Shelved It #6 – Shiness: The Lightning Kingdom

More Info from Enigami

  • Genre: ARPG
  • Platform: PC
  • Also Available On: PS4, Xbox One
  • Main Reason for Shelving: Questionable combat system decisions

I’m starting this one off with a screenshot, because it immediately gets into my theme here of wasted potential.  This scene is the first thing you see when you take control of the game, and the scenery you see continues to be at this level of quality.  This is a phenomenally beautiful game with good music, a good cast of characters, and an enjoyable, if simple story.  When the combat works, it’s also a ton of fun, with great pace, decent combos, and a nice mix of melee and ranged abilities.  However, as the game ramps up the difficulty, the combat very quickly goes from extremely fun to occasionally unfair to downright bad, and it’s really a consequence of one main issue; bad resource generation.

I guess first to set the stage, a bit about how the battle system actually works.  Base melee attacks are comprised of kicks and punches, which can be comboed together.  Ranged attacks are comprised of four sets of elemental attacks that use individual element-based resources.  For avoidance, the player can dodge or parry.  Parry uses the Tension resource, while dodge does not, which is a somewhat strange decision from a high level point of view, but makes sense in practice given how ineffective dodging is against melee attacks.  Finally, Tension can also be used to throw a set of more powerful combo moves, or stored to throw what is effectively an ultimate power move.

So then, let’s start with magic generation since it’s the less frustrating of the two.  While fighting in an arena, there’s a color-coded barrier that periodically changes.  By standing still, you can activate a recharge.  The element color that matches the barrier quickly recharges, while the non-matching elements recharge excruciatingly slow.  This presents two main problems.  For one, you have to stand still.  In a combat system that is heavily based around quick combos and high action, this means that you have to be at high range to even think about recharging.  It also means that characters have to be built for all elements in mind, as fights that don’t cycle between the elemental colors you want effectively negate the use of those elements.  While yes, non-matching elements recharge, it’s so slow as to be impractical in practice.

Unfortunately, Tension is an even worse resource.  It gets generated through melee attacks, but typically requires three or so hits to generate one bar of tension.  Unfortunately, this also puts you in range of enemy melee attacks, which means you’ll be in melee range of enemies, requiring heavy use of parry to avoid damage.  Unfortunately parry itself requires a full bar of Tension.  Generally speaking you can expect an enemy to start a melee chain sooner than you can get in three hits, so you end up generally just having to eat massive amounts of damage.  This is compounded by the fact that stronger enemies tend to have some form of stun lock-style maneuver with little to no tell, so you’re hoping that the moves you decide to parry vs. the moves you decide to eat damage end up being the right choice.  Worst of all, a successful parry does not give any Tension back, so you can very quickly run dry if you have to dodge two or three hits in a row by the enemy.  Changing this alone to give Tension for a successful parry could have saved the battle system, giving an advantage for well timed dodges through the system.

This is compounded by poor choices in the combo maneuvers.  Standard combos tend to only use one or two bars of Tension, but also tend to be short range and missable, so the price of using one is more than just the loss of a potential parry.  There is also then a super move which uses the entire tension bar, but can easily be interrupted by the enemies you’re facing.  When the super move is typically a 5 button chain, it’s simply not worth the price of admission to use them and lose all Tension for potentially no gain.  In general, I ended up avoiding use of the combo moves altogether, because they simply were not worth losing the resource that I could be using to parry and avoid taking more damage, particularly when one missed parry could be a 100-0 death chain.

The unfortunate thing is that a handful of changes could have been done to establish the quick pace while making things actually fair and challenging, rather than unforgiving.   Outside of the stun locks, enemies just were not challenging, so it felt like all challenge was put into catastrophically fucking the player over.  The stun locks should have been outright removed.  They’re just not fun, especially when a single miss can be a 100-0 situation.  Ideally parry should not be on a shared resource with combo moves, and realistically should not be a on a resource at all.  Even if it had its own resource, generating that for a successful parry would encourage well timed moves there instead of button spam.  With parry in a better place, and the 100-0 stun locks removed, the enemies could then have their overall difficulty adjusted up to make the skill of the fights all about constantly timing parry properly, rather than a guessing game of when you were about to be screwed the most.

I suppose I’ll close with an example here that basically killed the game for me.  The second real main boss that you hit is a multi-stage battle against some mobs, then a sub-boss, then a main boss controlling said sub-boss.  In between rounds of killing and reviving the sub-boss, the main guy would throw an orb of magic at me, which could be parried back to deal damage.  It was 100% the Ganon baseball fight from Ocarina of Time.  Unfortunately, it also meant that I needed tension to win, and the amount I needed inherently ramped up each time I hit the main boss.  Because I needed Tension, I had to eat damage, but mechanics started ramping up to include floor traps that slowed my movement and attacks, AoE magic, sub-boss throwing magic spells, etc.  In general it became more of a fight where I was dodging constantly until the opportunity for one or two hits arrived, while minimizing the damage I was taking as much as possible.  Sure I used healing spells and healing items to survive, but quite frankly the fight was just a chore.

The developer has shown some willingness to respond to feedback, so I’m hoping some things can be changed to ultimately rescue the game, but the things I suspect need changing may be too core to really do too much here.  The unfortunate result there is a lot of wasted potential.   This is the type of high quality ARPG that you usually don’t see from a small developer, because quite frankly they’re hard to make enough content for in a reasonable time.  Unfortunately a few highly questionable decisions in the combat mechanics ultimately ground this game, and prevent it from really reaching the potential it shows.

Game Ramblings #22.1 – Forza Horizon 3: Hot Wheels

See original post covering Forza Horizon 3

  • Genre: Open World Racing
  • Platform: Windows 10 (Microsoft Store – Digital Only)
  • Also Available On: Xbox One

This screenshot is the best quick peak I can really give to describe this expansion.  There’s a loop in the back left, some obligatory fire in the right, and an entire mountain covered in looping track in the center.  This is as close as you’ll get to your childhood fantasy of driving a full size Hot Wheels car in a full size Hot Wheels universe, and damn is it a lot of fun.

This is the second expansion released as post-release content for Forza Horizon 3.  The first one, Blizzard Mountain, added a bunch of snow-focused rally events that were solid but didn’t stray too far from the core gameplay established in the base game.  Horizon Hot Wheels throws the idea of the base game out the window.  All of the expectations of a Hot Wheels theme are there.  There’s brightly colored blue and orange track (with the all important little side walls) built in impossible angles to drive around on.  There’s soaring banks and loops that seem impossible to drive on (and yes, you can fall off if you’re going too slow at the top of a loop).  There’s gigantic jumps everywhere, most of the time preceded by a little black boost pad to really get you up to speed.  There’s even an occasional T-Rex there just to make sure things stay grounded in reality.  Despite it all, this still works as a solid Forza experience.

While Horizon has always leaned distinctly more towards arcade than the core Forza titles, it still had a relatively realistic feel to driving, and that’s maintained here.  The best times are still going to be had by paying attention to your breaking lines and properly hitting corners.  However, the track designs greatly changed how I approached racing.  My preferred setup has always been the cockpit view, and the ability to see where I’m going in a standard car on standard roads was never a problem.  What I didn’t take into account is the fact that I may be turning UP, instead of left and right, and that’s the biggest gameplay change that the Hot Wheels expansion brings to the table.  Because of the significant inclusion of things like loops or Immelmann loops, I tended to heavily lean on cars that either had significantly large windshields, or cars that were roll cage only, giving me a lot more ability to see where the corners were approaching in a completely foreign direction from what I was used to.

That said, not everything worked out fantastically.  The Hot Wheels cars themselves were unsurprisingly bad at being cars.  The designs have always been hilariously impractical as actual car designs, but having the cool looking toy and actually trying to drive the cars are two different things.  This is especially bad when you can’t actually see where you’re going:

Yep, that’s a big ol engine block in the way.  The designs that are there are definitely authentic to the originals, but I tended to stick with normal cars when I could just for playability.  The AI also was having some significant problems adjusting to the strange track designs, particularly in high speed banks where turning really wasn’t that important.  I can’t recall more than a handful of times where I really saw the AI ever flip over in the base game, but it was pretty routine to see multiple cars in a race go flying off the track to their doom here.  The AI also felt like it had some adjustments to its rubberbanding since I last played, because the AI was often pulling off impossible feats in acceleration to pass me.  I’ve never driven the Halo Warthog, but I king of suspect it can’t out accelerate a Jaguar F-Type.

However, the things I found wrong were at best minor nitpicks.  They’re immediately forgotten the first time you go off a blind jump through a fire hoop, see the car tilting up, and just watch the sky for seconds at a time not really knowing when you’re going to land.  It’s those kinds of outlandish moments that make this feel like playing in a giant Hot Wheels set, despite still feeling like Forza.

Game Ramblings #22 – Forza Horizon 3

More Info from Turn 10

So, I like Forza.  Of the now 11 games I have for the Xbox One, 4 of them are Forzas.  It goes without saying that I was looking forward to this one.  This was also a bit of an experiment for me, as it’s the first of the new Xbox Play Anywhere titles I’ve gotten, so it was going to set the tone in how I considered those purchases going forward.

Let’s get this out of the way.  The PC port was rock solid.  Visually it didn’t look that incredibly different than the Xbox One version, but that was already a fairly solid looking title on its own.  What it did get right are the details.  It has really solid 21:9 aspect ratio support, which a lot of PC games still don’t get right.  It has both really solid quick configure video settings for more casual users (including a really solid dynamic visuals system to keep framerate steady), as well as highly configurable settings for your higher end users.  Even on ultra, getting 60 fps was not a problem.  Also of note, they added a bunch of wheel support with promises to continue adding more.  Having played some with the Logitech G27, I wouldn’t necessarily recommend it, but it was definitely worth a laugh.  So, that out of the way, the question then is how good is the actual game?

The racing itself is about what is expected of a Horizon title.  The cars still have a pretty solid feel to them, with the actual steering, breaking, etc still feeling relatively realistic, even if it tilts more towards the arcadey side of things when it comes to drifting.  Different classes of cars are very obviously in different performance tiers, and it’s obvious to tell the difference between the handling and acceleration dynamics of various vehicles.  To some extent the amount of damage that vehicles can take, even with simulation damage on, is somewhat outlandish, but given the gameplay it feels pretty appropriate without being completely over the top.  That said, AI drivatars are still somewhat rubberbandy, and definitely exist purely to provide a mark of in-race progression, because they generally have a tendency to run their line to a fault, even if you are already in the middle of the race line.  Overall though, the speed of races, and continued hilarity of the cross country events provides an experience that stays fresh as you proceed through each event.

The progression system of Horizon 3’s meta game has definitely seen some improvements over 2.  Whereas 2 had you going through a fairly linear path of championships back to back, 3 really pushes the open world to the forefront.  The name of the game is gaining fans, and gaining more fans allows festival locations to be upgraded, unlocking events, PR stunts, and ultimately the Horizon showcases.  Because everything you do inherently gains fans, you are much less locked into a core path.  One minute you may be doing a race, then hopping to a Bucket List, or looking for speed traps and jumps.  You also aren’t locked to vehicles for non-championship events, so I was changing vehicles at a much higher frequency than in 2.  Overall the game provided a much better play as you want it experience than past games, despite the fact that the first 2 titles were already fairly open in their progression.

I guess if I were to end it with anything, it’s that this is probably a good game to jump into if you’re at all a racing game fan.  If you’re purely a PC gamer and haven’t played a Forza game, this would fall in line with recent Need for Speed games, or the older Burnout Paradise as comparable games that have made it to PC.  If you’re a console gamer the list is pretty similar.  Really, if the idea of plowing through a field doing 180 in a Ferrari, all while mowing down bushes and jumping off a cliff into a river sounds at all appealing, you’d probably dig this one.  Yes, that happens.  Regularly.