Monthly Archives: February 2019

Blog: Apex Predator – 02/27/19

Apex Legends came out a few weeks ago to immediate acclaim and success.  It was more or less a surprise release that seemed to refine the battle royale genre of games, and produce something that positively builds on formula we’ve seen up till now.  Despite the heaping helping of praise that’s been dumped upon Apex Legends, I don’t know that I’m entirely jazzed to play it.

For context, I’ve played an hour or two of Apex, so I’m basically the leading authority on the topic.  What I played definitely led credence to a lot of the claims I had heard too.  Being a Respawn game, it just feels phenomenal to play.  It shakes the jankiness of PUBG and doesn’t require me to build anything à la Fortnite.  Instead it most closely resembles the Blackout mode from 2018’s Call of Duty Black Ops IIII, which for context, is a very good thing, but they differ in two very key ways.

The first and most obvious difference is price point.  Apex is free to play, which for reference, is cheaper than the $60 Black Ops IIII is.  Free to play while not only making a game more accessible to play, also seems like the only real way a standalone battle royale game can really survive these days.  It’s a smart play, and works even better when you have the potential for good cosmetics for people to buy.  Which leads us into the second main difference from the genre.

Apex is charming.  Both in map and character design, Apex Legends has a lot going for it.  People appear to really be resonating with the characters in a way I haven’t seen since Overwatch happened.  So I guess that means there’s probably a lot of porn of Apex out there, huh?  But considering the characters are already pretty beloved, that opens potentially profitable avenue for skin and taunt sales.  Which I’m pretty sure they’re already doing, but my point still stands.  A game that combines the potential profitability of Fortnite with the characterization of Overwatch can be a dangerously profitable concoction.

I just wish that I knew what I was doing in Apex.  I haven’t spent enough time with it to know the layout of the map, or what guns do what, or when to use character abilities or even just general practices I should be aware of.  I want to play more of Apex, but the concept of having to adapt to a new one of these kinds of games just seems exhausting from the outside looking in.  Luckily, I’ve got some friends to help motivate me and carry me through those early hurdles, but I don’t know that I’ll ever feel the battle royale fever again like I did when PUBG was released.

All things considered, I welcome our new battle royale overlord with open arms.  I don’t ever see Apex Legends ever being released on phones, but who knows?  I thought the same thing about PUBG, yet here we are.

Early Impressions: Eastshade

When it comes to talking about Eastshade, I’m conflicted about how to portray it.  Eastshade is an ambitious game that has a lot of interesting ideas that I’d like to see fleshed out, but all the ambition in the world doesn’t cover up its glaring flaws.

You are a nameless, faceless character who is honoring the last wishes of your dying mother.  In the introduction of the game, you recall a memory of her, imploring you to travel to this wonderful land and experience its beauty.  See, in Eastshade, your character is a painter, and what your mother has given you is essentially a checklist of things to paint.  But to say that all you do in Eastshade is go to things and paint them would be a misrepresentation of the experience as a whole.

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Eastshade is a first person puzzle and exploration game, that has you exploring a whimsical island and discovering the many secrets it hides.  In lieu of combat or platforming, you only interact with the world in a handful of ways.  You’re mostly talking to the citizens of the world, collecting resources, painting pictures, and using the time of day to solve puzzles and uncover mysteries.  On the surface that all sounded like an enticing offer to me, but after only a few hours, my motivation to continue has started to wain.

Right off the bat I noticed that Eastshade doesn’t run well at all.  No matter what combination of settings I turned off or on, the game wasn’t able to keep a stable frame rate and would often hitch up.  In addition to that, it’s also an incredibly buggy game in general.  From NPCs getting caught in loops, to your character bouncing off of the geometry of the world if you step on the wrong piece of it, Eastshade has an overwhelming level of jank.  Even things like quitting the game are more complicated than they need to be.  Seriously, every single time I quit the game it freezes up, and I have to force quit it from the task manager.

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On top of poor performance, the whole game feels disjointed and directionless and often boils down to you doing endless fetch quests for different citizens to unlock more of the map.  Even the “painting” part of the game is just you hitting a button to capture what’s on screen at the moment, then that appears on a small canvas next to you.  It’s really a glorified screenshot button.

Early on in the game you’ll come across a bridge that nobody is guarding, but requires you to pay a toll of 60 fantasy dollars.  You cannot get over it unless you pay, and you can’t go around it because every body of water in Eastshade might as well be a wall.  So now you’re trying to figure out how to get 60 fantasy dollars.  Luckily there’s a man who will buy feathers off of you for one fantasy buck each.  That means you need to scrounge around in the fields looking for feathers, or complete some other fetch quest for someone else in order to pay this ridiculous bridge fee.

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But it doesn’t end there, cause once you do that you meet a man who will build you a boat if you bring him some materials.  Then you meet a person who needs sticks to build a fence, and person who needs inky mushrooms to make you map.  It all feels so antithetical to the initial pitch of, “uncover the mysteries of the island.”  I felt like an errand boy more than a mystery solver or a painter.

One of the moments that left me particularly frustrated and confused was when I finally made it to the entrance of a city that everyone was telling me I had to visit, only to be turned away at the gate by a guard.  The reason for my denial; I didn’t have any reference letters.  That’s right, I needed reference letters that would vouch for the quality of my character before I would be allowed in.  The guard even said that the city loved new visitors, but they needed to take extra precautions to make sure that all of them were good people.  It was at that moment I had the realization that everything in Eastshade is gated off by some collect-a-thon or MMO side-quest bullshit.

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It’s all such a shame considering that Eastshade has some really neat ideas that I wish were executed better.  The world is beautiful and has some really unique and interesting locations to discover.  The concept of exploring a whimsical world as a painter and dealing with problems through dialogue rather than combat was also super intriguing to me, but this all just feels half-baked.  There is a lot of promise in the early hours of Eastshade, and I’m going to try to get a little further in it before I make any definitive statement on it as a complete product, but as it stands right now, Eastshade is a game that pushes me further and further away, every time I play it.


Eastshade is currently available on Steam for $24.99.

 

 

 

 

Blog: A New Yawn – 02/20/19

I’m only a few hours into Far Cry New Dawn, but as it stands, it might just be the most average game I’ve played in a very long time.  Mind you, there’s still room for this game to either blow me away, or just blow it in general, but from what I’ve seen so far it doesn’t deviate too far from the Far Cry formula.

As all Far Cry games are, Far Cry New Dawn is a looker.  It’s delightfully colorful while managing to capture the natural beauty of what I imagine Montana to look like.  New Dawn uses the same map from Far Cry 5, but mixes in their vision of the post-apocalypse which in this case is very colorful and psychedelic.  It’s a good look.

It’s also just fun to play.  Far Cry has always been a fun series to me that’s controlled well and offered a satisfying, albeit repetitive gameplay loop, and New Dawn is no different in that regard.  Being built on the bones of Far Cry 5, New Dawn is basically identical in terms of progression and mechanics.

What isn’t grabbing me right off the bat is basically everything else.  Maybe it’s because Far Cry as a series is starting to feel stale, and in my opinion, has been on a slightly downward slope since Far Cry 4 was released.  I don’t think the games are bad, but I do think they need a more meaningful shakeup than what Far Cry 5 introduced to the series.  That stagnation is represented here as well.

Far Cry New Dawn feels like it’s just more of the same except with a more colorful makeover.  That isn’t necessarily a bad thing considering this a $40 release, but I genuinely believe that if Ubisoft tries to release a full priced Far Cry game without making some more dramatic changes, they’re going to have some serious problems.

At the moment, I’m enjoying Far Cry New Dawn and not expecting it to surprise me in any real way.  It’s basically gaming junk food in that it’s a fun indulgence, but probably wont leave you satisfied at all.

Blog: The Incomprehensible ART SQOOL – 02/13/19

I have no earthly idea what cosmic events led to the creation of ART SQOOL, but I am sure glad that it exists despite not being able to comprehend or understand it in any way.  ART SQOOL is a game, I think?  I have no clue.  It might actually just be an elaborate prank now that I think about it.  20190212131814_1.jpg

You’re a student at a university and you’re tasked with completing the illustration assignments that a mysterious voice gives you.  The assignments that I’ve played have all revolved around me using the aesthetically pleasing UI to draw something and submit it for approval.  Your tools are incredibly limited at first, but as you explore the level you’ll find more colors and tools to use.

That stuff is fine and all, but let’s talk about just how bizarre this game is.  ART SQOOL borders on nightmarish at times, with it’s purposefully hideous art, and a soundtrack that I bet could make you sick if you listened to it long enough.  And I kind of love it for being so fucking weird.

I haven’t gotten terribly far in ART SQOOL, but I am certainly eager to put some more time into it.  The game itself isn’t great, and the style is off-putting at best, but there’s definitely something here that’s keeping me interested for the time being.  Only time will tell if that curiosity will be enough for me to stomach through the rest of the game, but we’ll see.

Blog: Flat Anthem – 02/06/19

After a week of careful code-breaking, decrypting and other jokes about complex preorder charts, I was able to install and play the Anthem beta (demo?  Who knows anymore?) and see what this game is really all about.  At least that’s what I thought until I got in there.

It’s really hard to talk about Anthem and not constantly compare it to other loot shooters like Destiny and The Division, but I’ll try to keep it at a minimum and just say that Anthem fails on a fundamental level when juxtaposed with the others.  Destiny and The Division, while they have their faults, they at least have combat that feels good.  Anthem lacks any impact when it comes to combat.  You’re just chipping away at health bars using your really unrewarding gun-play.

As for that Bioware charm that some people were hoping to see, this demo (beta?) didn’t really leave me with the impression that you’d actually be having any meaningful interactions with NPCs.  The story seems like it could be interesting, but I barely was able to follow what was going on.  Take that for what it’s worth.

I only spent enough time with the demo to use one of the suits, but it left me thinking they were easily the most fascinating things in Anthem.  You get to fly around in an Iron Man-like fashion, which had a weight to it that felt pretty good.  What was less fun was having to manage the overly aggressive overheating meter tied to your boosters.  You have to constantly find some source of water to fly through or land in to literally cool your jets.  Conceptually it’s a neat idea, but in practice it’s just tedious and keeps you from having too much fun.  Also the suit I used had an ultimate ability which allows you to lock on to multiple targets, and fire some badass shoulder missiles at them.

I don’t know if Anthem is going to take the world by storm or not.  Hell, I don’t even know if people are going to take to it considering how utterly average it feels combined with the fact that The Division 2 releases in a month or so.  But who knows?  Maybe the Anthem beta showed off some of the more underwhelming aspects of the full product, maybe it has a really compelling story.  I only know one thing for sure, and it’s that we have the technology to make a badass Iron Man game, and for some reason we aren’t.