Game Ramblings #51 – Knack II

More Info from Sony

  • Genre: Action/Adventure
  • Platform: PS4

TL;DR

  • Much deeper combat system than the original that significantly improves the overall experience
  • Use of size changing is clever, and done in a much more controlled fashion than the original
  • Still too many quick time events, and the game might as well not be a platformer for how little it takes advantage of the capabilities

I’ll be perfectly honest here; I bought this game simply because I didn’t believe the decent reviews coming in for this game.  The original was a curious release from a tech-demo point of view, but calling it an unforgettable game is being pretty nice to it.  At one point early in Knack II, they joke that the main character only knows three punches and a kick, and that really was the depth of the original game.  This one adds significant depth to the combat systems, while smoothing out some of the more obnoxious difficulty problems with the original game, and makes the overall experience a lot of fun to play.  It’s not perfect, but I’ll be damned if I’m not surprised with the end result.

Even if the environments are simple, seeing Knack full of pieces is still an impressive sight.

The core idea behind Knack is essentially the idea of a controlled power curve based on finding relic pieces and adding them to Knack’s body.  You can instantly transform between tiny and full grown variants, leading to puzzle and platforming opportunities.  As Knack grows, he gets stronger, typically leading to fights against increasingly strong enemies and generally speaking a boss or similarly large scale puzzle element to end most chapters.

Where the first game really failed to take advantage of this is that it really just kind of pushed the growth, took it all away mid-game, and never really reestablished a good feel to the growth curve.  Knack 2 significantly improved that curve.  Rather than being a more game-wide growth curve, each chapter typically had its own growth curve.  Most chapters started you off in the 4-6 foot range, with various amounts of growth by the end of the chapter.  This was also typically paired with a similar power curve in the enemies so there was always a feeling of progress in each area.

Not all of the combat is on the ground. Sometimes you just accidentally steal a giant robot.

Where this change would have fallen apart in the original game, the introduction of significantly deeper combat meant that there was a higher metagame to combat skill that was entirely separate from the growth mechanics.  Just from a base skill perspective, there were grabs, shield break maneuvers, smooth dodging mechanics, ranged boomerangs that trap enemies, and the ability to parry projectiles back at their shooter.  Add in a skill tree to augment skills, as well as add new optional skills, and the tool set available to the player is significantly better than the original’s three punches and a kick.

This all comes together with a significantly improved difficulty curve to make a system that was quite a lot of fun in general, let alone a significant improvement over the first game.  Different strategies had to be made on the fly based on Knack’s current size, as well as the enemy count.  Bunch of enemies that can be one shot? Try to round them up and do a jump smash to kill them all at once.  Handful of larger enemies that require a few hits?  Lock one down with the boomerang while you concentrate on the others.  Boss that can very easily chunk your health away?  Dodge as you move towards it, or parry back projectiles to do ongoing damage as you move closer.  Basically, there’s a ton of options here, and the way they’ve set it up in conjunction with the character’s physical growth has gone a long way to making this a very fun game to play.

Platforming segments are there, such as this stealth segment with a tiny glass Knack, but they’re rare and don’t typically take advantage of potential.

Outside of combat is where the game still shows its biggest weaknesses.  It’s pretty typical for there to be a big cutscene extravaganza in each chapter with a series of quick time events.  These are just kind of boring, and I’d much rather they just play the cutscene back as intended.  The platforming is also fairly non-present.  While the tools are there, with the ability to double jump and hover, most platforming areas are basically small 30 second puzzles in between combat encounters.  Once you’re in a combat area, it’s flat and the platforming gives way to pure action.  There’s just kind of a lot of missed potential there, even if the focus of the game has leaned significantly more into the action side of things.

The end result here really is surprising.  You still get the big wow moments of a significantly large Knack against giant bosses that the original game had.  The improvement is that the time between those big wow moments is no longer terrible.  The combat is fun, the moves you get are varied and cool to see, the enemies have a lot of variety to match the moves you learn.  Now, this game isn’t going to make a run at game of the year or anything like that; it just doesn’t have the depth in its non-combat to really do that.  However, what came out with this game is a sequel that is good in its own right, and even more so a shockingly large improvement over the original game that could best be described as a great tech demo with bad gameplay.

Game Ramblings #50 – Uncharted: The Lost Legacy

More Info from Sony

  • Genre: Action/Adventure
  • Platform: PS4

TL;DR

  • Same ol Uncharted gameplay, over the top action sequences, and beautiful visuals
  • Short length meant the story didn’t drag out, which felt like a plus
  • First half showed some growth in their design w/ an almost Tomb Raider semi open world.

I’m not going to sit here and say that this is a hugely original title for the series.  I’m also going to be straight here and say that the changes in The Lost Legacy feel a lot like copping some features from Tomb Raider.  However, this very well might be the best Uncharted title I’ve yet played.  It being a condensed experience certainly helped (about 6-8 hours I’d assume will be typical first play through), but a nice use of a large non-linear area to start the game went a long way to providing a fresh look at the series, and may just prove there’s life to be had in this universe.

Like previous Uncharted titles, this is another visual masterpiece.

There’s a lot to be familiar with here. The gunplay is still good, but nothing mind blowing, going for solid feel without too much difference between core weapon types.  Combat sequences in the more linear segments are still at obvious points when you turn a corner and have a ton of crates around.  Enemies are still decent but basic in their approach to flanking behaviors.  The game’s finale (and a couple points in between) is still a wildly bombastic experience that would feel at home in any big budget Hollywood film.  End of the day, this is still Uncharted at its core, but with a big difference in the first half that showed some progress.

Roughly the first half of the game takes place in a large open area, with a set of non-linear objectives to drive to, and a bunch of hidden collectibles to find in the area.  This alone felt like a fantastic change to the series, even if it felt right out of the recent Tomb Raider games.  Because of the layout of this opening area, combat also felt much improved relative to the standard single direction combat of the linear exploration areas typical of the series.  Combat segments felt very free form, since you could approach from basically any direction, and enemies could do the same.  In a lot of these areas, I’d be stealthing around to find a good entry point, then doing what I could to pick off enemies one by one without revealing my location.  If things started to go awry, many of the areas also had a lot of swing points, so I could easily move around to find new hiding spots if enemies started to get a drop on me.  In general, this was the best I’ve ever seen combat in the series, although it unfortunately went away once the more linear segments of the game started.

While not as complex as the Tomb Raider series, the side exploration in the opening area was a welcome addition to Uncharted.

The unfortunate thing though is that the opening area gave way to more traditional Uncharted linear mechanics.  While this works fine in the general sense, it feels like they missed an opportunity to really make a special full entry in the series based around the gameplay changes of the first half.  The puzzle areas of the linear temple portions worked great, but it was back to the more boring combat style and tiresome climbing areas.  Realistically I can only do the same pattern of climb, jump to crumbling wall hold, fall down to conveniently placed grab spot, then finish climbing up so many times.  On the other hand, the fact that this is a much shorter expansion-style game meant that the experience was fantastically condensed before I really wanted to just get through.

End of the day you kind of know what you’re getting into here when buying an Uncharted game, and this one doesn’t differ much. It shows some promising changes in the first half should Naughty Dog decide to continue with the series, but never really expands on the changes for the full length of this game, let alone makes a full game out of it.  However, treated as an end of summer blockbuster experience, this is still just as worth playing as the previous entries and definitely left me entertained, and that’s about all I can ask for.

Game Ramblings #45 – Yakuza 0

More Info from Sega

  • Genre: Action/Adventure
  • Platform: PS4

TL;DR

  • Excellent combat with multiple styles to fit different fights
  • Swapping between characters worked well due to how the story timeline worked between the two
  • Difference in tone between serious story missions and almost 100% non-serious side missions somehow didn’t cause issues

The Yakuza series has always been more of a Shenmue than a GTA, and Yakuza 0 doesn’t change any of that.  This one provides a new starting point for the series, providing some back story to the events before the original entry in the series.  It takes the same mix of combat, light puzzle solving, and high levels of drama, and modernizes it a bit as the first PS4 entry in the series, giving us another great entry to play.  Despite being played across two characters, the story manages to send enough clues cross-character to weave together a fun narrative, with plenty of action and violence expected of the genre.

The combat in place is similar to past games, taking place in small areas walled off by onlookers, where enemy groups of varying size can be attacked.  Combos of attacks can be grouped to knock down enemies, building up secondary resources to do more spectacular (and powerful) attacks.  From a high level it’s fairly simple, but different variations of button holds, character placement, environmental interactions, and most importantly, multiple fighting styles add a lot of depth.  Of note, the fighting styles all feel fairly different, and bring advantages to different fights.  Both characters have a fairly standard brawling style and legendary fighting style, but the real fun is in one of each character’s other styles.

Kiryu’s Beast mode in action.

Kiryu’s Beast mode allows for slow but heavy attacks in a wide range, as well as a number of wrestling-inspired finishers.  More importantly, it also allows for automated grabbing of environmental objects to swing at enemies, including things like motorcycles.  On Majima’s side, the real standout is Break mode.  This uses a series of breakdancing moves to quickly and heavily take out large groups of enemies through effective AoE attack and dodge maneuvers.  In general, I was able to switch to a mode that made sense for each fight, whether I needed to do heavy damage to individuals, or keep it safe while whittling down a large group.

Mr. Libido in action…

On the story end, there’s not too many surprises here, but it’s definitely entertaining.  The more surprising thing for me was the mix of the serious story with incredibly non-serious side missions.  The side missions typically had similar gameplay, but the characters you meet during them were generally absurd, whether it’s Mr. Libido being unable to contain himself, helping out fake Michael Jackson and Steven Spielberg make Thriller, or Kiryu mixing up visas and pizza when helping an immigrant, I could pretty much expect side missions to go straight for the absurd.  Given the seriousness and level of chaos that most of the main story had, it meant I could use the side content as a way to unwind between places where I knew I could get into big fights.  This is backed by a surprisingly entertaining set of real estate content for each character to add even more depth to the things to do on the side; Kiryu runs a full real estate company and Majima runs a cabaret club.

Totally not Spielberg stares into your soul.

If there was anything I would directly point to as a severe negative here, it’s that at a number of points the story missions simply don’t tell you what to do.  You’d be given a vague goal (find somewhere to hide!), with no map marker, and no obvious place to go, and be forced to wander around until you hit the magic trigger.  More often than not these places would be triggered in areas where you had no NPC contacts, no reason to be in the area, and would never revisit the place for any other reason.  While filling gap time between story missions doing side content allowed me to accidentally wander into these from time to time, I was still forced to effectively blanket the map covering all roads until I found the specific spot.  Any sort of minimizing of the vague nature of these would have been a great help, but luckily these types of missions were the minority in place.

Overall though, Yakuza 0 was a ton of fun to play.  The combat was solid, the story was enjoyable, and the side content had a lot of flat laugh out loud moments. If you’re wanting to play a Japanese GTA, this is not the right game, but if you’re looking to rekindle memories of playing Shenmue, this is a great place to start.