The Resident Evil series and I go a long way back. I started playing the series with Resident Evil 2, skipping the first because I don’t think we had a PlayStation until long after it was out (we were a Nintendo household, dagnabit). For some reason though the series stuck with my brother and I, the game getting numerous replays as we sought to master its every aspect. I even remember going as far as doing a no-save run, a feat which saw me playing through until midnight, netting me the infinite ammo gatling gun. However after Resident Evil 3 (which I am very much looking forward to seeing a remake of now) my interest in the series waned I went to greener gaming pastures. It was impossible to ignore the wide critical acclaim that the remake was receiving though and, after being prompted to play it by my brother, I found myself back in the zombie infested world of Racoon City. Suffice to say if all remakes were done this way I think we’d all be far more welcoming of developers pillaging old classics.
You play as either Claire Redfield or Leon S. Kennedy, both of whom are venturing into Racoon City for their own reasons. The story starts when both of you stumble into a petrol station on the outskirts of the city, seemingly abandoned with no signs of any humans around. It quickly becomes apparent though that everyone here has turned into zombies and thankfully you bump into each other before making your escape into the town proper. As you journey towards the police station, in hopes of finding shelter and help there, you become separated and so your journey begins to escape Racoon City and, possibly, save a few others along the way.
Resident Evil 2 is based on the same RE Engine that powered Resident Evil 7: Biohazard and the visuals have definitely improved since then. The level of detail has improved significantly, the game no longer relying on the dark setting to hide away the lack of detail in certain areas. Some of this is out of necessity, given that a lot of the areas are a lot more open and bright than they were in 7. There’s also a lot of nice visual touches like the animations that play when you’re using an item and the subtle changes in colour temperature for different rooms that are lit by different sources (moon light vs incandescent lights, for example). The cutscenes are probably the only sections that highlight some of the lesser graphical aspects, the animations sometimes getting out of sync with the sounds or even the animations themselves not being quite right. Overall though I’m glad that Capcom made a concerted effort to improve upon what they delivered previously with this engine.
Capcom was vehement that this was a remake, not a remaster, and that’s certainly true of the game’s core gameplay. Gone are the fixed cameras (thank goodness) replaced instead with a third person, over the shoulder view. This in of itself is a major change to how the game plays out, no longer are you limited to small, awkwardly framed sections that made even the most benign task a challenge. Instead you now have this almost open world in front of you, one that’s littered with many of the same challenges that the original had. Beyond that the game sticks to its survival horror roots, giving you precious little ammo to take on the numerous zombies that will be coming your way. This makes choosing your path through the world critical as you won’t be able to simply blast your way through everything. Stacked on top of this is a heavy focus on item management, forcing you to make decisions about what to take with you and what to leave behind. Lastly there’s a rudimentary crafting system, adding a another layer of complexity in deciding how you’ll tackle the problems at hand. All of these mechanics are, in the truest sense, the essence of what made the Resident Evil series great back in the day and their modernisation some 20 years later has proven the formula can still be successful.
Combat is, as it always is in survival horror games, a frustrating affair of never being sure if you have enough to make it through to the next stage. Zombies never really reliably go down, often just falling over and getting back up at some later stage (save for a few weapons which guarantee kills like the magnum). You’ll also be faced with situations that will make you panic and drain your reserves rapidly, leaving you with few options but to try and run past whatever is trying to kill you. Realistically the only thing in common it has with other third person shooters is the perspective you play from, everything else is more a game of strategy to minimise the use of your consumables whilst maximising the amount of distance you can cover. So whilst it might be a frustrating, seemingly random system there are a number of things you can do to increase your odds of getting through unscathed and with only a few bullets loosed.
If you’re playing on anything but the easiest mode you’ll also have to deal with the health system which retains the originals Fine/Caution/Danger levels which roughly translate to how many zombie bites you can sustain. Other things seemingly do part damage, like some boss attacks or other smaller sources of damage, but they won’t register on the inventory screen. Similarly healing items seem to indicate that they’ll have varying levels of effectiveness but they all seem to be roughly the same, either repairing you 1 level or 2. I’m sure there’s some deeper level to it, probably one that speedrunners are intimately familiar with, but for your average player there doesn’t seem to be more subtly to it than that.
The inventory system is one of the game’s core mechanics, making it hard for loot rats like myself who by default pick up everything in sight. Sometimes it can mean just having to loop back later to pick up some more crafting materials but often it can mean coming across a crucial progression item that you’ll then have to leave behind. Thus you play an optimisation game, scanning the room for everything in it and then deciding what you can and can’t take with you. It gets easier later on as you expand your inventory space, although then you’re usually carrying around more guns to deal with the game’s increased level of threat. I’d typically chide a game for making inventory management such a ballache however it’s clear that it was a core part of the game design, not something that was simply neglected. So whilst I might have been annoyed at the multiple trips I might have had to make to get everything in a room I understood that this was part of the challenge laid out before me.
Now I’m not sure if it’s my 2 decades of experience as a gamer since I played the original but the puzzles of the remake feel a lot more straightforward than they previously did. All the clues you need will come to you without the need for studious exploration and those that don’t can often be worked out with a little logic or brute force. There was only one time when I got stuck and that was due to me legging it out of a room without fully exploring it, something a second trip through fixed up immediately. I was playing on the Standard difficulty so I understand some challenges are a little harder on the top tier but even then I don’t think most seasoned gamers would struggle. For those who do there’s the easiest difficulty level which I think would cater to even the most casual of players.
It’s hard to tell what’s janky in Resident Evil 2 and what’s meant to be a core part of the game. For instance the zombies’ ragdoll physics constantly goes haywire, even when they’re not completely dead. On the one hand this could very well be deliberate as ragdolling in games often means the enemy is completely, 100% dead; something which this game really doesn’t want you to be sure of. Additionally the enemies AI breaks down around doors, sometimes they’ll break them down and follow you through whilst others will instantly forget you’re there the second you close it. Again, could be a game mechanic or could be a glitch, I really can’t be sure. It’s true to the nature of the genre somewhat, frustrating controls and random mechanics that always keep you guessing, which is also one of my biggest gripes with games like these. So either it’s part of the challenge or a frustrating lack of polish, you decide.
The story remains true to the core events of the original and retains the same ever present tension that the Resident Evil series was always so good at generating. Now I’m not typically a fan of the horror genre but it’s hard to deny how well Resident Evil 2 executes it. The game does have some rather severe pacing issues, something which I think is part due to its true to core nature and the assumed multiple playthroughs (which I have not done), but it does seem relationship progression between most of the characters happens way too fast given the time that would’ve passed (less than one night). A lot of it made sense to me given my history with the original game but for those who never played it I can imagine things might have seemed a little weird. Indeed the story seems to be the thing that recieved the least polish which is a shame but it’s still at least enough to carry you through it.
All this being said RESIDENT EVIL 2 / BIOHAZARD RE:2 sets the bar for what remakes of classic titles can be. Changing up the mechanics, completely rebuilding the environments and thoroughly modernising nearly everything about it brings about a new experience that keeps the essence of the original whilst still doing something new. Even for single playthrough gamers like myself there’s a lot to love here, from the well laid out puzzles to the min/max strategy, ensuring that there’s always a challenge at had to keep you occupied. There are some parts that could either be a lack of polish or a deliberate design decision, something that has always irked me about the survival horror genre. Still, all things considered, if all remasters or remakes were like this I think we as a gaming community would be far more welcoming to them. We may get to see more of it with a possible Resident Evil 3 remake on the horizon and I, for one, am definitely looking forward to it.
RESIDENT EVIL 2 / BIOHAZARD RE:2 is available on PC, PlayStation 4 and Xbox One right now for $89.95. Game was played on the PC with a total of 7 hours playtime and 40% of the achievements unlocked.
Eastern styled RPGs have a bit of a… reputation. The most notable part of this reputation is their penchant for horrendous grinds, forcing you to spend hours upon hours drudging your way towards that next level or shiny purple. They’re also renowned for being mechanically dense, often with multiple interwoven systems that all need to be understood and exploited fully if you want to live out your power fantasy. My first brush with these kinds of games came almost a decade ago with Aion: Tower of Eternity, a game so grindy and dense that I gave up when I reached level 30, which is saying something from someone who levelled 2 characters to 60 in vanilla World of Warcraft. This was why I originally passed on Monster Hunter World when it first came out as it looked chillingly like the eastern MMORPGs I’d played in the past. However with few good titles out at the time I figured I had nothing to lose and so I gave it the old college try. Unfortunately in this instance I didn’t find a whole lot to like about the Monster Hunter experience, the depth and complexity of the games numerous mechanics lost in the seemingly endless grind that I’d have to go through to exploit them.
You are a Hunter who is traveling to the New World as part of the Fifth Fleet. As part of the Research Expedition your job is to help out in determining why the Elder Dragons migrate to the New World every ten years as part of an event called the crossing. However on your way there your fleet is attacked by Zorah Magdaros, an elder dragon the size of a mountain that was making its journey to the New World. Thankfully you wash up on shore and are able to make it to Astera, the Research Expedition’s main base of operations in the new world. From here you begin your quest to understand the elder dragons, the reason behind the crossing and how to survive in this new land filled with monsters looking to make a meal out of you.
Monster Hunter World has that distinct, eastern RPG art style to it which (for whatever reason) tends to favour slightly worse graphics that are made up for with lavish amounts of detail. Honestly it feels like a game that would’ve came about at the end of the PlayStation 3’s development cycle, not a current gen title. Part of that is likely due to the multiplayer components with the potential for a lot to be going on at any one time. Still there are current generation MMORPGs with higher player caps that have managed far better visuals so I’m guessing that this was a stylistic choice more than anything. This all aside Monster Hunter World is a visually diverse and detailed game, overflowing with colour and visual spectacles. The areas might not be large in scale but they’re full of hidden paths and secret areas, making them feel a lot larger. If this kind of game appeals to you though the visuals aren’t really going to matter, it’s the grind you’re really here for.
Monster Hunter World embodies the eastern RPG archetype to a T, favouring deep mechanical systems that give the player seemingly endless choices in how you approach the game. There are no classes or talent trees to speak of, instead your progression is tied to your weapon of choice and armour set, both of which you’ll upgrade numerous times over the course of the game. The core of the game’s progression centers on the various crafting and upgrade systems, most of which require you to go out and hunt certain monster types to get the items required. Sprinkled over the top of all this is your usual RPG flair with town hubs, vendors and side quests galore that are certain to keep the completionists out there busy for hundreds of hours. Combat comes in the form of a kind of dark souls-esque type experience although it feels thoroughly less refined than its FromSoftware counterparts. In all honesty in the 16 hours I was playing it I still felt like I hadn’t scratched the surface of the game with many of the game’s mechanics still left untouched. Monster Hunter World certainly demands a lot from its players and unfortunately, for this old gamer, I just couldn’t find the strength to keep going back.
Now I’m not one to shy away from the kind of combat that Monster Hunter World puts forward but it honestly felt incredibly unrefined in its implementation. The Dark Souls inspired combat system brings with it a good set of mechanics but utilising them feels like a real hit and miss affair. For starters a monster’s hit box seems to be a finicky affair, sometimes registering as a hit on you whilst at other times simply moving you out of the way. Similarly the target lock mechanic flails wildly whenever there’s more than a few places you can target, often whipping you between different parts of the monster (or other monsters in the vicinity) as you try to position yourself around it. Getting on a monster’s back also doesn’t seem to work as it demonstrated most of the time, often failing to latch when I landed directly on the monster’s back but inexplicably working when I’d barely brush the top of their head. Even the resistance/weakness system felt really ineffective as I ground specifically for a set of weapons to fight one beast only to find that they didn’t make a lick of difference in the actual fight. Maybe I’m just not getting it, but if you can’t understand a game’s combat system after 16 hours then honestly I fault the game, not the player.
I’ll partly lay the blame of that at Monster Hunter World’s utterly glacial pace of progression. Even the most basic of upgrades requires gathering a substantial amount of materials and then, when you do craft it, the benefits are slim at best. In typical min/maxer fashion I tried dumping all my mats and time into crafting a decent set of starter gear (the bone set you see above) and honestly I couldn’t really tell you how much of a difference it made. I even tried grinding out some of the higher level sets of gear but with each monster kill taking 20 minutes or so to complete (if the fucker didn’t “leave the area” right at the end) getting a new set of gear would likely take hours. It got so bad that in the end I simply crafted a hodge podge set made up of the best crafting mats I had and even then that didn’t seem to reap any kind of benefit. Again I’m happy to admit that this is likely a failing on my part to understand the greater complexities that are hiding within Monster Hunter World’s various mechanical systems but if 16 hours of gameplay and intense Googling can’t get me there I’m really not sure what can.
Credit where credits due though, Monster Hunter World does have one of the deepest and most integrated crafting systems I’ve seen in quite some time. For most games there’s going to be a stock standard build that you can head straight for that will ensure your victory. For Monster Hunter World though there’s really no one-size fits all build that’s guaranteed to turn you into an overpowered god. Instead you’ll need to tailor your gear to your weapon choice, play style and prey that you’re chasing. This results in a near infinite number of builds, all of which appear to be viable (at least from what I can glean from various Reddit threads). I can definitely understand the appeal of such a system, heck I myself have invested many hours in games that had similar deep mechanical roots, it’s just unfortunate that I wasn’t able to find that hook to keep me playing.
There are some pretty notable issues with game on a technical level, some of which I think are inherent and others that are most certainly due to the porting process. The game’s graphical performance was horrendous when I started playing, something which I found out was a known issue. This was mostly fixed by using the Special K mod developed by Kaldaien which also allowed me to run the game in borderless windowed mode (although the game still seemed to have some teething issues with that). The netcode also seemed extremely fragile, something which is wholly attributable to Capcom. This is because there’s no native network framework for Monster Hunter World to make use of like it does on consoles (think PSN and Xbox Live) which mean they had to develop their own. When I first started playing it seemed to work fine but however after a week or so I found myself unable to get into any online games at all. Then, inexplicably, it started working again with no changes made on my end. I then foolishly decided to try a multiplayer quest only to have my teammates drop from my game session halfway through a monster fight. Honestly whilst its admirable that Capcom didn’t want to outsource the porting I can’t help but feel that maybe, just maybe someone else could have done a better job.
This isn’t also mentioning the various game design issues with the game’s core being focused on controller based play that doesn’t translate well to the PC platform. The default layout that’s chosen for you isn’t exactly congruent to keyboard and mouse play and even the MMORPG styled layout isn’t a whole lot better. The various menus are also incredibly obtuse with numerous different options hidden in random areas, necessitating a whole lot of flipping around in order to find the thing you’re looking for. I’m sure given enough time I could remap the keys or find mods that would make it better but honestly it’s not like UI design for games like this is an unsolved problem space. I managed to stumble my way through, to be sure, but honestly it feels like a game made for a different kind of gamer playing on a different kind of platform. If it’s any consolation I’m happy to admit I’m likely not Capcom’s target demographic for this particular title.
I figured that I’d at least play the campaign through to completion just to see how the game’s story pans out. I didn’t manage that as the overall plot is just too shallow and the use of a mute protagonist just served to highlight all of its flaws. I certainly liked the premise, travelling to a new world to understand a phenomenon that has eluded everyone so far, but there just wasn’t enough character or plot development to keep me that interested. Some of the things also don’t make a terrible amount of sense, like the fact that the various fleets don’t appear to talk to each other very much or why parts of the island are seemingly inaccessible despite you being able to fly everywhere. Again maybe the story depth is buried somewhere I didn’t look but if the game can’t at least tempt me in that direction then I’m more likely to conclude nothing is there.
Once again I find myself on the opposite side of popular opinion, gazing at a wildly successful title and wondering what everyone sees in it. I can certainly appreciate the depth of game play that Monster Hunter World presents, embodying (for better or worse) the stereotypical JRPG grindfest that so many people enjoy. However for me I just couldn’t find the appeal, even after ploughing in more hours than I typically would in an attempt to find that hook. I’m willing to admit that there might be something in there that I’d enjoy but I just couldn’t find it. Perhaps playing with friends could have changed my opinion as I’ve enjoyed many a trashy online experience so long as I had my mates by my side. Maybe the game is just for a different demographic than the one I fit into, I don’t know. It’s quite possible you’ll look at all the gripes listed here and chide me for my opinion, thinking that’s the whole reason you should be playing Monster Hunter World. If that’s the case then you’ll likely find the enjoyment I missed in Monster Hunter World.
Monster Hunter World is available on PC, PlayStation 4 and Xbox One right now for $59.99. Game was played on the PC with a total of 16 hours play time and 22% of the achievements unlocked.
If there’s one genre I’ll go to great lengths to avoid it’s survival horror. This wasn’t always the case though. Back in my youth I spent many a night playing my way through the top titles of the genre like Silent Hill and Resident Evil. However after about Resident Evil 3 I found myself attracted to other genres and left survival horror behind me. Looking back over my reviews the only real game I’ve played in this genre recently would be Dying Light, some 2 years previous. Try as I might to avoid the hype around the latest Resident Evil it seemed like, if I was ever going to dive back into the series, now would be the time. I’m glad I did as whilst I’ve affirmed that survival horror still isn’t my favourite thing in the world it’s hard to deny that Resident Evil 7: Biohazard is a very well crafted game.
In a stark departure from (what I remember of) the Resident Evil series you play as a civilian called Ethan. Your wife, Mia, went missing 3 years ago after taking a job at sea for an undetermined period of time. Out of the blue you received an email from her, saying that she needed help and to come and get her. So you make your way down to a derelict plantation estate in Dulvey, Louisiana to try and find her. What you discover there though is beyond any reasonable explanation and you soon discover the horrors that have kept Mia away from you all that time.
Biohazard is Capcom’s first full game to use the new RE Engine which, if I’m honest, doesn’t seem that impressive on first blush. There are some parts which are definitely impressive, like Mia’s hair and some of the more…lively parts of the environment. However the level of detail is probably a step or two behind what I’ve come to expect in games of this calibre. Since the majority of the game is spent in dark areas this isn’t an issue most of the time. However when you get up and close the lack of detail becomes readily apparent. This is made up for somewhat by the animations which are much better done. Of course you’re not playing a survival horror game for the visuals, you’re playing it to get the pants scared off of you.
Biohazard’s game play feels similar to other successful survival horror games like Outlast and Amnesia. The trademark mechanics of the series are still here, like the inventory management, crafting and obscure puzzles. However with everything taking place in the first person you’re now up close and personal with everything that’s going on (and for those brave enough to try this out on PlayStation VR you can fully immerse yourself in it, joy!). This does make some things easier, like combat, but of course there’s trade offs like not being able to see around corners to see some things before they have chance to induce a pants soiling moment. Indeed Biohazard tends much more towards horror than previous instalments have.
Combat is as you’d expect it to be: frustrating, panic inducing and often at times completely futile. This is, of course, by design as something that had the glass smooth FPS combat mechanics of Call of Duty would not make for great survival horror. Still your FPS skills aren’t completely useless with well placed head shots ensuring that you use less ammo overall, giving you a bit of a buffer to play with. Mastering the block will ensure that you don’t burn through as many healing items but, honestly, you shouldn’t need to use it most of the time if you know how to kite the enemies around properly. One thing (and most survival horror games are guilty of this) that really irritated me is that it’s sometimes impossible to tell when an enemy has actually died save for pumping a few more bullets into them. Again, this is a design decision (done to make ammo even more precious) but it does get annoying when that moulded gets up for the billionth time in a row.
Biohazard isn’t a fan of holding your hand and will only sparingly grant tips upon your death. For the most part this is fine as it encourages you to explore and figure things out for yourself. Sometimes though it’s an exercise in frustration, like when you learn that the first big enemy you face can’t actually be killed (only after wasting several clips on him). After a while though you’ll get familiar enough with the various quirks and things start to get a lot better from then on. There are some parts that are maybe a little too subtle in the way they hint at what you’re supposed to do, leading to a lot of unnecessary back-tracking to try and figure out what you missed. This might just be me though, having not played the Resident Evil series for the better part of 15 years.
The horror aspect is done exceptionally well, making you scared of the smallest bump or scrape that you might here. I can’t tell you how many times I had to step back and forwards over a little patch to make sure it was me making the noise and not something else. The jump scares are used sparingly enough that they really are quite shocking and do their job in putting you on edge for the rest of the game. Moments of panic are used to great effect, ensuring that you’ll blow through a lot more ammo than you’d otherwise would have. Whilst this isn’t the type of game I’d regularly play it’s hard not to admire the way they use the environment to keep you on edge all the time. It does start to run out of puff in the last third of so, which is probably my biggest gripe with Biohazard.
You see in games like this I pride myself on being able to build a massive stockpile in order to take some of the “survival” out of the horror. Now it seems most games have a horrible habit of stripping that horde away from you in aid of an artificial challenge bump. Biohazard does this at a pivotal moment, forcing you to start from the beginning again. The game does provide context for this, and to its credit does give you back everything at the end of that section, but that means that particular part drags on significantly. The last section then just feels unnecessary as you’re packed to the rafters with very little that can challenge you. I’m sure veterans of the series could blast through this in no time flat, and thus the last third be much less of an issue, but 8 hours of being on tenterhooks did tire this old gamer out.
The story is somewhat predictable with the standard “Choose A or B for a different ending” scenario presented to you just before the final third. Ethan seems weirdly at peace with a lot of the crazy stuff that goes on around him (although that changes during cut scenes), something which, if changed, might have added a bit more depth to the experience. There’s also one character which we’re supposed to empathise with but, since your interaction with them is severely limited and they’re given no backstory, it’s pretty hard to care for them. I’ve also checked both endings and, honestly, choosing the non-obvious path seems like a total waste of time. It’s a bit of a shame as previous Resident Evil games had some cool, super secret endings that completely changed how you’d view the entire game. That’s what I remember of playing Nemesis at least, anyway.
Resident Evil 7: Biohazard is a fantastic horror experience. Whilst the visuals might not win any awards they serve their purpose well, creating a foreboding environment that keeps you suspicious of every shadow. The lean towards horror makes for a high adrenaline experience with every creak, scrape and whine cause to get your gun ready. The game does include my usual gripes about games in this genre, namely the artificial challenge increase through taking away your stash and the lack of a decent story. Still I can recognise quality when I see it and, whilst I personally won’t rate this game as high as some of my peers, it does stand above others that I have played in this genre.
Resident Evil 7: Biohazard is available on PC, PlayStation 4 and Xbox One for $59.99. Game was played on the PC with a total of 8 hours played and 57% of the achievements unlocked.
The original Dead Rising was one of those games that every owner of a Xbox360 had on their shelves. It was just the right combination of not taking itself seriously and solid zombie killing action, long before the dearth of zombie based titles we have today. There was enough variety that pretty much any player could find something to like in it although the constantly ticking down clock ensured that you’d never get everything you wanted done in a single play through. The latest instalment, Dead Rising 3, continues along the series’ tried and true lines, although the experienced is marred by both performance and design level issues.
It’s been 10 years since the last outbreak when suddenly Los Perdidos finds itself in the grip of another zombie apocalypse. You are Nick Ramos, a young mechanic in this city who’s trying to find a way to get himself and his crew out of there. After a routine search for supplies you find out that the army is going to fire bomb Los Perdidos in order to contain the outbreak, giving you just 6 days to get yourself out of there. However as you ready your escape it becomes clear that there’s far more to this outbreak than would appear and it’s up to you to stop it.
Considering that Dead Rising 3 is a next-gen only title you’d expect the graphics to be a bit of a step up from its predecessor however it looks largely the same as many of its previous generation counterparts. This is partly due to the fact that the scale of the game has been ramped up significantly, going from an apocalypse inside a mall up to an entire city being taken over. That increase in scale also means an order of magnitude of zombies on screen, something which is at odds with high end visuals. I’ll touch on the performance later however suffice to say that Dead Rising 3’s graphics are pretty average, even when you take into account the scale that it’s operating at.
Dead Rising 3’s game play follows the same formula as its predecessors, putting you in charge of a single character who has to make his way through untold hordes of zombies using anything he can find. As you massacre your way through you’ll be rewarded with levels and points which you can spend on improving various aspects of your character. The crafting system also makes a return however this time you’re also able to craft vehicles as well, something you’ll be doing a lot of if you want to get across town in any sort of reasonable time. You can now also bring survivors along with you, equipping them with weapons so they won’t just be zombie attractors who will die shortly after you rescue them. This, combined with the usual affair of achievements and collectables, means there’s dozens of hours of play time within Dead Rising 3, more than enough to keep even the most keen achievement hunters busy.
The combat feels largely the same as its predecessors, retaining the same 3rd person beat ’em up style that the Dead Rising franchise is known for. The variety of weapons ensures that you’re always finding news ways to dispatch large numbers of zombies quickly however it doesn’t take long to find the really overpowered combos that you’ll want to exploit. This is counterbalanced by the fact that some apparently powerful looking combos are pretty lacklustre although thankfully you won’t be spending a lot of time tracking down components in order to make them. The grim reaper, for example, trivializes much of the game and the store you originally find it in has enough to make 2 of them, enough to kill 1000 zombies.
The inclusion of vehicles in Dead Rising 3 is a necessity, given the scale, however the vehicle crafting adds a little entertainment to what would otherwise be one of the game’s more annoying aspects. Again there are certain combos which are just insane, like the turret rig, but their limited life means you likely won’t have access to one every time you need it. One more annoying aspect of the vehicles is that you’ll need to find one with enough seats for your crew if you’re going to use one otherwise you’ll simply leave them behind, never to be found again. Whilst this isn’t an issue if you’re near a garage often you’ll find yourself in the middle of no where needing some form of transportation and the 2 seater varieties seem to be far more common than their larger counterparts.
Which brings me to my next point: the survivors in your possie are usually a liability more than anything else which is frustrating considering there doesn’t seem to be a way to tell them to stay at a safe house. Their AI is incredibly basic, often getting stuck in wide open spaces, unable to figure out how to proceed until you knock them over and they redo their pathing. This is only made worse by the fact that they don’t seem to understand how to use their weapons properly as they’ll either do nothing until you do the same motion (I.E. they won’t melee unless you do) or they’ll wait until they’re swamped before attempting to do something. The only time they become useful is during boss fights but apart from that you’re better off just letting them meet their end.
As many other PC reviewers have noted Dead Rising 3 suffers from some major performance issues right off the bat, often struggling to render a single frame for seconds at a time. It’s largely tied to when you first see a large group of zombies for the first time however there are also random times when it occurs, often leaving the sound playing which ends up with the characters being wildly out of sync. Creating a user.ini file to unlock the framerate (it’s capped at 30 fps natively) and knocking down the graphics a couple notches pulls it into the realms of playable but it still manages to peg all aspects of my system, even when there isn’t much going on. This is even after a couple patches which you’d presume would’ve made the experience better but, honestly, in its default form Dead Rising 3 is an unplayable mess.
This is only made worse by the lacklustre story which attempts to err more towards the serious side of things rather than the more comedic style of its predecessors. Sure, the essence of the not-so-serious nature of Dead Rising games is still there (like your costume appearing in cut scenes or the cartoony boss fights) but overall it feels like they’re trying too hard to make the story serious. Whilst I admit you’d never play a Dead Rising game for its deep story content it still feels like a good chunk of what made Dead Rising games so fun was lost in the latest instalment which is a real disappointment.
Dead Rising 3 is another solid instalment in the series, one which is unfortunately marred by performance problems and lacklustre story elements. The essence of what made this franchise good is still there, like the ridiculous combat and comedic game elements, however it just falls short of the “must have” status that the original had. It’s still a blast to play, especially when you unlock some of the more overpowered combos, however there’s probably not enough in there to keep me coming back for untold hours at a time. I’m sure long time fans of the series will find a lot to like in Dead Rising 3 but don’t be fooled into thinking it’s flawless.
Dead Rising 3 is available on PC and XboxOne right now for $49.99 and $57 respectively. Game was played on the PC with a total of 7 hours play time and 25% of the achievements unlocked.
The Steam Holiday sale is often a time of buyer’s remorse for someone like me. Since I tend to buy games right after they come out (usually for review on here) by the time a Steam sale rocks around my library is usually already filled with the titles that are now available at under half the price. Still it gives me the opportunity to pick up games that were on my radar but just didn’t quite make the cut at their regular prices and Lost Planet 3 was one of them. I’ve always been tangentially aware of the series, ever since back when one of my house mates showed it to me, but hadn’t given it a go until now.
Lost Planet 3 is a prequel to the previous instalments and you play as Jim Peyton, a rig pilot for hire who specializes in manning giant robots that function in the most hostile environments. Jim has had a rough time finding work so when a contract comes through to travel to a distant planet he has little choice but to accept. Upon arrival however things aren’t exactly as they were first sold to you as many of the long time residents at this colony will tell you. Still Jim tries to keep his head down and just focus on the work, ensuring his family’s survival, until he stumbles upon something which changes his world forever.
The visuals of Lost Planet 3 have their moments, like the screenshot just below, but it’s obvious that the PC version of this game is a port of the Xbox360 one. I think this is party due to the use of the Unreal 3 engine which, like Flash Player, has a tendency to make everything done it have a very similar feel about it. That means the graphics feel pretty dated even when you’ve got everything cranked up to maximum. The flip side of this is that it runs quite smoothly regardless of how much action is on the screen, something which you will be thankful for in some of the more action packed scenes.
The game play of Lost Planet 3 is divided pretty equally between 2 different modes. The first is you standard 3rd person cover based shooter where you’ll run and gun your way through massive troves of insect like aliens all the while making sure you have a place to hide once you’ve taken too much damage. The second is when your in your rig which functions as both your transportation as well as an alternate style of combat. Both of these have their own upgrade systems with your character having several of them, enabling you to upgrade him significantly should you want to put in the effort.
Lost Planet 3 incorporates some RPG aspects as well allowing you to follow the core story mission whenever you want to but also providing you with a bevy of side missions to keep you occupied. For the most part they’re simply there to unlock more upgrades or give you more TE to spend at the default upgrade stores but there are a couple that seem to have no real purpose behind them. The DNA scanning mission for instance doesn’t seem to have any appreciable benefit for you at all. I must have scanned nearly all of the enemies I encountered, some multiple times just to be sure, but still upon returning to the quest giver I found no reward at all. I don’t know if there was a threshold or something else I was missing but the mission said nothing more than “Scan enemies with this special ammo”.
The combat on foot is relatively engaging, mostly towards the beginning where you have to make every shot count lest you be over-run by even just a few Akrid. This starts to peter out gradually as you progress through the game as the absolute power of the enemies doesn’t seem to change that much whilst yours scales ever upwards. It’s even more apparent with the threat of running out of ammunition is taken away from you (your rig has an ammo locker in its feet providing unlimited ammo) allowing you to simply spray and pray your way through those sections. There are some parts where this is used to great effect, during the drilling missions is a good example of this, but it can make it feel like being in your rig is somewhat redundant at points when it’d likely be much easier to just get out and shoot.
Your rig is a cool idea however it’s more of a transportation device and puzzle mechanic more than anything else. Sure you’ll get into combat with it but for the most part it’s dumbed down so much that it barely rates above a quick time event at most points. This is never more clear than when you’re locked inside the cabin when fighting an enemy that you’d previously fought on foot, forcing you to use your rig rather than the already proven method that you’d used previously. I can understand that this was done in part to make the rig upgrades actually worth getting but you could honestly skip all the ones that aren’t given to you as part of the story and still not have an issue.
Indeed apart from a few weapon upgrades the multiple upgrade systems that your character has access to are almost completely redundant. I was playing the game on the hardest difficulty and found that the combination of the prototype pulse rifle alongside the explosive bow was pretty much all I needed for any situation. It doesn’t help that there’s large chunks of the game where you’ll be rolling in TE but not have a place to spend it because you’re locked in that part of the game until you complete it. If you’re someone that likes to find all these collectibles then you might find some value in the multiple upgrade systems Lost Planet 3 has but since you don’t need them there’s little compelling you to seek them out.
Lost Planet 3’s story is told in flashbacks by an old Jim who’s regaling his grand daughter with the story of how he came to be on EDN III before he dies due to a cave in. This has the effect of removing all tension from any part of the game where you think you might be in danger as you know he makes it out in the end. Whilst the whole corporate conspiracy plot was a little obvious it would have probably been quite serviceable should it of not been told in retrospect as some of the more tense moments wouldn’t have had such a predictable outcome.
Lost Planet 3 is a game that had great aspirations but fell short of accomplishing them. I feel this is mostly due to the cramming in of too many other things that detracted from the main story line, leaving most of the features feeling decidedly middle of the road rather than being the polished gems they could be. Lost Planet 3 has its moments but they’re unfortunately lost in the mediocrity of the rest of the game. Fans of the series might get more out of this title than most as it does delve into the past that precedes the previous 2 instalments but for anyone else it’s simply another middle of the road game, one best grabbed at Steam sale time.
Lost Planet 3 is available on PC, Xbox360 and PlayStation3 right now for $49.99, $68 and $68 respectively. Game was played on the PC with around 10 hours of total play time.
My previous post on games and female protagonists sparked an interesting conversation among my friends as we tried to recall all the games we’d played that had either a female lead character or at least one that played a major role in the game’s story. Even though we play a fairly broad range of titles the number of strong female characters we could name was dwarfed by their male counterparts, something that seems particularly odd now that 45% of all gamers are women. Thankfully that seems to be changing (albeit slowly) as games like Remember Me are becoming more frequent, even if they have to fight for their very existence.
You awake in an all white cell, your memory being wiped clean as part of the intake process for the prison you’re being kept in. A doctor approaches you and starts asking you rudimentary questions, trying to figure out just how much of yourself remains after your treatment. It seems that you’re somewhat resistant to the Sensen’s memory wiping ability and need to be sent elsewhere for further treatments. However whilst you’re on your way to what appears to be your final doom you’re contacted by a man called Edge who helps you escape. The world you’re then thrust into however is a dark and terrifying one that’s under the control of the Memorize corporation. Not directly however, but simply because their technology allows anyone to forget the most painful moments of their life turning them into memory junkies. Edge wants you to fight them and you can’t fight the compulsion to do so.
Remember Me is pretty much what I’ve come to expect from current generation console titles as it’s able to make full use of all the hardware power that’s available to it. The game incorporates all the modern effects: high amounts of motion blur, high resolution textures and it’s own glitchy overlay whilst also keeping its frame rate at a solid 60 fps. I will take slight issue with the lip synching as, outside the cutscenes, it’s either done extremely poorly or just not at all. It’s really the only let down in the whole audio/visual experience as pretty much everything else is spot on.
The game play of Remember Me is a mix of beat em up style combat, logic puzzles and an unique mechanic whereby you remix someone’s memories in order for them to do what you want them to. Whilst the fundamentals of each of these core mechanics will be familiar to most long time gamers they all have their own twist to them that makes them unique to the Remember Me world. By far the most intricate of them all is the combat system which you can heavily customize to suit your style of play. The logic puzzles and memory remixing are somewhat simplistic by comparison but are still an enjoyable part of the overall game play.
Combat follows the Arkham Asylum/Arkham City model of beat em up where you spend the majority of your time attempting to land combos whilst enemies throw themselves at you. It’s a little more nuanced and is reminiscent of fighter game combos where you must hit every button at the right time and in the right order to pull it off. However the combo aid at the bottom of the screen helps a lot and it’s also far more forgiving than any fighter game I’ve ever played. The really cool thing about the combat system though is the customization allowing you to change how the combo works and what benefits landing it will give you.
You have 4 types of “pressens” which are mapped to the buttons on the controller. The first is the damage one which, as its name implies, will increase the damage dealt by that particular strike. Regeneration ones will give you health upon landing a hit and cooldown pressens reduce the time between the use of your special abilities (more on those later). The final one is the chain pressen which inherits all the pressens that came before it making it a powerful tool for creating combos that are truly crazy. There’s also the twist of pressens having more effect the further along in the combo they are which, when you’re dealing with an 8 hit combo, can make a pressen that felt useless suddenly become really viable. You can also chop and change between the pressens during combat, allowing you to adjust your fighting style to the challenges at hand.
You’ll be doing this more often than you think as whilst towards the end you’ll have enough pressens and combos available to you to cover any situation initially you’ll either be short of either of them at any given time. My original 8 hit combo felt like the perfect fit for pretty much any situation but when you’re surrounded by 8 enemies at a time it became incredibly hard to land and thus needed to be reworked into a 5 and 3 hit combo respectively. There’s also certain types of enemies that will require you to build a combo just to take them down especially if their death relies on using one of your special abilities.
Augmenting your regular punches and kicks are s-pressens, special abilities that allow you to deal with the varying challenges much easier and quicker than you could do otherwise. They’re unlocked gradually, always as part of the game throwing a new type of enemy at you that basically requires that s-pressen to take them down, and how you use them is really up to you. They also rely on focus, shown as the white/blue bar above, which is generated whenever you hit or are hit by someone. In the beginning they’re quite cool and feel like the ultimate get out of jail free card but eventually their effectiveness starts to drop off and their use becomes something of a necessity.
This is probably where Remember Me starts to struggle as ramping up the difficulty involves nullifying the abilities that have been granted to you whilst throwing ever increasing numbers of enemies at you. It’s something that the whole games industry is struggling with at the moment, the idea of providing challenge whilst keeping the player engaged, but simply throwing more bodies or removing player options is most certainly more towards the anti-fun part of the spectrum and should honestly be avoided. Of course you could argue that due to its hack ‘n’slash nature Remember Me implies that this is how the challenge will be ramped up but I find that a poor excuse for a game that incorporates such a nuanced combat system in the first place. I don’t pretend to have a solution to this, indeed even the game designers I know say that this is something that the best struggle to achieve, but it’s definitely one of those things that will count against a game in my view.
The memory remixing puzzles are quite awesome as they play on the idea of small changes having big impacts on how something would play out. Whilst the outcomes are relatively fixed, I.E. there’s no emergent behaviour possible in any of them, the different outcomes are quite varied and the difference between a successful remix and a failure can be something as simple as doing something too early, or too late. There’s also a ton of red herrings in all of them, things that when modified won’t do anything at all, which keeps you second guessing your decisions right up until everything falls into place. I can’t really talk about it much more without spoiling the crap out of some of the puzzles but suffice to say it’s really good despite the fact it didn’t feature as prominently as I thought it would.
Outside of the memory remixing there’s a bunch of puzzles that make use of Remembranes, fragments of memory that you purloin from other people in order to move forward. They start off as being easy timing puzzles, usually involving you avoiding detection from robots that move in a predictable pattern, but they eventually graduate into riddles that unlock codes forcing you to decipher the ramblings of a man who was driven insane. They’re a small part of the game however and you could usually stumble through them without thinking about it too hard although I will admit I got caught on the second to last puzzle involving the hominus/m3morize/evolutio words.
One point that bears mentioning is the strange, strange world that Remember Me exists in. Now I’m not talking about the major plot points that drive the story that revolve around the Memorize memory technology, more that whilst the developers have strived to create a world that feels alive they’ve in fact created one that’s just simply weird. There are robots everywhere, and I mean everywhere, but apart from the patrol robots not a single one will react to you, not even ones that are in places where you’re not supposed to be (despite being a wanted criminal). They’ve obviously been put there to make it feel like the city is alive in some way without them having to code in a lot of people (which do exist, but are few and far between) but instead it creates this weird atmosphere where you’d expect them to react to you but they don’t. You’d probably be better just leaving them out because having them there just creates this extremely odd atmosphere.
Remember Me’s story is quite gripping once you get over the stumbling block of Nilin implicitly trusting Edge and doing everything he asks. They touch on this very point with the inter-chapter monologues that help to bridge over some of the more glaring plot issues, but it essentially leaves Nilin without any particular motivation for a good chunk of the game. It does morph into a much more rich and detailed story towards the end however, even though quite a lot of things are still left unclear, and the last couple hours were intense enough for everyone in my house to stop what they were doing in order to watch everything to the end. It’s definitely far above what I’ve come to expect from these kinds of games and Dotnod Entertainment should be commended for making a strong female lead, even if there’s a few rough edges.
For a new IP Remember Me does incredibly well, showcasing some incredibly refined game mechanics with a top notch story that combine to produce a well rounded and highly polished game experience. It still has some teething issues, something which is not uncommon to games trying out new ideas, but it manages to pull the majority of them off without sacrificing other aspects of the game. A strong female lead is also a welcome addition something which hopefully won’t be considered a controversial choice for too much longer. I thoroughly enjoyed my time with Remember Me and would recommend it for anyone seeking out a fresh experience that’s unlike anything else that’s come before it.
Remember Me is available on PlayStation3, Xbox360 and PC right now for $79, $79 and $49.99 respectively. Game was played on the PlayStation 3 on the Errorist Agent difficulty with around 8 hours of total play time and 39% of the achievements unlocked.