One of the most critical factors in a game’s success is the ambition driving its creators. It’s not a simple case of more is better however, instead ambition needs to be tempered with the ability to realise it. I’ve often chided developers for reaching beyond their grasp, attempting to emulate others with far better means and ending up harming their game in the process. There have been many great examples, even recently, where a focused vision results in a much better experience. Omensight is one such game where the concise focus on what makes this game unique has produced a well rounded experience.
You are the Harbinger, a mythical warrior who only appears in times of crisis. The land of Urralia is torn by war, and as night falls, you witness its destruction at the hands of a dark God. As the eyes and the sword of Urralia, it is up to you to reverse this fate. All you know is that it started with a mysterious murder of the Godless-Priestess, a deity whose soul is destined to return upon her passing. This time however her soul has failed to return and it is up to you Harbinger to find out why.
Omensight presents a highly stylized cell shaded aesthetic, lavished with bright colours, numerous glow effects and particle systems galore. It may not be a particularly unique art style but it’s certainly one of the better crafted examples I can think of in recent times. The environments are absolutely swimming in detail from the large vistas that show wide cityscapes to the closed in dungeons littered with various miscellania. This is undoubtedly helped by the fixed camera angles, allowing the artists to focus more time on what the player will see and leaving out detail where they won’t. My internal bias initially made me think that it was built on Unity but it is in fact running on the Unreal 4 engine, something which the developer Spearhead Games has some experience with. This, coupled with the low-poly art style, ensures that this will run pretty well on nearly anything you care to throw it at.
Billed as an action-rpg murder mystery Omensight could have easily made the mistake of trying to include far too much but, thankfully, the developers instead chose to focus on a few key mechanics. The combat is reminiscent of the Arkham series, a kind of tempo based beat ’em up style that rewards combos and utilising your environment to pull off flashy fighting moves. Gaining levels is done in the usual way and each of them either grants you a new ability or improves one you already have. The upgrade system allows you to further refine those abilities as well as base things like health, stamina and damage. Whilst there are a few simple puzzles in each of the level the main one is the overarching murder mystery. This takes the form of deciding which one of the main character’s day you want to relive in order to gain more information about the death of the Godless-Priestess. There is, of course, an optimum route but it seems no matter which path you choose you will get closer to your end goal. Overall Omensight might not be the most complex or comprehensive game I’ve played but for the things it does it executes them well.
Combat is a largely enjoyable experience although rarely is it a challenge. Even in the beginning (and on the hard setting no less) most of the enemies can be dispatched pretty easily and since there’s not a lot of them most encounters are over pretty quickly. As you level the difficulty does increase but so do your abilities with some trivialising some encounters. For instance the time warp ability coupled with the speed up from one of your NPC friends can make quick work of basically any group of enemies and even bosses. Considering the amount of replay you have to go through this probably isn’t the worst thing though as there’s nothing less fun than repeating the same encounter a dozen times over, especially if it takes forever to do. One thing that I was never quite clear on though was what counted as being a “flashy fighter” to get the XP bonus at the day end. I had many encounters where I pulled off multiple combos and got nothing, whereas there were other days when I did nothing but left click all day and got it. I’m sure the exact requirements are out there somewhere, but the game never explains it to you.
The platforming in Omensight, whilst not the weakest point of the game, is certainly one of the less great parts of it. Like all 3D platformers there’s a bit of awkwardness when it comes to jumping around which is helped a little bit by the dim shadow showing where your character will land. The real issue though is the fixed camera angles and how they interact with your movement on screen. You see it’s hard to tell just which direction you’ll move in when the camera starts to move on you and sometimes this happens just after you’ve jumped. This leads to some frustrating moments when you’ll try to course correct mid air and end up dying because of it. Similarly it can be hard to control your character along narrow ledges and other obstacles because the camera reoriented (and thus your controls did too), leading you to walk off a ledge when you thought you’d walk along it. Once you know the level layout, and by extension the camera changes, it becomes less of an issue but I’d be lying if it didn’t make the first couple hours of the game a real chore of trial and error.
Progression comes with a nice cadance, ensuring that you’ll either level up or be able to buy an upgrade or two at the end of each day. This also means that if you find yourself struggling for whatever reason you’re never too far off being able to remedy it. Indeed there was one point where I noticed I was taking a ton of damage from certain enemies and all it took to counteract that was a few choice defense upgrades I got after finishing the level. Omensight rewards those who explore the levels, hiding a lot of upgrade currency and XP in chests strewn throughout hidden pathways and passages. It starts to get a little ludicrous towards the end once you have all the seals, giving you enough upgrade points for 3~4 upgrades per run. I didn’t bother trying to max out my character as past a certain point the upgrades are just for convenience sake more than anything else.
Omensight’s greatest weakness however is the repetition of each of the levels. There’s about 5 or so main levels you’ll visit in your travels and you’ll visit each of them multiple times throughout your playthrough. Not much changes between visits: maybe an additional path is unlocked, different dialogue since you’re there with a different NPC or the environment changes slightly, but by and large they’re much the same each time. The game does grant you some small mercies if you’re replaying a day by allowing you to skip to the critical moment but for most of them you’ll have to trudge through the same areas time and time again. I’m all for focusing effort where it will be best utilised, and indeed the environments they have crafted are fantastic, but asset reuse on this scale is something that’s pretty hard to ignore.
The story does make up for this somewhat though with the additional bits of narrative revealed to you on multiple level completions aiding in your understanding of the overarching plot. There are some holes that appear due to the game’s non-linear nature and depending on which paths you choose when some elements will make sense whilst others won’t. It’s slow going at the start where you seem to be treading already well worn ground but it does start to pick up as you’re allowed to change the flow of each days using your Omensight. I could do without the trite revelations (Oh that thing you saw happen, that wasn’t exactly what it was! groan) though, especially considering the major ones are all basically exactly the same. Overall whilst it might not be the most emotionally engaging narrative it’s still enjoyable, even with its flaws.
Omensight executes well on its vision, focusing in on the things that matter to the core game experience. The graphics, level design and combat are all well executed making Omensight a game that’s easy to play for hours on end. It falls down in a few key areas though, namely the extreme reuse of each of the levels and the platforming, both of which significantly hamper the otherwise enjoyable experience. Still for those who, like me, are struggling to find titles worth playing in the yearly AAA draught that plagues us Omensight is a great game to fill the gaps until your next big title fix.
Omensight is available on PC, PlayStation 4 and Xbox One right now for $19.99. Game was played on the PC with a total of 6 hours play time and 74% of the achievements unlocked.
Dontnod almost didn’t make it to where it is today. Whilst I quite enjoyed their first game, Remember me, the wider gaming community wasn’t as enthused. To be sure it sold well enough, some 2 million copies or so, but it was Life is Strange that brought them the commercial and critical success they needed to survive. Not one to rest on the laurels it seems they quickly got to work on Vampyr with many of the Life is Strange team moving across to work on their next major title. It’s most certainly an aspirational title for them, yearning to be included alongside other RPG greats like the titles from BioWare, Bethesda and CD Projekt Red. However much like other developers with such aspirations (I’m looking at you Spiders) Vampyr falls short, including too much of some things and not enough of others.
The Spanish Flu grips London, striking down even the strongest in mere days and forcing much of the city into quarantine. You are Dr. Jonathan Reid, recently returned from the front lines of the war to help London overcome this gripping epidemic. However before you can make it all the way home you’re murdered by an unforeseen foe, only to rise once again stricken with an insatiable lust for blood. You are so blind with bloodlust that you don’t notice you first victim is your sister who came looking for you after you didn’t return home on time. After being chased through the streets of London by vampire hunters who saw your first feed you stumble into a local bar and try to make sense of what has happened to you.
Vampyr’s development began just after the release of current generation consoles so it surprises me that it looks as dated as it does. The Unreal 4 engine that powers it is capable of some quite impressive visuals (Hellblade: Senua’s Sacrifice and LawBreakers are two recent examples) so it’s most certainly not a failing of the platform. My best guess is that it was a deliberate choice due to budget constraints with much of their resources spent on other aspects of the game. Honestly if it was from some small time indie studio or a Kickstarted game I’d understand but Dontnod has 10 years of experience in the industry. Heck even Remember Me looks better than this and that game is 5 years old at this point. The upside of this is that it’ll likely run like it was a game from that long ago, giving some reprieve to those who’ve put off buying a new graphics card for the last few years.
Mechanically Vampyr is an action-RPG with a heavy focus on dialogue, both in terms of narrative as well as a core part of the game play. There’s all the usual trappings you’d expect in a modern action-RPG: levels, talent trees, crafting, items and a combat system that took some inspiration from the Dark Souls games. The levelling system isn’t a straightforward kill things/get XP/get levels deal however (although that is part of it) as to make any meaningful progress you’ll have to feed on people, all of which play a part in the story. This ties into the game’s larger emphasis on player choice, giving you a lot of control in how the larger story plays out. Indeed this appears to be where Dontnod spent the vast majority of their resources in building Vampyr as the game can play out vastly differently depending on what you do and what you don’t.
Combat is a little unpolished, suffering from many of the same issues that other games have when trying to replicate a Dark Souls-lite type experience. It’s set up much how you’d expect, with your main combat resources being stamina and blood (to power your abilities). Enemies telegraph their moves pretty openly although their movesets are much more random than I’d ever encountered in a Souls game. The hitboxes act a bit weird at times, with hits that shouldn’t have connected managing to land and vice versa. Locking onto enemies is a bit of a mixed bag too as it seems to limit your movement options somewhat, making dodging a lot harder than it should be. The jumps in difficulty are also area dependent and not at all smooth so you’ll likely find yourself going from competent to struggling at the drop of a hat.
All of this is a bit of a shame as when you’re extremely overpowered the game actually becomes quite fun, allowing you to run through areas without a care to who might be in your way. Whilst I understand that the game wants to make the choice of levelling up impactful (I.E. you can only be that powerful at the cost of others) if you, like me, didn’t enjoy the large amount of dialogue that the game throws at you then it’ll be hard to find a lot of enjoyment in Vampyr. Indeed this is one of the few games where I felt like the heavy amount of dialogue was getting in the way of the larger game; bogging me down in meaningless interactions that didn’t add much to the overall story.
This is probably my biggest gripe with the game as it takes quite a long time to churn through all the dialogue options with all the characters. Indeed past the first 2 chapters I simply stopped bothering with the majority of it. Sure, I probably missed out on some quests and some other bits and pieces, but honestly finding all the clues to unlock all the dialogue options just didn’t feel worth it. I mean it’s great that they endeavoured to give nearly everyone in the game a backstory but most of them only exist within the confines of the area you find them in. Only the campaign missions seem to build the story in any meaningful way, the others are just there as flavour text. I’m sure there’s probably 40 or 50 hours worth of game in here but honestly I would’ve preferred a solid 15 with better mechanics, tighter story and maybe a little more time spent on the visuals.
The other parts of Vampyr are similar to the combat in their implementations: rudimentary implementations of otherwise good ideas. None of the choices in the talent tree will impact the game in a major way (I.E. no abilities will unlock otherwise hidden parts of the map, say) but there are some cool things in there. I ended up with a simple build relying on the blood spear and the shadow ultimate as Vampyr tended to only throw a few enemies at me at any one time. My weapons were focused similarly, using a hacksaw for my main and alternating between the blood knife and stun focused gun for my offhand. Given the steep cost for levelling abilities there wasn’t much room for experimentation unfortunately. That is unless you decided to go on a mass murdering spree.
Which I did once, after I was able to clean out the hospital when my mesmerise level was high enough. That bumped me up around 12 levels in one sitting and was enough to ensure that I didn’t need to do it again for the rest of the game. However whilst there weren’t any direct consequences in the game doing so meant I was locked out of all but one of the endings, something I wasn’t aware would happen until right at the end of the game. Now the game does mention that it’s up to you to choose how difficult the game will be, indicating that feeding on London’s residents will lead to very bad things, however in the grand scheme of things I didn’t chow down on that many people. To be sure I devastated the hospital but the rest of London was untouched and that gave me the absolute worst ending in the game (although, to be honest, I liked it). Reading more into it you have to be very strict with your feedings to get the other 2 endings and the “best” one can only be obtained without feeding at all. The latter is especially devious given the game essentially guides you into feeding on the first one, making it look like a tutorial rather than an actual choice.
Credits where credit is due though the amount of effort put into crafting the story elements is quite phenomenal. Should you want to dive deep into this world and its inhabitants you can, even going as far to have some modicum of influence over it should you want. Although it’s not always exactly clear what your decision will lead to and often you won’t find out that until it’s far too late to undo it. I didn’t mind that so much as it meant that some of the throwaway choices I made did come back to bite me in some of the most interesting ways. It’s reminiscent of older BioWare games in that way with dialogue being the main mechanic by which the game revealed itself to you.
Unfortunately I found it quite hard to engage with the overall story for a number of reasons. The greater story moves far too slow at the beginning with the major questions getting basically no air time until the final couple hours. I couldn’t really empathise with the main character at all and the fact that all the NPCs would spew forth their life story at the drop of the hat just didn’t feel that believable. Towards the end I simply ignored all the ancillary dialogue and quests and, honestly, the game started to feel a lot better. Perhaps my completionist tendencies worked against me in this instance, my want to min max everything I could being at odds with my actual enjoyment of this game. I will never know but if you, dear reader, find yourself in much the same position hopefully that may help you.
Vampyr is an aspirational title from Dontnod and, unfortunately, it didn’t pay of well for this time around. Released some years ago it may have found itself among good company but in today’s market it feels two steps behind the norm. The graphics, combat and other mechanics are all simplistic in their implementation with the vast amount of effort spent on the dialogue and interaction with NPCs. It strives to be among games from the RPG greats but fails to do so, maybe not as badly as others have, but still fails nonetheless. I honestly had zero expectations going into Vampyr (only finding out it was made by Dontnod after I bought it) and have come away from it wanting more. I applaud Dontnod for experimenting as much as they have but, perhaps, in future they could limit their vision a little bit in order to make a stronger overall game.
Vampyr is available on PC, PlayStation 4 and Xbox One right now for $49.99. Game was played on the PC with 17 hours of total play time and 71% of the achievements unlocked.
After my Curse of Osiris review last year I didn’t put many more hours into Destiny 2, opting instead for the much greener pastures of the holiday releases. Usually I’d stick around for much longer, at least running the new raid enough so that it became second nature. However, after hitting max light and running it maybe twice, I found little desire to go back. Coming into the Warmind DLC I wondered, nay hoped, that this would be the one that’d reignite my interest in the game. Unfortunately, whilst there’s to spend your time in the game now, none of it was as compelling as previous expansions to the original Destiny was. So here we are barely 4 weeks after the release and I think I’m probably done with this expansion.
I haven’t run the raid nor am I at max light, and that should say something.
Guardians aren’t supposed to dig into their pasts, at least that’s the unspoken rule among those who were brought back to life by the traveler’s light. Ana Bray has spent much of her new life trying to rediscover who she was and her quest has brought her back Clovis Bray, the place of Golden Age miracles. Her journey has unfortunately awoken some ancient hive evil that frozen alongside the pinnacle of Clovis Bray’s achievements: the warmind Rasputin. So it is up to you once again guardian to safeguard our solar system against the dangers that lurk on Mars. This time however the danger might be one that we created ourselves.
Right from the outset Warmind promises a great deal more grind than any other Destiny expansion I’ve played before. The level cap has been raised to 30 and the maximum light level is a staggering 385 which, for those who previously maxed it out, gives you no less than 50 light levels to push through. Of course should you do all available activities there’s about 21 chances to get powerful engrams but only the most dedicated players will be able to get that all done. Like the previous expansion there’s a new world to explore (Mars) along with a campaign, a new raid layer and a smattering of other smaller things to keep you interested. For a certain subset of players I’m sure this is exactly the kind of content they’re looking for but I think the majority of players were seeking something a little more substantial given the feedback that Curse of Osiris received.
Right now the game feels like it’s suffering from an identity disorder. On the one hand it’s great that a lot of the older content is still relevant, with the raids staying at their old light levels but still dropping powerful engrams. This means that players who missed out on it originally now have a chance to play it as there’s people still running it. On the other hand content which has been upgraded, like the strikes, hasn’t had its rewards changed to match making them a laborious task that no one really wants to run. That’s changed a little bit recently, but having to run 4 strikes to get 1 piece of 365 loot isn’t a great prospect. So this means we’re basically back to square 1 in terms of progression, especially for solo players, hoping that the meagre weekly milestones and maybe a raid or two will give them the light boosts they need. I’ve done all the milestones every week and 2 raids since the release and I’m at light level 360. Sure that’s enough to do everything but that means 385 is probably a month or two of grind away, not something I’m particularly looking forward to.
Comparatively the DLCs for Destiny 2 feel a lot less…meatier than their counterparts did in the original. I can distinctly remember each of the ones I played having a hook that kept me coming back. The Dark Below had a raid that could be partly cheesed if you knew what you were doing, The Taken King brought with it the idea that a gun only attainable in the raid made the raid a whole bunch easier, and Rise of Iron extended on that idea beautifully. Curse of Osiris then just managed to drop at the right time, extending my original enjoyment of Destiny 2 when it would have otherwise withered away. Now, having been away from the game for 6 months and coming back to it for this DLC, I can understand better the greater Destiny community’s gripes they had about the previous expansion. It’s just not enough.
The campaign experience is as good as it ever was though, and the fact that it furthered the lore behind Rasputin extensively is something I thoroughly enjoyed. The whole journey will last you maybe 2 hours, at the end of which you’ll be max level and likely around 340 light if you play your cards right. Typically this is where you’d transition into strikes to gear out until you hit the soft cap but, as mentioned before, that’s not something you’re really going to be able to do. It’s a shame really as I saw the beginnings of some of the mechanics that were present in Rise of Iron that led to Outbreak Prime and thought I’d be in for another great gun hunt. As it turns out that’s not so much the case which is a damned shame. I was really looking forward to some kind of Rasputin powered AI super gun.
So where does this all leave us? For me it’s likely the end of the road for this expansion as I don’t feel like there’s much more for me to get out of it. For Destiny there’s likely one last chance to right the ship before a good chunk of its players give up on it forever: the “comet” DLC coming in September this year. If the leaks are to believed it could be Destiny 2’s Taken King equivalent, revamping the game completely with a ton more content than any of the previous DLCs. If Bungie manages to pull that one off it might very well be the shot in the arm the IP needs to placate its playerbase. If it goes the same way as these past 2 expansions I’m not sure there’s much they could do to rebuild their goodwill with the community. Stranger things have happened though.
Destiny 2: Warmind is an unfortunate second stumble for a game that was already having trouble staying upright. Whilst the core of the game that makes Destiny great is still there, accompanied by another fantastic (albeit short) campaign, there’s just not enough there to keep a player like me coming back for months at a time. This is the first expansion where I haven’t bothered with the new raid nor do I have any desire to max out my light level before I leave it to rest. Given that it may only be 3 or so months until Comet hits I feel like my time is likely better spent in other games rather than burning myself out on the Destiny grind. It’s a shame as I really used to enjoy that grind and I can only hope that Comet reignites that fire that once burned so brightly.
Destiny: Warmind is available on PC, Xbox One and PlayStation 4 right now for $19.99. Total time spent in Destiny 2 is now at 86 hours with approximately 12 of those spent playing the Warmind expansion.
Rewind the clock a decade or two and co-op games found themselves in something of a dark age. Most publishers were attempting to get players on the multi-player bandwagon, driven by increasing Internet penetration and a want to keep players engaged for longer on big name IPs. Titles like Left 4 Dead and other small squad based games breathed new life into the co-op playstyle and the indie renaissance brought with it the innovation to keep players interested. For many of the games co-op is an add-on, something to be enjoyed if you and your friends have the time to play together. Fewer are the games in which co-op is a hard requirement like it is for A Way Out. The premise, a co-op prison break, was enough to interest me with the developers (those who brought us Brothers: A Tale of Two Sons) sealing the deal. Whilst it falls a few steps short of my must-play games for this year it was certainly an interesting experience, if only for the fact that my wife and I shared a good few laughs while playing it.
Vincent Moretti is freshly incarcerated and sent to jail for murder. In jail, he meets thief Leo Caruso who had been arrested for grand theft. A group of thugs sent in by crime boss Harvey tries to murder Leo, but Vincent intervenes. While the two recover in the infirmary, they get to know each other and Leo requests Vincent’s help to steal a file from the office. Vincent complies. After the theft, Vincent senses that Leo is planning on a prison break and offers to help so he can escape too. Leo initially refuses, but begrudgingly agrees to collaborate when Vincent reveals he also has a grudge with Harvey. So begins their quest to hunt him down and exact the vengeance they crave.
Considering that this is Hazelight Studios first game (although not their first title as a team) the quality of their visual work is quite impressive. Whilst it might not reach the dizzying heights that say Far Cry 5 did it still does manage to do a lot with what its got. For people like me who are playing the game on a single console (original PlayStation 4 for reference) there are definitely some sacrifices being made in order to support the split screen parts of the game. Mostly this comes in from the lack of detail when you get up close which can become quite noticeable in the in-game cutscenes. I haven’t done a blow by blow comparison between my screenshots and the same from PC but I can hazard a guess that they wouldn’t suffer the same fate, given that the Unreal 4 engine is powering everything.
A Way Out is a split screen co-op game where you’ll be tasked with all sorts of different challenges, most of which will require you cooperating with your partner in order to complete. Some of these take the form of the usual co-op puzzle affair, like you holding down a switch to keep a door open while they go through, to some unique and interesting puzzles which I don’t think I’ve ever come across before. All the scenes are also littered with things for you to interact with from people (providing dialogue and story background) to objects which may or may not be related to the puzzle at hand. All the challenges will have multiple ways of approaching them, something which is not always readily apparent. There’s stealth and combat sections as well which will quickly make you realise that even the biggest TV will feel cramped when half of it is gone. If it sounds like there’s a lot to this game then you’re right and one the game’s weaknesses is the lack of focus on the elements which mean the most to the overall experience.
The core puzzle solving mechanics are well done, making good use of the fact that you’re required to work together. Most sections play out in a similar way: you’re given your object, a little spiel about how you might go about it and then are let loose in the room to figure it out. That room will usually have a bunch of things for you to look through although, honestly, most aren’t worth your time. Whilst its nice that some of the NPCs have a background story none of them will ever help you with anything, nor will learning random things about your environment. Indeed the objective you’re given is pretty much all the info you’ll need, all you need to do is find the requisite items and execute the right sequence. If you’re a seasoned gamer you’ll likely breeze through most of them however if, like my wife, you’re not exactly the gaming type things can get…well…
You see my wife, bless her socks, whilst having a solid history of titles she’s enjoyed (Animal Crossing, World of Warcraft and Until Dawn to name a few) she doesn’t have the same twitch reflex muscles that someone who’s invested over 200 hours into Destiny might. So there were quite a few puzzles where we’d fail in spectacular fashion, often with quite hilarious results. To her credit though towards the end she started to perform quite well, even saving my ass a couple times during the shooting sequences. This is, of course, one of the joys of local co-op and A Way Out does ensure that mismatched experience levels are catered for relatively well. Suffice to say if you’re thinking of giving this game a go the only thing stopping you was the experience of your chosen co-op partner I don’t think you have that much to worry about.
Combat could really have used more attention as the shooting feels clunky and unrefined. It’s your typical third person, cover based shooter with infinitely regenerating health but even I was struggling to reliably take down enemies. There’s also not a great deal of room to experiment with the different weapon types as you select one to begin with and there’s only a few places where you can change your selection later on. Combining this with the 50% loss of screen real estate, which makes enemies just that much harder to make out, and the shooting sections are more of a chore than they need to be. I’ll lay the blame for this partly on the fact that there are so, so many mini-games in A Way Out that it’s not surprising that some aspects received a lot less attention than they should have. Given the pedigree of the developers I had expected a relatively high amount of focus on the core elements they wanted to make good. Maybe the combat just wasn’t one of them.
A Way Out is a mostly trouble free experience although it does still have a few issues that will crop up from time to time. The above screenshot is a great example of what happens when the physics engine gets confused, rocketing my wife straight up after she rolled into a crate. The cover system is also a little finicky, sometimes not responding in the way you’d expect it. Thankfully these issues are both minor and uncommon so they don’t mar the overall experience too much. We did avoid a great number of the mini games however so it’s quite possible there’s all manner of bugs hiding in places I simply didn’t look.
The story of A Way Out takes a really, really long time to get going enough that my wife wasn’t particularly interested in picking it back up after our initial 2 hour session. I did manage to convince her to come back to it and, whilst the second half is a lot better, it’s probably still a bit too drawn out. Additionally given that a great deal of the story is told in retrospect a lot of tension is taken out of many of the critical plot points. Given the fact that the strongest part of the game, the final hour, is the only part that’s not told in retrospect I have to wonder why it was presented in that way in the first place. All things considered A Way Out’s story is probably best described as interesting but forgettable.
A Way Out brings another unique perspective on what co-op games can be, eschewing the current trend for drop-in/drop-out play. Hazelight Studio’s first release is of a very high standard, especially considering that it’s available on all major platforms. The game is bristling with detail something which is both one of its strongest points and also its greatest weakness. Certain parts of the game that could have used a little more love, like the stealth and combat, don’t feel as polished as they need to be. The mini games and other parts are nice but I’d trade most of them out for more focus on the core elements of the game. Finally the story suffers in its delivery, only finding its feet once it casts off the shackles of its retrospective narration. All this being said I don’t regret giving A Way Out a go and I’m sure more gaming couples could find something to love in it.
A Way Out is available on PC, PlayStation 4 and Xbox One right now for $29.99. Game was played on the PlayStation 4 with approximately 5 hours of total play time and 29% of the achievements unlocked.
There’s a fairly predictable cycle in games when it comes to new genres. Typically there’ll be a bunch of relatively unknown titles that will experiment with various mechanics, setting the groundwork for the games that follow. Then comes the breakout hit, now usually an Early Access title, which gets heralded as the next big thing. Then come the clones, dozens upon dozens of clones, all of which attempt to emulate the breakout’s success. Most of these will fall by the wayside although a few will go on to develop the idea further, finding a dedicated niche for their particular brand of the new genre. Warhammer: The End Times – Vermintide did exactly that, taking the essence of the Left 4 Dead formula and reworking it into a truly unique experience. I wasn’t aware a sequel was in the works so when I saw Vermintide II, had been released I was keen to see what direction Fatshark had decided to take this IP in. By and large it’s the same game but far more of it; much of it streamlined for a much more enjoyable experience overall.
Following the events of the first game, Grey Seer Rasknitt has successfully captured the five Heroes of Ubersreik. Without the interference of the heroes, the city of Ubersreik fell to the forces of Clan Fester. Rasknitt has since ordered the construction of a massive portal known as the Skittergate, which will allow the Chaos Champion Bödvarr Ribspreader and his Rotblood army easy access to the border-city of Helmgart. However, the Skittergate continuously fails to properly operate, disallowing Bödvarr to summon the entirety of his forces. When the Skittergate disastrously fails to activate again, the resulting destruction frees one of the heroes, Markus Kruber, from captivity. He fights his way through the skaven lair and reunites with the rest of the heroes: Viktor Saltzpyre, Bardin Goreksson, Sienna Fuegonasus and Kerllian. They then band together once again to push back against the Skaven and the Rotbloods.
Vermintide II makes use of the same Autodesk Stingray engine that its predecessor did, albeit with a bunch of modern improvements such as: DirectX 12 support, volumetric lighting and fog, texture streaming and an enhanced fluid system. The levels are noticeably less barren than its predecessor too, brimming with details at nearly every corner. There’s also a lot more variety in the levels than there was previously with not every level taking place in a run down medieval town. There are a few areas which could do with some attention though, like the ones bathed in fog which seem to torpedo your performance no matter how beefy your system is. Whether or not Fatshark will continue developing on this engine though is anyone’s guess as Autodesk has discontinued development on the engine as of January this year. Suffice to say I wouldn’t expect Vermintide III in the next 2 years or so if an engine change is on the books.
The core game mechanics of Vermintide II haven’t changed much from its predecessor, retaining the same game play that made the original fun. It’s still a melee first game, one with 5 different characters and a varying array of loot to change them up a bit, however there’s also now 3 “careers” per character. Each of them changes the passive and active ability of the character whilst retaining your level, giving you an opportunity to try different playstyles without having to change classes and start levelling all over again. The loot and crafting system has been streamlined, making progression a little more clear than it previously was. The mission structure has also been streamlined, making it a bit easier to follow the campaign’s story (if that’s of interest). Overall the Vermintide II experience is very much the same as its predecessor, just refined and polished with the lessons that Fatshark has learnt over the past couple years.
Combat still feels the same with you facing down untold legions of enemies in face-to-face melee combat. With the introduction of the Chaos into the mix there’s a wider variety of enemies although, truth be told, most of them are just different skins on the same kinds of enemies. The same depth of combat remains with the intricacies of dodging, blocking and using the right weapon type all making a big difference in how challenging a particular level is for you. This time around I decided to play as the elf which, whilst incredibly fun, probably wasn’t the best choice given my penchant to get far too personal with large groups of enemies. This was largely negated by her passive (allowing me to heal up to half health) though so I think it worked out in the end. I have heard (and seen) that the dwarf is currently stupidly overpowered but haven’t had a chance to give it a go myself.
The loot system has been streamlined although the same modifier mechanics remain. Hidden throughout each of the levels are 3 tomes (which replace your healing potion), 2 grimoires (which replace your potion slot and reduce your party’s health) and potentially some loot dies. Each of these will increase the quality of the loot box you’ll get at the end of the level, should you complete it. Each of those boxes contains 3 items with the higher grade boxes having a higher chance of better gear. All of the items power is directly related to your current power so, at least in the early stages, its best to just equip whatever the highest power items are that you have. The quality of the items just increases the number of additional buffs and traits they have with exotics, the highest tier, having unique abilities. Just like its predecessor this allows for an insane amount of customisation for your character, granting you the ability to hone your playstyle to its ultimate perfection.
Crafting is best used to replace that one item you’ve had that’s lagging behind all others. Much like the loot boxes crafted items will be rolled at your current power so it’s quite unlikely that you’ll be able to get a big boost from crafting something which is already close to your current max. Instead if say all your gear is at 100 but one is at 90 crafitng a replacement for that slot will likely yield the biggest gains. Similarly, whilst you can upgrade the quality of the items, it doesn’t change their power. This is somewhat unfortunate if you have a build centered on one item and its power starts to lag but such is the loot treadmill in this game. Crafting up to exotic level is possible however, just rather expensive, so you’ll likely be able to re-craft a certain item if you need to bump up its power level. There’s also apparently “veteran” level items which are red and max stat rolled versions of their exotic counterparts but I’ve yet to see one since I’m still a scrub playing around in Recruit difficulty.
The additional polish means there’s fewer issues in Vermintide II than there was in its predecessor but it’s far from bug free. My poor dwarf friend in the screenshot above got stuck in a piece of the environment which, whilst hilarious, left him stranded there. Thankfully we had a boss spawn shortly afterwards which knocked him out but without that he would have had to leave the game completely. Some levels still have the rather irritating bug of enemies spawning behind walls or being able to clip through them, so sometimes you can end up with a packmaster pulling one of your colleagues away to a place where you can’t get to them. We even had a globedier spawn behind a wall at one point, allowing him to lob gas grenades at us unhindered whilst we tried to deal with a bile troll at the same time. If your group is skilled enough issues like this won’t stop you from completing a level but given that this doesn’t feel like intentional behaviour it’s more of a chore than a challenge.
There is a story here, one that I’m sure has some detail to it, but it seems to fade into the background. The banter between your characters is as good as ever, ensuring that I quickly grew to despise the elf I was playing because she’s just an insufferable ass. But apart from that I’d be hard pressed to tell you anything about the game’s overall story beyond the fact that the skaven teamed up with the chaos in order to sack Ubersik and we’re trying to stop them. I’ve also not managed to complete a single chapter either, my attempts at the final boss in Act 1 always meeting with disaster either through players leaving or the not-so-great bots providing little help in those fights. That all being said I have played this game for far longer than I did its predecessor so maybe, eventually, I’ll figure out what’s going on in the story.
Warhammer: Vermintide II is a solid improvement over its predecessor, retaining the core of what made the game fun and cutting away much of the extraneous cruft. The improved game engine ensures that the new, highly detailed environments are able to shine through even if a few of them could do with a bit more optimisation. Combat, levelling and crafting have all been streamlined for the better, making the overall playing experience that much better. Some of the same issues that plagued its predecessor still remain however but aren’t beyond fixing through a few good patches. Overall, for a gaming I wasn’t expecting a sequel to so soon, I’m impressed by what Warhammer: Vermintide II brings to the table and I’m sure I’ll be spending a few more good hours in it over the coming months.
Warhammer: Vermintide II is available on PC, PlayStation 4 and Xbox One right now for $29.99. Game was played on the PC with a total of 12 hours game time and 27% of the achievements unlocked.
Games as a medium have matured extensively over the past decade or so. Numerous ideas and stories which would have never previously been explored now find their way into game form. Increasingly we’re seeing games based around cultures and their mythologies, providing a new and interesting lens into these worlds that typically wouldn’t have been explored in this medium. Mulaka, the second game from indie developer Lienzo, explores the lore of the Tarahumara people through a 3D platformer beat ’em up. It’s one of the few examples where I can say that the developer knew their limitations and chose to focus on where to best spend their effort. The result is a simple, relatively short game that achieves what it set out to do with only a few minor hiccups along the way.
You play as one of the Sukurúame, a Tarahumara shaman who has tasked themselves with ridding the world of the corruption that has begun to plague it. To do so you will have to enlist the help of the demigods who will imbue you with their powers in order to cleanse the corruption from the land. The path before you won’t be easy however as many of the normal creatures of the land have been warped and changed by the corrupting magic that now infuses the world.
Mulaka utilises a low poly visual style with bright, solid colours and little texturing to be seen. The art style is somewhat reminiscent of older Nintendo 64 like Zelda: Ocarina of Time or Goemon’s Great Adventure with the NPCs having flat faces with simple textures. Under the hood this is all powered by Unity but, thanks to the customised art style, manages to avoid that trademark look and feel. Consequently the game runs absolutely lightning fast on any semi-modern PC and, given it has a Switch release, would likely run quite well on nearly anything you cared to throw at it.
The game can be largely categorised into 2 major parts: the 3D platforming and puzzle sections, and the now standard “Dark Souls-esque” style of combat. Each of Mulaka’s levels requires you to find 3 stones in which to unlock a door to progress to a small final section, most of which are found via exploration or completing a quest set by one of the NPCs. Initially they’re your stock standard platforming puzzles but as you unlock new abilities they change into more of a traditional puzzle experience. The combat follows a similar progression, starting off with your typical dodge/roll/parry and quickly building into more complex encounters thanks to multiple different types of enemies and the new abilities you unlock. There is a small progression system in the form of currency you’ll receive from defeated enemies but, honestly, I did the vast majority of the game with only buying one (and that was actually a mistake). Overall there’s actually not that much to Mulaka in terms of game mechanics but for things it does do it does them well.
Combat isn’t exactly a challenging experience as most enemies can be defeated by simply spamming one attack at them. Whilst challenge initially comes from trying to figure out how to tackle new enemy types it unfortunately tends towards simply throwing more enemies at once at you. The upgraded enemies you’ll come across later in the game are simply bigger, badder versions of their earlier incarnations and so they don’t really feel like that much more of a threat. The bosses are however all quite interesting, attempting to recreate that same feeling you get in the Dark Souls series of being a very small person going up against an unbelievably giant threat. Suffice to say you’re not going to be playing this for the challenge (or taunting your friends to “git gud” at it) but it was somewhat refreshing to have a combat experience that didn’t feel like it was getting in the way too much for once.
The puzzles are similarly none too difficult with the majority of them being a follow the bouncing ball kind of deal. The 3D platformer puzzles can be solved in numerous ways, many of them I’m sure weren’t entirely intended by the developer. Other smaller puzzles (like the water one shown above) only have a single solution and can usually be solved in a few minutes. Mulaka could do a slightly better job of communicating when you’re not able to solve a particular puzzle due to you not having the requisite ability as this is one of those games where not everything in every level is available to you from the start. For instance you’ll likely find items behind a big rock with red claw marks on it, something which can’t be cleared until you get the bear ability. The game doesn’t tell you this (nor for any of the other blockers) so it can sometimes be a bit of a guessing game as to what you can access right now and what you’ll have to come back for.
There’s also some quality of life improvements that could be made, 2 of which jump immediately to mind. First off the upgrade vendor is only in one map which means you’ll have to trek back there every time you want to purchase one. Since the game already has characters that travel from map to map with you it’s not out of the question to bring said upgrade vendor along with you. Secondly the potion crafting, whilst simple and concise, is needlessly laborious in its resource collection mechanic. In order for you to craft a single potion you’ll need to get 4 of a certain item and then you’ll automatically create one. As far as I can tell those resources will spawn an unlimited number of times meaning that the second you find a resource you can, in theory, fill your potion inventory. However the time taken to do so is a little bit too long in my opinion and instead could take inspiration from the estus flask idea in Dark Souls (I.E. refilling them all at certain points). I admit that there is a small lore reason for the gathering mechanic but I’m sure that could be worked in other ways.
The game is well polished in most respects although there are a few minor issues here and there that could use addressing. As the above screenshot shows there are numerous places on several maps where you can fall through the world. Thankfully instead of outright killing you the game will simply teleport you back to a safe place after you fall for a while so it’s not a major issue when it happens. The hit detection, both for your character and enemies, could do with a little tuning as well as some of the enemies attacks connect when you’d think they’d miss. Thankfully these are minor gripes in the overall scheme of things and I’m sure future patches will work most of them out.
The story is steeped in the mythology and culture of the Tarahumara people with many of the places, stories and even game mechanics taking inspiration from it. With your character being an entirely mute protagonist it is a little hard to engage fully with the story. There are some interesting pieces here and there and the story’s ultimate climax is cool but, overall, I didn’t get that much out of it. Looking at the Steam page there’s a bunch of videos that the developer made diving into the culture and how it influenced the game so had I watched those before playing I might be saying something different.
Mulaka’s greatest strength is that it achieved what it set out to. Too often I’ve seen both indie and AAA developers strive for grand visions that can never be fully achieved, resulting in games with half baked ideas and broken implementations. Mulaka instead had a simpler, narrow vision which helped it focus more on what mattered. The game that came out the other end is simple, short and concise. There’s improvements to be made though with some levels needing a little more polish, a few quality of life improvements here or there and a little more story work could elevate this title to much greater heights. None of these are terminal issues though and, should the developers decide to revisit this world, I’m sure a follow up game could strive for a much greater vision.
Mulaka is available on PC, PlayStation 4, Xbox One and Nintendo Switch right now for $19.99. Game was played on the PC with a total of 5 hours play time and 50% of the achievements unlocked.
Kickstarter opened the gates to underserved gaming niches, allowing us gamers to vote directly with our wallets and see incredible games come to fruition. Not every game was a hit of course and even looking at my backing history there’s several titles in there that, had I known what they’d become, I would have put my cash somewhere else. Kingdom Come: Deliverance falls somewhere in the middle for me; on the one hand I can remember wanting to back this game as even at the concept stage it looked fantastic. However 4 years after I pledged to the Kickstarter campaign (at the Duke level) much of that hype had disappeared, lost in the some 100+ games I played in the interim. That’s possibly what has led to my lukewarm impressions of the game, even though I can definitely appreciate the amount of effort that Warhorse Studios put into it.
Kingdom Come: Deliverance starts off in the silver mining town of Skalitz with young Henry, a simple peasant, living under his mother and blacksmith father, Martin. After finishing some errands for his father, Henry joins him in completing a commissioned sword for King Wenceslaus’ hetman, Sir Radzig Kobyla. While Henry wishes to explore and see life outside of the village, Martin insists that a quieter life is much safer. Immediately after an army of Cuman and Czech soldiers under Sigismund of Luxembourg’s control attack and raid Skalitz, killing all who do not flee. Henry holds on to the sword and runs but later comes back for his mother and father, and witnesses their murder under Sigismund’s crony, Sir Markvart von Aulitz. Henry flees to the safety of the castle, but is too late, and is forced to ride out to the nearest castle of Talmberg.
Depending on what kind of rig you’re running it might not be immediately obvious that Kingdom Come is running on CryEngine. The reason is that, at least on the PC, the game wasn’t exactly optimised at launch. Now my PC is no slouch although it is just over 3 years old at this point but even it struggled to get things running properly with its default configuration (as the below screenshot will attest). Searching around the forums revealed that the game really, really struggles if it’s running on a traditional hard drive, even if that hard drive is say a RAID 10 array capable of 400MB/s throughput (like mine). Using a custom user.cfg file fixed most of the issues but moving it onto my main SSD fixed the rest. Even with all those fixed Kingdom Come is a game that, strangely, looks a lot better up close than it does from afar. Usually most games are the opposite. These issues run deeper than just the graphics though, something I’ll dive into a bit more later.
Kingdom Come: Deliverance is a true to its roots RPG, taking its inspiration more from the pen and paper variety rather than its more action oriented brethren. There’s a bevy of different stats for you to build up, each of which will require you to do certain things (like say, running to increase vitality) to level them up. Similarly there’s a lot of skills, many of which will require you to be trained in them first before you can start improving them. There’s the usual array of loot along with the requisite inventory management to go along with it. Combat also takes the form of more “traditional” medieval fights which typically means that taking on more than 1 or 2 enemies at a time is a recipe for disaster. There’s also a bunch of status mechanics like hunger, sleep and injuries, all of which will need to be addressed if you’re to stay in top fighting condition. I’m sure I’ve missed quite a few features in here too as the game is quite massive in scope and I’ve only seen a small fraction of it (for reasons I shall explain). All of this is presented in a period correct medieval setting, meaning there’s no magical powers or fantastical elements.
FPS games that deal in melee combat have always been somewhat awkward and Kingdom Come is no exception to this. The mechanics of it are pretty simple, you have an amount of stamina (tied to your current health, which is an interesting mechanic) which you use to throw punches, swing your sword and dodge/counter/block enemy attacks. With a sword or other weapon equipped you choose the direction of your strike which has a direct impact on your enemy’s ability to block it. What this results in is a game of cat and mouse with the NPCs, trying to figure out which angle to hit them from. I do get that they were going for a more realistic feel to what medieval combat would be like but it just wasn’t particularly enjoyable.
One feature that’s notably missing, and I think one that sucked a lot of the fun out of it for me, was an unlimited, on demand save. Whilst that’s changed in a recent patch (now with a save and exit function) it did mean that the game was a lot more laborious than it would otherwise be. There were a few times where I lost quite a bit of progress, whether due to my own fault or the numerous technical glitches, because the save point was quite a while back. This also meant that one of my more favourite things, quicksaving and then being a total jerk for no good reason, was stripped away. Say what you will about save scumming and what have you but things like that really do help to keep me engaged in games like this. With such a restrictive save system I no longer feel like experimenting or just having fun for 10 minutes before I break for the night. The save and exit feature somewhat addresses that but, honestly, without a quick save/load it’s really only a halfway solution.
This isn’t even mentioning the larger game design issues which made what was supposed to be the games opening hours more frustrating than they could be. You see an early mission requires you to pick a lock in order to get an item. No worries, you’re given some lock picks and a practice lock to work with to get going. So I spent a few minutes honing my skill until, unfortunately, I broke my lockpick. Alright, I thought, I’ll go into town and buy a new one. Not a single vendor in the town I was in had any and, looking up places to buy them showed that I’d probably have to spend another 30 minutes travelling (I didn’t have a horse) to get more. Great, that mission is now dead to me until I figure out a way around it. Sure it’s not like I couldn’t do other missions but these small issues are numerous and they all make Kingdom Come less enjoyable than it would otherwise be.
This isn’t to mention the numerous issues it has with performance, optimisation and game breaking glitches. In addition to the texture pop in issues the game will lag horrendously in cut scenes if you have G-Sync enabled, yet again requiring a custom config to fix. Lock picking, for some unknown reason, enables mouse acceleration meaning that you’ll need a custom mouse profile or something similar to counteract the effects (making that particular mini game incredibly frustrating). Timed events for NPCs will sometimes simply not work, like when I was told to go to the training ground to meet the captain. I waited next to it for 2 days and he never showed up, requiring me to restart the game to my last checkpoint and try again until it worked. I’m not the only one to experience weird behaviour like this either as many of the Let’s Play videos on YouTube will attest. I know that, as gamers, we’ve come to expect this kind of jank from large RPGs but that doesn’t excuse it. For some I can imagine these things are actually a source of fun but, for me, they just soured me even further on the whole experience.
Which is a right shame as the story seemed quite good. Sure it was relatively predictable how things were going to start but it was truly refreshing to play a game from the perspective of a nobody from nowhere with no prophecy or powers behind him. Careful attention was paid to fleshing out the world with bits of story, interesting conversation between NPCs and a range of dialogue options that were all dependant on how you built your character. Indeed I feel that I should probably wait another 6 months or so until the major issues have been patched out and the mods start rolling in, allowing me to mold the core game of Kingdom Come into something I’d enjoy. That way I could experience the story without having to worry about all the other elements I’m not so keen on.
To be sure Kingdom Come: Deliverance is a great game for a certain subset of gamers: those who’ve been lusting after a true to form RPG in a medieval setting. 4 years ago I thought I was one of them, my pledge on Kickstarter a testament to that, but since then it seems things have changed. I’ve become less tolerant of the jank that these large scale RPGs seem to bring with them, no longer wanting to have to deal with troubleshooting performance issues just so I can play the damn thing. I do recognise the amount of effort that goes into producing something like this though as there are many aspects of this game that I can appreciate for their objective quality. The attention to detail in the world and the story are two such elements, ones that I might be able to enjoy at a later date. If this is the first you’re hearing of Kingdom Come: Deliverance then the game might not be for you but for those Kickstarter faithful I’m sure they’ve got their moneys worth.
Kingdom Come: Deliverance is available on PC, PlayStation 4 and Xbox One right now for $59.99. Game was played on the PC with a total of 5 hours play time and 8% 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.
The Wolfenstein series’ soft reboot with The New Order back in 2014 was a gamble for then nascent developer MachineGames. The previous instalment in the franchise hadn’t performed well and many were left wondering if it would have a future at all. However they managed to release a game that was good in its own right, keeping the core old-school FPS feel and integrating it with modern-day improvements. The Old Blood was seen as a small stumble by most, the stand-alone prequel story not bringing enough to the table and being released barely a year after its predecessor. Suffice to say feelings were mixed around the announcement of The New Colossus as history showed that this game could potentially be a return to form or a continuation of its slow downwards trajectory.
For this writer, I’m glad to say, The New Colossus signals a big step forward for the franchise.
SPOILERS FOR PREVIOUS WOLFENSTEIN GAMES BELOW
You return again as B.J Blazkowicz, lying broken and bloody atop Deathshead’s fortress after defeating him. As your world darkens you give the order to fire on your position, hoping to rid the world of the foul technology that helped the Nazis conquer the world. However before you black out you see that your friends of the Kreisau Circle have come to rescue you, taking you away before they lay waste to the Nazi stronghold. Your recovery is long and just as you awake your location comes under attack by Frau Engel. With your broken body you haul yourself into a nearby wheelchair and return to what you do best: killing Nazis by the truckload. From here you continue your journey to free the world from Nazi rule.
The New Colossus is the second game to come to us via the id Tech 6 engine, the first being the DOOM reboot of last year. You’d be forgiven for thinking it was developed on a completely new engine as the graphics are a massive leap forward in almost all respects. However the release day version of the game was plagued with performance issues, something I noted early on after attempting to tweak my settings. After reading some forum posts I found that my drivers were 1 version out of date and, upon updating them, everything improved dramatically. The game still suffers greatly in outdoor areas, an ailment that seems to plague all id Tech games. Still this is one of the few games where I’ve been unable to max all the settings lest I turn the game into a slideshow. Kuods to MachineGames for continuing the trend of high quality visuals.
The core game play mechanics of The New Colossus remain largely the same as its predecessors being your typical mix of FPS and light-RPG elements. You’ll spend the majority of your time gunning down all sorts of different Nazis and their contraptions but how you go about that will be shaped by how you play and what upgrades you choose. The perk upgrade system is mostly the same, requiring you to perform certain actions in order to unlock them. Weapon upgrades are streamlined significantly, allowing you to unlock up to 3 upgrades for all of the normal weapons. Later on in the game you get access to contraptions which are another set of upgrades that unlock various areas of the game that are otherwise inaccessible. This then dovetails into the Ubercommander missions, which are essentially replays of missions you’ve already completed, allowing you to tackle them again with your newfound powers. All in all it feels like a tighter, more concise game overall which is saying something given that my campaign-only playthrough clocks in at just under an hour shorter than my The New Order playthrough.
Combat is mostly mid-paced, often starting with a stealth section followed by your typical corridor shooter affair once you are inevitably detected. There are some high action scenes where you’ll just be sending endless streams of lead down range but for the most part you can take your time when it comes to engaging The New Colosuss’ enemies. The shooting does feel a little on the rough side, the generosity of previous game’s hit boxes reduced somewhat requiring a greater level of skill on the player. Some of the guns feel completely ineffectual until you get one or two of their upgrades which, thankfully, won’t take too long if you take some time to explore a little bit. The game isn’t stingy with ammo drops either so no matter what gun you prefer you’ll most likely be able to use it as often as you want. Despite the slightly slower pace and less polished feel overall I’d rate the combat as equal to its predecessors.
Progression is broadly broken up into 2 main systems, perks and weapon mods, but you’ll also change the mix of your base stats as you progress through the game. Initially you’ll have a max of 50 health and 200 armour which, after a certain mission, will change to 100/100. This might not sound like much but it does change the flow of the game significantly, especially considering the game’s focus on over-charging your health rather than allowing you to increase it permanently. Thus the start of the game actually feels a lot easier than it does towards the end since you won’t be able to overcharge your health to 200 and also run around with 200 armour. If this is your first foray into Wolfenstein it might actually be a great way to ease you into the flow of the game.
The perks level up as you perform various feats and, curiously, don’t reset their counter upon death. This does mean that, if you’re so inclined, you could grind them out by save scumming but honestly most of them will come easily as long as you know which one to go for. They don’t provide massive benefits, usually just small benefits that will make your life a little easier, but all of them together do make a noticeable impact. The weapon mods are much, much more impactful often turning lacklustre guns into absolute beasts. The Sturmgewehr for instance when upgraded fully is by far the fastest way to take out armoured enemies and the Pistole is really the only gun that can be used in stealth when you get its suppressor. Progression stalls a bit towards the end since you’ll have upgraded your weapons of choice and unlocked most of the perks that aligned to your playstyle. The contraptions do add a little bit more flavour there but I didn’t bother unlocking the other 2 as I didn’t want to grind out the ubercommander missions. I’m sure if I did though I’d feel a little different about the progression stalling at 2/3rds through the game.
Whilst there are still some performance issues, predominately in outdoor environments, The New Colossus also seems to suffer from some weird bugs either due to running in borderless window mode (something which it natively supports), the Steam overlay or being alt-tabbed. Essentially whenever focus was taken away from the game and then returned to it there was a 50/50 chance of a crash happening. Often this wasn’t too much of an issue, the checkpoint system working well, however a few times it got me stuck in unskippable moments which I’d have to repeat a few times over to get past. Unfortunately I couldn’t figure out the cause of these errors as the crash reporter always alerted me that it couldn’t write the crash dump. I’m sure there’s a simple explanation to this and it will likely be patched in the future. Still if you’re wanting to avoid this it’s probably worth running it in exclusive fullscreen for now.
The New Colossus’ story telling feels head and shoulders above its predecessors, giving many of the characters and their relationships ample time to develop. To be sure the plot follows your typical action movie trope with few, if any, real surprises to be had. However there’s some great moments of levity and self-awareness showing that the writers knew that they were making yet-another Nazi story that needed something to liven it up. There is a bit of an obsession with long, drawn out scenes where you’re basically locked in place, some of which could have been trimmed down a bit and still had the same amount of impact. Still for a series where I used to rate the story as “interesting but forgettable” The New Colossus is one that I think I’ll remember fondly for some time.
Wolfenstein II: The New Colossus is a big step forward both for the franchise and MachineGames as a developer. The core of what made the original great is still there, retaining much of that old-world FPS charm whilst including modern mechanics to amplify that experience further. The game still suffers from some of the issues that seem to plague all id Tech based games but these are things that will hopefully be fixed in future patches. Over the top of all this, and likely the reason why I feel this particular game is a step ahead of its predecessors, is the story which does a great job of giving all the characters time to shine whilst steering clear of all too popular LOOK OUT FOR A SEQUEL cliffhanger. If Call of Duty: WWII left me wanting Wolfenstein: The New Colossus has me wanting for more.
Wolfenstein II: The New Colossus is available on PC, Xbox One and PlayStation 4 right now for $59.99. Game was played on the PC with 9 hours of total play time and 38% of the achievements unlocked.
Coming back to Destiny has always felt like slipping back into an old pair of shoes. Every time I’d go through the same process: be overwhelmed with the changes, find my footings through the campaign and then grind my way to the requisite light level before running the raid until I got bored. I must admit that whilst I did come around to playing a FPS on a console part of me always wanted it to come to PC as I just knew it would be a killer experience. With Destiny 2 I got my wish and whilst I’ve had to spend the last month or so carefully avoiding everything to do with its release on consoles I’m glad to say it has been well worth the wait.
Earth has come under attack by the Red Legion, a band of Cabal warriors who have never known defeat. Led by their Dominus Ghaul they caged the traveller and robbed all guardians of their light. You are left powerless, the gifts that the light granted to you seemingly gone forever. Soon after you are cast back down to Earth however you are flooded with visions that draw you to a shard of the Traveller that it flung away from itself during the collapse. The area surrounding it though has been heavily corrupted and no one who has entered the region has ever returned. This is where your quest begins to restore the light and defeat the unbeatable Red Legion.
On first look the graphics of Destiny 2 felt like they’d gone backwards from what I remembered of the original Destiny and its expansions. However after tweaking a few settings and spending a good deal of time in-game it became obvious that there have been a vast number of improvements made both to the underlying engine and the artwork the game uses. Of course I’m no longer introducing artefacts by running the game through a capture card although I had largely eliminated those when I moved to an Elgato HD60 Pro a year or so ago. The big bonus is the fact that I can now run the game at a buttery smooth 144FPS, something which I can still manage on my near 3 year old rig. Interestingly I know this game is pushing the limits of my system not because of stuttering but because my PC gets noticeably warm (since I usually rest my feet on the sides of it) during play. There have been some issues of course although the last couple patches have fixed most of the more glaring ones that popped up as part of the PC release.
By and large Destiny 2 remains faithful to the original in how it plays however there’s a lot of changes made for the sake of balance and quality of life (both for the developers and the players). The weapon classes have been reworked with primaries now being locked to kinetic damage, secondaries (now “energy”) all have an element type but also share the same weapon classes as primaries. Lastly some weapons (shotguns, fusion rifles and sniper rifles) have been moved to the heavy (now “power”) slot. Classes are mostly the same with a few tweaked and some replaced outright. You’ll still do the usual level thing until you hit the max at 20 at which time you’ll begin the same kind of light grind that we’ve been familiar with for the past couple expansions. Progression is now lightening fast up to a point after which you’ll be relying on weekly milestones, exotics and rewards from being in a clan to make any meaningful progress. At its core however it’s still very much the same game as it has been for almost 3 years and that is not a bad thing.
Whilst combat hasn’t changed much it is made that much better by being on PC. Of course I’m extremely, unabashedly biased in this regard but the fact that it was a great shooter on console was always going to mean it’d be a great one on PC. It did take me a fair while to get over my controller muscle memory, reaching for triggers that no longer exist, but it wasn’t long before I felt just as home on the PC as I ever did on console. The changes to the weapon system mean that your choice of heavy is much more meaningful than it used to be although, if I’m honest, the weapons that have moved into that slot now see much less use because they’re just not as good as the alternatives. Perhaps that will change as I find myself more gear but since I’m already at 281 light I don’t think that will change much. Unfortunately some of the lag issues are still present due to Destiny’s “complicated” P2P network architecture but they’re at least not as bad as they were at the original’s launch.
Levelling up is as much of a breeze as it ever was, happening organically as you progress through the campaign’s main missions. There were only a couple times that I had to drop out of it in order to get a level or two before being able to tackle the next one. This, coupled with not needing to go back to orbit after every single mission, means the pacing of Destiny 2’s campaign feels a lot more consistent with a lot less down time. Whilst the time to max out your level is about the same overall (8 hours or so) it does feel like a lot less thanks to the streamlining. They also do a pretty good job of re-introducing everything which is great for new players although it will be somewhat confusing to long time players (doesn’t my ghost know what the taken are?). Whilst the story is probably about on par with the original its overall execution does feel a lot stronger.
The gear grind is mostly the same as it was in previous expansions however now there’s a much heavier focus on the weekly activities. Whilst you can certainly keep levelling up your light without them it’s a much longer process, reliant on exotic drops more than anything else. Gone are the days when gear would randomly roll a light level around your current one, instead (past a certain point) they’ll always roll at a predefined level. The RNG comes from whether or not they include a legendary mod which bumps their light up by 5 levels. Once you have a weapon or piece of armour in a slot with one of those you’ll then be infusing it repeatedly until you reach light level 280. After then you can craft your own legendary mods and so all gear drops basically become on par. The only gear that will drop above your light level comes from the weekly events, the raid and the exotic quests (of which there are 4 I believe). This means you’re likely to hit a plateau each week before being able to progress. Still you should be able to get raid ready in a week and be able to blast past that easily in the second.
The renewed focus on Clans, with all the benefits that come from being in one and actively participating with it, was an interesting choice by Bungie. Certainly it ran against the way I used to play the game, preferring to just do everything on my own and hitting up DestinyLFG whenever I came up short. Joining a clan with an old friend of mine has been a pretty rewarding experience and I do look forward to doing more with them as time goes on. The clan interface could be a little better however, starting one requiring you to go onto Bungie’s website, something which the in-game client doesn’t tell you about. Once you’re past that point however it’s all pretty easy and, to be fair, you’ll likely be doing most of your co-ordination in Discord anyway.
As I mentioned before the story feels like it’s very much on the same level as it has always been, scraping just the top of the greater world’s lore. The grimoire is gone and there’s a bigger focus on putting much of what was in there actually in the game. A lot of the stuff is then hidden in the side missions, something which even I haven’t really gone through yet. That being said for those that I have played they’re a lot more upfront with bits of information, especially if you take the time to follow your ghost to scan things of interest. The great voice acting by the big name cast continues in Destiny 2 and the host of new characters brings a lot of life and levity that was missing previously. That being said it’s still not a game I’d say you’d play just for the story but it’s none the less an enjoyable one.
Destiny 2 takes the legacy that the previous game and its DLCs and rebuilds it for a new era. As a long time player of Destiny on the PlayStation 4 I can say unequivocally that it’s best experienced on PC as the platform gives the game all the things it needs to really shine. Bungie have done a great job of making the game approachable for new players whilst also ensuring it’s still got the things that the fans were looking for in the next instalment in this IP. Whilst I’ve yet to fully experience everything the game has to offer (which is saying something given the fact that I’m 26 hours deep at this point) it feels like the Destiny I’ve come to know and love with a few tweaks here and there to make everyone’s life just a little easier. I look forward to dumping many, many more hours into the game and its successive DLCs.
Destiny 2 is available on PC, PlayStation 4 and XboxOne right now for $89.95. Game was played on the pc with 26 hours of total play time.