Game Ramblings #113 – The Outer Worlds

More Info from Obsidian Entertainment

  • Genre: FPS / ARPG
  • Platform: PS4
  • Also Available On: Xbox One, Windows, Switch

I’m not a huge fan of the recent Fallout games, so it may seem weird that I decided to play the spiritual followup to New Vegas. However, it was never the world or story I had a problem with. It was entirely the shooting mechanics. The Outer Worlds from the outside seemed like it was at least attempting to play more like a typical shooter that has RPG mechanics, rather than an RPG that uses guns. This definitely leans closer to a game I can enjoy, but it’s not without its mechanical issues that knock it down a few notches.

The first-person Fallout games never really made sense to play without using the VATS system. The straight shooting mechanics were pretty garbage, and leaned heavily on stats in ways not typical of FPS games, while the VATS system provided a much more accurate way of figuring out your chance of hitting things without having to deal with aiming. The Outer Worlds on the other hand is very distinctly an FPS with RPG wrapping. Shooting is much more of the core experience, with only a bit of an ability to slow down time for limited periods to help with aiming. In that regard, this is definitely a much smoother shooting experience.

However, that’s not to say that I found it to be a mechanically good FPS, especially with respect to playing it on console. At a base level the weapons generally feel kind of lifeless in a lot of respects, with pretty weak recoil and camera shake. As an example, the difference between high damage pistols and rifles or mid damage automatics is pretty irrelevant, so I tended to just go for highest single-shot damage and spam fire since I wasn’t going to deal with a typical single-shot high damage doom recoil.

On a gamepad, the feature set there was even more disappointing. They have the typical trappings of a gamepad shooter with some amount of aim acceleration, target adhesion, etc. However, it pretty uniformly felt like the activation range of gamepad aim assist features was significantly below the functional range of the weapons I was choosing, and also well closer to enemies than I wanted to play in the style I chose. The result of this was that it felt more like playing a pre-Halo console FPS, where I was just tapping the camera stick to get close enough to use strafing to finalize my aim and guarantee hits. Compared to the high-end of console FPS, it just felt like the features were a secondary thing that hadn’t been put through much testing.

This all kind of came to a head in the general player UX. It was more often than not that I didn’t really realize I was dying or nearly dead until it was too late. I’d be trying to effectively aim at things beyond the assist range while depending on my team to prevent flanking. They would occasionally get killed, allowing enemies to flank and kill me. The big issue throughout all of that is that it was never that obvious that either my team or myself were dead or dying. The UI elements for health are small and packed in the corner, so they’re out of focus. Damage indicators at least to me weren’t in your face, up until the point where I was at very low health, which typically was too late. The aiming issues combined with that were the leading cause of death for me, and it was generally a frustration point because it felt entirely preventable on both accounts.

That said, the rest of the game was generally of the style that I really wanted it to be.

The core progression of the game is a series of quests that take you around to small hub worlds. Each world has its own set of side quests to do, factions to help or hurt, and secrets to find. Blowing straight through the storyline would have been a quick affair, but there’s so much to miss just doing that. The side quest lines that you get involved in all have fun storylines to run through, with their own entertaining set of people to meet. In a lot of ways, this felt more similar to Mass Effect than to Fallout to me, where the main story would get me to a planet, but then I’d get lost in the local story for a while until I later got back on track. Generally speaking, if a game has me playing the side quests for the sake of them being fun rather than for needing the rewards, then I’m pretty happy with the end result.

This is all helped by a visual style that is distinctly not Fallout. This is a supremely colorful game, which is both a blessing and a curse. You’ll never mistake this for a brown post-apocalypse setting. While this is a lot of fun to look at in isolation, it’s also exceedingly busy. While this isn’t usually a problem, I did lose enemies in the visuals from time to time, especially on the smaller end of things. That said, I much prefer visual brightness and loudness to the drab wasteland of the Fallout series, so I’ll take losing some silhouettes from time to time as the downside.

The rest of the RPG trappings are also a lot of fun. There’s a ton of variety to build out with regard to your stats and inventory. Of note for me was my ability to build out what ended up becoming basically a lockpick master. I leaned heavily into increasing stats in 3 main areas – long guns for offense, lockpicking for crates, and hacking for electronics. In doing so, I was able to break into almost anything that was locked. This allowed me to make up for my deficiency on the defensive side of things by having a much larger ammunition and weapon upgrade pool to choose from than I’d otherwise have typically had. It’s this kind of customization that brings me to play more western-style RPGs, where mechanically they’re often otherwise kind of slow and clunky. The customization on top of being more action-leaning did a lot to keep me playing this one until the end.

This one is curious, and definitely shows some growth for Obsidian now that they’re disconnected from the Fallout IP. Ya their shooting mechanics aren’t the best, but they’re distinctly a step in the right direction. The rest of what’s there feels like what made New Vegas work to begin with. Good writing, good RPG underpinnings, fun characters, and an entertaining world. With the budget of Microsoft behind them and some time bringing their FPS mechanics towards industry-leading this could be a special series.

Game Ramblings #111 – Trials of Mana (Remake)

More Info from Square-Enix

  • Genre: Action RPG
  • Platform: PS4
  • Also Available On: Switch (original in Collection of Mana and remake), Windows
  • Originally On: Super Famicom

Where Final Fantasy VII Remake took a classic and completely reinvented it, this is more of a careful remake. Ya it does some things different than the original. Ya it’s in 3D. However, it follows a pretty safe path in modernizing the original instead of reinventing it. At the same time it’s a lot of fun on its own, so I didn’t particularly mind the areas where it still felt stuck in the 90s. If it wasn’t for AI difficulties, I would have no problem pushing this one more, but the AI really ran into problems that I’ll get into.

Where Secret of Mana’s remake felt odd because it stuck to its design, Trials feels good for the same reasons. Trials in general was always a more modern approach to the ARPG formula, having things like distinct combat areas, combo-based attacks instead of stamina, easy access to magic and skills, etc. It all worked pretty well on the SNES. In 3D it still works just as well thanks to some pretty solid implementation of hard lock targetting and target switching on the right analog stick. In its current form, it feels pretty reminiscent of the Tales of series, which caught me pretty off guard. The fights have a pretty good flow to them in normal trash fights, and for the most part the bosses played a balance that I really enjoy – not punishingly difficult, but longer in form and with multiple distinct phases, forcing you to keep focused and learn on the fly.

However, the boss fights are really where the AI struggles. As the game progresses, there’s more frequent segments where some high priority targets spawn with a timer. At the end of the timer is usually some punishing mechanic – maybe the boss gains 15% health back, maybe there’s large AoE damage, maybe there’s more adds, maybe it’s a guaranteed party wipe. By and large these are things that MUST be killed, and fast. However, the AI has extreme problems targeting them, and if you even get lucky, the AI typically won’t hit them more than once or twice before going on cooldown. Of the probably 6 or 7 times I party wiped in the game, I think only one of those was because of something other than a timed segment where the AI simply didn’t attack.

On the other hand, the game is extraordinarily clear about how the enemy is going to target you with special and magical attacks. Targeters are large and red, and very precise to the area that will be hit. They also fill in various ways to indicate when attacks will take place. Circle AoE fills from the center out. Sweep cones will go from the inside to outside of their sweep. What I like about all of this is that dodging attacks is never about small tells or dramatic animations. It’s 100% about paying attention to where you are, what the targeter is doing, and having an idea of how long you can stay in place attacking before dodging the hell out of the way. It’s both incredibly clear in execution, and allows for attacks to be incredibly punishing when they hit you, which ends up being a very fun and very fair combination.

The rest of the game kind of is what it is. The story is a straight pull from the 90s, and is a plot we’ve seen 1000 times before. It’s got a pretty cliche fantasy take on some other dimension dude taking over someone’s body and sending its minions in to sow chaos and take over the world. On the other hand, they’ve added a ton of voice acting across the board, so the story that is there is much more alive than in the past. Towns still feel like 90s JRPG standards. Ya there’s a bunch of people, but they nearly all throw irrelevant one liners in conversation. As a result, towns still work as the usual standard three stop affair – weapon shop, armor shop, inn to sleep and save. However, it’s still as fun as ever to walk into a town and buy out the entire upgrade stock, leaving the town as a more powerful badass version of your party. This release also has the same class tree as the original, which is effective but nothing new. Each branch of the tree has a bit of a specialization, and you can definitely tailor it to your preferred style, but it’s not doing anything that isn’t standard to the genre.

As safe as this release was though, it is still fun. Ya the AI problems on boss fights suck, but you get through them. Because the battle style focuses more on skill than numbers, I didn’t really need to putz around grinding. However, the game also gave out a fair amount of XP to balance that so it wasn’t like I was surviving purely on grit and determination. Trash fights have a really nice flow to them, so that never got boring. Ignoring the AI problems, the boss fights were also mechanically fun and long enough to feel like a real accomplishment. Is this as impressive a remake as Final Fantasy VII Remake? Absolutely not. However, it doesn’t feel like it was trying to be, and where it ended up feels like where it belonged.

Game Ramblings #110 – Final Fantasy VII Remake

More Info from Square-Enix

  • Genre: Action RPG
  • Platform: PS4

I think it’s a disservice to this game that they called it Final Fantasy VII Remake. Sure it’s taking the core of the original game and literally remaking it. However, it’s only Midgar, but it’s so much more than that (and I’ll get back to that). It’s taken what was a relatively inconsequential setting and made it into a full-length experience that doesn’t feel stretched. It’s completely turned the gameplay on its head and made it a completely different gameplay experience. I went in with somewhat high hopes that the gameplay itself would feel good in a more modern style, but I wasn’t expecting the rest, and I come out having finished it completely floored at how great the game was.

In a lot of ways, this feels like a lot of lessons learned from the past couple mainline FF titles.

13 took a lot of flack, and rightfully so, for having a very linear start, but moreso that it just didn’t feel alive. 7R is just as linear, but the pieces are so full of life. The 7 slums? It’s more than just a bar now. There’s apartments and shops and people going about their daily life. Wall Market? Now it feels like a grungy Vegas instead of just a collection of buildings with neon on them. While things are generally go point A to B, there’s so much more there than in 13 that it works so much better.

Some little things add a lot of depth to this. Ya there’s side quests, but they’re all voice acted. The characters you meet and help feel like living people, instead of just an exclamation point to start at. Seventh Heaven wasn’t just the bar for story reasons, it felt like a community center for the sector 7 slums. The upper plate wasn’t just a vague section for rich folks that was mostly unseen, but in your interactions with its people on a few occasions it was clearly a place that mostly existed for your average Shinra worker. All of this helped pad out the world, so instead of being linear and dead, it felt like a full world, even without open exploration.

15 had a combat system that went way off the beaten path for this series. It was sort of action-based, and sort of turn based. However, the action being centered around holding a button to do automatic chains worked well, but was kind of strange. The action system in 7R feels a lot more direct, and importantly a lot more defense-oriented. Basic attacks are direct inputs, but in a way that makes sense for the character. Cloud and Tifa are a button press to attack, but that makes no sense for a machine gun or magic streams for Barrett and Aerith. So…..they don’t. They hold to attack, and it just makes sense. All of that charges up the ATB meters, which is where the rhythm of a turn-based system comes into play.

I don’t know that I’ve played an action RPG that’s so seamlessly integrated a sort of turn-based rhythm, but it works really well here. I tended to jump around to the person that felt most natural to my current needs in the fight to really aggressively charge an ATB meter, but I was always using the other party members abilities at the same time. Hitting the skills button, watching the game slow down to super slo-mo, and planning out which ability or magic power to use felt really good. It gave important points where I could slow down and breathe, plan out my moves a bit, then get right back into the action.

The defensive aspects are also way out in the forefront here. Dodging large attacks is super important to avoid wasting healing. Blocking smaller damage becomes a really important source of ATB charging. Parrying attacks with Cloud becomes an important way to cause enemies to stagger. Using your magic dealers to cast slows or poisons or sleeps or stuns becomes an important way to mitigate group fights to allow you to focus on important targets. As a whole, it lets you treat the defensive side of things as a tool in combat, rather than a necessity to simply reduce damage.

The game also definitely borrows from 13 in its use of a stagger mechanic that comes into play primarily on bosses. Hitting the enemies will increase a stagger meter, which on completion allows for serious damage output. General attacking will eventually fill it, but you’re encouraged to really lay into weaknesses to fill it faster. Some of these are tactical (swap between magic and physical attacks when an enemy has barrier or shield up), some of these are practical (use lightning on enemy robots), some of these are defensive (blocking a melee attack boosts stagger). However, it all feels straight out of 13 where smart use of staggering is often the end goal to do large damage, rather than simply focusing on spam attacks.

This all comes together into some of the most consistently great boss fights I’ve ever seen in an RPG. Every boss had its own little mechanics to deal with, weaknesses to find, opportunities to attack. The thing that really impressed me though is that the fights found the magical place where they were long fights – generally 5+ minute affairs – with multiple phases, but they never felt like a grind. They weren’t necessarily easy and you’d die if you weren’t paying attention, but they felt fair. Blindly using your resources wasn’t a good plan of attack, but resources aren’t so rare that you simply hold onto them forever out of fear. This is all helped by the fact that the stress of dying wasn’t there. They’ve embraced the modern touch from 15 of having checkpoints immediately before any fight sequence, so a death means you don’t lose progress – you simply try again. It leaves fights in a place where they can be challenging and fun and capable of making you think on your feet and being mechanically heavy and you just go along and enjoy the ride.

However, the biggest surprise is how they steered the story, as it presents a lot of potential changes to the original, and this is where I get into spoiler territory:

Spoiler

There’s some obvious addition to the character depth here, whether it’s the Avalanche side members or the general relationship between the core party. That was always going to happen. This remake was taking a 5 hour introductory section of the original and making it into its own standalone 30 hour game. However, there’s a few specific things that lead me to believe remake part 2 is going to be a much larger change than this one.

The first big change is that Zack Fair appears to be alive in some form. They show him in his last stand from Crisis Core, but by the end he’s shown alive and carrying Cloud back to Midgar. There’s some amount of implication that this exists in a sort of parallel timeline, which opens up the interesting possibilities of either jumping between timelines or straight out changing the past.

The second big change is a question over whether or not the party is even on the original timeline by the end of the game. Throughout the game, the party now goes up against creatures called Whispers that attempt to keep people on their destined path. During the last stretch, the party is fighting against the leader of this group, and ultimately trying to forge their own path. Part of the fight is the player seeing flashes of events that are fated to occur, including the death of Aerith. However, it’s implied that these visions are the events that will occur, if the party does not defeat the creatures that control fate. In defeating fate, it seems like the party should now have control over their path.

I’ve also had friends speculating that what we aren’t seeing isn’t actually a retelling of the original story, but a potential alternate timeline in itself. A few times throughout the game, it’s hinted at that this Aerith has some ability to see what’s going on in the future, or at least knows more than she’s letting on. If she’s able to see across timelines, it could easily explain this game being a different timeline entirely where the Whispers are trying to keep it in alignment with the original game’s timeline.

Those things are huge potential changes to the original story. Is the party going to be able to meet with the living Zack? Is Aerith going to live because the timeline has now been changed, or is that still inevitable? If Zack can be alive in some alternate timeline, can other events be turned back, like the destruction of the sector 7 plate? The story has been setup in a way that part 2 could be a completely different game than the original. I’m hoping that Square really decides to go all in on what they’ve setup, and avoids taking the easy way out to appease nostalgia.

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It was absolutely stunning that this game was made, and even more stunning that it came out in the form it did. Square avoided going for a straight nostalgic remake, and rewrote the book about what FF7 means. In doing so, they’ve crafted an experience that feels somewhat familiar in story, completely modern in execution, and leaves some room in the story for them to finish leaving nostalgia behind and craft a really compelling new story for the gang. This took what was already an intriguing world, and elevated it to a new level that feels completely alive. They’ve crafted what is one of the best blends of action and turn-based role-playing that I’ve ever had my hands on. They’ve also done it with modern technology, giving them the most seamless blend of visual fidelity and story telling tools that they could ever hope for. My hope for part 2 is that they continue to push the boundaries for the game instead of falling back on nostalgia, but this one has certainly pushed me from a place of cautious hope to a complete state of hype to see what ends up being in store.