Total Annihilation was probably one of my favourite games when it was first released 17 years ago. It wasn’t the massive swarms of units, or the epic scale of the battles, no I loved building up the superpower units that could decimate an entire army in one fell swoop. I’d spend hours crafting the perfect base, one that no one could break through so I could sit there crafting my doomsday weapon. I even downloaded TAUIP to give me even more units and a better AI, sending me further down the TA rabbit hole. It’s spiritual successor, Supreme Commander, was also one of my favourites, even if the sequel fell short. You can then imagine my excitement when I saw the Planetary Annihilation Kickstarter which I couldn’t back fast enough. Here we are, 2 years later, and Planetary Annihilation has finally launched and I’ve spent the last week playing through it.
Humanity has long since left this universe. You are a relic of a war that has long since past, a machine built with a single purpose in mind: to annihilate everything that stands in your path. You will travel to the far reaches of space, seeking out new technology that you’ll incorporate into your unrelenting war. However your foes have the same goal and they will stop at nothing to ensure that you are wiped off the face of this universe permanently. Do you have the strength and skills to beat them before they get the better of you? Or will you fall to the same unrelenting fervour that you are a slave to?
Visually Planetary Annihilation is definitely a step up from its predecessor (for the sake of argument I’m going to say that’s Supreme Commander 2) although the art direction now tends towards the stylized/cartoony. Considering the purpose of Planetary Annihilation this isn’t much of a surprise as one of the long running problems with any of the Annihilation series was that performance often suffered the longer the game went on. Suffice to say that even with the slight improvements it still manages to remain quite smooth over the course of longer games. The interface is also much more streamlined, making it far easier to get acquainted with everything than it was in previous titles.
Like previous installations in the Annihilation series Planetary Annihilation puts you in charge of a single unit, the Commander, to start off with and then lets you loose upon a world to build an army to destroy your foes. However you’re now no longer constrained to just a single planet, escalating the potential warfare to planetary levels. This introduces a whole host of new mechanics like orbital units, teleporters and whole planets which can be used as weapons. Notably absent from the game however is the inclusion of a single player story campaign which has been replaced by a procedurally generated series of AI skirmishes called Galactic War. Finally there’s multiplayer to be had which is likely where most people will be spending their time, although it’s done in the older style of “find a lobby to join” rather than the newer style matchmaking.
Long time fans of the Annihilation series will be instantly familiar with the core gameplay of Planetary Annihilation as all the units are essentially the same with your standard air/vehicle/bot/naval choices immediately available from your commander. The tech trees have been reduced from 3 tiers to 2 which significantly reduces the number of units you’ll have at your disposal. However this is made up for by the inclusion of the new types of units and was probably done because you’ll likely be splitting your concentration across multiple planets with multiple warfronts. The same mechanics are at play, you’ll need metal and energy in order to be able build things, however they have also been streamlined with only 2 types of energy generators and metal extractors. So overall the gameplay is largely similar but streamlined with a few mechanics thrown in to elevate the combat to a planetary scale.
However unlike previous Annihilation titles there’s no factions to speak of so all the units are exactly the same for every player. For me this was one of the defining features of the Annihilation series as it meant that each race had it’s own strengths and weaknesses and different strategies were needed to cope with each different race. In Planetary Annihilation that’s not the case however and all you really need to do is figure out what kind of units your opponent is building and make the counter to them. This, especially when competing against the AI, means that the game favours those who rush their opponents with swarms of a certain mix of units early, even more so when you’re on the same planet. Indeed there are very few opportunities to craft super units that can devastate armies, a trademark of the Annihilation series, thus eliminating much of the strategy that I came to love about these games.
In fact I think this is reflected in one key metric: the length of each game. Games in Total Annihilation and Supreme Commander could easily go on for hours as everyone tried various tactics against each other, all the while hoping to build that one unit or structure that would give them the upper hand. In Planetary Annihilation most games will go for 20 to 30 minutes before it’s obvious who’s going to win. Again this was something that I loved about the Annihilation series as it always felt more strategic rather than tactical and was the primary reason many disliked Supreme Commander 2. The planetary scope had a lot of potential to recapture that feeling that so many previous Annihilation titles had but it unfortunately fell way short of the mark.
This is only exacerbated by the incredibly lackluster single player campaign. Whilst the idea behind Galactic War sounded good on paper in practice it’s not much more than one AI skirmish after another, ones that are either easily won within the first 10 minutes or others which are an uphill battle due to the fact that the AI is given a head start over you. It’s made worse by the fact that you can get shoehorned by the technology that you collect during the various missions, sometimes putting you in a spot that’s nigh on impossible to bypass. Like, for instance, if you’ve got all naval and air tech but the enemy starts on another planet you’re likely sweet out of luck as you won’t be able to use the teleporter to get them across. Instead you’ll have to rely on shooting nukes over there and hope that they haven’t got more anti-nuke facilities than you have missiles.
There’s also some niggling issues around the game itself. If you start an AI skirmish or Galactic War there’s no way to restart a battle if it isn’t going your way so you’ll have to quit and restart Planetary Annihilation in order to start over again. I can somewhat understand that not being in the Galactic War (if it’s meant to be a Roguelike experience, although I have no idea if that’s the case) but for AI skirmishes it seems like a really glaring omission. Things like that are supposed to be about testing builds or trying out units that you haven’t seen before and so restarting the battle quickly and easily is key to that. Having to boot the game over every time you want to do that is a right pain in the ass and not something I expected from veteran developers like Uber Entertainment.
Planetary Annihilation feels like a game that’s still in beta mode, lacking the polish of it’s spiritual predecessors and ultimately failing to deliver on the tried and true Annihilation franchise experience. The core aspects of the series are there, the massive units, larger than life scale, etc. but the game itself just doesn’t play like the titles of yore. This isn’t a case of the game not living up to the hype, after backing the game I ignored pretty much everything to do with it until I heard of the official release, more that too many things of what made the previous Annihilation titles good have been left out and what remains just isn’t enough. I really wanted to love Planetary Annihilation but it just feels like the official launch came way before it was ready for primetime with a lot more work to be done before I can say that it’s up to the calibre of its predecessors.
Planetary Annihilation is available on PC right now for $29.99. Total play time was 6 hours. The writer backed this game on Kickstarter at the $250 pledge level.
Long time readers will know that Starcraft II: Wings of Liberty has long held the crown for the highest rated game here on The Refined Geek. It’s not an undeserved title either as they managed to capture in my attention in a way few games have been able to and indeed only one (DOTA 2) has been able to do so since. From the start I knew it was set to be a trilogy carving the game up into 3 separate installments each of which would focus on a single race. Heart of the Swarm, the second game in the Starcraft II trilogy, continues the story started in Wings of Liberty and as the name implies focuses primarily on the Zerg race.
Heart of the Swarm picks up not too long after the final events that take place in Wings of Liberty. Kerrigan has been locked away in a test facility run by prince Valerian who is eager to see how much control she retains over the Zerg. Shortly after the final test is complete (which had resulted in Kerrigan using the Zerg to destroy much of the test facility) Dominion forces attack, forcing them to evacuate. However in the confusion Raynor is unfortunately left behind and Kerrigan refuses to leave without him. After waiting for him to contact her she reads a news report that he was captured and summarily executed, causing Kerrigan to swear brutal vengeance against Mengsk yet again.
As always Blizzard has delivered an incredibly beautiful game, one that will run well on nearly any system built within the past 4 years. Whilst the in-game graphics haven’t changed significantly, apart from higher-resolution textures and better lighting (which you could say is significant, I guess), the whole game feels a heck of a lot more polished. The in-between mission cut scenes, dialog sequences and cinematics have all seen improvements which are very obvious when comparing them side by side.
From a core game perspective Heart of the Swarm doesn’t change much with the standard real time strategy mechanics applying throughout the game. However like Wings of Liberty not every mission is simply a build army, send at enemy, rise and repeat deal with most of the missions being rather unique in their implementation. Of course there are your standard base/army building type missions however most of them have an unique twist to them which can make them more complicated or provide opportunities to make them far easier, should you be willing to take the risk.
Whilst this might not be too different from Wings of Liberty (although individually the missions are all very different) the levels do seem to be better designed as I can remember struggling to get into the campaign in the original whilst it didn’t take me long to get hooked on Heart of the Swarm. Indeed since all the missions are so varied and unique I rarely found myself becoming bored with them. This ended up with me engaging in a rather ravenous binge on missions which only stopped when I realised I was playing on into the early hours of the morning. That hasn’t happened to me in a while and is a real testament to the quality of each mission in Heart of the Swarm.
Outside of the core missions you’ll be given the opportunity to upgrade your units, giving them unique abilities that will make them far more effective in game. There’s 2 types of upgrades that will be available for all of your units, the first being a choice of 3 different types of specializations which you can change at any time. The second is a permanent change to the unit itself giving it either additional abilities (like the Raptor Zergling pictured about which can now leap at targets and jump up cliffs) or giving it an evolutionary path (like the Hydralisk being able to evolve into a lurker). Thankfully you’re not making this decision blind as all of the permanent evolutions come alongside a mission that gives you a feel for how the new unit will behave and where it will be effective.
For long time Starcraft players the upgrade paths have a pretty obvious “best” path as certain combinations become almost completely unstoppable. Sure each of them is viable in their own sense and some choices are better than others in some situations however my initial combination of frenzied hydras with roaches that slowed was enough to melt most armies without too much hassle. Once I got respawning ultralisks it was pretty much game over for any large army as they couldn’t kill them quick enough and all their precious siege defences just melted away, leaving the rest of their army vulnerable.
Wings of Liberty included some hero units but apart from the basic in game upgrades (which were only available during base building missions) there wasn’t much you could do to customize them. Heart of the Swarm often gives you direct control over Kerrigan and her list of abilities is quite impressive. The good thing about this is you can craft her to fit your playstyle effectively as you can play her as a big spell nuker, tanky siege destoryer or 1 woman army that can take out bases without the assistance of any other units. On the flip side however this can make it feel like your army is just like an accessory for Kerrigan, something that’s nice but not necessarily required.
For me I went with a tanky building that favoured direct attacks over spells. Her attacks would chain and she would attack faster with each subsequent attack which would allow her to melt armies in no short order. Couple that with a spammable healing ability and she was for the most part invincible and should she get into trouble I could simply walk her out of there whilst healing her every 8 seconds. It did seem somewhat unfair at times as since the heal was AOE I could keep my army going far longer than it should have been able to normally which usually meant once I hit 200/200 I rarely found myself building any further units. I get that she’s supposed to be an immensely powerful being but she does take some of the challenge out of it. Maybe it’s different on brutal (I played on hard, for what its worth).
Although there were no bugs to report, even with the streaming which I thought would cause all manner of strife, there were a couple issues that marred my experience in Heaert of the Swarm. Whilst the out of mission upgrades were good they were often choices between upgrades that were available in multiplayer games. As someone who played Zerg back in Wings of Liberty (well, I randomed for a long time so I played all races) I often found myself missing some upgrades that overcome the inherit weaknesses of particular units. The removal of larva injects also didn’t sit particularly well for me as that was an in-grained habit and its removal relegated the queens to creep tumour/heal bots which, after a certain point in the game, relegated them to units I’d only build when I was running low on larva. These aren’t systemic issues with the game per se, but they definitely detracted from my experience.
Warning: plot spoilers below.
I also can’t praise the story as highly as I did back with Wings of Liberty as Kerrigan starts off strong but quickly degenerates into a character with confused emotions who makes decisions that don’t make a whole bunch of sense. This might be because the over-arching plot is somewhat predictable (the twist about Raynor for instance) and when her motivations don’t line up with the direction you think they’d be going in it just feels…weird. I did like the nods to previous unresolved plot threads from the original Starcraft series (if you can’t figure out who Narud is then your head is on backwards, hint hint) as Wings of Liberty only half alluded to them. The foreshadowing for the final instalment has got me excited for what’s to come however, even if the story might end up being not much more than your generic sci-fi action movie.
Plot spoilers over.
Starcraft II: Heart of the Swarm is a solid follow up to Wings of Liberty providing a highly polished game experience that is par for the course for Blizzard games. All of the missions feel unique, banishing the usual RTS campaign drudgery and creating an experience that is both challenging and satisfying. Unfortunately I can’t rate it as highly as its predecessor as my many hours in multiplayer set up expectations which would probably never be met and the strange treatment of Kerrigan as a central character marred an otherwise great experience. Still these are comparatively minor nit picks in a game that drew me in and trapped me for hours and I would do it again willingly.
Starcraft II: Heart of the Swarm is available on PC right now for $48. Game was played on hard with around 12 hours of total play time and 35% of the achievements unlocked.
I’ve never been much of a fan of city building and strategy games. I mean sure I grew up playing games like Sim City and Age of Empires much like the rest of my generation and I’d be lying if I said I didn’t enjoy them, but as time as went on I found myself playing less and less of them, instead favouring other genres. I think this is due to the somewhat slower game play style, one that favours a decisive methodical approach that’s usually at odds with my “just entertain me” thought pattern. Still Anno 2070 managed to catch my eye with its curious blend of city building and real time strategy, something I hadn’t really come across before.
Anno 2070 puts you far into the future where the polar ice caps have melted, flooding the entire world. Because of this the world has united under one singular government with three distinct factions. The first is the Tycoons, a capitalistic consortium that look to rebuild the world as fast as possible regardless of the consequences. The second is the Ecos, an environmental movement who share the same goal as the Tycoons but favour sustainable approaches over expansion at any cost. Finally there’s the Techs, in essence a group of scientists who develop much of the technologies that power both the Tycoon’s and Eco’s economies. You are put in charge of an Ark, an advanced submersible craft that’s capable of restarting civilization on the uninhabited islands of the world. Anno 2070 follows your adventures as you rebuild civilization and do battle with the various problems that cross your path.
The graphics of Anno 2070 are visually pleasing to say the least, providing a level of eye candy that I haven’t seen in this genre before. Much of this owes to the soft glow that seems to surround everything, giving a soft blur that makes the graphics appear much better than they actually are. The camera work done for the cut scenes in Anno 2070 is also quite good with many scenes having a distinct movie feel to them. As an added bonus all this doesn’t seem to put too much strain on my gaming rig as even when I had hundreds of buildings on screen the game was still buttery smooth, something that the developers behind Anno 2070 get a lot of brownie points for.
However Anno 2070 falls into the lazy trap of nothing bothering to do any kind of lip syncing at all, not even for the voice acted parts. This really irks me as it’s not exactly a hard thing to do and Anno 2070 just doesn’t even bother, the characters just randomly flap their mouths while the sound bite plays. You may think this is being overly harsh but I watched my friends almost a decade ago accomplish near perfect lip syncing when they were doing a 3D animation course. When a game doesn’t bother to do this I can’t help but feel they had lazy animators, especially when there’s not that much more animation in the rest of the game. The voice acting, whilst passable, doesn’t really help matters here either.
As I alluded to earlier Anno 2070 is a curious blend of Sim City/Civilization city building style mechanics coupled with elements of real time strategy. The campaign missions serve as a good introduction to these mechanics, introducing each of them slowly so you can get a feel for them, and after the first couple missions I had a pretty good grasp on what I needed to do. The two different genres are heavily intertwined, as I’ll explain below.
The first part is the city building. You start off by dropping a warehouse on an island which gives you an area to construct non-residential buildings in. After that you can then drop a community centre which allows you to build homes for people to live in. These people have needs which take the form of food, drink, community and so on. Should you satisfy all their needs the buildings will then upgrade to the next level of citizen, one that has more nuanced needs but also generates more income for you. There are 4 distinct levels for each race and each level brings with it new buildings that are bigger and better than their previous ones.
However you’ll never be able to find everything you need to get to the highest levels by using just one island. All of the islands have natural resources on them that can be exploited but its guaranteed that one island won’t have everything you need. That’s when ships and trading routes come in, you can use them to ferry resources between islands. At the same time you’ll probably want to expand your population there, because otherwise you won’t be able to pay the upkeep on the ships. Of course those people have needs to, which the island probably doesn’t have, so you’ll have to use those same ships to start ferrying resources to them as well.
It’s really quite incredible how much effort you have to put in to make sure everything stays balanced so that you don’t run out of money or that you residents leave you. In the one multiplayer game I had with a mate of mine it was an intense 4 hour session of bouncing between islands ensuring that all the needs were met, ultimately unraveling before me as I underestimated just how costly satisfying the highest level resident’s desires would be. We didn’t even get to the other part of the game, the real time strategy component.
Whilst the main focus of Anno 2070 is the city building the RTS side of it is just as important if you’re looking to win. Whilst its not as complex or nuanced as say StarCraft II it can’t be ignored either as one combat ship can make you life rather painful if left unchecked. The final missions of the campaign focus heavily on this and whilst you won’t be spending all your time focusing on the combat it’s still enough to break up the monotony of constantly balancing the needs of your populace with the costs of doing so.
On top of all of this is the ancillary activities which can change the way you play your game. There’s regular votes for the world council with the outcome granting certain bonuses. A World Event is always happening that will reward players who complete it based on the number of people who participated in it and there are Current Events that can be completed for rewards from certain factions. For someone who’s a fan of the Anno series or just this instalment this kind of thing would be a veritable gold mine of additional content, further extending the replay value of Anno 2070.
Anno 2070 represents an interesting fusion of genres that you don’t usually see coming together and manages to pull it off surprisingly well. With the pleasing graphics, intricate game play and wealth of content Anno 2070 is definitely one of those games that won’t disappoint traditional PC gamers. The experience isn’t perfect however, what with the terrible lip syncing and ridiculously long play times for multiplayer games. Still for the price I paid I’d consider it a winner and I can see it being busted out at LANs for those looking for a Civ style fix without the minimum 8 hour time commitment.
Anno 2070 is available right now on PC for $20.99 (or $90 on Steam). Game was played entirely on the PC with around 16 hours of single player and 4 hours of multiplayer.
What can I say about Starcraft that hasn’t already been said? The game was released over a decade ago and is still the definitive standard for what a real time strategy game should be. I can remember my times with it fondly, playing through the campaign as it was laid out before me, savouring every mission and becoming wholly engrossed in the story. Years later I would return to the game to play it online with a friend of mine, my first taste of real competitive online gaming. I became hooked on custom maps, playing everything from RPGs to the first versions of tower defense. As the years went on Starcraft remained on my hard drive and nearly every LAN I would attend saw it copied around and played for at least a couple games. Truly Starcraft was the game that just would not die and it’s sequel has been the talk of my friends for the past couple weeks. Its legacy is undeniable and a lesser game development company would struggle to keep to meet such expectations. Blizzard however is not one to disappoint.
Starcraft 2 takes place 4 years after the events of Starcraft: Broodwar. You play as Jim Raynor, former Vulture pilot turned revolutionary after his former leader Arcturus Mengsk wiped out an entire planet using the Zerg. The plot initially focuses around Raynor’s desire to overthrow Mengsk, who he now believes to be worse than the confederate leaders that came before him. This sets the scene for the initial set of missions as you set about building your army by gathering resources, completing missions for credits and finding new units with which to proceed forward. Each mission is given to you by one of your crew mates and they serve to build the characters as the story progresses.
The mission delivery format is completely different from the usual affair you might be familiar with in the RTS genre. Whilst most would simply limit you to certain units until after a number of missions were complete Starcraft 2 instead gives you the opportunity to choose which units you receive next as well as the upgrades that they receive. This can be both a blessing and a curse as some missions are trivialized by certain units whilst others require a certain unit to be able to complete some objectives. Additionally the game includes a Zerg and Protoss research tree which you can unlock by finding items or killing a particular unit during a mission. The upgrades unlocked from this tree are game altering and depending on your choices can make the difference between a mission being a breeze and it being nigh on impossible.
The upgrade and non-linear missions ensures that everyone’s play through of Starcraft 2 will be quite different, ensuring that even if you only play the campaign you’ll have a good few replays before the game is done. Whilst there’s always a strategy that trivilizes a mission the infinite amount of possibilities for completing an objective had lead to quite a few entertaining stories with my Starcraft playing friends. I think most of my missions past a certain point can be summed up by the quote: “Siege tanks are like violence, if they don’t solve the problem use more”.
Starcraft 2’s non-combat experience really draws the game together. Whilst you only have 4 places to visit most of the time the interactions between they never seem to get stale as their landscape changes as you progress through the campaign. The interactions with various members of your crew between missions helps to flesh out the characters and their motivations and nearly all of the decision moments in the game were influenced by these short bits of dialogue with my crew members. There’s nothing to lose by not interacting with them but if you’re a lore sponge like myself you’ll be clicking on every crew member after every mission, eagerly awaiting what they have to hear.
All of this would be for naught if the game play itself was nothing special. In the beginning the differences between Starcraft 2 and its predecessor are almost all graphical which is no small feat in itself. Each and every map is deliciously detailed in true Blizzard fashion, using every polygon to create a stylized but highly engrossing world. All the controls you’re familiar with from Starcraft work as expected in the sequel with many augmentations to make handling large groups of units far easier. All the units and buildings will be instantly recognizable as well with the new units and augmentations giving you enough variety to feel like you’re playing Starcraft but not one that’s just a revamp of its predecessor.
What really seals the deal for the single player campaign of Starcraft 2 is the absolute uniqueness of every mission. Throughout the 26 missions that you’ll play through each of them has something different that will force you to rethink the usual “build big army, attack move to enemy” strategy that got you through other RTSs. From avoiding a rising lava tide to robbing a train to preventing (or not) Terran colonies from being purged by the Protoss you’ll always be trying to figure out the optimal strategy for taking out your opponent. Taking the last mission as a great example of this the list of strategies I have for finishing it are probably the most varied of any game I’ve seen before. It really is a testament to Blizzard’s ability to build a complex and intriguing game.
I initially lamented the idea of including achievements in the game as I viewed them as just something that “has to be done” these days, rather than something that enhanced game play. For most games this still rings true with many achievements being quite pointless and merely serve to try and increase the replayability of the title. Whilst achievements weren’t my foucs whilst playing through the missions initially I’ve found myself going back to get the achievements simply because they make you a better player for doing them. Many of them require careful force management or using carefully planned out strategies to accomplish the goal. I’m still under half of the achievements done but I can see myself coming back to finish them off for a long time to come as a single mission can be done inside 30 mins.
If there’s one thing we can attribute the original Starcraft’s longevitiy to it’s the multiplayer. Blizzard spent years tweaking and refining the multiplayer and it shows as it was one of the few games that anyone could call truly balanced. Starcraft 2 is no exception as whilst I’ve only just dipped my toes into the revamped Battle.net I quickly lost 4 hours on a saturday night playing 10 matches with one of my long timefriends. The party system and new socially focused interface made connecting with fellow Starcraft players extremely easy. Whilst I lament that they’ve removed LAN play I can see the reasoning behind it since the interface is so heavily integrated with Battle.net. Still they’ve thought of nearly everything from keeping the last 10 replays (since you never always remember to save the ones you need to) to make getting into a match no harder than a couple clicks and waiting for the match to begin.
What really binds this entire game together though is the story that Blizzard has masterfully crafted into an epic tale of redemption, love and loss. Each and every character is exteremely believable, all having their own motivations for being involved with Raynor’s quest. The interactions between the characters are real and there’s distinct growth for all of the major players as the story unfolds. I can’t really talk about it much more without spoiling any points that I feel you must experience on your own but rest assured Blizzards reputation of telling great stories with amazing games is not let down by the first installment in the Starcraft 2 trilogy.
I must also commend Blizzard for their 3D artists and animators. I’m a stickler for motion capture as the technology is at a point where it shouldn’t be hard to get it right. Starcraft 2 stanmds out as an example of not only getting it right but doing it so well that I didn’t even notice how well it was done until I took a step back to analyze it critically. The movements of the characters and units are fluid and most importantly they get the lip syncing spot on with the dialogue. After the disaster that was Alan Wake’suse of motion capture I was pleasantly surprised with the quality of Blizzard’s work. Additionally the full cinematic sequences are tear inducingly good with the attention to detail surpassing that of what I’ve come to expect even from 3D film production houses. I don’t think I’d be able to contain myself should Blizzard ever state they were going to make a full length movie of any of their franchises.
Starcraft 2 is one of those shining examples of a game where everything about it stands out as an example of how things ought to be done. The story and gameplay make for an extremely enjoyable single player experience that will provide you many hours of enjoyment even after you’ve completed it once. The multiplayer just plain works and once you’ve had your first taste of victory you’ll never be able to look at the shortcut on your desktop again without thinking about diving in for “one quick match”. Overall I can’t recommend the game enough for those who enjoyed the first Starcraft and wholeheartedly recommend anyone who considers themselves a gamer to play the game through at least once. 12 years is a long time to go between releasing a game but Blizzard has managed to make something that justifies the long wait and I can’t wait to see the next installment in the Starcraft 2 trilogy.
Starcraft 2 is available right now exclusively on PC for $79. Game was played on the Hard difficulty for all missions with approximately 30% of the achievements acquired in the first playthrough and around 18 hours of play time.