Game Ramblings #79 – Hellblade: Senua’s Sacrifice

More Info from Ninja Theory

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

TL;DR

  • Fantastic storytelling backed by a phenomenally good audio design
  • Combat is the obvious weakpoint for the game – it’s serviceable, but nothing special. Also not a reason to avoid the game.

Hellblade is a curious game to recommend. It’s technically an action game, but its action is not a reason to play it. It’s purposefully AAA in quality, but not in scope so it doesn’t wear out its welcome. It’s also the rare game that I would highly recommend wearing ONLY headphones for, even if you’ve got a high end audio system purely based on the merits of its audio design. It’s proof that a high focus on a specific element can result in an extremely high quality title without the need to add unnecessary fluff to pad the experience.

The game is entirely based around Senua’s psychosis, and everything from the audio to world design focuses in on that.

I’m really regretting not pulling some video footage of the game’s audio design while I was playing, because that’s where I want to start here. Up in the TL;DR I mentioned that this game is worth playing with headphones, and it’s entirely because of the focus on Senua’s psychosis. Throughout the game, the player hears voices in Senua’s head that act as something of a narration. In a lot of ways, it’s similar to the narration that takes place in the game Bastion, but in this case is often telling the player the opposite of what they want to do. These voices are entirely spatialized, so you spend a lot of the game with voices floating around inside your hearing. It’s a simple audio trick, but it’s fantastically impressive in practice, and one of the few true good uses of stereo panning of audio that I’ve heard in a game in recent years.

The fact that you can’t see anything in this screenshot is very much on purpose – it’s the mechanic of an entire level.

The heavy emphasis on audio even becomes game mechanics on its own. One of the puzzle segments of the game from the screenshot above involves effectively removing the player’s vision. The entire level takes place in near blackness, with only things directly next to the player even being visible as a fog. Throughout this entire section of the game, the player depends on their sense of hearing, and to some extent sense of touch through controller vibration to get through the game. Within the context of the game’s story at this point, it’s a fantastic way to force the player into an uncomfortable position where they can’t depend on what they see to give them clues of where to go. Everything comes down to your ability to listen to what’s going on, and move towards the sounds that can lead you to the exit.

These kinds of use of strong technology also abound in how puzzles are solved. The little video above is one example in how they manipulate the environment through the use of portals to open up progress to the player. There’s a few variations of this type of mechanic around, and it plays a really nice balance between making the player pay close attention to what they are looking at without being a vague guessing game.

Combat was clearly not an emphasis, but the bosses themselves are still a lot of fun to face.

If there’s anything where the game could have used more time, it’s probably in combat. The combat that is there is effective, but it’s pretty simple and has its own share of problems that grow as the game nears its end. This game has the problem that I’ve seen in a lot of melee games where the combat is fun against one or two tough enemies, but not fun with a bunch of weak enemies. The sections with weak enemies near the end of the game end up being an effective dodge spam to avoid a bunch of attacks, then poke damage to kill the enemies. There’s never much danger from the enemies themselves but I ended up dying a few times simply from getting stuck in chains or other environment pieces that seemed like they weren’t really meant to be hazards.

That said, the simple nature of the combat does shine in boss fights. The handful of bosses have a pretty wide range in sizes and mechanics, so they end up being the satisfying nearly Souls-style fights, where you slowly face off against the boss to learn its mechanics, minimize damage, then really go on the attack as you learn the patterns. Because many of the boss attacks are one or two shot deaths, finishing off the bosses is always really satisfying due to the recognition that the difference between you winning and you dying was really down to skill.

Ultimately this is a game that is really easy to recommend. Just on its gameplay and story alone, it’s probably worth the look for a lot of people. It’s a relatively short game that takes place as a single continuous camera shot (about 6-8 hours in general) and will come in at an affordable price at this point. However, the audio design is above and beyond what almost any developer is doing at any level these days, so on that alone I give it a nod. Now that Ninja Theory is under the Microsoft umbrella, I’m hoping we see more experiences like this where a strong focus wins out over marketing bullet points.

Game Ramblings #36.1 – Horizon: Zero Dawn – The Frozen Wilds

More Info from Guerrilla Games

Original Ramblings

  • Genre: Open World Action/Adventure
  • Platform: PS4

Horizon: Zero Dawn – The Frozen Wilds does do a lot to generally continue what was great about the first one.  The setting is still fanastic and drop dead gorgeous.  The moment to moment combat is still a lot of fun with a lot of variety in ranged weapons.  Exploration is still always worth it, with things to find all over the place.  Basically, they didn’t screw up what was good.  Luckily, they also fixed my two biggest gripes with the base game, and that’s what I’ll talk about here.

This time around you’re running around Yellowstone and the surrounding areas. It’s definitely seen better days.

The end of HZD really annoyed the hell out of me, and it was because of two reasons.  The first was the lack of progression with the main melee weapon leaving the end hours of the game focused on much stronger ranged attacks, and the second was the design of many of the boss fights being an effective circular arena fight where you could generally stay safely at range the entire time.  While neither of these problems really ended up being a killer in the game’s overall result, they were definitely annoying problems that left me scratching my head a bit.

The melee weapon itself is definitely helped this time around by having an end game upgrade path.  One of the first side quests you come upon when entering the new area of the game ends with you upgrading your spear to support the modification system that the ranged weapons all had.  While I could definitely gripe about this being hidden behind a side quest, and I could gripe about the spear still not having inherent stat upgrades, this change alone is huge in changing how late game melee combat worked for me against higher level enemies.  Now I could build the staff to my play style, whether that’s a pure damage build, one focused on debuffs, or one focused on getting some ticking damage out on enemies.  While this was simply using a system that already existed for the ranged weaponry, gaining this system for melee was a huge change for the better.

While boss fights are still in relatively obvious arenas, they are much more varied landscapes, and the bosses themselves are significantly more aggressive against the player.

The handful of bosses in the expansion are also much improved over the base game.  While they still take place in relatively obvious arenas, there’s a much better variety in how the arenas are laid out.  In the example above, the player is sort of ducking in and around little outcroppings, giving a lot of line of sight breaking when fighting the boss.  In general, that is pretty common, allowing the player to fight in a much more stealth-based way.  This is really important based on a change in overall design of the boss AI.

The original game suffered from bosses that could generally be kept at range, letting the player just kind of tick away at them with the bow with very little danger.  The bosses here feel a lot more like large versions of the world machines instead.  They move around a lot to keep the player from being grounded.  They do a lot more melee and charge attacks, keeping the player’s dodging finger ready.  Even when the bosses are doing ranged projectile attacks, the danger of being hit and knocked down is a lot higher due to the ability of the bosses to close the gap and melee the player while they are down.  Overall the fights just feel a lot more dynamic, rather than the circle strafe grinds that the original game suffered from.

Since this is Yellowstone, lava is the name of the game. It looks even better in motion than it does in screenshots.

Overall this was really just a solid expansion.  It took what was great about the original and gave you more, and fixed a few of the larger problems while it was at it.  The new content was a lot of fun, the new weapons felt impactful and slid naturally into my arsenal (super bonus mention to the energy projectile cannon you get about half way through the expansion), and the handful of new enemies fit into the existing roster really well while giving some new mechanics to watch out for.  In general, this one leaves me wanting more of the series than the original game even did, and that leaves me excited for the future of the series going forward.

Game Ramblings #72 – Owlboy

More Info from D-Pad Studio

  • Genre: Metroidvania
  • Platform: Switch
  • Also Available On: Windows, macOS, Linux, PS4, Xbox One

TL;DR

  • High points are non-gameplay.  Story, visuals, audio are all top notch.
  • Mechanically does enough to get the job done, but is pretty standard.  Bosses are pretty simple, not too many upgrades, not much reason to back track.

Add this one to the list of Metroidvania games that I’m always a sucker for, and it was definitely solid enough to be worth playing through.  This was definitely an indie darling as it was in development, and it properly earned a lot of accolades, particularly for its visuals.  However, in being a game that did its non-gameplay elements so well, it’s a bit unfortunate in that the gameplay itself is pretty much hitting the minimum standard, and not really doing much to separate itself from the pack.

Right from the start this game has fantastic pixel art, and it compares well against the best of the Metroidvanias of recent years.

It’s pretty easy to see from the start where Owlboy earned its biggest hype from.  This game is drop dead gorgeous.  It’s easy for pixel art games to become difficult to play at times from overly busy visuals, but this one escapes all of those traps.  The backgrounds are high detail, but use muted color palettes to separate themselves from the foreground.  Characters are all fairly low-resolution, but have unique looks of their own so you can immediately tell who is who.  Even more important, the character animation is phenomenal.  There’s enough frames of animation for everything to look really fluid, whether in normal traversal or in combat situations.  Even little details like character facial reactions during cutscenes lend a lot of life to scenes where 2D games typically have to depend more on text.

This high attention to non-gameplay detail also extends to the story and music.  From a non-spoiler perspective, the story focuses on the growth of the main character in trying to learn to be an owl, and how the world around him has gotten to the state it’s in.  The characters he meets with throughout, and those that end up travelling with him are all well written, each with their own motivations as to why they’re joining the party.  As for the soundtrack, it’s a well orchestrated set of pieces, ranging from lighter pieces in town to high action pieces in battle.  Overall, I recommend giving it a listen.

Bosses are the high point of combat, even if they tend to be pretty simple.

The gameplay on the other hand is a lower point in the game.  It’s not that it’s bad – in fact, it hits pretty much all the expected notes for a game of this style.  It just doesn’t really do anything to stand out.

Out of all of this, bosses really are the high point.  They’re pretty standard sort of 2 – 3 phase fights, with damage being the phase trigger across the board.  For the most part, the bosses also introduce new mechanics as they phase transition.  However, the bosses themselves are still fairly simple.  Typically speaking, you get a new upgrade, and face a boss weak to that upgrade.  In the one above, you’d basically just been using a spin move to knock armor off enemies a bunch, then immediately get this boss.  Spin hit the armor off the turtle, shoot it a bunch, repeat.  This was pretty much the same thing across all bosses, and it basically meant that they were never really much of a danger.  You knew going in what you were going to be expected to use, you’d have been given an entire level before hand to learn the ability, and you just have to use it to finish.

But again, it’s not necessarily a bad thing that it went that way.  Upgrades are basically in two forms; characters that you can carry with you, and health upgrades earned by collecting coins.  The characters were a unique way to handle the typical weapon upgrade.  You only earn three – a standard gunner, a shotgunner, and a spider web launcher – but their integration into the story and gameplay as a whole was a unique way to give a voice to the upgrades, rather than them just being a pickup in the world.  It also gave much greater weight to them coming and going from the party based on the story, and ultimately made the story a lot more impactful.  Losing a party member due to something occurring in the world wasn’t just part of the story, it also meant that your combat strategy was about to drastically change for a while.

However, it also meant that you never really had a reason to back track.  While getting 100% of coins to get all optional upgrades is a back track path, the core upgrades were guaranteed along the main path, and I never needed to do the full collecting since I was rarely in danger of being low on health.  The end result of all this is that I treated the game less like a Metroidvania, and more like a typical linear action/adventure game, which probably got me through it quicker than was really intended.

Sometimes you just end up riding a boss upside down through a cave. It happens.Realistically, the game is pretty typical of a lot of top tier independent titles.  The things where it stands out are pretty high end, and the rest of the game kind of sits in decent but average shape.  It’s obvious that visuals and tech around it were going to be the focus of this game, and they really nailed it.  In nailing those things, gameplay looks to be the thing that suffered a bit from lack of development focus, but overall it worked out well.  Would I consider this in the upper echelon of Metroidvanias?  Not really, but I still have a pretty easy time recommending at least a play through.