Game Ramblings #87 – Red Dead Redemption 2

More Info from Rockstar Games

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

Red Dead Redemption 2 is a curious experience. So much time was clearly spent on the technology of the game, and it is super impressive. Just as impressive is the story, which manages to craft perfect heroes and villains while simultaneously ending with an epilogue that connects to the first game in a way that elevates the original’s story even more. However, the gameplay is the odd ball out. There’s a lot of pieces here to take in, but they don’t fit together in a clean way – the game often feels like a collection of parts with no collective whole. Are the parts that are great enough to recommend playing this one?

It’s nice seeing Marston near the end, and it definitely feels more like the RDR1 landscape than the rest of the game. It really connects the two titles well.

RDR2 is the type of game that I kind of dread playing. I really enjoyed the original title despite its flaws, and that really centered around my enjoyment of the story. However, that game in particular wrote itself into a corner where a direct sequel was impossible. In this case, Rockstar went with the direct prequel approach. You’re generally playing as Arthur Morgan, though RDR1’s John Marston is still around as a member of your gang.

While this game is heavily focused on Arthur, this is still entirely the story of John Marston. Throughout the game, you see the events that shape Marston in the original – why he went after the people he did, why he cared so much to rescue his family, why the FBI had cornered him to begin with. Marston ultimately becomes the best of Arthur, and the care given to the growth of Arthur’s character ultimately has the great payoff of leading into the original game through RDR2‘s fantastic epilogue chapters played through the eyes of Marston. All of the narrative pieces that come together really end up elevating the story of RDR1 while allowing us to have a story that is fantastic as its own standalone experience.

This horse in particular died when a checkpoint reload spawned the horse inside a train that I was on. I couldn’t get back to it in time. That annoying level of missing polish is pretty persistent.

However, the gameplay is a lot less polished, and it’s definitely a big negative to me. Rockstar’s titles in the past decade or so have all had fairly similar issues to me. There’s always 1000 different systems that feel like they were made independent of each other and never tied together in a cohesive manner. In GTA4 and GTA5, the driving functioned but wasn’t great. In RDR1, the horse was there and felt like a chore. In all three of those, the gunplay was quite frankly below average at best and entirely exploitable. Overall their gameplay always seems to take a back seat at a polish level to technology and story. While that has worked great for them, it’s frankly kind of a bummer to see that continue.

I’ll start with some small stuff, because I think it’s indicative of the lack of care shown to allowing the gameplay to iterate to a high polish state:

  • I lost track of the amount of times I was attempting to hitch my horse up, then it would continue moving forward and run people over by accident, despite me having started the button input to begin hitching. This unfortunately usually results in the police chasing after me. Given a bit of polish, have hitching automatically lock and slow down the horse into the hitch point to reduce errors. If the user lets go of the button early, then allow the horse to resume normal movement.
  • You can fast travel if you’re at camp, and can do a pseudo fast travel by buying train tickets. Does this mean they technically have fast travel in the game? Sure. Does not being able to arbitrarily fast travel suck? Yes. Should they have done a more modern-style fast travel where unlocking travel points allows it to happen from anywhere? Absolutely. The current system is just encouraging empty gameplay hours to ride between missions.
  • Skinning animals is a large part of the general upgrade path for a lot of gear in the game. Unfortunately the skin trader only has two locations – one in the far east of the map and one in the far southeast of the map, both of which you don’t really spend much time in until well into the game.
  • Quite a lot of missions are preceded by a 5+ minute horse ride to the destination while the player follows some NPC. This would be all well and good, but many of these don’t include a checkpoint right afterwards. Nothing is more frustrating than being unable to skip a replay of a bunch of dialog because it isn’t technically a cutscene.
  • There’s a cover system, but it’s quite frankly not any more advanced than that seen in Gears of War more than a decade ago. You hit a button, hard lock to the nearest thing, have really bad mechanics to unlock from cover, and pretty rough mechanics to transition around or between different covers. Does it work? Sure. Is it good? Not really.

Those are just a few examples, but what it really comes down to is that it feels like realism or feature count constantly won out over fun. Do I get why they stuck to that as a principal of the development of the game? Sure. Does it make the gameplay worse for it? Absolutely.

You end up spending a LOT of time riding back and forth on horseback. Luckily it looks pretty damn good, even with rough spots.

The horse is also entirely frustrating, especially when compared against the horse mechanics introduced by Assassin’s Creed Origins and Odyssey. RDR2 has the autopilot horse that AC does, but requires being in the cinematic camera, meaning it can’t be used for combat. Anything other than a gallop also requires the player to rhythmically tap X in sync with the horse’s gait which becomes entirely entertaining the first time you have to ride ten minutes across the map, let alone 40 hours later when you’re still tap tap tapping away to move fast. Of course, this isn’t necessary if you’re following alongside an NPC. At that point you can just hold X to match their speed. Unfortunately, it doesn’t necessarily cleanly match their turning, so you can get way off course if you aren’t actively turning the horse anyway. What this all comes down to is that combat on a horse is needlessly shit, and you spend a lot of time getting into combat on your horse.

You’ve got four entirely different sets of things you want to be doing on a horse – shoulder buttons for weapon firing input, face buttons for speed input, left stick for horse turning, and right stick for camera aiming. Right off the bat, speed vs camera aim are in a fight for a thumb. In a lot of situations, the people you are fighting are chasing you, so you’re trying to steer backwards while also not being able to see where you’re going. It’s all just a bunch of inputs fighting against each other in a way that Ubisoft already solved. The entire setup would be significantly better if you could just lock onto the nearest road at a fast gallop and completely remove the need to steer or manage speed, allowing the combat to shine and the player to focus their energy on taking out enemies. It would also have allowed for much more dynamic combat where enemies are coming from multiple directions since the player wouldn’t be having to manage so many disparate input needs.

It’s even more frustrating because they accidentally have sequences that allow this. There’s enough situations where you’re either the second person on a horse, or in the back of a horse drawn cart where you literally are a road-locked turret, and those all work fantastically better as combat situations than general minute to minute horse riding combat. Between these sequences and Ubisoft’s AC horse, I’m baffled that nobody noticed that there were already solutions that are simply more viable for smooth gameplay.

Some of the best sequences were stealth sequences and I wish they’d leaned more into using them over large scale combat, even if the stereotype of the wild west is large gun fights.

For what it’s worth, it also doesn’t help that the gunplay is down right average in RDR2. There’s a pretty decent range of weapons between multiple types of pistols, revolvers, rifles, and bows. However, they didn’t really separate themselves enough for me to care to use a specific weapon in most situations, unless I wanted the bow for stealth or a sniper weapon for longe range firing. In the most combat, the range of the weapon didn’t matter as I could lock fire snipe just as well with a revolver or rifle simply due to how bad the input setup worked.

Hip firing is effectively useless in RDR2. The game’s general gamepad input is pretty miserably bad. Target adhesion for right analog input is pretty rough, there’s not much in the way of useful magnetism to hone you in on a target close to the reticle, and I didn’t really get much out of turn sensitivity options. What they do have in place of good camera movement is an entirely exploitable hard lock system. Hitting the lock on button anywhere even close in screen space to a target will hard lock you to the target’s center. A simple stick flick upwards will pretty much guarantee a shot on the target’s head or neck area. I’d estimate that I could headshot about a 75% effective rate just doing this alone. The AI playing a lot of sit in a spot and peak out every now and then doesn’t make it any better.

Quite frankly, it trivializes combat in a way that makes the game far worse. The most tense situations end up being ones where the game simply has to throw targets at you because it’s easy to one-shot guys, and their AI isn’t trying to do anything other than move forward from cover to cover towards you. However, you can pick off entire crews of enemies in a matter of seconds because of how easy it is to exploit the targeting system. While I did occasionally die in some of these setups, it never really felt challenging, and death felt more happenstance based on me not paying attention to my health and getting to cover.

Regardless of all my complaints, this is still a damn fun game – entirely because it’s rescued by a story that’s as good as you’ll ever see in games.

I realize that that reads like a lot of complaining, and to some extent it is. However, for me it’s more frustration that a company can spend the amount of time and money it takes to make a game of absolutely mind blowing scope like RDR2, but still come up with something that has gameplay that feels entirely average. There’s a whole lot here that technically works, but spending more time on gameplay polish instead of time on feature creep (do the horses really need to periodically shit everywhere for realism?) could have left us with a game where the gameplay matched the fantastic story and visuals, rather than feeling like an afterthought.

All that aside, is this worth playing anyway? 100%. The story is going to be one of the best wild-west stories that we likely see for a long time in games, and I think it’s worth physically being in the game playing over watching the story on Youtube. Visually I was also constantly floored with each new vista I came up to, or each time I entered the largest city of Saint Denis at night. Those things being so good are what makes it incredibly frustrating that the gameplay simply doesn’t match it. This game is definitely a case where the sheer amount of money spent on it is obvious and raises the game up to something really damn good despite it having a ton of flaws, and for that alone I think it’s worth the spin.

Game Ramblings #86 – Yoshi’s Crafted World

More Info From Nintendo

  • Genre: Platformer
  • Platform: Switch

TL;DR

  • Classic Yoshi gameplay, accessible but deep with great replayability of the levels
  • Another fantastic visual style from the team at Good-Feel

This could be a really short ramblings from a practical perspective. If you liked any past Yoshi games, you’ll probably like this. The gameplay still revolves around heavy exploration of side scrolling levels, eating enemies to get eggs, and using those eggs to find things hidden around the levels. This one does a few things to separate from past titles though – particularly in the replayability of the individual levels – that really make this a solid new entry that plays well on the go.

This is a Yoshi game through and through, eggs, cute visuals, fun levels – it’s pretty familiar on the surface.

There really is a lot of familiarity at play here, but really that isn’t very surprising for the Yoshi series. The Island games and Woolly World were a lot of fun, but really all had similar mechanics. Manipulating the firing of eggs is still the real core skill here other than staying alive. The point of each individual level is still to basically collect everything, and the objectives are still largely the same – find flowers, find 20 red coins, don’t lose hearts. There are a few core differences here though. Each flower is an individual goal on its own, along with flowers gained from the coin/heart objectives, but there’s other ways to gain flowers that become more important. In addition, flowers are used as progression blockers in a way similar to stars in Mario games, though most players will never have trouble having an overabundance. The differences in star collection are what really drive replayability in this game though.

Back side levels are one of the replay options, and also serve as a way to lean into the Crafted World gimmick.

Replaying levels really becomes key to the core loop here. Back side levels are one of the big options, where the player runs through the level in reverse to find Poochy Pups. These serve a two-fold purpose; they’re an additional goal using the same content, and they also use a speedrun timer that forces the player to ignore exploration in favor of speed. In doing so, these levels really change how the player thinks about the core gameplay in a fun way.

From a visual perspective it also really pushes the crafted aspect of the game world. You see the labels on the back of cardboard boxes, the tape holding everything together, the enemies that are holding up stage props. It all serves to give a fairly adorable setting to the world and a reason for the way the game visually exists.

These aren’t the only replay tools though. In addition to the obvious goal of finding everything, each mini world has a series of collection tasks that also provide flowers to the player. These all involve finding one to a handful of a specific prop, and the player has to shoot eggs at them to collect them. They’re small goals, but act as an addition gameplay layer to complete.

All of these replay tools really serve to push the purpose that this is a game that works as well on the couch as it does on the go. If you’ve got a large chunk of time, it’s easy to run through a bunch of levels or spend a lot of time looking for every little detail on the front side run throughs. If you’re in a commute and only have a few minutes? Go ahead and do a quick back side run or one of the collection tasks. Either way you’re earning rewards and finding new things to do, and the game works phenomenally well in allowing you to tailor your minute to minute experience to the time you have available.

There’s also some neat non-traditional diversions to do, such as this level where Yoshi balances a kart to get it through the world as fast as possible.

Realistically there isn’t much new to be had here compared to other Yoshi games, but this one definitely does the best job of sitting somewhere in the middle of a home and on-the-go experience. The huge variety of different types of tasks to accomplish means you can do things that run from taking minutes to taking hours, and this is the same thing that some of the best Switch titles I’ve played have typically pulled off. It also helps that the core Yoshi gameplay was already a lot of fun to begin with. Although this doesn’t end up being your traditional platformer gameplay like a New Super Mario Bros game, I’d still have a pretty easy time recommending this one straight out for anyone looking for a game in that genre.

Game Ramblings #85 – The World Ends With You: Final Remix

More Info from Nintendo

  • Genre: Action RPG
  • Platform: Switch
  • Originally released on: DS
  • Also available on: iOS, Android

TL;DR

  • Input and visual remake ported over from mobile both work fantastically well for a handheld Switch title
  • Still one of the most memorable soundtracks for an RPG from the DS’ run

This is a pretty interesting game to play on a second system if you originally played it on the DS. While the story is the same and the gameplay clearly takes its base style from the DS release, in practice it’s a much different experience due to the lack of a second screen. What this ends up being is a mix of nostalgia and new that somehow succeeds just as well as the original did, despite the years in between.

The obvious starting point here is combat. The original game had two screens of combat, the bottom which juggled manipulation of touch screen elements, and the top which used d-pad button combos to simultaneously attack two different areas at once. Since the top screen is gone, this version goes all-in on the touch elements. That tweet is just a small example where one of the player’s attacks (via equippable pins) involves dragging around environment obstacles to damage enemies. There’s a whole slew of tap, drag, slash, and hold attacks to equip and it’s all up to the player to find a mix that works best for them.

The combo attack is the reward for playing the game well, and it ends up being core to the changes to the battle system.

What’s most interesting for me was how they replaced the top screen manipulation. Under normal circumstances, the second party member is now just a normal pin. However, alternating each player’s attacks also builds up a meter that allows for a large combo attack to occur. Importantly, this combo attack also heals the party, so it doubles as a defensive maneuver as well. This completely changes the flow of battles compared to the original.

On the DS, my pattern was generally to switch my focus back and forth between each screen, doing a combo on one screen, moving the character to a safe area, then switching to the other screen. Here the focus is on one spot, and the peak way to fight is to find ways to build out your pin set to allow you to smoothly alternate between each character. In practice, this made my playing style a lot more aggressive than the original release. I was no longer too worried about avoiding damage, and in many cases encouraged taking damage so I could stay in close range. I’d maximize my attack alternation, get my combo built up, heal and do big damage to eliminate everything. It made the entire battle system feel completely new, and meant the loss of the unique second screen gameplay was not a negative.

Some of the old top screen gameplay does show up in bosses, and it’s a nice way to make boss fights feel unique.

Boss fights do bring in some of the dual-screen mechanics in a good way however. Boss fights in the original game generally revolved around one or the other character having to do specific actions in order to make the boss damageable or expose weak points. In this remake, that happens through transition points where you gain control of one character at a time to activate these actions. In the example above, the fight takes place in a music venue where one character is on the floor fighting the boss, and the second is in the rafters fighting adds to turn on lights to expose the boss. It basically ended up that the boss fights still felt really familiar and brought in some of the solid dual screen gameplay in a way that didn’t feel forced.

The mobile remake’s visuals really work well on the Switch. Everything is super crisp in handheld mode, and is a significant upgrade over the DS.

I suppose the short version here is that this is a game worth playing. I put way more hours into the DS version than I care to admit, and even for me playing this in the new format was a treat. The mix of old and new gameplay styles from the DS and mobile versions still left me playing an RPG that feels like nothing else on any system. The story was still super engaging, and the soundtrack is one of the best RPG soundtracks I’ve ever heard. If there’s anything I’d hold against this, it’s that playing it in anything other than handheld mode is a terrible idea, but I think it’s worth pulling that Switch over to your lap to give this one a whirl.