Game Ramblings #168 – God of War: Ragnarok

More Info from Sony

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

Being perfectly honest, you could read my ramblings on the previous game and have a pretty good idea where I fell on this one. This is every bit an iterative sequel instead of the revolutionary change that the previous entry was. However, that’s not to say that’s a bad thing. This definitely does a lot to clean up some rough edges in the series’ transition to action RPG, but more importantly it shows a drastic amount of growth in the characters. It’s for that reason that I wanted to get through the game.

The lack of core gameplay changes did end up with this one being a bit long in the tooth. Combat felt like it reached a point towards the end of the game where they kind of just ran out of ideas and started throwing more targets at you, which wasn’t particularly fun. Side quests started to get a bit samey, which meant that I was doing them purely for rewards instead of any narrative enjoyment. Despite having a lot more environments to wander through than the original game, I just kind of felt like I was at my limit. That’s the curse of sequels I guess. You’re going to have to be somewhat samey or risk alienating your audience. Unless you’re doing a years later reboot like the previous title, you are where you’re at. However, I wanted to see the end of the story.

That push to want to see the end of the story is the most important thing to me about this game. I didn’t really need or want a challenge by the end, because it wasn’t important to my enjoyment anymore. I could turn the difficulty all the way down, hammer through the repetitive combat segments, and get what I wanted out of the game.

The previous game had me in a place where I absolutely hated Atreus, and that was a huge point of celebration for the quality of the writing in place. He was a little shit of a kid that needed to learn patience and care. Kratos was a completely impatient and untrusting father that wasn’t really prepared to be the sole caretaker for his son. It was a dynamic that worked wonderfully as a reintroduction to the series after years off.

This game instead shows a lot of growth in the characters across the board. Atreus still has his little shit moments, but he’s got such a strong growth arc throughout the game that ends with him at a point where he is clearly becoming an adult. He’s more careful in his decision making throughout the game. He shows patience when he isn’t immediately getting his way. Importantly, he is able to provide a level of care to others that allows them to also grow. Kratos on the other hand is an increasingly patient individual. He shows deference to his son’s wishes while still providing growth lessons to him. He shows a clear wish to avoid war but is also willing to engage when it becomes necessary. The growth in the dynamic between the two of them is the thing that made it easy for me to push through to the end of the game, and on its own I think is a clear reason to play this.

The rest of the game is kind of take it or leave it. The combat is as solid as the previous game, but effectively unchanged if you ignore the inclusion of a spear weapon. Atreus’ role in combat is a little more flexible with some arrow powers, but in practice it acts as more of a spam when practical button than much in the way of planning. I again enjoyed the dodge/parry focus on defense that I could play with, but found enemy tells and timing of tells to be incredibly inconsistent, which could be pretty frustrating in multi-target combat. Basically, they were similar gripes I had with the original and I’m not surprised that hasn’t changed.

I guess my tl;dr here is play it if you know you liked the previous game or play it on story mode if you just want an enjoyable narrative experience. There’s really not going to be a lot of surprises here otherwise. It’s an incredibly solid first-party title for Sony that has the same strengths and weaknesses as the previous title, with just that important bit of iteration involved, leaving us with a game that is predictably great.

Game Ramblings #166 – Sonic Frontiers

More Info from Sega

  • Genre: Platformer
  • Platform: PS5
  • Also Available On: PS4, Xbox One, Xbox Series X|S, Switch, Steam

This is such a strange game. It’s undeniably Sonic, but at the same time it’s not. It’s got little pieces of things like Sonic Adventure or Generations, but those are just hints. They trigger a bit of nostalgia but don’t lean into it. It’s got the speed of the series, but uses it in new ways. It’s still maybe not the best example of a 3D platformer, but it does a lot interesting, and importantly it stays fun.

A lot of the early discourse I saw on this one was that it was a Sonic game through the lens of Breath of the Wild. I don’t necessarily think that’s true. Ya it’s open world, and ya it has the overworld red moon reset mechanic, but I don’t really get the Breath vibe from it. What I do get is entirely Mario Odyssey. It has the same feeling that there’s something to do around every corner, and you’ll always be rewarded. It also has the same pace. Where Breath tolled out rewards infrequently through the shrines, Odyssey set moons down everywhere, to the point where you were getting moons sometimes at the pace of a few per minute. That is the feeling that I hit here.

The individual little actions are never that complex. It’s always some jump pad that gets you onto a rail, but they’re always fun. It’s almost always some little 15 second quick hit platforming segment, but it hits the manic Sonic pace and ends with some reward. Usually it’s something to collect to eventually push the story forward, but you end up hitting so many of these little things that you’re hardly ever prevented from moving the story forward if you want to. What generally ends up happening instead is that you start going towards the next story beat, find about 40 things to accidentally do along the way, forget where you were trying to go, and end up completely in the wrong direction while having fun the entire time. That’s the Odyssey feel to me, and it’s what made both games work so well for me.

How it all ends up tied together also works inexplicably well. The overworld has a bunch of little combat segments against minibosses that end up working well to show some combat variety. Some of them end up being dash target-focused, and feel more like traditional action bosses fights. Some of them are more focused on taking advantage of the more typical fixed Sonic camera and feel like more traditional gameplay for the series. There’s also a whole bunch of Generations-style Sonic levels that offer more of what the series was used to offer. I suppose in hindsight, these are a pretty good analogue for the Breath shrines, but they serve a different purpose. Rather than being puzzle segments, these feel like pace breakers. The rest of the game is short segments of fairly specific platforming elements. These end up being longer sections that are typically speed and spectacle with a reward at the end, allowing the player to have a high excitement break in the middle of smaller actions.

All of this is bookended by some extreme boss fights. These are all spectacle and basically involve you turning into a super saiyan and beating the hell out of a kaiju. Does it make sense? No. Is it challenging? No. Is it hilariously fun? Absolutely. There is nothing to these fights that actually ends up expanding the mechanics of the game. You’ve got a bunch of auto targeted weakpoints to hit while you have effectively close to infinite health, so long as you beat a soft timer in place. It’s all button spam and visual chaos and it’s incredible.

That said, the entire game is of a B-movie jank level that makes it simultaneously hilarious. The pinball minigame? Absolutely unplayable. The physics in less restricted movement sections? Shooting off in the wrong direction on a jump is not unusual. The story and voice acting and overall presentation? It’s there, but only to serve some minimum needed for the game to ship. Targeting reliability during large combat segments? As reliable as my internet was when I still used Comcast. The game often succeeds despite itself, which is something pretty normal for the series over the past couple of decades.

It’s frustrating that they continue to be unable to tie together a full package, but when the game ends up being so fun anyway I guess I’m not really too annoyed to care. The Sonic series has had so many ups and downs that when I get an entry that ends up being fun, I just roll with it. This is up there with Mania or Generations for me as games that prove the series still has some life in it. I also fully expect that for the next entry everything learned here will be thrown out and ignored, but I sure hope I’m wrong and we see more iteration on this idea. It’s got a lot of potential that has only started to show.

Game Ramblings #165 – Star Ocean: The Divine Force

More Info from Square-Enix

  • Genre: JRPG
  • Platform: PS5
  • Also Available On: PS4, Windows, Xbox One, Xbox Series X|S

This is a very particular type of game in that I don’t think it’s necessarily a good game, but it was a generally fun game. It doesn’t really do anything all that well. It’s generally a pretty absurd experience. But despite that, it’s never really a huge issue to play, at least until the end. However, that’s tri-Ace in a nutshell over the past few decades, so I guess I can’t really say I was that surprised.

I say until the end up there because I never actually finished this game. Per my PS5 tiles, I finished at around 94%. What this ended up suffering from was really a case of “but wait, there’s more!” Not that it’s unusual for a JRPG, but this had too many false endings. I’m pretty sure I’ve killed the main baddy three times already and was lining up for another. However, I hit another surprise dungeon that involved my two least-favorite JRPG tropes – removing your party and making you re-fight bosses as unnecessarily tanky versions.

It’s one thing to do either of those, but both at once is obnoxious. After spending 30 or so hours getting a party setup I want with skills that I want, the last thing I want to do is have to figure out how to fight with a now weaker party or one with different mechanical pros and cons. What I really don’t want to do is then redo fights I’ve already done. Not harder mind you, just longer. Not more interesting, just more boring.

Of course, that gets us to where I don’t really think the game is good. One of the bosses in this section is a great example. It has a mechanic where it splits into four around a target, then attacks toward center. As the player, I can dodge out of it fairly easily, regardless of taking some damage. If you aren’t the target, you just….have to stand around waiting to avoid damage. The AI really loved just pulling a Leroy Jenkins here and getting themselves killed in super tanky refight variant. So what’s the easiest strategy? Let them die and be just me and a healer, because the healer will always stay back and I will always be targeted, and there’s nobody left to die. So in this case, bad AI with bad tendencies and lack of situational awareness just makes for a draining fight.

Outside of situations like this though, the game is fun despite the jank. Combat is extraordinarily fast in a way that even the Tales games don’t approach. Is it pretty button mashy? Sure is! Does that make it fun? Sure does! This is backed by some skill tree and skill strengthening that does enough to make sure you remember there’s a JRPG in here somewhere, while also giving you some flexibility in steering your party’s play style. Traversal is largely the same. You sprint like a fucking psychopath through an environment that is far larger than it needs to be, then you’re given the ability to fly like a super hero. Does it make any sense? Nope! Is it fun? Yup!

So, this game exists in a weird dichotomy. It’s not particularly good. It’s incredibly janky. It has a really bad ending sequence. But despite that all, it manages to be fun. I guess in that respect I can’t really recommend it but I don’t think it’s a bad thing that it exists. It may not be a home run, and certainly doesn’t have the life of better supported mainline Square-Enix series, but it at least gives me some hope that the series isn’t just abandoned, and within the quality bar the series usually sets it doesn’t even end up being that bad. It’s a strange one.