Thermal Clip

Thermal Clip

Thursday, July 13, 2017

Prey Review (Spoilers)



Note:  I'm gonna spoil the shit out of this game because the ending is the most interesting thing about it.  

Prey is a game that openly shows its influences.  Bioshock is probably the largest as it directly inspires the art design, level design, and even the basics of combat.  The skill tree reminds me of Deus Ex and the weapons are similar to Dishonored.  There is a hidden morality system similar to Dishonored and MGSV as well.  There is even survival horror elements like resource management and the rare poorly executed jumpscare.  All these influences combine to make a game with something of an identity crisis.

I'm not sure what I played.  Prey is not a bad game by any means and I like plenty of stuff that is just a mashup of other properties best ideas, but here those influences don't always mix well.  The paradox that is Prey, is a game that has a great first 5 hours, a great last 6-7 hours, and a middle 12-ish that falls into to many video game design traps.

The game has a major twist in its first hour and its a brilliant one too as it's a twist you interact with as opposed to something you're just told.  The game starts as you wake up to take a helicopter (while listening to this games awesome theme song) to another building to do some tests.  You seem to be failing these tests, which will be important much later, until something attacks the scientists and you wake up back in your room*.  You get up again to find out that the whole thing was a simulation, except for the creature attack.

Looking Glass Studios reference??.....Nahhhhh

*Side note but I only just now realized this is a plot hole.  How did you get back to your room?

The game takes place on the Talos 1 space station where creatures called the Typhon have broken out and are killing/possessing everybody on the station.  You play as Morgan Yu, who has amnesia because of course he/she does, your brother Alex Yu is hiding out somewhere and might be responsible, and a robot with your voice named January is giving you advice.  The Typhon were being used to make Neuromods, a dreadfully painful looking eye ball needle that gives you powers.  Also, other than being a narrative catalyst, the Neuromods double as your ability points for your skill tree and I'm always a fan of skill points having a narrative explanation rather than generic "Level Up".  Good on ya Prey.

Why are those needles coming out of that camera OH GOD NO.

The first act ends once you reach your office and an old video of yourself tells you about why you lost your memory (removing Neuromods resets your memory back to before it was installed, or, when Morgan was on Earth) and what you need to do.  Your mission is to blow up Talos 1 killing everything, including yourself, to keep the Typhon from spreading to Earth.  Easy enough but that doesn't leave much room for story in the middle section.  "Act 2" basically ends up stalling the story for hours until you finally get some twists in the last section.  Sure, the middle section has some decent side quests to deal with and they are much better than the put on hold main story, but it does feel like a drag after seeing what the last section of the game can bring.

The main missions fall into the video game trap of checking items off a list.  You need to go to this area but the door has no power so you go somewhere else, turn on the power, then go back.  The next door you need a keycard so you go get it then go back.  This device you need doesn't work until you go get this item then go back.  So on and so on.  Prey is a paradox in having it's main missions be fetch quests while its side quests, usually, are not.  The side quests feel like real stories while the main missions, until the last 5 hours, are go do the thing so you can do the other thing then do this other thing.  They seem to exist only to unlock areas of the space station so that the second half of the game can be free roaming without any real narrative reason for doing so.

Later, you can freely explore Rapture....I mean, Talos 1.

Well....there is a meta-narrative reason for this stalling.  That hidden morality system is about those side quests which usually revolves around saving the other survivors of the station.  This is juxtaposed to your suicide mission of blowing up the station.  These people are going to die anyway.  When you do these, even January is like, "it's telling that you went out of your way to save these people knowing what their fate will be."  Why you judging me robot?  Step off.  The choices only really effect certain lines of dialogue in the ending but it's still cool to have around....even if it probably shouldn't be?  I'll get to that.

There is also a meta-narrative with the skill tree because Dishonored is also a Bethesda game.  You get three human branches and three Typhon branches.  The game warns you that it's a bad idea to use the Typhon tree so I only unlocked a few.  Yes, this game borrows from Dishonored twice here.  Once with the narrative depending on who you kill and also giving you a bunch of fancy toys you can't use unless you want the "evil" ending.

The main narrative is bogged down with so much running around, reading E-mails about people you are not sure if you will ever meet, listening to audio logs about people you will probably not meet (and cause Bioshock did it), listening to January give you fetch questy objectives and Alex being vague over the radio about what is going on.  The main narrative never progresses until much later because this story doesn't have a 2nd act.  Well, I guess it has a 2nd act but you never know if any of the people you learn about are alive and the few that do actually are pretty good, especially Danielle Sho who gets enough backstory with her relationship to Abigail Foy.  You find Foy's body before finding the still alive Sho, who then requests that you kill the guy who killed her girlfriend.  Good stuff.

The rest of the 2nd acts story is about....the most pointless and boring world building ever.  Why is this story set in an alternate timeline where the USA/USSR secretly cooperated during the space race, for no reason?  There is a ton of stuff about TranStar, the company that owns Talos 1 and who everyone is an employee of, but they are only important on the periphery.  Even the Wikia only has three sentences about them (I checked cause I was wondering if I missed something...nah).  There is also a ton of psuedo-science "tech talk" about researching the Typhon that all leads to a, "hell if we know?"  It's like all this work was put into world building without really relating to anything.

While the story drags, you get to spend your time with the Typhon, the whole 8-ish types.  The first enemies you encounter are Prey's marque enemy, the Mimic, which can transform into a chair, box, coffee mug, desk lamp, whatever.  These black Half-Life head crab looking things are the dominant enemy in the entire game and give the player a mild paranoia about what objects might actually jump out at you and attack.  Luckily they don't do much damage and can largely be killed with a few good whacks from your wrench.  This gets tiresome though as this leads to a lot of combat being focused at looking down at your feet as these things are only about a knee high a lot of the time.  Other enemies are more humanoid Typhons called Phantoms.  They are the generic black one, the fire one, the lighting one, the purple one, and the strangely weak invisible one.  Oh, and there is even a giant one that acts as a mini boss.  They are all palate swapped versions of the same thing like this is a JRPG or something.  You also have two floating squid things that are super tough to take down, one that controls people, and one that controls robots.  Add in a few other flying thingies (see footnotes) and corrupted robots and you have Prey's very limited enemies list.  They are all introduced by the mid-point of the game in which fighting the same things over and over gets boring.

Sorry.  I should have said: "Indistinguishable Blob 1, Indistinguishable Blob 2,..."

I mean, combat is fun...for a while.  Guns don't actually do a whole bunch of damage so you have to stun the enemies first.  The most common way is with the GLOO Cannon which, works exactly as it sounds.  Slow or even freeze them with it then switch to another weapon to deal greater damage.  You also get stun guns, emp grenades (which only work on the robots and electric Typhons), lures, and environmental weapons like turrets.  Add in some offensive Typhon abilities and there are a lot of creative ways to take them down.  You can lure them into turret traps, stun them with a telekinetic blast, and even throw objects at them to knock them down.  However, after a while, you are just going to stick with the strategies that work best, and with the limited enemy selection, combat becomes a chore.  I got really, really sick of whacking at the ground with my wrench for those Mimics man.

A lot...of whacking....the ground.

"But Jason," I hear you asking, "can't you just avoid combat if you want?  Doesn't this game have.....stealth mechanics?"  Oh.  You know me too well.  Of course I'm gonna talk about that.

Prey is NOT a stealth game.  I mean, sure, the stealth mechanics work just fine but....it's boring.  Firstly, the Bioshock level design, that thinks it is Deus Ex level design, doesn't really gel with stealth all that well.  The game outright says that there are multiple paths to get to objectives but that is misleading.  What they really mean is there is one main path but you can build stairs/bridges with the GLOO Cannon to reach other areas.  That's fine, but firing the GLOO cannon alerts enemies to your presence.  How am I supposed to stealth my way around like that?  (Also, I never had fucking ammo for the thing when I wanted to do construction with it).

Not gonna lie.  I want some.

Secondly, there just isn't that many stealth skills.  There is some "make it harder for enemies to detect you while crouched" bullshit that always feels like a waste.  Shouldn't that be standard?  Whatever.  The Typhon abilities include the ability to Mimic, which I did unlock, and is pretty unique.  Unfortunately, I couldn't upgrade it due to the meta-narrative and at level 1 it is almost worthless.  You can transform right before an enemy sees you but as you stay disguised it drains your Psi (mana) pool.  The Typhon have sloooooow patrols so the odds of running out of juice before you leave their line of sight is high.  You can move as an object a little before tipping them off but it was difficult to get down the timing.

Lastly, the large amount of backtracking, added with the fact that enemies respawn when you leave an area (and seem to comeback with a dozen buddies), adds to NOT THIS SHIT AGAIN.  It sucks stealthing through the same areas over and over again.  I did it in some sections but it felt like a waste of time especially when in the late game I found the best method of getting around...just openly sprinting everywhere.  I knew my way around by this point and since I was so sick of combat and stealth I just wanted to see where the story goes as fast as possible.  I had a mountain of health packs so I didn't mind taking a few hits in the 5 seconds I could sprint through some of the hubs (I also maxed out my stamina).

The biggest flaw of the game is that it is too repetitive on a small scale.  As much as I like the Meta-narrative stuff, it probably would have worked better for me had those side quests been more related to the main quests in favor of more set pieces.  Because, wow, those set pieces are great.

They pick up again near the end.  Most of the game tries to convince you Alex Yu is the villain by making him be vague about everything.  Eventually you get to his office and he shows you another video that proves this whole thing is kinda sorta your fault.  That OTHER video was the fail safe plan in case your own stupid plan fails.  It also shows why your relationship with the rest of the Talos staff is pretty rocky.  You were kind of a dick pre memory wipe.  Anyway, Alex proposes a new plan that will wipe out the Typhon with a MacGuffin but leave the station in tact.  Meanwhile, those side quests finally start getting involved in the main narrative as saved people present other options to end the game.*  January, of course, tries to convince you to stick to the suicide mission plan, which you can do, but side characters make it possible to escape the station during the self destruct.  There are multiple options....that lead to only barely different endings but, the final levels are significantly different.

The....the robot is playing God?

*There is also another ending you can access earlier on when you find the keys to Alex's personal escape pod, the only one that works.  It's basically the "fuck everyone, I'm out" bad ending but it's there.

Just when you think the ending is kinda lame, there is an after credits scene that drops a bomb.  You wake up to see Alex and four robots all with the names and voices of the people you saved.  You were playing as a Mimic the whole time, in a simulation based on Morgan's memories.  (That means, the beginning of this game was a simulation INSIDE a simulation can I get a BWWAAAAHH in this mutha!  Yeah!).  Alex shows you that Earth is already taken over by the Typhon and says something like, "I spent all this time tying to make humans more like the Typhon (ie. Neuromods) but I never tried to make them more like us", and yeah.  Cool shit.

Prey on the whole ends up being a game that isn't sure what it is, but thinks it knows.  The aspects that are unique to Prey or parts that are pretty good, the game ends up overusing.  Things that Prey does really well, like the set pieces and the meta-narrative stuff, is jammed into short sections of the game.  It's like the designers made an opening and closing act to Prey but forgot to put in a middle and instead just put Bioshock there.  Prey would have been better suited if its interesting ideas made for a more cohesive whole.

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Follow me on Twitter.  No I have not played Dishonored 2 yet.  I actually just bought it on sale though so....

Couple notes that didn't fit into my post:

1.  Due to some video game law I assume, because this is a game released in the last few years, of course there is a crafting system.  It's mechanically the same as every other one.  It's boring so lets move on.

2.  One part of the ending I HATED was the sudden new villain who is a mercenary sent by your parents to kill everything on Talos 1.  The dude spams military robots and it's extremely annoying.  I just ran past them as fast as I could to deactivate them and/or lead them to a bunch a Typhon where they would fight each other.

3.  There is several parts of the game in zero gravity.  This too the game made boring even though it should have been cool.  There is really only one enemy type in this area which are these little flying radioactive balls that don't do much damage, are easy to kill, but they are fucking legion!  They need to be killed at a distance too since they are radioactive and I hate, hate, hated wasting a ton of ammo in a game where ammo isn't that plentiful on this almost non-threat.  Plus...I'm fighting balls!  They're fucking balls!

Balls!  Fuckin balls!

Tuesday, June 6, 2017

Wonder woman: Review

First reaction: wow I'm starting to think DC might just be getting it.... Just a little... Maybe... After nearly falling face first with Batman v Superman: Dawn of Justice and then d with Suicide Squad, it would appear as if DC is finally starting to get on its feet.


   The question still remains, is DC trying too hard to be like Marvel?!?! I say yes and no at the same time. Yes because of how they're making their movies and whose in them. I also say no in that I believe that DC realizes that they will never be Marvel... Marvel is ridiculously far ahead of DC in the movie making department and DC (I hope) knows that.

   Wonder woman is by far the Best DC has done in recent memory. Everything about this movie is awesome! Ok maybe not everything, but just about everything. Chris Pine did amazing and I loved the end fight scenes. Gal Gadot did an amazing job as wonder woman continueing her strong performance from Batman V Superman. Ye

   Yes the movie has its rocky points and points where you wonder "does this really need to be in this movie" then it all comes together and yes they belong there, unlike Dawn of Justice where you felt like a ton of the movie could've been cut out Wonder Woman Didn't really have that issues which shows DC is learning.

   Overall well done by DC and all involve with this movie and I'm building excitement now for Justice League where we will see if DC keeps progressing. Discuss.

Friday, May 19, 2017

Video Game Movie Review: Resident Evil (2002)

Despite most (not all) video game movies sucking, I've seen A LOT of them.  And yes, this includes the Uwe Boll ones, which are so bad that anytime anybody claims a certain film is "the worst movie ever" I instinctly want to ask them, "Have you seen Alone in the Dark"?  Plus, many of them are on Netflix, some of them I own, and I need something to write about when I'm having problems coming up with something to write about or playing an 80 hour RPG.  So I figured I'd re-watch some when I got the time and it just so happened that the first Resident Evil movie was on TV my last day off.  Why not start with the most successful video game movie franchise of all time?

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That tagline....blargh.

Resident Evil didn't seem like a major video game movie candidate to spawn 5 sequels, develop a cult following, and become the most successful video game movie franchise of all time.  While none of them did particularly well in the USA, their overseas box office gross was gigantic, and may very well be a precursor to all the dumb action movies that everyone here asks, "Why are they making this?" while foreign nations want more.  What was it that the original Resident Evil movie did so well to establish this franchise nobody saw coming.

Honestly, it's a pretty standard zombie flick that is pretty reminiscent of Dawn of the Dead or even Night of the Living Dead where the movie is focused on a contained area.  Instead of a mall or a house, this one takes place in Umbrella's underground laboratory underneath Raccoon City*.  STARS is sent to investigate why the AI called The Red Queen went homicidal killing everyone in the lab.  To add to the "group of strangers" thing so many zombie movies use, they run into Alice played by Milla Jovovich, a dude claiming to be a cop (Matt), and another dude (Spence).  Alice and Spence both have amnesia due to the Red Queen gassing them, Alice gradually learns that she is a badass, and Spence gradually learns that he is an asshole and the entire reason this movies plot happens.

Why is she wet?.......wait.  Nevermind.

*I'm assuming everyone reading knows the very basics of the Resident Evil universe even without playing the games or seeing the movies.

However, unlike most zombie movies that it emulates, this one is far more of an action movie than a horror movie.  In fact, the parts of the movie that try to be horror are the worst parts.  Fake out jump scares (there is like 6 of them.  SIX!), bizarre music stingers, creepy little girl (who is the AI), and side screen zombie attacks...all land with a cringey thud.  It's almost like Paul W S Anderson, who has directed every Resident Evil movie FYI, just threw these aspects in as nods to the video game series roots without giving two shits about them.  He just wants to shoot some zombies, man.  These horror staples are completely absent in the second half of the film.

The action is actually really scaled down compared to the later movies and I think it's a better film for it.  I haven't seen all of the later Resident Evil movies, but Alice is basically an unstoppable killing machine in some.  She is pretty goddamn normal here, albeit, with a very talented Jason Bourne style soldiering going on in certain scenes.  I...can't believe I'm about to write this but...it was probably better that this stuff got blown out of proportion in later movies rather than her more real "average person in extreme situation" scenes because if there is one thing Paul WS Anderson cannot do, it's Realism.  Well, there are several things he can't do actually but Realism is one of them.

Pictured here.

The story and characters are actually pretty okay.  Yeah, I'm a little shocked I'm writing that too, but it's true.  Maybe it's after knowing what this franchise will turn into makes this movie look good in comparison, I dunno, but it's still more bad than good.  Yeah, Matt (the guy faking being a cop) is really only there to be sequel bait for Nemesis in the next movie and yeah, half the STARS team has one or two lines of dialogue tops so that they can up the death count, but ehhhhhhhh.  Alice is fine.  Spence is fine.  Michelle Rodriguez plays Rain, a character that is so beloved she is in later sequels I didn't see although she died.  She also takes a decade to turn into a zombie from a bite when Spence turns into a zombie in like 5 minutes.  Not uh, not consistent with your rules movie.

There aren't as many plot holes as I remember in this movie.  All major plot relevant things are explained...shocking enough.  The movie uses flashbacks in conjunction with amnesia to explain main character motivations.  Big picture stuff, like anything about Umbrella, is questionable (Umbrella's plan will go from questionable to absurd in just the movies I have seen).  Why Umbrella didn't mission brief their own team about the hallway of lasers guarding the Red Queen is beyond my understanding.  Also, the lasers have a higher body count than the zombies (3 to 1.  The other 2.5 die from the Licker), so Umbrella is really bad at planning or just super evil.  Also...laser hallway?

Pictured here.

All my gripes with the film are pretty minor.  No, I don't know why the Red Queen only has knockout gas in the mansion but can kill everyone in the labs.  I also don't know why the Red Queen decided to fuck with those people in the elevator.  Shit, I also don't know why the Red Queen forgets that it has an EMP strapped to her near the end of the movie when she wouldn't unlock the doors.  The...the Red Queen is dumb.

Finally, I need to mention how gutsy and/or idiotic it was for this movie to end with sequel bait.  It's a video game movie.  They never do well yet so many end like this.  The Super Mario Bros Movie ended with a full blown cliffhanger that will never be resolved.  Mortal Kombat had just regular sequel bait but at least it got a TERRIBLE sequel.  There was no guarantee Resident Evil would have gotten a sequel so ending the movie with a shot of a destroyed Raccoon City was...

Did The Movie Honor Its Source Material?

For the most part, yes.  Umbrella, zombies, lickers, and the T-virus are all here.  The mansion was here too but only briefly.  There isn't any puzzles that require massive backtracking to solve because that would be dumb to put into a movie, but oddly, there is backtracking in this movie technically.  There is even a scene where the characters are running low on ammo.  Not sure if that was intentional but inventory management is always a big staple in the games.  Also, just like the games, the movie isn't really scary as it is more general tension.

The movie does lack the creepy factor of the games though.  Also, the movie doesn't feature a single character from the game series.  They will be included later but ehhhhh.

Conclusion

It's not bad.  It's basically a schlocky B zombie movie but with a good budget.  It was pretty entertaining.  It wasn't confusing, stupid Red Queen aside, and the movie didn't make me hate Alice....yet.  This movie series though...it get worse.  Way worse.

Rating

8 out of 10*

*Before you kill me, this rating is for "video game movies" only.  So if I eventually rate a movie 10/10 I'm NOT saying it's on par with The Godfather okay.  Chill.

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Saturday, May 6, 2017

Mass Effect: Andromeda Review



It has....taken me a while to be able to write about this game.  The game has some terrible parts and awful narrative structure, the same narrative structure that has plagued open world games despite this game trying to emulate the Witcher 3 to alleviate this (and The Witcher 3 STILL has issues here).  It's also a game that copied some of the worst parts of Dragon Age Inquisition, although ME:A did it better (not much of a compliment).  Yet, some parts of this game are fantastic, and dare I say, the best in the series.  It's a complicated game.

For those that don't know, ME:A is about Pathfinder Ryder and the Andromeda Initiative.  You are part of an Arc that left the Milky Way around the time of ME2 and arrive in the Heleius Cluster of Andromeda 60 years later (there are no Mass Relays here so you are limited to a star cluster but there is still a ton of them you get to visit).  Once you arrive, shit goes wrong, the other arcs (Salarian, Turian and Asari) are missing, golden worlds that looked good from afar have turned dangerous, there is a weird phenomenon called "The Scourge" which is fucking up spaceships and planets alike, and the Nexus (which arrived earlier than the arcs and has other aliens so it's not ALL humans) is in disarray.  The goal of the game, is to fix everything....and oh yeah, establish colonies on planets to live on.  Lofty goals, maybe TOO lofty, as it leads to a pretty good game, sometimes great game, with a ton of flaws.

Lets get this out of the way....yes, the much talked about animations are awful.  They are weirdly at their worst in the first few hours that are heavy on cutscenes, but get better, not great, as the game goes on.  I'm not entirely sure if I just got used to them, but hey.  There has already been one patch for this and they did get better but I swear main character Ryder is an alien in human skin trying to mimic a human smile.

That's not just one emotion. That is ALL of the emotions

BTW, for a good take on the animations, I recommend this Extra Credits video.  It explains how game animation works and talks about what possibly went wrong here.  Most people seem to think the switch to the Frostbite engine was a major reason, as animation coding needed to be rebuilt from scratch, but Dragon Age Inquisition was on Frostbite and it was fine (...if still a bit stiff at times).

I can live with poor facial animations (I never got the walking animation bugs FYI), but the bugs and glitches however, were terrible.  It has MANY of the same ones I had with DA:I.  Rare crashes during autosaves.  One hard crash while flying around on the galaxy map.  Texture pop-in that got worse as the game went on but only for Tempest take-off/landing cutscenes.   And of course, getting to a part of a map that is impossible to get out of because you are surrounded by death pits but there was a container there of loot so why could I get there if I couldn't get out of it also autosave is horseshit in this game I'm rambling.

For funsies, here is a list of other bugs I encountered...
  1. Enemies spawning in mid-air
  2. Enemies spawning frozen and not reacting to player attack (sometimes in mid-air).
  3. Enemies spawning in rooms that don't exist.  
  4. Side Quests that won't let me turn in.  I can go to the quest giver, hold E to talk, and nothing.  
  5. Side Quests that just stop working in the middle of it.  
  6. Side Quests that disappear from my journal.
  7. Vetra's loyalty mission went into limbo after I bumped an enemy into the glitchy void during a "defeat all enemies" section.  I had to load a previous save.  
  8. Lexi's talks after finding memory fragments stopped working all together. 
  9. I had an audio bug on the ice planet Voeld. As Ryder started doing the cold, shivering, whimper audio, I started a Priority Op mission which took me too a stand alone level.  The sound effect carried over and I had to listen to that through the entire mission.   
  10. And finally, I accidentally jumped into some flaming wreckage which then triggered a cutscene.  I talked through that cutscene, while on fire.  (this one was funny at least).  
The game lacks polish and it is by far its biggest flaw.  One patch has already come out and some of it works better, but that's not the point....

EA....just....just delay it again if it needs more time.  The QA team was obviously ignored since these bugs are so blatant.  They are weird, in that I can go 6 hours without a single one then have 5 glitches in one hour, but come on.  This feels like a game a couple months from release but, you don't care do you EA.  It will all be fixed in patches, maybe, assuming DLC doesn't take up more time, which it will.

The animation is fine a lot of the time too.  It isn't constantly garbage.

Anyway....I still like this game.  I think some of the complaints are not warranted.  Some people complained about the UI.  It's fine.  It is needlessly complicated but it's fine.  Some people thought the crafting system was confusing.  It's fine.  You just got to craft things twice, once with "science points" and then again with traditional resources.  It's dumb as hell but I understood it.  Some people thought the dialogue was awful.  It's fine.  It.....okay.....

The writing.  It....it's complicated.  There are times when it is so bad I want to force Bioware into hiring me as a writer because even I am better and I fucking suck at writing dialogue.  However, sometimes, especially late in the game, this is the best dialogue in any Mass Effect game.  I don't understand.  It's like two different teams wrote each half of the game.  Just how much did the Dragon Age team help with this game because a fuck load of the bad dialogue feels like Dragon Age.  I like....er, I am lukewarm on Dragon Age but a lot of the dialogue there always feels forced and exposition heavy.  Same thing with ME:A.  The first few hours are horrendous mostly due to hours of exposition and forced drama in characters we just met. Of course some spoken exposition is always going to be needed but this went wayyyy overboard.

Everything is explained like you are an idiot and the dialogue goes out of its way to explain certain things on the map are optional.  How about not putting side quests in the opening act?  In the part of the game you want to have tight pacing, this is terrible.  This is a crisis situation and you want me to check out some alien lab?  Why?!?!  Can't I come back to this?  (You can't).  The pacing for the entire game is all over the place depending on how you played it (By far the longest standing issue with open world games and yes this one is) but the first few hours is really bad.

After a rocky opening action mission and getting a mountain of side quests as you run around the Nexus (this games version of The Citadel)*,  the game finally gets better once you get on the Tempest (this games version of the Normandy) and go to the first planet, Eos.  Here you really see the structure of the game and again, it's mixed.  They did try to copy Witcher 3 here with "secondary missions" being just as good as the "main missions" and yes, holy shit, actually relate to each other!  It...it's entirely in the narrative though, doesn't really effect gameplay, but it's better than nothing.

*This is oddly similar to previous games where your first time on the Citadel led to unlocking dozens of side quests.  It is something I wish the series would tone down.  Don't have to go blank slate but right now it's a bit much.

I can't tell if the design is paying homage to the Citadel or just being a lazy, slightly altered copy.

Priority Ops are the main story missions and they are generally great.  Allies and Relationships is almost a copy of Witcher 3's secondary quests, where you get missions for your squadmates, various other important characters, as well as finding the missing Arcs.  Here is also where you get the Loyalty Missions which are fantastic and easily some of the best missions in the game.  Most of the stuff in this section is just as well produced as the Priority Ops as well.  The Heleus Assignments section is pretty good and what I wish ALL side quests were like.  They have decent stories themselves, some pretty good even, although they don't quite have as high a production value as the last two sections.

Then....there is the Additional Tasks section where, I mean, come on.  "Additional Tasks".  It's in the name!  These are busy work fetch quests, some of which take a long time to do, some stretch across multiple planets, and the rewards are pathetically useless by the time you complete them.  There isn't even any good story bits.  Unless you are a completionist, you're better off skipping these.*  Why in the hell does game after game feel the need to do the "Ubisoft open world bullshit side quest" thing? It's driving me crazy.  At least here, not all of them appear on the map cluttering it up, but some do.  This is a bit of a Catch-22 though as if you decide to finish up a task later, goooood fucking luck finding the area you need to do it in.  Also, the map is pretty cluttered anyway so, why even?

*Important note:  The Allies and Relationships mission, "Unlocking SAM's Memory Triggers" sure LOOKS like a pointless fetch quest but please do this one.  The payoff is pretty good (if a bit predictable) and has a lot more story involved than scanning fucking rocks.

Even with a legend, it still took me a while to know what all these icons are.

The meat of the gameplay though is very good.  Combat is the best in the series.  It's even more fluid now, allied AI seems better (or, at least I didn't see the AI do something egregiously stupid, only glitchy stupid stuff), and enemy AI, IMO, is a lot better.  They actually try to flank you now!  Snipers stay far away.  Krogan enemies act like tanks.  They use fucking grenades (what a thought!) to flush you from cover.  You can't just stop and pop an entire fight anymore.

You are given a jetpack like jump/dodge which really helps even if it leads to a tendency (for me anyway) to start hoping around like an idiot if you get in trouble.  Guns come in three flavors; the thermal clip ones, the plasma clip ones, and the energy beam cool down ones.  I....stuck with the N7 Valkyrie the entire game lol.  What can I say?  It's low-medium weight and like the strongest assault rifle in the game.  Don't judge me.  You can also mix and match abilities as classes are gone*.  You can have combat, tech, and biotic powers all in one build.  I...basically just made an Engineer because it worked for me all game.  Again, don't judge me.  Overload/Incinerate/assault turret or Remnant VI?  Come on.  Your defenses are useless against me!  (Though it is weird I went that route.  My first play through is usually biotic heavy).

*The classes are now profiles which you can equip according to what skills you have unlocked for passive buffs.  They feel kind of pointless.  I had the Engineer combat drone passive and I don't really know what it did.  It is nothing like previous games combat drones.  It just hovers over my head and sometimes explodes.

Exploration is good.  For all the bugs and glitches, the game still looks very pretty.  It's not open fields of nothing like DA:I but there is a little bit of that.  You also get the Nomad, this games version of the Mako, which thank the gods, is actually really good.  It can climb mountains Mako style if you want but the important part is that it is a lot faster, upgradeable, and actually handles smoothly.  It's NOT a tank like the Mako, so it has no guns, but you can still run over enemies which is always fun.

Some of the visuals are really great.  

The crucial pillar to the Mass Effect series has always been its story and characters. It's....complicated, just like mostly everything else in this game.  The story is pretty good, great at times, but awful in the first few hours.  I don't want to spoil anything here so I'll write a second spoiler filled post, but just know that this is very much a story setting up a trilogy.  Some stuff does get a resolution but bigger picture things do not.  IMO, it walked that tightrope pretty well, unlike a lot of universe building movies, but mostly because this game is like 80 hours long.  Movies don't have that kind of time.

There are three new aliens.  The Angara, the Kett, and the Remnant (....sort of).  The Angara are the new friendly race and their big things are; they don't hide emotion (leading to some weird acting), they have large convoluted families, they are missing a lot of their history which feels highly improbable even with the explanation of The Scourge fucking things up, they have been fighting a war with the Kett for eons, and they are designed like the Twi'lek from Star Wars only with the head tentacles attached and some have cat faces.  A major character, the Angara called The Moshae, has a creepy doll face instead.

I think she was in a horror game.

The Kett are the new villains.  I didn't like their design at first but that grew on me.  They are kinda Collector-ish, not as much as I previously expected going into the game, but it's still kind of there.  I like that they are kind of a Theocracy which is a government system not yet used in these games.  The main villain, The Archon, is a Kett and decent enough for a villain.  I actually think the game needed more time with him as the potential was there for a great villain, especially after you learn more about him, but much of the game ignores him.  He is there for key moments, and those moments are pretty good, but without enough development he just ends up being kind of forgettable.

They always scowl.   

The Remnant are sort of villains, sort of benign, and definitely robots.  They are not the Geth as they act more like VI's than AI's, which is probably a good thing.  Most of the mystery around the games story deals with the Remnant.  Also, luckily, they aren't that similar to the Protheans, thank your mother, but Ryder is the only one who can use their technology and Shepard was the only one who could read Prothean beacons........yeah.  Fucking plot convenience.

The characters range from pretty average to really great.  The game actually tries to involve NPC's a little more despite most still being exposition dumps.  You can talk to a lot of randos in outposts but it's always a "What brought you to Andromeda?" and "How are you doing?" type of small talk that starts to get grating after a while.  Major NPC's sometimes have quests relating to them and range the spectrum of great to goddawful.  I will say that a lot of them have far more character than previous games in the series.  The Angara, the Nexus leadership, other Pathfinders, Krogan exiles, and Kadara exiles have personality.  Some are heavily related to the B-plot and some just send you on fetch quests.  Overall though, it's more good than bad.

The Tempest crew and Squadmates are good.  Not great, but good.  Kallo is fine but he is no Joker.  Suvi has a nice accent but is boring scientist lady who is also religious?....uh, trying to break archetypes Bioware?  Gutsy.  Not sure if it worked here.  There is also Gil, who is alright.  He is kinda characterized as the "normal guy" but he's not that boring.  His character goes to some weird places later on.  The ships doctor, Lexi, is I dunno.  Gotta take a rain check on her because she was so bugged out for me.

I like, even love, all of the squadmates except Cora.  Cora needed more.  She loves, loves, LOVES the Asari Commandos, to the point where I wanted to ask her what the hell she is doing here and why she didn't just move to Thessia or Illium.  In the next game, I want a subplot where I can get Cora and Lexi hooked up (Peebee doesn't seem her type).  Maybe then she will stop talking about it.

I like your hair though.

The other problem with Cora is, if I had to guess, a dropped subplot about Ryder becoming Pathfinder.  Ryder's dad Alec dies, Ryder becomes pathfinder, and Cora is like, "as his 2nd in command I'm totally okay with this 100% even though I shouldn't be what is this nepotism bullshit?"  Later on, Cora confides in you that she was pissed at Alec for passing her over for Pathfinder but not pissed at you, then, the plot just vanishes.  Poof.  Gone.  What happened?

Why didn't she seem more pissed off about this or hell, she SHOULD have been pissed at you even if that isn't logical (but would still be a normal emotional human response).  Obvious story potential never explored.  Ryder! Could! Have! Had! A! RIVAL!   There is soooo much potential drama there to make for a great story.  Something I want Mass Effect to try to get away from is the "everybody loves Shepard" trope.  Cora could have been easily a rival that you have to win over.  Some of the early game stuff makes me think this was intended but eventually scraped, yet parts of it were left over in the finished game.  Damn man.  That would have been cool as shit.*

*I should note, that a lot of Cora's characterization fails due to plot and not from scenes intended for character development.  Cut scenes with her are okay.  Also, her loyalty mission is really good, even if it takes her Asari worship to agonizing levels.

Liam is great though.  I'd argue he's better than Kaidan and Jacob.  Probably a little better than James even.  He is kind of just in it for the adventure, he's got jokes, he's more laid back, and tries to bring normalcy to the crews new home, aka, movie night.  Also, he brought a couch to Andromeda.  He's great.

Yeah.

Vetra is solid.  I was a little worried she would be female Garrus but nah.  They play up her femininity with a surprisingly good sister story arc* while also making her a badass mercenary who may or may not be doing things legally.  She kept me in the dark about her work and I let her.  She also has a lot of too cool for school going on which is always appreciated.

*Some of it was from world exploring banter.  Peebee and Vetra have a good discussion about this in the Nomad.

....I don't know what her visor does.

Peebee is almost the exact opposite of Liara.  Reckless, not all that committed, quirky, and a tech geek.  She is basically a Manic Pixie Dream Girl trope but with a smart dork twist.  I know "Remnant Tech Expert" is kind of close to Prothean expert a la Liara, but it's pretty much the only similarity.  Also, I'm glad that "Peebee" is a nickname for Pelessaria B'Sayle (sorry spellcheck) because that name would be so stupid otherwise.  Well...it's still kind of stupid.  I picture a bee taking a piss.

I wonder if the eye paint works like eye black.

Drack is awesome.  No offense to Wrex, but I like having a Krogan around that doesn't talk about the Genophage constantly.  Drack doesn't seem to care, which ties into him being old as shit.  Him being old as shit though.....I'm a little worried he is gonna die at some point in the series.  Seems obvious, but then again I thought the Cora thing was obvious so....meh.  Also, while not on the level of "shoot Wrex", there is a pretty tough decision to make with him later in the game.  It uh, it doesn't really matter but hey it's there.

His armor looks beat to shit.

And of course, Jaal is the super newbie as also being Angaran, which makes him the hardest character to get down.  Jaal ends up being just okay to me.  The whole "showing emotion" thing sometimes leads to some weird acting, as well as the actor and animation teams forgetting that they are supposed to show emotion.  Its a bizarre mix of acting too human or not human enough.  Jaal does have some great moments and can be really comedic at times though.  His loyalty mission is outstanding as well.  It had the same kind of feels that ME2's loyalty missions did.

That is a lot of collar.  

As for how you talk to characters, well, I had already played Dragon Age: Inquisition so I didn't mind the "new" dialogue wheel.  This is practically a carbon copy.  Paragon/Renegade is gone, which is a good thing as you no longer feel compelled to max out points to unlock later options.  You can mix up response styles without damaging a later option.  The options are relegated to emotional vs logical and sarcastic/joking vs "stale seriousness".  Sometimes you can pick one of all four, sometimes only two.  It's mostly fine but occasionally the phrase prompt doesn't seem to match the dialogue that comes after.  Like, "I didn't mean to say that".  I noticed it happens more often during the pick 2 options which is frustrating.  Not a huge gripe with me but I see people complaining about this a lot.

It's adequate. 

So....why is this game so complicated?

The story and characters, Mass Effect's strengths, are good but lacking.  The gameplay is better than its ever been but the lack of polish makes it not always work correctly.  Every single aspect about this game is "it's bad, but" or "it's good, but".  It's just so damn conflicting.

I think a good example might be all the random enemy camps strewn across the maps.  They are just small areas where you fight a group of baddies, many actually have a task attached the first time, but enemies respawn when you leave the area/planet.  These are the equivalent of DA:I's rifts in number and luckily, aren't all grouped into one massive fetch quest and don't appear on maps.  They only seem to exist, after the initial task (if the camp even had one, some don't), for xp grinding, for making the worlds populated, and for....I dunno, getting into a random fight if you are bored?  Their existence from a developer standpoint seems to be so that the planets aren't just large empty expanses, and that is a problem.

The game does have a meta-point to these camps, "make the worlds safer for colonists", but it damages the main structure of the game.  It's hard to make it feel like you are accomplishing anything when the Kett always return.  Sure, large set piece areas don't respawn, but it never feels like the colonies you set up are safe.  This might just be how things are narratively, the Angara have been fighting the Kett forever, but from a gameplay standpoint it's unfulfilling.  In the second half of the game, I am blowing by the enemy camps in the Nomad because I got places to be...but I shouldn't be doing that.  There is an enemy presence here that needs to be dealt with.  Yet, I have no incentive too, knowing they'll just come back.

I don't really have a possible solution to this without making the worlds smaller and/or more linear.  Probably a majority of the game is these camps, even though the disparity isn't nearly as bad as it was in DA:I, but the game might have been better if they were reduced in favor of more attention to the set pieces (or, you know, QA).  It's a dangerous argument to make in gaming because everyone and their mother rips on games being too short, even if they should be a short, but Mass Effect Andromeda might have been better as a shorter game.  It took me around 80 hours to complete.  I think the game could easily be dropped to 60 hours and be better for it.  Less filler, more awesome.

Or just burn the down.

One thing Mass Effect Andromeda did really well is get me excited for a part 2.  There is a lot of potential here with plenty of left over questions for the narrative to explore in future games.  As much as I ripped the first few hours of the game, the last few are the complete opposite.  They are fantastic.  Mass Effect usually "brings the epic" with the last mission and this one too is great.  Hell, it even addressed a minor complaint of ME3's final mission, which was genuinely shocking to me.

As it stands, ME:A is a good but heavily flawed game.  I think some of the hate is overboard especially with the voice acting and writing (there is like a gajillion lines of dialogue so of course some lines are gonna suck).  The game is not a masterpiece either where even the most hardcore of fans must admit there are parts to the game that could be better.  I still enjoyed the game, even though I am biased, but it doesn't measure up to the original trilogy.  Hopefully, Bioware/EA learns from the mistakes, because if part 2 repeats the same mistakes, I might not be so forgiving.

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Friday, April 28, 2017

3 Short Issues About Ghost in the Shell (2017)

It took me a while to even decide on if I wanted to write about this movie.  Then, I wrote about it, but didn't finish it and now I'm writing a novel about Mass Effect Andromeda so...this is for me.  I just wanted to put something out there.  Abrupt ending and all.  



I keep jumping back and forth on if I want to write about Ghost in the Shell.  I kept leaning toward not writing about it because I couldn't get my thoughts organized in this incoherent mess of a movie.  It's like the film has a buckshot of ideas that it fires out of a shotgun 500 feet away hoping some might hit the target.  Even worse, was that I couldn't really tell if my bias was effecting why I thought the movie was bad.  Is it bad only because I am a fan of the classic 1995 anime movie and the TV series, or, would I still think the movie was bad even if I knew nothing about GitS before hand?

To try to solve this question, I did what I normally don't do before writing about a movie, which is look up reviewers I like for their thoughts.  Well...solving this question only got more complicated as reviewers I like had a "it wasn't that bad, it was okay" opinions from those who knew nothing of the franchise to another review "really liking it" despite being a fan of the franchise.  The overall reviews were pretty bad though according to Rotten Tomatoes and Metacritic, especially from old media sources.  The few I skimmed weren't particularly helpful either but now that the movie is bombing, it has led to a few think pieces.

Those think pieces has helped me.  Most of them talk about 1 or 2 issues but I think it's a combination of 3 issues that explains why I didn't like this movie and maybe why it bombed.

1.  The Movie Tries to Appeal to Fans, while...

Ghost in the Shell borrows from the manga, the 1995 classic anime, several different TV series, and even a little from the "semi-official" sequels to the 95 anime.  This leads to a movie that looks like it went through 17 rewrites and has wayyyyy too many plots going on.

This movie is about The Major, who is a police officer/soldier for Section 9, a counter-terrorism task group (the movie ignores this but Tokyo is a police state in this future.  The police and military are sort of the same thing).  She has to investigate high profile assassinations among executives of a robotics company.  Intercut with that, she also has 2 different self-discovery plots, one about her role in humanity and another about her lost memories.

That is a lot to deal with for a movie that doesn't need extended action sequences, never mind an action movie like GitS.  It was apparent that the multiple plots were too much to handle as the main plot ends with a completely unnecessary Captain America: Civil War style plot twist, the role in humanity plot is not resolved, and her lost memories thing suddenly becomes important for no reason.  At no point does the Major seem to give two flying fucks about her lost memories but hey, lets resolve that anyway.  The audience isn't going to care about a plot if the character doesn't even care.

Ghost in the Shell has always been about heady topics like what it means to be human when AI, cyborgs, and other Deus Ex like features exist.  (Can you tell I like this genre?).  The movie tries to be that but instead goes into a character centric amnesia arc.  GitS has never been a character driven story.  It's about its themes and ideas.  Major is by far the most fleshed out character in other versions but even then, only barely*.  The characters are baseline archetypes for a reason.  You can't be faithful to the source material and do a character driven story unless the movie is 4 hours long.

*The GitS TV series' does flesh out other characters more, true, but that's only because you can't have every episode be a Philosophy 101 class.

2.  ...Also Trying to Appeal to a Mass Audience.

The movie explains it's title like 5 times.  Major, at the most basic level, isn't human or an AI robot.  She is a human consciousness inside a robot body, the first of her kind.   The movie likes to call it a human spirit or soul, which muddies the cyberpunk theme a little, but yes, she is literally a "ghost in a shell".  Her former human life had a near death experience, her consciousness was put into a robot for reasons unknown, and it wiped out her memory.

If you know anything about The Matrix, Deus Ex, or fucking Blade Runner, you don't need to explain this over and over.  The audience gets it.  Yet for some reason, "The Net"* is completely ignored.  The role of the internet is maybe mentioned off hand but that is it.  Why this is left out is mind boggling because it explains the unexplained.  Since I'm a fan, I know why her consciousness was put into a robot body, but the movie doesn't say.  The villain, Hideo Kuze, kind of dances around that with vague dialogue but never clearly explains what a new person to the franchise is going to want to know.

*Yes it's called "The Net".  This franchise was made in the 90's yo.

The inexplicable mess of storytelling and editing probably didn't help either.

3.  The Whitewashing.

There has been a weird Hollywood trend in the last few months of movies looking to cash in on the Asian market.  Remember The Great Wall starring Matt Damon (no, you didn't, but you do now)?  That was only a couple months ago.  Hmmmm....if I had to take a guess, it's that these projects saw Asia as their profit, but needed a big name actor to make the movie so that the West would cover the costs of the movie.

Almost NOBODY sees a movie for the actor or actress anymore.  Why is this still a thing?  Johnny Depp did a bunch of movies that flopped after Pirates because Hollywood thought people wanted to see Depp.  The movie Aloha! is so shit it was sold only on its actors and still flopped.  Movie 43 is a bomb, and grossly incompetent, that promoted its high number of A-list actors as it's only selling point.

This movie probably does not get made without Scarlet Johanssen.  Yet, the "progressive" mind set of Hollywood has not seemed to realize this movie would be better with a Japanese actress, even an unknown one.  ScarJo is horribly miscast in this movie because the Major is supposed to be contemplative, down to business, and empty looking.  She is supposed to act like a robot who says human things....NOT THE OTHER WAY AROUND.

The movie tried to defend itself against the controversy by showing that the cast is actually multi-ethnic.  This is true, but besides Beat Takeshi Kitano*, they are barely in the movie.  Togusa, a major character in every GitS adaptation, has 1.5 scenes.  The 0.5 is from a 2 second long shot of him getting ready for the final battle only to disappear from the movie all together.  He doesn't show up for the movies climax.  Have fun...Japanese actor with almost no screen time.

*The scenes with Beat Takeshi and ScarJo are a microcosm of how this movie sucks.  Whenever they speak together, Beat speaks in Japanese with subtitles, ScarJo in English, both understand each other, but THIS IS NOT HOW PEOPLE CONVERSE.  It's extremely jarring and takes you out of the movie.  Also, because of the way these conversations are shot, I don't think Beat and ScarJo were ever in the same room together.  Like Beat refused to do shooting outside of Japan.

Just please stop Hollywood.  I'm exhausted about this topic so here is John Oliver.


That is all I got.

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Monday, March 13, 2017

My 11-20 Favorite Video Games

Forever ago, I wrote a top 10 favorite video games list.  I regret some of my entries (my top 10 now would have a few changes) but instead of rewriting it, I'm just going to leave it as is and talk about some honorable mentions.  Well, that was the plan, but this got long enough that I decided to just go with a straight 11-20 list.

I'm using the same rules as before, one game per franchise and no arcade cabinets which should be its own list.  Also, the last 3 or 4 (or, 17-ish to 20) get pretty fuzzy so this is more a list of what I think at the moment rather than something set in stone forever.

11.  The Last of Us



This was my final cut when I wrote my top 10 and I only really cut it because the game was only a year old by then.  I regret that because it's really the culmination of a lot of video game trends from the previous generation.  No video game "felt like playing a movie" more than this game.  I'm indifferent to the idea of games trying to be movies as long as EVERY game is not trying too.  I know some people hate this, and that's fine, I just like all sorts of styles of games.  The Last of Us is probably the best game trying to be a movie we may ever see since current gaming trends have moved more to open world and/or emergent storytelling, as well as desperately trying to convince us VR isn't just a fancier Nintendo Wii.

This game has great characters, great storytelling, a cliche setting, and solid gameplay.  The gameplay uses a great stealth system despite few actually considering this a stealth game.  Yeah...I don't know why Joel has super human hearing either but I didn't use it much and still stealthed my way around.  The gun play is straight up an Uncharted clone which is acceptable.  The setting is post-apocalypse zombie times but you rarely fight zombies in the game as the majority of enemies are rival human groups.  At least the zombies get a twist on their creation with a fungus actually found in nature.  They all look like grotesque human-mushrooms too.

Well, mushroom-esque.

The characters and story really sell this game though.  The first 20-30 minutes is notorious for getting players teary.  That has to be some sort of record for "fastest time to get players emotionally invested".  I personally really like the games softer periods during exploration/scavenging sections since they really build character.  It gives the player time to relax and appreciate some banter (can't be TOO relaxed though as sudden zombie/human attacks can happen).  Joel and Ellie's character arcs are fantastic and their relationship grows during the course of the game.  Spoiler but (highlight to read), Joel goes from hating Ellie and considering her "baggage" to eventually considering her to be his surrogate daughter.  The voice work is among the best ever done in a video game, if not, the best of all time I'm not kidding.  It's so good that the occasional weirdness with Ellie being an escort AI can seem more jarring here.  Unlike Elizabeth in Bioshock Infinite for example, there is no reason for Ellie to be mostly ignored by enemies.  She does occasionally get in trouble and requires saving but it's pretty rare.

Maybe the only game that makes you care about a character as a parent type.

That ending though!  Possibly my favorite ending in video game history.  A lot of people at the time seemed confused or hated it but that is because gamers are fucking stupid.  Ambiguous endings are fine and this one isn't even that ambiguous.  We know the fate of these characters and you'd have to be an idiot to not know.  No, the only thing ambiguous is, Spoilers again, did Ellie know Joel lied?  They must have spent a ton of time on that final shot cutscene because you can see Ellie thinking it over before saying, "okay".  Joel doubles down on his lie when pressured to tell the truth.  I think, Ellie knows Joel lied, but accepts it.  She knows Joel can't bare to lose another daughter...even if that means dooming humanity.  People also hated the ending because of Joel not being a perfect hero.  Why?  He is an anti-hero.  He has had questionable decisions earlier in the game.  I'm sorry a video game made you play a murder machine who isn't a bastion of good.

Finally, about The Last of Us 2.  I'm...torn.  I loved that perfect ending and now we might get resolution to something that didn't need it.  It would be stupid not to make another considering this game nearly swept game of the year awards and sold a fuck load, but hey man.  What about art?

12.  Resident Evil 4




RE4 is fantastic and one of the most influential games of all time...for better and worse.

It invented the over the shoulder camera for 3rd person shooters.  Actually, 3rd person shooter wasn't really a thing until this game.  Everything from Gears of War to Mass Effect to The Last of Us above owe a debt to inventing this camera angle.  It seems innocuous now but before RE4, 3rd person perspective was always behind the back and elevated even if shooting was a mechanic.  Many had to use a lock on aim mechanic and enemies became bullet sponges (sometimes, still are).  Think the early Tomb Raider games.

RE4 also popularized the escort mission.  These were awful until the AI improved and designers realized escort characters should be able to defend themselves or be mostly invincible like Ellie in The Last of Us or ALWAYS invincible like Elizabeth in Bioshock Infinite.  The escort character in this game is Ashley and she is, the worst usually.  You had some basic commands like wait/follow so "wait" was frequently used until you cleared an area of all danger.  Even then, there are scripted moments where you have to protect her while also fighting enemies attacking yourself like the elevated castle area where you protect her trying to pull levers to open a gate (if you played this game you know what spot I'm talking about).  Those scripted moments are tense but also frustrating.  It's weird.

Agreed.

The game also popularized, but did not invent like so many people think so....quick time events.  Failing these usually meant immediate death and some, like a long ass cutscene knife fight, required a dozen button presses.  It was annoying as hell.

Still though, this game is pretty awesome.  It seems to go through drastic tone changes in its 3 acts.  The village is the only part that has horror moments but even then, something about protagonist Leon Kennedy's lines seem a bit off.  After a super intense fight in the village, everybody leaves after the church bell calls them and Leon says, "Where did everybody go?  Bingo?"  AH YES.  This is the first, and so far, last Resident Evil to finally make fun of itself.  Act 2 in the castle gets super cheesy.  The main villain in this act is just....well, watch.  I mean.  Come on.  That is Premium Grade A cheddar.  Act 3 goes straight action as any pretense of this game being a survival horror game is thrown out the door with chain gun wielding zombies (they're not actually zombies but, they are).

Even with a game having fun with itself and being cheesy, there are still times when its horror roots appear.  Even in act 3, the Regenerators.....*shudder*, the breathing.  Oh god, the breathing.  I can't deal.  You always, ALWAYS, hear the breathing before you actually see one and panic sets in (they are really tough to take down too).

Also, the merchant.  The fuck is this guys deal?  Why is he here?  Why is he always ahead of me?  I'm pretty sure I'm his only customer yet he's so into it.  Possibly the most bizarre NPC in video games from a narrative stand point.  His existence doesn't even start to make sense but he's just so pleasant and a welcome sight in a game when upgrades and better weapons are really needed.  Fights are usually by the skin of your teeth (you can't take much damage, usually, and some enemies have one hit kill attacks).  This guy has not appeared in another Resident Evil because every game after this took themselves way too seriously.

You BETTER buy it at a high price.

If RE 1-3 are basically the same style, how come RE 4-6 messed up?  5 and 6 are basically the same as 4 in gameplay but it's missing the same "style".  They feel off.  RE7 looks to be the start of a new trend and WOW did they take a long time to go "indie horror game".  Or...lets do PT/Silent Hills since it got cancelled and make Konami look stupid.  I'm okay with that.

13.  Silent Hill 2



Out of any game I'm going to regret on this list, it's probably this one.  Most of my memories of this game center around the beginning and it's sort of twist that everything might be happening in the protagonists head (sorry to spoil a 16 year old game but you probably knew that)  It's weird to still like James Sunderland after all this time since his writing and acting is pretty awful.  The gameplay isn't really that great either with early 2000's cameras (yeah, remember those?) that would suddenly switch sides and disorient the player.  IF those were on purpose, and a big IF, is still up to debate.

The tone, setting, atmosphere, and general direction was so good its flaws felt lost in the fog (Ed note - come up with a better joke).  The opening 30 minutes is very quiet and very foreboding.  Silent Hill's iconic fog becomes thicker and thicker as you move through the park.  After you encounter the first monster, they appear after you are aware one is around you due to a radio static mechanic.  You don't know where, due to the fog, and it's so nerve racking.

A lot of people consider this the scariest game of all time but I don't think so.  What it does instead is make you wonder what person James is.  Is he hallucinating all this or not?  This game is famous for playing on psychological dread.  The beginning, in retrospect, should be a red flag since the story starts out with James getting a message from his dead wife to meet her in a park.  Uh, yeah, that's a ghost brah.  Also, the story shows that James might not be the best person...

Yeah I trust this.

I should note that this game has the first appearance of Pyramid Head (link is NSFW??) who is also in the Silent Hill movie and....just.....the worst*.  In the game, he is tricksy.  James shoots him a bunch from the closet in the first cutscene with him (you can actually see him through a gated hallway before hand and ITS VERY INTIMIDATING) and he just runs off like a little bitch.  It's okay though because he later just torments you via cutscene until a tough boss fight.  He's basically a plot device.

*I've seen an absurd amount of video game movies, yes, including some of the Uwe Boll ones.  I should...do a thing.

14.  Super Metroid



Back to old school stuff.  I didn't own a SNES but this is the game I played a lot off when I borrowed my friends (along with Chrono Trigger).  As far as the best game that FEELS Nintendo now, this is the best SNES game ever, even though I consider Chrono Trigger much better....does that make sense?

This game has two special aspects in my heart.  The first is the creepy intro with the awesome music and sudden boss fight with Ridley.  The other is its world style.  I have liked many games that share the same style of game world.  It's kind of like a 2-D open world but not really.

Super Metroid usually had gear/equipment requirements to get to a new area making it a bit more linear, but so many games have copied the "map".  Remember VVVVVV?  Same style of map. Castlevainia games also do this (but I never played those) hence the term, "Metroidvania" for these types of game worlds.  There are a ton of old Newgrounds games, Adult Swim games, and a personal soft spot of mine, Knytt Underground, that had the same world-style that I just adore.

This map.

And here is where I need to make a note considering the lack of Nintendo games in my top 20, as this is the last Nintendo game to be on here. - Mario and Zelda are never going to be that high on any of my lists.  Outside of my sister's NES, my friend's SNES, and a lazy babysitter/older cousin who just sat us in front of a NES, I haven't played that much Nintendo.  A friend of mine in high school (aging myself here) had a Gamecube and we played the shit out of some Smash Bros....the first one.  Another friend had a N64 and we mostly played Goldeneye (severely overrated game fucking fight me nerds).  But I also had a killer PC because my dad loved new tech so PC + Genesis/Playstation was enough.  I HAVE played most of the early Marios but very few to completion.  Zelda?  Not, a, single, one.  I've never played a Zelda game and honestly, have no desire too.  It seems like "My first action-RPG" and no thank you.  That said, Breath of the Wild looks cool.

Super Metroid failed to make me want to play more Metroid games.  It's spot on this list was introducing me to a game style that I really like and that many games have copied.  It invented a sub-genre that seems quaint now but it's that broadening of styles that I wish more games would do.

15.  Portal



I like clever puzzle games and Portal might be the cleverest.  "Lets make a FPS with sort of real physics and portals and puzzles," said nobody ever.  Yet, Portal happened.  I know that Valve bought the rights to a game that was basically the same thing and expanding it to "the cake is a lie" proportions but it's still clever.  (Ed note - Christ Jason!  These jokes are terrible).

The backstory to this game is astounding considering there is no codex or any dialogue outside of one character.  All speech comes from GlaDOS who is sneakily evil....the BEST kind of evil....while also being sympathetic.  She is a weird anomaly in media these days, GOOD VILLAINS.  But the hype around this game is sort of a negative too as emergent and "environmental" storytelling really takes off after Portal.  While I'm not against these things, not even a little, I hate it when they become the ONLY things that provide narrative.  Just because it worked in Portal doesn't mean it's going to work elsewhere.

Hey sweetie.

I seriously contemplated putting Portal 2 here instead but I just love the companion cube so much.  It's hard enough for games to make you care about characters yet Portal made you care about an inanimate object.  That....is kind of bizarre.  There is a weird loneliness vibe to this game that I haven't really felt since the original Doom games, 1 and 2.  (Okay....maybe Shadow of the Colossus as well).  The only real character other than Chell, yourself, is the villain so....*

*...I know there are other characters but none actually exist in the game world.  You don't meet any of them.

Valve hates trilogies though so of course no Half- Life 3 Portal 3.  If only developers could make a good third game.....

16.  Metal Gear Solid 3: Snake Eater




You knew this was coming assholes...uh...at least, one MGS game.

This is probably the only game in the MGS franchise that nailed the ridiculousness of MGS and the seriousness of its story line.  This was secretly the best stealth game ever made until Deus Ex: Human Revolution came along and was actually successful in hitting the player in the feels despite the ridiculous melodrama.

I have talked way too much about Metal Gear Solid on this blog so I'll leave this entry as this:  Birth of Big Boss is brilliant.  The Boss (different character) is the only person who explained the point of the entire franchise.  "Snake you've created a time paradox" comes from this game and actually makes sense.  And yes.  MGS has time travel that isn't stupid....well...it's more of an Ass Creed Animus thing but gahhhhh moving on.

17.  To The Moon.



Don't you roll your eyes at me.  This game is great.  While I know a lot of people know the title, I'm pretty sure a lot of you don't know what this game is actually about.

You play as two scientists named Evaline (Eva) and Neil who have sci-fi technology that allows them to manipulate peoples memories.  Old people on their death bed hire them to re-write memories so they can right a wrong or die happy or whatever.  (A misconception about this game is that they travel through time and change it.  They don't do that.  Reality stays the same they can just change memories).  A man named Johnny hires them so that he can go to the moon in his memories except...he doesn't know why he wants to go to the moon.

This game is on the list, and my highest rated indie game, solely due to the story.  It's really impressive as Eva and Neil learn about Johnny and his wife River in reverse order.  They have to reach his earliest memory to re-write it so he goes to the moon.  They start at his old man memories and work backward.  And as for the reason he wants to go to the moon?...oh my god.  I shit you not but this is the only game ever that got me straight up crying.  It's notorious for it.*  If you cry more from tragedy or sentimentality it doesn't matter because this game has BOTH.

*The game has a lot of really good humor too so don't expect it to be some depressing slog.

...I'm getting teary just looking at it.

Gameplay is mostly just exploration and clicking on things.  You get some light puzzles, most of which are panel flipping to "make a picture", but there is also a bizarre action sequence late.  The game is made in RPG Maker even though it doesn't use any 16-bit RPG staples other than "notes" that appear in an inventory screen and classic text bubbles.  This is yet another game that maybe shouldn't be considered a game but who cares.

Again, I cannot express the emotional impact this game has even if it seems manipulative in retrospect.  It is incredibly unique in this regard and one of only a few games that can provoke a strong emotional response like other mediums can.  Aerith dying in Final Fantasy 7?  Whatever, kid shit.  This game will leave everyone crying.

18.  Catherine


Yes, Alternate Covers.





Ha, WOW.  This is quite the tonal shift.

An Atlus game made by the same team that makes the Persona games, Catherine is unlike any game ever made.  The number of games I can say are truly unique I could count on one hand and this is one of them.  Catherine is a...um...anime TV show drama/psychological thriller/alcohol enthusiast trivia game with block pushing/tower climbing gameplay that also uses a player choice driven narrative?  Yeah....yeah that's kinda close.

I don't usually put puzzle games this high but along with Portal, this game is too good to ignore.  The puzzle sections, which is half the game, are really good.  The objective is to climb a tower of blocks by pushing or pulling blocks, usually with gravity defying physics, with a timer gradually taking lower levels away.  There are also different types of blocks like immovable ones, ice ones, bombs, spikes, etc.  For all the talk about the puzzles being super hard, they start pretty easy...but holy shit do they get hard and the timer/trap blocks just increase the tension.  Unfortunately some towers require you to move behind the tower via a hanging mechanic (like platform hanging) and the camera is balls when you do this as it doesn't follow you.  Also, for some stupid reason, the controls become reversed and it is super disorientating.  Still though, conquering each stage is satisfying as fuck.

This game has a very adult themed story and a story not really ever covered in games.  The story is about cheating on your girlfriend, as the cheater, only maybe you didn't?  Or you did?  Of course with the Persona team, the story is much weirder than a normal infidelity story*.  The game also has a forced confessional that asks you some...honestly, pretty tough binary questions about what you consider a relationship, emotional commitment, what you see in potential partners, and yeah, sex.  Whoever wrote these questions is a genius demon by the way as they start benign and kinda stupid, but they eventually get pretty tough.  Also, you can see the answers via pie graph of every other person who played the game and compare them to your own.  Some have a 80/20 split but others have close to 50/50.

Since sex is a major theme of this game, for once NO, the characters are not pointlessly sexualized.  

*The ending kind of ruins the story but I don't think it's that big of a deal.  The player's choices can effect who you end up with, or neither.  Spoiler (Highlight to read):  Catherine is a succubus so it makes the whole cheating thing cheap.  It would have been a stronger story if it wasn't clouded in demon nonsense but the player can manipulate choices to end up with her anyway.  Basically, the player can choose to be with the succubus.  

BTW, this game has 9 endings.  3 with Catherine, 3 with Katherine, and 3 called the "freedom" endings which ends up with the player with neither.  I'm not sure if that is a MRA joke or not.

Finally, you're probably wondering how a story about infidelity has anything to do with tower climbing and block moving.  It's actually super weird and kind of a spoiler but I will say the puzzle sections only happen after leaving the bar every night (with drink trivia) and occur in your sleep.  But if you die in your sleep you die in real life blah blah blah.  It...play the game it makes more sense.  Man I should replay this.  It's worthy of its own post.

19.  Witcher 3: Wild Hunt



Not going to make the same mistake I did with The Last of Us.  This game absolutely deserves a spot on here and for once, a game I've written about before (twice).

Open world games are better off trying to copy this world than GTA or The Elder Scrolls.  Secondary quests are just as good in quality as the main quests.  Witcher contracts are surprisingly good as side quests as well.  There is dumb Ubisoft collect-a-thon icons on the map, a ton of them, but that is really the only big flaw of this game to me because #AllQuestsMatter.  Still though, the quality of the good stuff covers up the quantity of stupid shit really well.

The story is fantastic.  The characters are great too even if Geralt's line delivery is sometimes dull as a butter knife.  I know, "emotionless Witcher" blah blah, but it is weird when he does show the slight hint of emotion.  Everything with the Wild Hunt and especially Ciri are really, really top notch.  Even the love triangle is pretty good for a video game even though by other media standards it is pretty blah.  (Also, it's a subplot so don't be too weirded out that I bring this up after entry #18.  Just a coincidence I swear).  And I've mentioned this in the review but the Crones can go fuck themselves.  Great story there too but seriously fuck em.

I feel bad because if you clicked on my review links...I'm just repeating myself so moving on.

This game might move up my list in time depending on how this game ages and the ones above it age.  Honestly, Ultima was way too high, Sonic probably too high as well, and maybe Total War.  Nostalgia is hard to gage.  Even Shinobi 3 was hard because that game is seriously....too low.  I love that game man.

20.  Uh...Let's go...

I'm not going to do a 21-30 list because that would be dumb. I'm probably forgetting a game I will remember 6 months from now.  This will be slightly controversial but lets go,

Oxenfree

Get fucked previous entry I had here.

Just read my Oxenfree review.  This game is fucking rad.
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