Shelved It #11 – Scarlet Nexus

More Info from Bandai Namco

  • Genre: Action RPG
  • Platfrom: PS5
  • Also Available On: PS4, PC, Xbox One, Xbox Series X|S

This game sits firmly within the good but not great quality band. It does some things well; overall world building, base combat. It does some things poorly; longevity and balance curve, storytelling choices. Where it ends up fitting is that while I was having fun when I was playing the game, it ended up missing that thing that really grabbed me to keep playing the game, or even choose it over others. With Skyward Sword coming in yesterday and Diablo III on Switch back to filling a lot of smaller time gaps, it lost the battle.

Combat is where the game really continued to draw me in, but it’s also where the game ultimately caused me to back away, so we’ll start there.

The game is an action RPG that combines pretty basic controls (a couple of attacks and dodge) with a more complex backing system of powers. The powers are where the real interest lies. This runs the range from gravity manipulation to time manipulation to electric attack buffs. The gravity manipulation is also the player’s core ability, and it’s tied to a meter charged via attacks. What this ends up doing is causing a satisfying rhythm to form in combat. Do a few attacks up close, dodge out to range, then lay in with the telekenesis attacks.

Where this really gets fun is that you’re effectively borrowing and combining powers from your party members to activate and use to your advantage. Enemy goes into hiding when you get close? Combine time manipulation to slow them down with electric to stun them. Need to knock a flying monster out of the air? Use the duplication power combined with the player’s own gravity manipulation to huck some projectiles their way. The combinations are a lot of fun to learn.

However, that learning stopped far too early. By about the 10 hour mark, I was no longer seeing new enemies. Sure, their levels would be higher, and sure they may have some new wrinkles in terms of debuffs or actions, but the approach was the same. This was also met with an unfortunately common tactic of just adding more. More enemies, more debuffs, more ranged attacks being thrown your way. Rather than being rhythmic, the combat became chaotic. It was no longer challenging because of learning and using the right things, but challenging because the window to attack became so small. I’d run around dodging things until my powers came up (particularly the time manipulation and invisibility), get in a few attacks, then go back to dodging. It was slow and trudging, which is the opposite of the first 10 hours, which are fast and exciting.

Typically speaking that wouldn’t have been enough to run me away from the game, but the story side of things was similarly unbalanced in terms of how I liked it.

The world building side of all of this was something I really liked. The tl;dr is that this is a future Earth where some apocalypse event caused by an atmospheric belt has caused demonic monsters to invade and attack humanity. Humanity has managed to get to a point where people are basically part of two classes – those with powers and those without, and those with powers are effectively conscripted into the military to defend the remains of humanity, while those without are shunned. At its core, this is a fun potential setting, and in a lot of ways the first arc of the game is really enjoyable. I was able to sink into the setting while enjoying the way that the events around was presented.

However, again around the 10 hour mark things started to sour. At this point, the split character choice at the beginning of the game reared its ugly side. This point of the game put me in a place where the two main character’s stories diverged heavily. What this ended up resulting in as far as the first play through goes is that I was seeing one side of the game, then when the two stories intersected there was a big knowledge gap and a lot of “how the hell did you guys get here?”. Since seeing the other side of the story involves starting from scratch, it left a lot of confusion. It’s not that I inherently like games that hop you between two characters a lot, but it solves this issue particularly well, and it becomes pretty obvious why hopping characters in a split story is a better option. Ultimately I think the anime that’s currently running will do a much better job of keeping my attention since it will avoid this issue.

I guess the unfortunate thing is I’m left wanting to like this game more than I did. It has enough going positively for it that it doesn’t feel that far away from being a truly good game. The things that I find wrong with it aren’t egregious problems, but are polish issues that never happened. What it ended up being was a game that couldn’t keep my attention in long enough stints to allow me to finish it before something higher priority came out, and with so much coming out every month it’s hard for me to give it a boost above so many other things.

What I will say is that I would probably recommend catching the anime. It may not be the most original, but there’s an interesting core world here, and presented in a fashion that does a better job of making a coherent story path, I think there’s a lot to enjoy – just not quite in a game form.

Game Ramblings #143 – Watch Dogs: Legion

More Info from Ubisoft

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

I really enjoyed Watch Dogs 2. Ya, it’s clearly an Ubisoft open world game with all the things that come with that. Ya, it’s clearly got some elements of Grand Theft Auto. However, where it stood out was in its use of stealth and hacking to make direct combat largely a choice, and not a necessity. Legion continues that path, and improves in it in a number of ways. While some of their story and metagame choices didn’t hit as well as me, the stealth aspects alone ended up being enough for me to recommend this one.

We’re starting here because the stealth spider is where I spent probably 75% of my game time. I’m not kidding. As a gadget, it does damn near everything the player can do in terms of the core loop in Watch Dogs. It can take out guards, it can hack things, it can open doors, it can pick up items. What it also does is give a much smaller visual footprint, allowing for an even better ability to hide. It transforms the series from something where a stealth focus feels like a fun but lucky situation into a place where stealth is absolutely a primary way to play the game.

However, this thing isn’t just useful for stealth on its own. Outside of combat and need to get in tight spaces? Use the spider. Stuck in cover trying not to get shot? Toss the spider thing out to flank your enemies and start taking them out one by one to open things up a bit for you. Need some sight lines but don’t have a camera to hack? Toss the spider out to a spot with a better vantage point. It’s such a versatile tool that in a lot of cases it would feel incredibly overpowered. However, in game like Watch Dogs? It just makes sense thematically with all the hacking and hi-tech involved, and makes sense within the gameplay where stealth as a full-time option is already encouraged.

If there’s anything I really had a big issue with, it’s around the story. It’s not that I found it bad – generally speaking I found the overall story to be fairly interesting – it just felt unfocused.

One of the big marketing features around the game was that you can recruit anyone and play as anyone. That’s pretty close to true. If you see someone that you find interesting in the world, you can start a recruitment mission for them. Finish up the mission, and they’re added to your team roster. You can hot swap to them at any time and go right away. If you die in a mission, the person that died can either be perma-dead or on a bit of a timeout, depending on the difficulty you choose. This part is all pretty interesting. You can build out your roster focusing on the skill set you want – whether it’s hacking, weapons, stealth, team buffs, etc. In that regard, I think the system succeeded.

However, on the story front it felt less successful. Since anyone can be thrown into the story at any time, it felt like the story happened around the team members. If they die, it’s not generally a big deal. They’re replaceable. They each have some voice acting, but most of the story is presented by fixed members, whether it be your AI assistant, the DedSec London leader, or the antagonists. From a story perspective, it doesn’t really matter who you’re playing as so in that regard the stakes for individual team members feel pretty low. Within the overall narrative, you have an interesting tech-focused story, but it feels like something that happens regardless of who you’re playing as. It was kind of a weird thing that I never really could reconcile in my head, and it resulted in the gameplay being the thing that drove me forward, and not so much caring about where the story was going to end up.

Luckily, this is a game I would recommend on the basis of its gameplay alone. The core game is fun enough. Combat works pretty well, driving works pretty well, the upgrade systems work pretty well, there’s enough fun side content to do between story missions. However, the star of the show is the stealth aspects for me. Those alone make this game one that will bring me back when the DLC expansion comes out, and it’s enough to have me looking forward to the future of this series.

Game Ramblings #142 – Stranger of Paradise: Final Fantasy Origin Trial Version

More Info from Square-Enix

Ramblings thread on twitter

  • Genre: Action RPG
  • Platform: PS5

The unveiling of this game did not do it any favors. The dialogue was TERRIBLE and you could die from a drinking game based around how many times they say chaos. There’s definitely some problems with the game, but behind all that nonsense there is a nugget of a fun game that could come out of all of this.

In general I’m not a fan of Souls-style combat. The deliberate pace of timing your attacks just kind of drags for me. I’d much rather hack and slash and use recovery skills to keep the combat pace up. However, this one does a couple of things that work out in its favor. The first is a reactionary block that if timed well allows the player to gain MP rapidly while avoiding damage. The second is an MP dump that increases the player’s damage and allows for a larger amount of the enemy’s stun meter to be chipped away. In general this encourages me to stay in close quarters more often than in my typical Souls experience.

That said, this still doesn’t feel like it’s at a point where I’m happy with the balance of it. The player’s stun meter and the ability to block damage are run through the same sort of pseudo stamina meter, so using the block too much is a huge risk. Being stunned on the boss fight was a huge risk of being 100-0’d in the second phase of the boss. That risk turns it into a slog where you stay back, chip away damage when you can, and just stay out of the way. That’s the part where the Souls-style combat really loses me.

In a perfect world for me, the block meter isn’t part of the stamina meter. You either do it right and get the advantage of having executed the mechanic well or you do it wrong and naturally lose some of your stamina meter to normal damage mechanics. In this setup the player is further encouraged to execute the block properly and stay in combat, increasing the overall pace of the game and preventing the sort of large passive slogs that a lot of these kinds of fights can become.

I think ultimately this is going to end up in a situation where I just end up playing on easy, which isn’t necessarily what I want to get out of this. I’m pretty fine with the actual level of incoming damage and the need to execute the mechanics cleanly, but if going to easy means I can get through fights in a more efficient manner, I think I’d lean into that. I’d rather just be able to treat a few things as smaller gameplay modifiers though, which is a bit disappointing.

This demo also feels kind of let down by the art style. This game has a lot of greys, which also includes the enemies. This left me in a place where a lot of the trash fights were me kind of taking more damage than I felt was practical, mostly because I was visually losing the enemies and missing their tells. It was frustrating to not have clear silhouettes, as that’s often a huge part of the experience of action games for me.

On the other hand, the job system feels like a huge perk for the overall meta game. There’s only a few classes to play here, but I set myself up around the use of the swordsman and black mage classes, and the differences in their combat pace and ability use felt pretty interesting to me. The fact that they have full skill trees is also pretty huge, as there’s an inherent power curve beyond simply getting bigger stat numbers.

There’s definitely a nugget of potential here though. The game is far better than its writing and even with me not liking this style of combat, I was still enjoying myself. I don’t think they’re really going to fix what I see as the major problems here, but we’ve also only seen a tiny slice of this game in both the unveil trailer and demo. Maybe other parts of the game have a better visual style and less ridiculous use of the word chaos. Even if they don’t, I’m left pretty surprised that I want to see more out of this game.