For the gamers who grew in the age where Nintendo dominated the home console market there’s no series more ingrained in our psyche than that of The Legend of Zelda. I can remember spending countless hours on each of the titles, from A Link to the Past all the way up to Twilight Princess. I haven’t been back since then however, the few titles that came out over the past decade passing me by. So when I saw the first few screenshots of Breath of the Wild I was lost for words; it looked to me now what Ocarina of Time, my personal all time favourite Zelda game, looked like to me back when I was 13. Instantly I was sold, not just on the game but on it’s accompanying console. Sure I may never use it again but it was either a Switch or a WiiU and, honestly, the Switch was the better of the two. So there I was on launch day to pick up my new console and copy of Breath of the Wind and I’ve spent a great deal of the following weeks playing through it.
Truly, this is a Zelda game for the ages.
Awakening in a tomb you find yourself, Link, without any memories of what led you to here. You quickly learn that you’ve been asleep for 100 years with the land of Hyrule beset upon by the ancient evil of Calamity Ganon who is sealed inside Hyrule castle by Princess Zelda’s magic. There are a few who recognise you and are able to give you an idea of the person you once were. One thing is clear however: you are the champion who must take purge Calamity Ganon from Hyrule. Doing so won’t be easy however as the vast array of mechanical beasts that were designed to protect Hyrule have been usurped by Ganon for his own nefarious means. It is up to you then to purge the corruption from these beasts and bring them back to the light for only then will you be strong enough to face Ganon in a final battle of good and evil.
At a fundamental level Breath of the Wild’s visuals are one step behind the current generation, which is par for the course for titles on the Nintendo platform. It uses a style similar to that of Windwaker, favouring a kind of cartoony visual aesthetic. This is boosted significantly by the inclusion of modern lighting techniques, higher resolution models and textures and generous use of particle systems. For the most part things run pretty well however there are quite a few cases when the Switch would get bogged down. This is most notable in towns with a lot of NPCs in them, areas with quite a lot of visible grass or when you manage to give the physics engine a lot of work to do when you get “creative” with combat or puzzles. There’s also the issue of pop-in for larger areas on the Switch, an issue I’ve heard is a lot worse on the WiiU version. For a first party title on a new console things like this aren’t entirely unexpected, however this is their flagship title and these issues should have been caught in QA. It’s also strange to note that this is apparently completely avoided by undocking which, whilst a solution for some, isn’t the way I wanted to play Breath of the Wild.
Like all Legend of Zelda games before it Breath of the wild is a deep and expansive RPG, putting you in an absolutely massive world with countless things to do. There’s the main story line of course which follows the shrine/temple trope that’s well established in the series. There’s also just over a hundred smaller shrines which are short, self contained puzzles that award your spirit orbs (equivalent to the quarter heart containers, but can also be traded for stamina) on completion. Like many open world RPGs there’s also about a dozen or so towers for you to climb in order to unlock the map for the area, each of which presents its own set of unique challenges. Along your way you’ll collect various bits of armour, weaponry and crafting materials to make your journey easier. Gone are the gadgets of Zelda games of past (a single tear may have been shed for the lack of a hookshot) replaced instead by “runes” which allow unlimited use of a few choice abilities. You can now also climb pretty much every surface under the sun, limited only by your stamina wheel. Further to this you have a glider which allows you to leap from any height and glide gracefully down. Even this list probably only touches on less than half of what you can actually do in the game as there’s just so many things to do.
Combat is a kind of “Dark Souls Light” experience. Enemies telegraph their moves well in advance of executing them allowing you to dodge, parry or interrupt them. Depending on the enemy you’re facing they may have certain weak points you can exploit or elemental weaknesses you can make use of. Additionally some enemies are better blocked than dodged, parried rather than interrupted and so on. With previous Zelda games mostly focusing on enemies having one trick you need to work out a deeper combat experience like what Breath of the Wild provides is refreshing. There are still tricks of course (like stasis working on pretty much every enemy in the game) and learning them will make the difference between a frustrating grind and a swift beat down. The combat however highlights probably the worst mechanic in Zelda, one that tarnishes the game’s core tenet of rewarding exploration significantly.
Every item you get in the game (bar a couple, like the Master Sword and a few rewards weapons) have a limited durability. Now this isn’t the normal kind of durability which would require you to shell out cash to repair them. No instead any weapon, shield or bow you find as a limited lifetime before it breaks and disappears from your inventory. Whilst this does encourage some…creative ideas to ensure that your weapon stash is always stocked with what you need (like using crap weapons against crap enemies, since the durability hit is the same regardless) it takes out all the fun of spending ages exploring a random area in the hopes of getting rewarded with a really cool item. Every item you get is going to disappear and so you’ll horde as many as you can, using whatever is available even if its sub-optimal just so your best ones are ready just in case. Even worse if you happen to accidentally throw your weapon or use a shield to parry something that shouldn’t be parried you’ll instantly break them, potentially leaving you scant for better options. To be sure the game throws a fair amount of kit at you to ensure you’re never left wanting but it means that getting, and keeping, the best items in the game is an exercise in farming, not in rewards born out of discovery or hard work.
After an initial stint in the starting area Breath of the Wild becomes a true open world experience, allowing you to complete missions in any way you deem fit. There is, of course, an optimal way to do some things but it doesn’t appear to affect things too much. This will mean that everyone’s experience will be unique, the way in which they played through the world of the Breath of the Wild dictated by numerous factors. For instance whilst my friend and I both coincidentally did the elephant divine beast first we didn’t do any of the others in the same order, meaning the tools we had available to each other were wildly different. We were also playing the game in very different ways: me with Google and the Zelda wiki open on a second monitor and he not wanting to cheat himself (although he said asking me didn’t count!). As with all open world games this does mean there’s a bunch of repetitive stuff to do if you’re so inclined but there’s also a bevy of random encounters that are delightful (and sometimes rewarding) if you happen across them.
The more concise and logically laid out (looking at you Water Temple) temples in the form of the divine beasts really are the standout feature of Breath of the Wild. Using your map to physically alter the entire environment you’re in, whilst not a completely original concept, is executed brilliantly. It forces you to not just think of the puzzle at hand but also how the environment can be changed in order to solve it. Out of all of them my favourite has to be the camel divine beast as it was the most complex of the lot. The salamander and bird by comparison felt relatively simplistic, however that may have just been because they were the last 2 I did and I had cottoned onto all the tricks that the game designers were using. Again it’s a bit of a shame that exploration isn’t as rewarding as it could be here, with limited durability weapons and run of the mill consumables the typical reward, as some of the environment interactions needed to obtain them border on the clinically insane.
The shrines, which are kinds of mini-temples, are also great little distractions. The fact that you’re given all the tools to complete them right at the beginning of the game is very much appreciated as it means you’re not constantly re-treading ground in order to get the next item or upgrade. I do wonder if some of them were fully tested before release however as some of them can be completely bypassed with what appears to be emergent game play mechanics. Some things seem intentional, like circuit puzzles being able to be solved by using metallic weapons or shields, but others, like the ball rolling puzzles that use motion controls, can be bypassed by turning the controller upside down. Either way the fact that you won’t be stuck in one for more than 15 minutes or so is great, especially when there’s over 100 of them to complete.
Crafting, whilst functional and rewarding, could do with a few tweaks to make it a little bit more useful. For instance, in order to cook something, you have to go to your inventory, select the ingredients, get out of the menu, throw the ingredients into a cooking pot and then wait for them to cook (skipping saves you about 2 seconds, total). You can discover various recipes by combining things together, although most of the time you’ll be focused on effects or the number of hearts something it restores. The problem here though is that if you want to make say, 10 of something, there’s no way to quickly churn them out. Instead you’ll have to repeat that process I outlined 10 times over. Worse still whilst you can “discover” recipes there’s no book or anything in them, all you can look at is food you’ve already made to see what went into it. There’s also no real way to tell an ingredients effect relative to others in its category (besides heart restoration), something which is rather annoying when it comes to making elixirs. Sure you can hazard a guess that the more rare monster part is better but it’s nigh on impossible to understand just how much better it is.
The inclusion of something like a recipe book, one that would let you say queue up cooking multiples of recipes you discovered, would go a long way to solving this issue. Additionally having something like an ingredients page in the same book, one that details relative strengths of ingredients, would make cooking a little less…messy. Sure I understand that the whole idea is to get you to explore and experiment but, honestly, after a certain point I’d like to be able to min/max things without constantly referring to wikis and Google if at all possible. There’s also a missed opportunity in allowing you to craft bits of armour, arrows and other things which could add yet another level of depth to the crafting system. Overall it’s not bad, I mean who doesn’t love the little cooking tune, but there’s still a lot of room for improvement here.
Where Breath of the Wild really starts to shine is in the absolutely staggering breadth of the world you’re in. I spent countless hours exploring numerous areas, finding inventive ways to climb mountains and trying to see how I could glide from peak to peak so I didn’t have to wrangle my horse around everywhere. Even at the point where I figured I had explored pretty much all the game I discovered not 1, but 2 whole new zones that were packed with quests and new areas to explore. If I’m honest I was only in those areas to chase down a specific set of armour for my final fight with Ganon but just getting to those points required a good hour or two of walking around to get to where I was going. It was on this specific journey I also found out that there was a kind of NPC I didn’t know existed in the game and, had I known about them earlier, it may have changed my idea on how to approach certain parts of the game.
Whilst the in-general exploration is tarnished somewhat by the lack of strong rewards (as I mentioned before) the targeted, specific exploration that you’ll do to unlock certain key things is most certainly rewarding. The master sword quest, one which sees you follow an incredibly long chain of events (if you do it normally) showcases a lot of things that you’d be kicking yourself if you missed, especially if you’re a long time Zelda fan. My quest to get the barbarian armour, and then upgrade it, took me to 3 different corners of the map and then all around the place hunting Lynels so I could get their horns. Ask anyone who’s played Breath of the Wild and they’ll likely have another story about how they spent an inordinate amount of time chasing something down and just how much of a delight it was. It was the same kind of feeling I felt when I eventually caught that blasted eel in Ocarina of Time, one of those moments that will be hard to forget.
Of course the real attraction of any Zelda game is the story and Breath of the Wild most certainly delivers here. All the usual suspects are here: you have no memory of anything, Zelda is the princess you need to save, Ganon is the evil you must defeat and the various races are still their charming selves. Strangely, unlike previous Zelda games, there’s little talk of the triforce and its influence on those who wield it. There are some references to it, mostly through the various shrines that have the same names as each of them (courage, wisdom and power) but they are no longer what imbues each of the main characters with their respective traits. However the characters are given an in depth exploration of their backstory, thankfully without resorting to massive gobs of text. Finding your lost memories reveals the nature of Zelda’s relationship with Link, her father and the people of Hyrule in great detail, something which makes the final battle with Ganon all the more satisfying.
MILD PLOT SPOILERS BELOW
Whilst not every quest or story is something I’d hold up as an example of good storytelling Breath of the Wild has some exceptional moments. Freeing each of the divine beasts, and the conversations you have with your former companions, is both an exhilarating and heart wrenching experience. The Mipha story stands out particularly in this regard, her love for Link being the link which converts even the most hardened Zora to begin to trust the people of Hyrule once again. The final battle with Ganon (which I had all 4 beasts for) had me loudly cheering at my screen, the culmination of the dozens of hours I had put into this game coming to a massive crescendo. When most games’ endings are trite, littered with not so subtle references to an incoming sequel, Zelda’s is one of perfection. It’s also very much worth collecting all the memories before you embark on the final battle as it adds another scene, one which honestly melted this jaded gamer’s heart. Just thinking of it brings back tears, it was that beautiful.
PLOT SPOILERS OVER
Zelda: Breath of the Wild is a shining example of what Nintendo is capable of when they put their minds to it. The world is incredibly expansive, begging to be explored and filled with all the story elements that we long time Zelda fans desire so much. It’s hard to summarise what makes this game great in a single, or even multiple, paragraphs as there’s just so much to love. I will temper that by saying that it is not a perfect game, like so many other reviewers are saying, but it is most certainly a title to which I will compare many to from now on. Breath of the Wild managed to do what a decade of Zelda games has failed to do before it: convince me that it was worth playing and then blow away my expectations. I don’t think I can name a game that will be forever defined by its flagship launch title but Zelda: Breath of the Wild will be forever synonymous with the Switch and all other releases will have to live in its shadow.
I don’t care what kind of gamer you are: Zelda: Breath of the Wild is worth your time.
I’m not usually a fan of reaction based games, mostly because they do a great job of highlighting just how bad I am at them. Sure there’s a sense of accomplishment once I get there, but it often feels like I’ve either brute forced my way through or just lucked out. However seeing people master games like that can be quite entertaining, like watching Rocket League pros juggle a ball like it’s nothing. Ballistic falls along similar lines for me, being incredibly frustrating to play but would definitely make for good watching should someone decide to take the time to master it.
There is a vague notion of a plot in Ballistic, you being some kind of weapon of mass destruction set out to stop someone from capturing a planet (or something along those lines). What you are is a giant geodesic ball that can roll along any surface, shooting itself in any direction at incredibly high speed. Anything you come into contact with is instantly obliterated and that includes any innocent bystanders who happen to be in the way. That sets up the premise for the game: wreck a bunch of things and then find the teleportation pad to take you to the next level. Like many skill/twitch/reaction based games it’s a simple concept that’s incredibly difficult to master.
Ballistic uses the Unreal Engine 4 which means that, at a base level, the graphics aren’t bad. They’re quite simplistic, consisting mostly of highly glossy surfaces and geometric shapes, which is fitting given the Outrun-ish theme it seems to be going for. When you’re moving everything turns into a glorious blur of neon but, when you inevitably hit something you get an up close look and things aren’t as great. All the people models have to be store bought assets as they simply don’t fit the aesthetic of the game at all. The other various models (like the guns and whatnot) fit a little better but they’ve obviously been designed to not be looked at too closely. For more skilled players this might not be an issue but for someone like me, who seemed to spend more time still than blasting past, it was hard not to notice it.
The challenges the game presents you are usually pretty simple. Most of them will be a variation on move here, kill this thing and then find this other thing to complete the level. Sounds easy in theory but wrangling the ball to do what you want it to do is a challenge all in of itself. You have a couple controls at your disposal: roll, which allows you to move whilst you’re flat on a surface. Boost which pushes you in the direction of the camera and bullet time allowing you to more precisely aim your shots. You’d think that with these tools it’d be relatively easy to navigate your way around however it’s akin to trying to play billiards in three dimensions more than anything else. In order to get to a certain point you’ll have to estimate your current momentum, what you can add via boost and your time in flight before you hit there. Doing all these things whilst you’re blasting past everything at a million miles an hour is quite the challenge.
That being said once you get a handle on how things all slot together you can more accurately place yourself than you would otherwise. Mashing the boost button the second you leave a surface is most certainly the wrong thing to do, often leading you into unrecoverable situations. Nor is attaining maximum speed the solution to everything as once you get past a certain point the amount of influence you have over where you’re going is diminished significantly. In the end the challenge that Ballistic provides is one of balance: you have to figure out the right mix of everything to achieve your objective. Suffice to say it’s not the easiest game around, one that’s barely deserving of the “casual” tag it’s got itself on Steam.
Ballistic is an extremely challenging momentum based skill game, one that this writer would likely recommend for fiends who enjoyed similar games like Rocket League. The retro soundtrack is what attracted me to it in the first place and, unfortunately, the game play wasn’t enough for me to stick around for too long afterwards. Make no mistake, this is a challenging game, one that will reward those who take the time to master its momentum based mechanics. If, like me, you were seeking something a little less intense though it might be the wrong thing for you. For a specific subset of gamers Ballistic’s challenges will provide the kind of intense action they crave however, for this old gamer, I think I’ll leave my play time with it where it stands.
Ballistic is available on PC right now for $12.99. Total play time was 1 hour.
Better late than never, right?
Last year, due to my increasingly busy work schedule and my first holiday in 5 years, saw me review a meagre 42 games. Still in that bunch are all of the big hits of last year, some ones I had been looking forward to and, of course, one so-bad-it’s-bad title I played to remind me of how good we have it. Yet again I found myself struggling to crown a winner this year although this time around there were no less than 6 titles that could have easily taken it away. As always here’s the list of last year’s games in chronological order so you can refresh your memory if you so see fit.
First off I’ll award this year’s wooden spoon to The Technomancer from consistently B-grade developer Spiders. They’re a developer that has ambitions of being one of the top RPG developers like Bethesda or Bioware but unfortunately they just don’t have the resources to do so. Every one of their games is packed with all the features you’d expect of a larger RPG but, unfortunately, none of them work properly or integrate well. So what you end up with is a mish-mash of mechanics that are loosely coupled together, never quite reaching the level to which the game aspires to. Honestly all they need to do is narrow their focus and get a few core things right to make the next step up. However that never seems to happen and they continue to aspire to greatness they simply can’t yet achieve. Still The Technomancer was their best game yet, but that was a low bar to jump over.
This year I want to give honourable mentions to 3 titles that are fantastic games in their own right but didn’t make the top 3. Rise of the Tomb Raider is one of those rare sequels that manages to surpass its predecessor. It also managed to set up its sequels without ruining the plot of the current instalment, something which is almost never done well. Uncharted 4 was the conclusion that the franchise needed and was done so well that few could argue there was a better way to send off Nathan Drake. Whilst it might be sad to say goodbye to the franchise, at least in this form, it will long stand as one of the must-have titles for the PlayStation platform. Lastly Firewatch, whilst not sharing the same high score as the rest of the honorable mentions, was by far one of the most engrossing experiences to come out of 2016. If you haven’t yet taken the time to play it I very much recommend you do as its 3 hour play time just rushes by.
So without further ado my Game of the Year for 2016 is:
Blizzard’s Overwatch, rising from the ruins of the failed next-gen MMORPG Titan, is yet another testament to the venerable developer’s prowess when it comes to game development. I had been involved in the closed beta for some time before it launched and was still thoroughly excited to play it again on launch. The nearly 100 hours I’ve spent in game after then is a testament to just how well crafted Blizzard’s new team based shooter is. Combine that with the world building that Blizzard has continued to do long after its initial launch and you have a game that’s engrossing both from a mechanical and story telling perspective. Whilst my views on it may have soured since then (most likely due to the pressures that come from ranked play) there’s really no disputing that, at the time, it was head and shoulders above every other game I played last year.
Titanfall 2 comes in at a very close second as I’ve put in just as many hours into it as I did Overwatch. With the Call of Duty instalment lacking somewhat this year it was great to see Titanfall 2 step up into its place, providing the fast paced run and gun action that I enjoy. Considering how flat the original Titanfall fell after its first few weeks it was great to see the community stay stable for months after launch in the sequel. It’s not everyone’s cup of tea, the low time to kill meaning that the skill gap isn’t as big as it is in other shooters, but for spammy rushers like myself it’s just the right blend of balls to the wall action and mech based combat.
Lastly Inside, the spiritual successor to Limbo, comes in at third. For Playdead it was a pivotal moment, one that would either cement them as the king of the genre they helped create or see them cede it to others. Suffice to say Inside managed to improve on the Limbo formula in almost all regards, modernising the idea in just the right ways. It’s short play time, speculative story and carefully crafted visuals all combine together into a seamless experience that few other developers would be able to replicate. If you played Limbo or any of its numerous clones then it’s well worth spending the afternoon playing through Inside.
We’re already in the thick of 2017’s releases and I’m already impressed at the calibre of AAA titles that have come out this year. I’m going to have to make a concerted effort to keep up the 1 game per week cadence, something which I’m already unfortunately behind on. However it’s looking like another solid year for us gamers, one that I’m very much looking forward to.
Onwards and upwards, dear readers!
My history with fighting games runs long and deep. Street Fighter 2: Turbo was my introduction to the scene with my brother and my local friends often battling it out for hours on end. The obsession continued through multiple console generations and titles like Tekken and Soul Calibur. It’s always been a genre that has only ever done well with local multiplayer, the few forays I’ve had into online fighting games stymied by lag (a sin in a frame perfect world). So when I saw For Honor, a fighting game/hack and slash hybrid, I was instantly intrigued. However the execution has unfortunately brought back some bad memories whilst cementing a few not-so-great ones.
For ages the world of man has been at war, spurred on by the upheaval of the world that came without warning. But the world has always searched for peace and for a time it has come. However there are those who seek to return the world to war; to find the strongest to rule over the weak. You are but a pawn in this war, ordered to do the bidding of Apollyon: the one who seeks nothing more than eternal conflict. Are you a sheep who awaits their slaughter? Or will you rise as a wolf among those sheep and feast upon those who fall to your blade.
For Honor is a spectacular looking game, one that’s sure to make good use of all the horsepower available to it. This comes to us care of the AnvilNext 2.0 engine which has powered the last 2 Assassin’s Creeds, Steep and Rainbow Six Siege. All the modern trimmings like physically based rendering, proper global illumination and realistic cloth and weather systems are all present and very noticeable. It’s one of the few games which, at least on my system, looks far better in the cut scenes that aren’t pre-rendered. If you’re playing on PC it’s probably worth tweaking a few settings as the selected defaults are a little weird, like turning v-sync on by default (a sin for us G-Sync/FreeSync users). It also manages to maintain fairly consistent performance even when there’s a lot going on, something which is unfortunately rare these days.
The combination of a fighting game with a hack and slash is For Honor’s selling point; an attempt to recreate the kind of epic knightly battles we’re all used to seeing in movies. How it works in practice is thus: you’re on a battlefield with other players (and AI, if you’re playing a mode with them) and when you and another player lock eyes with each other you go into fighting mode. After that point it’s quite like a traditional fighting game with all the combos, blocks and parries that fighting game veterans will be familiar with. Of course if you’re playing with more than one other player there’s every chance you’ll be ganged up on (or be doing that yourself to others) which changes the fighting dynamics considerably. Outside of that part of the game you’ll likely be running around slaughtering the AI whilst capping points. There’s 12 classes to choose from and as you play through the game you’ll unlock new abilities and loot to customise both your looks and stats. It’s a lot to take in at first look but the mandatory tutorials ensure that you’ll have a firm grounding before you’re thrown into the mix with other players.
The online combat however unfortunately suffers from what all online fighting games have: lag. For Honor is probably the only game that I know of that utilises a peer to peer netcode that also includes each player running their own simulation. What this means is that, instead of one player keeping the game state consistent (which can give rise to the “host advantage” issue) each and every player is calculating the game state. When you’re playing this means that your ping is different to each and every player on the battle field, leading to rather inconsistent results. Moves that would appear to work perfectly on one player will seemingly fail to work on others, some players will glitch around whilst others don’t and, worst of all, one person desynching can end up completely trashing the entire game state and killing the game (I had this happen no less than 3 times).
Part of this is due to the matchmaking which seemingly struggles to find a game even at the busiest periods of the day. Even during “very high activity” periods, as identified by the game itself, it would still have to look at all regions and all player skill levels to find me a game. Undoubtedly this has led to me being matched with people who have pings in the hundreds of milliseconds to me which means we’re dozens of frames apart from each other. It might not sound like much but it can be the difference between being able to parry attacks and getting hit every single time. This lacklustre matchmaking meant that no two games played out the same way, each of them having some kind of annoying lag or netcode related glitch that impacted on game play.
The UI, which was obviously designed with consoles in mind, also needs some love in order for it to be usable. Menu items appear to defy common conventions for where they should be with numerous things stashed under Social or Multiplayer for inexplicable reasons. Further to this the party system, whilst allowing you to send invites in game, requires you to Shift + F2 to accept an invite through Uplay instead. I wouldn’t even bother mentioning a minor annoyance like that if it wasn’t for the fact that the parties also seem to randomly drop players whenever the game feels like it. Honestly for a game that had a relatively long closed beta, as well as a shorter open beta, I would have expected teething issues like this to be sorted already.
The loot system teeters on the edge of being pay to win with obvious gaps between players who’ve dumped cash on it and those who haven’t. Whilst it’s tempered by the fact that all loot is a trade off some are far, far better trade offs than others. This means that, when you’re not matched against similarly geared players, it’s an order of magnitude harder to win than it is otherwise. If you’re skilled enough sure, you can still beat them, but if they’re even mildly co-ordinated there’s really no point in sticking around. Indeed since there’s no penalty for leaving games you should do exactly that if winning is a distant possibility.
The amount of effort put into the single player is surprising, given that much of the game’s marketing focused on the online multi aspect. Unfortunately it’s not particularly engaging as fighting AIs are either outright cheaters or a push over. The story is also somewhat confused, seemingly searching for a reason to match up all the various factions against each other at least once and to demonstrate all the multiplayer maps. Personally if they had gone multi-only I don’t think I would’ve missed the campaign as it felt like a chore more than anything else. After I got bored of playing on hard I dropped it down to easy hoping that would improve things (being an unstoppable killing machine can be fun, for a while) but even that couldn’t slake my boredom.
Despite all this I do appreciate what Ubisoft Montreal tried to accomplish here. It’s rare these days that a game can be truly unique and For Honor, for all its faults, really is a new kind of game. There are some issues that could be fixed easily enough, like the UI and loot system, but further fundamental improvements likely aren’t possible. Fighting games and online play have always had a troubled past and Ubisoft’s attempt at fixing it simply doesn’t work as intended. I honestly don’t know how you’d go about making this work either but there has to be a solution that doesn’t lead to the consistently inconsistent experience that I had whilst playing For Honor. Hopefully Ubisoft sells enough copies this time that they can revisit the IP, potentially with a new idea for improving the netcode in hand.
For Honor is available on PC, Xbox One and PlayStation 4 right now for $59.99. Game was played on the PC with 13 hours of total play time and 78% of the achievements unlocked.
Atmospheric puzzlers have typically been bound to the mobile market. The bite sized puzzles lend themselves well to the platform, allowing you to work through a few when you have a moment or two spare. This often means they don’t translate well; it’s rare that you’ll want to boot up your PC or console just to play for a couple minutes. Some do better than others though and Linelight, which is only available on PC and PlayStation 4, manages to be better than most. It is, however, still a step below story based puzzler games, but that’s par for the course in this genre.
The game’s core mechanic is simple: you’re a little green light and you have to collect the yellow stars by following a pre-determined path. At first this is pretty easy, simply follow the route and you’re done. As the puzzles roll on though more and more mechanics will get thrown at you, requiring you to figure out how best to use them. Towards the end of each world you’ll then also be greeted by a sister line that will follow you around, presenting another layer of challenge. There’s also a bevy of secret puzzles laid around for you to find, all of them hiding in plain sight.
Linelight takes an extremely minimalistic approach to visuals, favouring soft colours bathed in neon glows from all the little lines. There’s the odd particle effect here or there for when you pick up something or complete a level, but nothing more beyond that. The backing soundtrack though is decidedly pleasant, providing a lovely ambience that casually reacts to whatever is happening on screen. This makes playing Linelight quite a relaxing and zen-like experience which is probably my favourite thing about atmospheric puzzlers. Well that and their shorter lengths, something this reviewer appreciates when he’s short on time!
The mechanics are relatively straightforward with the “tutorial” for each mechanic built into the puzzles themselves. You’ll be introduced to the mechanic using a simple puzzle and after there it quickly ramps up, requiring a healthy dose of non-linear thinking. Quite a few will also require semi-precise timing in order to pull off, lest you find yourself trapped or dead. Also unless you’re probing every nook and cranny of Linelight’s puzzles you’re not likely going to trip over any of the secrets. Indeed I didn’t know there were any secrets until I accidentally managed to go in a direction that appeared to be impossible.
The puzzles don’t lend themselves well to emergent solutions but I did manage to encounter a few issues when I solved something in particular ways. For instance it appears when you get the “tail” addition that part isn’t capable of progressing you to the next section, only your front line is. Of course this only necessitated a restart to checkpoint to solve so it was no big deal. Other than that there really were no technical issues to report.
However, even though Linelight does a lot better than its peers in terms game play, I still couldn’t do more than about 20 minutes per session with it. Like all games based on a core mechanic with slight variations there’s not much to drive you on once you reach a good stopping point. I mean I still came back 3 times over a few days but past that I didn’t really feel compelled to go back. I’m really not sure what games like this can do to keep people like me coming back though.
Linelight is a great distraction that combines minimal visuals with a great backing soundtrack. The simple mechanics make for frustration free play, the puzzles whizzing on by as your little light speeds from one side of the screen to the other. It is a little lacking in the (re)playability department though with most of my sessions not exceeding 20 minutes or so. That being said I think it’s still worth the price of admission, if only for the lovely piano plinking.
Linelight is available on PC and PlayStation 4 right now for $9.99. Game was played on the PC with 84 minutes of total play time and 24% of the achievements unlocked.