To The Moon was far from a perfect game. Its disjointed pacing, rudimentary game mechanics and inability to deliver a compelling story until its final chapter are all things that I’ve dropped lesser games for. However those final moments of the game are where it finally finds its feet, bringing forth an emotional ending that I certainly wasn’t prepared for. That was enough to make it my game of the year for 2012, edging out many other worthy contenders. Since then I’ve wondered if the developer would ever return to this universe or would simply let To The Moon stand alone. Had it not been for the joke trailer that did the rounds a while back I may never have known that Finding Paradise was Freebird Games’ second instalment in the series and was due out before the end of the year. Just like last time however Finding Paradise stumbles its way through most of the story before finally finding its feet right at the end.
The two doctors (Dr Watts and Dr Rosaline) make a return in Finding Paradise however their no longer from “The Agency”, it’s now Sigmund Corporation. Their mission however is the same: to grant a dying patient’s last wishes in the form of memory manipulation. This client is different however, there’s no one thing they want. Instead their only request is that they make them happy, ensuring that they don’t change anything relating to his family. What starts out as a routine dig into the patient’s memories soon takes a strange twist and the two doctors struggle to find out just what exactly it is that will make their patient’s last moments everything they wished for.
Finding Paradise retains the same look and feel of its predecessor with the typical trappings of a RPG Maker based game. The colour palette is a lot more vibrant and bright this time around however which initially led me to think that the graphics were much higher fidelity than they previously were. Looking back over my screenshots however this is definitely not the case. Yet again the soundtrack to Finding Paradise is exceptional with the title track setting the scene beautifully for what is to come. The credit song is also a hauntingly beautiful track, one that would stand well on its own without the game to back it up. Overall the game manages to feel new but familiar which is certain to delight fans of Freebird’s games.
The overall game structure hasn’t changed at all with it following the same puzzle structure as its predecessor did. Each scene is essentially a small puzzle, requiring you to track down memory orbs which you then use to unlock a memento in order to travel through the patient’s memories. To unlock the memento you then have to complete a puzzle which now takes the form of a Bejewled-esque matching game with a number of ancillary mechanics to give you a little bit of a challenge. Most of them however won’t take you very long to solve, indeed even the ones that appear challenging typically only require a few moves to complete. Just like before however these are not the focus of the game and simply serve as organic progression blockers between the individual scenes.
Despite the game’s simplicity and ostensibly similar construction to its predecessor there’s a few areas which are lacking in polish. Some of the mechanics don’t trigger properly, either requiring a restart of the game or loading up of a checkpoint in order to get them working as expected. There’s been a few patches since launch day so some of the more glaring issues have been worked out but there’s still a few teething issues as at time of writing. I’m sure these will be addressed as time goes on but it’s one thing I don’t remember experiencing in its predecessor. These small issues don’t detract much from the game itself however, the story does a good enough job of that.
Just like its predecessor Finding Paradise meanders along during the early events of the story, spending a lot of time building up the backstory to a lot of the characters. The game also spends far, far too much time on throwing out red herrings and building up the greater world outside of the main story, ostensibly setting it up for a sequel with a much grander vision than the previous two games had. Whilst I’m all for developers building out a bigger world that a small story can exist in Finding Paradise goes out of its way to spend a lot of time on doing this long before its revealed what its ultimate intentions are for doing so. This means that the first 2 hours or so of game play are largely irrelevant to the core narrative as the core of the story doesn’t get the attention it deserves.
The developers, who cheekily note on their website that they’re “Ruining sentimental moments, one badly timed joke after another”, manage to do that with surgical timing for about 75% of the games play time. There’s nothing wrong with a bit of levity in games like this, indeed sometimes it’s necessary to save you from being emotionally drained with topics like this, however there were several key moments that were utterly ruined by sequences that added absolutely nothing to the story, world or the characters themselves. At this point I understand that this is the developer’s style and is done deliberately but that doesn’t mean it’s a good way to tell a story like this. If there’s one bit of advice I can give them it’s this: don’t sacrifice the small emotional climaxes for a laugh. Those small moments will mean so much more if they’re not devastated by a juvenile joke the second after they’re told.
However, right at the end, is where Finding Paradise begins to find its legs. As you begin to discover the core of what the patient’s last wishes are the revelations start to come thick and fast. The final moments are, just like they were in To The Moon, incredibly bitter-sweet and are sure to bring a few tears forth for those whose hearts aren’t made of stone. Finding Paradise does lose a bit of cred for loudly screaming about the potential for a sequel right at the end but all shall be forgiven if they can take some lessons learned from their last few games to heart and build it into something truly sensational (and free of emotional moments ruined by jokes).
Finding Paradise keeps the same formula of what made To The Moon great and, unfortunately, many of the things that should have been left behind. The visual style and accompanying soundtrack are both stand out items of the game, each of them contributing greatly to the telling of the main narrative. The mechanics are largely the same with the new puzzle mechanic being a nice touch. However the disjointed pacing, sacrificing the story’s key moments for the sake of a joke and the attention given to building out the world for an impending sequel are missteps that Freebird Games should not look to repeat in future games. The ultimate conclusion does save the game from itself however but that doesn’t mean that the developers should simply look to repeat this yet again. Finding Paradise might not reach the same heights as its predecessor but it still managed to evoke the same bittersweet feelings that brought this old reviewer to tears.
Finding Paradise is available on PC right now for $9.99. Total play time was 4 hours with 100% of the achievements unlocked.
It was only last month that I reviewed Destiny 2 and so you’d be forgiven for thinking that Bungie was quick to pull the trigger on releasing the first expansion, Curse of Osiris. For us PC only players it is indeed quite a short time, I myself only reaching light level 305 the week prior. However for console players (who I assume make up the majority) there’s been a dearth of content for the past month and many have cried out in anguish over the lack of things to do. For a multi-title gamer like myself that’s a non-issue, there’s always something else to play, but for those who’d like to make Destiny their single game of choice it has become a constant source of angst. This expansion then would hopefully satiate the crowd long enough so that Bungie could implement more wide reaching changes to incentivise players to come back again and again.
Unfortunately for those dedicated players I don’t think Curse of Osiris accomplishes that but, for people like me, it’s a well timed injection of content that will likely keep me around for just that little bit longer.
Curse of Osiris takes you to Mercury, the forward base of the Vex and home to the Cult of Osiris, a group of people who’ve dedicated themselves to an incredibly powerful warlock that was exiled by the Vanguard. He hasn’t been heard from in some time however some of Ikora’s agents relay some information that indicate he may still be alive. This then takes you to Mercury, a world that was once transformed by the Traveller into a lush garden world which was then converted into a massive machine by the Vex. That machine is actually a massive simulation engine called the Infinite Forest, a place where the Vex attempt to gather data in order to formulate strategies to accomplish their goals. Rumour has it that Osiris is alive in there, thwarting all of the Vex’s attempts to simulate their way to victory.
Graphically there’s been no changes but the new patrol area of Mercury and the raid lairs retain Bungie’s signature level design, renowned for its high level of detail and quality. Personally I’ve always been a fan of the Vex artistic direction, the Cabal and Fallen feeling rather boring and routine by comparison. So it follows that this is probably my favourite expansion so far from a visual perspective. The new patrol area isn’t particularly big nor very diverse so it does wear on you quickly. However the other environments retain the typical visual diversity I’ve come to expect from the Destiny franchise so it’s not all bad thankfully.
In terms of new content Curse of Osiris brings with it a new campaign that will run for about 2 to 3 hours, a new “raid lair” which amounts to a couple jumping puzzles and a single boss fight, and a few more progression related mechanics to make a few activities relevant. In terms of how this compares to previous expansions its pretty much as expected, the only one that seemed to drastically deviate from that being The Taken King. For this writer it came at almost the perfect time as I had cleared the raid multiple times (to the point of being able to do it in an hour with the right group), hit 305 and was starting to question whether or not I’d continue playing. So for a casual-core player like myself Curse of Osiris fit in perfectly however, for others, it’s likely too little too late.
Destiny 2 brought with it a lot of streamlining of the original’s mechanics, quite often to the benefit of both players and Bungie. However some of the changes took away some of the reasons that kept old school players coming back. Indeed many of the recent changes that have been introduced were things that were already present in the original, making it feel like we’re simply restarting the development process that was already completed. So for those who made a home in Destiny as their game of choice I can definitely understand where their concerns come from as many of the things that kept them back before simply aren’t there anymore. However for someone like myself these changes have been fantastic, allowing me to do so much more in much less time.
This is, of course, the long running debate of any MMO game: hardcores vs casuals. The hardcore players want mechanics that reward the long slog, things that take time to achieve and put them on a pedestal above those who don’t spend as much time in the game as they do. Casuals on the other hand want to experience everything the game has to offer in a much reduced timeframe. This war is, typically, won by the casuals as they usually make up the majority of a game’s player base. As I’ve grown older and I find myself with less and less time to put into games like this my consumption of these titles has shifted and those that provide mechanics to cater to my more casual-like habits get rewarded with my hard earned dollars. That’s the only reason I still play World of Warcraft from time to time as I know that I can see all the game has to offer without signing my life away. Of course I’m not every player, but I think I’m closer to the average than most hardcore players would like to think.
I mention all of this because it seems that the Destiny community at the moment is at something of a crossroads. Previous expansions typically had a decent honeymoon period where everyone would sing its praises for about 2 weeks. Then slowly the issues would start to emerge and maybe a month or so later there’d be the usual bitching about there being no content or nothing for them to do. Right now we’re just over 3 months into Destiny 2’s live and with the first expansion under its belt we’re already seeing those complaints and Bungie has even cancelled livestreams in order to address them. Regardless of the outcome of the changes the decisions Bungie makes today will set the direction of what the game is to become over the next few years; whether it follows World of Warcraft or becomes a hardcore nice like EVE: Online.
Despite all this however Destiny 2: Curse of Osiris is a fantastic, if a little short, expansion to the Destiny 2 universe. For players like myself it dropped a just the right time, hooking me right back in when I was getting ready to jump out. Fleshing out the world’s backstory through a solid campaign has always been one of my favourite parts of Destiny and this expansion delivers that well. The new progression mechanics are interesting if a little grindy for my tastes. The new raid layer brings with it some of the more interesting and unique encounters we’ve seen to date and, hopefully, that trend continues with further expansions. Overall whilst it might not be worth $20 just on its own as part of the collector’s edition or as a season pass Curse of Osiris certainly provides some good content at a reasonable price point.
Destiny 2: Curse of Osiris is available right now on PC, PlayStation 4 and Xbox one right now for $19.99. Total time spent in Destiny 2 now totals 59 hours, approximately 8 hours spent in Curse of Osiris.
I can’t remember a time when I was told by so many disparate people to not play a game. To be clear I don’t think the controversy surrounding Battlefront 2 is unjustified as the trend towards including what amounts to gambling in nearly every AAA title feels like a massive step backwards for the industry. More it’s the fact that the game itself looked fun, even with the microtransactions and loot boxes taken into consideration. So I went against everyone’s advice and bought a copy of the game thinking that, at the very least, it’d be worth it just to play another campaign in the Star Wars universe. Whilst that didn’t turn out to be the highlight I was hoping it to be the multi-player has been surprisingly fun, if marred somewhat by the loot box bogeyman.
The campaign centres on Iden Versio a member of the elite Inferno Squad, an Imperial Special Forces Commando unit, formed after the destruction of the first Death Star. She was on Endor when the second Death Star was destroyed by the rebels, splintering the Galactic Empire. The Emperor’s death triggered a secret contingency plan to ensure that the Empire retained control of the galaxy: dubbed Operation Cinder. Iden is then sent on a set of unusual missions to prepare for it when it becomes clear that the mission will be far more sinister than anyone planned for.
Battlefront II, like its predecessor, makes use of the Frostbite 3 engine which once again provides for some absolutely stunning visuals. Of particular note is the lighting which is simply without peer in any game I’ve played this year. Beyond that it’s impressive the amount of stuff they’ve managed to cram into every level and set piece, both in the campaign and the multiplayer. Those pretties do come at a cost however and whilst my near 3 year old machine was able to run everything on high @ 1080p I’m sure anything beyond that would’ve turned the whole affair into a slide show.
The core game remains largely the same, retaining the star card system and reworking the hero/more powerful classes to use a “battlepoint” system that allows you to buy them once you’ve accumulated enough of them through attacking other players, achieving objectives or, funnily enough, straight up dying enough times. Progression is, unfortunately, inexorably tied to the loot crates which drop star cards and crafting materials you’ll need to level up your class of choice. You can buy these crates with in-game currency you earn through playing however so you don’t have to spend money to get there but I’ll be damned if a bunch of people didn’t do exactly that. The same game modes make a return as well with the trademark 40 on 40 battles being the go-to favourite of many players. An “Arcade Mode” was introduced to get you used to the various non-standard classes, something which can be rather painful to do in the multi itself. All in all it’s pretty much the same game as Battlefront was with the progression mechanics all mixed up in a microtransaction hell.
Combat feels the same as it did in its predecessor, meaning that aiming down sights does nothing and the third person camera gives you the spatial awareness you’ll need if you want to be at all effective. Yet again it took me a little while to get used to it, my FPS tendencies that had been bedded in by Call of Duty and Destiny 2 needing to be shaken off before I felt like everything had clicked. Of course the power level between me and my foes was immediately apparent; fights that felt like they should have been even turning out to be anything but and I couldn’t go 2 steps without a sniper removing most, if not all, of my health. As I learnt the maps and started to progress a little this started to happen less often but it’s unfortunately obvious that those who’ve opened their wallets have a distinct advantage.
You see how you level a class in Battlefront II isn’t through playing them, no you level them by crafting star cards for them. Each of the cards you craft (or receive through loot boxes) adds to your “card level” for that particular class. Each of the cards has 4 power levels, each of which provides more benefits than the last. You can’t, however, craft the best card right from the get go. No instead you must craft a bunch of lesser cards (most of which you’ll likely never use) before you can unlock the next tier of upgrades. This means your best bet is to focus on a single class and craft a build that you feel most comfortable playing for a long time. After then you can start fleshing out the other classes like the upgraded troops, vehicles and hero characters. If this is sounding like a lot of work it most certainly is. I’m about 6 hours into the multi and my assault class is card level 10 with a few others around the 2 or 3 level. This hasn’t stopped me from being somewhat effective (I do about average it seems) but its hard to deny that a disproportionate number of those at the top are ones who’ve splashed a bit of cash around.
Worse still this also has a limiting effect on how you can play as the “upgraded” classes, vehicles and hero classes can feel woefully underpowered when you go from your preferred, card levelled class to them. Even if you do manage to get enough battle points to spawn one of them it’s quite likely that someone has already done the same, locking you out of playing one of them. Of course you could spend some credits to unlock another hero class (ranging in price from 5,000 to 15,000 credits) but, yet again, that’s an advantage that someone who’s shelled out cash is going to have over you. It’s possible that these issues are somewhat magnified due to my relative tardiness in getting around to playing Battlefront II but, honestly, systems like this that reward you with just flat out better gear incentivize all the wrong things in titles like this.
It’s a right shame as the game is actually playable this time around and, honestly, quite fun. Whilst there are still issues with matchmaking, like a lack of team reshuffling between matches and the lack of a leavers penalty, there’s at least a relatively healthy community on PC now. No longer do I have wait ages for a spot in the single galactic war match, hoping that I end up on the winning team so I can farm some easy credits for an hour or two. Nope instead there’s always multiple games cranking and, on average, there’s a 50/50 chance of finding yourself on the winning side. It even got to the point where I figured I should finish the campaign, just for good measure, but honestly felt that I’d much rather enjoy playing a few multi games rather than going back to it.
The reason for that is, whilst parts of the campaign have their moments, it just falls somewhat flat from a story perspective. It’s a highly predictable one for starters, following the typical “bad guy realising they’re the bad guy” trope which makes it hard to really connect with anyone in it. Like most multiplayer focused games it’s also mostly an extended showcase for the levels you’ll be playing later, loosely stitched together with fragments of a story so there’s a reason for you to visit all of them. I didn’t finish it in the end but, honestly, I had most of the story played out in my head already (and a quick trip to the wiki shows that I was pretty close to the mark). All in all, whilst it’s commendable that EA DICE listened on this one particular thing they could have at least put just a tiny bit more effort into it.
Star Wars Battlefront II is a great game that got itself mixed up in the wrong crowd. When it comes down to it the flagship game mode, Galactic War, is a bunch of fun, capturing that feeling of being part of something much larger than yourself when you’re playing it. However the whole progression system being heavily tilted towards getting you to shell out for loot boxes means that the overall experience suffers greatly as a result. EA DICE may be making steps towards fixing it but we all know what the end game is here: placate us long enough so that the idea of paying for loot boxes becomes palatable again. Honestly it’s a right shame as beneath all of this is a great game that begs to be played, one I know a lot of people would enjoy.
Star Wars Battlefront II is available on PC, PlayStation 4 and Xbox One right now for $59.99. Game was played on the PC with approximately 7 hours of total play time.