There are some games you just can’t avoid the hype for. Try as I might to distance myself from the fervor that surrounded Divinity: Original Sin it was hard not to notice the weeks it spent at Steams top sellers chart and the numerous glowing reviews that came from both professional outlets and players alike. My somewhat aggressive review schedule precluded me from giving it enough time to really judge it properly however, that was until I managed to churn through a game quickly in one weekend. So I’ve been playing Divinity: Original Sin on and off over the past 2 weeks, seeing if the game can live up to the hype it has generated.
You are a Source Hunter, duty bound to rid the world of all foul magic that plagues the world. You and your companion have been summoned to the town of Cyseal, a coastal province that’s been under siege by orcs and the undead for quite some time. However your quarry isn’t with them, no instead you’ve been summoned at the request of the town’s mayor in order to investigate the death of one of the town’s nobles. This routine investigate quickly escalates far beyond finding out who the killer is and you find yourself in the midst of nearly all the town’s affairs. Some of these are simple matters, others could have impacts on the very fabric of reality itself.
Graphically Divinity: Original Sin is very easy on the eyes with the environments brimming with detail and ambient effects galore. The developers have done a great job of making the world feel alive, especially in the main town of Cyseal where there’s a constant hubbub of people going about their daily business. Even the dungeons and outdoor areas have the same feel with creatures scurrying about and enemies never being too far from your path. Even with all the settings turned up to max my now 3 year old PC was able to keep up with it, even in busy combat scenes where there were effects flying everywhere. I do think that was a the limit of my system however as all the fans routinely spun up during some of my longer sessions.
Divinity: Original Sin takes its inspiration from the RPG games of old with it’s almost innumerable features and giant gobs of text to drive the narrative forward. Whilst your base character starts off with a class it’s not hard set, allowing you to customize your abilities as you see fit. This means that any piece of gear or skillbook is readily usable by any member of your party who has the required stats giving you an incredible amount of freedom in moulding yourself into the ultimate warrior.This also extends to your base character attributes, allowing you to further specialize down a specific tree. In all honesty there’s so much going on in Divinity: Original Sin that it’s really hard to give you a good overview of it in a single paragraph but those who are familiar with the RPGs of old will likely find it very familiar.
Now I’m not the biggest fan of turn based combat as I feel it more often pulls me out of the game rather than drawing me further in. Divinity: Original Sin does a decent job of making the combat feel a bit more interactive however the sometimes slow back and forth between you and your enemies can get tiresome. This is probably a function of the fact that you’ll likely be reloading the same encounter multiple times over as executing a combo wrong or forgetting to do something can often mean the end of your party. Indeed the whole of Divinity: Original Sin feels like it’s making a point of not holding your hand through the experience, instead expecting you to suck it up and keep on like the trooper you are.
Now I get that idea, and can’t fault the developers for creating an experience that caters towards players who are seeking that out, but I feel that there’s a difference between holding the players hand and removing things that are, put simply, frustrating as hell. For the first section everything seems to flow well, the game introduces mechanics and explains them to you. However after reaching Cyseal things start to get horrendously convoluted as you’re thrown half a dozen quests and then left to figure out what to do. If you do what I did and try to follow one quest to completion you quickly find out that it’s not really possible as many of them involve trudging past mobs that are several levels above you, preventing you from completing. Considering these quests are handed to you within the first couple hours you’d expect to be able to finish them shortly afterwards however that’s simply not the case.
Indeed the whole of Divinity: Original Sin seems to have some horrendous pacing issues, making levelling a rather irritating rather than enjoyable experience. The ramp up in difficulty often doesn’t come from giving you different enemies that you have to figure out, no instead they just throw more and more of them at you, forcing you into strategies that rely on exploiting the retarded AI. There was one battle where I was faced with no less than 10 undead where the only way to complete it was to hide behind a wall and wait for all of them to group up so I could put a puddle at their feet and stun them continuously. Whilst I applaud the mechanics being deep enough to support things like that it was, frankly, utterly boring and not something I enjoyed having to repeat dozens of times over just to be able to get one more level.
This is just made all the worse by the fact that Divinity: Original Sin is still suffering from crashes and glitches even 2 months after its release date. There’s one particular quest where you have to read pages of a book in order to pass a quiz from a ghost but if you go to read it the pages are blank. The text is in the game files so it’s there but the developers still haven’t fixed the display issue. I didn’t get far enough into the game to experience any of the other “beneficial” glitches which apparently make fights trivial but in all honesty I don’t think that would’ve improved my impression of Divinity: Original Sin at all.
I had high hopes for the story in the beginning, especially considering that it seemed like it was fully voiced acted. Instead I was disappointed to see that much of it was presented in the wall of text style that’s guaranteed to make me tune out, especially when every NPC in the world seems to have gobs of useless information to throw at you. The story itself is also pretty mediocre, starting off with strong roots but just failing to capitalize on it. Maybe it develops better as you manage to churn through some of the quests but honestly if a game isn’t grabbing me after 10 hours it won’t after any amount of time.
Divinity: Original Sin was a game I wanted to like as I had heard so many positive things about it from so many different sources. Unfortunately though its turn based combat, combined with horrendous pacing and lacklustre story, meant that I couldn’t find much to enjoy during my time with it. I fully admit that this is partly due to my bias away from games of this nature but I’ve proven in the past that I can look past genre if the game itself is good. Divinity: Original Sin unfortunately just doesn’t have anything in it that I feel I could point to and say “This is why you should play it”. I’m sure fans of the genre will find a lot to like within it however for this writer I can’t really recommend it.
Divinity: Original Sin is available on PC right now for $39.99. Total play time was 10 hours with 6% of the achievements unlocked.
Reviewing a game every week has been a great way to discover my internal set of negative biases towards certain types of games. Indeed I wouldn’t have known that survival horror games just aren’t my thing had I not attempted to slog through several of them, something which is contrary to the fact that I played through many of the original Resident Evil series. Turn based combat is another mechanic that I’ve found myself avoiding but recent examples of how it can be done well, like for South Park: The Stick of Truth, have started to break down that barrier. It was the main reason I didn’t jump on Child of Light right away and whilst I might still not be a convert to the turn based combat system I can at least begin to see its merits when applied properly.
You play as Aurora, daughter of the king and heiress to the kingdom of Austria. One night though you are struck down with a terrible illness that, strangely, sends you into a mystical world quite unlike your own. This new land you find yourself in has had its moon and sun taken from it by the evil queen Umbra, plunging the world into darkness and enslaving its population. You soon find out that there’s only one way home: you must restore the moon and the sun back to its people so that the way between your worlds can be opened once again. Time is of the essence too as the visions of your world that leak through show that it is in danger, and needs your help just as much as this strange new one you find yourself in.
Child of Light has a delightfully well done art scheme, with everything for the characters to the environments having that whimsical feeling about them. The art style is done as if everything was painted with watercolours with the wide and varied palette bleeding and fading into each other. It’s also done in a 2.5D style with the backgrounds being largely static and the characters being cel shaded 3D models. This allows Child of Light to have some pretty impressive effects as well as some nice little touches (like Aurora’s hair) that really help to build up the whimsical feeling. Ubisoft Montreal has definitely taken a page from the Blizzard book here the visuals are rarely boring, especially with the large amount of variety in the environments.
From a core game perspective Child of Light is a best described as a side-scrolling RPG with turn based combat that uses a system similar to the Final Fantasy time active combat system. All the classic RPG elements that you’d expect to find are there including an experience system, talent trees with multiple arms and specializations, item progression and, of course, numerous party members to manage. Whilst the systems that have been implemented are probably more on the simplistic side (at least from a veteran RPGer’s perspective) there’s still enough depth in all of them that 2 playthroughs are unlikely to unfold in the same way. Finally there’s a crafting system for augmenting your character in certain ways, something you’ll need if you don’t want to spend hours fighting battles.
The combat system works well as it encourages you to think strategically about what actions to take when and whether or not you’ll be able to complete them. Once you’re in the “cast” section of the bar you get to choose a skill to use which all have a varying amount of time associated with them. Should someone attack you during the cast you’ll be interrupted and sent back to halfway through the “wait” bar. There are ways to speed yourself up and slow your enemies down but you can also judge how long their abilities are going to take to cast and react accordingly. The AI, for the most part, is predictable enough (it will most likely attack whichever of your party can attack the next) but working around the various abilities that they have is what provides most of the challenge.
Like most games that use elemental damage types every enemy has strengths and weaknesses meaning that it’s nigh on impossible to build Aurora, or any of your characters, as a jack of all trades. This is made even more complicated by the fact that some enemies are weak to magic and not physical attacks (or vice versa) something which isn’t readily apparent from just looking at the enemies. Indeed whilst you can kind of work out what they’re likely to be weak to given their appearance (things on fire probably don’t like water) there’s no way to inspect the enemies and have that information presented to you. Worse still there’s no health bars for you to look at and the only indication that you’re close to finishing an enemy off is when they slump down. Considering you can be having an encounter every minute or two small things like these start to wear a bit as you’re never quite sure of just how powerful you are (or aren’t).
The levelling system feels like it needed a little more attention as whilst it’s always nice to have a sense of progression Child of Light is light a desperate friend trying to impress their new date, constantly begging for your attention. At least one of your characters will level up after each fight, normally multiple ones of them, necessitating that you switch over to the character screen in order to allocate their talent points. Sometimes this leads to a meaningful upgrade, like a new version of a spell, however most of the time it’s just more stat building. Honestly it would’ve been far better to have fewer levels with those stat upgrades built into the levels themselves. That way I wouldn’t have spent a good 20% of the game simply managing my party, making sure I’d spent all their points.
The Oculi crafting system is a pretty neat idea as it allows an alternative means of progression which is totally under your control. Whilst there seems to be some obvious choices for certain slots (the extra XP from the diamonds seems like a no brainer) some of the more advanced gems, weapon slots seem to be a lot harder. Whilst you can chop and change as many times as you like it can be somewhat annoying to have say a fire gem equipped and then end up facing water enemies. Essentially this means that you’ll often find yourself pushed into sub-par fights which, whilst not impossible, are usually quite tedious. Being able to change Oculi as an action during combat would be a happy medium and would go a long way to removing a lot of the repetition present in Child of Light.
If I’m honest the rhyming couplets style of dialog really annoyed me as whilst some of it was done to great effect much of it just made comprehending them that little bit harder. I feel that the story would stand on its own quite well however the method of its delivery ultimately detracted from it. It’s a shame really as the rest of the things that go into building that story (like the music, foley and art style) are really top notch. Perhaps this is the more cynical side of me coming out as I’m typically not a fan of whimsically styled things, such as the Studio Ghibli animation which this is apparently inspired by, but honestly try sitting through 8+ hours of people rhyming incessantly and let me know if you feel any different.
Child of Light is a beautiful game that, despite its simplistic approach mechanically, provides a very satisfying experience. The art style is unique and gorgeous, bringing to life the whimsical world that lives in many a child’s minds. It’s not without fault however as the simplistic nature has been taken too far in some respects making some parts of the game laborious, confusing and repetitive. These are not things without fixes however and I’m sure Ubisoft Montreal will be able to rectify this in subsequent titles released in this genre. There’s a lot to like in Child of Light, something that I’m sure will delight RPG fans out there, and I definitely count it as time well spent.
Child of Light is available on PC, Xbox360, XboxOne, PlayStation3, PlayStaion4 and the WiiU right now for an average price of $14.99. Game was played on the PC with around 9 hours of total play time.
I’ve been aware of the many games that have bore the South Park name and nearly always they’ve looked like half-assed attempts to cash in on the brand. Couple this with the game being censored in Australia and media tie in games almost always being tragic meant I wasn’t in a real hurry to play it. However after weeks of cajoling from my friends who said The Stick of Truth was genuinely good eventually broke me down and I secured myself an uncensored copy from good old DLCompare. I can say that rarely do I go into a game with such low expectations only to have them completely blown away as South Park: The Stick of Truth is a genuinely fun and captivating game.
Your family has just moved to the quiet mountain town that is South Park , Colorado. The reasons as to why you’ve come there are something of a mystery that neither of parents will let on about and before long they’ve sent you out into the streets to make new friends. The second you stumble outside you cross paths with Butters Stotch who recruits you into their fantasy game of humans vs elves. What starts out as an innocent game however quickly turns into a larger battle between two factions that divides the town’s children as they all clamour to secure the most priceless relic in all the land: The Stick of Truth.
South Park: The Stick of Truth is done in the exact same art style as all the episodes using simple, flash-like graphics with a few embellishments like simple lighting effects here and there. This is in stark contrast to the snippets of the other South Park games that I’ve seen which tended to have their own take on the art style which made them feel like they were set in a universe apart from that of the show. In the Stick of Truth however it feels like you’re playing through an incredibly long episode and this is in no small part due to the religiously faithful art style. I believe this is also the first game where Trey Parker and Matt Stone were directly involved in its creation which definitely comes through in the end product.
The Stick of Truth takes its inspiration from the classic turn based RPG format including a wide variety of mechanics that will be familiar but with the South Park twist applied to them. In the beginning you’ll choose between 1 of 4 different classes which will determine the primary way in which you’ll do combat. Along the way you’ll defeat enemies, pick up loot and level up your character using 2 different talent systems that unlock different abilities and perks. You’ll also engage in the tried and true puzzle sequences that will require you to use a range of different abilities, some of which you won’t have right away. As someone who’s not usually a fan of this style of game I have to say that The Stick of Truth does an excellent job of bringing all of this together, especially with the excellent writing that South Park is known for.
Your choice of class is from one of the 3 typical archetypes (fighter, mage, thief) and the additional Jew class which appears to be a monk/ranger kind of deal. Which one you choose will greatly vary the way combat usually goes however since all items aren’t class specific it’s completely possible to build a mage as a fighter, a thief as a mage and so on. Of course playing to the class’ strengths will make your job a lot easier but the flexibility is there should you want it. If you’re a min/maxer like myself you will not be disappointed with The Stick of Truth’s progression system as you can create characters that are well broken should you have an eye for which stats stack with which.
Your character will progress in several different ways all of which take inspiration from traditional RPG titles. You’ll gain experience through finishing quests and defeating mobs of enemies, eventually levelling up and giving you access to new abilities and additional points to upgrade them. Making friends, which can be done in numerous ways, gives you access to permanent perks which give subtle but useful buffs to your character. Lastly there’s the loot which, whilst not being completely traditional in the RPG sense (I believe it’s pretty much all pre-determined), provides some of the biggest upgrades to your skills and damage. Your weapons and armor can also be upgraded through the use of patches which can add damage or grant you abilities that aren’t available anywhere else.
As someone who isn’t the biggest fan of turn based games I was surprised at how solid The Stick of Truth’s combat felt. Initially I started off by building my character around the use of a weapon with gross damage (makes your enemies throw up and stops them healing) and a patch that granted me PP whenever I dealt said damage. This allowed me to stunlock pretty much any enemy through the use of roshambo, something which was definitely required when I was facing off enemies that were a lot harder than I’d first anticipated. That strategy stopped working towards the end however as many enemies start becoming immune to tactics like that which is when I switched to a high damage build that allowed me to attack again after killing an enemy. In the end I could hit for 8000+ damage repeatedly, clearing out an entire encounter without the enemy being able to get a single turn.
The Stick of Truth does have some technical and usability issues however, although a lot fewer than I first expected. I had a couple crashes that sent me straight back to the desktop for some inexplicable reason. This wasn’t a massive drama however the checkpointing system is a little weird, seemingly transporting you back to the last save point but not completing resetting the world to that point. So essentially you can be transported back but still have all the loot, even if the enemies are still there. It’s not game breaking, you never get double ups of anything but trash items, but it does make the first 5 minutes after the crash a little confusing. Additionally the junk item screen needs to be reworked with a “Sell All” button or at least made spammable as you’ll have hundreds of dollars worth of trash to sell which will likely take you a couple minutes just to get through.
The story is done true South Park fashion with pretty much every character from the TV show making an appearance throughout the course of the story. Most of the quests are based around the relationships that were developed in the show like City Wok and the Mongolians or Al Gore and ManBearPig. Playing the uncensored version was worth it as well as whilst I struggled to explain what was happening on screen to my wife and her friend who saw me play (yeah Randy is getting violated by aliens, no I don’t think I can explain why) it did make for some funny moments that made me question what kind of human being I am. Still in the end the story is very satisfying both in terms of comedic value and story content, something which few games manage to pull off successfully.
South Park: The Stick of Truth is a prime example of how games that are based around a non-game IP should be done as it accurately captures the essence of the show whilst remaining a solid experience in its own right. The RPG gameplay is fantastic, taking the tried and true styles that were made famous by the Final Fantasy series and reworking them into the South Park world. The story is witty, funny and satisfying, a true testament to the writing talents of the South Park studios. Honestly I went into this game with the lowest of expectations only to have them completely blown away, something that rarely happens these days. For anyone who’s a fan of this show and feels like an 11 hour, self directed episode would be up their alley then South Park; The Stick of Truth is for you.
South Park: The Stick of Truth is available on PC, Xbox360 and PlayStation3 right now for $54.95, $79.95 and $79.95 respectively. Game was played on the PC with 11 hours total play time and 38% of the achievements unlocked.
The roguelike genre has always been on the periphery of my gaming world; sitting in the corner with its randomly generated levels promising me all sorts of wonders should I take the time to play through it. Of course it’s a fool’s gambit since the Roguelike genre dictates that your path in the game will be a slave to your computer’s random number generator forcing you to make the best of the situation that you’ve been dealt. I think it’s this exact reason that I avoided the genre for so long, I’m not the kind of player who likes being out of control of a situation especially when if a wrong move means I won’t be able to reload and try again. You’d then think that FTL: Faster Than Light wouldn’t get a look in but it overcame the barrier by being in space and having several recommendations from friends.
FTL puts you in control of a small federation ship that has intercepted a data packet from the rebel fleet that’s hell bent on taking your empire down. This data could prove to be invaluable in stopping them so it’s up to you to get back to your fleet in order deliver this information. You’re a long way away however and the rebel fleet is hot on your heels, forcing you to venture through some sectors of space that you probably wouldn’t have gone through in the first place. Indeed space seems to be a rather hostile place as you’ll face many obstacles along your way and even upon reaching your final destination there will still be many challenges for you to overcome.
In typical roguelike fashion FTL eschews modern graphics, instead favouring pixel art styling for everything. As far as I can tell they’re actually vector based images as rendering them on my 1680 x 1050 screen didn’t give me the huge pixel blocks that I usually get with titles like this which is a pretty great achievement. The simple, clean art style also helps immensely with the game play as it’s much easier to distinguish everything on screen, something which can be crucial when you’re in the middle of a battle and clicking wildly. The UI elements are also straight forward and their functions clear further adding to FTL’s overall usability. It really pleases me when a game manages to get the graphics and UI right without being too over the top as I can’t tell you how many times a bad interface has soured me on the whole game experience.
FTL’s game play is your run of the mill Rougelike dungeon affair with you moving from beacon to beacon, each of which is randomly generated and contains things like an event, an enemy ship or simply nothing. Depending on the choices you’ve made in what to upgrade, what kind of crew members you have and even what weapons you have equipped the events (and the way they play out) will change which means that no two play throughs will ever be a like. This is both a blessing and a curse of the genre as whilst you’ll never be playing the same game twice this does mean that you’ll often find yourself in situations that you’ve never been in before and should you make the wrong choices you’ll be doing it all again in no short order.
For the most part you’ll spend your time fighting other ships with varying levels of weaponry, configurations and additional abilities that are sure to make your life far more difficult than it should be. Whilst the combat occurs in real time there it’s still in essence turn based thanks to the time limits placed on all actions you can take. In the beginning the scales are most certainly stacked in your favour as you have several times the hull of any enemy ship and can usually take them out with a well placed missile, leaving you to clean them up at your leisure. This doesn’t last particularly long however and you’ll soon find yourself waging a battle on several different fronts.
The combat system is actually quite detailed with many viable strategies available. The initial ship you’re given, The Kestrel, is a pretty typical “blast them until they stop moving” type of craft which is optimized for taking out their shields with a missile and then pummelling them with your laser. Other ship configurations, which you unlock by completing certain achievements, focus on different ways of taking out the enemy. The first (and currently only) ship that I unlocked uses an ion canon to disable enemy systems whilst a single drone wears them down. Others focus on boarding parties where your crew is teleported to the other ship to wreck havoc which usually requires careful micromanagement to pull off correctly. These are just the main types of combat as there’s a lot more variation if you include the different types of weapons and drones, each of which can have devastating effects if used correctly.
I spent most of my time on the Kestrel, favouring to upgrade my shields initially to prevent most of the early hull damage whilst looking for some kind of weapon to give me the edge. I’d usually end up keeping one missile around in order to disable their shields so I could then unleash with my other weapons but I did have a lot of success with 2 lasers and 1 beam weapon which would usually let me drop their shields before doing a lot of sweeping damage to them. The issue with this was that it was something of a one trick pony and direct hits to the shields or weapons systems usually left me rather vulnerable so it was always a race to disable their weapons first before they could do it to me.
Now I know this is probably going to sound like I’m missing the point of the roguelike genre but the fact is that a good chunk of this game (I’d say about 50% or so) is pure, unadulterated luck. There were several times when after my first jump in a new game I’d find myself in an asteroid field or next to a sun that’s about to go nova which would do enormous amounts of hull damage to my ship before I could escape. This then put me on the back foot as I’d have to use my scrap for repairs rather than upgrades which usually meant even more hull damage and thus the cycle goes. Sometimes it swung the other way with FTL coughing up a weapon that was seriously broken for when I got it, effectively enabling me to take down all sorts of foes without having to pay too much attention to strategy. Many will argue that this is part of the fun but I’ve got one story that I feel proves my point somewhat.
So I had gotten to the final stage with an amazing ship, nearly full compliment of crew and all the missiles and hull I could want. Not wanting to lose this game I hunted around for the save game files and copied them off (yeah, yeah, I know) before heading off towards the final mission. Upon reaching it I did pretty well but didn’t make it past the first phase and so I reloaded it and tried again. I did this no less than 20 times and whilst I got the first stage down pat it appears the second stage still eludes me. Without doing that I would’ve had to have invested a lot more time to get to that point and there would be no guarantees that I could get there with a similarly decked out ship. Essentially, if I was playing the game normally, I wouldn’t have had the same opportunity to learn the boss fight if I hadn’t jacked my save game which irritates me. I know a lot of people enjoy this kind of challenge but after a while I have to say the hour long build up to inevitable demise started to wear on me.
Despite my misgivings with the Rougelike genre I really did enjoy FTL: Faster Than Light for what it is. When I started off just getting around without dying was a challenge but later on it was easy for me to get to the final stand without too much hassle. Of course how I did from there was completely dependent on how much the RNG liked me that day but that didn’t stop me from trying time and time again. I’ve still yet to get passed the second phase of the final boss fight but you can rest assured I’ll keep trying. I might not go the whole hog every time (I still have that game saved) but there is a certain satisfaction in playing from start to finish and I’m sure that’s what keeps everyone coming back.
FTL: Faster Than Light is available on PC, OSX and Linux right now for $10. Game was mostly played on the easy difficulty setting with around 7 hours total play time.