Game Ramblings #151 – Forza Horizon 5

More Info from Microsoft

  • Genre: Open World Racing
  • Platform: PC / Xbox Series X
  • Also Available On: Xbox One

Look, this is Forza Horizon. From a meta game perspective, there’s nothing new. You drive around in an open world, find races, find over the top stupid events, crush signs, get a ton of cars. That hasn’t changed. The location has changed. The specifics of the story have changed. None of that is really important though. If you’ve played these games, you know if you like this series by now. If you don’t know if you like it, give it a try. That stuff’s not really what I care to talk about.

What’s nice about 5 is that it’s a lot of the things that they felt like they learned from 4, but amped up and there from the start. Seasons and seasonal play lists are no longer the big new feature, but just part of the game. As a result they feel oddly more integrated to me. There’s more variety in the seasonal play lists. There’s a better push to get you to jump into multiplayer games just to try them out, without the stress of needing to win. There’s just more of a reason to do these things for the hell of it. Being rewarded with cool new cars is just a part of the fun.

The other big thing just there is the Eliminator. For 4, this was the battle royale that was added as a random patch a year after the game’s release. What nobody expected is that it was going to be a hell of a lot of fun. For 5, it’s there from the start and continues to be chaotic. Now that it’s just a part of the game, I’m looking forward to seeing what kind of dumb shouldn’t work but ends up being hilariously find ideas they come up with.

However, the big thing for me is related to screenshots in this one being in different aspect ratios. I was actually able to take advantage of cross platform play this time around, and boy does it work well. For FH3 and 4, my choices were PC or a base Xbox One, and let’s be realistic – that isn’t a choice. I was PC all the way. However, now I have my development PC or a Series X. They’re comparable hardware for me with comparable experiences – I can do 60 FPS in 21:9 1440p or I can do 60fps in performance mode dynamic res 4k. They’re both great experiences and I used them both.

The big thing for me is that the cross platform play just works. A lot of cloud save stuff in the game industry has tended to be sporadic. Nintendo’s cloud saves work well, but require a lot of manual handling that can be kind of a pain in the ass. Sony’s storage needs are so slim relative to the size of modern save files that I stopped taking advantage of it when I left the PS3 generation. On mobile, both Android and iOS have made me want to stab myself in the face when developing on those platform. Steam’s cloud saves work well though because they check when you launch a game for any newer data in the cloud. Microsoft takes this approach, and it works flawlessly. If I was already at my PC, I’d just play there. If I wanted to lay in my beanbag or didn’t want to turn my PC on, I just turned on the Xbox. In both cases I didn’t think about save data or whether I needed to sync things. I just went, it just worked, I just raced.

It should also be noted just how well it runs on any hardware you throw at it, but frankly Digital Foundry covered it better than I will ever be able to.

That was really the important thing for about playing through 5. I already knew I was going to come in and enjoy the game because I’ve literally been doing that now for this subseries for the past decade. What I didn’t expect was how easy it would be to just play where I wanted to play. This series has always been spectacularly fun, and it continues to be so. Now I just know that I can do so where I want, when I want, and I don’t have to worry about the platforms getting in my way.

Game Ramblings #128 – Minecraft Dungeons

More Info from Microsoft

  • Genre: Action RPG
  • Platform: Xbox Series X
  • Also Available On: Xbox One, Windows, PS4, Switch

This was one that I was really hoping to like more than I did. The promise of this extension of the IP is to blend what makes Diablo 3 fun with some of the unique nature of Minecraft. However, it never really ended up doing that. While what is there is mechanically sound, it ended up being a disappointing mix of two styles that never lived up to either end.

If this was simply a good Diablo clone, I’d have probably been fine with it on its own. However, this doesn’t really hit the variety that comes with that series.

While there’s a bunch of different weapons to equip, the differences in attack style between them never feel that impactful. A fast dagger and slow axe have obviously different speeds, but it ends up not really mattering much. What I was ultimately doing was going for the highest damage because one shotting an entire group with cleave damage was far more valuable than having an attack style that fit how I wanted to play. Ranged weapons were largely the same problem. Big damage was more useful than fast damage just in terms of ability to clear things out.

On the skill side, there’s just not much there. You can equip skills to three slots, and they can have different power levels, but I largely didn’t find them that useful. They ranged in use from skill buffs to pets to AoE damage. About the only one I found useful was an AoE blast that uses the souls of the things you kill to do large area damage, and given its low rate of charge I mostly just used it as a way to power through bosses super fast. Beyond that the skills were just kind of there, and didn’t do enough to justify paying much attention to.

In what is both a blessing and a curse, there’s also no classes. This is great in that you can equip any item to any character, and don’t have to worry about restrictions. However, it means everything feels kind of samey, rather than being uniquely tuned towards the character and how it plays in isolation. In the end, the Diablo side was just disappointing. Mechanically, what was there was super tight, but it just wasn’t that fun.

However, the Minecraft side was even more baffling to me. I get that they didn’t want to turn this into a full Minecraft experience, but thematically speaking, having so little of it feels out of place. Having a Creeper come at you should be scary – not just because of the damage, but because it exploding could mean that it opens a huge chunk in the land that could leave you stranged. Tossing a bomb should absolutely remove chunks of the environment, and it doing nothing of the sort feels out of place.

It leaves the game in an awkward spot where it’s visually Minecraft, but it just doesn’t use the license for anything useful. The game could have been reskinned to any other IP and played just the same, and probably have been better for it without the expectations that come with the license. When there’s such an iconic gameplay element missing – in this case the ability to destroy blocks in the environment – it just ends up making the game feel worse, even if the mechanics around it are fine.

This was unfortunately just a mix of styles that didn’t work. There’s really two paths that end up making this one work better. Make the Diablo style ARPG gameplay better, or make this feel more like Minecraft from a gameplay perspective. By mixing an average ARPG set of mechanics with a complete lack of ability to deform the terrain, you elevate the problems and just make the game worse for it.

Game Ramblings #126 – Replaying Ori and the Will of the Wisps

More Info from Moon Studios

  • Genre: Metroidvania
  • Platform: Xbox Series X
  • Also Available On: Xbox One, Switch, Windows

I guess this is going to be a bit of a weird ramblings in that I don’t really plan to talk about the game, at least not directly. It’s been out for long enough that it’s been done to death. What I will talk about is the fact that playing this on the Series X redeemed the game for me. The first time I tried playing this I was incredibly disappointed. The gameplay was definitely there, and when it worked well it was really solid. But that was the problem, it generally wasn’t working that well. Framerate problems, load hitches, and crashes were all over, and it made getting through the game incredibly frustrating. Luckily we’re now back with faster hardware, not to mention a patch or two along the way. Now that the game’s unimpeded, it was exactly what I wanted – a Metroidvania with great flow, fun puzzles, and a lot of good reasons to re-traverse things as you gained new abilities. Simply put, this is now what I expected the first time around, and I couldn’t be happier about that.

I start here not because the screenshots are important to gameplay, but because I took damn near the same screenshot on the Xbox One and Series X, so it’s as good a visual comparison as I have. This level of change is indicative of the difference between the initial release and the one I played this second go around. It’s not just that things are clearer, but that certainly helps. Instead of running at 30ish, it now runs at flat 60 (or higher if your TV supports it). Instead of having load hitches all the time, there’s none. Where I was seeing crashes maybe every 30-40 minutes before, I didn’t see a single one this entire play through. It was such a completely different experience to play it without technical issues this go around.

The thing about me shelving the original one is that while it really came down to technical issues, it was ultimately a boss that did me in. The boss is against a large frog enemy in a sort of swampy area, and about half way through the fight you get sent underwater for good, which eliminates your ability to spend time healing in a pinch, adding a certain level of tension to the fight. Mechanically I knew the fight, but frustration absolutely got to me on it. The underwater phase just would not perform in a way that made the fight fun. In about a dozen deaths, I’d seen about a half dozen load hitches that would last for upwards of 3-5 seconds. The underwater phase itself basically guaranteed a framerate tank, which made fast movement difficult. At one point I’d gotten down to about 20% health remaining, and the game crashed.

Ultimately, frustration begets frustration. I get to a point when playing games where frustration at things just causes a landslide. Missing a jump can be frustrating in isolation, but is controllable. Dying to a boss is controllable when it feels fair. However, you start stacking these things up and I start losing those gaps where I have time to breathe and decompress. That causes impatience, which causes mistakes, which causes more frustration. When a game is crashing or having load hitches, all that’s happening is annoyances start to pile up that are not in my control, which just accelerates the problem. That is why I ultimately shelved it. It just wasn’t worth the cascade of frustration causing me to play worse.

This go around? I beat the boss on the third try, with the first two tries largely being me remembering the mechanics. No out of control frustrations, less annoyance, more patience, fewer mistakes. Now that I’ve beat the game completely, it turns out that for me that was by a long shot the most difficult fight anyway so doing it in the progression order I did the first go around was probably a recipe for disaster, but I did roughly the same progression this time and got through it. Not really because the game was different, but because it was now running great and I wasn’t pissed off about technical problems.

Cyberpunk was the big one this year that launched and had major obvious issues on console, but for me this one was my Cyberpunk months earlier. Metroidvanias are probably the one genre that comes close to JRPGs for me in terms of games that I will absolutely play above all else. Ori and the Blind Forest was such a spectacularly good game that shelving the sequel was something so unexpected that it blindsided me. Luckily, the current state of the game – especially on better hardware – has completely redeemed it for me. This is now the game I wanted to play, and not the game that crashed and burned. It’s now the mechanically fantastic game with incredible platforming flow. It’s now one of the flag bearers for the genre, instead of a game that wasn’t ready for launch.

It’s now a game that I recommend without question.