Game Ramblings #77 – Assassin’s Creed: Odyssey

More Info from Ubisoft

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

TL;DR

  • Another great entry in the series that iterates on the new AC style established in Origins
  • Stealth was still the most fun way to play, but both melee and bow combat were not detriments
  • Ancient Greek environment is a lot of fun to run through, especially for history nerds
Sailing is back, and it’s gorgeous.

While it would be easy to look at this game and assume it’s simply a mashup of Origins and the sailing from Black Flag, there’s a lot more going on under the hood here.  Where last year’s Origins explored the starting point of the assassins, this year’s Odyssey explores where some of the series artifacts come from.  In doing so, the game leans way into the supernatural/alien elements that have been hinted at for so long in the series’ back story, and really give us a game that fans of Greek mythology can dig into.

The place to start really is to just point at my ramblings about Origins last year as it covers a lot of what I normally would have said about combat.  That’s not to say that Odyssey is a straight copy, but really this is a solid iteration on the ideas from last year.  What this does differently is brings back the large scale sailing of Black Flag and really leans into the RPG side of things through skill trees, even more emphasis on gearing, and a lot less hand holding if you decide to go with the developer’s recommended options.

The game generally gives you an idea of where to go, but it’s up to you to find the goal.

It’s going to sound weird that such a simple change drastically changes the game, but the default style of this game doesn’t really give you goal locations.  Because of story reasons, you’ll often have a rough idea of where to, but if something isn’t in the dialog options presented to you, it’s often up to you to find the location.  What this ends up doing is really encouraging the thing that Origins started; the push to simply explore.  On your way towards a general area, you’ll run into any number of areas that can be cleared out of enemies and treasure, and it’s generally worth going through them.  One of the systems that was added to this game to also encourage exploration is a series of hunts against the Cult of Kosmos, which is basically a precursor to the series’ templars.

These cult leaders are the driving force behind the game’s story, and a number of them simply show up as targets during the story.  However, the rest have to be found.  They might simply be leaders of the various cities.  They may be out living on their own, taking care of a fort or a farm.  They may also be mercenaries sent to try and kill you.  However, behind all of it are clues that you can find by completing the small invasion areas; clues that lead you to the cultists location so you can take them out.

War is active, and it’s up to you to fight in it.

There’s also a large emphasis on war in this game, and you can generally get yourself directly involved in the battles.  This game takes place a few decades after the events of the movie 300, and Athens and Sparta are nipping at each other’s heels.  One of the consequences of you taking soldiers out is that the regions you’re in become weaker, exposing their leaders to be killed, and eventually the region for invasion.  In doing so, you can open up battles like the above screenshot for extra rewards, as well as to potentially turn over the region to the opposite side.  It’s a neat system that exists effectively as a distraction, but offers up something to do as a result of all the sneaking around you’re doing.

Mythology comes to life here, including a really fun fight against Medusa.

However, the lore behind the world is also a huge driving factor in exploring.  There’s fights against creatures like Medusa or Theseus’ minotaur.  There’s an entire segment of lore around the city of Atlantis and how it ties into the greater Assassin’s story.  There’s also the historic locations to see like the Parthenon in Athens or the famous people you meet like Sokrates or Hippokrates.  Basically, the entire game is a historian buff’s dream, and you’ll consistently be seeing things that you’d only ever seen in books.

All said, this is another great entry in the series.  It takes everything that worked about Origins and iterates in great ways.  The game has really leaned further into RPG territory than ever before, but it’s working out well for the series.  The fact that I can sit here having played it for 80 hours and still want to do more is a testament to them having really perfected their formula.  I guess I’m basically recommending this, especially if you liked Origins or Black Flag.

Also for what it’s worth, sync points are still great.

Game Ramblings #73 – South Park: The Fractured but Hole

More Info from Ubisoft

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

TL;DR

  • Battle system is a phenomenal grid-based strategy system that heavily encourages the use of forced movement, ticking damage, and CC to eliminate enemies.
  • Like The Stick of Truth, does a fantastic job of integrating the player into the South Park universe, from the visual design to the way the story is written, especially when they straight up go at things they know will offend a lot of people.

I’m not kidding when I say they are not being shy about offending people, especially those worth offending.  For example:

This is a perfect example of why South Park as a multimedia franchise exists.  They’re crass, they don’t care about poking at things that others will shy away from, and they do it all with their own unique style.  Is it for everyone?  Not really.  However, if you’re a fan of this universe, The Fractured But Hole is another great entry that does more than just stand on its name for quality.

The visual style of characters is key to this universe, and this game absolutely nailed it.

South Park can be a lot of things, but one of the keys to the entire experience is the visual style that has existed since the first season of the show.  While past generations of games went with somewhat strange 3D representations of the world, the recent RPGs have gone all-in on making the unique style of the series work in real time in games.  Just the world alone is impressive, but the flexibility of the character creation system while fitting into this universe is a technical marvel.

The player character itself can be composed of a ton of different pieces: hair, facial hair, makeup add ons, multiple outfit pieces, etc.  They can all be mixed and matched with each other without limitation to create something that may or may not look good, but definitely is all your own, and definitely looks right out of the show.  Even more impressive is that all of this is done in a way that preserves the character’s appearance in all cutscenes.  You will always be seeing the character you wanted, and there’s no smoke and mirrors to keep it hidden in places where it would be inconvenient in a lot of games.  It’s phenomenally impressive to see in action, and a testament to how much the tech around this game was built to BE South Park.

While a lot different than the previous game, this game’s grid battles are a lot of fun.

None of the visuals would matter if the game’s core battle system wasn’t fun, and they definitely also nailed that.  While there’s some variety in size and obstacles, the core battle system is a turn-based system typically taking place on roughly a 5×10 play space.  Player turns are individually ordered, and that comes into play in some of the abilities at your disposal.  Abilities all have some grid space they can cover, whether it’s a 1×1 melee attack, a line ranged attack, or AoE grids that can be placed anywhere.  In a lot of ways it feels like placing magic attacks in the Disgaea series, and the strategy of where units are on the board is hugely important to maximizing each turn’s damage potential.

This is all backed up by some great effects beyond just simple damage.  You’ve definitely got your typical DoT type effects like poison, burn, bleed, etc.  However, this game places a heavy emphasis on relocation of enemies.  Knockbacks, pulls, location switches, and more are available to let you line up enemies for your future unit turns to really turn up the damage potential.  The turn ordering also comes in to play with some abilities causing turn loss or turn delay, allowing you to really lock down the enemy into not being able to take any actions.  It’s a fantastic set of functionality that all combines to add a ton of depth to what could have been a really simple battle system.  Despite all the depth, it’s also really easy to understand what’s going on, which allows the quick hitting battles to flow in a way that’s not typically of SRPG-style games.

Bosses play in the same battle system, but often have their own rules to throw things out of whack.

It’s also worth mentioning how much fun the bosses are in this game.  Generally speaking they live under the same rule set as normal battles, but throw their own curves.  Some of them are multi-space units that really change how the player has to position themselves both offensively and defensively.  One boss had you not actively attacking it, but instead using knockbacks to throw smaller enemy units into the boss’ eating range to cause damage.  Basically, while the core abilities are still there, the bosses throw enough curves to keep the player’s skill fresh in unique ways that aren’t just doing a battle with bigger numbers.

I’ll be the first to admit that the South Park wrapping on this game will definitely make this game a fairly niche product.  It is full of completely inappropriate humor that will make you burst out in laughter if you don’t take it too seriously.  Once you dig into it though, this game has a tremendously deep battle system that fans of RPGs in general will find a lot to love.  The rest of the wrapping on this, from the side quests to gearing to environment exploration provide the rest of the trappings that RPG fans expect, and give this game a level of quality that we’re thankfully starting to see common in many licensed games.

Game Ramblings #65 – Fire Emblem Warriors

More Info from Nintendo

  • Genre: Hack and slash ARPG
  • Platform: Switch
  • Also Available On: New Nintendo 3DS

TL;DR

  • Probably the best Warriors game that will come out this year
  • Same Warriors gameplay that can be expected from Dynasty / Samurai / Hyrule Warriors games
  • Good implementation of standard Fire Emblem mechanics (weapon triangle, class upgrades, etc)
  • History Mode not as varied as Hyrule Warriors‘ Adventure Mode, but still a nice side mode to the main story

Being perfectly honest, there’s no real surprise to playing Fire Emblem Warriors if you’ve played any previous Warriors title.  You’ve got a big ass field with forts, captains, commanders, and outposts that have to be captured and defeated.  You’ve got big story events that cause a constant ebb and flow of control of the field as you and your commanders attempt to win battles.  You’ve got a huge variety of units at your disposal of multiple types.  However, like Hyrule Warriors before it, this game takes the standard mechanics of its parent series and marries them nicely with the standard Warriors gameplay to do just enough to differentiate itself from the mainline games.

It’s not just combat mechanics that are pulled over from Fire Emblem. Unit class mechanics are as well.

The big thing that’s always been noticeable about the spinoff Warriors titles is that they nearly always do a good job bringing together the core hack and slash mechanics with things straight out of the franchise they are pulling from.  For Fire Emblem, this ends up pulling from a few specific areas.

On the gameplay side, the weapon triangle is the big one.  The core FE mechanic of swords beat axes beats lances beats swords is still there and as important as ever.  There’s also the archer advantage over flying units and the inclusion of mage and dragon units and their typical advantages and disadvantages.  Overall this does two great things for this game.  For one, AI units feel a lot more valuable than in my typical past experience with Warriors games.  While the AI battle pace is still slow, I can now order units into advantageous fights and assume they will win, allowing me to take the unit I’m in control of and deal with more pressing issues instead of having to be involved in every single captain or fort fight.  It also means that I was more willing to use a large roster than in past games.  I wouldn’t ever want to be at a complete disadvantage, so I’d spread my types around and hop between units, taking advantage of the weapon triangle to fight with as many units as possible throughout the game.

There’s also a few smaller features at play here that are straight out of Fire Emblem.  Like more recent games in the series, pair units are included, and allow for some flexibility in covering a disadvantage of one unit.  For example, pairing an axe unit to a sword unit allows for turning around the disadvantage of fighting lances pretty handily.  Unit bonds are also available, which unlock character-specific items that can be used for some of the higher level upgrades in the game’s version of the skill tree.  Finally, master seals are available, which unlock the higher tier class for a given unit.  In general, like Hyrule Warriors this game once again manages to feel a lot like its source despite the obvious change in style from a tactical RPG to an action RPG.

The rest of the mechanics are all Warriors, including the flashy specials.

Everything else that is there is to be expected.  You’re still going to be facing seemingly endless hordes of enemies while tearing through the battles.  You capture outposts to minimize extra spawns, capture forts to lower enemy morale, defeat captains and commanders to eliminate high powered dangers, throw flashy special attacks to eliminates dozens of units at a time, and more.  It’s as satisfying as the Warriors games ever are, even if it often feels like barely organized chaos at times.

That’s not to say there aren’t some weird little things that are fairly unique to this game.  Despite the unit variety, I pretty much exclusively stayed away from flying units.  While they were fine in the hands of AI, I often found that they would lift into the air during large combos, causing me to stay in the air flailing at nothing.  It was strange and frustrating, and generally just wasted a lot of time.  I also generally had some problems using enemy level as a gauge of relative power, particularly in the History Mode side content.  Even within single battles, I occasionally found myself battling things of the same level and same weapon type with wildly different results.  While some of this came down to simple character archetype stats, it threw me off enough times to consider it a bit unexpectedly weird.

The game likes to play favorites, giving you the generally most popular units from Shadow Dragon, Awakening, and Fates.

All that said, I generally didn’t have that many issues with the game.  Is it a deep game? Not really. You run around, kill shit, rinse and repeat with a bit of variety in mechanics between maps.  Is it an innovative game? Not really.  It takes the same core mechanics from Warriors and Fire Emblem and combines them into something that happens to work.  But is it a fun game?  Absolutely.  Even if it’s kind of stupid fun I can be pretty happy about that.