Game Ramblings #226 – American Truck Simulator

More Info from SCS Software

  • Genre: Simulation
  • Platform: PC
  • Also Available On: PS5, Xbox Series

I’m not generally a fan of score-based reviews. I don’t think they really map the subjectivity of user preferences to the objectivity of a number. For me it comes down to two buckets – recommended or not. Sometimes there’s a third bucket for me – games that are perfect for me right now. Sometimes it’s games that are legitimately great like Super Mario World as a kid. More often than not it’s games that I just vibe with perfectly like Final Fantasy XII. American Truck Simulator for whatever reason is one of those.

On its surface this is a game with legitimate obvious problems for a simulation game involving long haul trucking. Visually it’s fine but not a stand out experience with most areas only vaguely looking like their namesake with a couple particular things to match the real world. Traffic density never really changes whether you’re in a city or in the middle of nowhere Nebraska. The game has a real loose understanding of how traffic works in the US with a distinct lack of things like blinking yellow left turns. Traffic laws are extremely exploitable with things like being able to blast through the shoulder at full speed or run cops off the road to avoid speeding tickets. But really, none of that mattered as soon as I started vibing with the game.

When you’re driving around the environment really does become enough to convince you you’re in reality because I can recognize things that I’ve driven through. The curve of I-5 through downtown San Diego isn’t really the right scale but it’s there. The stupid giant cross in Effingham, Illinois is just as bizarre as it was when I moved west. The drive south past the Tacoma Dome and down through the coast of Oregon is convincing enough. I-70 through the midwest and I-5 through the central valley of California are both horrendously boring. It’s all just so compressed that you see highlights that are close enough and lose all the things between there that you hit a really good pace of something interesting to see very frequently while otherwise trying to deliver goods all over the country. I suspect as things continue to push east into other areas of the country that I’ve lived in I’ll continue to have those hits of familiarity.

It does help that the simple act of driving in the game is a lot of fun. I play enough racing games that I’ve got my wheel setup ready for a game like this, and that’s definitely part of it. It’s just fun to sit behind the wheel of something as large as a big rig in a way that I can drive without the danger of….having to avoid crashing. I can sit there and try to row through 12 or 18 gears without really caring about wrecking a transmission with poor clutch usage. However, the simulation-enough aspect of driving also has interesting side effects where I can’t treat this like a racing game. I have to properly manage my gear selection to make sure that I have enough torque to make it up hills. I have to maintain my momentum through uphills to try and avoid scrubbing too much speed. I have to manage my speed through engine braking going downhill so I don’t just runaway and risk tipping over. It sits in a very narrow band somewhere between simulation and arcade that pushes into the fun side of things over the realistic side of things.

There’s then enough on the business side of trucking to give me enough outside of driving to be interesting. The money I’m making is going toward equipment and garage purchases and hiring of drivers. Over time my ability to make money is becoming less and less important as my drivers are taking on more and more of the percentage of revenue of my company as a whole. What I assume my path will end up being is that over time I will simply stop doing deliveries and just managing and driving. There’s a lot of side content around discovery of towns to offer more locations to find jobs at or picture locations to discover for landmarks or dealers to purchase trucks from, and that’s awkward to do when you’re on deliveries. Right now you can purchase a truck and drive around without a trailer attached to do that, but they are also planning on releasing a DLC around Ford pickups, and that feels incredibly intentional. The long term of the game from the business side is that you become a manager and not a driver, and it feels like it’ll be much more fun to do the discovery driving in a regular vehicle.

So then why is this a perfect game for me now? It’s incredibly drop-in friendly. I’m in the middle of a project completion pass and time is inconsistent. Sometimes I have 15 minutes to kill waiting on a build to finish to test, and I can complete a local delivery. Sometimes I’ve got to kill several hours because I’m waiting on things like a multiplatform shader cache update and I can do a long haul trip of several thousand miles. Sometimes I need to distract a 5 year old and I can sit him on my lap and drive around because he loves to see big trucks. It hits such a wide band of my current potential use cases while not really requiring me to think too deeply about what I’m doing. I simply jump in, pick a goal, and drive. For right now, it’s simply perfect.

Shelved It #23 – Saros

More Info from Housemarque

  • Genre: Third-Person Shooter
  • Platform: PS5

This is a somewhat unusual shelved it in that this is a really well made game and I really have enjoyed my time in it. The…problem as it were? I just don’t enjoy roguelite loops. I can deal with it to a certain extent if the loops are quick but I usually hit a point where the growth of the experience has either stopped because it’s out of new mechanics or because it’s at a wall and I grew bored. I’m more at the first for this one at the 6th boss. However, for me it’s a bit of a miracle that I’ve played a roguelite for 11 hours and counting to begin with, and I can see this one slotting into the type of game that I occasionally return to and eventually just get through via time.

The thing I will absolutely call out here is how good the combat is and I think it comes down to one specific thing – despite being a “shooter” I’m not often doing a lot of aiming. Saros recognizes that it’s first and foremost a game about dodging projectiles, and not so much about creating projectiles. The entire experience is then built around that. You have a rapid dodge that allows you to go through some projectiles. You have a shield that allows you to absorb other projectiles to return as attacks. You have a parry that allows you to block other projectiles. Choosing the correct defensive maneuver is by far the most important part of combat with offense then being a secondary consideration.

This only works because the attacks that are coming at you are very clear and give you enough time to react. Blue can be absorbed, yellow can be dodged through, red should be parried (and additionally, red shields should be hit with a melee attack with the same button). You constantly move to stay at a range where you can still attack but have time to react and never stop being in some form of fast action. It’s fast and relentless but always feels fair. In the classic roguelite pattern it also feels like I’m constantly learning and using that to reinforce the upgrades I’m getting to move further every time.

The lack of aim is completely built into the weapon system. Most weapons have auto-hit with large aim correction built-in, with some specific weapons being instead built and balanced around auto-hit being off. Despite not really aiming though, the weapons still had important variety in letting me build the way that I felt comfortable. There’s things like shotguns and chakram discs that I totally disliked using because their damage felt so inconsistent around how much I was playing a run and gun style. On the other hand there were rifles and pistols that were reliable damage dealers if I needed an upgrade. When I got particularly lucky I was getting one of the crossbow types which were universally a ton of fun for my preferred style, putting out slower shots but much larger damage at a time.

This is then backed by the stat upgrades typical of the genre that have interesting modifications when in the eclipse state. This morphs upgrades from simple stat increases to things with drawbacks. Sure you might get some resilience, but now you take fall damage. You might get increased weapon power, but now you can’t stay still. You may bet better shields and absorption, but now you may have decreased damage at low health. It adds the type of fun decision making typical of the genre in a way built very well around the core gameplay of Saros. I knew I could always comfortably take the penalties standing still or the fall damage penalties because avoiding those things was crucial to my more run and gun play style and tailoring my build to that always felt incredibly effective.

However, the roguelite part of the game caught up to me at around the 10 hour mark near the 6th boss. Each biome introduced new mechanics but over time they were becoming less important because they were starting to become minor modifications to combat instead of large changes. I started seeing fewer new enemy types, and those that were new started to be some clear combinations of existing enemy types. It’s typical of the roguelite meta loop, but for me it doesn’t really work unless the loop is fast, and here it isn’t.

The death loops here are typically 25-30 minutes and that is just far too long for me. It works fine when I feel like I’m making progress, but I just zone out when I get some bad RNG and make no progress in a loop of that length. But that’s the genre expectation and it just doesn’t typically work for me. Getting the 11+ hours I got out of this one is highly unusual. Getting that far was only because the core combat in the game really was simply that good.

Game Ramblings #225 – Lego Batman: Legacy of the Dark Knight

More Info from TT Games

  • Genre: Action/Adventure
  • Platform: PS5
  • Also Available On: Xbox Series, PC, Switch 2

If Lego Skywalker Saga felt like a big leap forward for the series, I would now consider it a trial run. Lego Batman has completely removed a lot of the old grind of the Lego games and now feels like something that can stand on its own separate from the cute visuals. Given the abandonment of the Arkham series, this is probably the best continuation of that type of game I could have otherwise hoped for.

There are things where this feels like a clever blend of Lego and Arkham, but because of that this definitely feels less like a Lego game than in the past. The first spot that really hits is in characters. Past Lego games have had lineups of literally hundreds of characters that share specializations, allowing you to kind of mix and match. That is now gone. You have a core set of characters that you unlock from the hero side of Batman IP and that’s it. The gameplay that you get out of them is still core Lego. For example, Batman has his batarangs, Batgirl can hack things, Robin/Nightwing can connect things together to pull obstacles or build bridges, but it’s purposeful and not just collecting.

The combat is also much improved here. It’s not that it’s necessarily full action game, but it’s deep enough to be sufficient and fun. For the most part combat is core punching, but you have counters and dodging timed by visual cues to give it a little more flair. You have your traversal skills and items that can also be used in combat. An example would be Catwoman’s whip being used to spin screws out of doors to open the way, but in combat can be used to spin enemies in circles causing them to be stunned or pinball off other enemies.

The fact that the game takes place in a single open world area instead of tailored levels is also fairly new within the Lego gameplay, but it works well. Skywalker started leaning in that direction, with sort of core hub levels. However, it was still distinct areas for each movie that weren’t that far off of what existed in past Lego games. Batman is just Gotham, and it’s the same Gotham for the entire game even though it’s a blend of various bits of a bunch of the films all packed together. Story segments go into specific tailored levels but they feel appropriate and still living within the open world that you’re presented with.

This is all tied together with the open world having very Arkham-style activities to do. There’s your general crime fighting with random events popping up where you can take out bad guys. There’s generally collectable things to get in true Lego game fashion. However, the real meat of the activities are tied into things like story content for Killer Croc or an entire set of puzzle activities tied to Riddler or street racing and combat AR trials created by Lucius Fox. It makes it feel much more grounded in traditional open world territory than in pure Lego game territory.

However, this being a Lego game does mean that it knows to not take itself more seriously. The writing of the game is way more in line with 1960s Batman than Christian Bale Batman, and that is a really fun setup against the backdrop of the movie plot points. Mr. Freeze may be threatening to freeze the entire city, but when Batman gets disabled in the fight it’s because he gets turned into a Lego brick made of ice. Enemies don’t die but get blasted into the brick parts of their minifigs. Large enemies aren’t just buff, but instead are comically larger than Batman and are defeated by things like clapping cymbals on their head or trapping their head in a net. Catwoman doesn’t just cut a circle out of glass when she’s robbing places, she’s cutting a perfect 8×8 circle plate Lego out. There’s just a constant barrage of these little details all over the place that the TT Games team have built up as expected behavior in Lego games that work so well because it’s simultaneously the opposite of the more serious side of Batman while also just working perfectly against the slapstick nature of its past.

But it ultimately comes back to the love of the IP. All of the expected baddies are here so it isn’t surprising, but it is fun and it makes it clear that this is a game for Batman fans by Batman fans. I probably wouldn’t go so far as to call this game a game of the year candidate, but it certainly is making a good push at it. It is distinctly enough of a Lego game where most systems are not fully fleshes out in a way typical of a AAA game, but there’s nothing there that stands out to me as bad. What it ended up being the entire time was just fun, and it’s fun in the same way that the Lego games always have been but turned way more seriously. It’s clear that TT Games’ pace of output was pulled way back for Skywalker Saga and that certainly was a risk for them, but that game and Lego Batman have both shown that they can grow the fun and silliness of Lego in ways that push it into more traditional games without losing what brought me to play them in the first place.