Game Ramblings #213 – Star Wars Outlaws

More Info from Ubisoft

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

Non-Jedi Star Wars games need what I would consider a mix of few things to succeed. They need to have you going up against weird aliens and imperials. They need you to be visiting strange alien planets and the cantinas in their towns. They need space flight of some sort, preferably with combat. To some extent they need callbacks to the movies to at least ground them within the universe. Those are important to the games being Star Wars, but it then has to prove itself as a good game and this one delivered.

This fills the void that the lack of a recent Tomb Raider left me with. For me, the most recent trilogy in that series is a stealth and ranged game. Where a lot of games in the realm of Assassin’s Creed are stealth and melee, TR leaned on the bow for ranged. There is very little else that worked effectively in those two modes for me like TR, but this one does and it does it with a perfect Star Wars universe wrapping.

It might seem strange to consider this and Tomb Raider in the same general vicinity since ranged here is almost entirely blaster weapons, but my use of them was pretty similar. For any sort of large scenario I would go in intending to do it completely in stealth. The blasters bring a bunch of options to do ranged stuns that worked in a similar way to TR bow kills in that they are silent and effective. This would be paired with me sneaking around doing melee takedowns to get rid of as much of the enemy presence as possible. The stealth portion was a lot of fun and had elements to it that were relatively IP specific.

For example, there’s situations where you’ll be sneaking into an Imperial base, full of enemies, cameras, and turrets. You could approach this by taking everyone out and getting away through relatively brute force. You could also approach it by finding a computer to hack the turrets and turn them on the Imperials. You could also approach it by shutting down the cameras and finding safe paths through the base. You could also approach it by finding vents that can be unlocked and coming into your objective via a back route. While some of the story stuff is a little more singularly focused than that, there’s almost always multiple ways to approach a scenario, and that variety and ability to change tactics on the fly really gave a lot of life to the stealth gameplay in particular as it was always a little bit different based on the location you’re at.

When I then inevitably screwed something up I could then lean on the blasters to do actual damage. Where this differs from the TR bow is that the blaster is much more of a third person shooter style weapon where kills are fast and effective. The toolbox here is a lot of chaotic fun when this does happen. Equipping shock damage to disable droids is obvious in-universe and a lot of fun. Shooting the wide array of explosive barrels conveniently placed in combat areas and watching bodies fly is the type of stupid physics thing that adds secondary fun to games like this.

However, it’s also got a really nice power curve and more granular customization than that. An example of the type of thing they have is three upgrade paths for the core plasma blaster. You can go into light firing, heavy firing, or rapid firing. This gives you three types of gameplay that fit different preference styles. Light is a semi auto that can be rapidly fired, but with lower damage. Rapid fire is a pray and spray auto fire that gives you more speed but less accuracy. Heavy firing gives you big damage but lower rate of fire and frequency of reloading. Giving the player the ability to bend combat to their preferences is a powerful way to get a lot of mileage out of small changes that don’t really require a lot of new work. It’s some basic tech and configuration to completely change the gameplay experience in a way that empowers the player to play their way.

You may notice that this is all talking about moment to moment gameplay in what are essentially small places, but this is an open world game with space combat. Frankly, that’s because that stuff simply exists. The meta loop of this game is that it’s an Ubisoft game and it plays like an Ubisoft game. It’s a big ol open world with stuff scattered around that you can do, stuff scattered around that you can collect, and random event stuff that pops up. This extends to space combat where the same stuff happens, but now in a space ship with space combat. Like a lot of their games it’s not that it’s bad but it simply exists and works well, but it’s been done before. The meta loop is no different than Assassin’s Creed, Watch Dogs, or Immortals. Like a lot of AAA game meta loops, it’s all well put together and exists without getting in the way, but it was distinctly not the draw of the experience for me by the end of the game.

I’m not going to pretend that there isn’t some portion of me that likes this game because of the nostalgia of being able to work for Jabba or shoot Imperials or go visit Mos Eisley. That absolutely is a portion of the experience that enhances this game over the same loop without the license. However, this game absolutely stands out as a fun experience enhanced by the IP and how they could work that into gameplay mechanics. This takes bits and pieces that work within a stealth experience like Jabba and bounty hunting and blaster pistols and mashes it together into an experience that really surprised me.

Game Ramblings #212 – Like a Dragon: Pirate Yakuza in Hawaii

More Info from Sega

  • Genre: Action/Adventure
  • Platform: PS5
  • Also Available On: PS4, Xbox One, Xbox Series, Steam

Even for Yakuza side games this is a wild one. I can ignore all of the action melee combat parts of the game that were done just as well as the last time they had a side story and I’m still left with an entire new game of pirate shenanigans. This is just another entry in what has been a remarkably consistent series over the past couple decades, and one that seems to be able to just keep pulling new things out of its hat.

The nice thing about this being another melee-focused side entry is I can just skip all of that stuff for rambling. Read the combat ramblings on Like a Dragon Gaiden and you will know my thoughts there. Instead, I’m just going to talk about being a pirate. This game just does it so well. The thing that I want out of a pirate experience is basically two things – I want to fight things in a boat and I want to plunder treasure, and this game does it in spades. The basic combat loop of any pirate encounter is that you first engage in ship to ship combat, then after you defeat the boss ship you go crew vs crew. Now, I would never say that either of those phases is done at a particularly AAA quality level but the feeling of it is there.

On the ship side of things, you’re looking at a quick paced combat with three sets of weapons – a machine gun, left cannons, and right cannons. Each can be upgraded separately, allowing for things like freeze cannons on one side and poison cannons on the other with machine gun damage out of the front. The ships defense can be upgraded, which for me generally meant that I could do increasingly stupid things ramming into enemy ships. The ship’s ability to heal and boost (yes there’s a jet engine boost, complete with ship drifting capabilities – this isn’t realistic) can be upgraded to allow for more aggressive maneuvering.

As simple as it is, the chess game of this portion of the game is just incredibly tight. You’re basically using the boost and drift to avoid enemy fire while putting yourself into an advantageous position to fire back. You can certainly play in different ways – if you want to be defensive, you can stay at range and poke down weaker ships before focusing on the boss, or if you’re like me you will boost straight at the boss, ram it, and eat damage to nuke down the boss all at once – and they’re all kind of going to be equally the right way to play, besides situations where time is important. Importantly though, it’s not drawn out so it is always quick, full of action, and fun.

The crew fights are then about as chaotic as possible. If the normal combat gameplay is the tight Yakuza experience, this goes in the complete opposite direction. Crew fights are pure chaos. You don’t really need to play carefully. You don’t really need to focus on specific targets. You don’t really need to aim at anything. You just run in with your people, spam attacks, and watch pure chaos unfold. As a pure pirate fantasy it nails a lot of what I want in terms of building a crew and going in on anything as a whole.

Outside of combat this is then backed by your ability to interact with individuals to build the crew. A lot of the crew throughout my course of the game was built from people that I helped in side quests in Like a Dragon: Infinite Wealth so there’s an immediate sense of familiarity there. They then are recruited and end up on the ship while I’m out and about, allowing me to go around chatting with them. They are there during things like karaoke events on the ship or parties that I can throw as the captain reinforcing the whole idea of this being a crew supporting each other. It’s a lot of surface level stuff, but it’s effective at continuing to sell the feeling of this as a pirate game.

The rest of this is then all the normal trappings of a Yakuza title. There’s side quests all over that you can go after, most of which are absurd things like fighting zoo animals or robot vaccums. There’s activities ranging from karaoke to darts to Mario Kart-style go karting. Based on the location, there’s the return of some stuff from Infinite Wealth like photo locations. There’s sports like the golf driving range and explosives-based batting cages. There’s completely absurd things like a dating sim that you run for one of the members of your crew, complete with the live-action filmed segments that have somehow continued to end up in the series. There’s an entire series of arena-focused combat around pirate ships. It’s all there, but wrapped in some pirate clothing.

I’m not surprised that I enjoyed this game. I’m not surprised that it’s a good game. I’m not surprised that the melee combat was tight and a lot of fun. I’m more than 10 games into this series at this point, so this is all expected stuff. What I’m happy about is that for a series that has always turned the ridiculousness to 11, they’ve somehow been able to turn that dial even higher and yet it still doesn’t feel like they’ve hit a point where it’s all too much. It’s just worth playing.

Game Ramblings #211 – Fantasy Life i: The Girl Who Steals Time

More Info from Level 5

  • Genre: Action RPG
  • Platform: PS5
  • Also Available On: Switch, Switch 2, PS4, Xbox Series, Steam

This game is the very definition of low friction. It has a ton of systems for crafting, a ton of systems for combat, a ton of systems for collecting, systems for building, and systems for customizing. From a high level view it looks like absolute chaos, but they all work together and they all work similarly so doing any particular thing constantly feels familiar. In building out the game this way they’ve created something that feels like Animal Crossing through the lens of RPGs and it just becomes an absolute joy to sit down and play.

If I look at the individual systems in place and tried to pull them out into its own game, it’s pretty clear that you’d have a series of pretty shallow games. Combat is fairly effective, but it’s clearly simple. You can do a set of different melee types and a couple of ranged types, but they generally play similar enough to be a preference selection. They have a handful of attack types for variety but largely play the same. The crafting side of the game is similar. Each crafting life has a whole huge list of recipes but they are all crafted the same way so 1:1 against each other it’s pretty irrelevant. Ultimately what really makes the game work is the loop tying everything together and how seamlessly you transition between the various lives.

To me the story is largely irrelevant. It’s something to push you forward into higher level zones – which has its use – but it’s not what had me playing the game. The Animal Crossing portion of this is really what did it for me. Like Animal Crossing, you’re essentially building a customizable town and recruiting people in it, but with more direct control over the things that you place. Rather than props coming up in the shop, you have to make them. If you want that fancy new staircase type to pull off a new block of housing? Go build it. You want that cool new wall art for your personal house? Go make it. What comes out of that is that each decision on what you’re adding to the town has a lot more impact than Animal Crossing. It’s a series of checklists to get to it. Do you have the recipe? Do you then have the materials? Do you then have the skill level to create it? If not, do you have a townsperson with the matching skill to assist you in creating it? That is where the simplicity ends up shining.

The individual lives that you work through to create a single thing don’t need complexity when the game loop is short. Recipes generally come out of quests of some sort, so completion of them is generally a small amount of item creation or enemy kills to complete. It doesn’t try to bog you down in a large grind. Each recipe has some handful of required items – maybe it’s some ore or some fish or some flowers or some wood, or some other craftable subitem like paints or boards or metal ingots. Rather than making that process slow and plodding, getting those items is relatively quick. Yes there’s leveling, but crafts or kills at the same relative level as you provide a ton of experience, so you aren’t grinding to earn new things. Each little piece of a whole item is its own couple minute game loop that is fast and fun enough without providing unnecessary friction to the player. At the end, you create your item, put it where you want, and move on to the next thing.

It is then helped that in the process of completing these mini game loops you’re also just generally grabbing other items as you go. On the way to some specific ore there’s probably some monsters or trees or any number of other things that you quickly dispatch to get more stuff that you can use later. It’s then easy to transition between all this because the fundamental controls are the same across the board. Each gathering life type has the same type of setup where there are weakpoints you can scan for and hit to more quickly dispatch the item. They all have the same setup of a critical finishing blow to gain more items. This extends to combat where the combat controls similarly have charge attacks on the same buttons for more damage to keep a similar sort of rhythmic flow to combat and gathering. On the crafting side, the setups are the same picture matching with the same clicks, hold, and button spam types so transitioning between woodworking and blacksmithing and cooking is all seamless.

This is ultimately what I mean by everything being low friction. The entire game is a series of small systems that are good enough on their own to be fun enough. They wouldn’t stand well over time isolated in their own game, but as the sum of parts to create a more advanced Animal Crossing experience they just all enhance each other. The systems have a short loop to keep you going to the next part of your checklist in a way that reminds me a lot of DS/3DS era games where everything was really tuned down to a 5 minute game loop that you can pick up and put down at any time, but can also just be played in hours long sessions because they are so smooth to get through. Creating your town is easy and fun but still requires enough effort to complete that it doesn’t feel trivial. It all just ends up working well in a way that makes this an easy recommendation for anyone looking for that Animal Crossing fix.