Game Ramblings #50 – Uncharted: The Lost Legacy

More Info from Sony

  • Genre: Action/Adventure
  • Platform: PS4

TL;DR

  • Same ol Uncharted gameplay, over the top action sequences, and beautiful visuals
  • Short length meant the story didn’t drag out, which felt like a plus
  • First half showed some growth in their design w/ an almost Tomb Raider semi open world.

I’m not going to sit here and say that this is a hugely original title for the series.  I’m also going to be straight here and say that the changes in The Lost Legacy feel a lot like copping some features from Tomb Raider.  However, this very well might be the best Uncharted title I’ve yet played.  It being a condensed experience certainly helped (about 6-8 hours I’d assume will be typical first play through), but a nice use of a large non-linear area to start the game went a long way to providing a fresh look at the series, and may just prove there’s life to be had in this universe.

Like previous Uncharted titles, this is another visual masterpiece.

There’s a lot to be familiar with here. The gunplay is still good, but nothing mind blowing, going for solid feel without too much difference between core weapon types.  Combat sequences in the more linear segments are still at obvious points when you turn a corner and have a ton of crates around.  Enemies are still decent but basic in their approach to flanking behaviors.  The game’s finale (and a couple points in between) is still a wildly bombastic experience that would feel at home in any big budget Hollywood film.  End of the day, this is still Uncharted at its core, but with a big difference in the first half that showed some progress.

Roughly the first half of the game takes place in a large open area, with a set of non-linear objectives to drive to, and a bunch of hidden collectibles to find in the area.  This alone felt like a fantastic change to the series, even if it felt right out of the recent Tomb Raider games.  Because of the layout of this opening area, combat also felt much improved relative to the standard single direction combat of the linear exploration areas typical of the series.  Combat segments felt very free form, since you could approach from basically any direction, and enemies could do the same.  In a lot of these areas, I’d be stealthing around to find a good entry point, then doing what I could to pick off enemies one by one without revealing my location.  If things started to go awry, many of the areas also had a lot of swing points, so I could easily move around to find new hiding spots if enemies started to get a drop on me.  In general, this was the best I’ve ever seen combat in the series, although it unfortunately went away once the more linear segments of the game started.

While not as complex as the Tomb Raider series, the side exploration in the opening area was a welcome addition to Uncharted.

The unfortunate thing though is that the opening area gave way to more traditional Uncharted linear mechanics.  While this works fine in the general sense, it feels like they missed an opportunity to really make a special full entry in the series based around the gameplay changes of the first half.  The puzzle areas of the linear temple portions worked great, but it was back to the more boring combat style and tiresome climbing areas.  Realistically I can only do the same pattern of climb, jump to crumbling wall hold, fall down to conveniently placed grab spot, then finish climbing up so many times.  On the other hand, the fact that this is a much shorter expansion-style game meant that the experience was fantastically condensed before I really wanted to just get through.

End of the day you kind of know what you’re getting into here when buying an Uncharted game, and this one doesn’t differ much. It shows some promising changes in the first half should Naughty Dog decide to continue with the series, but never really expands on the changes for the full length of this game, let alone makes a full game out of it.  However, treated as an end of summer blockbuster experience, this is still just as worth playing as the previous entries and definitely left me entertained, and that’s about all I can ask for.

Game Ramblings #46 – Yonder: The Cloud Catcher Chronicles

More Info from Prideful Sloth

  • Genre: Adventure
  • Platform: PS4
  • Also Available On: Steam

TL;DR

  • Fantastically gorgeous environment and great soundtrack
  • Main quest line that’s entertaining to play, and gives you the right amount of push to continue seeing the new environments
  • High end crafting and side quests are fundamentally problematic with the game loop as implemented

Yonder is a game that at its core feels like it was made by a group of artists.  The attention to detail in the environment is up there with some of the best games available this generation.  The soundtrack backing it is the right level of ambient orchestral music without getting in the way.  All of this is tied into a fantastic implementation of a day/night cycle very reminiscent of its use in Breath of the Wild.  However, once you go beyond the core story quest line, the lack of real depth to the game systems in place, and a crafting system that is more menu and resource frustration really shows the problems that come out in the game loop that’s available.

One of the first areas you see in the game.

Right off the bat, it’s clear that this is going to be a beautiful game experience.  After an initial intro scene and cave crawl, you immediately get out into an open field that gives you a vista of a large part of the island the game takes place on, and it’s astoundingly beautiful.  The characters and animals around have a simple but effective style, and everything is fairly recognizable right off the bat.  Each area that you go to throughout the game then has its own core visual theme, whether it’s the snowy areas as you climb the central mountain, the palm trees near the beach, or the sparse rock formations in the desert.  Each area is just as great looking as the one you just had left.

Night time looks just as great.

Things look just as great when you hit night time.  The sky grows dawk, constellations fill it, and the player’s character breaks out a torch to give some local dynamic lighting around.  At the same time, the music drops in intensity, and you really feel the encroachment of night time around you.

The core gameplay itself is built around an effective set of collection and crafting quests.  The main line is pretty straightforward, with a series of quests that basically lead you into visiting each area, collecting Sprite creatures to clear off the Murk attacking the island, and collecting parts to fix the Cloud Catcher from the title.  By and large these serve as a way to get you to the towns that hold the various crafting type masters, and allow you to expand your repertoire or skills, which lead into further use through side quests.  While there are some systems in place on the side dealing with farming, it’s not deep enough to serve as a long term distraction.  This along with the nature of the side quests really starts becoming the main problem in exposing the larger issues with the core of the game’s systems.

The side quests take the core collect/craft mechanic of the main story line, and ramp it up to 11.  The problem is that the crafting system in general is just not that good, and the collecting of resources in the environment is kind of a hassle.

Materials used to craft a single bridge…

As an example, I created the above list to try and wrap my head around what I needed to craft a single bridge.  At the highest level, this thing required somewhere around 300 stone, and a bunch of other various ingredients.  The big problem is that stones can either be found solo on the ground, or in groups of 4 that can be mined out of a single boulder.  Just from a length of time to collect, this then becomes rather time prohibitive.  It also means hopping around to a ton of different areas in the crafting menu to craft individual pieces, then larger pieces, then larger pieces where each tab in was another level down in the crafting sequence.  For me, there was also the fundamental problem of not really understanding why something that uses parts made out of stone then requires MORE stone.  Even as it currently exists, being able to pick the high level item (say a stone arch), getting a total list of ALL resources needed to build it, then being able to one shot complete the project would have significantly improved the experience, as opposed to the current mess of crafting large items.

Scenes like this pushed me to keep playing.

End of the day, the main reason why this was not another entry into Shelved It has more to do with the fact that the game was abrupt in finishing, and I wanted to see what else the environment team had put together.  While the base that is there has potential, there’s too many fundamental problems with the crafting and collecting systems that are the core of the game to really consider this one worthy of high praise.  On the other hand, given the lack of content, a few changes to the way these work could fairly quickly elevate this one to a pretty entertaining and relaxing adventure title.  However, if you really want to see a gorgeous game, it may be worth taking a look at anyway.

Game Ramblings #45 – Yakuza 0

More Info from Sega

  • Genre: Action/Adventure
  • Platform: PS4

TL;DR

  • Excellent combat with multiple styles to fit different fights
  • Swapping between characters worked well due to how the story timeline worked between the two
  • Difference in tone between serious story missions and almost 100% non-serious side missions somehow didn’t cause issues

The Yakuza series has always been more of a Shenmue than a GTA, and Yakuza 0 doesn’t change any of that.  This one provides a new starting point for the series, providing some back story to the events before the original entry in the series.  It takes the same mix of combat, light puzzle solving, and high levels of drama, and modernizes it a bit as the first PS4 entry in the series, giving us another great entry to play.  Despite being played across two characters, the story manages to send enough clues cross-character to weave together a fun narrative, with plenty of action and violence expected of the genre.

The combat in place is similar to past games, taking place in small areas walled off by onlookers, where enemy groups of varying size can be attacked.  Combos of attacks can be grouped to knock down enemies, building up secondary resources to do more spectacular (and powerful) attacks.  From a high level it’s fairly simple, but different variations of button holds, character placement, environmental interactions, and most importantly, multiple fighting styles add a lot of depth.  Of note, the fighting styles all feel fairly different, and bring advantages to different fights.  Both characters have a fairly standard brawling style and legendary fighting style, but the real fun is in one of each character’s other styles.

Kiryu’s Beast mode in action.

Kiryu’s Beast mode allows for slow but heavy attacks in a wide range, as well as a number of wrestling-inspired finishers.  More importantly, it also allows for automated grabbing of environmental objects to swing at enemies, including things like motorcycles.  On Majima’s side, the real standout is Break mode.  This uses a series of breakdancing moves to quickly and heavily take out large groups of enemies through effective AoE attack and dodge maneuvers.  In general, I was able to switch to a mode that made sense for each fight, whether I needed to do heavy damage to individuals, or keep it safe while whittling down a large group.

Mr. Libido in action…

On the story end, there’s not too many surprises here, but it’s definitely entertaining.  The more surprising thing for me was the mix of the serious story with incredibly non-serious side missions.  The side missions typically had similar gameplay, but the characters you meet during them were generally absurd, whether it’s Mr. Libido being unable to contain himself, helping out fake Michael Jackson and Steven Spielberg make Thriller, or Kiryu mixing up visas and pizza when helping an immigrant, I could pretty much expect side missions to go straight for the absurd.  Given the seriousness and level of chaos that most of the main story had, it meant I could use the side content as a way to unwind between places where I knew I could get into big fights.  This is backed by a surprisingly entertaining set of real estate content for each character to add even more depth to the things to do on the side; Kiryu runs a full real estate company and Majima runs a cabaret club.

Totally not Spielberg stares into your soul.

If there was anything I would directly point to as a severe negative here, it’s that at a number of points the story missions simply don’t tell you what to do.  You’d be given a vague goal (find somewhere to hide!), with no map marker, and no obvious place to go, and be forced to wander around until you hit the magic trigger.  More often than not these places would be triggered in areas where you had no NPC contacts, no reason to be in the area, and would never revisit the place for any other reason.  While filling gap time between story missions doing side content allowed me to accidentally wander into these from time to time, I was still forced to effectively blanket the map covering all roads until I found the specific spot.  Any sort of minimizing of the vague nature of these would have been a great help, but luckily these types of missions were the minority in place.

Overall though, Yakuza 0 was a ton of fun to play.  The combat was solid, the story was enjoyable, and the side content had a lot of flat laugh out loud moments. If you’re wanting to play a Japanese GTA, this is not the right game, but if you’re looking to rekindle memories of playing Shenmue, this is a great place to start.