately costing me 460,000 bells and 10 days of waiting. The process should not have been that long, that expensive, or that troublesome.

Animal Crossing New Horizons Screenshot 2020-05-06 18-11-12

7. Housing Development Shouldn’t Be Limited

You can expand your house’s interior by paying off loans. This is fine. The prices may seem a little high but once you start playing the stalk market “correctly” money becomes almost a non-issue once you get past your initial landscaping costs. But there’s a limit to how big your house can be. In reality, this makes sense. But this is a video game. Why can’t I just keep expanding my house indefinitely? Or at least past the point of realistic practicality. You can only have a maximum of six total rooms in your house. You can’t control or expand the size of them and their dimensions are kind of inconvenient as well. Why can’t I just pay more bells to expand these rooms or add additional ones? If I want a living room, a kitchen, a bathroom, a workshop, a gameroom, a bedroom, and a guest room, why can’t I? I have plenty of bells. So just let me keep expanding. And let me keep expanding storage as well. You can get up to 1600 storage spots by the time you fully upgrade your house. But why place a limit at all? Just let me keep paying a flat rate of bells to expand my storage indefinitely. Why does it matter?

Animal Crossing New Horizons Screenshot 2020-05-06 18-12-55

8. Why Can’t I Stack Items Based on Space?

Certain items can have other items placed on them such as tables, chairs, and rugs. But then other items can’t even if there’s enough space to do so. For instance, the wooden speakers. This stereo system is quite big and it looks cool. But it takes up a lot of room. The top of it has enough surface area to act as a table or stand. So why can’t I put things on top of it such as potted plants or trophies? That’s something a person would actually do in real life. Yet because the game doesn’t designate it as a piece of stacking furniture, you aren’t allowed to do this. You can’t even put things on beds. So much space is wasted in an already limited space environment.

Animal Crossing New Horizons Screenshot 2020-05-06 18-12-11

9. Just Let Me Store Turnips For Goodness Sake

Once a week you find yourself having to store turnips in the most inconvenient of places. First I was storing them all over my house. Every open space of my floor would be covered in turnips. I wasn’t even decorating my basement because I needed the storage space. Then, like many other players, I took to building an outdoor storage area for them. This is more convenient in many ways, but it’s also a complete waste of real estate. Having to essentially sacrifice a large piece of land to store your turnips every week is an unnecessary inconvenience that adds no enjoyment to the game. Either let me store them in the storage or raise the single item volume considerably. I buy 16K turnips a week. That’s 160 item slots to store. That’s a ton of wasted real estate. And sure you don’t have to buy turnips every week, and certainly not in those large quantities. But in the weeks that you do, you need that space available so it makes more sense just to leave it open rather than build on it at all.

Animal Crossing New Horizons Screenshot 2020-05-06 18-14-29

10. Why Can’t I Turn the Camera When Outside my House?

The camera in Animal Crossing: New Horizons can be quite troublesome. You often can’t see things behind buildings and trees. But there are often important things there such as dig spots and bugs. You can turn the camera in the house just fine. In fact, it’s very convenient. But you can’t do this when outside your house and I can’t think of a single justifiable reason for this.

Animal Crossing New Horizons Screenshot 2020-05-06 18-15-30

11. Add a Fossil Record to the Museum

In the game, you have a phone that catalogues every fish and bug you’ve caught and whether or not you have donated them to the museum. Why the same is not true for the fossils is beyond me. I don’t even need a fossil record on my phone. Just put it in the damn museum, like literally any real museum would have. Finishing the fossil collection, which I finally managed to do by trading in the fossil market on Discord, is such a hassle because you literally don’t know how many or which fossils you’re missing without looking it up online. Even when you do try to look it up, it’s still fairly unclear what you’re actually missing because you have to manually walk the museum and try to figure it out. Just add a damn fossil list to the museum so it’s like an actual museum.

Animal Crossing New Horizons Screenshot 2020-05-06 18-17-36

12. Let Me Mass Buy Clothing in the Fitting Room

The fitting room in the Able Sisters clothing store is really nice. It’s exactly what you want when trying to decide which clothes to buy. But damn if it isn’t the most inconvenient thing in the world when trying to buy multiple colors of the same piece of clothing. If an item comes in multiple colors and I want more than one, why can’t I just buy all the colors I want at once? Making me have to pay, then exit the fitting room, then reenter the fitting room, find the item again, and pay again is completely unnecessary. Just let me buy as many items as I want at once.

Also, let me know which items I already own. The crafting table tells you what items you already have in your pockets and in storage. Why doesn’t the fitting room do the same?

Animal Crossing New Horizons Screenshot 2020-05-06 18-20-44

13. Why Do the Store’s Close?

I work a full time job. I am not alone. I have to commute to my job. I am not alone. I can’t use my Switch at work. I am not alone. Nook’s Cranny doesn’t open until 8 AM and closes at 10 PM. This means that anyone who has to leave for work before 8 AM can’t sell things they are carrying from the night before and can’t check the morning prices of turnips, much less take advantage of them. Anyone who works late can’t purchase or sell anything at Nook’s Cranny either. There are days where I have to leave for work before 8 AM and don’t get home till almost 8 PM. Then I have other responsibilities like cooking dinner and walking my dog. That makes the operating hours of Nook’s Cranny very difficult for me. And I don’t even have children. But one must ask why does the store close at all? This isn’t real life. They don’t need to sleep. Tom Nook and Isabelle never close the Residential Services office. So what’s the deal with Tom’s nephews? The store should definitely reset every day like the calendar does with new announcements. And if for the sake of balance you wanted to argue that the turnip purchasing time should still be locked to specific hours of day, I could understand an argument for that. But the store closing is unnecessary.  Or at the very least remove the fees for using the box to sell items. I don’t mind waiting till the next morning to get my funds in the mail. That’s a realistic mechanic I guess.

Don’t even get me started on the Able Sisters shop. Why does it close an hour earlier than Nook’s Cranny? What is the justification for that? Realistically you only need to visit it once a day, assuming you aren’t strapped for bells, in order to do all your business there. But it’s still the same issue of availability. If someone isn’t able to get to their Switch between the hours of 8 AM and 9 PM, then when do they get to purchase and design new clothing items? The game may be geared towards kids, but adults play it. If the shops have to be open for limited hours, at least let the player set those hours for their island. Maybe the employees sleep during the day and work through the night.

Animal Crossing New Horizons Screenshot 2020-05-06 18-22-18

14. Why Doesn’t my Nook Phone Have a Debit Function?

I have a bank account and a smart phone. That is literally all a person needs to make purchases without carrying cash. So why can’t I purchase things from shops without the cash in hand? Just let me pull the funds needed directly from my bank account. Not for Daisy and NPC purchases, because that wouldn’t be realistic or practical. Though Zelle is a thing. But if I want to buy a chessboard from Nook’s Cranny with 3 million bells in the bank but not 95,000 bells in my pocket just let me purchase it with funds directly from my bank account so I don’t have to run to Resident Services, access the bank account, withdrawal the funds, and then run all the way back to Nook’s Cranny.

While we’re at it, let players access their bank accounts from other islands. Not their storage because that would be unrealistic. But as with my digital purchases argument, the technology is already there. The entire purposes of bank accounts is so you can access your funds anywhere that has an ATM. Every island has an ATM so let players pull bells from the Resident Services on any island.

Animal Crossing New Horizons Screenshot 2020-05-06 18-26-19

15. Add a Dynamic DIY Vendor

Much of the game is built around the idea of interacting with NPCs and the environment to get new recipes. Characters like Celeste are key to making the most out of your crafting experience. But in my opinion there are serious issues with the volume of DIY recipes acquired as well as the ability to get the ones you want. I find it very irritating when I’m trying to complete a seasonal set like the bamboo collection and I get drops of repeat bamboo recipes before I’ve even finished the collection. That forces players to have to try to deal with the market and convince other players to trade them the recipes they want/are missing because the game itself doesn’t seem to be providing them.

While I won’t outright say you should just be able to buy every recipe in the game whenever you want, I do believe there should be a constant stream of DIY vending that takes bells or even Nook Miles. Technically the game kind of has this at Resident Services, but the list of available recipes is fixed. That shouldn’t be the case. As with the Nook Shopping service, the DIY choices should be changing daily. Like with turnip prices, it should be completely random with some days giving you repeats or junk recipes while other days can include super rare ones. Every day players should have the ability to acquire at least one new recipe no matter how much time they put in. This also makes every day seem eventful in some way even when nothing particularly special is otherwise going on.

Animal Crossing New Horizons Screenshot 2020-05-06 18-28-28

So there are my 15 biggest complaints about Animal Crossing: New Horizons. I want to clarify that I love the game. I have played it literally every day since it released. I have never time traveled and I take my progress in the game very seriously. I play the stalk market like a pro and have great aspirations for my island and its residents. But the game is severely lacking in a number of quality of life features that would make the experience of playing the game way more convenient and fulfilling. The game is by no means bad, but it could be considerably better.

Blog Logo
As always, thanks for reading. Please take the time to follow my blog, leave a comment, and check out some of my other channels if you enjoyed what you read.

Ghost Recon: Breakpoint Terminator Event Review

I’ve never been a fan of the games as service model. It’s honestly crippled my experience with a lot of games. More specifically a lot of Ubisoft games since that’s become their staple model for games. The fact is that, like many if not most gamers, I’m severely backlogged. Like I have games I bought years ago that have never been opened. I’m not alone in this. It’s a common “problem” for gamers. Especially for those of us who buy in bulk during sales. Because of this, I rarely have the time or patience to go back to a game I’ve already “beaten”. I put the term beaten in quotes there because it’s hard to even declare a game beaten in the games as service model. That’s why “finished the main campaign” has become the more appropriate way to describe the experience of playing these games in the last several years.

Tom Clancy's Ghost Recon Breakpoint Screenshot 2020.01.31 - 23.00.30.95.pngI have played some great games from Ubisoft and missed out on much of the later released content, even though I basically always get the gold edition of their games. The Division is the best example of this for me. I think The Division was one of the best online cooperative experiences I’ve ever had. I had an active clan that played daily. We did everything. Beat every side mission, got every collectible, and dominated the dead zone. But eventually we all got bored and moved on to other games, as is normal for gamers. Then months after we had all moved on they started introducing new content. But we weren’t all in the same place at that point. Some of us did come back right away. Others never came back at all. I tried to go back in super late and it just didn’t work out. And I heard the newer content was really good. But I never really got to enjoy it. I was busy enjoying other games. This was my experience with The Division 2 as well, save for the fact that I never formally linked up with a clan in that one. It’s these sorts of experiences that have sort of ruined a number of great games for me because I always feel like I’m missing out on the content I paid for (Gold Editions). But I simply don’t have the time, or patience, to wait around in a game that is currently idle while waiting for new content. This is kind of why I’ve steered away from games as service titles as of late.

Tom Clancy's Ghost Recon Breakpoint Screenshot 2020.01.31 - 22.46.55.26.pngAll that being said, I started playing Ghost Recon: Breakpoint day one. I thoroughly enjoyed the campaign and side missions. I had a terrible experience with the raid, which did release while I was still playing the campaign, so I do at least commend Ubisoft for that. But once I was done with the campaign, I was pretty much done. I completed my time with Breakpoint at the very end of December. Since then I’ve completed six other games. January was a rather productive month for me. At the very end of January, almost exactly one month after I finished and moved on from Breakpoint, Ubisoft held the Terminator event. The trailer was/is very good. The marketing email I received was also very compelling, as many Ubisoft emails I receive for games I’m already playing/have played are. So I decided to jump back in. Breakpoint was still fairly fresh in my mind and I happen to be a big Terminator fan. But I have to say that the main reason I was compelled to jump back in was that I had literally just finished a game and hadn’t yet started my next one coupled with the fact that this was a limited time event. Those two factors just happened to line up perfectly. If either wasn’t true then I can’t honestly say that I would have given this event a shot. But I’m very glad I did.

Tom Clancy's Ghost Recon Breakpoint Screenshot 2020.02.02 - 22.17.00.49.pngThe Terminator event was really good. One of the best limited time events I’ve ever played in a shooter. I usually hate limited time events but this one handled things correctly and that’s what made it fun. The first thing I want to absolutely praise about the event is that it was short. I don’t mean short as in the amount of time it lasted. I mean short as in the amount of time it took to fully complete. There were 21 available rewards in this event plus two plot based guns. We were given nine days to finish the event (beat both the main missions and enough side missions to collect all 21 rewards) but it only took three days to actually accomplish this. And when I say three days, I don’t mean 72 hours. I mean three days of completing two daily missions a day plus the two main side quests. Overall this only took me about six to eight hours of actual play. And I consider that a good thing. This event wasn’t asking me for a new commitment. It was just asking me to visit an old friend for a little while. That made it enjoyable. I got to remember what I liked about the game without having to dive back in whole hog. The rewards were good. Mostly cosmetic, but stuff I actually enjoyed using. I bought those in-game store Terminator skins and used those Terminator shades. Are they useful? Not at all. Are they fun for old school movie nerds? Hell yeah!

Tom Clancy's Ghost Recon Breakpoint Screenshot 2020.02.01 - 04.02.07.15.pngIt was fun playing story missions that only took a few hours but that tied in directly to the Terminator narrative. It was interesting fighting Terminators and having to use a special gun to destroy them. It was cool having a boss fight where you pretty much fight Arnold Schwarzenegger by another name and haircut. It was a nice weekend experience. That’s the kind of content a backlogged gamer is comfortable going back into an already beaten game to do. No long winded commitment that’s gonna make me have to learn an entirely new gameplay scheme. No months long timed daily missions scenario. Just a nice story driven weekend where I get to shoot killer robots instead of run of the mill soldiers.

The story worked really well because it was based on an already well established IP. They didn’t need to explain too much about what was going on because everybody already knows how Terminator works. So they could quickly throw you into the action and let you start fighting killer robots immediately. It also fit really well with the fact that Breakpoint is already about fighting killer drones. This event also worked well because of the large map size. While most will agree that the Breakpoint map is way too big, this actually does make implementing events like this way easier. They can easily drop random stuff into the map without it being too noticeable to those who aren’t interested in playing the events. They could drop Decipticons into the map and there’s still a good chance you might never see one.

Tom Clancy's Ghost Recon Breakpoint Screenshot 2020.01.31 - 22.09.59.64.pngMy only real complaint about this event was the microtransactions content. There were a few skins I really wanted that required spending real money to get even when I have the gold edition of the game. I didn’t buy them but I have to say that this was the first instance where I actually took issue with microtransactions in Breakpoint. Up to this point I always felt the complaints were unnecessary because they didn’t actually affect the gameplay experience that much. And while sure they didn’t affect actual gameplay in this instance either, a Terminator event where cosmetic Terminator stuff is locked behind an additional paywall is pretty much the equivalent of affecting gameplay, in my opinion. But that also comes down more to the limited selection of Terminator cosmetics available without using microtransactions. If there were more skins than just Terminators available at no additional cost then I wouldn’t care so much that I couldn’t get things like a Kyle Reese skin.

While I absolutely loved this event and would most likely play more like it, I have to say that the game as a whole is still riddled with glitches. Even after 12 GB of patches and updates before starting the event, I still experienced a ton of problems. My entire experience with the final boss of the event was odd because the boss room didn’t even render for me. I was walking around only able to see enemies and completely blind to the room’s layout. It’s a wonder I got through the mission at all. Joining up with other players is still a lot of trouble. The fact that there was no event specific matchmaking options was quite annoying but I actually did end up doing some co-op play for the event missions a couple times anyway.

Tom Clancy's Ghost Recon Breakpoint Screenshot 2020.02.02 - 01.52.45.56.pngAll in all, I consider the Terminator event to have been rather successful. It’s certainly the type of content I’d like to see more of and the way it was managed was very convenient and accessible. I have never gone back in and tried to do the raid again but if they keep doing events like this then I can definitely see myself returning to Breakpoint every so often for more short term events.

Blog Logo
As always, thanks for reading. Please take the time to follow my blog, leave a comment, and check out some of my other channels if you enjoyed what you read.

GOG Galaxy 2.0 Beta Review

I’m a big fan of GOG and have been for many years. They’re actually my favorite storefront to buy PC games from. Though their selection is limited compared to Steam and other PC game distributors, I try to buy from them wherever applicable. One of the main reasons I really liked them when I first found out about them was how convenient their distribution system was. There was no launcher. You just went to their site and downloaded the entire DRM free game you purchased directly to be used offline. For me, this was always a better, more convenient option than Steam. Some years later, they released the GOG Galaxy launcher, which I was against at first because it meant having to have yet another launcher and that suddenly DRM was slowly, and sadly, becoming a thing for GOG. Make no mistake, requiring a launcher to access your games is a form of DRM. Having to login to access your games is a form of DRM. Eventually I gave in and started using GOG Galaxy. It’s good as far as launchers go, but there’s nothing particularly better about it compared to other launchers.

In the time since installing GOG Galaxy 1.0, I have had to add a number of additional game launchers to my system. Uplay, Origin, Bethesda, Epic Games Store, and so on. Every publisher has decided they need their own launcher now. I’m not one of those people who gets angry at companies for not putting their games on Steam. I understand their desire to want to make more money and spend less of it distributing their games. But like with TV streaming services today, there’s a point where there’s just too many entities offering what is essentially the same service with disjointed content. This is what first attracted me to GOG Galaxy 2.0.

LibraryGOG Galaxy 2.0 offers a simple value proposition: manage all your games in one place. It’s a launcher that allows you to see and manage all your games, including those you have on PS4 and XB1, in one organized collection. Honestly it sounded too good to be true when I first heard about it. While simple from a technological standpoint, I didn’t see how GOG, or really any company, would deliver something that actually connects all the games I have, except for those on Nintendo Switch, in one convenient location with user data and preferences from that many separate launchers and two non-PC gaming platforms. So I jumped at the chance to download the beta build as soon as I saw the announcement. I’ve now spent a fair amount of time using the launcher and thought it would be beneficial to write a review of my experiences.

The first thing I want to say is that GOG Galaxy 2.0 (GG2) absolutely delivers. I can honestly say that this is the last launcher I will ever use for my normal day to day gaming needs. That being said, there are a number of caveats which sadly still requires me to make use of other launchers to get the full spectrum of PC gaming and management services I require for all my PC gaming needs. The second thing I want to say is that this is absolutely still a beta build and while I have been using it as my go to launcher, it has a number of bugs and fixes that need to be made. It lags at times when trying to apply tags to games from the grid view. It even crashed once and made me have to restart my whole system.

General Activity Feed.pngIn practice, GG2 is basically Facebook for your games via other game launchers. I say that intentionally with all the good and bad that comes with the Facebook platform. The way it works is that you manually connect each launcher you have installed on your system into GG2’s interface by logging into each launcher via GG2. You can connect or disconnect launchers/services you have connected at any time. To me there does seem to be a level of security risk with linking and logging into all your platforms at the same time and handing that login information to GOG. But you make the same sort of decisions with connecting your social media to your phone every day. I will also acknowledge that each launcher you connect has you login to the launcher’s official login window as opposed to a special GOG one so maybe they aren’t actually being given your login information directly. You can’t actually buy any games, other than from the GOG store, in GG2. In fact, you can’t even access stores from other launchers from within GG2. It’s strictly a platform for managing your games while replacing GOG Galaxy 1.0 for GOG related purchases and gaming.

What GG2 actually does is import your library page from each connected launcher, along with whatever play progress data it can find, and mashes all those libraries together in a single, convenient UI. The launcher separates each connected platform via convenient tabs, but the default page shows you your entire collection of games as one massive list. It can be viewed in either grid view with imported cover images for most games, or list view which shows the name and platform each game comes from. When you choose a specific launcher tab it just filters the same view to that one platform’s games.

PlayStation GameI was quite impressed with the amount of information GG2 imported for each game from each platform. It shows all your achievements/trophies, the date they were acquired, and your play activity for each game. As a note though, it only tracks data from PS4 on for PlayStation and GOG data after a certain year, when I guess they officially started tracking play data for users. Many of my games have no data shown. It imports your friends list from each platform and shows you a comparison of how you’ve done compared to your friends in each specific game. On the subject of friends lists, there’s a feed on the right of the launcher that shows friend activity across all platforms in real time, organized by platform. In one convenient location I’m able to see which of my friends are online in Uplay, PSN, Steam, and so on all at the same time. I’m able to see what games they’re playing and what they’re accomplishing in real time with time stamps. Even though the feed isn’t interactive, it’s super convenient when trying to pick which game to play, if you’re looking for a multiplayer experience. You can also hide/show the feed with a single button on the UI. The add friends and chat functions only work for GOG friends though.

Missing Covers PSNIt needs to be said that GG2 is still limited in what it can actually do in reference to non-GOG games. As the other launchers aren’t actually ceding control to GOG, you can’t directly launch games from GG2. When you press play on any PC game a login window for that game’s launcher will pop up before you can actually play the game. Even if you’ve told GG2 to remember your login information for all platforms, you will still have to manually login to each game’s perspective platform every time. Launch a Steam game, you have to go through the entire Steam login process. Launch a Uplay game, you still have to go through the entire Uplay login process. What GG2 is doing is essentially creating desktop shortcuts for all your games and organizing them into a single unified and curated list for you. I will say though that there are a number of bugs, as this is a beta. For instance, not all my games showed up. Sometimes they show up and then other times they don’t. Often a specific connected account disconnects the next time I load up the application and I have to reconnect it. Thankfully though, when this happens my tagging/filtering options remain intact.

From a security standpoint, this is a good way to do this. GG2 doesn’t actually have full access or control of your other accounts and thus if it was hacked, that wouldn’t necessarily allow the hacker to have access to all your games and account information. At the same time, it’s very inconvenient. Having all your games in one place with access via a single login regardless of where you purchased the games would be amazing, and GG2 almost gets there. Having to login again for that last step to actually play your games is depressing but ultimately manageable. Especially considering the time you saved by not having to open multiple launchers to figure out which game you want to play.

List SortingAs far as PlayStation and I assume XB1 titles, obviously you can’t play them from the launcher. GG2 simply says “launch this game from your console” when you click the play button for a console game. What would have been nice is at least being able to activate the app on console from your PC, but we’re not there yet apparently. It’s also important to mention that, at least for the PlayStation games since I don’t have an XB1, GG2 will only track games tied to your PSN account with a digital footprint. What this means is that all digital PS4 games, including ones you own but don’t have downloaded, will show up in your GG2 list under the PlayStation tab. But only PS4 games that you have actual progress in will show up when it comes to physical versions. I think this is because it’s using the trophy list to figure out which non-PC games you have.

I really like that GG2 shows when you own multiple versions of the same game on multiple platforms. It very clearly shows you how many versions you own, which platforms you own them on, and lets you select which version you’d like to interact with and check player data for. This is a clutch feature that I’m not sure I would have even thought about on my own. It’s not perfect at this point though as some games do show up twice in your list. I think it comes down to naming within each platform more than anything else. For instance, The TellTale Game of Thrones Season 1 game shows up twice in my list. One version on PS4 and the other on PC. But the one on PS4 is just called Game of Thrones while the one on PC is called Game of Thrones: A TellTale Series. So I think that’s why it happened. And yet it didn’t separate my three versions of Batman: Arkham Asylum, each with a slightly different name. In fact, it shows each slightly different name in the game’s main page when you click the versions owned tab. So it’s not an exact science at this point.

Multiple Versions OwnedWhat is actually much more useful and convenient than the tabs is the manual tagging and filtering system.  All your games on all platforms are shown together in one giant list as a default until you use the filters. GG2 gives you the ability to manually tag and filter all the games in your list in whatever way you want. You can also manually hide games from your list. The filtering system lets you use as many tags as you want concurrently to filter the list and tells you how many games using the tag(s) are currently hidden. As a bonus feature, you can click the notice and it will reveal the hidden games and hide the normally shown ones and then go back to normal when you click it again.

The filtering system is a feature I’ve had to do manually for years with folders on my PS4. It’s super convenient in GG2 and makes managing a combined list of more than 600 games much easier. I created three custom tags for filtering: Beaten, Backlog, and Trash. I tagged the games I have already completed with “Beaten”. This allowed me to filter out all the games I’ve finished when I’m trying to pick a new game to play. I tagged the games I actually would like to play from my collection with Backlog. This allows me to set apart games I would actually like to play at some point from the rest of the group, thus streamlining my decision making process. Finally, I tagged the games I would absolutely never play with Trash. My one complaint about the tagging system is that it has to be done manually one game at a time. You are unable to select and tag multiple games at once. This is a non-issue once you’ve gone through and gotten all your tagging done, but it’s hell when you go through and tag your entire collection the first time.

FiltersThere are also a number of small quality of life features that aren’t necessary but make for a way better experience. For instance, when you are scrolling through the grid and you click into a game’s page there’s a back button. Pressing it will take you back to the place in the list you were at when you clicked that specific game. You can give the games star ratings. You can look at your user data measured in daily, weekly, or monthly increments. There’s a general activity feed that shows everything you’ve done such as add games, get trophies/achievements, and play sessions. There are lots of little things like that which make for a great overall launcher experience.

My one big complaint, which doesn’t surprise me and I doubt it will ever be fixed, is that you can’t connect multiple accounts of the same platform. For instance, I have 2 PSN accounts and 2 Steam accounts. This is because I live in Asia but for the most part purchase games in American digital stores. Sometimes I’m forced to purchase a game through my Asian account(s) for various reasons. GG2 doesn’t account for this though so all my secondary account games are not shown in my collection. This is a problem easily fixed that will most likely never get added.

Store FeaturedOverall, I really like GOG Galaxy 2.0. It’s not a finished service yet, but as far as launchers are concerned, it’s the most convenient game organization and management tool I’ve ever seen. I wish I could connect my Switch account to it too. Even people who don’t use GOG can find a use for this if they’re buying their games on more than one launcher/platform. The organizational tools available make it a must for anyone with a large selection of games. I look forward to using the launch version of the software.

Blog Logo
As always, thanks for reading. Please take the time to follow my blog, leave a comment, and check out some of my other channels if you enjoyed what you read.

Nioh 2 Open Beta Review

*This beta took place in early November but because of my crowded publishing schedule I wasn’t able to get this review up until now. The game doesn’t release until March 2020 so it’s not too late for this review to help you make an informed buying decision about the game.

I’ve been a Nioh fan since the alpha for the first game released. I’ve featured the alpha, the beta, the final pre-release demo, the full game, and most recently the beta for the sequel on my YouTube channel. To say I like the franchise would be an understatement. I’ve been chomping at the bit to play Nioh 2 since it was first announced like two years ago. To finally get to play a beta for it was a much needed experience.

For those unfamiliar with the franchise, Nioh is essentially Koei Tecmo’s take on the Soulsborne genre. In simplest terms, it’s a samurai themed Dark Souls clone. I believe that the first game’s success is the reason Sekiro: Shadows Die Twice was made. FromSoftware didn’t like the idea of another studio, especially one as large and successful as Koei Tecmo, taking their formula and, for all intents and purposes, improving it. But in my opinion that is exactly what has happened. I haven’t played Sekiro: Shadows Die Twice yet, but it’s on my list. I have played Demon’s Souls, Dark Souls I & II, and Bloodborne. I have to say that Nioh is my favorite game in this genre. And it’s not just because I prefer the samurai theme. There are specific quality of life differences that make the game more enjoyable for me. I’m not going to get into that here, but if you want to read a comparison of the two franchises you can find the one I wrote last year here.

Episode - Screenshot 2019-11-07 02-01-50

I spent about 20 hours in the beta and I was very impressed. There are a lot of new ideas here that I could spend a lot of time talking about. But what I’m actually happier about are the improvements to the original game. Visually, it’s a great game just like the first one was. The beauty of the Japanese settings coupled with the demon infested, war-torn character of the franchise once again delivers something eerily beautiful and daunting at the same time. The game uses landscapes to intimidate you before the action even starts. The high level of detail to create an authentic looking feudal Japan is awe-inspiring. The temples, castles, and even gear make you feel like you’re really visiting feudal Japan. Meanwhile the dark hues, black demonic auras, and mountains of corpses transport you into a nightmare that your only hope to survive is by fighting your way through. And remember, you will die. The subtle but effective use of sound helps support this atmosphere as well. There’s actually not a lot of noticeable music in the beta, but the effects are quite good and informative, just like in the first game. Using your ears can be just as important as using your eyes. Sound can notify you when you’ve been spotted, what kind of enemy has you in their sights, and much more.

Episode - Screenshot 2019-11-09 03-52-30

Enemy design is one of the most impressive things about the franchise as a whole. The level of detail put into creating monsters that intimidate the player long before actually fighting and dying against them is one of the things that makes Nioh a superior game. The sequel has not only lived up to the enemy design of the first game, but surpassed it. One of the things I was really happy to see was that for the most part enemies were not reused. At least not in the beta. Between the two stages I played in the beta, there were only four or five enemies I remember fighting in the first game and some of them were altered in some way.

The new enemies are somehow even weirder and creepier than the ones from the first game. Some examples include an amalgamation of corpses walking around like a spider with eight different human heads and a one legged boar demon with flowing anime style hair and a giant hammer that hops around like a frog. I was also really happy to see more female enemies in the beta. Not counting bosses and DLC, the first game had only one clearly female enemy in the entire game. The Nioh 2 beta featured two over the course of just two stages. I really like this because the addition of gender allows the monster designs a new level of creativity and variation. The new snake yokai works so well both visually and in terms of behavior because it’s female in form. As a male, it would be much less effective as far as presentation and believability.

Episode - Screenshot 2019-11-08 01-33-16

The level design impressed me a lot in the first stage of the beta. In reality, it’s not that big of a map. But the way it has been weaved together with crisscrossing paths, locked shortcuts, and multiple floors makes it seem way bigger than it actually is. It’s very similar to Bloodborne in that regard, where the world is not open but it feels like it is. The first stage has only three shrines (the Nioh equivalent of bonfires), but the level plays like it has at least seven or eight different sections. Koei Tecmo’s level design shows that it’s not the size of the map but how you use the space that matters. They do so much with only a little total area and it makes for an action packed experienced that doesn’t offer too much down time between fights unless you want there to be.

I am rarely a fan of character creation in story based games, and make no mistake, this is a story based game/franchise. That’s one of the main reasons I prefer it to Dark Souls. This isn’t a game that just throws lore at you and expects you to fill in the narrative on your own. There is an actual plot to the game that you’re a part of. Not much was shown in the beta, but the trend from the first game of interspersing cutscenes sparingly around the start of levels and to introduce boss fights continues into this sequel. The difference is, and I hope this is just because the beta wasn’t showing much, that the story seems less character driven. While I thought the concept of making a samurai themed game set in feudal Japan starring a white guy from Great Britain was odd, I actually liked William. I liked following his story and seeing him interact with people from Japan. I liked that a couple levels went back to the UK and had you fight other Brits. Story was an integral part of the game, as was dialog between your character, William, and NPCs. Parts of that seem to be weakened in place of character creation in Nioh 2.

Episode - Screenshot 2019-11-07 23-48-30

There is still a story, but your place in it appeared less pronounced in this beta. That being said, the character creator is great. You can choose your gender and manipulate their appearance in a great many ways. But the process is also fairly smooth and doesn’t take long. I grew quite attached to the female character I created over the course of the beta and may very well recreate her in the final game. Or I can just use the character import feature, which is really convenient. You can create characters and then upload them for other players to download with a character creation share code. This means when you see a cool looking character online you can copy them directly rather than trying to rebuild them yourself from scratch.

Nioh 2 Beta Share Code

The foundational gameplay is the same. If you played the first one then you will have little trouble walking on to Nioh 2. I did all the tutorial missions as a refresher and was back in fighting shape fairly quickly. There are some new features that you will need to learn if you want to master this game though. The gameplay was already great, but it’s the little tweaks that make this a sequel worth talking about in a sea of rehashed ideas, constant remakes, and lazy annual releases. So many things have been added or changed to make the gameplay, both in combat and in menus, better. For starters, there are now six controller layouts to choose from. I would still prefer fully customizable button maps, but six layouts is a solid number of options. There are various quality of life settings you can choose from in the menus, which can be accessed at any time during gameplay, remembering that like in Dark Souls you can’t actually pause enemies unless you’re at a shrine. You can choose how many item shortcuts you have ranging from four to sixteen. You can choose the color order/scheme to show item drop rarity. You can choose which notifications appear on screen during play, how big they are, and for how long they stay on screen. You can choose if/how the game notifies you in menus about new developments and acquisitions. This game really goes out of its way to make sure you’re happy with the gameplay experience on both a macro and micro level. They even added a small vendor to shrines that will sell you a limited amount of additional ammo and useful consumable items.

Episode - Screenshot 2019-11-07 02-09-57

One of the best improvements is the new skill development system. Rather than the old layout with scrolls connecting in a mostly linear path, you now have more customization options with a Final Fantasy style sphere grid. This makes it easier to see what you’re building towards when unlocking skills and buffs. It’s also visually easier to understand and see how much progress you’ve made in each development category. In the same mode of thinking, there is now a lot more information shown in the status menu with detailed stats showing things like weapon proficiency by type. The one thing I didn’t really like about the new skill development system is that nodes require all connected nodes to be unlocked before you can unlock them. This was irritating because it meant if I wanted something with two connected nodes unlocked that I had to unlock two other nodes. Often one of the nodes would be something I didn’t care to waste skill points on.

Combat has been improved as well at the micro level. One of my biggest issues with the first game was ki pulses. If you press a button, that isn’t actually part of combat, at the right time you get a key pulse which helps regenerate your ki (stamina) faster. I was terrible at doing these in the first game. Because it’s not at all intuitive. You had to actively choose to press a button that wasn’t going to actually be part of the combat in the middle of combat to get a ki pulse. In Nioh 2 you can unlock a skill that lets you ki pulse by dodging. This makes the game so much better for me because I actually do dodge all the time during combat. These sorts of tweaks and changes are what make this game a superior sequel.

Episode - Screenshot 2019-11-07 02-11-37

Nioh 2 also adds two new weapons to the already large arsenal from the first game, delivering a total of nine physical weapons types and three projectile weapons types. The two newest weapons are the switchglaive and dual hatchets. The switchglaive is a great weapon. It’s arguably too OP. It can be a spear that feels like a quick axe in mid stance, a scythe that feels like a hammer in high stance, and a single hand blade that feels like a tonfa in low stance. More impressive is that you can unlock skills that allow you to quickly change between forms. It’s like carrying three completely different weapons in one. One of the best things about the switchglaive is that its power is tied to magic. That means that every time you power up the weapon you are also powering up your magic and increasing its capacity. This alone is a good enough reason to main the switchglaive because developing it is killing two birds with one stone. The dual hatchets are two short axes. They feel like the dual swords with slightly less range but more speed like the tonfas. I really like both new weapons and decided to main them for the duration of the beta and possibly the full game as well.

Episode - Screenshot 2019-11-07 02-22-14

One of my biggest complaints about Nioh was the summoning system. Summoning other players was bothersome and being summoned by other players was bothersome. It’s probably why I played the whole game solo and only let other people summon me a handful of times. They fixed this problem by negating the need to actually summon real other players live. The first game had revenants. These are the fallen corpses of other players that you can summon and fight in hopes of obtaining pieces of their gear. This was a great mechanic that I’m glad was preserved in the sequel. But what they’ve done now is add a summoning component to this concept. Players can now drop a ceremonial grave wherever they like to be summoned for help by other players. But it’s not the player being summoned actually playing. It’s an NPC based on the build used when the false grave was dropped. Summoning these is so much more convenient than summoning real players. It’s instant for starters. It’s also much easier to control because you can summon anyone regardless of their stats and know exactly who is going to assist you. These summons cost ochoko cups which are easy to come by.

Episode - Screenshot 2019-11-09 03-37-26

The other great aspect of the new summoning system is the rewards you get for letting people summon you. You need a special consumable item to drop a summon sign but once you have it’s permanent until you drop another one within the same mission. A seemingly unlimited number of players can use it and you get rewards when your NPC is summoned and helps people. The first time I checked, I had already been summoned by 20 people. My one complaint about the system is that the rewards are trash. I didn’t even get 20 rewards even though it said I had helped 20 people. And you don’t get any amrita (the Nioh equivalent of souls) for being summoned in this way. The game should award you at least some amrita based on the amount that the user who summoned you earned while you were assisting them.

Though it’s not a requirement for me, many people would say a sequel needs to do more than just rehash the previous game with better graphics and cleaner gameplay. There needs to be some new mechanic or idea that revolutionizes the way the game works. In the case of Nioh 2, this new mechanic is yokai forms. In the first game you had guardian spirits. These were creatures that enhanced your combat by granting you special buffs and could be used for a god mode sequence that temporarily made you stronger and impervious to damage. It was a good system that worked well and made sense. But it wasn’t epic. Yokai are what make these games interesting. There are countless human enemies in Nioh and no one cares about them. It’s facing and defeating the yokai that matters. But you never felt at their level. Even when defeating them, you still felt like a human in a world of monsters. Now you get to be the monsters.

Episode - Screenshot 2019-11-02 02-05-37

You still have guardian spirits, but rather than just amp up your normal character with fancy lights like in the first game, you now transform into a yokai when you use your god mode. There are three yokai forms, each with a different combat style. Different guardian spirits are tied to each of the three forms. This means you now have to think about how you want to play the game and choose your guardian spirits accordingly rather than just picking the coolest looking one and forgoing some minor stat boosts or special bonuses. What might even be cooler than your god mode yokai forms are soul core transformations.

Every yokai has a soul and sometimes when you kill them these drop as collectable items, called soul cores. Soul cores allow you to transform into a yokai and unleash a powerful attack that’s signature to that specific yokai. It’s a one off attack that depletes sections of your anima bar based on the cost of the attack. These cores are developed just like gear. You can fuse them with other soul cores to improve them and set up to two at a time for each guardian spirit. Each soul core has its own individual power level and additional buffs. Like with justsu, you have a soul core capacity limit. Each core has a specific cost. You can only equip two that combined don’t go over your cost limit. But that limit is increased as you develop your yokai level. My one complaint is that souls cores seem to have a development cap but it’s not clear when you reach it. You can keep fusing cores to a higher level core even when you stop making progress. Or at least it appears to work that way. There needs to be a clear cap that notifies you when fusing additional cores would be a waste.

Episode - Screenshot 2019-11-07 02-09-53

Yokai forms also have their own skill grid and are developed just like weapons skills, magic, ninjutsu, and general samurai skills. This new system revolutionizes the gameplay in ways that I’ve only begun to explore in the beta. The god mode now has way more applications outside of boss fights and the individual yokai attacks via soul cores can fundamentally alter your combat style, if you want it to. And maybe most importantly is there is now a reason and reward to fighting the same enemies over and over. Soul cores, like gear, fuse best with souls cores of the same type, which means you have to kill the same yokai to get more of them.

The game’s structure is the same as the first one. Individual stages that are accessed from a world map. There are still twilight mode levels that have you play the same level again with harder enemies and better rewards. And there are still specialty missions such as duels with prestigious warriors. The game is stacked with replay value between the twilight mode, additional character development features, and a plethora of weapons to master. Even without the DLC you’re looking at 50 hours minimum if you don’t cut corners. I’ll also say that at this point the game, or at least the boss fights, seem quite a bit tougher than in the first game. But I’m also willing to admit that there’s a lot of nuance to using yokai forms and attacks that I haven’t figured out yet.

Episode - Screenshot 2019-11-09 15-46-04

What I wanted from a Nioh sequel is easy to define, but hard to identify. Or at least it was until I tried the Nioh 2 open beta. I wanted the same foundation with a number of slight adjustments, more/another story, and new monsters and stages. That’s all I wanted but Koei Tecmo delivered much more than that. This beta was excellent. I was only going to do the first stage to get the DLC reward and then stop but once I was in I was hooked and ended up doing the second stage as well. Now I have a Soulsborne itch and have to wait till March 2020 to scratch it. Might finally play Dark Souls III in the meantime if I can’t wait that long.

Blog Logo
As always, thanks for reading. Please take the time to follow my blog, leave a comment, and check out some of my other channels if you enjoyed what you read.

The End of an Era: Gaming in the 2010s

As we enter 2020, it’s not just a new year of gaming but a new decade. In a way it seems appropriate that we’ll be getting a new PlayStation and XBOX this year almost as a way to usher in a new era for the gaming community. There were a lot of wonderful things that happened in the last 10 years of gaming. There were also a lot of terrible things.

Looking back at my own gaming history over the last decade has been very surreal. In 2010, I was still in college. I was still using an XBOX 360 and had no interest in switching over to PS3. I borrowed a PS3 from a friend just to play God of War III. The next year I finally got a PS3 and have been a committed PlayStation user since then. I’ve played on three different Nintendo consoles in the last decade and in my opinion they showed the most improvement and innovation from generation to generation. They’ve also had the smallest library of noteworthy games and the highest prices. Or more accurately the slowest price drop rates. PlayStation and Nintendo have proven time and time again that single player gaming is not only not dead but thriving. There have been a great many phenomenal single player games that have released over the past decade.

xbox 360 coverGaming hasn’t been all sunshine and roses over the last ten years. We saw many controversies, problematic movements from the public, blatant lies from many companies, the introduction of predatory practices and rampant profiteering, and  some very depressing cancellations among other things. I’m still not over the cancellation of Scalebound and don’t think I ever will be. Politics has gotten way too close to gaming both from a policy and public opinion standpoint. Games are being shaped and censored based on the views of people who don’t even play games. While I consider this a bad thing, it would be inaccurate to say that it hasn’t worked in the favor of consumers in at least one situation, namely Star Wars: Battlefront II.

The state of gaming journalism has become a combination of disappointing, depressing, and insulting. Also related to politics worming its way into gaming discourse from outside the player base, we have seen countless examples of writers blessed with the opportunity to get paid to write about video games wasting that opportunity on insulting players for things they don’t actually deserve to get insulted for. This is especially ironic considering the many things that players actually do deserved to get called out for like continuing to support microtransactions financially. Made all the more ironic by the fact that gamers keep complaining about microtransactions even while continuously spending massive amounts of money on them.

games as serviceThe games as service model was formed and proliferated way past the point of sustainability over the last decade. Some publishers have even stated publicly that they’d like all their games to use this model and have no plans of making single iteration story focused games anymore. At the same time, some publishers seem to have learned at least one or two lessons over the course of the last 10 years. Even EA delivered Star Wars: Jedi Fallen Order with no microtransactions or multiplayer.

We’ve seen the gaming community accomplish massive achievements as a group. Not all of which were positive. Some good examples include shifting how EA managed Star Wars: Battlefront II by organizing the most downvoted comment in Reddit history, getting Shenmue III released, and supporting a number of independent projects such as Cuphead. But we’ve also seen the negative side of that level of power with movements like GamerGate, many people trying to force developers to change their games even at the expense of their own creative vision, and as a result some games weren’t localized to US. I think the last decade was fairly great for gamers and quite profitable to some developers/publishers, too often at the expense of artistic integrity.

Cuphead Screenshot 2018.11.23 - 21.22.40.38It seems that in one way or another companies have tried to disrupt the current market by attempting to introduce new platforms and methods to access games, but just can’t seem to deliver something serviceable and accordingly priced for the current market. Examples of this include attempting to introduce new consoles, store fronts, and subscription services like the Ouya, Epic Games Store, and the latest attempt with Google Stadia. Subscription services seem to be the way many companies are trying to go in the next decade of gaming with Ubisoft introducing Uplay+, EA introducing Origin Premium, and Microsoft introducing XBOX Game Pass. What’s interesting is that all these services were announced after the mostly disappointing PlayStation Now failed to take the market by storm.

VR has become the gift that keeps on failing because companies seem to keep focusing on power and gimmicks while ignoring the main reason these headsets continue to be for niche audiences i.e. accessibility. The software has finally started to come around to a more normalized gaming audience with a selection of options, both AAA and indie, that actually have markets outside of rich kids who like FPS. But the headsets themselves are still too expensive and require too much power behind them, especially for players on PC, to become a widely used gaming medium. This fact is multiplied for users outside the US. I do think that in the next 10 years we’ll finally see this problem remedied though.

psvr amazonUltimately I’d say it was a good decade of gaming, but a number of problems were revealed and created that if not solved and/or put to rest can have drastic long-term consequences for the gaming community and industry. The current system of predatory practices, political conflicts, and inaccessibility is not sustainable. But the death rattle will last a quite a long time if nothing changes.

Now I’d like to look at my own gaming history over the last 10 years. Every year I make and usually publish a list of all the games I beat that year. Going through all of them and looking back over the many great games that were released was very nostalgic. I was also reminded about just how backlogged I am and how many great games I’ve still not played. I honestly could spend the next decade not buying any games and I’d still probably come out at the other end with a decent sized backlog remaining.

gaming timeline ps4I want to take the time to summarize the decade by discussing three games I played in each year: my top game for the year, an honorable mention that accomplished something special that year, and the worst game I played in that year. I want to note that I will only be addressing games I actually completed. Games I tried but never finished and games I have yet to play are not included in this. There will be much worse games than the one I mentioned in pretty much every year, but I didn’t play those so they weren’t included. It’s also worth noting that “worst game” is hyperbolic in nature. Really it’s more the game that I was most disappointed in or had strong negative feelings about because of issues that were a detriment to the experience of playing them. The fact that they’re even being mentioned in most cases is still an honor because it means they were memorable enough to have any sort of feelings about and seemed good enough for me to take the time to play all the way to the end to begin with. I also want to make it clear that I separated these games by release year, but didn’t necessarily play them all in the year they were released.

My Last Decade in Gaming: 2010 – 2019

2010

Best Game: God of War 3 (PS3)

This was the final installment of the original God of War franchise and characterization of Kratos. I had to borrow a PS3 to play this game because I had followed the franchise since the beginning but had gone for XBOX 360 instead of PS3 up to this point in that generation. It was so fulfilling to see the end of that story and even more impressive that Santa Monica Studio was ballsy enough to end the game with a supposed suicide. I had actually hoped that this was Kratos’ last installment but then they decided to milk him more with God of War: Ascension three years later, which was mediocre at best. We all know what ultimately happened to Kratos but if you had told me about God of War (2018) at this point I wouldn’t have believed you. The Nemean Cestus is still one of my favorite weapons in all of gaming and the way you get them in this game was absolutely phenomenal.

god of war 3Honorable Mention: Bayonetta (XBOX 360)

Bayonetta is like a cult classic that’s also main stream. She’s had her ups and downs, jumping between platforms, getting a sequel, multiple ports, and then the announcement of another sequel while also moonlighting in Smash Bros. This first installment of the character was a great game because it denied pretty much all convention and normalcy. Even now it seems like a fever dream when you write out what the game actually is on paper. But both men and women still love this female protagonist even as she kills angels, shoots guns with her ridiculously tall heels, and casts magic spells that require her to get naked on screen. She defies all logic and maybe that’s what makes her so special to gaming.

Worst Game: Fable III (XBOX 360)

I was really unhappy with how Fable III turned out. The first game was one of the best modern fantasy RPGs ever made. The karma system was good, the choices mattered but didn’t necessarily limit you, and the game didn’t take itself too seriously. Fable II wasn’t an all-around better game, but it too delivered on the fun factor with a funny, but forgiving karma system tied to a narrative that was serious but not annoyingly so. The third game just took the karma system past the point of enjoyment. Being the brother of a king who had lost his mind and ultimately having to rule a country in his place sounds fun but it wasn’t because they focused on all the worst parts of ruling a country and then bound the ending to all decisions you had made along the way in order to try to get you to play the game a second time to see the opposing karmic ending. It really just wasn’t a fun game.

2011

Best Game: Uncharted 3: Drake’s Deception (PS3)

This was a tough year to judge. I went with Uncharted 3 because it was the supposed culmination of Naughty Dog’s spectacular treasure hunting franchise. Nathan Drake and Sully had been through so much by this point and it was nice to see it all wrapped up nicely, or so we thought. A lot of people didn’t like this installment, but it’s actually my favorite of the original three games. Visually it was amazing for the PS3, the gameplay had some great moments like the plane cargo sequence, and the characters had a great ending. The fact that they pushed out a fourth title that worked even better than this one truly shows just how capable Naughty Dog is at telling compelling stories.

uncharted 3Honorable Mention: Mass Effect 2 (PS3)

The reason I listed Mass Effect 2 in 2011 instead of 2010 is because this is when we got the PS3 version with all the additional content. This is one of the few RPGs I’ve played more than once over the course of just a few years and the only one I’ve played on multiple platforms in the same generation, since I played the XBOX 360 version first. What’s important to note is that the PS3 version is the definitive version of the game. The original sans DLC version is a completely different game that’s not nearly as impressive. It showed just how problematic it is for games to be released “unfinished” and lacking all the story content because the DLC directly affected the events leading into Mass Effect 3, which released the following year. Now when you buy the Mass Effect Trilogy collection you get all the content, but at the time of release this wasn’t the case and people were experiencing widely different narratives depending on which versions of both 2 and 3 they played.

Worst Game: Catherine (PS3)

I absolutely hated Catherine. I hate that it was rereleased in 2019. I hate the gameplay. I hate the preachy, nonsensical writing. I hate that people tried to apply real world politics to it and argue it was saying something about the LGBTQ community. I hate that it was taken seriously as a mainstream game. Everything about it was hacky and ridiculous while the gameplay was unnecessarily unfair. I won’t say difficult because the basic mechanics weren’t hard to grasp. It was how the game manipulated the levels in real time that made playing it way more troublesome than it really needed to be. Not to mention the developers had the nerve to include three different endings as if the game was worth playing through more than once. It’s still a wonder that I finished it a single time. I’ve said this multiple times in hyperbole, but it’s the most appropriate way for me to describe Catherine. I would rather jump out of a window and slit my own throat on the way down than play that garbage game again.

2012

Best Game: Mass Effect 3 (PS3)

There are very few games that deliver as much catharsis and gravity as Mass Effect 3. The culmination of Commander Shepherd’s good work trying to bring the galaxy together and fight the Reapers was absolutely phenomenal. The only other “end” of a franchise that was as powerful as this one was God of War III. The irony being that both games went on to release another installment. But it’s not actually the single player mode that I think was most impactful for me in Mass Effect 3. This was the first massively fulfilling online cooperative experience I’ve ever had. The non PVP, cooperative multiplayer was so much fun to play. I literally played more than 500 hours of the multiplayer and at one point was in the top 10% of players in the world. I may have even been in the top 1% at one point but I don’t want to overstake my accomplishments without evidence present. It was so well made, so challenging, and so enjoyable. I made friends, tracked achievements, and got good at shooting in a game like never before. Since then I’ve never had another cooperative multiplayer experience as fulfilling as Mass Effect 3 though I have gotten close a few times.

mass effect 3Honorable Mention: Kingdoms of Amalur: Reckoning (PS3)

I don’t think there’s ever been a game as externally problematic and scandalous while concurrently being so good as Kingdoms of Amalur: Reckoning. A game created by an ex baseball player that cost a state millions of dollars because of embezzlement just sounds like a train wreck, but it’s honestly one of the best fantasy RPGs ever made. The gameplay is phenomenal and has definitely inspired later games. In my opinion, it still has the best mage class and the best class restructuring system of any long form RPG. It was a full length game with tons of side quests and a compelling main questline. The ending was good but left open ended for a sequel which even today people still want to see made even though the company and development team is completely disbanded. Usually projects with such troubled development either don’t release or come out terrible. This came out great and is still worth playing even in 2020.

Worst Game: Prototype 2 (PS3)

Prototype 2 is not a bad game so much as it’s a lackluster sequel with a stereotypically mediocre main protagonist, which I find personally disappointing because of how rare Black main protagonists are in AAA franchises. It’s the story of a Marine whose daughter gets killed in an accident, caused by the protagonist of the first Prototype(a much more interesting game), so he’s out for revenge. The gameplay is pretty much the same, which is fine. But the story is way less interesting. The first game is about politics, corruption, profiteering, and the runaway military industrial complex in America. This game is “white man killed little girl so Black daddy have to kill him”. It delivers stunning dialog from the main protagonist like “I hate f&$king computers.” A line that I still think was offensive in the portrayal of an African American in a time where pretty much no African Americans were being portrayed as main protagonists in video games. It’s by no means a terrible game. But it is terribly unoriginal.

2013

Best Game: Tomb Raider (PS3)

I was not a Tomb Raider fan growing up. I was aware of the games but never had any interest in playing them. To this day I own all the old ones on Steam but have never taken the time to try any of them. The 2013 reboot of the franchise was given away as a PS+ freebie back in the days when that service was actually good. I played it and absolutely fell in love with the franchise. The gameplay is excellent, the writing is good, and the graphics are beautiful. It’s a brutal, semi-realistic survival game with magical elements and interactive puzzles. I’m so glad I got to play this game and that they made another two games after it. I’ve yet to play Shadow of the Tomb Raider but I just got it on Black Friday so I’ll be getting to it soon hopefully. I’d say this is one of the better reboots of a franchise in the last 10 years.

tomb raider 2013Honorable Mention: The Wonderful 101 (Wii U)

Nintendo never fails to lead the gaming industry in noteworthy innovation with a focus on fun. They may not always be successful in their innovative endeavors, but every risk they take is in pursuit of fun. They don’t change the formula in order to make a political statement or try to corner a market that doesn’t even exist. They simply want to create experiences that people will enjoy simply by experiencing them. No game expresses this better than The Wonderful 101. It’s a fairly ridiculous game that conceptually makes no sense when looking at the physics of it all but it’s super fun. It’s one of the only games I actually would like ported to the Switch from the Wii U because once people play it, they’ll realize how good it actually was and demand a sequel. Many games try to appeal to the minds of children and appear to be cool. Few games actually feel like they came from the mind of a child that just wanted to do something they thought would be cool. That’s how The Wonderful 101 feels.

Worst Game: Anarchy Reigns (PS3)

It’s hard to mess up a sequel this badly but Platinum Games, a studio I actually really like, managed to do it here. MadWorld (2009) for the Wii is one of the best motion control games ever made. It’s probably the best third party game that ever released on the Wii. The writing was solid, the action was super over the top brutal, the graphics were phenomenal, and the main character was a complete badass. It was as close to a perfect game as could have been released on the Wii. The sequel on the PS3 was complete and utter trash. I still can’t believe I platinumed this game. It had six full game completion trophies with no retroactive difficulty trophy gains, meaning you had to play it six different times on three different difficulties in order to get the platinum. It was nothing like the original game, the story was mediocre, and don’t even get me started on how broken the multiplayer was. The sad part is the game actually had good ideas. They were just executed so poorly pretty much across the board.

2014

Best Game: Alien: Isolation (PS3)

I am not a fan of either horror or survival games. I am however a fan of the original Alien film. What this game does so well is simulate that same feeling in the form of a game. Written as almost a direct sequel to the original film, this game handles literally every aspect of game development well. It’s scary, it’s well balanced, it’s fair, and it’s unforgiving. It is the best horror game I have ever played and the fact that a sequel was never made is borderline criminal. The one flaw this game has is that you can’t do anything about the Xenomorph. You can’t scare it away with any of your weapons and you can’t escape from it. You have to execute the stealth perfectly for the Xenomorph sequences. I feel like you should be able to scare it away with fire or certain weapons and items. Other than that, it’s a perfect game and I will die on that hill.

alien isolationHonorable Mention: The Wolf Among Us (PS3)

It’s sad what became of Telltale Games. Their software was fun, though dated visually and a bit repetitive. In a way, The Wolf Among Us kind of started it all. They had several other games before this one like the Sam & Max series, and The Walking Dead season one had already been released, but the company didn’t really get popular until they introduced us to Bigby Wolf. They created an episodic model that most studios would get lambasted over. Their graphics engine was over used and out of date by the end of the company’s run. But for many The Wolf Among Us was this magical experience that just worked. It was compelling writing, a justifiably comic book art style, and a great main character. Honestly the entire model was unsustainable, but this specific game was the sweet spot. The fact that we’ll probably never actually see a season two is kind of a shame but probably for the best at this point.

Worst Game: Dragon Age: Inquisition (PS3)

I want to point out that I’m specifically referring to the PS3 version of Dragon Age: Inquisition when I say it was the worst game I played. The game actually won GOTY for 2014, but that wasn’t the PS3 version. This was such a broken experience on PS3 that it’s the game that finally made me retire the console and move to PS4. It constantly lagged and skipped. My first save file got corrupted like 30 hours in and forced me to start the whole thing over. It was just too powerful a game to run on a last gen system. It’s actually a phenomenal game that I thoroughly would have enjoyed if I had been playing it on the appropriate platform. If I wasn’t so backlogged I’d have probably picked up a complete edition on PS4 and replayed it with all the DLC.

2015

Best Game: Splatoon (Wii U)

What I like most about Splatoon is that it’s another example of Nintendo circumventing conventional wisdom and proving that fun trumps everything. They showed that you can make a highly competitive shooter that isn’t violent, graphically intensive, or at all realistic and still make a widely successful and engaging experience. I played so many hours of Splatoon PVP even though I hate shooters and I usually can’t stand PVP. I didn’t end up connecting with the second one nearly as much as the first but Splatoon was definitely one of my most played games on the Wii U for the simple fact that it was really fun, even for someone who doesn’t usually go for shooters.

SplatoonHonorable Mention: Toukiden: Kiwami (PS4)

Toukiden: Kiwami was such a great game because it was almost the game that ultimately is Monster Hunter World. In my opinion, that game inspired MHW in many ways. It’s a demon hunting game with up to four teammates in a squad. It gives you the option of using NPC teammates, which is really helpful. The demons come in many shapes and sizes and have removable limbs. It was clearly inspired by older Monster Hunter games but improved on the formula in a number of ways. There is a huge amount of content and a decent enough but ultimately ignorable story. It’s the game that made me ultimately want a game like MHW to get made.

Worst Game: Star Wars: Battlefront (PS4)

The Star Wars: Battlefront reboot was bad for two main reasons: no single player campaign and no bots. The addition of those two things would have made it a much different and far better experience. The game had modes I wanted to play, like the dogfighting mode, but you couldn’t play them unless you had a full lobby. The player base dropped off so quickly that this became nearly impossible for any except the most common modes. This made completing  certain achievements nearly impossible. The gameplay actually wasn’t bad and the concept worked fine, as it had in the original Star Wars: Battlefront games. But this version was executed poorly do to assumptions about traffic that just didn’t happen.

2016

Best Game: Tom Clancy’s The Division (PS4)

The Division was good because it was a number of new experiences coupled with an interesting setting that pretty much only Ubisoft seems to be trying to deliver in recent years. An RPG style shooter set in New York City in the holiday season where you play as a dark ops agent for an organization so secret that agents don’t even know who else is a fellow agent. Not to mention the Dark Zone concept was a great blending of single player and multiplayer gameplay without separating the game into differentiated campaign and PVP modes. As with most games as service games, the content lagged behind the player base in the late game, but it was still a massive achievement and had a fairly large amount of content ultimately delivered. It was one of the few instances where I was an active part of a clan and devoted a large number of hours to playing the game with other people. Sadly I didn’t connect with The Division 2 nearly as much as the first game but I did develop an overall appreciation for Ubisoft shooters.

the division 1Honorable Mention: The Last Guardian (PS4)

The Last Guardian isn’t so much an amazing game as much as it’s an amazing moment in gaming history. This was a game that was supposed to follow one of the most highly respected cult titles ever made. Shadows of the Colossus was neither AAA or particularly main stream and yet it is widely loved by pretty much everyone. It’s been ported to both the PS3 and the PS4 from the original PS2. The sequel took like 10 years to finally release. I waited with hope the entire time. Many people said it would never happen but it finally did. Honestly the game is just so so. It’s my least favorite in the boy with horns franchise but I was glad to see it release, glad to play it, and happy that I got the collector’s edition. Trico is also one of my wife’s favorite game characters of all time.

Worst Game: One Way Trip (PS4)

This is an indie game you haven’t played and you’re better for it. It’s the only game on this list that I was “forced” to play in order to write a review. I know we’re supposed to respect and value games for the achievement of having even been made and distributed to main stream platforms but not this time. One Way Trip is what happens when you tell everybody that if they just work hard enough they can make their dreams come true regardless of their talent for something. It’s pretty much what happens when a college student says “it would be cool if they made a game for drug addicts to play while high”. It’s so bad that it’s even worse than so bad that it’s worth playing just to experience it. Calling it a game is dishonest because really it’s more of a visual novel with choices and the occasional slightly interactive gameplay sequence. The writing is off the walls ridiculous and the graphics look like you’re expected to be high to truly appreciate them. This is the only true indie I mentioned in this entire list because it was so bad that I couldn’t even look past it for something more meaningful from 2016. Don’t ever play this game.

2017

Best Game: Super Mario Odyssey (Switch)

I knew I was going to buy a Switch as soon as they were announced. I have bought every Nintendo home console since the NES and that’s not going to change anytime soon. At the same time, I also knew that I wasn’t going to buy a Switch at launch. I needed them to release a pile of games I actually wanted to play and a nice bundle deal before I was going to buy one. Super Mario Odyssey was the straw that broke the camel’s back. I literally shed tears the first time I watched the Odyssey trailer. It was the Super Mario game I had been waiting for since I was a boy. An open world Mario platformer with HD graphics that I could play at home and on the go. They had me at open world Mario platformer. The game delivered so well and I have no regrets about buying it or a Switch.

Super Mario Odyssey Screenshot 2018-01-18 02-16-56Honorable Mention: Nioh (PS4)

I’m a big Nioh fan. I’ve written extensively about the franchise, posted several hours of gameplay videos, and played all the prebuilds before it launched. Personally I prefer it to Dark Souls. What is interesting about the game is that it showed that a studio other than FromSoftware could both do the genre successfully and use it to construct a main protagonist focused narrative without detracting from the gameplay experience. I believe that it was the success of Nioh that directly led to the creation of Sekiro: Shadows Die Twice. Samurai Dark Souls just makes sense but for whatever reason Koei Tecmo was the first studio to figure that out. I am so happy that we are finally getting Nioh 2 this year and I look forward to more from this franchise.

Worst Game: Mass Effect: Andromeda (PS4)

I am not one of those Mass Effect: Andromeda sucked people. I didn’t have major graphics errors when I played it. I didn’t have game breaking bugs or glitches. I had lag at times and some stuttering, but nothing as bad as what I’m getting in Ghost Recon Breakpoint on PC right now. It’s not that it’s a bad game. In fact it’s a fairly good game in comparison to many of the other games that released in 2017. The problem with Andromeda is that it didn’t live up to its legacy. I, like so many others, bought it because I wanted more of the experience I got playing the original Mass Effect trilogy. What I got just didn’t live up to that. And in a way it might be precisely because the game took too much from the original games rather than innovate and create something new. So much of the game references the original trilogy while simultaneously failing to live up to it. It’s not a bad game. It’s simply the most disappointing game I played in 2017.

2018

Best Game: Monster Hunter: World (PS4)

The reason MHW is here instead of God of War is because Capcom accomplished something that Santa Monica Studio didn’t have to. They took a franchise that I wanted to love but always hated and made it playable for me. I have always loved the Monster Hunter concept. The idea of working together with others to hunt giant monsters has always appealed to me. The basic concepts of the franchise such as tracking, choosing your preferred hunting weapons, and causing injuries to ultimately bring down monsters all appeals to me. But the gameplay has always sucked before MHW. Every time they put out a new Monster Hunter, I would try it and hate it. The controls were always rigid and confusing. The mechanics always asked too much of the player in order to make it arbitrarily more challenging. This was never the way to go about this. MHW changed all that by making the game accessible for non-hardcore Monster Hunter players. The gameplay is much more fluid. The character development is way more straight forward. The graphics are really good. It’s the Monster Hunter game that I had spent years waiting for and they delivered that past my expectations and continue to do so. I had to force myself to stop playing the game because it was so addicting and had so much content but I had so many other games I wanted to play. I know there’s a version of me in the multi-verse that’s still playing MHW and hasn’t gotten the least bit tired of it.

monster hunter worldHonorable Mention: God of War (PS4)

Obviously this was an amazing game. Cory Barlog should be commended for both using a character that everyone, including myself, wanted retired and for changing the God of War franchise so drastically while still delivering such a phenomenal game. I’m still shocked that Kratos delivered a Thor gameplay experience better than any of the games actually featuring Thor as a playable character. I went into the game a naysayer and I was proven wrong. There’s a reason it won GOTY in 2018.

Worst Game: Starlink: Battle for Atlas (Switch)

I actually really like Starlink. There’s a lot about it that’s superior to many other games of the same type. In my opinion, it’s what No Man’s Sky should have been in many regards. But it’s so broken by microtransactions and the toy gimmick, which they ultimately did away with for the PC version of the game. I played the deluxe edition of the game on Nintendo Switch and as such my experience was much better than that of many players. Plus I got to use Star Fox. But if you didn’t have the deluxe edition your experience was severely degraded. So much so that I ended up writing two separate reviews for the game to account for the difference in enjoyment players would have depending on the version they bought. So really it’s not that this was the worst game I played as much as it was a game I played that was worse for many other people who might have also played the game.

2019

Best Game: Kingdom Hearts 3 (PS4)

This choice is riddled with bias, if I’m completely honest. For one, I’m currently playing it as opposed to having already beaten it like all the other games in this list. Also I have yet to play Sekiro: Shadows Die Twice, Death Stranding, or any of the other GOTY 2019 nominees, save for Smash Bros. Ultimate so I’m much more limited in my personal 2019 experiences at this juncture. There’s also the fact that I’d been waiting  14 years to play Kingdom Hearts 3. I spent much of 2019 playing all the other games in the franchise in order to prepare for this game. It really is quite good and visually stunning, so I’m not sure how it got snubbed on a GOTY nomination in the first place. But in any case playing it was more cathartic than anything and I’m glad to finally be done with the franchise (fingers crossed).

kingdom hearts 3Honorable Mention: Pokémon Sword and Shield (Switch)

The last time I played a mainline Pokémon game was Gold and Silver on the Gameboy Color. I was just starting middle school, had essentially no real life experience, all I cared about was catching ‘em all. Now literally 20 years later I find myself playing a new Pokémon game. There are six generations of Pokémon I’m only slightly familiar with because of Pokémon GO.  There are mechanics I had never even heard of before like Surprise Trade. And for the first time I’m breeding Pokémon with eggs. You could do that in Gold and Silver but I wasn’t aware of that as a kid. Pokémon Sword and Shield are phenomenal in the fact that a game I haven’t played in two decades still interests me so much. I’m enjoying these games immensely. The graphics are unimaginable coming directly from Gold and Silver. The number of Pokémon available is insanity. In my head there’s still only supposed to be 151. It’s like waking up in the future and seeing how far technology leaped. I couldn’t care less about what the haters say. These games are great and I’m happy to be playing a new Pokémon game on a home console for the first time. That’s the main reason I haven’t played in five generations. I stopped buying handheld consoles after the Gameboy Advance.

Worst Game: Tom Clancy’s Ghost Recon Breakpoint (PC)

As with Dragon Age: Inquisition, I don’t think this is actually a bad game, just an unoptimized one. In fact, I really enjoy Ghost Recon: Breakpoint immensely compared to Wildlands. There are a few changes that I didn’t like but ultimately this is a much better game that I find considerably better mechanically, visually, and narratively. But the game is riddled with performance issues. My PC is pretty solid. I have a GTX 1080 GPU, 32 GB of DDR4 RAM, an i7-6800k CPU, and the list goes on. It’s not the current highest end PC you can build but for a system built more than two years ago it’s fairly respectable. But I get so many bugs and glitches while playing Breakpoint. Lots of stuttering and lag, countless minor glitches, and a number of errors that have caused me to fail missions and get locked into loops forcing me to reload a checkpoint. I’ve even had the game glitch on me at the end of a mission and force me to replay an entire mission objective. It’s a really fun game when it’s working properly but it just doesn’t run smoothly enough. I don’t know if it’s just the PC version or the game as a whole, but it is a shame that such an impressive game is crippled with so many performance issues.

So that’s my last decade in gaming. It was actually really good. A lot of these games still hold up today and are worth visiting if you haven’t tried them. Many games from the past decade are still in my backlog and honestly I may not move forward for a while and just spend some time focusing on completing more games from this era. There are seven Yakuza games plus a spinoff (Judgement) that I’d like to play, as a good example. I think that a lot of lessons could be learned from the past decade of gaming. I just hope both the industry and the community actually learned them. I look forward to the next decade of gaming. It already looks promising with the many power house titles announced for 2020. Out of the gate we’re already looking at some real fire games like Cyberpunk 2077, Ghost of Tsushima, and Marvel’s Avengers. How was gaming for you in the last decade? What were your favorite and least favorite games? Let me know in the comments.

Blog Logo
As always, thanks for reading. Please take the time to follow my blog, leave a comment, and check out some of my other channels if you enjoyed what you read.

Chewie Finally Gets a Medal (Star War Episode IX: The Rise of Skywalker Review)

WARNING: This is not a spoiler-free review. If anything this is more a discussion piece meant to be read post viewing rather than a traditional film review. Many spoilers ahead. You have been warned.

I saw Star Wars Episode IV: A New Hope for the first time in 1997 when it was rereleased to theaters. Greedo shot first! I was eight years old. Without warning my mother took me and my younger sisters to see this movie. To this day I still don’t know why she took us to see it. She’s not a sci-fi fan. My sisters aren’t sci-fi fans. I believe she just thought I would like the movie and decided to force herself and her two young daughters to sit through it for my benefit. In any case, I absolutely loved the movie and became a Star Wars nerd. To this day A New Hope is still my favorite Star Wars movie of all time.

A New HopeI consider myself a classic Star Wars fan. I believe in the canon. I believe in the established rules of the universe. I have taken the time to learn a lot about Star Wars outside the movies. I don’t hate the prequels but I’m happy to admit that they’re bad. I do hate Revenge of the Sith and I don’t know why people defend it. I was angered by The Force Awakens. I had massive problems with that film and to date I have never watched it a second time. But I do not hate the film. It has tons of problems, but honestly I believe most of them could be corrected with a few minor changes. Maybe one day that movie will get the George Lucas style patch treatment and become decent. I absolutely loathe The Last Jedi. I don’t even consider it a Star Wars film. It’s the most insulting, condescending movie ever made within an established IP built around a developed universe with fairly well defined rules. It left me so bitter that I considered not watching Episode IX, for just a second. My wife was so unhappy with The Last Jedi that she refused to pay money to see it in theater and had me go watch it alone so I could let her know how it is. She plans to watch it at home when it’s available for streaming.

Given how I felt about Episodes VII and VIII, I was very apprehensive going into The Rise of Skywalker. I expected it to be bad. Let me clarify, I didn’t think that highly of J.J. Abrams before he made The Force Awakens. I liked Super 8, but I wasn’t amazed by it. I enjoyed his Star Trek films as much as any diehard Star Wars fan can enjoy them. But to say that I turned on him because of Episode VII would be a false statement, because I wasn’t with him to begin with. Rian Johnson I had even less of an opinion on than Abrams. I liked The Brothers Bloom. I did not like Looper. I haven’t seen anything else by him. So my judgment of these latest Star Wars films has nothing to do with the directors/writers and everything to do with Star Wars and Star Wars alone. And to be clear I’m speaking as someone who has a B.A. in Cinema Studies and believes that the original Star Wars script (the original pitch script not the shooting script) is one of the worst screenplays ever written by an employed member of the Hollywood film industry. George Lucas is an abominable writer in his own right. So please don’t read my judgments as comments made with rose-tinted glasses.

The Force AwakensAs I have already said, this is NOT a spoiler free review, but I am taking the time to warn you one more time before we get into the real meat and potatoes of Star Wars Episode IX: The Rise of Skywalker. For those who haven’t seen the film, go see the film. I highly recommend it. For the rest of you who will continue reading, let’s get down to business.

I’d like to start by presenting my rankings of the nine mainline Star Wars films as it currently stands.

  1. Star Wars Episode IV: A New Hope
  2. Star Wars Episode V: The Empire Strikes Back
  3. Star Wars Episode VI: Return of the Jedi
  4. Star Wars Episode IX: The Rise of Skywalker
  5. Star Wars Episode I: The Phantom Menace
  6. Star Wars Episode II: Attack of the Clones
  7. Star Wars Episode VII: The Force Awakens
  8. Star Wars Episode III: Revenge of the Sith
  9. Star Wars Episode VIII: The Last Jedi

Look at that list again. I ranked The Rise of Skywalker fourth best. That’s basically the highest praise I could possibly give any Star Wars movie not in the original trilogy. I need you to understand how impressed I am with J.J. Abrams after watching that movie. He made a movie I ranked third from the bottom, let some joker follow his movie with the worst of the worst, and then jumped to the highest possible rank that anyone could ever hope to achieve outside of George Lucas himself building a time machine, going back to 1977, and ruining the original trilogy. I was so impressed with Episode IX that I hope they never make another Star Wars film, because no future film, possibly from any IP, will ever hit me as positively on an emotional level as The Rise of Skywalker did. I’ve watched 11 different feature length live action Star Wars films. I’ve only cried in The Rise of Skywalker, and I cried multiple times. This ladies and gentlemen is a real Star Wars film. Now allow me to tell you why.

Rey cryingI’ve thought long and hard about this and I’ve come to two conclusions about Star Wars films. The first is that Star Wars films are not actually for children and haven’t been since Return of the Jedi. They are marketed as for children, as Disney wants it to be so, but this is inaccurate. At most they are child friendly, as in children can safely watch them without parents having to worry about the content shown, but they are not for children. Star Wars movies are for adults. The only real topic of debate is which adults are they actually for? The second, more important conclusion, is that good Star Wars films, at least in the mainline sagas, are not good films. In fact, I will go as far as saying that it’s fairly impossible to make a good film that’s also a good Star Wars film.

I have a Bachelor of Arts in Cinema Studies. I know a hell of a lot about “good film making”. I know why the movie that makes the most money every year almost never wins the Oscar for Best Picture. I know why established paid film critics grade a film one way and then the audience grades it completely opposite. It’s because the established conventions of traditional quality film making are very clearly defined over several decades of intentional implementation. The problem, if it can be called that, with the textbook definition of good film making is that it almost directly opposes good Star Wars film making. A New Hope was considered good film making at the time of release because it revolutionized special effects, established the modern sci-fi genre, and possibly began the modern day blockbuster film system. But it’s also full of hacky writing, plot holes, and it’s fairly predictable. I’m not saying these are bad things. I’ve already stated that A New Hope is my favorite Star Wars film. I’m just acknowledging the fact that even the very first Star Wars film isn’t an example of “good film making”. The fact that every single film in the mainline nine has the line “I have a bad felling about this” should tell you everything you need to know about the quality of Star Wars films in comparison to movies that most people agree are just objectively good movies. Because again, good Star Wars movies aren’t the same thing as good movies and vice versa.

Return of the JediWhat makes a good Star Wars film? This is the question that has plagued writers and directors since 1983. Possibly 1980, if you’re one of those Return of the Jedi nay-sayers. I believe that the question is hard to answer because the question isn’t framed correctly. The question shouldn’t be what makes a good Star Wars film. The question should actually be “What is the goal of a Star Wars film post 1983?” The answer to that question ultimately shapes how a person approaches making a Star Wars film in 2019. Disney would say the goal of a Star Wars film is to captivate and excite new audiences to the franchise with a focus on children and non-nerd females with the understanding that the established audience is already established and thus will go see the movies regardless of how they are. If this is your thought process going in then it makes sense that you would do things like ignore established canon, create Mary Sue characters, and shit on old favorites, and their fans, by doing things like killing off Han Solo in the opening film of the saga. In my opinion, it’s not that Episodes VII and VIII were made incorrectly. It’s that their objectives were wrong to begin with.

I vehemently disagree with Disney’s answer to the question “What is the goal of a Star Wars film post 1983?” As an old school Star Wars fan, I believe the goal of post 1983 Star Wars films should be to create films that continue to prop up the original trilogy as the greatest films in the series while rewarding fans for their long-term loyalty to the franchise. If that’s your mindset, you’ll make a much different film than you would going in with Disney’s goals. Now obviously the goals I’ve stated as correct Star Wars filmmaking aren’t nearly as lucrative in the long term. They aren’t going to expand the franchise’s market nearly as much. They aren’t going to appeal to outsiders at all. It’s simply not as profitable on paper. That’s not to say that Star Wars films can’t work to expand audiences while accomplishing these goals. It’s just to say that the expansion will be much more tempered and not nearly as fast. I think the way a good Star Wars film expands the franchise’s market is by including moments that get new audiences interested in checking out the older films. Episode IX absolutely takes the time to do that. The best example of this is the inclusion of and dialog surrounding the character and legend of Lando Calrissian. The movie goes out of its way to make you like Lando, show you that everyone knows and respects Lando because of events in the past, and establish that Lando’s character could still do even more. So when you leave the movie, if you don’t already know who Lando was prior to Episode IX, you will leave wanting to know more about him and that will encourage you to go back and watch the original trilogy. That’s how you expand the Star Wars audience while still making good Star Wars films. The reason The Rise of Skywalker works is because it understands the goals of making a good Star Wars film, while its two direct predecessors don’t.

Rogue OneRogue One is an objectively good movie. It has good characters, solid character interactions and development, real stakes, and a surprising ending. Or at least it would be surprising if it didn’t have the name Star Wars attached to it. You could have easily released that film and never connected it to Star Wars and it would have been just as well received. Maybe even more so. But in my opinion it’s a terrible Star Wars film. It accomplishes literally nothing other than taking people’s money in exchange for telling them a story they already knew going in. There is nothing of consequence shown in Rogue One. No characters that actually matter are shown, save for cameos of Darth Vader and Moff Tarkin. No information that we didn’t already know that has any long term consequence to the Star Wars film universe is given. It’s basically Star Wars fan fiction. That’s why I didn’t like that the film was made. It’s a good film but it’s a bad Star Wars film. It doesn’t include any of the things that make Star Wars movies Star Wars movies. Again save for the cameo of Darth Vader at the end.

The problem with The Force Awakens is that J.J. Abrams refused to commit to a side. He tried to make both a good film and a good Star Wars film. As a real Star Wars fan, it feels like he was talking to a room full of people that we were invited to enter but he wasn’t actually talking to us. He simply included us in the room because it seemed like the right thing to do. That’s why it’s a bad Star Wars film, but it’s still absolutely a Star Wars film. The Last Jedi on the other hand isn’t a Star Wars film at all because Rian Johnson did commit to a side. It just happens to be the incorrect side for making good Star Wars films. Watching Episode VIII is so angering for old school Star Wars fans because it feels like we weren’t even invited into the room. He was absolutely not talking to us at all. He just wanted to make a good film that people with no background in Star Wars would enjoy and connect with. He even went as far as saying that he wasn’t trying to do Star Wars in an interview. He wanted to do something completely different. I believe he made the wrong choice and that’s why I ranked his film at the very bottom of the totem pole. I will however commend him for at least committing to a side. I would rather see a director make a hard decision and risk the entire franchise being destroyed then see one fence sit and pretend to make a good Star Wars film while really just trying to cater to his/her Disney overlords.

Lando Episode 9The Rise of Skywalker succeeds where The Force Awakens fails because J.J. Abrams finally committed to making a good Star Wars film. Watching it didn’t just feel like Star Wars fans were invited into the room. It felt like everyone else was asked to leave the room and he was only talking to us true fans, occasionally inviting Rian Johnson in for a stern lecture about following the rules of Star Wars. That’s what makes it a good Star Wars film. That’s not to say that the film is perfect. It’s absolutely not. I have a number of notes. For instance, the film goes out of its way to pander to Black viewers. So much so that it made me uncomfortable and I am an African American. A Black female character, not the first in the film with a speaking role, is introduced fairly a ways in. The only two characters she talks to for the entire rest of the movie are Finn and Lando, the only two Black male characters with speaking roles on the rebellion side. Her exchange with Finn came off like a weird callback to slavery and the exchange with Lando makes absolutely no sense. They defeat Emperor Palpatine and the first person she talks to is the old Black guy? And after talking to him for less than 60 seconds they decide to go off on a new adventure together? That’s not how Black people interact. Because that’s not how people interact.

There are plenty of other flaws I could list. Like why was Babu Frik in the ship with Zorii Bliss at the final battle? It would make no sense and has never been established that high level engineers just jump into battle ships to go along for the ride. Like he’s literally just standing on the dashboard looking cute. The movie is definitely flawed. But none of the flaws I mentioned make it a bad Star Wars film. They make it a politically questionable one. And, as with all Star Wars films, not a good film in general. But as far as Star Wars films go, the flaws don’t detract from the movie.

Jannah and Finn WorkIf I had to sum up why The Rise of Skywalker is a great Star Wars film in one sentence that sentence would be “Chewie finally got a medal.” Leia dies and leaves a medal from A New Hope to Chewbacca. This adds literally nothing to the story in this film. It doesn’t affect the plot in any way and if you completely removed that scene it would change nothing to the non-Star Wars fan viewer. But it’s one of the most important moments in the entire post 1983 franchise for real Star Wars fans. A New Hope was an amazing film that featured no non-White humans. Not one. So in a weird way Chewbacca filled this sort of every other man role for minority viewers and pretty much anyone who wasn’t a straight white guy with short hair. Now later we, as in Black people, got Lando. But pretty much anyone who couldn’t identify with a straight white guy or girl in A New Hope only got Chewie or a droid. And no one identifies with the droids. At the end of A New Hope you’ve watched a pretty much perfect movie and the best Star Wars movie that has ever and will ever be made and the heroes get medals but for some reason, that to this day I still don’t know the answer to, Chewbacca gets snubbed. He just doesn’t get a medal. No explanation. No answer. He stands on the stage and just doesn’t get a medal. For more than 40 years real Star Wars fans, of all races, have complained about the fact that Chewie didn’t get a medal in A New Hope. J.J. Abrams making the choice to feature that scene where Chewie gets a medal from Leia is exactly what post 1983 Star Wars is supposed to be. It’s supposed to be referential, nostalgic, and self-aware. And that’s exactly what The Rise of Skywalker is.

A New Hope MedalI cried multiple time while watching Episode IX. Not a single tear was shed due to some emotional sympathy for any of the characters. Not a single tear was because the narrative was so powerful and emotionally moving. Every tear I shed was a tear of nostalgia. The movie is 142 minutes of J.J. Abrams apologizing to real Star Wars fans for the last two films by acknowledging and rewarding them for 42 years of dedicated service as fans. They brought Lando back. They brought Han back. They brought Palpatine back. This was the first time since 1983 that all the original heroes appeared in the same movie. Luke, Leia, Han, Lando, R2D2, C-3P0, presumably Obi-Wan Kenobi and Yoda’s voices, and the Millennium Falcon all appeared in the same movie 36 years after the last time that happened. Of course I cried in that movie. It’s not particularly original, and it’s not supposed to be. The plot has twists but ultimately isn’t too unpredictable, and it’s not supposed to be. It’s not an example of generally good film making, and it’s not supposed to be. What it’s supposed to be is Star Wars, and that’s exactly what it was. Apology accepted J.J. Abrams. You’ve earned my forgiveness, because you did your research and listened.

I haven’t actually read any of the other reviews for Episode IX but I’ve seen the headlines and it’s very divided. Now I don’t really see how an OG Star Wars fan could not like this movie. Because it’s basically a movie made to clean up the messes made in the last two films. When viewed from that framework I don’t really know how it could have been any better other than nitpicky issues like the ones I brought up already. It’s literally made for us. And that starts from the beginning of the film. In fact, the movie goes out of its way multiple times to trick you into thinking that it’s going to be another The Force Awakens and then flips it on you to let you know that they actually listened this time. In the first 10 minutes of the film Poe light speed skips the Millennium Falcon. Now any traditional Star Wars fan knows that YOU’RE NOT ALLOWED TO DO THAT. Why? Because the late, great Han Solo said that you’re not allowed to rush light speed travel back in 1977 when Luke suggested it. So seeing it in the opening minutes of the film was really jarring. Until you realize why it happened. As soon as they land the Falcon, Rey who wasn’t with Poe and Finn in that light speed skipping scene, shows up and the first thing she says is “You can’t light speed skip the Millennium Falcon.” This is one of many important meta moments in the film. They’re intentional and they matter. These are moments where J.J. Abrams is acknowledging that the last two films got it wrong, that the rules actually do matter, and that when they’re not adhered to that needs to be addressed and apologized for in some way.

finn and poeAnother big example of the film acknowledging and apologizing to the true fans was the faux death of Chewbacca. You spend about 10 – 15 minutes thinking Chewbacca is dead and it’s an angry 10 – 15 minutes. It’s like a consider walking out of the theater in disgust 10 – 15 minutes. But then it’s revealed that actually he’s alive, he gets saved, and he gets a medal. I believe this was an apology for killing off Han in such a vainglorious way in The Force Awakens. And bringing his ghost back to redeem Ben Solo was exactly what I needed to see happen. So was Ben dying at the end of the movie. Him turning back to the light side was great. Him giving up his life and saving Rey was great. Rey kissing him was great in such a meta way. But he still needed to die. Because you don’t get to just kill Han Solo. Again J.J. Abrams, apology accepted.  So my assumption is that the negative reviews aren’t from old school Star Wars fans, save for those who disliked VII and VIII so much that they just refuse to enjoy Episode IX regardless of how good it is, but from new agers who actually liked Episodes VII and VIII. I understand how those people could hate Episode IX because it basically fixes most of the things wrong in VII as best as it could and pretty much erases VIII. Like there are multiple moments where the movie openly shits on The Last Jedi, and I loved every second of it. Like the fact that Rey is Palpatine’s granddaughter was just the best reveal ever after that garbage orphan nonsense in The Last Jedi. Screw the broom boy. I don’t care about him.

last-jedi-broom-kidAs I said at the beginning, I hope they don’t make more mainline Star Wars films. I know they will but I don’t want them to. But since they will, I hope Disney and future directors takeaway the key lessons that this saga and this individual film have hopefully taught us all. Star Wars is not about gender. A woman can be the protagonist or a man can be the protagonist. It doesn’t matter. What matters is the rules surrounding the Force and how that person navigates them. To say Rey was disliked because she’s a woman is dishonest and inaccurate. Rey was disliked because she didn’t adhere to the established rules of the Force. She also had some attitude problems. I particularly liked that her main takeaway in The Rise of Skywalker was that she couldn’t do it alone. She spends the whole movie getting her ass metaphorically kicked until she finally accepts that she has to trust her friends and let them help her. Star Wars isn’t about sexuality, unless we’re talking about bloodlines being built up for the next generation of great Force users. In general, characters can be gay or straight. It doesn’t matter because that’s not, nor should it be, the focus of Star Wars. I was really happy with how tasteful their inclusion of a lesbian couple in Episode IX was. It’s not talked about. It’s not focused on. It’s simply shown in a celebration scene and then they move on, like normal people would in a story that has nothing to do with sexuality

Star Wars can and should include everybody, but it shouldn’t change to suit the whims and desires of anybody. Star Wars shouldn’t focus on or justify anybody specifically because of their race, gender, or sexuality. Star Wars is a universe of rules. As the long as the rules are followed, the rest of the stuff doesn’t really matter one way or another. And thankfully all the rules only concern how the Force works, who gets to use it and to what level, the limitations of technology, and respecting established canon. Other than that, have at it. Make a Black Jedi. Make a gay Sith Lord. Make a trans rebel commander. It doesn’t actually matter. Because if we’re talking about that then the movies have already gone too far by focusing on those things when that has nothing to do with Star Wars. Nobody in the movies ever calls Lando Black. He just is Black and that should be good enough for Black viewers. And it was for Black viewers in 1980.

Mace Windu PurpleStar Wars is about good vs evil and good always wins in the end. But good doesn’t win because it’s stronger. It wins because those on the side of good are stronger together. The climactic scene near the end when Lando shows up with an armada of random ships was beautiful because that’s exactly what Star Wars is supposed to be about. I especially liked the line delivered by the Final Order Commander’s first mate when asked where this navy from. He says “It’s not a navy sir, it’s just people.” That’s what Star Wars is actually about. It’s not that everyone is an epic hero that gets to lead an army or wield the Force. It’s about how while there are some people who stand above everyone else, everyone else has a role to play and even if we don’t know their names, they’re just as important because good only wins when everyone helps. That’s why we don’t need random people sprouting up around the galaxy being the next great Jedi. Because that’s not their role. But that in no way diminishes the fact that they are needed for good to triumph over evil. For most people, that’s your role in Star Wars. And if you have a problem with that, the problem is with you, not Star Wars.

Rey Star WarsIn conclusion, Star Wars Episode IX: The Rise of Skywalker was a roaring success. It was everything I wanted from the final act of this saga and more than I expected from it. J.J Abrams has redeemed himself as a Star Wars director in my eyes and I’m glad that I’m able to say that. If you’ve read this far, I commend you. If you’ve read this far and haven’t seen the movie, I hope you now choose to go see it. Thank you for reading and may the force of others be with you. Sorry scratch that. That’s actually the garbage original phrase that was written in the first draft of the original Star Wars screenplay by George Lucas. What I meant to say was May the Force be with You.

Blog Logo
As always, thanks for reading. Please take the time to follow my blog, leave a comment, and check out some of my other channels if you enjoyed what you read.

State of Play Episode 4 Review

Last week, Sony released the fourth episode of their State of Play series. Ironically it dropped on the same day as a Nintendo Indie World Showcase. I’m not sure if that was intentional or not but it was certainly nice to see both Sony and Nintendo take the time to address their user base with some announcements before the end of the year/decade. In my opinion, this wasn’t the best State of Play we’ve seen to date but it did what it needed to do.

In a slim 22 minute presentation, Sony showed 10 different games, some of which were fairly significant announcements. Funny enough they started by presenting Untitled Goose Game, which will now be coming to PS4. Funny enough this was the first trailer I’d seen of the game that genuinely made me want to play it. That, if nothing else, should be the point of these presentations. Showcasing games that people weren’t already sold on or aware of.

Untitled Goose GameThe most significant announcements/showings, in my opinion, were Resident Evil 3 Remake and Babylon’s Fall. Both look excellent based on what was shown in the presentation. Babylon’s Fall honestly came out of nowhere for me but it looks phenomenal. It appears that Platinum Games has taken the Bayonetta combat formula and applied it to swords rather than guns. If that’s not a winner then I don’t know what is.

The Kingdom Hearts III DLC, Re: Mind, finally has an official release date and pricing. What was shown during the presentation was quite impressive content wise. It appears that additional story content, several boss fights, and multiple new playable characters will be included in the DLC. But that price is absolutely atrocious. $40 for DLC better mean an entire new game’s worth of content a la The Witcher 3: Blood and Wine. I doubt it though because from what I’ve read outside of the presentation it’s mostly just new boss fights and cutscenes.

Predator Hunting GroundsThe Predator: Hunting Grounds trailer was bitter sweet for me. Gameplay wise, I was impressed. But graphics wise it looked disappointing to me. Hopefully that was just because the trailer was being live streamed so the quality was reduced/compressed, but if this ends up looking like a PS3 game, I will not be happy. I also felt that the trailer leaned way too heavily on showing the Predator dominating humans, which makes sense. But this game is similar to Evolve where people can play as humans and try to kill the Predator as well. While it makes sense to focus on Predator gameplay for marketing purposes, I feel like they’re setting this game up to be a bunch of players trying to be Predator and ultimately not having anyone wanting to play as humans. For an online multiplayer game, that could be bad news with such a lopsided interest in the player base. I hope in future trailers they do more to show that playing as humans is actually fun as well.

Dreams ps4They showed another fancy trailer for Dreams, but at this point I just find that sort of marketing annoying. Every trailer is just them showing different creations that have supposedly been made in Dreams but almost nothing has been shown that makes me as a regular person with no game development experience feel like I could use the software to actually make good games. If it’s just Unity or Blender with PS4 controllers and is ultimately inaccessible to normal people from the creative side then the game will not have delivered what it’s selling. Super Mario Maker works because the creative aspect is accessible to everyone. Not just the ability to play other people’s creations.

They took the time to show two really outside the box VR games, Superliminal and Paper Beast, both of which look really trippy. If I’m honest Paper Beast didn’t necessarily seem like a game that needs to be in VR. The experience may be enhanced in VR but it looked like your standard exploration puzzle game with a focus on art rather than gameplay. Superliminal on the other hand seemed much more about the use of VR for gameplay. The focus appears to be about visual perspective, which obviously lends itself to VR fairly well. Neither game wowed me enough to want to go buy a PSVR headset though.

SpellbreakYet another online battle royale game has been announced, named Spellbreak. It appears to be Fortnite with magic instead of guns. Honestly it looked fairly good considering it’s a genre that I would never personally get involved in. But who knows if it will be able to penetrate an already saturated market and become the next e-sports phenomenon? I’d be hard pressed to  believe that a game not featuring guns in that genre could end up having that significant of an impact. I could be wrong though because if that had been the original concept rather than PUBG I might have actually tried it.

Last but not least, Sucker Punch continues to tease me with glimpses of Ghost of Tsushima. They played the beginning of a trailer and announced that the rest of it would be shown at The Game Awards, which also occurred last week. I won’t be covering the show on here though so don’t expect a post about it.

ghost of tsushimaI do consider this a mostly successful State of Play. Once again Sony chose to focus on mostly projects that aren’t huge guaranteed successes while also including a few things of note to make sure that the presentation was relevant for both indie focused and main stream gamers. Of the 10 games shown, I can honestly see myself playing at least four of them with a potential fifth one to consider. That’s a fairly good success rate. Especially when compared to the Nintendo presentation that took place on the same day. Of the 16 games, admittedly all indies, shown in the Nintendo presentation, I would genuinely consider picking up maybe three of them with one of those three being a sequel to a franchise I’ve played before. Again it’s apples and oranges when one presentation is all indie titles but it still says a lot about the quality of this State of Play by getting me interested in nearly half the games shown. That being said, I will admit that I was already aware of and interested in buying Ghost of Tsushima and the Kingdom hearts III DLC long before this presentation aired.

There will be a post next week and the week after, but as people are busy with the holidays, many may not have time to check out the blog in the upcoming weeks so I’ll end this by saying Merry Christmas and Happy Holidays to all my readers. Thanks for another great year of gaming discussion.

Blog Logo
As always, thanks for reading. Please take the time to follow my blog, leave a comment, and check out some of my other channels if you enjoyed what you read.

Picking GOTY the Right Way

Every year The Game Awards disappoints us all by choosing a list of five or six games to contend for Game of the Year that usually makes little to no sense. They always nominate the arguably but not necessarily correct choice, a correct second choice when compared to the first, two or three games that are justifiable but not really contenders, and inevitably one game that just absolutely should not be there, ultimately robbing a more deserving game. For this post, I only want to talk about the Game of the Year category from The Game Awards. I won’t discuss any of the other categories.

This year the nominees for Game of the Year, listed in the order as shown on The Game Awards nomination page are:

  1. Control
  2. Death Stranding
  3. Resident Evil 2 Remake
  4. Sekiro: Shadows Die Twice
  5. Smash Bros. Ultimate
  6. The Outer Worlds

As soon as the nominees were announced, the debates and vitriol started to hit social media, as is tradition. This happens to be one of those really divisive years that always happens when a Kojima game is involved. I ended up tweeting a long thread about my views on how GOTY should be picked but then I realized that writing a blog post on the topic would be more appropriate because it would let me expand and describe my thoughts on the subject better than a string of 280 character blurbs. If you’d like to see the original twitter thread you can find it unrolled for easy viewing here.

Nominees.pngI want to clarify that the purpose of this post is not to try to tell people who to vote for specifically but rather to create an objective system for how people should approach voting for GOTY in general. This isn’t meant to be applied to any particular year of nominees but rather should act as a general guide that could be applied to any list of nominees in any year.

I think the first and most important part of choosing a GOTY is first defining what the term “Game of the Year” actually means, or more specifically should mean. As with real politics, a lot of people think GOTY means the nominee they enjoyed the most. This is incorrect thinking, in my opinion. GOTY, as with actual politicians, isn’t meant to best quantify your tastes in the options available. It’s meant to best exemplify the traits/values that define the award. In other words, you’re not supposed to vote for the thing you like but rather the thing that best exemplifies the topic you’re voting on. If you’re asked to vote which number is higher and the candidates are 5, 9, and 42, you’re supposed to vote for 42. It doesn’t matter if you like 5 better than 42. 42 is the highest number and thus the correct nominee to vote for. I believe GOTY can and should be approached with the same level of objectivity. The subjective portion is the debate about which of the nominees best meets the criteria of GOTY, but the criteria itself should be objective and the only basis of voting applied by each individual voter. That is to say, we might not agree on which game should be chosen as GOTY, but we should all agree on what GOTY is supposed to mean and be voting for whatever nominee we ultimately chose for the exact same reasons.

right waySo let’s define what GOTY actually means, or more accurately is supposed to mean. Listed on The Game Awards page as the description for the Game of the Year category is the following: Recognizing a game that delivers the absolute best experience across all creative and technical fields. That’s what GOTY is. It doesn’t say “Game I liked the Most” or “Game that got the Best User Score on Metacritic”. It’s supposed to be the game that best exemplifies the craft of overall game design and implementation within the highly competitive and comparative medium of video games. Let’s unpack that.

I believe that choosing the GOTY, based on the described category by The Game Awards, requires looking at several factors while considering a number of key points in order to keep things fair and balanced between the nominees. I’ll go over each one, in no particular order, separately before making a final conclusion on what I believe the GOTY pick for this year should be.

5 Pillars of GOTY.jpgA Game is made up of 5 Equally Weighted Factors

 

There is always debate about what matters most in a game. Is it the story, the gameplay, the graphics, or something else? Are certain factors more important than others? Can developers get a pass for cheaping out in specific areas of development? In my opinion the answer is always no. At base value a game consists of five areas of creativity that define its presentation to the player: Gameplay, Writing, Graphics, Audio, Length. None of these factors are more important than the others. They are all equally important in the creation of a video game and should all be weighted equally when comparing games. This is similar to how I have always approached reviews save for a larger focus on replay value and cost. The category isn’t Shooter of the Year. It’s GOTY. So the gameplay shouldn’t outweigh the story, because the story is no less important than the gameplay when “recognizing a game that delivers the absolute best experience across all creative and technical fields”.

A GOTY has to do all five things in tandem better than all the other nominees. The art of game development is understanding that there are limits to what can be done in each field with the time and resources available during development and deciding what can be sacrificed while maintaining an overall standard of quality higher than all the other games released that year, and ideally in previous years as well.

All-for-one-handsI’d like to take some time to discuss length specifically because it’s always a topic of debate. The appropriate length of a game is a very subjective topic that is often muddied by concepts like replay value. In my opinion, length also needs to be directly tied to actual value as defined by cost. I also think that a game being too long is just as problematic as a game being too short, but when factoring in value the longer game is always better than the shorter one. Replay value needs to be factored based on the level of direct repetition and the actual value of replay as opposed to subjective enjoyment.

A game that’s only 20 hours long that you enjoyed enough to play twice isn’t equitable to a game that’s 40 hours in one playthrough. Because it’s not accurate to say that everyone will want to replay the game. Replay value can only be counted towards length if there’s a legitimate reward of value for taking the time to replay it. This is hard for many games to do well; especially in the current landscape where nearly 100% of gamers are backlogged. There is no objective value in replaying Cuphead on the harder difficulty after completing it on the standard difficulty. If you completed it without using the easy mode then you experienced everything it has to offer content wise. That’s not to say that you shouldn’t replay the game on the harder difficulty if that’s what you want to do. But the game doesn’t magically double in length compared to the length of other games because you want to take the time to play it again. There’s no additional content, no meaningful rewards, and no alternate/additional story content gained from replaying the game on a harder than normal difficulty. It’s simply for love of the game, which can’t legitimately be applied because not everyone will love the game enough to want to play it again just for the fun of it.

replay value smash brosMultiplayer replay value is not authentic replay value. The length should only be counted based on the time it takes you to experience it all once. An hour of maps that you play 50 times is not objectively 50 hours of added gameplay. It’s one hour of gameplay you replayed 50 times. Length should only be defined by the amount of time it takes at face value to experience all the content the game has to offer one time.

GOTY doesn’t have to be replayable. It simply needs to provide the correct amount of gameplay for the best overall experience. A well-crafted one and done is no more or less valid than a game that asks you to play it multiple times. Especially if those replays offer little in the way of actual value outside of subjective enjoyment.

Each of the five topics should be weighted equally but compared separately between games. A game with shitty gameplay and great story is not better than a game with great gameplay and shitty story. Both are equally bad and should lose out to a game with both above average gameplay and story. But again it’s best of five categories. A game that does length, story, and audio better than a game that does gameplay and graphics better should win between the two. Because it’s a 3 factors to 2 factors comparison at that point. And three is higher than two. Now ideally this isn’t what ends up happening because it would be odd if in a given year the winner had garbage gameplay and graphics but the other nominees all had garbage audio, were too short, and were terribly written.

The Game Awards Nominees NoteThe Nominees Are the Nominees

The Game Awards gets the nominees as a whole wrong pretty much every year. There’s always at least one that just shouldn’t be there and there’s always at least one that absolutely got robbed. Last year it was Celeste that shouldn’t have been nominated. This year it’s Control. And make no mistake, no matter how much you personally may have liked Control, it wasn’t a more qualified contender for GOTY than Devil May Cry V, Astral Chain, and Fire Emblem: Three Houses. I have my thoughts about why Control was nominated but it doesn’t really matter. The nominees are the nominees and we can’t change that. Rather than fight about would should have been nominated, we should just accept the nominees and pick the appropriate choice from that pre-determined list of games and make sure not to allow the off pick to win or it could have devastating long term ramifications for the industry. It would have been absolutely horrendous if God of War and Red Dead Redemption 2 had lost to Celeste last year. And I’m speaking as someone who enjoys playing Celeste.

1200px-Port_of_Cape_Town
It’s a Port . . .

Ports, Remasters, Remakes, and Reimaginings

There is always debate about the validity and fairness of reused, rehashed, and remade games being contenders for GOTY. It’s a valid question and it’s hard to create a completely objective set of rules, but there are definitely obvious points that shouldn’t be considered debatable.

The issue comes down to comparative fairness, effort/work put in, and not allowing double counting. A game gets only one chance to win GOTY. Many games have come over the years that in other years would have definitely won GOTY. But that’s not how it works. A game has to be the best in the year it was released because all the games previously made were made with the knowledge of how the market responded to those past games. Letting a game get considered twice gives it an unfair advantage and more chances to win than every other game. It’s differentiating original games and their rereleased counter parts that’s tricky, but I say when in doubt always error on the side of caution.

02 The Last of UsThe question of fairness comes down to work put in compared to other studios in order to achieve comparable results, in each category. When given two games with similar levels of quality and no clearly superior choice, the one that did more work should be considered the winner.

Reimaginings don’t really need to be debated. If it’s a true reimagining where everything is redone, rewritten, and changed to the point of it not even being the same original game, then of course it should be considered as a potential GOTY candidate. Ratchet & Clank (2016) is an excellent example of a true reimagining that was absolutely valid to consider for GOTY. Note that “considered” does not mean “had an actual chance of winning” in this context.

20 Ratchet and ClankPorts and remasters by their very nature aren’t new games. Updating the graphics and adding a little DLC doesn’t compare to creating an entirely new game. The amount of time put into concept development, art style, visual assets, story development, voice acting, and so on just doesn’t compare to making a new game of similar quality. A port already got its chance at GOTY in its original form and shouldn’t be considered again. Remasters are glorified ports. A bit more work may have been put into improving them, but the bulk of the foundational work still doesn’t compare to all the new games released in a given year. Looking at examples like The Last of Us and Mario Kart 8 Deluxe from years past, it should be fairly obvious that like ports, remasters have no business being reconsidered as GOTY contenders.

Remakes are where things get tricky to define. There is no objective criteria for defining a remake. Some are little more than glorified remasters while others are completely new games. Some are able to reuse tons of assets while others have to start almost completely from scratch save for writing. So they need to be judged on a case by case basis. The one thing I think should be 100% undebatable is that in the event of a tie the remake should always lose out to an original release in the same year. Again, we need to take into account all five categories. The problem is that a true remake, such as Link’s Awakening, involves almost no creative development. The writing, assets, music, and length are all predefined. Yes a lot of work needs to be done to recreate those assets, but the creative aspects of the project simply don’t compare to that of making a new game from scratch. But again, it’s all comparative. If a remake looks genuinely better than all the original nominees in a given year then you give it the point for graphics. But if other games look similar or as good, then you award that point to one of the original titles. Directly ported things like writing shouldn’t be considered as valid for comparison. The points should never go to the reused content.

resident evil 2 remakeThis year’s nominees include Resident Evil 2 Remake. At face value many people do believe it was GOTY for 2019. I have to disagree. From what I’ve heard, the only thing about it that’s truly original is the gameplay. It’s been essentially redesigned. Everything else is pretty much a spirited recreation of the original game. That’s not to argue that Resident Evil 2 Remake isn’t a good game. Not including it is more an issue of fairness than an issue of quality.

I’m sure this issue will come up again with FFVII Remake next year. The difference is that Square Enix has stated that it will be intentionally different from the original. Having already tried the gameplay myself, I can say that it certainly looks and feels like a completely different game. But until we see how much of the game has changed from both a narrative and length standpoint it’s impossible to comment on whether or not it’s actually fair to consider it.

KojimaProductionsGame of the Year Doesn’t Mean Studio of the Year

A major issue that comes up a lot when judging games is the consideration of who made the game. This shouldn’t actually matter when picking a GOTY. The studio, director, actors, and so on are irrelevant. No matter how much you love Kojima, that doesn’t make Death Stranding a better game than it is. No matter how much you hate Ubisoft, that doesn’t make Ghost Recon: Breakpoint a worse game than it is. Games should be judged in a vacuum that only takes into account the comparative quality of each nominee. External factors, with the exception of how much content is actually original in the case of remake and remasters, should never be considered when choosing GOTY.

sekiro__shadows_die_twice_gxSales Numbers Matter, Long-term Popularity Doesn’t

GOTY implies it’s the game of the year for everyone, or more accurately a large percentage of gamers. That means that people had to actually play it, which implies they had to actually be interested in it. This is the sole reason that Control wasn’t appropriate to nominate. If a few people absolutely love a game, that’s great. But it’s not GOTY material. Because games are experiences made for an established gaming market. Making games that don’t appeal to that market may be innovative, but that’s not the point of GOTY. A contender needs to actually appeal to the community in order to be considered worthy of the title. Regardless of how much some people like a game, if few people were even interested enough to try the game then it’s not GOTY material. That doesn’t mean that the bestselling game in a given year should win that year. But there does need to be a minimum number of units sold to be able to imply that it appealed to a large percentage of gamers. Because GOTY is for everyone. Not just a small subset of people within a specific sub-group within the gaming community. Every gamer should be able to look at the GOTY and acknowledge it as a legitimate choice even if it wasn’t their favorite game in that year. That’s what was so good about the 2018 nominees. While there were two fairly clear frontrunners, five of the six nominees could have been chosen and no one would have legitimately been able to say the choice was biased. All six of the nominees were highly acclaimed and sold well. “Everyone” loved them all. Celeste wasn’t up to the standard of the AAA titles which is why it shouldn’t have been nominated, but other than that any of the games in the running appealed to gamers as a whole as opposed to a niche audience. You can’t say that about necessarily any of the nominees this year, mostly because the wrong games were nominated, but some games get closer than others. The ones that get closest are the ones that should actually be considered for GOTY.

Jedi Fallen Order WallpaperThe problem with the entire concept of GOTY is that it takes a year to decide on the nominees. That means that a game has to stay in people’s heads for a year. Honestly that’s a ridiculous ask. Because as I’ve said, one and done games are perfectly legitimate GOTY contenders. Take a game like Star Wars: Jedi Fallen Order. It just released in November 2019. It will be included in the running for GOTY 2020 because it missed the 2019 cutoff. The reviews are great. The public loves it as well. It might be the best EA game we’ve gotten since Mass Effect 3 and the best Star Wars game since The Force Unleashed II. But it’s ridiculous to think that we’ll still be talking about it in November 2020. Why? Because we’re about to go through a year containing Cyberpunk 2077, Nioh 2, The Last of Us Part 2, Marvel’s Avengers, Final Fantasy VII Remake, DOOM Eternal, Dragon Ball Z: Kakarot, and Yakuza: Like a Dragon just to name a few of the games coming in 2020. Even if Star Wars: Jedi Fallen Order is the objectively best game to release in the next year, we absolutely won’t still be talking about it after reaching the end of this gauntlet of big budget games and power house IPs. That’s not a fault of the game. It’s just the reality of an ADD ridden consumer base coupled with a constantly moving stream of new noteworthy games. It’s ridiculous to think we should still be talking about games we’ve already finished and moved on from after playing five or ten other impressive games released after it.

cyberpunk-2077Currently a lot of people are saying Sekiro: Shadows Die Twice isn’t being talked about anymore so it shouldn’t be nominated. That’s an irrelevant point. Since that game released in March, we’ve gotten Yoshi’s Crafted World, Mortal Kombat 11, Days Gone, Judgement, Super Mario Maker 2, Fire Emblem: Three Houses, Astral Chain, Monster Hunter World: Iceborne, Daemon X Machina, Link’s Awakening Remake, The Surge 2, Ghost Recon: Breakpoint, Luigi’s Mansion 3, Death Stranding, and Control. Of course we’re not still talking about Sekiro: Shadows Die Twice. Why would we be? And this was considered a mediocre year by the way. It’s this thinking that I believe ultimately led to Devil May Cry V getting robbed of a nomination. It’s simply too old by this point, because it came out before Sekiro did.

It doesn’t matter if we’re still talking about a game when the awards season comes up. What matters is how the game compares in the five expressed categories compared to the other games released that same year coupled with whether or not it reached the unwritten popularity by sales threshold. Remember that Sekiro was the third highest selling Japanese game ever to release on Steam. It sold over 2 million copies worldwide within 10 days of release. It absolutely deserves to be considered as a legitimate contender for GOTY.

death strandingInnovation Doesn’t Mean GOTY

Innovation is a good thing in the gaming industry. But only if the innovation pans out as a positive thing. Games are still products made for consumers in an established market. If a product doesn’t appeal to that market, then it shouldn’t matter how innovative it is. Look at the Wii U. It was extremely innovative. People didn’t like it. We didn’t award it console of the year simply because it dared to be different. Nintendo went back to the drawing board and tried again. Now we have the Switch, which is super successful. Awarding GOTY strictly because of innovation is incorrect thinking. A game still has to appeal to the market and hit all the other points I’ve expressed in order to legitimately be considered for GOTY. Innovation is good, but a lack of innovation isn’t automatically problematic. If the people want the same old thing then a studio can and quite possibly should choose to give that to them. Because remember what GOTY means: a game that delivers the absolute best experience across all creative and technical fields. The fields never change. How studios approach them does but the same five categories are set in stone and will be for the foreseeable future. This is the question that needs to be asked about Death Stranding. A lot of people have argued that it’s the most innovative game in years so it should win. I disagree with that thinking. It may very well be the most innovative game we’ve seen in years. But does it beat out the other nominees for gameplay, writing, length, audio, and graphics? Maybe it does. If you think it actually does then that’s the game you should vote for. If you think it leads in innovation but not in a majority of the actual categories, then it’s objectively the incorrect game you should be voting for this year.

controlIn conclusion, your GOTY vote shouldn’t be for the game you personally liked the most. It should go to the game that you believe best meets the criteria set by The Game Awards which is defined as “recognizing a game that delivers the absolute best experience across all creative and technical fields”. All the nominees should be compared based on all the major factors that make up a gaming experience: gameplay, graphics, audio, writing, and length (based on value as defined by price).

Looking at the nominees, I have to say that the wrong list of six games was nominated for this year. But as I said, the nominees are the nominees and that can’t be changed. So we must compare these six games and make a GOTY selection based on them. The fact is that Control didn’t sell well and we don’t really have any sales figures available for The Outer Worlds other than the phrase “exceeded expectations”, whatever that means. Honestly both of those games weren’t nearly as popular as they needed to be to consider as legitimate GOTY contenders. I don’t think they even need to be compared to the rest of the group. Death Stranding I actually feel like is getting hyped due to Kojima and how close to the nominations announcement it released, so I will absolutely acknowledge it as a contender but I don’t believe something that niche would have necessarily been nominated over many of the games that got snubbed if it had released earlier in the year. Resident Evil 2 remake was definitely popular, definitely well made, and definitely a safe choice to nominate. But because of the fact that it’s a remake, I believe there are games that didn’t get nominated that are at least as if not more worthy for a nomination than it was. So I won’t consider it a legitimate pick for this year either. Really it comes down to Death Stranding, Smash Bros. Ultimate, and Sekiro: Shadows Die Twice as the only objectively acceptable picks for GOTY based on this list of nominees.

Nominees top 3 2019It’s interesting that two of these three nominees are console exclusives (at the time of nomination) and all three are Japanese developed games. Smash Bros. Ultimate is the most massively appealing with more than 12 million units sold the month of release as a console exclusive. But sales figures aren’t the only thing that matters. In fact, it’s not even close to the most important thing. So let’s go down the list of categories one by one.

Game of the Year 2019 Assessment

Gameplay

For gameplay I’d say Death Stranding is the most innovative, but it’s also the least appealing to a general audience of gamers. Sekiro: Shadows Die Twice has the most controversial gameplay, having spawned an online controversy about accessibility in games. Smash Bros. Ultimate has the most accessible gameplay, but I’d also say it was the least innovative because this is several sequels into the franchise. But a lack of innovation isn’t a bad thing if it appeals to the consumer base. And the amount of additional fighters has drastically impacted the gameplay, even if only marginally to casual players. So I actually think that an argument could be made that Smash Bros. Ultimate wins out for gameplay not because the gameplay is necessarily superior but because of the three it’s the most widely liked/tolerated gameplay with little to no real controversy surrounding it.

Graphics

 It’s easy to say that Smash Bros. Ultimate has the least impressive graphics because of the art style but it also has the largest number of characters, settings, and objects of the three games in question. Counting it out really comes down to bias for art style more than objective comparison. That being said, many of the assets used in Smash Bros. Ultimate have been recycled from past games. Death Stranding has a much more expansive map than Sekiro: Shadows Die Twice but I wouldn’t argue that it’s necessarily a better looking game. Sekiro also has a lot more movement and interacting elements than Death Stranding. Between the three, I would give the win to Sekiro but I believe an argument can be made to award it to Death Stranding as well. Remember that the grading is subjective by nature. It’s the approach to grading that needs to remain objective.

Audio

 Comparing these three games for audio is tough. For music, it goes to Smash Bros. Ultimate. It has the largest library of music that pretty much any game has ever had. The sound effects for this fast paced fighting game are also fairly accurate and of great quality, especially for the hardware the game runs on. I’d probably award the audio category to Death Stranding over Sekiro: Shadows Die Twice but having not completed either game yet, I’m willing to acknowledge that my view on that could be inaccurate. When considering that most of the audio library for Smash Bros. Ultimate isn’t original content, I have to award the audio category to Death Stranding.

 Length

How do you compare length between a game with countless repetitive side missions, a die countless times Soulsborne title, and a fighting game? Honestly it’s hard to really define the length of any of these games and it’s even harder to decide if at least two of the games are the correct length for what they are. According to How Long to Beat, which isn’t necessarily a perfectly accurate rating system for game length, Sekiro is 27.5 hours for the main story while Death Stranding is 36. In general, longer is better if we assume neither game is longer than it needs to be. But there is an assumption that dying countless times to the same boss counts as fun. Equally so, there’s an assumption that delivering packages over and over is fun. The difference is that delivering packages is the point of the game, while dying is more of a repercussion of not playing the game well. The speedrun times for Sekiro come in at under 30 minutes while the speedrun times for Death Stranding come in at more than five hours while skipping cutscenes. So between the two I think Death Stranding beats out Sekiro for length. But we need to talk about Smash Bros. Ultimate. This is a fighting game, but it’s probably the most comprehensive fighting game ever made. There are 69 default characters plus six more DLC characters. If you play just 10 minutes per a default character, you’re already at 11.5 hours. The World of Light story mode is easily a three or more hour experience on its own. The spirit board mode is constantly updating. Plus there are a number of other modes like Classic Mode and the later added Homerun Contest all at no additional cost. Even if you never replay a single match and don’t play any online or PVP matches, you’re still getting way more bang for your buck from Smash Bros. Ultimate than you are in Death Stranding without having to arbitrarily add length to the games. So objectively speaking I have to award length to Smash Bros. Ultimate.

 Writing

At a glance most people will award the writing category to Death Stranding simply because it’s Kojima. I am not one of those people. I have always held that Kojima is a mediocre writer with interesting ideas. The fact that he uses names like Die Hardman, Deadman, and Mama for his characters is proof that he’s kind of an overrated hack when it comes to writing. That being said, his general narrative ideas are fairly good. Sekiro: Shadows Die Twice isn’t necessarily amazing writing, but it is some of the best writing to come out of FromSoftware in this genre for the simple fact that the game actually has a running narrative with a defined main protagonist as opposed to the usual character creation lore fest with no actually story they use in Dark Souls and Bloodborne. Smash Bros. Ultimate needs to be commended for having actually created a story mode that had an actual story. Was it high writing? No. But it was a huge leap forward for the franchise as far as narrative content is concerned. Really all three games can be awarded this category for different reasons depending on how much stock you put into innovation, outside the usual box development practices, and your own narrative preferences. So I actually won’t award this category to any one game and will leave it as a three way tie.

the-game-awards-2019Final Conclusion

Based on my assessments, here are the final results.

  • Gameplay – Smash Bros. Ultimate
  • Graphics – Sekiro: Shadows Die Twice
  • Audio – Death Stranding
  • Length – Smash Bros. Ultimate
  • Writing – Three Way Tie

Based on these results here are the final scores.

  1. Smash Bros. Ultimate – 3 Points
  2. Death Stranding – 2 Points
  3. Sekiro: Shadows Die Twice – 2 Points

My Vote GOTY 2019Ultimately I voted for Smash Bros. Ultimate as GOTY. At first glance I had chosen Sekiro: Shadows Die Twice and had even tweeted as such when debating it with someone who had read my original thread. But after taking the time to really examine the games, I came to the conclusion that the objectively correct choice for me was Smash Bros. Ultimate, as I have shown here.

Now again, I’m not saying you should vote for Smash Bros. Ultimate. I’m saying that your vote should be justified with an objective criteria that adequately meets the definition of the GOTY category as defined by The Game Awards. Your vote should not simply be the game you liked the most or that was the most popular on social media. Even the game that had the highest Metacritic score isn’t automatically the correct choice. Only by comparing the games with an objective set of criteria that is fairly applied to all of them with as little bias as possible can we hope to accurately choose the GOTY. Voting for this year’s GOTY is still open until December 11th at 6PM so so make sure you vote and do your best to vote objectively.

Blog Logo
As always, thanks for reading. Please take the time to follow my blog, leave a comment, and check out some of my other channels if you enjoyed what you read.

GTFO Alpha Review

I’m not particularly a fan of horror games. Nor do I like FPS titles. Especially not the ones that “require” four player co-op to play. So really it makes no sense that I would have any interest in the upcoming Steam Early Access game, GTFO from 10 Chambers Collective. And yet I am part of their ambassadors program. This is because while I don’t have a personal interest in the type of game they’re making, I do have a general interest in independent games and the studios that create them. I also tend to take an interest in learning about game projects that claim to be at the next level of horrifying to play even if I don’t generally like playing scary games. I still remember the very first thing I read about the first Dead Space (2008) long before that name meant anything. It was an article in a printed game magazine, though I can’t recall which one, that was specifically focused on the design aspects that the sadly now dead Visceral Games was implementing to create “the scariest game ever made”. This intrigued me.

20191029000554_1The discussion within the Dead Space article about the design philosophy of creating a really scary game was what I took an interest in. Not getting scared myself, but how developers defined and created fear within games. Over the years I have seen a great many games that were sold as scary. I’ve played through very few of them myself but I have observed other people playing them out of this almost masochistic interest in the creation of horror. I remember watching a friend play parts of F.E.A.R. (2005) and being very impressed with some of the subtle elements of how the game’s atmosphere was presented. It’s this interest in the creation of horror games that drew me to follow GTFO. Not a personal vested interest in playing it, but really more an interest in seeing it and establishing for myself just how scary it actually is and why. So please take my judgement of the alpha with a grain of salt, because as I’ve already stated clearly, this is not traditionally a genre I particularly enjoy playing myself.

Last week was the first closed alpha for GTFO. As a member of the ambassador program, I was granted access to the alpha and given the ability to invite up to three friends to play with me, since the nature of the game is four player co-op. Sadly I was not able to get three friends to play concurrently. I was only able to get a maximum of three players concurrently, so off the bat my experience with the game was not perfectly authentic to what 10 Chambers Collective intends for the gameplay experience to be. But I still feel like I can give an informative review of my experience that will hopefully help interested readers make an informed decision about whether or not to keep an eye on and possibly invest in this game. I use the word invest here because it is an early access game as opposed to a traditional straight release.

20191029002246_1In all honesty I have to say that I was really disappointed with this alpha both from a horror standpoint and from a gameplay standpoint. GTFO’s definition of horror is dark underground warehouses with crab walking knock off The Last of Us clickers. That pretty much sums up the game visually. The atmosphere is not bad. The graphics, though not AAA quality, were fairly solid. I actually really did like the underground world they built with dim lighting, intense shadows, and lots of junk scattered around. But I wasn’t really impressed by the enemies. They really do just look like clickers with no clothes on. And for some reason some of them crab walk while other walk/run on two legs. The only other type of enemy I encountered was a really tall clicker that moved slowly compared to the normal enemies. I can’t say at this point if there are other enemies in the game, because I couldn’t get very far into the map. More on that later.

I felt the buildup at the start of the game is actually scarier than the game itself. The menus and opening cinematic leading up to actually playing the game are really well done. They’re very bleak and barebones with a fairly ominous presentation. I definitely went into the gameplay expecting to get scared. But ultimately this didn’t happen and sadly a large part of that was due to the gameplay, which I’ll get into later. The alpha ran fairly smoothly, but everything looks a bit unpolished. This is especially true in the menus and map. On one had this helps set a tone that is bleak and scary and that works fine for the menus. But that map is unacceptable. It needs a complete overhaul with much clearer indication points, a mini-map function, and the ability to set beacons. Not getting lost in that system of caves and doors is a challenge all on its own.

20191028234321_1My biggest issue with the alpha has to be the gameplay though. The game is being sold as a “hardcore” FPS experience but when did the definition of hardcore become little more than not enough ammo and no health regen? The gameplay is not hard. The shooting isn’t particularly difficult. The enemies, though resilient and usually in decent sized groups, are mostly fair. They shoot a long range projectile that makes no sense based on what they look like, but I never felt like the encounters were unfair. My only real complaint about the combat is that the gameplay loop is nonexistent. Shooters work based on the idea that each encounter is challenging but for the most part disconnected from all other encounters, in most cases. You kill the enemies, you get additional ammo and health, and then you find and kill the next group of enemies. But that’s not how it works in GTFO.

Rather than an established gameplay loop, GTFO has a single continuous gameplay line that never resets until you die and start over. Imagine playing Dark Souls with no XP or bonfires. That’s what this game is like. Everything resets at the end of each excursion. All the doors you opened, all the enemies you killed, and anything else you’ve accomplished reset every time you die. It’s not even that the encounters are particularly hard, even when playing a man short. The game is only hard in the fact that when you finish a battle you never seem to find any ammo or health restoration so over time you just sort of run out of ammo and then die in the next encounter. I also couldn’t get my special weapons to fire at all. I’m not sure why but they just wouldn’t activate.  This meant playing the game with just two guns and one of the most useless melee attacks I’ve seen in a shooter. You carry this big, slow sledgehammer that takes forever to use. But it doesn’t get one hit kills on basic enemies, which is just ridiculous.

20191028235350_1I can honestly say that in the hour that we actually played the game, we didn’t find a single ammo pack between the three of us. This is really just unacceptable. And since you always restart in the same place, we never made it noticeably farther than in previous attempts from round to round because we always ran out of ammo too quickly. Perma-death and limited ammo are both mechanics that can be used to make a game more difficult. But the two should never be used together. The game needs to drastically alter its ammo system so that you refill from drops after every fight. This one simple change would transform the gameplay experience in a considerably positive way. It was the lack of progress that ultimately drove us to quitting out of boredom. And that boredom came from constantly dying due to being out of ammo. I would also attribute the lack of horror to this issue as well. You’re so focused on ammo problems that you don’t even have time to get scared.

Hardcore should mean challenging, but not unfair. It should mean you have to shoot at a high level of accuracy and work together to watch each other’s backs. But making it so that players can’t play the game because they keep running out of ammo and can’t refill it is not hardcore game design. It’s bad game design using faux difficulty as a shield from criticism. The game needs a properly functioning gameplay loop from encounter to encounter. A few simple changes could establish this fairly easily.

20191029000615_1I was fine with the game’s audio. It wasn’t as intense as it probably needs to be for the game to be as scary as they’d like, but it sounds fine overall. The real problem is that the game doesn’t have a voice chat function . . . yet. So coordinating your team audibly requires outside software. We ended up just using the text chat, which was probably the best working thing in the game.

The writing was not really present in the alpha. I got the impression that there was at least some level of plot development that’s pieced together as you find clues within the caverns, but I never found any such clues myself while playing. It’s obviously not meant to be a plot focused game. But I do hope there’s an endpoint you’re actually moving towards as you progress farther into the game.

20191029001226_1It’s impossible to speak on the replay value at this point in development, but based on the perma-death mechanics, my assumption would be that it’s all replay value that you eventually just get bored with without ever actually getting to leave the underground setting.

I had/have really high hopes for GTFO. The marketing was fairly strong for an indie shooter and the horror aspect was pitched in a very convincing manner. But sadly this alpha left me highly disappointed. Obviously it is just an alpha build and still has a ways to go before being finished, leaving it a lot of room to grow and be changed before launch. But in my experience the sorts of changes required to make this game better very likely won’t happen. There are good ideas here but if they don’t redefine what “hardcore” means they will ultimately release a game that fails to obtain a healthy player base because it’s simply not fun the way things work now. Also, for the love of gaming they need to add public lobbies and matchmaking.

Blog Logo
As always, thanks for reading. Please take the time to follow my blog, leave a comment, and check out some of my other channels if you enjoyed what you read.

Bring Mobility Back to Mobile Games

Like many gamers, I have a love hate relationship with mobile games. I never considered them “real gaming” and yet I play them a ton. I also haven’t spent a single cent on them. But by and large, I’ve spent more time playing Pokemon GO than probably any other game in my life. So it’s accurate to say that I’m a mobile gamer, among other types of gaming, and yet if someone asked me what games I’m currently playing I’d never mention any of the mobile games unless asked directly. But really mobile games are a huge part of my life and I think that’s true for most people in 2019. But I’ve come to realize that as they’ve gotten better, which they absolutely have, they’ve also started to lose what made them appealing to begin with i.e. their mobility, casual nature, and ease of access.

I recently spent two weeks traveling for my honeymoon. We went to Dubai, Germany, Switzerland, and France. Over the course of this trip, we only took two flights (four including layovers). I spent the bulk of this trip on trains and buses. I am a flawed man raised in an age of technology. That is to say that rather than sit and look at the country side or my beautiful new bride during these long moments of travel via train or bus, I spent the bulk of my time playing mobile games. Specifically I was playing Pokémon GO, Fist of the North Star Legends Revive, Pokémon Masters, Kingdom Hearts Union X, and Mario Kart Tour. What I came to realize is that all of these games, with the possible exception of Pokémon GO aren’t actually made for gamers on the go, and honestly that’s really annoying.

landscape.jpg
Actual photo I took in Switzerland.

Mobile apps were originally created out of a need for people to fill the void and loneliness of travel via public transportation. You aren’t driving so your hands are free. And you aren’t talking to other people because in person contact between human strangers is almost as ridiculous in 2019 as in person contact between human friends. So you need something to do in often undefined bursts of time that can be played casually without requiring too much commitment. They also have to be easily picked again up after long periods of time away from them. Most importantly, they need to be playable from any location in any situation for as long as the user wants. Sadly, none of the games I was playing during this trip were really able to deliver this. Some got close, but there are just so many issues when just trying to play a game on a four hour train ride between countries. That’s one of the main reasons I was playing so many games at once.

The three main issues I encountered from these games were a constant internet connection requirement, balance issues, and time sensitive content. At face value, it doesn’t even sound like I’m describing mobile games with that list of problems. That’s just a lot of games in 2019. And that’s kind of the problem. Mobile games have started to become too much like console games. Or maybe it’s the opposite and console games have become too much like mobile games.

Mobile-Vs-ConsoleThe constant need for internet is a huge drawback. I had a full data plan while traveling so that I would be constantly connected to the internet with 20GB of data to ensure I could play at anytime from anywhere. But internet is not consistent all the time even when you do have a good data plan with high speed internet. Traveling between countries can cause data breaks. Traveling through the countryside, tunnels, and up mountains can cause data breaks. It was so annoying to be playing any of the five games I listed and suddenly lose the ability to play because the internet was bad in an area I was passing through. The games just stop with an annoying notification until the connection comes back. This is ridiculous. None of these games, with the exception of Pokemon GO in certain key instances, are directly PVP competitive. All of them, including the ones with PVP aspects, are played as single player experiences with little to no actual human interaction outside of in app message boards. And yet you need constant internet to play them all. This is just stupid. Why can I no longer play single player games on my phone without internet access? Mobile apps were adopted for gamers who had to be away from their home systems. Creating an internet requirement essentially limits the entire reason we call them mobile apps. I don’t have this problem when I’m traveling with my Switch, which I didn’t bring because I wanted to at least pretend to be an attentive husband during my honeymoon.

no-connectionThere are major balance issues in how mobile games are developed today. As you progress through these games early on, you don’t perceive the balance problems because they aren’t pronounced. It’s several hours in when you realize that something is very wrong. You’re trying to move forward in the game but you can’t because of some arbitrary level requirement, a lack of energy, or you’ve hit the daily play limit. And when that’s not the case, you still run into suddenly preposterously hard challenges once you’ve hit a certain point that you will never beat without having to take huge periods of time to farm more experience. It would be so annoying playing Mario Kart Tour and hitting a groove only to then be told I’ve reached my daily limit for coins and xp. There is literally zero reason to play Mario Kart Tour when you can’t get more coins and xp. It is the perfect example of a complete waste of time. The nature of these games is progression but for some reason they all arbitrarily choose to stop your progression when you actually have time to play. Note that I am not referring to pay walls. While there are paid items in all the games I mentioned, they were not a huge issue. Getting stuck or stopped from playing could usually be remedied with real money, but most of the time it just came down to having to do a ridiculous amount of grinding or waiting for the day to flip and recharge your ability to play.

waste of time chartBy time sensitive content I am not referring to limited access events where certain rewards would be available for a limited period of time. This did happen in Pokémon GO during the trip, but it was ultimately a non-issue. What I’m talking about is mechanics like in Mario Kart Tour where you can only do a limited number of things in a single day. This negatively affects the play two fold because it means you have to stop playing before you’re ready and you have to play every day to maximize your returns. Neither of these things works well for traveling players. Some days you have time to play and others you don’t. Some moments you have a lot of time, like when taking a three hour bus ride. But with the daily play quotas, I found myself often running out of things to do when I did have time to play for extended periods and concurrently missing out on progress opportunities on days where I didn’t have time to play. The issue here is that it’s an arbitrary limitation that in no way helps the player or enhances the gameplay experience. It’s simply a progress wall in order to make you play again the following day at the expense of the time you actually want to play more that day.

What I’ve come to realize as I play more and more mobile games is that mobile game developers, and arguably all game developers in recent years, are no longer designing games based on user behavior and desires. Instead they’re designing games based on how they want users to behave and are actively working to force players to change their behaviors or use microtransactions for the privilege to play the way they want or more accurately the way people actually play games. We have seen similar practices over the years with things like DLC and always online, but I’ve never really thought about in terms of mobile gaming before. But now we’re starting to see big developers/publishers get involved in mobile gaming such as Nintendo and Blizzard. So it makes sense that the same design flaws we’re seeing plague console game design are appearing in mobile games. But again, it’s kind of chicken and egg. Are console games negatively affecting mobile game design practices or are mobile games negatively affecting console game design practices?

diablo-mobileNow I’d like to give a short run down of each of the app games I played and my experience with them over the course of the trip.

Pokemon GO

GO Gen 3I’ve written a lot about GO in the past and even though I said I’d quit, I’m still playing it, albeit a lot more casually. And actually I have to commend them for making a number of quality of life changes that allow the game to be played more causally now. Adventure Sync has made the game way more playable at a casual level because egg and buddy candy distance are measured even when the app is closed. And you get a notification when an egg is ready to hatch. They’ve continued to add new Pokémon and Unova Pokémon were added just before I went on the trip. This motivated me to play while traveling and I did catch a number of regional Pokémon because of it. It’s the game I cared most about during the trip but also played the least. Considering I’ve been playing since day one, there’s not a whole lot left for the game to offer me except new Pokedex entries so I think it’s OK that it’s not the most compelling game for me anymore.

Mario Kart Tour

mario kart tourThis game is fun. It’s surprisingly addictive for a phone based Mario Kart game that I’m not even playing with motion controls, though it does have that option. But it’s got major balance and paywall issues coupled with one of the most irritating daily play limits I’ve ever experienced. Drivers, karts, and gliders all have independent levels and need their own xp. The xp system is weighted in an easily understood but ultimately unfairly padded way. And there are xp caps that have to be unlocked with levels that have nothing to with xp to increase. The whole system is very annoying and riddled with the need for microtransactions. Xp matters in Mario Kart Tour because your position in the races is irrelevant. What matters for progression is your score. And that’s directly affected by the xp level of your driver, kart, and glider. Each level has five possible stars but first place isn’t enough to obtain all five. You have to level up your gear in order to get enough points to get all the stars. But with a daily xp cap this becomes very difficult. Coins are also crucial to unlock additional gear and level up gear you already have but there’s a 300 coin daily limit, which makes no logical sense. Especially when you consider top tier drivers cost 3,000 coins to unlock. That means playing 10 days at maximum returns, not counting bonuses, to obtain a new top tier driver without spending real money. But most drivers in the store disappear after a day so you are constantly up against the wall for coins. The daily challenge system is also atrocious with a maximum of three at one time and a cool down rate of two days. Really they’re not even daily challenges. You finish them and then have to wait forever to get more.  The cool down rate should be like three hours tops and there should be no daily limits on coins or xp. It’s a great game ruined by greed. I will say though that the weekly tier challenges system and the tour rotation system are both implemented really well.

Pokémon Masters

Pokemon Masters CoverI reviewed this game previously and I have to say that it’s one of the most misleading games I’ve ever played when you compare day one to day thirty. The game starts off seeming very fair and practical but once you get far enough you realize it’s terribly unbalanced, especially from a numerical standpoint, and it’s a mess of a grind. Later stages are so unbalanced that even when you outclass the enemy team by more than 2,000 points you still get owned so much of the time. The auto battle AI is absolutely atrocious. The limitations by type make it impossible to form a core team, which maybe isn’t the worst thing, but the large amount of grinding required to make Pokémon strong becomes such a chore when you have to do it for more than 20 Pokémon. And there are daily limits for certain resources as well. Plus the money system is absolutely ridiculous. The costs of certain required items are so high that it can take months to evolve a Pokémon. I already finished all the current story missions, which I’m fine with, but I have little motivation to keep playing because grinding is boring and the progress is so slow to get my sync pairs where I want them to be. 300 special items to increase a level cap is just not worth it. Especially when doing so still won’t guarantee that you’re strong enough to beat enemies with noticeably lower stats on paper. It was a good idea with interesting concepts but the execution is so terribly flawed all in the pursuit of microtransactions.

Kingdom Hearts Union X

khuxI honestly need to stop playing this game. I started it like three years ago to prepare for Kingdom Hearts III and the only reason I’m still playing it is that I haven’t beaten Kingdom Hearts III yet. I’ll happily delete it once I finish that game. KHUX is a game that gives you lots of hours of play that’s fulfilling and enjoyable as you progress in strength through RPG and gotcha mechanics built on grinding. You can become fairly strong with no microtransactions. But there is a progress wall and once you hit it the game becomes an absolute bore. The highest levels of play require too much studying of stats and special techniques. You have to tailor seven member teams for specific situations and no matter how strong you get it’s never enough to excel once you reach the later game. The story mode is quite fulfilling for a long time but once you reach a certain point it’s just an exercise in monotony while occasionally doing bonus events for little more than additional costumes and the supposed potential to become stronger but it’s never strong enough. I definitely got a lot of hours out of the game, but I wish I had finished Kingdom Hearts III and stopped playing sooner so the good experience I had wouldn’t have turned sour in the extreme late game I’m in now.

Fist of the North Star Legends Revive

FotNS ReviveThis is one of the best RPG app games I’ve ever played. It’s a turn based RPG with strong combat and development mechanics. But I can already see the long term flaws it has. The gear and character development systems run very deep and require a lot of attention to detail. The fluid party system coupled with tailored events allows you to have favorite party members but also motivates you to use other characters in a way that isn’t annoying or sleazy. The story mode is also really great in retelling the manga. And the graphics are really good. The auto system works fairly well also. The daily rewards system pays out a lot, motivating you to want to come back every day. But there are no daily caps making you not want to play past the basic daily content. The major flaw of the game comes from its level caps. Or more accurately the slow progression of levels over time. When you’re under level 30 the game seems perfect. You level up at a fair rate. You unlock lots of new things as you play. You’re constantly improving your stats both for individual fighters in your party and as a group. And there’s plenty to do. The problems arise when you get to the higher levels of play. The level caps become really annoying and level progression becomes extremely slow and grindy once you get past level 30. I’m strong enough to beat the next chapter of the story mode as far as stats and there are items I require to improve my team to the next level of play. But because of the level caps I’m stuck slowly amassing xp trying to unlock access to the next chapter. The item needs are way too high in the late game as well, slowing development and unlocking of additional characters to a crawl. I can see the potential to get to the highest levels of play but doing it without microtransactions has already started to feel like a slog after less than two months of play. This is a really good game but a few slight tweaks could make it something great.

All of these games started off very strong. But greed and mismanagement have made me irritated with most of them for reasons that just didn’t have to be included. I’m really impressed with how much mobile games have improved since I was playing Snake on a Nokia. But the greed and flawed design choices used to make players return daily has ruined some potentially really great gaming experiences.

Blog Logo
As always, thanks for reading. Please take the time to follow my blog, leave a comment, and check out some of my other channels if you enjoyed what you read.

I’m Going to Buy Jedi: Fallen Order and I Hate Myself for It

I hate monopolies. I think they’re one of the worst things about modern capitalism. I also hate the current framework for copyright laws as it allows bad decisions to be made in entertainment for the protection of corporate greed/profit. We are currently seeing this affect a number of IPs and a number of forms of entertainment. A really big current example is Spider-Man’s place in the MCU. Because Sony and Marvel/Disney can’t play nice, we the fans are robbed of Tom Holland’s Spider-Man in the MCU after he’s already been in several films and made a huge impact. This is monopolism of creative ideas and capitalism gone wrong.

In the same vein of thinking, I love Star Wars. More specifically I really love Star Wars games. But currently Star Wars games are being monopolized by EA. They have the sole license to produce/publish Star Wars games. Which means that as a consumer I’m forced to decide between playing Star Wars games from EA, a company I don’t trust or really want to support anymore, or not playing Star Wars games at all. This is not really a choice. This is a lose-lose situation that corporate shills and crony capitalists pretend is a choice in order to make bad arguments in defense of a system gone off the rails. Having to choose between something you love and nothing isn’t a choice at all. The choice only exists when you can get that something you love from multiple sources and can decide which source to go with. Star Wars games don’t have that.

Star Wars MonopolyAt the end of last month, a new trailer for Jedi: Fallen Order released. In true EA style, it’s a magnificent trailer. It’s the kind of trailer that made people excited for Anthem. If anything that’s the real magic of EA. They’re top tier marketers that have mastered the art of selling garbage at exorbitant prices and then throwing in microstransactions for good measure. EA has failed me, and other gamers like me, many times. EA has failed Star Wars more than enough times already. In general, I try to steer clear of their games now. I do support some of their indie projects, like when I bought Unravel Two, on sale of course, but when it comes to AAA titles from EA I haven’t bought one since Mass Effect: Andromeda, which I admittedly didn’t hate. But the fact that they screwed up so hard that even I didn’t buy a game produced by what was once my favorite developer and dream company to work for, Bioware, shows just how much damage EA has done over the years. Overall, I buy less than one game from them a year. And even that feels like too much a lot of the time. But where else can I get my Star Wars game fix?

I didn’t buy Star Wars: Battlefront II (2017). I supported the boycott and stuck to my guns. But where does that leave Star Wars game fans? I love Star Wars games and I love single player games. EA has a monopoly on Star War games at the moment. So logic concludes that I’m ultimately going to buy Jedi: Fallen Order against my better judgement. And if the comments section on this newest trailer is any indication, I’m not the only one.

Jedi Fallen Order Stand OffThis is an annoying place to be in that gamers have always been in since the advent of the console exclusive. We always end up getting coerced into buying things and thereby supporting companies that we don’t agree with or want to support. It doesn’t matter how much you hate Konami. If you want to play Castlevania then you are going to support them. And this is the situation that I once again find myself in with EA. Because the truth is that no matter how many times EA has screwed me. No matter how little faith and interest I have in a single player, non-shooter from Respawn Entertainment. The truth is that I am going to buy Jedi: Fallen Order. I am going to go against my own wishes and support EA, yet again. And honestly I hate myself for it.

The Jedi: Fallen Order trailer looks so good. But it’s EA so that doesn’t necessarily mean anything. In fact, history shows us that this will most likely be an ultimately disappointing and problematic game. But I’m still gonna buy it. A single player focused Star Wars game set before the sequels with a focus on narrative. How could I not buy it? But that’s a garbage place to be in. It’s essentially putting steak in front of a starving vegan and then telling them they have a choice in whether or not they want to eat meat. If there are no other options, they’ll eat the damn steak. And then they’ll feel really bad about themselves. They might even get sick from eating the steak because they’re haven’t eaten it in so long. There are so many reasons they shouldn’t eat the steak in that scenario. But they will. Because what choice do they have?

Jedi Fallen Order WallpaperThe last Star Wars game I played was Star Wars: Battlefront I (2015). It was a big pile of meh with some decent foundational gameplay mechanics. The last one I played that had good single player was The Force Unleashed II (2010). It’s about damn time for another steak! My fear is that like so many EA games in the past decade, the steak will look good when served and ultimately be disappointing. So I certainly won’t be buying Jedi: Fallen Order at launch. The silver lining of EA is that their games tend to tank in price fairly quickly because they ultimately do end up disappointing. But fingers crossed that this won’t be the case with their latest attempt at not totally wasting their exclusive access to the Star Wars IP.

What do you think of Jedi: Fallen Order? Does it look as good as I think it does or do I just have Star Wars tinted glasses? Let me know in the comments.

Blog Logo
As always, thanks for reading. Please take the time to follow my blog, leave a comment, and check out some of my other channels if you enjoyed what you read.

Ghost Recon: Breakpoint Closed Beta Review

This is a little late, but as my schedule has been hectic with my wedding and moving in the last few weeks, it’s a wonder I have been able to do any gaming and/or writing at all. A few weeks ago, I was fortunate enough to try the Ghost Recon: Breakpoint closed beta. While I was only able to play for about 10 hours, I still wanted to take the time to write about my experience since the game will be launching next week.

I really need to commend Ubisoft for creating a shooter franchise that I actually like playing. I don’t like shooters or gun focused games in general. I have played a number of them over the years, but they are never my go to genre. I’ll take a third person shooter over a first person shooter any day of the week but in general I try to avoid shooting games altogether. I do find myself playing them more often in recent years though and mostly from Ubisoft. I played The Division 1 & 2 and I’m currently playing Ghost Recon: Wildlands as I gear up for Breakpoint. Other than that, Mass Effect: Andromeda is the last shooter I can remember playing that wasn’t completely cartoony, a la Ratchet & Clank. There’s probably another one I missed in there somewhere but in general I don’t play them often. I’ve completed a single Halo title (Halo 2), no iteration of COD or Battlefield, and when someone says GOW I automatically think God of War. To Ubisoft’s credit, they produced three of the four shooters I remember playing most recently as well as the next one I’ll be playing. And if you want to count Watch Dogs, then put that on the list for Ubisoft as well, making them 4/4 once Breakpoint drops.

Tom Clancy's Ghost Recon® Breakpoint Beta2019-9-6-23-12-50I think what I like about Ubisoft shooters is that they don’t feel like traditional shooting games. They’re always in third person, which is my definite preference, but have effective first person sniping, which is always my weapon of choice in shooting games. They lean much more heavily on story and dialog than gameplay and contain RPG elements which differentiate the experience of playing them from traditional shooters. They also don’t require me to have any interactions with other players, outside of raids in The Division, unless I absolutely want to have them, for me to have a fulfilling experience. One of the things that worried me about Wildlands was the four person team. The Division has no AI teammates so I assumed that the AI in Wildlands would either be non-existent or lousy. Even though I’ve owned the game for years, it wasn’t until seeing Breakpoint that I finally decided to actually play Wildlands. I’m happy to say that while it’s by no means a perfect game it’s much more enjoyable for me than I expected it to be.

While this is a review of the Ghost Recon: Breakpoint beta, I think it’s useful to compare it directly to Wildlands, and since I’m playing it right now and started it before the beta, I’m well equipped to do that.

Tom Clancy's Ghost Recon® Breakpoint Beta2019-9-6-23-30-47While Wildlands is all about the team effort, Breakpoint is about the solo hero. Both games allow you to play solo or as part of a group, but the way the games are constructed for these differences in play are very dissimilar. Wildlands was made to be played as part of a four man squad. It’s the reason they hand you three fairly decent AI teammates from the start of the game. Sure you can abandon them and go it alone but the game isn’t balanced properly for solo play so only very advanced or extremely patient players can play solo effectively. This is why the multiplayer aspect works so well. Playing with others is a smooth experience because it’s how the game was meant to be played. Breakpoint is at the opposite end of the spectrum. Though it has the functions needed to play with a four man squad, it’s not intended to be played that way. The game does not hand you AI teammates and it’s incredibly well balanced for solo play. You can play with other human players, which I did try once, but it doesn’t improve the gameplay experience in the way it does in Wildlands.

Breakpoint was constructed for the solo player and it is really fulfilling to play solo. It’s perfectly balanced to make you feel like a badass without feeling easy. No squad required. The first thing I did once I finished the tutorial and the game opened up for me was buy a sniper rifle from the shop and storm a base. Storming a base in Wildlands is hard even with a squad. You get discovered too quickly even when sniping from afar. Reinforcements show up too quickly and too often. Stealth infiltration is possible but far from practical in many if not most non-mandatory scenarios. All this makes sense given the setting that is a Bolivian narco state crawling with Santa Blanca gang members, working internet connections, and cell phones. The countless enemies, quick communication between them, and overwhelming odds are a feature not a flaw. But that sort of scenario is unruly and unenjoyable for the one man wolf pack player like me. I rely on the AI when playing Wildlands. In Breakpoint, not only do I not need the assistance, I don’t even want it.

Tom Clancy's Ghost Recon® Breakpoint Beta2019-9-8-0-16-7The setting of Breakpoint is an isolated island with limited connectivity, limited resources for everyone involved, and mostly isolated settlements and facilities scattered around a cluster of islands. It’s the perfect Rambo scenario. You can snipe your way through an entire base without having to worry about reinforcements showing up. You can track entry points from settlement to settlement because of the limited roads on the island that enemies will inevitably take because of their reliance on vehicles. Your drone gets plenty of range for the size and scale of the facilities being infiltrated. You still have to be smart and patient, but you don’t have to be an above average player to bring down a facility without help. And it’s not necessarily that there are fewer enemies. It’s just that the enemies are trained military personnel that aren’t standing around in giant clusters, making them lethal at close range but very manageable at a distance.

Breakpoint’s combat also has a number of quality of life improvements. Sniping, for instance, has a focused breathing function that allows the player to concentrate for a temporarily less shaky scope. Customizing weapons and gear plays a much bigger role in this game. You actually have a gear score which delivers noticeable changes to your ability to succeed. And yet the game is still a straight shooter. Enemy gear scores denote their lethality and armor level, but not your ability to kill them. Whether you’re weaker, evenly matched, or stronger than the human enemies, you can still take them down in one hit with a well-placed shot to the head. But you are not only fighting humans in this game. Drones are the bigger problem in Breakpoint and require a lot better performance and strength to bring down than humans in some cases.

Tom Clancy's Ghost Recon® Breakpoint Beta2019-9-8-0-15-23I never felt stuck when playing the beta. I never felt lucky. I surveyed the area, made plans, and executed them with little to no surprise. And that’s a good thing. I don’t like it when I take the time to form a plan and it just falls apart for some stupid reason. I enjoy the methodical, calculated approach that allows me as the player to feel like a spec ops agent rather than a thug. The gameplay is clean and reliable. The character development system works, though it could have slightly clearer explanations. I often found myself wondering what certain stats represented because just about everything in the game is represented with non-text symbols and the occasional abbreviation rather than clearly written out explanations. This was true for a number of weapons related things. The game makes a lot of assumptions about your previous experience playing shooters. For instance, I like to use a sniper rifle in most shooting games. But I don’t know much about guns in general and don’t play many shooting games. So while I knew right away that SNR meant sniper rifle in the weapons list, I had no idea what DMR meant. Looking at it I thought it was a sniper rifle, but officially it’s classified as a “designated marksman rifle” in the game. I had to Google it to learn that. This should be written out in the game somewhere. Even a digital manual in game would be fine. The same goes for those weapons stat symbols. Without a legend, I was making assumptions about what I thought they meant. This was one of my only complaints about the entire beta.

Tom Clancy's Ghost Recon® Breakpoint Beta2019-9-7-23-55-37While the game wasn’t built for playing with others, the multiplayer system works fine. I wasn’t able to try the PVP mode because it wouldn’t load for quite some time until I gave up. But I did try the campaign with a single additional player. Though many will not agree, I feel like playing with another player detracted from my overall experience. During this co-op session, we used the text chat instead of mics. The text chat is way more accessible from a menu navigation standpoint than in other Ubisoft multiplayer games I’ve played on PC. Playing with even just one other player makes a huge difference combat wise. The two of us stormed a facility and easily dominated it by using natural strategy. I found a high point and sniped while he played the ground and drew everyone into my killzone. It was beautiful. It was artistic. It was organized. It was fun. It was a bit too easy. Whereas in Wildlands I have died multiple times while playing with a four man squad (me plus three AI). In Breakpoint, the two of us had no problem storming that base, or anything else. The only two times we died during our session was when I was completely out of ammo and couldn’t find a refill, and when we went up against two ridiculously over powered tank drones. They were so over powered that we managed to die even though we rolled up in a literal tank. While I’m fine with feeling OP in games, I do feel like groups of players will feel the game is too easy.

Tom Clancy's Ghost Recon® Breakpoint Beta2019-9-8-1-34-46One of the worst aspects of playing with another random player was how this affected the map and navigation aspects of the gameplay. One of the coolest mechanics in Breakpoint is the maps system. In Wildlands, you are handed points of interest on a map. You go to those points and then they reveal other points with missions or special objectives/items. It’s textbook open world Ubisoft and it works fine. But it’s super unrealistic in the fact that the map means absolutely nothing. It’s just a platform to tell you which way to travel and where to fast travel to. In Breakpoint, you have to actually read the map. You aren’t given specific locations from finding intel. Instead you use intel to gather information about the whereabouts of locations based on map landmarks which you then have to find on the map and explore in game to ultimately find your target locations. This was so cool for me. The clues are clear but subtle in nature. They use landmarks and directions like “north of snake river”. Then you mark a point on your map north of the river manually and have to go there. But that doesn’t mean you’ve found your objective. You’re just in the vicinity of it.

Tom Clancy's Ghost Recon® Breakpoint Beta2019-9-7-15-16-51The game makes you actually explore the area and locate what you’re looking for like you would in real life. That’s actually how I found the first base I stormed accidentally. My objective was near there and when I was exploring I found a base. I thought that was the objective and cleared it out only to discover that it wasn’t my objective at all. While that would probably annoy some players, I thought it was extremely realistic and made the game way more interesting. But unless you’re playing with people who aren’t ahead of you in the game, this aspect of the gameplay is lost. The guy I played with was way ahead of me. I don’t even know why he was playing with me at all. My gear score was at like 19 while his was at 45. He had already cleared pretty much everything in the beta. This meant that every time I initiated a new objective, he already knew where it was. He would just mark it on the map for us and fly a helicopter there. That’s really realistic in a shared intel sort of way. And it’s very efficient when you aren’t in the mood to explore. But the fact that I was losing out on the exploration aspect of the game by playing with him made me want to play the entire game solo.

Tom Clancy's Ghost Recon® Breakpoint Beta2019-9-7-23-52-25The graphics are quite good. I tried it on both PC and PS4 and was happy with both. PC definitely looked slightly better, but I’m also running a fairly beefy rig. The landscapes are beautiful and the character models, though not Uncharted 4, are quite a bit improved over Wildlands, which was already pretty good. I was also really happy with the sound. Specifically the enemy dialog. You can use it to help pin point enemies and plan strategy around their locations in close quarters. It’s definitely a AAA quality game.

The beta didn’t go too far into the plot but it did establish the seriousness of the situation, justify your lack of an NPC team, and present a villain fairly well and quite expediently. What it didn’t give me was a why. And really that’s what a beta is supposed to do. Peak your interest but not give you enough to warrant passing on the game. I got my John Bernthal moments, though he never officially made contact with me during the beta and I understood the significance of him, a fellow Ghost, being the villain. It was a bit on the nose that your character has personal ties to his character, but in general the dynamic of Ghost vs Ghost plays really well for dramatic effect. What I didn’t get from the beta was any sort of establishment information about the Wolves, the rogue Ghost organization you’re fighting against. What I like about Wildlands a lot is the background videos that tell you about the structure and organization of the cartel. The beta didn’t give me any of that other than a similar character map of the hierarchy of the enemy organization. But at this point I’m not entirely sure if everyone on the map is an enemy or not, which actually makes for better writing, in my opinion.

Tom Clancy's Ghost Recon® Breakpoint Beta2019-9-6-23-39-25Overall I really enjoyed the Ghost Recon: Breakpoint beta. It played extremely well and got me excited for the full game. I’m fairly certain that I’ll be playing the bulk of the game solo but I can’t speak to the PVP mode since I wasn’t able to get it to work during the closed beta. I think this game will do really well but I can see a number of people complaining that it’s too easy in co-op mode. Sadly I won’t be able to finish Wildlands before it releases but I haven’t decided if I’ll wait to play it or not. I probably will because it feels quite a deal better as far as gameplay and going backwards mechanically in games never feels good.

Thankfully the open beta for Ghost Recon: Breakpoint starts tomorrow, depending on your time zone, so if you’re interested but still on the fence you can try it for yourself. “Sadly” I won’t be able to play the open beta because I’ll be traveling for my honeymoon.

Blog Logo
As always, thanks for reading. Please take the time to follow my blog, leave a comment, and check out some of my other channels if you enjoyed what you read.