Game Ramblings #177 – Cyberpunk 2077

More Info from CD Projekt Red

  • Genre: FPS
  • Platform: PS5
  • Also Available On: PS4, Xbox One, Xbox Series, PC

I know. I’m spectacularly late on this one. In general I was weary of the original release since I tend to not really find long-form FPS games that appealing. The genre is something that I want to play for a few hours, destroy hordes of enemies, and be done with. However, three years and a big 2.0 patch later I figured it was time to get around to playing this one. What I found was a AAA experience that matches a lot of what I’ve seen in a lot of AAA games in the past decade or so. It does a spectacular amount of different things to a reasonably good standard, but I found myself really struggling to find something that it does to a great standard, and that was something I found across the board.

The city visuals themselves are done to a high level of polish and it’s honestly probably the standout feature of the game as a whole on PS5. The story is a bit of take it or leave it for me, but it was effective enough – at least until the end. Those things are typically not really something that get me to put down a game early, so they kind of hit enough of a mark to be strong for me. I suppose I’m ultimately a gameplay guy, so that’s where my real focus was. The gameplay is really the thing where I kept going “why isn’t there more polish here?”

The most obvious flaw to me playing on console is that it just felt like they didn’t consider the gamepad experience when they were putting it together. It’s not necessarily that the gamepad experience is difficult, but that the depth of assists is just not there. There’s a single setting to manipulate that to the best I could tell only affected an angle of aim correction, as well as typical ADS lock. It didn’t feel like there was any real aim adhesion – where the camera is pulled towards targets based on either the player’s or their movements. It didn’t feel like there was any aim friction – where the movement of the camera slows when panning across a target. For what I expect out of a AAA experience, there was just no depth to modify how the game felt to play on a gamepad.

I know some of you are screaming “just play it on PC” and I don’t necessarily disagree. However, I’ve made these systems for console shooters recently and it’s just not a difficult thing to implement. What it does give you is an ability to craft combat on a gamepad that isn’t spectacularly easy due to aim correction without making it impossible for the player to effectively aim. It also gives the player a much wider range of potential for tweaks to their experience to match their skill level. As implemented in CP2077, it just feels like they slapped aim correction in, said “screw consoles”, and went about their day. It’s a really weird thing to see in this level of budget when the reality is that the console market is a huge revenue driver.

Outside of the core shooting experience, the RPG aspects also had weird things to them that kind of made me question some decisions here. One of the things that really bugged me early on was that weapons were tied to specific parts of the skill tree. My preferred play style as I went through was to go full stealth, inevitably fuck it up about half way through a mission, then go full shotgun chaos. However, stealth and shotguns were in different skill trees. The weapons in the stealth tree weren’t my preferred play style, and the skills in the shotgun tree weren’t my preferred play style. I’d have generally preferred to keep them entirely separate.

However, about half way through I sort of realized that I was no longer actually using the skill tree and I had about 10 points unused. It dawned on me that they really didn’t feel like they were modifying my power curve at all. The only thing I ended up really using the points for was to directly pass skill check requirements to do specific things (ex: open doors with technical knowledge, overpower things with strength, etc). Maybe it’s something that is more relevant to higher difficulties, but on the normal difficulty it was a weird thing to be suddenly wrapping my head around. The power curve was entirely in finding whatever weapon had bigger numbers, and not in applying skills to craft your perfect character. They were irrelevant. For a game that is theoretically trying to be an RPG, having your main RPG system not feel powerful or useful is just weird. It makes me think that separating weapons and skills would have been useful, both to allow players to build in a more weapon-focused direction as well as to allow the skill trees to be made more singularly useful.

All of this is compounded by a bunch of really weird UX decisions that made navigating information really obnoxious. Why can I not get to the crafting screen from the inventory menu? I have to go out a menu, scroll to inventory, scroll down, then go to crafting. Why is the default sorting of the inventory some seemingly random horseshit? At least make it something immediately useful like type sorting. What relevance does the sorting in the journal have? Other than the immediate story mission being at the top, I could never figure out what order the rest is since there’s a mix of basic chores intermingling with stuff that could become story relevant later on. It’s just a bizarre set of menuing that I don’t see working with keyboard/mouse, let alone with the setup on a gamepad.

I guess that sounds like a lot of ragging on the game, and I guess I kind of am. I’ve sounded similarly negative about some other AAA titles that I’ve played in the past few years – Final Fantasy 16, Halo Infinite, Horizon: Forbidden West, or Assassin’s Creed: Valhalla are a few that come to mind. I think ultimately what my frustration is in a lot of these cases is that the games are doing so many things in them that they just don’t need to do, and in going wide on systems they’re losing depth and polish on important things. This game did not need so many skill trees. This game did not need the 8 or 10 categories of player mods. This game did not need as many categories of weapons. This game did not need pages and pages of writing for little journal entries you pick up everywhere. It all feels like things done for the sake of filling a budget that I can only ever dream of working with. However, in going so wide they never really got any system to a place where it was simply great.

That amount of stuff ultimately does mean that as a whole the game is good enough to be fun to play and even recommend, but it also means that the game will never really be at a point where it’s anything other than a footnote as something I’ve played through. I’m not going to remember the writing like I will a game like Spiritfarer, where the journey of death is so crucial and specific that it becomes the core focus of the entire game. It isn’t going to be something like Tears of the Kingdom where they built an entire game around one core idea of sticking things together and letting that one feature breathe. It isn’t going to be like a Ratchet and Clank where they are so focused on making sure their weaponry is fun to use that anything outside of that is basically unnecessary.

I just don’t think these sort of do everything open world scale games are generally that necessary, and I’m hoping we’re starting to turn a corner on it. Ubisoft just released a shorter Assassin’s Creed game that is no longer open world. Some of the common complaints about this year’s big title in Starfield is that it’s effectively unnecessarily too big. I expect that we’ll keep seeing a lot of large open games (hell, Spider-Man 2 is about to come out), but I also hope that companies will start crafting tighter experiences that focus on making a small set of features spectacularly good, rather than making every feature under the sun simply good enough.

How’d It Age #3 – Metroid Prime

More Info from Nintendo

  • Genre: FPS
  • Platform: Switch
  • Originally Available On: Gamecube, Wii

Under normal circumstances, this would be a very short ramblings. Yes, this aged well. Yes it’s still an incredibly good and fun game. Yes you should buy it. The end.

But I have some thoughts here on the various versions, with a bit of a wild card. I’ve played all the versions of this that have come out, whether it’s the original release, the Wii update for Trilogy, or what is now the remastered version on Switch. If I look at the versions side by side, I don’t think there’s a real clear winner in terms of which one is the best. There’s things that the last two do that I think are interesting and better, so the real question is, which one should you play?

The Switch version is a pretty easy recommendation, especially if you’re a typical console FPS player. The dual-stick controls drastically modernize the game, making general traversal much better than other versions. It allows the game to just flow better, which is a bit of a surprise to me. It also drastically reduces the benefit of aim lock, which is something that surprisingly makes the game quite a lot easier. It’s also easy to recommend it because of the updated visuals, which really do a surprising amount to modernize the experience.

However, I don’t think that’s the best control scheme. I actually think it’s pointer controls, and unfortunately I don’t think that the Switch pointer controls feel as good as they do on the Wii. I noticed that they were occasionally getting out of sync which is something that I’ve seen on other pointer-style Wii ports, as well as with motion-assisted games like Splatoon. This is where the Wii version via Metroid Prime Trilogy really shines. The pointer input scheme on that version is as close to mouse-focused aiming as I’ve ever seen on a console game, and it shines in this experience. It makes boss fights in particular incredibly precise to fight, and again is something that reduces the need to really use aim lock. Combined with a heavier reliance on strafing compared to the original, this is as PC-styled as the series gets.

That said, I do have a wildcard and that comes in the form of PrimeHack. This is a fork of the fantastic Dolphin emulator that adds in support for traditional PC keyboard/mouse controls to Metroid Prime Trilogy, assuming you have a legal way to rip your discs down or feel like sailing the high seas. This can be combined with things like the Dolphin supported for HD texture packs to transform the PC experience into something closer to the remaster’s visual styles with an even better control scheme. The first time I played Prime in this way was a revelation. It transforms into a PC game so easily that I can’t believe more shooters aren’t trying to fill the adventure game niche that this series did. At high framerate and resolution combined with keyboard/mouse controls, this just feels like a modern PC game, despite being 20 years old.

I suppose I never really answered the question of which version you should play, and I think my answer really comes down to any of them. Play the Switch if it’s the easiest to get at. Play the Wii version if you want consistent shooting input. Rip your disc and play it on PC with a texture pack if you really want a surprising experience. However you play this game, you won’t be disappointed. It really does still hold up.

Shelved It #18 – Halo Infinite

More Info from Microsoft

  • Genre: FPS
  • Platform: Xbox Series X
  • Also Available On: Windows, Xbox One

This feels like a game that was searching for an identity that it never found. It’s very clearly Halo, but it tried to push too far into the Ubisoft open world formula, and it doesn’t really feel like it made it there. While the shooter part of it works really well, it felt dragged down by the rest of the metagame in the half dozen or so hours I put into it to the point where I just didn’t feel like picking it back up.

The core mechanics of this game are still as good as ever. Ya I get if a console shooter isn’t your cup of tea, but for what it’s aiming for it’s still incredibly fun in moment to moment combat. The guns have really clear archetypes and you kind of fade into the ones that you like to play with the most. Aim assist is just present enough to reduce the frustration of aiming on a gamepad. Running enemies over in vehicles is still fun. The Ghost being as small as it is meant that I could pretty much bring it anywhere, including into encounters it didn’t belong. However, it’s the enemies that still work the best.

Halo enemies always had really clear purposes, and that still works here. Grunts are still your fodder and effectively die in one hit, but they fit the role of distracting you well. Jackals still have the pain in the ass shield, which encourages you to get into melee range or use explosives to clear them out. Larger enemies like Brutes encourage precision in order to kill them faster via headshots. New enemies like the Skimmer add a level of verticality to throw you off just scanning at ground level. In general, the encounters are built well around sprinkling a few different types of enemies to make you approach them in varied ways based on the environment. In a vacuum it works well, and in past games it’s been able to be balanced against slow growth due to the linearity of the experience. That is all gone here.

The open world nature of this entry just feels like a mistake. Rather than having crafted encounters along a relatively linear path, you’ve got random encounters that constantly pop up going between points. Rather than the core gameplay being progression through a story, you’ve got a lot of miscellaneous stuff scattered about. The problem is that there’s only so much you can do with this kind of gameplay. It’s Assassin’s Creed or Ghost of Tsushima without the variety. You don’t really have the ability to do large scale traversal puzzles like that series. You don’t really have the choice to do stealth-focused gameplay or action-heavy sequences as a distinct choice. You just have guns blazing.

Where this ends up dragging is that every encounter feels the same. As you’re going from story point to story point you’ll inevitably see a bunch of encounters. However, it all bleeds together. You’ll see your half dozen grunts, a couple jackals, and a couple brutes/hunters/elites. Rinse and repeat. Between story spots you might see a half dozen of these. You’ll also see typically a handful of side quests – rescue a squad, destroy a base, kill a target – that also just have the same combat. Because the open world just has so much ambient combat, you quickly reach a point where it becomes a chore to traverse, rather than fun to traverse.

Within a pretty short time I basically just started hijacking the first Ghost I could find and running around guns blazing. From a practical standpoint, it made encounters much easier to skip because I could just zoom right on past. When I got to an encounter I did need to engage in, it also meant that I was in a moving resource with infinite ammunition and pretty predictably high power. From a min/max standpoint it was just far more effective. However, whenever I didn’t have a Ghost the game instead just felt like a chore. At that point I knew this one wasn’t working out for me.

It also ultimately didn’t help that there’s no co-op. I’ve played almost every entry in the series exclusively in co-op, so not having that is a huge drag. I could see this style of metagame working well in co-op because I could log in with the same group of people, run around for a while doing whatever as we shoot the shit, and over time we could progress through the game. Doing repetitive things over time wouldn’t matter as much because that’s kind of not the point of just having fun playing games in that group setting. Not having co-op at launch – although it’s apparently coming soon™ – is a baffling decision for a series built on co-op stories and multiplayer gameplay.

Infinite just kind of feels open world for the sake of being open world, and it feels to me like an anchor around the game’s neck. The core shooting mechanics are still fantastic, but when you are doing repetitive ambient encounters instead of crafted linear segments, there just doesn’t feel like any sense of progression or growth. Every encounter gets kind of samey, and over time I just felt like avoiding them entirely. For a game built around combat, not engaging is a weird thing. In all likelihood I’ll revisit this when co-op finally launches, but for now this one feels like a swerve that isn’t working for me.