I’ve had a few people ask me how I come across some of the games that I review here and the answer is pretty simple. If I haven’t seen something that’s been on a lot of review sites (I don’t read the reviews, but if a game keeps popping up that’s a sign it might be worth a look in) then they usually come from me trawling through the new releases section on Steam. From there I work my way through the titles, looking for something that can capture my attention with just a few screenshots and possibly a short video. Mars: War Logs was one of these although it was more for the dev story behind it as Spiders isn’t a particularly large studio but they seemed really dedicated to creating a good game.
Mars: War Logs takes place in the distant future where humans have successfully colonized Mars. A hundred years ago however there was a great upheaval which devastated the colonies and lead to the rise of two opposing factions: Aurora and Abundance. Ever since then they’ve been locked in an ongoing battle for control of the world’s water supply, by far the most valuable resource. You play as Roy Temperance, a prisoner of war who’s caught between the two factions, trying to hide from his past that continues to haunt him.
The aesthetic of Mars: War Logs is reminiscent of many current gen third person titles with infinite shades of brown and grey colouring the world. Although this time around it kind of fits thanks to the world that it’s built in even though it has the unfortunate effect of making every place you go feel a little samey. The graphics are good but not great, which becomes quite noticeable when they’re combined with the rudimentary lip synching and low resolution motion capture. Honestly I’ve seen worse from other recently released titles so I won’t be too harsh on it for that but it’s hard not to draw comparisons to the many other, astoundingly better looking games.
Surprisingly though there’s quite a lot under the hood of Mars: War Logs in terms of gameplay, something you don’t usually expect from smaller RPG titles. The combat is mostly whacking other people with metal poles until they fall down with the added strategy element of blocking/dodging incoming attacks. There’s also a stealth system which allows you to sneak up on unsuspecting enemies, although how crouching down counts as stealth is beyond me. They’ve even incorporated a talent tree, crafting system and character perks allowing you a pretty decent amount of customization to how you play Mars: War Logs. This is a lot for a small dev studio to cram into a game and that unfortunately means that there’s a lot of depth lacking from many of these mechanics and some of them are still plagued by bugs that should have been picked up in QA.
For starters the combat, whilst somewhat engaging and enjoyable at certain points, varies wildly between being so easy that its almost pointless to being so hard that you’ll spend the majority of your time rolling around just so can whittle enemies down a couple hits at a time. This is because there’s no dynamic scaling of enemy difficulty and it only increases at certain points, usually at the start of a new section. The pacing of the game then becomes highly disjointed as you can be breezing through the last half of a particular section only to hit a brick wall at the beginning of the next, rather than having a gradual ramp up in the challenge. Some would argue that this is part of the strategy but in all honesty it’s just sloppy design, especially when “challenging” means that you lose the majority of your health in a couple hits.
The stealth system is a complete joke as whilst you can sneak around the benefits of doing so are minimal at best. When you’re first introduced to it stealthing up to an enemy and hitting them doesn’t take them out, it just takes away a good portion of their health. Of course that means that after doing that all the enemies close by will aggro forcing you to go toe to toe with them anyway. Now I didn’t invest any points in the stealth abilities so this could be somewhat improved by that but that tree is also the weakest out of the 3 when you consider that, no matter how well you stealth, you will eventually have to fight everything. I think Spiders would’ve been much better off skipping this feature altogether to focus more on the core of the game as it really adds nothing in its current form.
Although there’s a talent tree with 3 different styles to choose from only 2 of them are available to you from the start, with one of them being the aforementioned weakest of them all stealth one. This means that you’re kind of shoe horned into spending points into one specific tree (melee combat) and thus can’t take full advantage of the third tree (technomancy) until much later in the game. However even if you wanted to I don’t think it’d be very viable as the amount of damage output you need later in the game can really only come from charged melee weapons, unless you want to spend 20 minutes running around waiting for your fluid (mana) levels to regen.
The crafting system is equal parts good and complete crap thanks to the massive overabundance of materials that you’ll find in every area. Essentially you can craft a couple things like health packs and ammunition but the real power of the crafting system comes from upgrading your armor and weapons. Now not all weapons and armor can be upgraded so that really expensive top tier armor might look great but it’s in fact completely inferior to anything that comes with upgrade slots. This has the unfortunate consequence of making the vast majority of items irrelevant as anything that lacks upgrades is most certainly not worth it.
After the first section you’ll almost never be out of materials for crafting things you need, especially if you’re a veteran RPGer and seek out all the free stuff like I did. What this meant was that whenever upgrades became available (usually after having to run the gauntlet at the start where everything is stupid hard again) I was able to purchase them and then instantly upgrade them to their maximum. There are no rare items to be found or obtained from quests so literally the highest damage/armor item you can buy from the vendor is the best item you will ever see. If you’re low on serum there’s a good chance you have a ton of materials that you can pilfer for serum in order to get the upgrade and in fact you’re probably better off doing that then trying to convert resources as typically you’ll get more if you sell said items to the vendor then buy back the ones you need.
Most of this would be forgivable however these are just some of the more obvious structural flaws that Mars: War Logs has. The interface is confused and doesn’t operate as you’d expect with fun quirks like: doors mostly requiring left click but sometimes pressing R, the attack button (left click, again) is also the loot button, pressing quick buttons for things like menus twice doesn’t minimize them and whilst you can assign 0~9 for powers you can only ever see the first 4 unless you go into the power wheel again. This is not to mention the issues with the incredibly stupid AI, both for your companion and the enemy, which routinely gets stuck on all sorts of terrain. Not only that many of their abilities are capable of friendly fire, leading to some incredibly frustrating moments where they inadvertently kill you. I’m hoping that it was intentional otherwise it’s yet another point where Mars: War Logs differs from the norm and not in a good way.
As always I could forgive nearly all of this if the story was worth anything but sadly, it’s not. Most of the lines are delivered completely flat in rapid fire fashion which, combined with the poor lip synching, makes for a jarring experience. It also doesn’t help that the characters have as much depth as a children’s pool with many of them changing their motivations on a whim. My particular love interest, Mary, went from murderous rage to sympathetic follower in less than 4 sentences and the resulting relationship could not have been anymore shallow. Indeed the game’s one attempt at invoking emotion feels incredibly cheap and only serves to anger the player.
Objectively Mars: War Logs is a decidedly B grade game with fundamental flaws riddling the core mechanics which, combined with the many other problems can make for a frustrating experience. There were times I had fun with it, especially when I got my build up to the seriously broken level, but unfortunately that wasn’t enough to make up for the numerous flaws. I commend Spiders for trying, I really do, but it just goes to show that sometimes you need to cut back on your ambitions a bit in order to solidify the core aspects of the game. I totally understand where they wanted to go with this but unfortunately it falls short of that goal, leaving us with a game that feels like it was halfway towards something great.
Mars: War Logs is available on PC, Xbox360 and PlayStation3 right now for $19.99. Game was played on the Hard difficulty setting with 9 hours total play time and 71% of the achievements unlocked.