Article View: comp.sys.ibm.pc.games.action
Article #697090What Have You Been Playing... IN NOVEMBER 2016?
From: Spalls Hurgenson
Date: Thu, 01 Dec 2016 05:16
Date: Thu, 01 Dec 2016 05:16
299 lines
17737 bytes
17737 bytes
Wow, it really is Autumn, isn't it? When November started it certainly didn't feel like it - we were still getting warm-n-sunny 65-degree days - but these last few weeks have been grey, cold and dark. And if the weather wasn't enough to keep us all inside, there's also the pre-Holiday influx of new games to keep us all busy. So once again, it's time for this newsgroups monthly tradition of detailing our play-lists for the last thirty days. Let everyone here know what games kept you occupied as we edged ever-closer to winter. Here's my list. -------------------- Short and Sweet -------------------- * Resident Evil 6 (new) * ADR1FT (new) * Gears of War 3 (XBox350) (replay) * Doom 4 (new) * 35mm (new) * Cities Skylines (replay) TL; DR ---------- * Resident Evil 6 (new) I am generally not a fan of the Resident Evil series; both the gameplay and storylines usually leave me underwhelmed. But far be it from me not to give credit where credit is due; Resident Evil 6 gives you /a lot/ of content. Its first campaign is probably as long as the whole of Resident Evil 5's campaign, and you get three more campaigns in addition to that (in fairness, the next three storylines are shorter than the first, but it still an impressive amount). I also enjoyed the characterization of the various protagonists; you are introduced to each of them in a preceding campaign where they come off as one-dimensional, but when you actually follow their stories you realize there is some depth to them. The four campaigns intertwine in an interesting way, although each has its own unique set of levels that only briefly intersect at certain points. Lacking in any eye-catching set-pieces, the maps themselves are well-detailed (although the texture work could use some improvement), with good variety in design, albeit as off-the-wall unrealistic as I've come to expect most Capcom (and indeed, Japanese) games. Resident Evil 6 also boasts an impressive variety of weapons and monsters. But while the above makes for an impressive list, the game fails in its actual gameplay. Its various campaigns offer some variety - the first is a pretty standard survival-horror in the vein of Dead Space or RE5, the second is more focuses on the shooting, the third campaign requires you to focus on your character's mobility more and the third has strong stealth elements - they all suffer from one common flaw: a huge over-reliance on quick-time events. You can't cross a room without encountering at least one QTE. They aren't even particularly good quick-time events that require skill; they are either incredibly easy (and thus pointless) or of the sort you can only master by dying first because the game doesn't give you any time to see what button needs be pressed before killing you. The developers also delighted in over-using the tired mechanic of having you run towards the camera while something deadly chases you from behind, complete with shifting camera angles (and controls) just to make things even less fun. None of these segments are difficult, and none of them are fun. The rest of the game is fairly standard shooting, albeit with monsters that tend to be a bit too resilient and with annoying multi-stage "puzzle bosses" (complete with the dull-as-dishwater glowing-orange vulnerabilities mechanic that should have been put out to pasture in the Playstation era). And the less said about the ridiculous storyline and characters the better; computer games may never win awards for best writing but why is it that Capcom games always seem to pull from the bottom of the barrel? All in all, I found the technical aspects impressive but while actually playing it I frequently found myself muttering "I hate this game" when it forced an awful camera angle on me, or for its sluggish controls, or when it dumped me into another dull quick-time event, or even made me endure FOUR unskippable end-credit sequences. For all its modern amenities, overall Resident Evil felt mechanically archaic, like its developers were still stuck in the SNES era and hadn't noticed that gameplay had evolved significantly over the past 30 years. * ADR1FT (new) It didn't really occur to me that ADR1FT (Adrift henceforth, because I refuse to speak type like that any more) was a VR game; it really wasn't advertised as such. Rather, I purchased it understanding it was a narrative simulator (a.k.a., a "walking game", in the vein of "Gone Home" or "The Stanley Parable"). But I guess it has to be judged solely on its VR capabilities, because it is so lacking in everything else. Oh, I suppose the graphics are appealing, at least for the first five or ten minutes. The problem is that there is almost no variety and almost all the modules are introduced immediately after the game starts. I very quickly got tired of slowly drifting through the same crew quarters, computer rooms and gardens I had seen a dozen times before. Ironically, there is no real narrative to this narrative game; no characters (and hence no character development), no structure to the story, no antagonist, not even a protagonist really. You muck about slowly picking up audio-diaries that tell you the back-story but it doesn't really matter since it plays no part in how the game ends. The gameplay is dull, even for a "walking sim". Because your air-supply doubles as your thrust (and because your space-suit apparently has all the ruggedness of a wet tissue), I was forced to fly at the slowest possible pace, every now and again grabbing an air canister to restock my supplies. You bob about from the center of the space station out to its outermost points and then back again, essentially pushing the same buttons and repeating the same task four times. The only real difference is the amount and type of debris that is littered before you (a genuine hazard to anyone wearing a spacesuit made out of Kleenex). It's dull and made unnecessarily confusing by the fact that your way-point's only show up for five seconds at a time and only when you are practically on top of them anyway. Possibly if I owned a VR headset (a waste of money, I've decided) the experience might have been different... but I don't think so. Certainly the 6-degrees of freedom would make for a nauseating experience that some might find enjoyable, but even so I think the lack of any real progression or any interesting goal would make even the most dedicated VR-head get much enjoyment from the software. It's a shallow and empty adventure no matter how you experience it. * Gears of War 3 (XBox350) (replay) I didn't play Gears of War 3 out of any great desire to play Gears of War 3. Rather, I wanted a game that was rather straight-forward and simple, something I could whip through fairly quickly so it could be added to the monthly play-list; and also a game I' could play on my XBox so I wouldn't feel like I had wasted hundreds of dollars on the device. It just happened that GOW3 was one of the first games I came across that fit those criteria. It is not, per se, that there is really anything /wrong/ with Gears of War 3; it ticks all the expected boxes for a modern FPS. But it is so flavorless, lacking any real character of its own; it is a one-note game featuring improbably bulky examples of angry machismo facing off against shallow villains who might as well be grey cubes for all the detail they are given. The monsters exist solely to be shot, and the protagonist is there only to shoot them. Stripped down, it is mechanically the same game-play as Space Invaders and I suppose if that sort of condensed experience appeals to you it is a good game, but I prefer a somewhat less threadbare experience; something I'll actually remember ten minutes after I shut down the console. I'll grant that some of the architecture and detailing in the levels is impressive, not that the game gives you any opportunity to linger and enjoy the visuals. Unfortunately, that's about the best I can say for the game; GOW3 lacks any interesting set-pieces, with one battle running pretty much into the next without much difference between them. In fact, except for the addition of a little bit of green, I'd be hard-pressed to correctly identify whether any scene takes place in this game or the previous two iterations of the franchise (which were uniformly grey and dull). Still, I was looking for a basic shooter and I suppose that Gears of War 3 satisfied me in that respect; it's not memorable, but it let me while away a few hours. That's about as good a recommendation as I can give it. * Doom 4 (new) If Doom 3 was a reboot of the original Doom, then Doom 4 (or Doom 2016, or DOOM, or whatever I am supposed to call it) feels like a reboot to Doom 2. For all its gory and fast-paced action, the first Doom game was equally drenched in atmosphere; with its (at the time very sophisticated) lighting effects, it was at times a genuinely creepy game, with moments of quiet suspense that inevitably lead to balls-to-the-wall gunfights as soon as you crossed some invisible trigger. Doom 2, on the other hand, forsake much of this flavor in favor of gimmicky levels and a focus on the gameplay. Personally, I consider the former the better game, but I can understand the appeal of the second. Doom 4 is not without its own character and mood, but it is obvious that such played second fiddle to the combat. The story is shallow even for a Doom game (although interestingly, it appears to be a sequel of sorts to the first game), and its environmental design never seems to stretch much beyond the basic "hi-tech base covered in blood" motif. It's all very well detailed, but not particularly imaginative and it would have been nice to see the developers stretch a bit beyond those tired tropes that have been carrying the game since 1994. Instead, they focused on refining the gameplay, and I'm not sure it was to the game's advantage. In order to make the game play "faster", they added in a "glory kill" system (essentially, a coup de grace melee attack) which is the primary way of earning ammo and health pick-ups. Unfortunately, melee combat in first-person shooters generally sucks and it isn't any better in Doom 4; the only difference is that it is mandatory in this game if you don't want to die. I was never comfortable with the system and made as little use of it as I could, finding ranged attacks both more effective and less dangerous. Oddly, I found that while the glory kill system made the combat feel more hectic, it did little to speed up the game (much of which was slowed down by the inevitable after-combat crawl for power-ups and secrets). In another interesting similarity to Doom 2, Doom 4 also featured a tremendous amount of platforming. It wasn't any fun back in 1996, and it hasn't improved an iota in the two decades since. I was flabbergasted at how much jumping over bottomless pits this game contained, since first-person platforming is almost universally loathed; it just seems such an unusual addition. I was not particularly impressed by the graphics. Don't get me wrong; Doom 4 is a pretty game, but Id's tech has been the benchmark against which other engines and games are measured. Doom 4, on the other hand, was only average in appearance; there are far prettier games on the market. Having said that, Id does deserve kudos for how well it OPTIMIZED that engine; even running on a three year old GPU (and a five year old CPU), the game ran at a constant 60FPS with almost all the settings on Ultra. In the end, I found Doom 4 a mixed bag. Like Doom 2, I can understand its appeal to some people, but it felt far too one-dimensional for my taste; even Doom 3 - for all its problematic monster closets - felt a fresher and more interesting game. * 35mm (new) For all that I am constantly disappointed by the genre, I keep giving these so-called "narrative games" another chance. That's because when they work, they can be very powerful experiences (if only for the single pl ay-through). Unfortunately, Sturgeon's Law applies and narrative games that "work" are far and few between. Still, I was hopeful for 35mm. It had an interesting post-apocalyptic setting and was developed by some Russians, masters of the hopeless tale. Yet even before I began my quest there were hints of problems to come. The most glaring - but not the most serious - was the awful localization. Although I can forgive the lack of English dubbing (personally, I found the game more atmospheric in Russian), the English subtitles were rife with typos and misspellings. It made the game feel amateurish and consistently pulled me out of the experience. There were even several typos on the main menu screen. The gameplay mechanics were poorly explained; what was the goal? Where was I going? Did I need to manually eat the food I was collecting? Why is the screen going blurry? The actual gameplay was little better; like most narrative games, it consists of trundling slowly across the landscape and interacting with the environment to progress the story, except those interactions were far too infrequent to keep up interest. The grey and unsaturated environment, at first so appealingly atmospheric, quickly turned dull and - eventually - so dark it was difficult for me to make out my surroundings (even with the brightness turned up both in game settings and on the monitor itself; it made Doom 3 appear brilliant in comparison). The puzzles were annoyingly random or trial-n-error, and the payoff was unrewarding. The world looks open at first, but is surrounded by invisible walls that hem you in to the straight and narrow. The end result was a narrative game that lacked both a compelling narrative and interesting (or any, really) gameplay. It didn't even benefit - as did the Vanishing of Ethan Carter - from breath-taking graphics. It was a literally lackluster game made by a team who thought a dreary atmosphere was enough to carry a game that lacked an engaging story, world, gameplay or technology. Well, it doesn't. * Cities Skylines (replay) I don't have much to say about Cities: Skylines' gameplay because, honestly, it isn't that much advanced from SimCity 2000, which was released 23 years ago. That's not a bad thing, of course; SimCity 2000 was a seminal game and it's just as fun to play today as it was back then. It is somewhat disappointing, however, that the genre hasn't significantly advanced in two decades, but credit to the developers for matching that classic gameplay. I could say a lot more about the graphics though, because man is this game gorgeous. I caught myself firing up the game a number of times just to look at my cities, which are even more gorgeous with the "After Dark" DLC. User-created mods only increase the beauty even more. Of course, that's also the biggest weakness of this game; that the developers are either charging for features - weather, disasters, a day/night cycle - or depending on end-users to mod them in when they should have been part of the base game is sort of disgraceful, and I can't honestly recommend the game until the inevitable Game-of-the-Year edition is released that includes them all in one convenient (and affordable) package. While I understand the developers are a small cash-strapped independent team, this is the sort of sad nickel-and-diming that should never be encouraged, no matter how good the base game. -------------------- And that's me, for this month. A mix of new and old games, generally impressed on the technological front and disappointed by gameplay and setting. Alas, that's more and more the usual for games these days... Anyway, enough of my muttering. Now it's your turn: What Have You Been Playing... IN NOVEMBER 2016?
Technical Details
Message-ID:
<7nbv3cd7o2lu0drltll92tesjaul85q9aa@4ax.com>Path:
mbox-mo1.pugleaf.net!b81ni11025wma.0!nntp.google.com!goblin3!goblin1!goblin.stu.neva.ru!news.glorb.com!border1.nntp.dca1.giganews.com!nntp.giganews.com!buffer1.nntp.dca1.giganews.com!buffer2.nntp.dca1.giganews.com!news.giganews.com.POSTED!not-for-mailShow Full Headers
Complete Article Headers
X-Received: by 10.25.215.198 with SMTP id q67mr3371237lfi.12.1480569431920; Wed, 30 Nov 2016 21:17:11 -0800 (PST) X-BeenThere: comp.sys.ibm.pc.games.action@googlegroups.com Received: by 10.28.182.84 with SMTP id g81ls3556026wmf.5.canary-gmail; Wed, 30 Nov 2016 21:17:10 -0800 (PST) X-Received: by 10.194.201.42 with SMTP id jx10mr1300752wjc.10.1480569430902; Wed, 30 Nov 2016 21:17:10 -0800 (PST) Path: mbox-mo1.pugleaf.net!b81ni11025wma.0!nntp.google.com!goblin3!goblin1!goblin.stu.neva.ru!news.glorb.com!border1.nntp.dca1.giganews.com!nntp.giganews.com!buffer1.nntp.dca1.giganews.com!buffer2.nntp.dca1.giganews.com!news.giganews.com.POSTED!not-for-mail NNTP-Posting-Date: Wed, 30 Nov 2016 23:17:04 -0600 From: Spalls Hurgenson <spallsh...@gmail.com> Newsgroups: comp.sys.ibm.pc.games.action Subject: What Have You Been Playing... IN NOVEMBER 2016? Date: Thu, 01 Dec 2016 00:16:56 -0500 Message-ID: <7nbv3cd7o2lu0drltll92tesjaul85q9aa@4ax.com> X-Newsreader: Forte Agent 2.0/32.652 MIME-Version: 1.0 X-Antivirus: avast! (VPS 161130-0, 11/30/2016), Outbound message X-Antivirus-Status: Clean Lines: 301 X-Usenet-Provider: http://www.giganews.com X-Trace: sv3-1mU6p/JCNFoaKBRVRsdXJj0FpZnYmzgKTRgA8EyXdf5h/chLSEbXcspg2SatT+LLJce+gKaKpF7uJrn!SS3VBk6ieONSGzS4rMHi256DIWl/9Gd7MdQTyffVJij3yr5l2fslj/2+hGrdckDWOZP0WNU= X-Complaints-To: ab...@giganews.com X-DMCA-Notifications: http://www.giganews.com/info/dmca.html X-Abuse-and-DMCA-Info: Please be sure to forward a copy of ALL headers X-Abuse-and-DMCA-Info: Otherwise we will be unable to process your complaint properly X-Postfilter: 1.3.40 X-Original-Bytes: 17145 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 7bit