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 #5 – Blinx: The Time Sweeper

  • Genre: Platformer
  • Platform: Xbox

When I play older games, I like to think of them with respect to their contemporaries. Sure, part of it is just in seeing how they age generally, but also to see how they were compared to what came out at the time. The problem for Blinx is that it’s entirely outclassed by its contemporaries. While the game tried to do some interesting things, it really shows its age compared to other things that came out at the same time that I still continue to occasionally play today.

Blinx came out in October 2002, presumably to be both a mascot for Microsoft’s new console and a way to enter the Japanese market with something more familiar than Halo. The problem is that it was a very busy year for platformers. Looking at the list of big entries we’ve got:

  • Rayman Revolution in January 2001
  • Jak and Daxter in December 2001
  • Ape Escape 2 in July 2002 for Japan
  • Super Mario Sunshine in August 2002
  • Sly Cooper and the Thievius Raccoonus in September 2002
  • Ratchet and Clank in November 2002

Each of those games has something I can point at that simply did things better than Blinx, and that’s ultimately the problem with playing this game now. It’s obvious that even at the time it wasn’t doing anything well so much as doing things simply adequately.

For pure platforming, you could easily pick Jak and Daxter or Sly Cooper as the obviously better targets. In both cases, it simply comes down to speed. Movement in Blinx is excruciatingly slow in a way that really surprises me. It often feels like I’m moving at about half the speed I want to. It basically results in jumps being only for vertical purposes. They often play into that with the time control powers (ex: a bridge falls, you can’t double jump the gap – you have to rewind to rebuild the bridge), but that gets into another core problem with the game.

The collection aspect of time powers is a weird thing where you have to build combos of symbols from items dropped in the world. If you match 3 or 4, then you gain some time powers. However, if you don’t match that many before you’ve collected 4 total items, you lose them all. It’s a needlessly complicated system that simply serves to do two things – makes me go slower to avoid picking things up by accident, and makes me backtrack when I figure out the core conceit of the level and what specific time power I require. It serves to loop back to my point that the platforming feels slow, because the mechanics are simply reinforcing that.

The other core mechanic in place is a vacuum to suck up and eject trash at enemies. This is where Ratchet and perhaps Luigi’s Mansion come into play a bit. Sucking up trash is another thing that is excruciatingly slow. It requires you to stand still, suck up a thing for a while then move on. However, you can also suck up the time power items from above, which again reinforces going super slow to be careful to not screw up your combo. This would have been so much better served being a move that lets you passively pull things in that are weaponry and ignore the time powers, as well as not requiring you to stop moving to do so.

Ratchet and Clank is definitely the comparison for the shooting end of things, though perhaps it’s more the second or third game in that series that are better comparisons. In this game, it’s extremely easy to just miss your shots entirely. This game would have been better served with aim assist that later Ratchet titles had to make shots more reliable, but even against the first entry this just doesn’t feel like it spent enough time letting the shooting mechanics cook. It feels hard to aim and doesn’t really feel powerful. Enemies have pretty weird immunity frames – particularly for long periods after they’re hit – that just break the pace of whatever combat was being attempted. Overall this is just a case where it feels like the weaponry aspect is just unnecessary against a more traditional stompy platformer setup.

The final game in that list then is Super Mario Sunshine, and in this case I think the comparison is in the friction of taking damage. Blinx suffers from two problems in this case. The first is that taking damage simply breaks the flow of action in a negative manner. When you take damage, the action pauses, you rewind 5 or so seconds into the past, and lose ALL progress that had happened during that time, even if it was killing some other enemies. In large combat scenarios, it’s pretty frustrating to lose that progress to a hit. You also have a pretty limited set of hits that you can take (start at 3, expandable with in-game currency purchases) that can only be recharged via the time power matching system above or via a shop between levels. It’s slow to regain the retries and frustrating to run out of them.

Compare this against Mario Sunshine’s damage mechanics, where you can take a bunch of hits before losing a life, can easily recharge that with coins scattered all over the place, and time doesn’t stop if you take damage. This results in another case where the mechanics reinforce the game feeling slow, since it felt like I was being pushed to fundamentally avoid damage, rather than just minimize it.

It’s one thing to be frustrated by a game that simply feels old. Billy Hatcher from a couple posts back is a good example of that. However, this game is frustrating because it landed in the middle of a 3D platformer golden age and simply couldn’t keep up. Other games for other platforms were simply doing its core set of mechanics better. All that said, it’s available on Game Pass and you could do worse than free.

Game Ramblings #176 – Sea of Stars

More Info from Sabotage Studio

  • Genre: JRPG
  • Platform: PS5
  • Also Available On: Windows, Switch, PS4, Xbox One, Xbox Series

This is an interesting game, not the least of which is because it’s distinctly a JRPG not developed in Japan. It very clearly takes inspiration from games like Chrono Trigger, with which it shares a composer. It also clearly leans into games like Suikoden, FF6, and Lufia. However, the one it really brings to mind to me more than any of those is Super Mario RPG.

It was pretty early on when my brain went straight to “this is SMRPG” and the video above is indicative of that. Sure, it’s not exactly the same attack but the cadence of the deflection there is the same kind of cadence in executing a super jump and getting the full combo. Those little details are all over in combat. Timing your own attack bonuses is different with each person’s basic and special attacks, giving a bit of skill in making sure you stay fresh in using everyone. Learning the attack timing of enemies is even more crucial in order to reduce incoming damage. All of that is straight SMRPG in my brain. Sure it isn’t the only game to ever do things with attack timing in a JRPG, but it is the one that stuck for me.

Sea of Stars does it all wonderfully well. The animation tells on both sides of the equation are at a level of fidelity that I could only have dreamed of 25+ years ago and really enforce learning the timing of everything well. The precision of all of it feels just right – with it rewarding the timing but not making it too loose. The rewards for successful execution beyond just normal attack+ and defense+ on an attack are also nice, with it opening up combos and ultimates quicker if you’re good at executing the timing. That set of things in particular is where SoS starts to feel like a modern take on the genre. The way combat is setup feels distinctly more active than a lot of the “classics” of the genre.

MP is regenerative via attacks, which goes a long way to enforcing actual use of skills. Since you aren’t trying to horde items, you’re instead doing what you can to mitigate attacks entirely. That ties into the little icon panel above the targeted creature in the screenshot above, where successfully executing those types of attacks before the creature’s turn effectively wipes out their turn. That then ties into the successful execution timing, where a successful hit generally instead does multiple hits instead of just being a number++. That then also ties back into the use of combo attacks, which take multiple characters and multiple types of attacks and unify them into one turn.

I suppose what I’m ultimately getting at is that each part of combat feels like it’s supportive of the rest. Unlike a lot of classics of the genre, which often leaned more into numbers games, Sea of Stars legitimately feels like you can skill your way to victory. Smart attack timing allows you to be more aggressive, because building up the combo meter quicker means that you’ll have rapid access to a large party heal. Concentrating on cancelling enemy attacks means that you’ll reduce incoming damage just by not being attacked, again encouraging aggressive play styles. Being able to swap your party on the fly like more modern games have done means that you’re always encouraged to use very specifically the exact person that is useful right now instead of trying to make best guesses as to what party setup will be most useful over time within a dungeon. I’ve mentioned it as recently as One Piece Odyssey, but hot swapping is one of my favorite things that is becoming more common, as it means that you use your entire party all the time instead of being stuck on just a subset that is convenient.

That said, there were definitely some things that didn’t hit for me as well as combat. A decent portion of the game is spent without the ability to reasonably fast travel, which is a bit of a bummer. Rather than feeling natural within the game, it ended up just kind of reducing me wanting to explore areas that I’d been to to find new things. Very late in the game you gain the ability to go anywhere you want, but it felt a bit too little too late. The game also kind of dragged by that point anyway. You open up your full arsenal in combat by probably about the midway point in the game. Up until then you’re slowly being given new capabilities that allowed me to be spending time in new dungeons experimenting with interesting combat flows. However, once I was at full capability combat kind of started to drag. Other than bosses, a lot of the trash enemies are pretty samey, which is fine when you’re trying new things but is kind of slow otherwise.

There’s also something to be said about the fact that the story is often very convenient. It’s not that I found it bad or anything, but a lot of the plot points kind of resolve themselves quickly and with little effort on the main party’s part. For example, at one point an entire city basically gets leveled by the main antagonist, but within an hour or less it’s basically rebuilt, everything is back to normal, and you move on with your life. One of the main character’s story beats revolves around him not being able to fight in some specific battles, but he’s perfectly able to tell you exactly what you should be doing. Things like that kind of keep happening throughout the game. Obviously the things need to happen, but the way in which they occur just always feels like the shortest way out, rather than the way that makes sense for the world.

I suppose where that ultimately ends up is that the sum of the game’s parts were more than good enough for me to want to get to the credits, but not good enough for me to really want to push for full completion. There is a true ending that I knew about having backed this on Kickstarter, but I didn’t want to go throught the tedious process to finish the checklist of things to do. Combat wasn’t going to grow and the story wasn’t going to change that much, so I confirmed that via watching it on Youtube. From a plot perspective it kind of made me wish that they had skipped the alternate ending and just made it the core plot.

That said, I think this game is absolutely one worth playing if you’re a JRPG fan. The combat mechanics alone are good enough for fans of the genre to enjoy without needing to worry about anything else, and the game surrounding it is at least good enough for a core playthrough. It took me about 25 hours or so to get through, so it’s not even a particularly long entry to the genre. It may not quite live up to the bar set by its higher budget inspirations, but it leaves me in a place where I continue to be excited about where this studio is going after its shipped this and The Messenger.

There’s also something to be said about another game giving me fishing!