Game Ramblings #198 – Hogwarts Legacy

More Info from WB Games

  • Genre: Action RPG
  • Platform: Xbox Series
  • Also Available On: PS4, PS5, Xbox One, PC, Switch

This IP is obviously complicated by the fact that the original author has turned out to be a piece of shit and that wasn’t something I wanted to support, so I waited. I waited until it was so cheap that I would effectively not be putting money into the IP. I waited until I had a practical need to play it as a developer. However, it was time for me to get around to playing it and I’m glad I did. The team at Avalanche put something together that is pretty obvious on paper – make an open world RPG third person shooter – and unsurprisingly it works well. The level of polish behind this game puts it right up there with the best of AAA experiences I’ve played over the last several years.

There’s a really interesting push and pull here between childhood nostalgia of what Hogwarts is from the books and movies against what is expected of a playable videogame experience, and this one does a surprisingly good job of playing that balance. There’s sections that are heavy on puzzles that really lean into the lore. You’ll be solving puzzles created by Merlin or finding important objects to the universe or capturing magical creatures. There’s sections that are then heavy on combat where you’re fighting dark wizards and trolls and goblins. The game does a good job of balancing that back and forth to where you’re never doing one for a particularly long time back to back so you get into natural sort of peaks and valleys of action that allow rest between.

Underlying all of this is how it ties together the overall story with simply being a student. Yes, you’re doing something larger than Hogwarts as the meta experience, but within that are chunks of distinct classroom experiences. You’ll be given tasks by the professors that need to be completed. For example – use a specific potion and defeat enemies, capture some specific magical creature, defeat enemies with particular spell combos, etc. Those lessons then result in you learning new spells to use further in the game. It’s got a very Nintendo quality to it in that it’s naturally tutorializing parts of the game without being overtly in your face about it, then rewarding you with a new toy to play with.

None of this would work if the action that followed was bad, but that works extremely well. Ultimately, the closest thing I could compare it to would be something like Mass Effect. At the end of the day this is a third person shooter full of projectiles flying everywhere, but each attack is based in magic. Where Mass Effect would have a magnetic shield, this has Protego. Where Mass Effect would throw grenades at range, this has Bombarda. Where Mass Effect has cryo weaponry, this has Glacius spells. Where Mass Effect has poison dots, this has curses from Crucio.

From an experience standpoint it all just feels natural as a result. This may be an 1800s magic game, but it feels like something that almost any core gamer has played before. The control scheme is similar, the results of actions are similar, and the moment to moment gameplay is similar. That may sound a lot like “well it’s been done before”, and I suppose there is some truth to that. The thing that’s impressive is that it doesn’t feel like a retread, but instead feels like a perfectly natural blend of known gameplay and a completely unrelated IP.

However, they also really do hit that nostalgia hard in this. The thing about Hogwarts that was always pressed into my brain was how much it was a maze and this absolutely feels like a maze. There’s spiral staircases and unnecessary hallways and hidden hallways and all sorts of chaos, and at first it’s overwhelming. However, the game does a great job of leading the player via a “spell” that shows them the path to where they’re trying to go. Then over time as you explore you start to recognize spots and it continues to be a maze, but it’s a maze you know and in that sense you then start to appreciate how well put together the entire school sandbox is to feel so much like my expectations and yet still allow me to easily get around.

Places like Hogsmeade are the same. IT feels like an overwhelming place to walk into. All of the buildings are a little rickety and feel like they may fall over at any time. Places like Honeydukes look like an explosion of treats. Ollivander’s is floor to ceiling stacks of wands. The Three Broomsticks looks like the perfect pub to hop into on a cold day. Basically, it all works to hit that nostalgia of the series, but it also works incredibly well as the core upgrade hub of the game. Where Hogwarts is the place where you learn new stuff, Hogsmeade is where you improve things. You’re there to sell unused gear and get money to grab new potion recipes or conjuring spells or broom upgrades or combat items. What it ends up being is that you kind of end up hopping back and forth between the two in natural waves where Hogwarts kind of becomes a hub to learn for a while, then you’re off in the world and hopping back to Hogsmeade to bring your power curve up. In that sense, it’s gamifying nostalgia in a way that just works.

In continuing to play to both the game and nostalgia aspects, this ends up being one of the most impressive licensed titles that I’ve likely ever played. Licensed games are often hard to get right because the IP ends up having to be important enough to sell the game. In this case, I think the game benefited a lot from not having to tie itself to Harry Potter. It could simply be a game in the overall lore of the IP and live on its own in an impressive way. It took pieces that were important in the setting and the very loose lore of witches and wizards existing and crafted a game that naturally worked around that. The game is not appreciably different than it would be if it was not Hogwarts, but in doing so it allowed itself to be attached to something that was going to simply sell more with the same game, and in doing so it opened a path forward for the studio that had seemingly been left to die after the end of Disney Infinity.

Game Ramblings #189 – Sand Land

More Info from Bandai Namco

  • Genre: Action RPG
  • Platform: PS5
  • Also Available On: PS4, Windows, Xbox Series X|S

I don’t really know why I expected this to be more of a traditional ARPG than a tank game, but I’m glad I was wrong. The game throws you into a bit of ARPG action early on, but from there it’s almost entirely a tank game and boy did it hit far better for me because of it.

There’s just something that was so satisfying about the tank combat for me in this game. The moment-to-moment combat was solid on its own, but it wasn’t the core of what drew me in. I think ultimately it came down to how well the ARPG aspects were integrated into the tank crafting system. The core power curve of the game is the player level, based on normal XP. As the player levels, enemies in the world get stronger. However, that is not how the player gets stronger. The player’s vehicles get stronger purely through crafting.

The core vehicle levels then have some basic stat increases, but the core power curve is through vehicle parts – weapons, engines, suspensions, etc. This customization is obviously driven by the player’s need to get stronger but it also lets the player hugely modify the vehicles around their play style. Want to be a bit pray and spray? Go into fast fire with lower damage that reloads quick. Trust your aim? Go huge damage and one-shot enemies. Want to move quick at the expense of lower defense? Go ahead and be a turbocharged glass cannon. This all takes place over a whole slew of different vehicle types (tanks, walking bots, motorcycles, dune buggies, hovercraft, and more) to also fit all sorts of environment styles. The game gets a huge amount of flexibility out of the customization options available, which really drove me to experiment and constantly be crafting new things to try.

None of that would have mattered if the crafting itself was a slog, but luckily that isn’t the case. Enemies are incredibly common to find if you need something, but easy to avoid if you don’t. Every kill drops something and often multiple somethings. Side quests give rewards of all sorts. Treasure chests are available all over the place that give crafting and vehicle parts. This all really just feels tuned around the idea that they want you to play around with everything available to you without the game wanting to be in the player’s way.

It’s also worth noting how good the variety of vehicles ends up being in core gameplay. My tank was my obvious #1 in combat as it tended to have the best overall weapon set for huge damage. However, it’s a relatively slow vehicle. For large traversal I would swap out to a motorcycle. It had some weapons for taking out trash enemies but the main benefit was how fast it moved. However, the speed didn’t matter in tight spaces. For those I’d swap out for a walking bot that I had equipped with more crowd control-style weaponry to give me some strong offense that I could lob around hallways. These are then available to quick swap at any time through a clever use of the storage capsules from Dragon Ball to allow the player to “carry” a bunch of vehicles with them at all times. The game wants you to be using your full arsenal in a variety of situations and just gives you every tool imaginable to do so.

The rest of the game then just kind of falls into place. Main quest line objectives are far enough apart that you inherently explore on the way between them. Just as you’re generally finding the bulk of things in an area, the story will push you into a new region with new stuff. Just as you’re starting to feel bored of going back to old areas, you open up new vehicle types that open up new stuff in those areas. Just when you’re starting to get bored of the main Sand Land, you then open up Forest Land with entirely different environmental aspects to it. I’m not going to sit here and say that this is a blow your socks off game by any measure, but boy could it be far worse and I’d be lying if I said I didn’t enjoy it the entire time. It’s just far better of a licensed game than it had any reason to be.

When I looked into the developer of the game that made incredible sense though. ILCA was also the team behind One Piece Odyssey. That game fell into a similar place for me. It wasn’t a blow your socks off game, but it had such incredibly fun core combat that I didn’t want to stop playing it. This feels like a studio who understands that they can adapt an IP to good game mechanics, rather than adapt game mechanics to an IP and it’s been hugely to the benefit of their last two titles.

This was just a pleasant surprise. It has great combat mechanics, great customization mechanics, and doesn’t overstay its welcome. It was a trim 25 hours or so for me to mostly complete everything and I enjoyed it all the way. ILCA‘s next title looks to be a new entry in the Ace Combat series after they assisted development on the incredibly fun Ace Combat 7 and boy am I now looking forward to it more than ever.

Game Ramblings #185 – Final Fantasy VII: Rebirth

More Info from Square-Enix

  • Genre: Action RPG
  • Platform: PS5

This game doesn’t have the benefit of being the first in line. It comes on the heels of the astoundingly good FFVII: Remake and continues the ongoing story. However, that wasn’t really a problem for most of the game. It continued to really push the things I liked while adding a larger open world adding a huge, varied, and beautiful open world experience. However, finishing it left me a bit at a loss – the game was definitely extremely good and had I not played the final boss I would be higher on the game, but something about the way the game wrapped up left me at a place of wanting something different.

Note: This ramblings is mostly going to be spoilers, so I’m hiding it behind spoiler tags. Obviously, read at your own risk. My ramblings for the original game absolutely covers a lot of the good here, particularly with combat, so I’m not going to retreat that stuff here.

My disappointment was tied to both the final boss from a mechanical standpoint and the way the story wrapped up, but for now we’ll start with the boss fight.

Spoiler

On the story front, I was also kind of disappointed with how things wrapped up, though the jury is still out there based on whatever the third game ends up being.

Spoiler

I don’t really want all that to make the game sound like it was bad though. I was disappointed by how it was wrapped up, but ultimately I played it for 70 hours because it was fun. The combat is a refined version of what we saw in Remake and it’s still an absolute blast – as long as you’re in control of your party make up. At this point I’m now curious what part 3 will be. It feels predictable at this point to expect it to wrap up precisely how the original game did, but I’m hoping that they go in a new direction. The story team has laid enough potential places for story changes to occur instead of being a retread of the original. Remake gave me hope that we were going to get something new and interesting, and I’m hoping that they don’t miss the opportunity.