Game Ramblings #36.1 – Horizon: Zero Dawn – The Frozen Wilds

More Info from Guerrilla Games

Original Ramblings

  • Genre: Open World Action/Adventure
  • Platform: PS4

Horizon: Zero Dawn – The Frozen Wilds does do a lot to generally continue what was great about the first one.  The setting is still fanastic and drop dead gorgeous.  The moment to moment combat is still a lot of fun with a lot of variety in ranged weapons.  Exploration is still always worth it, with things to find all over the place.  Basically, they didn’t screw up what was good.  Luckily, they also fixed my two biggest gripes with the base game, and that’s what I’ll talk about here.

This time around you’re running around Yellowstone and the surrounding areas. It’s definitely seen better days.

The end of HZD really annoyed the hell out of me, and it was because of two reasons.  The first was the lack of progression with the main melee weapon leaving the end hours of the game focused on much stronger ranged attacks, and the second was the design of many of the boss fights being an effective circular arena fight where you could generally stay safely at range the entire time.  While neither of these problems really ended up being a killer in the game’s overall result, they were definitely annoying problems that left me scratching my head a bit.

The melee weapon itself is definitely helped this time around by having an end game upgrade path.  One of the first side quests you come upon when entering the new area of the game ends with you upgrading your spear to support the modification system that the ranged weapons all had.  While I could definitely gripe about this being hidden behind a side quest, and I could gripe about the spear still not having inherent stat upgrades, this change alone is huge in changing how late game melee combat worked for me against higher level enemies.  Now I could build the staff to my play style, whether that’s a pure damage build, one focused on debuffs, or one focused on getting some ticking damage out on enemies.  While this was simply using a system that already existed for the ranged weaponry, gaining this system for melee was a huge change for the better.

While boss fights are still in relatively obvious arenas, they are much more varied landscapes, and the bosses themselves are significantly more aggressive against the player.

The handful of bosses in the expansion are also much improved over the base game.  While they still take place in relatively obvious arenas, there’s a much better variety in how the arenas are laid out.  In the example above, the player is sort of ducking in and around little outcroppings, giving a lot of line of sight breaking when fighting the boss.  In general, that is pretty common, allowing the player to fight in a much more stealth-based way.  This is really important based on a change in overall design of the boss AI.

The original game suffered from bosses that could generally be kept at range, letting the player just kind of tick away at them with the bow with very little danger.  The bosses here feel a lot more like large versions of the world machines instead.  They move around a lot to keep the player from being grounded.  They do a lot more melee and charge attacks, keeping the player’s dodging finger ready.  Even when the bosses are doing ranged projectile attacks, the danger of being hit and knocked down is a lot higher due to the ability of the bosses to close the gap and melee the player while they are down.  Overall the fights just feel a lot more dynamic, rather than the circle strafe grinds that the original game suffered from.

Since this is Yellowstone, lava is the name of the game. It looks even better in motion than it does in screenshots.

Overall this was really just a solid expansion.  It took what was great about the original and gave you more, and fixed a few of the larger problems while it was at it.  The new content was a lot of fun, the new weapons felt impactful and slid naturally into my arsenal (super bonus mention to the energy projectile cannon you get about half way through the expansion), and the handful of new enemies fit into the existing roster really well while giving some new mechanics to watch out for.  In general, this one leaves me wanting more of the series than the original game even did, and that leaves me excited for the future of the series going forward.

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.