Game Ramblings #169 – Haven

More Info from The Game Bakers

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

This is a game that for me stretched how far one mechanic could work for me to carry the game. Sure, this game has some JRPG-ish combat. It has a bunch of crafting in place to handle items and upgrades. However, it was the overworld gliding that kept my attention, and oddly that was enough.

Looking at some reviews after the fact, it feels to me like I had the opposite experience of a lot of reviewers. I’ve seen a lot of places praising the combat and saying the overworld collecting was a drag. However, it felt like the opposite to me. I dreaded being in combat instead of just flying around the world – not because it was necessarily challenging, but because it just felt slow.

Combat in Haven is sort of a FF-lite. It’s effectively an ATB-style JRPG turn-based system. You have a couple attacks to choose from, you can combo them with your partner, or you can activate a shield to reduce damage. It works well enough, but you get all of it immediately and it never really feels….different. Every enemy type is basically a system of figuring out which attack they are weak to, recognize when attacks are coming up to shield, and then getting through it. The only real differences between early and late game are that a couple enemies require waiting until they attack to hit them while they’re dazed and most late-game enemies basically require you to always have one of your party members shielding.

As a core combat system it’s fine, but it left me wanting more. I wanted to have to use better strategy to defeat enemies. I wanted to be able to more rapidly mix attack types instead of waiting for the relatively slow attack gauge charge ups. Frankly, I wanted it to be easier to heal my party instead of having to always be crafting bandages and healing capsules at my base.

I suppose that’s another part of the game feeling slow to me. Even with shielding, you end up taking so much incidental damage over time that you have to find a camp or return to base to heal. The game requires you to eat to have the fastest combat pace which requires you to find a camp or return to base to cook. You often find items required for upgrades or plot reasons that require you to return to base to activate. You basically spend a bunch of time just having to return to base, and it all feels like padding for the sake of extending time played.

However, I kept pushing because it was fun just to glide around. The gliding is fast, but weighty. There’s a strong sense of momentum when leaning into turns, rather than just turning on a dime. There’s little flow lines all over that have you flying in the air following them that somehow bring on a sense of nostalgia of something like a Tony Hawk game, despite being clearly sci-fi. Some reviewers pointed out that all the collecting was a chore, but I often found it fun gliding around new zones simply to find all the flow lines and figure out where they went. I was having fun for the sake of gliding around, and forward progress in the game was often just incidental to that.

For me, that was enough. Gliding around was fun for the sake of being fun, and the rest of the game was there to happen when it happened. I expect most people will enjoy the combat more than I did and I also suspect that most people will be a little more streamlined with the overworld stuff than I was. So long as you can deal with the fact that story is often outwardly horny, I think there’s a surprising little gem to play here.

Game Ramblings #168 – God of War: Ragnarok

More Info from Sony

  • Genre: Action RPG
  • Platform: PS5
  • Also Available On: PS4

Being perfectly honest, you could read my ramblings on the previous game and have a pretty good idea where I fell on this one. This is every bit an iterative sequel instead of the revolutionary change that the previous entry was. However, that’s not to say that’s a bad thing. This definitely does a lot to clean up some rough edges in the series’ transition to action RPG, but more importantly it shows a drastic amount of growth in the characters. It’s for that reason that I wanted to get through the game.

The lack of core gameplay changes did end up with this one being a bit long in the tooth. Combat felt like it reached a point towards the end of the game where they kind of just ran out of ideas and started throwing more targets at you, which wasn’t particularly fun. Side quests started to get a bit samey, which meant that I was doing them purely for rewards instead of any narrative enjoyment. Despite having a lot more environments to wander through than the original game, I just kind of felt like I was at my limit. That’s the curse of sequels I guess. You’re going to have to be somewhat samey or risk alienating your audience. Unless you’re doing a years later reboot like the previous title, you are where you’re at. However, I wanted to see the end of the story.

That push to want to see the end of the story is the most important thing to me about this game. I didn’t really need or want a challenge by the end, because it wasn’t important to my enjoyment anymore. I could turn the difficulty all the way down, hammer through the repetitive combat segments, and get what I wanted out of the game.

The previous game had me in a place where I absolutely hated Atreus, and that was a huge point of celebration for the quality of the writing in place. He was a little shit of a kid that needed to learn patience and care. Kratos was a completely impatient and untrusting father that wasn’t really prepared to be the sole caretaker for his son. It was a dynamic that worked wonderfully as a reintroduction to the series after years off.

This game instead shows a lot of growth in the characters across the board. Atreus still has his little shit moments, but he’s got such a strong growth arc throughout the game that ends with him at a point where he is clearly becoming an adult. He’s more careful in his decision making throughout the game. He shows patience when he isn’t immediately getting his way. Importantly, he is able to provide a level of care to others that allows them to also grow. Kratos on the other hand is an increasingly patient individual. He shows deference to his son’s wishes while still providing growth lessons to him. He shows a clear wish to avoid war but is also willing to engage when it becomes necessary. The growth in the dynamic between the two of them is the thing that made it easy for me to push through to the end of the game, and on its own I think is a clear reason to play this.

The rest of the game is kind of take it or leave it. The combat is as solid as the previous game, but effectively unchanged if you ignore the inclusion of a spear weapon. Atreus’ role in combat is a little more flexible with some arrow powers, but in practice it acts as more of a spam when practical button than much in the way of planning. I again enjoyed the dodge/parry focus on defense that I could play with, but found enemy tells and timing of tells to be incredibly inconsistent, which could be pretty frustrating in multi-target combat. Basically, they were similar gripes I had with the original and I’m not surprised that hasn’t changed.

I guess my tl;dr here is play it if you know you liked the previous game or play it on story mode if you just want an enjoyable narrative experience. There’s really not going to be a lot of surprises here otherwise. It’s an incredibly solid first-party title for Sony that has the same strengths and weaknesses as the previous title, with just that important bit of iteration involved, leaving us with a game that is predictably great.

Game Ramblings #166 – Sonic Frontiers

More Info from Sega

  • Genre: Platformer
  • Platform: PS5
  • Also Available On: PS4, Xbox One, Xbox Series X|S, Switch, Steam

This is such a strange game. It’s undeniably Sonic, but at the same time it’s not. It’s got little pieces of things like Sonic Adventure or Generations, but those are just hints. They trigger a bit of nostalgia but don’t lean into it. It’s got the speed of the series, but uses it in new ways. It’s still maybe not the best example of a 3D platformer, but it does a lot interesting, and importantly it stays fun.

A lot of the early discourse I saw on this one was that it was a Sonic game through the lens of Breath of the Wild. I don’t necessarily think that’s true. Ya it’s open world, and ya it has the overworld red moon reset mechanic, but I don’t really get the Breath vibe from it. What I do get is entirely Mario Odyssey. It has the same feeling that there’s something to do around every corner, and you’ll always be rewarded. It also has the same pace. Where Breath tolled out rewards infrequently through the shrines, Odyssey set moons down everywhere, to the point where you were getting moons sometimes at the pace of a few per minute. That is the feeling that I hit here.

The individual little actions are never that complex. It’s always some jump pad that gets you onto a rail, but they’re always fun. It’s almost always some little 15 second quick hit platforming segment, but it hits the manic Sonic pace and ends with some reward. Usually it’s something to collect to eventually push the story forward, but you end up hitting so many of these little things that you’re hardly ever prevented from moving the story forward if you want to. What generally ends up happening instead is that you start going towards the next story beat, find about 40 things to accidentally do along the way, forget where you were trying to go, and end up completely in the wrong direction while having fun the entire time. That’s the Odyssey feel to me, and it’s what made both games work so well for me.

How it all ends up tied together also works inexplicably well. The overworld has a bunch of little combat segments against minibosses that end up working well to show some combat variety. Some of them end up being dash target-focused, and feel more like traditional action bosses fights. Some of them are more focused on taking advantage of the more typical fixed Sonic camera and feel like more traditional gameplay for the series. There’s also a whole bunch of Generations-style Sonic levels that offer more of what the series was used to offer. I suppose in hindsight, these are a pretty good analogue for the Breath shrines, but they serve a different purpose. Rather than being puzzle segments, these feel like pace breakers. The rest of the game is short segments of fairly specific platforming elements. These end up being longer sections that are typically speed and spectacle with a reward at the end, allowing the player to have a high excitement break in the middle of smaller actions.

All of this is bookended by some extreme boss fights. These are all spectacle and basically involve you turning into a super saiyan and beating the hell out of a kaiju. Does it make sense? No. Is it challenging? No. Is it hilariously fun? Absolutely. There is nothing to these fights that actually ends up expanding the mechanics of the game. You’ve got a bunch of auto targeted weakpoints to hit while you have effectively close to infinite health, so long as you beat a soft timer in place. It’s all button spam and visual chaos and it’s incredible.

That said, the entire game is of a B-movie jank level that makes it simultaneously hilarious. The pinball minigame? Absolutely unplayable. The physics in less restricted movement sections? Shooting off in the wrong direction on a jump is not unusual. The story and voice acting and overall presentation? It’s there, but only to serve some minimum needed for the game to ship. Targeting reliability during large combat segments? As reliable as my internet was when I still used Comcast. The game often succeeds despite itself, which is something pretty normal for the series over the past couple of decades.

It’s frustrating that they continue to be unable to tie together a full package, but when the game ends up being so fun anyway I guess I’m not really too annoyed to care. The Sonic series has had so many ups and downs that when I get an entry that ends up being fun, I just roll with it. This is up there with Mania or Generations for me as games that prove the series still has some life in it. I also fully expect that for the next entry everything learned here will be thrown out and ignored, but I sure hope I’m wrong and we see more iteration on this idea. It’s got a lot of potential that has only started to show.