Showing posts with label post. Show all posts
Showing posts with label post. Show all posts

Sunday, May 10, 2015

The Post-Game - Deadfall Adventures (Spoilers)

Platforms: Windows, Linux, Xbox 360, Playstation 3

Deadfall Adventures has been sitting in my game library for a while now. It was always a game I meant to play, but somehow never had time to. Well, I took the time - 12 hours to be exact - and I thoroughly enjoyed myself. It's a fun mix of shooter, puzzler, and B-movie Indiana Jones-style setting / action / dialogue. If that sounds appealing, the game is worth picking up when on sale for around $10.

Note that I only played the single player campaign. I will evaluate the multiplayer at some point in the future.
That is if I feel motivated to try it out before needing the hard-drive space for other games.
And that's if there is anyone in the multi-player lobbies to even play multi-player with.


Gameplay
+ Decent gun-play. Different weapons feel different. 
+ Well-designed levels. Though linear overall, the levels tend to be large with plenty of cover and opportunities for flanking. 
+ Destructible cover. Not all cover is destructible, but plenty is.
+ Environment kills. Shoot explosive barrels, generators and gas cans to trigger explosions. Or, even better: those Mayan traps you just spent five minutes avoiding? Trigger them to kill the enemies coming after you.
+ Great puzzle design. These are the kinds of puzzles that I wish were in the new Tomb Raider (2013). Mirror puzzles, the "tile" puzzles on the floor (put a foot wrong and you die), going up and down on a platform, trying to pull levers in the correct order - all are core elements of Deadfall Adventures, and are required to progress in the story. None of the puzzles are greatly proliferated, either - some are variants on a theme (I counted three bounce-the-light-on-the-mirrors puzzles). Helps keep things fresh and interesting.
+ Fighting non-human enemies is reminiscent of Alan Wake's "fight with light" technique. Shine a flashlight (or other light-source - there are environment triggers for this as well), heat them up, and they start to burn. Once the burn effect begins, shooting them will have an effect. 

+ / - No cover system. Crouch behind cover, but no "snap-to" cover system. Not an outright negative because it can be argued that the game doesn't need it.
+ / - Same for dodging. Not in the game, but Deadfall Adventures is not built around melee combat anyway.
+ / - Not too short. A short campaign is one of the primary criticisms of the game. I got 12 hours out of a single playthrough, taking my time with puzzles and looking for treasure. Speedsters can complete the game in a third of that time, but atmosphere and environment is one of the points of the game. If you don't take time to savor either, and play the entire game with a game-guide providing all the puzzle solutions, expect to be disappointed by Deadfall Adventures.

- Low replayability. Once you've played it, no reason to revisit it except for achievement grinding.
- Some levels are pure corridor shooters. Boring. Thankfully, there are not many of these.
- No manual saving of the game. Checkpoints are fairly frequent, but still annoying.
- The loot system. It is completely tied into the upgrade system. Find treasure, and use it to upgrade Quartermain's skills. Treasure is only found by exploring every nook and cranny of the (generally linear) levels. Taking time out of the main quest is something I like to do for fun if I am enjoying the game; don't force me to do it as a condition of upgrading my character's skills. Finding treasure became a chore. I missed out on several upgrades just because I couldn't be bothered to complete the puzzle to uncover the treasure. Completionists will thrive here, but those looking to maintain momentum in their game won't want to take time out to find all the treasure. Which will preclude them from fully upgrading Quartermain.
- Reflexes required. Not always, but there are a few puzzles that rely on a player's reflexes to pass through them. Something to keep in mind if you're playing with an old keyboard + mouse and have issues with input lag.
- Puzzles may have great design, but sometimes there is simply no indication how to solve them. The in-game notebook that Quartermain consults when faced with a puzzle is usually helpful, but there are several occasions where it was not - and one occasion where the notebook was wrong. 
- Sometimes there are no clues on how to progress. Not always a problem, but it comes up at a few crucial points. The easiest example is the final boss. (minor SPOILER) At the second stage of the fight, with lava being shot everywhere, the boss is invincible. I ran around in circles for fifteen minutes, shooting at the boss and his minions, unsure if I was actually damaging him with gunfire, or whether by shooting his minions he was taking damage, or maybe I had to kill several waves of minions for him to take damage... Nope, none of that. Finally, I looked up a game-play guide and learned that, upon entering that stage of the battle, I was supposed to shoot out some support columns high in the air to collapse the ceiling on him. Maybe I would have figured it out after a while, but things like this happened several times throughout the game. That's not poor design - the design works well enough - that's poor implementation.
- Minimal upgrade tree. There are five upgrade paths, each of four levels. Not enough variety.
The entire upgrade screen.
- No in-game indicator of how to proceed through a level. Not looking to have my hand held, no. I wanted to finish an area, then go back and search for treasure. Sometimes I would be digging around, exploring some passageways, and trigger the next area - which locked me out of the previous one. Bye-bye upgrades.

Characters
+ If you can accept Deadfall Adventures as a B-movie kind of experience, Quartermain is snarky and sarcastic, his side-kick Jen is hot but capable, and the villain is a real scumbag who gets what is coming to him. Quartermain is your strong alpha-male type who prefers guns and bullets to puzzles and finesse (at one point he actually says, "I hate pushing buttons!" Except I had him push the wrong one, so he died instantly!). Jennifer Goodwin is smart and savvy, who provides the sense to complement Quartermain's direct simplicity. Aside from the villains, there aren't really any other characters in the game worth mentioning.

- If you can't accept the game as a B-movie kind of experience, you'll notice that Quartermain's voice actor is not that good, Jennifer Goodwin sounds like a cheap rip-off of Rachel Weisz in The Mummy, and the villains do absolutely everything you expect them to do. How many male-stereotypes have been seen in movies or in games that prefer bullets and explosions over any other approach? And how many times have we seen the woman thrust into a complimentary role to the alpha-male, balancing him and supporting him on his journey? Both are over-played tropes that rear their heads here once again. 

Narrative
+ / - You've heard the story before. Nazis are after some secret artifact that will give them power over the world. If plays out pretty much as you would expect it to: initial exploration, discovery of more pieces of the puzzle, betrayal, follow the villain to the next important piece, he gets there first, girl gets captured once or twice, rescue girl, get the artifact, kill the Nazis, save the world. Deadfall Adventures uses the story as an excuse to visit some exotic locations, and these locations are wonderfully detailed, but don't expect original story-telling.

Graphics Etc.
+ Environment graphics are superb. The Arctic looks cold, with great water / ice effects and blowing snow. The jungles are densely populated with lots of foliage, and the numerous ruins we explore are perfectly rendered with that aged, moss-covered look. 
+ Weapon models are well designed and detailed.
+ Except for the fact that Jennifer Goodwin's clothes look a little tight, they are at least practical and fit within the story. 
+ The game was very stable, not a single crash in the entire play-through.

+ / - Heavy on system resources. I was surprised to find that Deadfall Adventures stressed my system as much as The Witcher 2 (60% CPU, 100% GPU load)(A10 6800k + R7 260X). The game does look amazing, though, so I suppose that is not a surprise.
+ / - Voice acting is hit-or-miss. Quartermain's voice flip-flops between "I'm bored but I'm awesome anyway..." to "Hell yeah! look how big that explosion was!" Blech. The main villain's voice actor hits all the right notes, though, and Jen's voice actress comes off well enough.
+ / - Soundtrack is good, but not enough variety. Some tracks get repetitive, depending on how much time you spend in a location.

- Character models are disappointing. Stiff and low-res.
- Over-priced. I thought Deadfall Adventures was fun, but $50 for the Deluxe Edition? even at 75% off ($12.50), that is still more than the game is worth. Drop the Deluxe Edition to $7.50-$10 at 75% off, and the game becomes a must-buy when on sale.
- At the time of writing, there is no option to upgrade to the Deluxe Edition in the Steam store. I liked the game, why not provide a Deluxe Edition Upgrade option? As a result, I'm missing out on some DLC, multiplayer skins, behind-the-scenes extras, and soundtrack. I can't get the Deluxe Edition by purchasing it - Steam says I already own the game. So... I guess there is no legitimate way to get those extra materials.

Wednesday, April 22, 2015

The Post-Game - The Witcher II (spoilers)

So with The Witcher 3 getting ready for release, I though it was a good time to play The Witcher 2: Assassin of Kings. I played the first Witcher game a while ago, and played the game all the way through multiple times. I never really had a computer that I felt could play The Witcher 2 with any degree of competence. Yes, I could have floundered through it at 20 fps, but that wasn't how I wanted to experience the game (or any game, really).

So The Witcher 2 sat in my Steam library for two years. I occasionally tried loading it up and playing it, but the game would stick and stagger so badly in the tutorial mission that I just couldn't bear to continue. Well, one (modest) hardware upgrade a few months ago, and I felt ready to tackle it. Now that I've finished it, it is a great game that everyone who loves medieval-style fantasy games and choice-laden narratives should have in their library. Go out and get this one. With sale prices for The Witcher 2 dropping as low as $3, there is very little reason not to purchase it at some point.


What follows was after one playthrough of The Witcher 2, played without importing a save-game from The Witcher.

THIS LIST CONTAINS A FEW SPOILERS.

Gameplay
+ High replayability (always the first thing I look for), thanks to a branching narrative and choice-laden side-quests.
+ Four skill trees, but lots of skills to choose from.
+ Lots of equipment, and the ability to craft and upgrade new new armor and swords
+ Lots of customizations for the equipment.
+ Lots to do and explore.
+ Big maps that, while maybe not "open world" in the same sense as Skyrim, are nevertheless sprawling and provide a good sense of size
+ Choice-centered dialog, some of which is on a timer (only a few seconds to respond). This prevented me from pausing the game and looking up ramifications on the internet.


+ / - Combat may be more realistic, but (as a hack 'n slash fan) I found the combat in the first Witcher game, with three on-the-fly styles to choose from, much more engaging.

- The "click to climb" and "click to jump" mechanics may have been easier for the developers than programming jump and climb abilities, but they break immersion at best and are annoying as heck at worst. For instance: descending the path to Kayran's lair.
- Map size can be an illusion generated by the time it takes to travel. There is no fast-travel (also as in the first game)
- The in-game map has points of interest marked on it, but nothing else
- The inventory system is a cluttered mess. I finally quit trying to monitor it, and just watched the weight meter to make sure the weight of what I was carrying didn't slow me down.
- Bad combat scaling, i.e. combat is too hard in the beginning, and too easy by the end.
- Alchemy and brewing potions is less intuitive than in the first Witcher game, and while potions are helpful (the Cat potion is easily the most creepy), it was extremely frustrating to ready up for a fight, have a cutscene, then find that for some reason the cutscene cancelled ALL the potions I had painstakingly brewed and consumed.
Some quests provide no indication of how to proceed. So I can wander around the game-map for hours looking for the right NPC to further the quest, or I can just look up a let's play. Completionists will probably discover where to go since they'll explore every nook and cranny of the map, but more casual gamers will be frustrated by some incomplete quests in their journal.
- - Geralt has to meditate to drink potions. Who thought this was a good idea? Again, more realistic, perhaps. Forget about dodging away from a fight, quickly drinking a potion, and diving back in again. Can't do it. If you try, Geralt's animation going into and out of meditation will take so long that he will absorb extra damage in the process. That's if the game allows you to meditate in combat in the first place; sometimes I could, while other times I got a "Meditation Cannot be Performed at this Time" message. Horrible design decision.


Characters
+ Lots of old friends are back. Dandelion narrates the game, and Zoltan Chivay fights along side Geralt in several missions.
+ Geralt himself is a little less restrained, depending on the situation. One possible scenario sends him on a path of righteous slaughter to rescue someone. We have seen numerous times that NPCs are afraid of witchers, even though Geralt is usually torn between two sides. This was a chance to see what happens when a witcher is motivated by cold fury, and the carnage was devastating. Geralt just seems more human in general, with some wry sarcasm appearing occasionally.
+ Some great new characters (to those who have only played the games). Ves, Roche, Saskia, Sila, Letho, Philippa, and my man Iorveth - all well drawn and superbly voiced.

- Triss Merigold returns as well. Now don't get me wrong. Playing as Geralt, Triss was the woman for me in the first game. I never really bought into the whole Shani romance. It was always Triss. Well, in The Witcher 2 they changed her character design, making her less willowy and more compact, though more voluptuous as well. That's fine. Most of The Witcher 2 is spent on the road, not in court advising kings. But Triss' voice actress is flat, wooden, and simply boring, as well as sounding more girlish. The Triss of the first game was someone I would have hesitated to cross. In The Witcher 2, Triss is a damsel in distress for about half of the game, and the voice acting makes her sound young and naive. I was still motivated to save her, but am ultimately disappointed that she has so little to do when she is there.

Narrative
+ There are two different paths to the game, and lots of tangential choices to be made along the way.
+ A simple motivation - finding the kingslayer - gives the story good forward impetus.
+ You can't please everybody. You'll have regrets about many decisions in this one. In true Witcher fashion, though, the alternatives are not always better options.

+ / - Only two romance options (though there are plenty of opportunities for more base gratifications).
+ / - Lots of nudity in this one. Some of it is gratuitous. For instance (SPOILER): Triss is captured, wearing her usual outfit. She gets shrunk into a statue; the statue, when we see it, displays her still wearing her outfit. When the statue is decompressed and she is "reborn," she is reborn naked. Though the next time we see her in the dungeon, she is wearing the same outfit from prior to her capture. So logically, she should have had clothes on when being "reborn."
+ / - Lots of violence, too. Though torture is not shown on screen, the immediately before and the immediately after is shown, and might be disturbing the first time you play through the game.

- Some of the politics and background are insufficiently explained at the beginning - like the full implications of Foltest's war. It is mentioned once (maybe twice), then never mentioned again. This was one of the first times I kept referring back to journal entries for completed missions (ghost-written by Dandelion), because that is where large parts of context lay hidden. I don't doubt that multiple play-throughs will bring additional understanding.
- The story starts with a lurch. Excluding the tutorial level, the beginning is told in a series of flashbacks. It's a burdensome method in this case that slows down the story-telling. I was bored by the end of the Prologue, and itching for the game world to open up. Maybe that was the intention of the developers, but that method can backfire for those players who judge a game based upon first impressions.

Graphics etc.
+ The graphics are fantastic. Water, light shafts, bloom, foliage detail, wood detail. The mud even looks as real as the water - not an easy feat.
+ The music score by Adam Skorupa and Krzysztof Wierzynkiewicz is superb. More folksy in a renaissance way, then it goes all Hans Zimmer when the action heats up.

+ / - Character models are good, but the faces do not have much expression.

- You'll need a half-way decent graphics card to run the game. I'm using an A10 6800k APU (basically an over-clocked Athlon 760k), and CPU usage never went over 60%. All four CPU cores were utilized, though, so the more cores the better. My graphics card, a 2GB Radeon R7 260X, was the bottleneck, running at 100% for the entire time I was playing the game. I averaged around 50 frames-per-second on low-to-medium settings with v-sync turned off.
- Some overlapping sound. Don't advance too quickly while an accompanying NPC is providing exposition via speech; if you get attacked by monsters, the speech will be overwhelmed by the sound of the battle.
- Some crashing. The Witcher 2 locked up and crashed on me five times over 35 hours. This was usually preceded by a memory usage spike (the game would jump from 900MB-1.2GB of system ram to using almost 2 GB), so there is probably a memory leak somewhere. How or what triggers the leak I have no idea.