Game Ramblings #75 – Watch_Dogs 2

More Info from Ubisoft

  • Genre: Action/Adventure
  • Platform: PS4
  • Also Available On: Xbox One, Windows

TL;DR

  • Really good open-world action game with a great take on the San Francisco Bay area
  • Emphasis on hacking-based stealth over combat is a nice change from the typical GTA-style combat mechanics

Generally speaking I’m more of a fan of RPGs over action games, but I definitely don’t mind hopping into the action genre from time to time.  When I do though, I usually prefer games that emphasize stealth and planning over run and gun action, and I think this is where Watch_Dogs 2 hit for me in the best way.  While this game definitely doesn’t lack action sequences, the pure action moments feel very tailored, leaving enemy interactions to focus more on the stealth and hacking mechanics that the story itself wants to push forward.  In doing so, this became a very different take on the GTA-style city game formula, and for me was a format that I enjoyed more because of this change in focus.

While this isn’t a 1:1 San Francisco, people that are familiar with the city definitely won’t feel lost driving around.

It’s easy to assume that open world games in general will take liberties with the cities they exist in, but this one definitely feels like San Francisco through and through.  It’s a bit compressed, but the main sights are all there and relatively in the right spots, whether you’re driving across the Golden Gate Bridge, watching sea lions at Pier 39, or driving around by the Transamerica Pyramid, this feels a lot like San Francisco.  While it’s not important to the fun of the game, it ends up doing a great job of getting you into the game at the start, and for folks that have been to the city, an immediate sense of familiarity with where they are.

That said, it’s the gameplay that makes you stick around, and this one was a lot of fun for reasons that aren’t necessarily typical of open-world action games.

Hacking is the name of the game, and you end up doing that a lot throughout, including going in to mess around with some rockets.

Looking at screenshots or videos of this game, it’s easy to assume that this game is a real-world rip of Grand Theft Auto, since the player is completing story quests, going around fighting people, and generally just ramping up chaos as much as possible.  However, that’s just one way to play the game, and I’d argue it’s the wrong way to play the game.

At its core, the story of this game is built around a group of hackers exposing governmental and private-sector secrets that are affecting everyday people.  That can run the gamut from data protection to facial tracking and more.  It’s a lot of things that are hot topics today, so it ends up being a really compelling narrative to tie the group’s goal together.  Where this really becomes important is that the hacking capabilities of the player become the forward focus for an entire stealth style of playing the game.

It’s pretty close to guaranteed that any story mission will end up bringing you into an area that requires interaction with guards of some sort.  You can definitely go in guns blazing, taking everyone out and getting away.  However, you can also go full-stealth and hack your way through the game.  The tools at the player’s disposal even give you multiple paths above and beyond just going stealth.  Want to stay entirely out of the area?  Send in a little robot to do the work for you.  Want to cause some chaos and sneak in behind as that’s going on?  Send a false report in to draw gangs to the area to fight the guards.  Want to use vehicles to your advantage?  Hack a crane and have it carry you over the top of everything.

Each situation gives you a bunch of different ways to achieve the end goal, and its the exploration of this set of skills that really gave Watch_Dogs 2 its legs.   The depth of possibilities allowed me to always be trying something new and something fresh to get to the end.  In a lot of cases it also brought side entertainment in just watching how the systems worked together to achieve a result.  There’s something just inherently entertaining about hacking a robot to chase guards, then sending in a gang to attack them, and watching the entire thing unfold while I’m perched above on a rooftop with really very little outright control of what’s going on.

The game is also not lacking in action sequences, such as controlling a killer robot spider.

That’s not to say action sequences don’t work well.  There were more cases than I care to admit where I screwed up, got caught, and had to go in shooting.  In these cases the game still works well, giving you a wide variety of fun to use weapons and a pretty satisfying regenerating health mechanic.  There are also some really good tailored pure action sequences.  The spider fight above was one great example.  One of my favorites though was a sequence involving stealing a KITT-clone and driving around San Francisco running from the cops.  You drive around with the car talking to you, hacking the streets to cause explosions, and generally just causing mayhem.  It’s pure action-movie stupidity, and the sequences that are tailored to it are even better off for having  strong standalone focus.

This series in general has been pretty easy to dismiss as a GTA clone, but I don’t really think that does it justice.  Is it the best of open-world action games?  No, and I don’t think Ubisoft is ever going to want to actually compete with the type of budget Rockstar throws around for GTA.  However, this is a really good game on its own.
The inclusion of stealth and hacking mechanics is a great way for them to differentiate themselves from the pack, and really pushes this game into the realm of something that you should check out.  Given Rockstar also doesn’t look real keen on doing single player GTA content any time soon, this will at the very least scratch the itch in the genre while we seemingly wait forever.

Game Ramblings #74 – Shantae: Half-Genie Hero

More Info from WayForward

  • Genre: Platformer
  • Platform: Switch
  • Also Available On: Windows, PS4, Vita, Wii U, Xbox One

TL;DR

  • Strong continuation of the Shantae series.
  • Action/platformer gameplay is as strong as ever, and the DLC brings in interesting new gameplay styles in smaller segments.

The Shantae series has been one that’s always focused more on the action side of platformers, and this one is no different.  While it has little bits that read of Metroidvanias, its focus is still tightly constructed levels, use of different powers to traverse obstacles, and really big three cycle boss fights to cap a level.  Its all here like past games, but the quality is better than ever.  The introduction of DLC campaigns for other characters only enhances the total package, giving new gameplay styles within the framework of the Shantae universe to enjoy.

Powerups are definitely out in force in this game, once again tied to Shantae’s ability to use genie dances.

While the last game got rid of dances for story reasons, the core of the Shantae games has always been the use of power ups to get through levels.  The core platforming elements have always been there, but powerups are the driving force behind getting through the world.  In Half-Genie Hero, we’re back to using the genie belly dancing to activate these power ups.  These can range from the bat power above to fly over gaps to an elephant that can charge through walls to a spider that can walk on ceilings.  As you gain these powers, new areas in old levels become traverseable, and you go back through levels multiple times to both find story items, as well as find additional power ups.

If this is reading a lot like a Metroidvania, it’s because it definitely is to some extent.  Previous games in the series have definitely been fully open Metroidvanias, but Pirate’s Curse and this one both followed a more linear single-level experience, with the ability to go back to levels through a world map for quicker access.  What this really gains for the game over a typical Metroidvania experience is really speed of access.  You can hop into any unlocked level at any time, get to the power up or item you need, then immediately hop back into the world map to go to the next place.  There’s no slog of going back and forth through the same areas repeatedly to get to a specific area of the world.  It also means that the first-time entry into a level is really tailored to the story.  You get cutscenes about what’s going on, mini boss fights as a way to slow progress, and ultimately a big story boss at the end of each level.

The bosses are all universally a lot of fun, and generally speaking also huge.

The boss fights are also where some of the more interesting gameplay mechanics end up happening.  While there’s definitely simple bosses (it wouldn’t be Shantae without an appearance by the Squid Baron), you get a lot more experimental stuff going on in these fights.  The one above takes place in a circular arena that the player will wrap around, lobbing cannonballs back at the boss.  Another one of the bosses involves fighting against a giant mermaid, using hooks to make your way towards the boss’ face to land hits, a lot like old Donkey Kong Country gameplay.  By and large it is these segments that show some of the best growth in the core gameplay of the series.

The DLCs really start to change the gameplay in interesting ways, even if the level themes are shared.

The biggest change with Half-Genie Hero though has to be the inclusion of support for DLC campaigns, which are all now included in the ultimate edition release of the game.  These are fun mini-campaigns using other characters from the series.  One has you running around doing the Risky Boots story in a very tight platforming-focused campaign.  One has you playing as the three friends Sky, Bolo, and Rottytops using their unique abilities to get through heavy puzzle-focused levels.  There are even a few mini aracde campaigns with things like a gun-based police campaign or a stealth-based ninja campaign.

The end result of all this DLC is that you have a really solid main campaign that is really less than half of the experience at this point.  While you then go through and play through the same core level themes, the experience is always completely unique in each of the DLC packs, so you’re always learning fun new ways to replay the same content.  From a sheer value standpoint, the ultimate edition released recently with all DLC really can’t be beat.

There’s a lot to enjoy in this release, particularly if you wanted more variety than previous games.

The previous Shantae games were always really high quality examples of action platformer gameplay, and this one is no different.  The biggest difference here is that they simply went with the motto of “more”.   There’s more powers to use, more gameplay variety due to DLC, and more total overall time to spend in the game.  Despite all of the variety, the core gameplay hasn’t suffered at all.  This is still a really mechanically tight game, and one that fans of the genre really shouldn’t miss.

Game Ramblings #73 – South Park: The Fractured but Hole

More Info from Ubisoft

  • Genre: RPG
  • Platform: PS4
  • Also Available On: Windows, Xbox One, Switch

TL;DR

  • Battle system is a phenomenal grid-based strategy system that heavily encourages the use of forced movement, ticking damage, and CC to eliminate enemies.
  • Like The Stick of Truth, does a fantastic job of integrating the player into the South Park universe, from the visual design to the way the story is written, especially when they straight up go at things they know will offend a lot of people.

I’m not kidding when I say they are not being shy about offending people, especially those worth offending.  For example:

This is a perfect example of why South Park as a multimedia franchise exists.  They’re crass, they don’t care about poking at things that others will shy away from, and they do it all with their own unique style.  Is it for everyone?  Not really.  However, if you’re a fan of this universe, The Fractured But Hole is another great entry that does more than just stand on its name for quality.

The visual style of characters is key to this universe, and this game absolutely nailed it.

South Park can be a lot of things, but one of the keys to the entire experience is the visual style that has existed since the first season of the show.  While past generations of games went with somewhat strange 3D representations of the world, the recent RPGs have gone all-in on making the unique style of the series work in real time in games.  Just the world alone is impressive, but the flexibility of the character creation system while fitting into this universe is a technical marvel.

The player character itself can be composed of a ton of different pieces: hair, facial hair, makeup add ons, multiple outfit pieces, etc.  They can all be mixed and matched with each other without limitation to create something that may or may not look good, but definitely is all your own, and definitely looks right out of the show.  Even more impressive is that all of this is done in a way that preserves the character’s appearance in all cutscenes.  You will always be seeing the character you wanted, and there’s no smoke and mirrors to keep it hidden in places where it would be inconvenient in a lot of games.  It’s phenomenally impressive to see in action, and a testament to how much the tech around this game was built to BE South Park.

While a lot different than the previous game, this game’s grid battles are a lot of fun.

None of the visuals would matter if the game’s core battle system wasn’t fun, and they definitely also nailed that.  While there’s some variety in size and obstacles, the core battle system is a turn-based system typically taking place on roughly a 5×10 play space.  Player turns are individually ordered, and that comes into play in some of the abilities at your disposal.  Abilities all have some grid space they can cover, whether it’s a 1×1 melee attack, a line ranged attack, or AoE grids that can be placed anywhere.  In a lot of ways it feels like placing magic attacks in the Disgaea series, and the strategy of where units are on the board is hugely important to maximizing each turn’s damage potential.

This is all backed up by some great effects beyond just simple damage.  You’ve definitely got your typical DoT type effects like poison, burn, bleed, etc.  However, this game places a heavy emphasis on relocation of enemies.  Knockbacks, pulls, location switches, and more are available to let you line up enemies for your future unit turns to really turn up the damage potential.  The turn ordering also comes in to play with some abilities causing turn loss or turn delay, allowing you to really lock down the enemy into not being able to take any actions.  It’s a fantastic set of functionality that all combines to add a ton of depth to what could have been a really simple battle system.  Despite all the depth, it’s also really easy to understand what’s going on, which allows the quick hitting battles to flow in a way that’s not typically of SRPG-style games.

Bosses play in the same battle system, but often have their own rules to throw things out of whack.

It’s also worth mentioning how much fun the bosses are in this game.  Generally speaking they live under the same rule set as normal battles, but throw their own curves.  Some of them are multi-space units that really change how the player has to position themselves both offensively and defensively.  One boss had you not actively attacking it, but instead using knockbacks to throw smaller enemy units into the boss’ eating range to cause damage.  Basically, while the core abilities are still there, the bosses throw enough curves to keep the player’s skill fresh in unique ways that aren’t just doing a battle with bigger numbers.

I’ll be the first to admit that the South Park wrapping on this game will definitely make this game a fairly niche product.  It is full of completely inappropriate humor that will make you burst out in laughter if you don’t take it too seriously.  Once you dig into it though, this game has a tremendously deep battle system that fans of RPGs in general will find a lot to love.  The rest of the wrapping on this, from the side quests to gearing to environment exploration provide the rest of the trappings that RPG fans expect, and give this game a level of quality that we’re thankfully starting to see common in many licensed games.