Shelved It #15 – Horizon: Forbidden West

More Info from Sony

  • Genre: Action RPG
  • Platform: PS5
  • Also Available On: PS4

I don’t typically shelve games that I enjoy, let alone sequels to games I enjoyed. There’s often enough of something there to keep me moving. For Horizon, that’s very nearly the universe they’ve created, which is still just as gorgeous and interesting of a sci-fi experience as any game out there. However, I couldn’t shake the feeling that I was just playing the first game again. Not a sequel with iterations, not something with fresh ideas. Literally the original game. I put it down for a few days to give it some fresh air while I played a bit of Gran Turismo, but I’m finding myself at a point where I don’t have a drive to pick it back up, so at that point I might as well shelve it.

I could literally post my ramblings about the original as well as my ramblings about The Frozen Wilds and you could basically figure out what my pros and cons list for this game would be, and frankly that was always in the back of my mind as I got further into Forbidden West. Obviously the core gameplay was there, but problems started slowly creeping in.

The most immediate sorta issue you run into is with climbing. I played the original game immediately after Breath of the Wild and the inability to climb on any surface was already a bit of a detriment at the time. 5 years later it’s now a glaring problem. You can basically climb almost anywhere in this game, but you hit enough small points where you inexplicably can’t climb for it to be annoying that they didn’t just implement BOTW climbing. It being glaring is not helped by the fact that the cliffs literally now glow with climbing markup.

I’m not exaggerating about that. As a developer, I get why they probably chose to keep the systems similar between the original and sequel. However, as a developer I also understand that they had 5 years and a AAA budget – something I’ve rarely had access to – to implement better climbing, and their answer is a UX nightmare. It’s weird.

However, as the game went on I came to be generally bothered by the pace of combat slowing to a crawl. This game has the same general curve as the original. You start off able to stealth kill almost everything, then a couple of bigger things need a stealth swing + maybe a bow shot. As you get a bit further, you start seeing more larger mobs that require a bit more melee to take down. You then get into higher level variants of small machines that can’t be stealth killed and require more attacks. You get into larger mobs that can’t really be stunned by melee, so it loses its effectiveness. At a certain point, you’re just fighting level 30+ groups where you have to range everything and combat falls apart.

In general, there’s still a distinct lack of feel to the power curve of melee. There’s a few general skill tree upgrades, but with melee it’s kind of WYSIWYG. You don’t get to purchase cool versions of the melee weapon like you do ranged. You don’t get to do workbench upgrades like you do ranged weapons. You don’t really get much in terms of stealth damage upgrades once you hit the couple of skill tree points early in the game. It doesn’t feel like you really have a choice to do a melee or stealth-focused track, because you just kind of a hit an effectiveness wall with them, regardless of your upgrade path.

The thing about melee is that is it also generally puts you in a hugely disadvantageous position. It’s surprisingly easy for things to blow past you and out of camera range. Sometimes it’s because you did a big melee attack and went too far. Sometimes it’s because you dodged to the side and the machine blew past you. The problem for me is that it never felt like I had the tools to then really keep track of what was going on off-screen. There’s not any sort of system to let the camera lock or quick pivot to nearby targets. There’s not really an effective way to mark targets and have them be obvious in location off screen during heavy combat. What it ended up meaning again is that for fights of multiple enemies, melee wasn’t worth the danger or hassle and I was better off going to long range and keeping the entire group in front of me in view.

Ranged at least alleviates the problems somewhat and is pretty obviously still the more focused development track. There’s still a large array of ranged weapon types from bows of different effectiveness distances to trap launches to boomerangy type things. The elemental attack system is still also a lot of fun, with different machines having different weaknesses and benefits to the player. The big problem in the end is that ranged also hits an effectiveness wall that grinds combat to a half. When you’re doing hundreds of points of damage with an arrow and seeing a health bar barely blip down despite hitting weak points perfectly, it’s kind of grating. It’s one thing in a Souls-like when you’re basically hopping from boss to boss, but in a game where that starts to happen with general overworld trash it really slows progress to an unfun level.

Ultimately what really did me in is that the game worked great for about 20 hours, then it just felt like I was slogging through it. It’s interesting to have a side quest about defending a town from raiders and machines for the first couple of times, but then it becomes uninteresting. It’s fun taking down a camp for the first half dozen times, but then it becomes uninteresting. It’s fun hitting the weakpoints on a Thunderjaw the first few times, but then it’s just the same. Since Forbidden West didn’t really separate itself from the original, this is a game that would have severely benefited from being a more condensed experience. Frozen Wilds was fun because it was a shorter experience separated by time from the original, so it was still fresh and fun when I finished it. As a sequel, this just didn’t work out the same way.

Game Ramblings #156 – Riders Republic

More Info from Ubisoft

  • Genre: Sports
  • Platform: PS5
  • Also Available On: Windows, PS4, Luna, Stadia, Xbox One, Xbox Series X/S

This is one of those games that just hits the right parts of my brain. It’s a lot like Forza Horizon in that respect. I can jump into it at any point, just go towards the nearest random icon, and have a fun time. I can play the normal “serious” racing events and get some good action. I can play the fun events and be barreling down a mountain in an ice cream delivery bike. Either way, I know that I’ll be enjoying the ride.

It’s kind of incredible how much mileage Ubisoft has gotten out of its open world formula, and this one isn’t any different. You have a big open world map, sections of it unveil as you go into them, new icons pop up as a result of that, the things you complete open up more things, etc. You know that getting to an icon will at least unlock something fun. Sometimes it’s a race, sometimes it’s a trick event, sometimes it’s cool loot. It’s pure Ubisoft, just as an action sports game. Everything that makes that style of game work still works here.

The important thing is that all of the event types work. Right now you’ve basically got three groups of things – snow, bike, and air – broken into some sub events. They all play a bit different, but the core is always the same – get through checkpoints, do stupid tricks, get rewards. The important part though is they all work well. In all cases the controls hit a perfect arcade mix of tight control vs floaty fun. Your jumps are absurdly large because gravity doesn’t really apply that much, letting you do 1080s and double flips with ease. However, you can also turn nearly on a dime with some power slide capabilities. You might be going 160mph in a jet-powered wing suit, then slam on the brakes to hit a tight corner going through some canyons. You might jump off a hundreds of foot high cliff and land without any damage. It’s all kind of outlandish and all kind of a lot of fun.

That said, the variety is also a big part of the draw for me. Bikes and snow events may appear similar on paper, but both the control of your avatar and environments allows for them to counteract as good breathers for each other. From what I’ve played so far, bikes in particular have a large number of lap-based events that are purely not downhill and snow has a larger number of purely arena-based trick events that really feed the difference between the two. If I was really feeling burned out on that, I’d do air events. Those in particular have a huge variety. The wingsuit events are pure adrenaline where you’re trying to build up points by getting as close to the ground as you can without crashing. The rocket suits on the other hand are pure racing fun, especially when you start to dive into canyons.

Even when I wasn’t really feeling like competing, there’s plenty of other things to do. My favorite side activity was easily the stunt challenges. These were spread around the environment and generally involved doing something extraordinarily stupid like riding a bike along a steel beam over a canyon or trying to use your wingsuit to fly underneath bridges covering a river. This is where your skills in staying on tricky lines was really tested in a fun way. On the other hand, it’s also extremely fun to simply exist in this world. SSX 3 has always kind of been my high point in terms of how good it felt to start at the top of a mountain and ride down it for the sake of it. Riders Republic really nails the same vibe. You can start at the top of any number of mountains and simply ride doing stupid tricks all the way down. You can jump off the top of huge cliffs just for the hell of it, nailing your wingsuit before you hit the bottom. It’s fun just for the sake of it, and it works spectacularly.

Normally, this is then where’d I’d be going hell ya play this game….but I can’t outright say that. This game is purely online only. Right now that works extremely well. Seeing everyone in the world map just doing their own thing is cool as hell. Screaming down a populated slope with dozens of other people is cool as hell. However, it also means this game has a shelf life. It’s not that I necessarily think Ubisoft is going to shut the servers off soon, but it’s going to happen eventually, and the game will be mostly gone. You can still free roam offline, which gets part of what I enjoy about the game, but none of the event stuff is playable offline at all. Once the servers are gone, the game is basically gone. As someone who’s worked on games that simply no longer exist, that sucks.

However, if that doesn’t bother you this is an extremely fun game. It hits a place that very few games really get to – fun for the sake of it. While this game is live and while it has a ton of players it’s definitely a sight to behold. The content that’s there just works really well across the board. The only thing to really cross my fingers about is that one day we see a patch allowing full offline play, because the game has everything already there to support it.

Game Ramblings #155 – Guardians of the Galaxy

More Info from Square-Enix

  • Genre: Action/Adventure
  • Platform: PS5
  • Also Available On: Windows, Switch, PS4, Xbox One, Xbox Series

This is a AAA B-Movie in the best way possible. It’s doesn’t necessarily have the best combat or the best story or the best pacing but as a sum of parts it’s fantastic. It was hard to go through most of this game without a stupid grin on your face. It’s a lot like the movies in that respect.

This one as a whole turned out much better than The Avengers did. A lot of that came down to its focus as a purely single player narrative experience. It wasn’t hobbled by the needs of being a live-service title – the need to XP grind to keep players in the game, the need to patch in new content to keep players returning, etc – so it ended up being relatively focused. You’ve got a 15-20 hour long narrative mostly consisting of set-piece combat with relatively predictable outcomes but a ton of spectacle. What it does gain from its length over the movies is better pacing. There’s a kind of on/off rhythm to the chapters. You’ll go through a long stretch of just combat, then a long stretch of general exploration / puzzle solving. It keeps the game from becoming too stuck in a single rhythm, which helps to break up the game into much more enjoyable chunks When the combat does kick in though, it’s a lot of fun.

This game really threads a good line where you feel powerful because of indirect things happening, but still feel like you aren’t just being led by an AI that can’t lose. There’s a few systems to that. One is that you’ve got absolute control over the timing of special abilities for the other team members. They kind of passively attack and are effective at clearing lesser enemies, but if you want big damage it’s up to you. You can definitely win without using these specials, but it becomes quickly obvious that all you’re doing is making your own life slower and more difficult.

Another is that you’re the only party member that can quickly break shields. Having shields tuned to specific elements that Peter can fire allows for the player to do non-damaging stuff that is vitally important while letting the rest of the team to take out unshielded, less dangerous enemies. This has the important side effect of reducing the time just needlessly fighting easy trash. The element system also has some nice crowd control effects. Ice can freeze enemies in place. Electric can hop between enemies and stun. Wind pulls enemies to Peter. Fire can add DoT damage. All of them allow for increased damage if the enemy is under the effects. They’re not necessarily large changes to just general weapon fire, but they serve well to give better situational handling to the arenas if you’re getting overran by too many enemies.

The final one that really stood out is combo attacks. For the most part, melee is generally the more dangerous route. However, because your AI teammates are mostly melee, there’s often opportunities to go in and help them out. Comboing with your teammates can get a bunch of big damage out quick, as well as increasing the likelihood of stunning an enemy, giving a better opportunity for some easy gun-based damage.

The pacing is also actively broken up in other ways. There’s sections like above that take place in actual space combat. It’s a very Star Fox type setup, with both on-rails and free fly sections but keeps the elevated combat pacing in another fun context. There’s sliding sections where the player is going downhill avoiding obstacles and jumping over gaps, giving a fun third-person auto runner type feel. There’s a handful of sections that do camera chases with a feel more reminiscent of the chase sections of the PS1 Crash Bandicoot games. These fall into the sort of on/off action pacing of the overall game, but because they aren’t just more combat for the sake of more they serve well to keep the entire game fresh as you go through it.

The rest of the game that surrounds the combat is just really well realized. The worlds are large and filled with bright colors. Everything has that kind of technically plausible but incredibly alien feel to it. Places like Knowhere feel like large space ports where you can run around buying all sorts of cool outer space shit, even if it mostly serves as a way to shuttle you to important story beats. The enemy designs again are close, but slightly twisted. Things like walking squids or cube-shaped jelly creatures bring the sea to land. Things like giant space dragons pull in a bit of fantasy elements. There’s the little callbacks to the story out of the comics with mentions of people like Thanos or Yondu, even if they aren’t directly in the game. It’s all just a love letter to the ridiculousness of this series, and it works well.

This game really just falls into a place where it should be played simply because it’s fun. Games like Hot Wheels Unleashed or Ratchet and Clank: Rift Apart or Cadence of Hyrule come to mind in recent times that kind of fall into that area. They aren’t necessarily the best written or the best gameplay or the best visuals, but put together you just can’t help but enjoy your time with it. Guardians is definitely that. It’s got good enough combat, good enough visuals, good enough of a story. Put together you just smile the entire time, and you can’t ask for more than that out of a game.