When a titan of the game industry gets into a genre the anticipation is always high for what they’re going to bring to the table. The looter shooter genre which came to popularity with titles like Destiny and The Division was seemingly set to see a new competitor this year in the form of Anthem from BioWare. I have to admit, even though I tried my darndest to stay away from the hype for it, I was excited to see what it would bring to the table. Heck I was even hoping it’d become another Destiny, something I could pick up every so often when a new DLC dropped to enjoy a casual raid or two. Unfortunately though those high expectations haven’t been met and the game that we’ve received seems to be cut down in scale and burdened with numerous problems that prevent it from achieving what it set it out to do. To be sure, there’s some great fundamentals in here, but we as gamers are tired of mostly finished games; especially from AAA developers.
The Anthem is a force of pure creation, left behind by the shapers of this world along with their various relics that forged this place that we now call home. Every so often the Anthem rises again, it’s unbound power causing chaos by ripping through the land. You, a rookie tagging along with famed freelancer Haluk for your first mission, go to tackle the Heart of Rage: a cataclysm that’s being caused by a device called the Cenotaph. The mission goes horribly astray however, with many of your fellow freelancers perishing at the horrors that were created. With that the hope that many in the freelancers is dashed and you spend the next couple years taking on odd jobs to keep the lights on. However it becomes apparent that an old power, The Dominion, is seeking to control the Anthem by using the Cenotaph at the heart of rage. It’s up to you, freelancer, to ensure that the ultimate power of creation doesn’t fall into the wrong hands.
If there’s one thing that Anthem gets right it’s the visuals which set the bar for what many other games will be compared to this year. They come to us care of the Frostbite 3 engine so it’s no surprise that it’s able to pull off all the modern graphics tricks in the book. Flying through the environments is a joy, the wide vistas providing many good screenshot worthy moments as you explore the world of Bastion. It can get a little visually confusing during heavy combat scenes (with the enormous amount of particle effects everywhere) and during puzzle sections (as puzzle items blend in far too well with the background) and I don’t think that’s something that’s ever going to change unfortunately. Performance is also pretty great as I never experienced a perceptible drop in framerates whilst I was playing. I did initially tweak the settings a little bit to get it running smoother, I think just by turning off AA. Other than that I didn’t need to touch anything else for the rest of my playthrough.
Anthem’s core gameplay sticks close to the looter shooter fundamentals starting off with you picking a particular character class that will define your playstyle. As you level up you’ll unlock the others and you’re free to switch between them you may not have enough gear to make one viable at your current power level without a little grinding. There’s a core story campaign which you’ll need to complete to unlock most of the game’s content including strongholds which are the game’s endgame content. You can customize your javelin’s weapons and abilities with loot drops, all of which have their own play style and synergies with each other. There’s also the usual tropes of daily/weekly missions, world events and a rudimentary crafting system to try and drag you back day after day. When all is said and done there is a decent bit of content in Anthem, maybe a little less than there was in Destiny when it originally released, but what’s lacking is a driving force to make you want to explore it.
Combat starts out being one of the most impressive parts of Anthem with all the abilities and dynamic aerial fighting feeling like something truly new to the looter shooter genre. The abilities are the standout parts of the combat, especially when you work together with your teammates to unleash some spectacular combos that explode in a glorious cacophony of particle and sound effects. I have to admit to having quite a lot of fun in my colossus with the shock coil attachment, an AOE lightning attack that just cooked enemies around me as a I walked at them and triggered off combos left and right. The ultimate abilities are incredibly satisfying as well, allowing you to do incredible amounts of damage against even the toughest opponents if you know how to use them properly. However after a time the combat starts to get samey and that’s when the cracks start to appear.
The guns, for instance, are nearly completely useless in comparison to your abilities. You’ll often be plinking away at an enemy for what seems like an eternity with your main weapons, just killing time until you can use one of your abilities again to do some real damage. This doesn’t even change with higher tier loot unfortunately as the abilities scale much better. The abilities to don’t change much past a certain point and most of them are just variants on the same thing like the flamethrower just being a cone version of the shock coil or the various versions of the mortar and flack canons. This, coupled with the lack of mission variety, means that after a certain point every encounter starts to feel quite samey and that’s when the boredom starts to set in. This is typically where the loot grind is supposed to be the draw card but unfortunately Anthem got this completely and utterly wrong.
You’re lavished with loot from the get go, which isn’t an issue in and of itself, however it’s not entirely clear which piece of gear is better than another due to the downright confusing stats page in the forge. Most upgrades don’t really feel like they change much either, especially for upgrades that are in the same weapon or slot class. Without a meaningful power progression you don’t really feel compelled to seek out better gear. Worse still it doesn’t really seem like playing on the harder difficulties (at least pre-end game) nets you any more or better loot, completely negating the reason for taking on the additional challenge. The difference between hard and normal can also be the difference between getting stuck on a mission for an hour and getting it done in 5 minutes, further pushing you towards simply playing it on the easiest and breezing through. Whilst I didn’t bother with any endgame activities I’ve heard that this situation continues on even there which honestly doesn’t seem like a good way to increase player retention.
Flying around the environments starts out feeling exactly like what was promised back when Anthem was first demoed although, for some weird reason, they decided to limit your flight time when you’re flying between missions. This is supposed to be counteracted by you diving every so often or flying through a waterfall to cool your javelin’s jets but neither of these seem to work consistently. I could understand limiting flying in combat but for exploration? It just feels like that was done to make the world feel artificially bigger than it actually is. Even then though you can see all of the world in a pretty short timeframe if you’re so inclined as the overworld isn’t as big as it seems at first glance. You also can’t fly over any of the mountain ranges you can see in the game, instead you get pushed back down by jetstreams, further limiting how you can travel. I think many of us were drawn to this massive world that you’d be able to explore in a giant mech suit but instead what we’ve got is a limited world with limited options to explore it.
Decoupling your javelin’s look from its armament was a good idea on BioWare’s part although, weirdly, they’ve essentially given you unlimited customisation options right of the hop. Sure there’s only a couple types of javelin cosmetic sets available but you’re given dozens of different materials and unlimited colouring options right at the start of the game. This means that you can basically craft your own visual style right away without much need for you to go searching for a bit of loot to make your javelin look awesome. Whilst I appreciate the ability to do this it further diminishes the value of end game loot as part of the appeal is wearing your high tier gear in front of others, signalling you’ve done the game’s hardest challenges. Combine this with the other loot issues and you’ve basically got very little reason to pursue any end game activities at all.
This is also not mention all the base technical issues that plague the game, even after the proper “release” (side note: if the game is playable by the general public, it’s released. Anyone who says otherwise is being disingenuous to deflect negative feedback). Crashes and disconnects aren’t common place but do happen and without any kind of checkpointing system if you were in the middle (or at the end, in my case) of a mission you’ll have to do it over from the start. The UI is total garbage with even the simplest tasks taking ages to complete. Want to tag something as junk for mass deletion? That’ll take about 3 seconds to complete, just as long as it’d take for you to deconstruct the item manually. Challenges don’t track properly in the UI either and you’ll often get notified about tracking something which you’ve already tracked. Navigating between different panes defies usual UI conventions as well, often meaning you’ll end up completely quitting out of a particular menu by accident rather than going back to the previous tab. Anthem really needs some love when it comes to the quality of life department as simple things like this shouldn’t be so hard.
Anthem’s story was set up well for it to go anywhere the writer’s pleased and, for what it’s worth, I enjoyed it for the most part. Sure the villains, characters and various plot twists are predictable and one dimensional but the world behind it was pretty well fleshed out. The voice actors also did a great job of bringing the script to life as well and I was surprised at the number of big name talent I recognised reprising their roles in Anthem. Honestly had the core game been better the story could’ve really shone but, unfortunately, it’s hard to enjoy a good story when so much of the rest of the game just isn’t up to par.
The weight of expectations has proved to be too much for Anthem as the game we’ve received after so much anticipation has left us all wanting. To be sure the game’s opening moments are extremely fun, bringing a fresh perspective to the looter shooter genre and setting you up for what feels like an epic BioWare experience. However the shine starts to quickly wear off as it becomes apparent that there’s just not a lot of variety in the core aspects of the game and little outside that to keep you motivated. The conclusion of the main campaign is where I left Anthem as there was nothing left there that I wanted to explore. It’s a real shame honestly as it feels like Anthem could’ve avoided many of these mistakes but simply didn’t. Perhaps future DLCs and patches will bring it back up to par, much like it did for The Division and Destiny, but we gamers are long past the point of wanting to play games that aren’t finished.
Anthem is available on PC, Xbox One and PlayStation 4 right now for $89.99. Game was played on the PC with 15 hours total play time and 19.5% of the achievements unlocked.
The revamp that Forsaken brought to Destiny 2 was sorely needed, giving it the shot in the arm that many players were longing for. To be sure it was aimed primarily at a certain crowd, those who make Destiny their hobby, but at this point in the game’s life those are the ones who Bungie needs to please the most. For myself it was a reawakening of that original Destiny spirit I had been longing for, giving me enough drive to grind out gear for the raid and ultimately, for the first time in a long while, max out my character at 600 light after some 41 more hours after I wrote my review. So when I saw Black Armory was coming out, the first of its kind of mini-expansions, I was intrigued to jump back in to see some new content and maybe even try the new raid in the first week.
Unfortunately it seems those many hours I put in beforehand just got me a ticket to the dance. To really enjoy the new mini-dlc fully I’d have to go back to the grind.
Black Armory gives you an extremely short bit of story which introduces Ada-1, the purveyor of the DLC’s namesake. Essentially they’re a weapon maker whose clientele is those not blessed with power, I.E. not you, guardian. However your relationship with The Spider has granted you access to them and Ada-1 quickly puts you to task in reclaiming their forge in order for them to start cranking out weapons again. So after about an hour or so of following a quest chain to unlock the first forge you’re then introduced to the game’s new mode, a kind of revamp of the escalation protocol with a few new mechanics thrown in the mix.
Jumping into this headfirst on day 1 wasn’t the greatest experience, something that was echoed by many other 600 light level players who tried the new content day 1. The main issue was that the light level for the first encounter started out at around 610, topping out at 630 for the final boss. This meant for those of us diving headfirst into the new encounter, especially considering it was a matchmade event, were usually met with defeat. Bungie then lowered the light level by 5, which made it a little more doable but still anything but easy even for previously maxed characters, necessitating a need to go back and begin the same grind out all over again. For some this is a non issue, indeed there were numerous examples of people reaching 640+ after the first day, but for those of us playing a single character with little interest in redoing much of the grind we just went through this experience didn’t resonate well.
You see for those who run 3 characters the 50 light level bump isn’t going to mean a lot to them, maybe a week or two of their regular grind in order to get there. For people like me though, who run a single character since that’s all they have time for, that level cap is more like 3+ weeks worth of work. That puts half of this expansion’s content (I.E. the raid) out of reach for some time. With the lack of story or other interesting activities to keep driving me forward, like the ever changing Dreaming City dialogue and ascendant challenges, the will to plough through the grind again just wasn’t there. To be sure part of this is to blame on expectations, I was somewhat hoping for a little bit of a campaign that would then plonk me into a new set of activities to grind but instead what I got was mostly the old grind with a few new things tacked onto it. I’ve already done my dash on that part and really have no interest in re-grinding all the same things again just so I can run the raid a couple times.
I think it’s clear that this kind of expansion isn’t really designed with players like me in mind. Forsaken was, to be sure, a rather long and drawn out grind but there were enough new and cool things to push me forward towards an ultimate goal. Black Armory adds all of the key trappings that used to keep me coming back but lacks that hook to keep driving me forward. This isn’t to say it’s a bad expansion, more that it’s directed at a certain subset of players who’ve been craving some kind of new content for a little while now that they’ve run the raid, got all their curated rolls and haven’t had much of a reason to login for the past month or so. I’m not one of those players, I had a goal of running the raid, which I did, then it progressed into completely smashing the raid with the best weapons, gear and mods available, and I did that too. Now though I don’t feel compelled to grind forges for new weapons, seek out the new exotics or even look into the raid. Maybe that’s because I have other games to fill that need that Destiny once met or maybe it’s due to the lack of story content, maybe it’s all those things but the long and the short of it is I don’t see much reason to log back into Destiny to play through Black Armory.
I don’t begrudge Bungie for releasing Black Armory like this though, they’re making content for their dedicated player base and I’m simply not one of them. I come back for every expansion, play it until I’ve had my fill and then I leave it again waiting until I’ve got a good reason to invest my time in it again. This time around I simply didn’t find that one hook, that one thing that pushes me to want to achieve something. That doesn’t mean it isn’t there, indeed it seems a lot of people are finding their own reasons to keep playing it, just it didn’t surface in time for me. Maybe the additional content drips for Black Armory will tempt me back eventually but, for now, Destiny 2 will remain on ice for me.
Destiny 2: Black Armory is available on PC, PlayStation 4 and Xbox One right now as part of the Annual Pass for $34.99. Total time spent in the expansion was about 3 hours, with total playtime in Destiny 2 now totalling 171 hours.
Destiny 2 wasn’t in a great spot. The last 2 expansions were met with derision from the community and many were questioning whether or not Bungie was really listening to the community. Curse of Osiris might have been a well timed injection of content for PC players but for others it didn’t even touch the sides after months of waiting. Warmind did little to address this, failing to bring enough to the table to even keep casualcore players like myself interested. For many then Forsaken was a make or break moment, either bringing them wholly back into the fold or pushing them away for good. Thankfully it seems Bungie took some inspiration from The Taken King expansion and revamped many aspects of the game, providing a vastly improved experience for all players. Whilst the changes might not be for everyone, indeed more casual players might feel a little left out in the cold, there’s no denying that this expansion has breathed much needed life into the franchise.
The Prison of Elders has suffered another breakout and you travel there alongside Cayde-6 in order to put a stop to it. When you arrive there however you discover that Uldren, brother to Mara Sov Queen of the Awoken, has escaped from his prison and now commands a bunch of Fallen with disturbing new powers. It is there, in the depths of the prison, that Cayde falls to Uldren; his light snuffed out. Upon returning to the tower the Vanguard is split about what to do: Zavala stating that they’re not an army and they won’t step into a war with the Reef and Ikora grieving heavily for the loss of one of her closest friends. It is there where you, the Guardian, begin to walk the path of revenge seeking out Uldren by picking apart his army and discovering the darkness that now binds the Reef.
Destiny 2 is looking is as good as always, exemplified by the absolutely incredible level design that has become their signature style for this franchise. All the new areas are simply stunning, smothered in details both large and small that make exploring each environment an absolute joy. I wasn’t on board with it the initially, the cramped confines of the Tangled Shore feeling somewhat antithetical to the typical massive, open space environment. However that all changed once I was in the Dreaming City which was a visual marvel all of its own. I’ve yet to explore all of the strikes, dungeons and the raid yet but I’m sure the trademark visual style is present there too. Whilst games are rarely made or broken by their visuals it certainly doesn’t hurt when they’re as good as what Bungie is putting out here.
Forsaken shakes up Destiny 2 significantly by adding in a lot of mechanics (some new, some old), integrating various quality of life improvements and revamping the progression systems. Each of the subclasses get a new talent tree that comes along with a new super, giving players a whole bunch of new mechanics to tinker with. The max light level is now a whopping 600 although you’ll find yourself at 500 before the campaign ends. The various kiosks that were present in the original Destiny have now come back in the form of a collections tab, enabling you to track your various armour sets and access them instantly from anywhere. Bounties have returned and function much like they used to, although they now (thankfully) share their own inventory tab with other pursuits and quests. A new PvEvP mode called Gambit as been added in, something which both myself and the wider community enjoys immensely. The end game area of the Dreaming City is a seemingly ever changing landscape, one that is still yet to reveal all of its secrets to us. Suffice to say Forsaken is the shot in the arm that Destiny 2 needed, even managing to bring back many players I never thought I’d see playing Destiny again.
Progression up to 500 is a whirlwind of loot, much of which you’ll be casting aside as you push your way up through the levels. For someone like myself who wasn’t 400 at the start of the expansion there’s a little bit of grinding to do between missions to ensure you’re at the right light level but once you’re beyond 440 or so it doesn’t appear to be an issue anymore. Once you’re at the first soft cap things slow down a little bit, powerful engrams being your primary source of power ups moving forward. There’s a second soft cap at 520 where powerful rewards outside of the Dreaming City only bump you up one light level or so, making them far less useful for progression. For casuals like myself this means you’re not going to be hitting the max light cap anytime soon and unfortunately there’s no real way to catch up either. This is directly geared towards those who view Destiny as their hobby with 3 characters that they max every expansion. Whilst I admit it was somewhat disappointing to learn that I probably couldn’t raid for a month or two I’m hopeful that it’ll be worth it once I do finally get the chance to do it. Going by the light levels in the tower it seems like there’ll be a lot of people who will be right there with me.
The return of random rolled loot, along with the much more expensive infusion system, is a bit of a mixed bag. On the one hand it does make duplicate drops less of a let down as there’s always the option of getting a god roll on one of your favourite weapons. On the other because infusion costs so much you’re likely going to be wearing a mixed bag of items for quite some time as keeping your favourite items upgraded is going to be too expensive. This does mean you’re far more likely to experiment with your loadout than you previously were which is probably a good thing (especially given that I’d been using the same armour and weapon set for the last 2 expansions). One of the saving graces is that infusion the same items into each other is very cheap, just glimmer, giving you a relatively easy way of keeping your god rolled items around. The previous item type lockout has been reverted to the old Destiny 1 style as well, meaning if you do really want to keep an item in a particular slot at max light level you’re no longer restricted. That’s probably out of necessity however, given the radical changes to the weapon system.
Weapon variety has been dramatically increased thanks to nearly all weapon types being available for all slots. Power weapons are still restricted to their slot but fusion rifles, sniper rifles and shotguns can now roll for both your kinetic and energy slots. This means that, if you’re so inclined, you could roll a build that’s all shotguns but you’re likely not going to want to due to the ammo types. You see weapons now also carry with them an ammo type which is aligned to the old Destiny 1 style. That means the more powerful special ammo weapons, even if they roll in the kinetic slot, will still use that ammo type. They all have independent pools , so say if you’re using 2 primary ammo type weapons and run one dry the other one won’t run out as well, but you’ll still probably want one of each type for a balanced load out. If that sounds confusion it is a bit but once you’ve figured out what kind of load out you want to run balancing around it isn’t too much of a challenge. To be honest I’ve been running 2 primary and 1 power weapon for most of the game, only switching in a shotgun or fusion rifle when it makes sense.
My love/hate relationship with Destiny’s PVP scene continues with Forsaken although the reasons for each have shifted somewhat. The core PVP remains unchanged although the meta has shifted significantly from what I remember (pulse rifles being the bees knees? Weird…). Gambit is certainly one of the more enjoyable modes, even if it’s being ruined somewhat by the overuse of Sleeper Simulant, something which can’t be nerfed fast enough. Iron Banner was honestly a complete shit show for someone who was somewhat underleveled like myself, being routinely matched with guardians 20+ light levels above me. The new talent trees seem to be dominating over their older companions, much like they were back in the Taken King. Given that there’s one for each subclass though that’s less of an issue than what it was back then but it still feels a little sad that the old guard has been left out in the cold once again. Still I’ve managed to top out my share of games here and there, both in Gambit and regular PvP, so it hasn’t been all bad.
The story takes a while to find its feet due in no small part to the whole CAYDE IS GOING TO DIE IN FORSAKEN hype that Bungie unceremoniously engaged in leading up to Forsaken’s release. The initial part of hunting down the Barons and chasing after Uldren though is really just a long setup for this expansion’s on-going story which keeps on evolving as the game progresses. I mean Cayde’s death was treated well given the pivotal role he’s played in the franchise up to this point but really it’s a secondary point to the game’s main story: that of the Awoken and the dreaming city. Given that I was discovering new story elements even as recently as yesterday says something about the narrative depth of this expansion. I’m quite keen to see how it progresses and am excited to see how the story evolves as I get to experience more of the content.
Destiny 2: Forsaken is the expansion that many of us long time fans of the franchise were hoping for. The improvements to the game’s various core mechanics, quality of life improvements and the large injection of content are all things that the community had been desperately waiting for. Some of those things might not be for everyone, like those of us who don’t have nor want to dedicate the time to the new grind, but it’s undeniable that the game has been vastly improved. This does mean that some of us will have to wait until we can fully experience everything that this expansion has to offer but, strangely, I’m ok with that this time around. I may not hit max light again this time around but I certainly feel like I’ll be sticking around to get a few raid completions under my belt. That’s honestly all I’ve ever asked of Destiny in the past anyway so it’s great to have the franchise back in full form.
Destiny 2: Forsaken is available on PC, PlayStation 4 and Xbox One right now for $59.95. Total time spent in Destiny 2 is now at 130 hours with approximately 44 of those spent playing the Forsaken expansion.
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.
Now is the time for the independent games to take center stage as the AAA developers rest, scheduling their big releases for later in the year. For me this time of year always presents a challenge, forcing me to look afar from what I might typically play. In some respects Ghost of a Tale isn’t too different from what I usually play, adventure/rpgs are one of my mainstays, but I honestly hadn’t heard about it until I went looking. The promise of great graphics and a good story were enough to intrigue me but unfortunately, after playing it for 3 hours, I’ve decided it’s simply not for me.
You play as Tilo, a minstrel mouse who’s been caught up in a perilous adventure. Separated from your wife you’ve been thrown into prison to await your sentence and, quite unfortunately, the possibility of the hangman’s noose. So you take it upon yourself to break free of the prison and begin the search for your wife. The prison is full of unlikely allies however including a few of your former captors. You’ll need every bit of help you can get as breaking out of the rat infested prison will be no small feat, even for a small mouse like yourself who can fit into some incredibly small spaces.
On the surface you’d think that Ghost of a Tale was running on the Unreal engine given its overall look but it is in-fact a Unity based game, something I honestly did not expect. The aesthetic then is not born out of the engine defaults or limitations but instead is an active choice by the one and only developer behind the game. The environments aren’t particularly large but they are brimming with detail, a lot of which is unfortunately hidden away quite often due to the dark areas you’ll be exploring. Whilst many reviewers laud the visuals they’re honestly not that great, but the fact that they come from a single person is quite impressive. It has taken them over 5 years to get to this point though.
Ghost of a Tale is an adventure game in the truest sense, giving you an environment to explore and a set of puzzles to solve in order to progress. There are a few RPG elements thrown in for good measure, like a rudimentary level and perk system, which helps with giving you a small sense of progression (outside of unlocking new areas). It’s a stealth based game without a true combat system, instead giving you some options to cope with situations when you’re discovered like hiding or knocking them out. The adventure game elements are well developed as well, going as far to incorporate things like what you’re wearing into how NPCs react and what dialogue options will (or won’t) be available to you. Overall Ghost of a Tale is a surprisingly complete game and is certainly the product of someone passionate about bringing it to life.
The stealth mechanics are done well, giving you the usual “awareness meter” that will fill up as your enemies become aware of where you are. If you’re discovered you’ll have to break line of sight and then hide somewhere for a time until your pursuer gives up the chase. This can get a little buggy at times as the rats can get stuck on corners and other places which, for some reason, prevents them from entering their non-alarmed state. You can also throw bottles at them to knock them out which is sometimes necessary in order to steal a key from them or to get through an area quicker. Running drains stamina but the rats don’t move faster than you do at your normal pace so really all you need to do to avoid getting hit by them is run past once then trundle along until you can find a hiding spot. Once you get the hang of it navigating the map becomes a lot quicker as you can judge when you can quickly dart through or when you need to take your time. This well done stealth is what kept me playing for the first hour or so but after then things started to drag on a bit.
Pretty much all of the missions are fetch quests, sending you around the map looking for different things that you’ll need to bring back to someone in order to progress the story. If you loot anything and everything in sight (which there’s no penalty for doing, by the way) you can sometimes preempt some of these but most often you’ll be sent to find a bunch of things that you couldn’t collect beforehand. Given how much of a maze the map is this quickly became tiring as I’d often forget where I was or where I’d looked already and then have to spend the next 5 minutes staring at the map to figure it out. Whilst I’ll admit that this is probably what a lot of people enjoy about the game for me it was simply frustrating. If at all possible I’d love an option to guide me in the right direction for my current quest, even if it was just to the general area. That’d certainly have kept me playing for much longer.
Those who played the game will now likely point out that the game has a kind of in-built walkthrough in the form of florens and the blacksmith. Basically you can find some currency in the game and spend it on hints which I honestly quite like. However there’s not a lot of them around and I feel like I’d probably run out of them before the game was half over. Sure I could also consult a walkthrough guide but I just wasn’t that interested in what the game had to show me.
A lot of that is probably due to the fact that the story wasn’t exactly resonating with me. I’ll wholeheartedly admit I’ve been spoiled by many games that were fully voiced and so my tolerance for wall of text based games has dropped considerably. That, coupled with the fact that it didn’t feel like Ghost of a Tale’s story wasn’t going anywhere fast, meant I didn’t have anything driving me to play it beyond the few hours that I did. It’s a shame as based on the wildly positive reviews I’ve seen for it on Steam and elsewhere I had good expectations for it but, unfortunately, it just didn’t deliver for me.
Ghost of a Tale is one of those few games where I seem to find myself on the opposite end of public opinion. There’s no doubting the amount of love and effort that’s gone into this game, something that’s especially commendable given it was all done by a single person. However if The Witness taught me anything great craftsmanship only goes so far if the result isn’t fun to play. There’s perhaps a few small changes and additions that could bring someone like me into the fold but, honestly, it feels like that might be antithetical to what Ghost of a Tale wants to achieve. So whilst I might not have enjoyed this game that certainly doesn’t mean you won’t and the review score below is simply reflective of my experience, not necessarily the quality of the game itself.
Ghost of a Tale is available on PC, Xbox One and PlayStation 4 right now for $24.99. Game was played on the PC with a total of 3 hours playtime and 15% of the achievements unlocked.
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.
“Surely there’s no more games I helped Kickstart” I keep telling myself every time one pops up (7 more to go, it turns out). For the most part these are happy surprises, games that for one reason or another sold me enough on a concept for me to splash some cash to get them made. For the most part they’ve lived up to my expectations, even if my tastes as a gamer changed in the years since I backed them. I had yet to feel the sting of bitter disappointment in one of my Kickstarted children but Confederate Express, a game for some unknown reason I backed almost 5 years ago, gets the unenviable award of being the first to fall horrendously short of its mark. Whatever this game is it’s not the one I thought I was backing, nor is it one you should be buying.
Confederate Express describes itself today as MOBA/RTS style game where “you assume a role of a brutal exterminator trying to deliver a mysterious package”. Whilst this is similar to the Kickstarter pitch in spirit the vision is significantly reduced, now pitting you against 50 fixed levels rather than the randomised Roguelike experience that was envisioned. Indeed anything beyond the most basic of elements appears to have been thrown out, leaving us with a rudimentary experience that can’t have seen a lot of development effort over the past 4 or so years. It’s honestly quite strange as looking back over the Kickstarter page it looks like it was much further along in development than what the end product suggests.
There’s obviously been a lot of effort put into the pixel art assets that were created for Confederate Express. Each individual item is definitely of a high standard and the tile based layout system does indicate that procedural generation was on the table at one point. However these assets are just sort of lumped together in a hodge podge manner, thrown together in a hasty rush to get 50 levels out so they could ship the game and call it a day. Honestly it wouldn’t surprise me to see this appear on an asset resale site as “dystopian future pixel art set” in the not too distant future. Suffice to say that the art is probably the only good thing about Confederate Express as everything else is downhill from there.
Whilst Confederate Express bills itself as a “MOBA/RTS” style game it’s much closer to a twin stick shooter in reality. You control one character and you have to dodge projectiles and enemies whilst shooting back at them. Each room is filled with a bunch of enemies which you’ll have to clear out before you can proceed to the next level. Over time additional enemy types are added in and in increasing numbers, making the levels progressively harder as you go on. All of the enemies drop gold which you can use to purchase upgrades at the shops which appear every so often. There’s nothing else beyond that though so once you’ve gotten past the first few levels you’ve basically seen everything the game has to offer in terms of raw mechanics. Sure the different enemies present their own challenge, but it’s not like the core of the game evolves much.
The combat is very basic, kind of like asteroids but all your enemies are slow moving zombies. The controls aren’t exactly intuitive either with one mouse button being attack move and the other regular move. There’s also no way to have your character stand still and shoot in a direction unless there’s an enemy there, making a lot of the levels far more frustrating than they need to be. The upgrades you’ll get along the way do change things up a bit but many of them are far less impactful than they’d lead you to believe. For instance the passive upgrades are near worthless as extended range and faster walking speed don’t seem to make one lick of difference. Indeed it feels as if the other enemies actually get the same upgrade, rendering your spent cash worthless.
After completing it I was left wondering what the hell I was thinking when I backed it. Taking a look back at the Kickstarter campaign it’s clear that the game had much grander ambitions. Before each mission you’d have a world randomly generated around you and would receive a briefing of the mission at hand. You’d have your choice of different character classes, crew members and a deep weapon upgrade system. Indeed it felt like it had aspirations of being closer to something like XCOM, complete with a home base and a large crew of people you’d be using on your delivery missions. None of those elements are present in the “finished’ product. Instead you have a fixed 50 level experience that doesn’t even attempt to emulate even 10% of that aspirational goal. Not that anyone would think you could achieve something like that for $50K, anyway.
This is, of course, the risk we run as Kickstarter backers. Honestly I’m surprised it has taken this long for me to run into something this bad. Sure I’ve been left waiting for many years at a time to receive some of my pledges but by and large they’ve hit their mark (even if I didn’t enjoy them). Confederate Express on the other hand fails to meet even the most generous interpretation of the vision they put forward, instead attempting to phone it in many years after they took funding from over 2,000 backers. Am I disappointed? Not really, whatever interest I had in the title vanished in the many years between my pledge and the time I played it. Instead I’m left wondering what happened to the developers and why they decided to release such a lacklustre product into the market.
Confederate Express fails to deliver on the goals it set by a long margin, so much so many Kickstarter backers will likely be wondering why the hell they backed it in the first place. The game as it stands today (and likely forever more if the updates are anything to go by) is a pale shadow of what was promised, lacking any of the features that likely attracted a pledge in the first place. There’s definitely been a lot of love poured into the assets used but even those are presented as a jumbled mess. Honestly even though the game is short I couldn’t in good conscience recommend that anyone buy it, even if you manage to catch it on mega sale. Such is the risk that Kickstarter represents and this time, unfortunately, it has not paid off.
Confederate Express is available on PC right now for $9.99. Total play time was 2 hours with 31% of the achievements unlocked. Game was backed at the $10 level on Kickstarter.
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.