Game Ramblings #158 – Lego Star Wars: The Skywalker Saga

More Info from Star Wars

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

It’s been a bit since my last ramblings. I decided to do carpal tunnel surgery on both wrists at once, as one does. What that does is makes videogames surprisingly not very fun to play. When I was figuring out what I wanted to play first after getting my sutures out, this one was sitting there ready to go. It feels like it’s been forever since The Force Awakens, but the full 9 episode saga is here and it’s a lot of fun.

The Lego games have always just kind of been collectathons, but it surprised me how much this felt like a complete game, and not just a Legoified version of the movies like a lot of past games. There were some pretty obvious changes to the core combat mechanics as well as a much better expansion to the metagame between story segments that really made the whole thing work.

The biggest obvious change is that there’s ranged weapons everywhere! You’ve got blasters of every flavor, bows of all sorts, you can chuck your light saber like a whooshing boomerang. However, unlike The Force Awakens, which sometimes had ranged weapons but clumsy aiming due to the fixed camera angle, we’re now seeing a full third-person game. You’ve got all your typical trappings of shooters, such as ADS on the left trigger and full camera manipulation on the right stick. In doing this change, the game now feels like a modern title along the lines of something like a simple Ratchet & Clank, rather than a sort of clumsy Lego-themed isometric platformer.

The metagame is also just a lot more free flowing in a way that encourages the use of the typical large character roster of the series. You’ll jump between segments of free roam where you can use any purchased characters and segments of story where you’re restricted to relevant characters. In allowing the free roam segments, the game is doing a great job of slowing down the pace of the game in a way that is still fun. Where a typical Lego Star Wars title was around 10 hours, this one is about 20. While that is much longer, it now covers all nine movies instead of just a handful, so the pace slowing down is definitely necessary.

What you end up doing is completing a specific story segment, then being unleashed into what is essentially a movie-themed playground. Scattered around are all sorts of miscellaneous rewards, so it becomes a game of finding out how to get them all. Some spots are simply puzzles of choosing the right person to get to the glowing spot. Some of them are mini races or combat segments for a reward. Some of them are side quests where you interact with characters from the movies in fun ways in order to unlock them for play. However, the important thing is that it’s varied and quick to do. You’ll spend a few minutes per-reward, then move on to the next thing. It keeps things fresh so you aren’t stuck in one spot for long periods of time, but also provides a nice change from the purely linear story segments that you’re doing the rest of the time.

It’s also worth a mention that space combat is another one of the things that acts as a nice pace change. Some of the areas are Star-Fox inspired – such as the Death Star trench run – and some of the areas are distinctly open flight. Mechanically these are definitely simple. You’re basically firing a relatively large angle auto aim machine gun or firing a very generously homing proton torpedo. However, in all cases it’s another place I can point at where the segments are used as a way to breakup the pace of the game and keep the overall flow fresh.

Ultimately that’s the biggest thing about this title that I could point at as an improvement over past entries. You’re running through a bunch of story very quickly to cover nine movies, but it doesn’t feel overwhelming or boring at any point. Because the specifics of what you’re doing change so much, you don’t really have time to become bored with any specific type of gameplay. You kind of do one type of gameplay for a few minutes in a story mission, then go into free roam, then go into another story mission with completely different gameplay, then back to free roam. Because everything has some currency being given that allow you to get more stuff, it also never feels like you’re doing something unrewarding.

If you’re a fan of past Lego titles this is an easy recommendation. If you’re a fan of Star Wars this is an easy recommendation. However, more than that this feels like a much easier recommendation to the general game audience. This is a much more complete game than past titles. Rather than being a game that leans on its IP to be good, this feels like a generally good game that is instead boosted by its use of the IP. While the reports of severe development problems put a bit of a black eye on things, this game is showing a bit of hope that the Traveller’s Tales Lego series can be a bit thing again going forward.

Shelved It #16 – Gran Turismo 7

More Info from Sony

  • Genre: Racing
  • Platform: PS5
  • Also Available On: PS4

This one probably could have been titled Set Aside, because frankly that’s what I’m doing. I’m putting this one aside to return to it at some point. The driving experience is still far too good for me to not jump into this one periodically, much like past GT titles. However, everything around it is garbage – just flat out garbage, and it’s baffling that Gran Turismo continues to be like this, because a lot of the problems are not new.

Just on its own, the problems that came over from past games were enough for me to generally pull my very little remaining hair out. Gran Turismo has ultimately been well titled in the past as “The Ultimate Driving Simulator” because the racing experience has always been pretty bad, and it’s still bad here. In past entries, it was something I was largely able to ignore but we’ve continued to have Forza entries in intervening years that at the very least have fun racing, even if the driving experience hasn’t quite felt there. Unfortunately for GT, I’m kind of at the point where I would just rather be playing Forza.

The first obvious thing is that you’re never actually in what I’d call a race. You’re just in a chase. You start every race 20-30 seconds behind the leader, who’s a quarter lap or more ahead of you. You’re given a very limited set of laps to do your best to chase up to the front and try to get the “win”. However, all you’re doing is upgrading your vehicles to the class limits of the races so you can easily outclass the AI enough to get to the front. You’re never just starting an event from the line and going head to head against cars of equal measure. Again, it’s not racing. It’s chasing.

On its own, that sucks. And ya, I can do multiplayer if I want to race but frankly it isn’t why I play these games. However, the AI are also part of the overall problem. They simply aren’t trying to race. They’re just out driving. If you’re next to them and in their perceived line on a turn? Fuck you they’re running into you. If you’re ahead of them and their braking pattern doesn’t match what you want? Fuck you they’re running into you. They just stick to their preset racing line and don’t react to what’s going on around them……which might be fine, but they also rubberband. Their braking is clearly unnatural. Their acceleration is clearly unnatural. Their ability to do things in turns without losing traction is clearly unnatural. As a combination of things on top of the fact that you’re trying to rush to the front ASAP, it results in a frustrating mess of dodging unpredictable and unnatural cars at high rates of speed.

Which again, it sucks, but I expected it. This is Gran Turismo. It’s always fucking been like this. Just like past GTs, the menus also still suck. Things take far too many clicks to get through. There’s far too many layers deep to change simple things. Modifying your car’s setup is still in weird spots. Restarting a license event when you don’t quite hit gold is still slower than I want it to be. But again, these are all things I expected. I knew that all of this stuff was going to be the case going in, and I wanted to play it anyway because the driving experience part of the games is what always drew me in. So they went ahead and added more problems anyway.

Simply put, the game shipped with barebones content on the single player side. There just isn’t really the wide set of unique races that past games have had. Rather than being a wide array of manufacturer specific races, there’s a handful for a couple of companies like Porsche, then a handful of country specific events. The rest are largely class type races. You’re completely missing out on the wide array of lower power races like the old Mini Cooper or K-Car races. You’re missing out on some of the fun endurance events that encouraged tuning less exciting vehicles to go for as long as possible without needing refills or tire changes. It’s just missing the interesting random stuff that made expanding your garage fun.

Which doesn’t really matter, because the economy is completely busted. Get a duplicate car? Too bad, they removed selling it. Car prices? Now modeled after realistic car values rather than being set to some gamified practical price. Have fun with your $400k Skyline. Don’t like the changes to driving dynamics if you apply engine mods? Too bad, they’re permanent. Buy a new engine, often as expensive as the car was to start with. Want to put a set of racing tires on your car? Well about 75% of the races don’t give you enough money to do that through one try, so lmao start grinding. A lot of the public is pessimistically noting this as a consequence of microtransactions trying to be encouraged, and there’s probably some bean counting going on to prove that out, but frankly a lot of this just feels like bad design.

Ultimately, this was all capped by the game forcing an online connection, even in single player mode. The development team claims this was to prevent hacking in multiplayer, but that feels like a copout. People that want to play in multiplayer will accept some form of restrictions, be that an online-only profile, multiplayer being distinctly separate, etc. Make that distinction and keep it on its own. Don’t let it affect the single player. Frankly, the single player could be balanced much better without the online chain around its neck.

All of these little things are basically making me put the game down. Sure, the driving experience is still as fun as ever. Doing hot laps for shits and giggles in a Miata is great. It’s as close as I’m generally going to get to taking the ND in my garage out to these tracks, and I love it. However, everything around feel like the game is actively trying to get me to put it down. It has old Gran Turismo problems that have been ignored at this point for literal decades and adds new problems that just make the game insufferable to play, so this one is going back on the shelf until it starts to see some patches roll through.

Perhaps by then I’ll be playing Forza 8 anyway.

Shelved It #15 – Horizon: Forbidden West

More Info from Sony

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

I don’t typically shelve games that I enjoy, let alone sequels to games I enjoyed. There’s often enough of something there to keep me moving. For Horizon, that’s very nearly the universe they’ve created, which is still just as gorgeous and interesting of a sci-fi experience as any game out there. However, I couldn’t shake the feeling that I was just playing the first game again. Not a sequel with iterations, not something with fresh ideas. Literally the original game. I put it down for a few days to give it some fresh air while I played a bit of Gran Turismo, but I’m finding myself at a point where I don’t have a drive to pick it back up, so at that point I might as well shelve it.

I could literally post my ramblings about the original as well as my ramblings about The Frozen Wilds and you could basically figure out what my pros and cons list for this game would be, and frankly that was always in the back of my mind as I got further into Forbidden West. Obviously the core gameplay was there, but problems started slowly creeping in.

The most immediate sorta issue you run into is with climbing. I played the original game immediately after Breath of the Wild and the inability to climb on any surface was already a bit of a detriment at the time. 5 years later it’s now a glaring problem. You can basically climb almost anywhere in this game, but you hit enough small points where you inexplicably can’t climb for it to be annoying that they didn’t just implement BOTW climbing. It being glaring is not helped by the fact that the cliffs literally now glow with climbing markup.

I’m not exaggerating about that. As a developer, I get why they probably chose to keep the systems similar between the original and sequel. However, as a developer I also understand that they had 5 years and a AAA budget – something I’ve rarely had access to – to implement better climbing, and their answer is a UX nightmare. It’s weird.

However, as the game went on I came to be generally bothered by the pace of combat slowing to a crawl. This game has the same general curve as the original. You start off able to stealth kill almost everything, then a couple of bigger things need a stealth swing + maybe a bow shot. As you get a bit further, you start seeing more larger mobs that require a bit more melee to take down. You then get into higher level variants of small machines that can’t be stealth killed and require more attacks. You get into larger mobs that can’t really be stunned by melee, so it loses its effectiveness. At a certain point, you’re just fighting level 30+ groups where you have to range everything and combat falls apart.

In general, there’s still a distinct lack of feel to the power curve of melee. There’s a few general skill tree upgrades, but with melee it’s kind of WYSIWYG. You don’t get to purchase cool versions of the melee weapon like you do ranged. You don’t get to do workbench upgrades like you do ranged weapons. You don’t really get much in terms of stealth damage upgrades once you hit the couple of skill tree points early in the game. It doesn’t feel like you really have a choice to do a melee or stealth-focused track, because you just kind of a hit an effectiveness wall with them, regardless of your upgrade path.

The thing about melee is that is it also generally puts you in a hugely disadvantageous position. It’s surprisingly easy for things to blow past you and out of camera range. Sometimes it’s because you did a big melee attack and went too far. Sometimes it’s because you dodged to the side and the machine blew past you. The problem for me is that it never felt like I had the tools to then really keep track of what was going on off-screen. There’s not any sort of system to let the camera lock or quick pivot to nearby targets. There’s not really an effective way to mark targets and have them be obvious in location off screen during heavy combat. What it ended up meaning again is that for fights of multiple enemies, melee wasn’t worth the danger or hassle and I was better off going to long range and keeping the entire group in front of me in view.

Ranged at least alleviates the problems somewhat and is pretty obviously still the more focused development track. There’s still a large array of ranged weapon types from bows of different effectiveness distances to trap launches to boomerangy type things. The elemental attack system is still also a lot of fun, with different machines having different weaknesses and benefits to the player. The big problem in the end is that ranged also hits an effectiveness wall that grinds combat to a half. When you’re doing hundreds of points of damage with an arrow and seeing a health bar barely blip down despite hitting weak points perfectly, it’s kind of grating. It’s one thing in a Souls-like when you’re basically hopping from boss to boss, but in a game where that starts to happen with general overworld trash it really slows progress to an unfun level.

Ultimately what really did me in is that the game worked great for about 20 hours, then it just felt like I was slogging through it. It’s interesting to have a side quest about defending a town from raiders and machines for the first couple of times, but then it becomes uninteresting. It’s fun taking down a camp for the first half dozen times, but then it becomes uninteresting. It’s fun hitting the weakpoints on a Thunderjaw the first few times, but then it’s just the same. Since Forbidden West didn’t really separate itself from the original, this is a game that would have severely benefited from being a more condensed experience. Frozen Wilds was fun because it was a shorter experience separated by time from the original, so it was still fresh and fun when I finished it. As a sequel, this just didn’t work out the same way.