Game Ramblings #151 – Forza Horizon 5

More Info from Microsoft

  • Genre: Open World Racing
  • Platform: PC / Xbox Series X
  • Also Available On: Xbox One

Look, this is Forza Horizon. From a meta game perspective, there’s nothing new. You drive around in an open world, find races, find over the top stupid events, crush signs, get a ton of cars. That hasn’t changed. The location has changed. The specifics of the story have changed. None of that is really important though. If you’ve played these games, you know if you like this series by now. If you don’t know if you like it, give it a try. That stuff’s not really what I care to talk about.

What’s nice about 5 is that it’s a lot of the things that they felt like they learned from 4, but amped up and there from the start. Seasons and seasonal play lists are no longer the big new feature, but just part of the game. As a result they feel oddly more integrated to me. There’s more variety in the seasonal play lists. There’s a better push to get you to jump into multiplayer games just to try them out, without the stress of needing to win. There’s just more of a reason to do these things for the hell of it. Being rewarded with cool new cars is just a part of the fun.

The other big thing just there is the Eliminator. For 4, this was the battle royale that was added as a random patch a year after the game’s release. What nobody expected is that it was going to be a hell of a lot of fun. For 5, it’s there from the start and continues to be chaotic. Now that it’s just a part of the game, I’m looking forward to seeing what kind of dumb shouldn’t work but ends up being hilariously find ideas they come up with.

However, the big thing for me is related to screenshots in this one being in different aspect ratios. I was actually able to take advantage of cross platform play this time around, and boy does it work well. For FH3 and 4, my choices were PC or a base Xbox One, and let’s be realistic – that isn’t a choice. I was PC all the way. However, now I have my development PC or a Series X. They’re comparable hardware for me with comparable experiences – I can do 60 FPS in 21:9 1440p or I can do 60fps in performance mode dynamic res 4k. They’re both great experiences and I used them both.

The big thing for me is that the cross platform play just works. A lot of cloud save stuff in the game industry has tended to be sporadic. Nintendo’s cloud saves work well, but require a lot of manual handling that can be kind of a pain in the ass. Sony’s storage needs are so slim relative to the size of modern save files that I stopped taking advantage of it when I left the PS3 generation. On mobile, both Android and iOS have made me want to stab myself in the face when developing on those platform. Steam’s cloud saves work well though because they check when you launch a game for any newer data in the cloud. Microsoft takes this approach, and it works flawlessly. If I was already at my PC, I’d just play there. If I wanted to lay in my beanbag or didn’t want to turn my PC on, I just turned on the Xbox. In both cases I didn’t think about save data or whether I needed to sync things. I just went, it just worked, I just raced.

It should also be noted just how well it runs on any hardware you throw at it, but frankly Digital Foundry covered it better than I will ever be able to.

That was really the important thing for about playing through 5. I already knew I was going to come in and enjoy the game because I’ve literally been doing that now for this subseries for the past decade. What I didn’t expect was how easy it would be to just play where I wanted to play. This series has always been spectacularly fun, and it continues to be so. Now I just know that I can do so where I want, when I want, and I don’t have to worry about the platforms getting in my way.

Game Ramblings #112 – SnowRunner

More Info from Saber Interactive

  • Genre: Simulation
  • Platform: PC
  • Also Available On: Xbox One, PS4

This is sort of a ramblings in-progress, but in general it felt like a good point to do this. This is a lot like Forza Horizon, not so much in game style, but in the fact that it feels like the kind of game I’m going to repeatedly pick up to fill gaps here and there. There’s a lot of stuff to do in the game, and it always felt fresh doing a new task. It was never really that the tasks were new, or necessarily in areas I hadn’t seen. However, I was getting a constant drip feed of upgrades, new vehicles, and more that always opened up new ways to achieve things. Despite some pretty rough UI/UX spots, this is still one of the bigger surprises of the year.

This is basically a Euro Truck-style simulation, but it’s so much more than that. It’s a challenging and detailed experience that doesn’t leave you room to be lazy. Stop paying attention going downhill with a truck load? You’re probably gonna end up going to fast and running off the road. Being too aggressive with turning while climbing a hill? Be prepared to roll over. However, it absolutely breeds a certain type of patience in how it forces you to treat the driving experience, and it’s that patience that really drives the gameplay forward. You’ll screw things up in ways that in hindsight are blindingly obvious, add that to your mental checklist, and now be a much better driver for it.

It’s extremely gratifying hitting your end goal, whether it’s finding that perfect view on top of a peak while scouting out a new area or after convincing a huge trailer of goods to make it through a snowy pass or meticulously pulling a truck that’s stuck in the middle of a mud pit. All of these actions require some amount of careful planning, as well as a nice amount of skill on execution. You’re always going to want to bring the right truck (Need to pull a trailer? Bring something with power!), the right upgrades (Lifting crates out of a river? Bring a crane!), or even the right route to your goal (Doing a long drive? Plan a route with gas stations along the way!) The combination of planning and skill is at a point that feels rare, even in the simulation space.

The variety at play here is also a lot of fun. There’s a ton of different sizes of trucks that are better or worse at different things. If you want to go and see a new area, take a small SUV like the International Scout. If you’re looking to pull a bunch of goods, you’ve got all scales of different trucks to choose from depending on whether you want speed or brute strength. If you’re really looking to get through some bogged down muddy areas, go straight at something like a Caterpillar even if it means taking it really slow. That variety also works out well in the environment. You start out in Michigan, full of mud and water. You end up moving to Alaska and Russia where deep snow banks and icy roads become the king.

All of this is wrapped into a core loop that encourages you to kind of do what you want. There’s a number of spots in each area that require you to do repairs to improve your overall driving flow. This runs the gamut from taking care of downed power lines and rock slides to building new bridges to provide ways across rivers and canyons. Feel like just going out and exploring a bit? There’s some tasks to send you off on big exploration climbs in the woods. There’s also vehicles and upgrades to find scattered all over, improving your overall capabilities. Feel like just making some money? There’s all sorts of delivery tasks to do to just get yourself some hard funds. Each piece of this provides something directly beneficial to you, so even if you’re just screwing around, you aren’t wasting time.

However, like a lot of simulation games this one definitely has its pretty rough edges in the UI/UX space.

One of the first oddities that will hit you is in how they offer up tasks and missions. There’s a big ol list of them in your pause menu, and you can see the exact specific things that need to be done. However, you have to go to some specific spot to start the task, THEN you can deliver things. In cases where this is just deliverable products? Who cares, bring them on your way to the task, accept it, and immediately deliver it. But for tasks that require you to deliver some specific piece of equipment? Sorry, you can’t grab that until you accept the task. However, some of the tasks are gated behind progress anyway. It feels like once a task is unlocked, you should be able to just do the damn thing instead of having to drive around to hit yes on starting it.

There’s similar oddities in the general placement of things. Of the zones I played, there were two things that I really noticed – the garages where you go to upgrade and purchase vehicles are basically in a corner of the zone and gas stations tend to not be equally distributed. These two things aren’t really deal breakers, but it results in awkward flow issues. There’s sections of the game where you’ve got reliable access to fuel or easy access to the garage to modify your configuration. However, there’s as many times where you’re driving 15-20 minutes, realize you need to make a change to your vehicle and have to redo the entire trek again. Even worse is times when you simply are out of gas at the end of a multi-part task because you were on the one side of the zone with no gas stations. It may be a very “gamey” type thing, but centralizing the garage and making sure that gas stations are at least distributed better would go a long way to improving the overall flow of just being out and about completing things. Ultimately these things are easy to solve thanks to the fast travel button to take you back to your garage, so it feels weird that there’s a layer of friction in place to begin with.

At the end of all this though, this is a surprise hit. It’s a surprise hit in much the way that Euro Truck Simulator was a surprise hit to me. It’s something that should be a wildly niche product, and while it’s crafted with love it has a lot of rough edges from being in that sort of AA quality space. However despite it all I just couldn’t put it down for days. I would constantly be finding that new upgrade or grinding out a bit of money to pay for that new truck or taking my SUV out and climbing just one more peak, and loving the experience the entire way. It’s just one of those games that I can’t really explain why I enjoyed it so much, but can just recommend, and I’ll continue to look forward to jumping in to fill some time, even if for just one more delivery.

Game Ramblings #56 – A Hat in Time

More info from Gears for Breakfast

  • Genre: Platformer
  • Platform: PC
  • Also Available On: MacOS, PS4, Xbox One

TL;DR

  • Great riff on the Super Mario Sunshine game loop with some clever mechanics to avoid feeling too samey
  • Solid core platforming mechanics held back a bit by some auto activated actions

Back in the Yooka-Laylee write up I wrote “I’ve seen a lot of people saying that this game proves that 3D platformers are dead, but I’m not convinced.”  A Hat in Time is proof of that.  While it’s far from a perfect game, it picked a great game to start with and moved in its own direction to give us a classically-inspired platformer that doesn’t fall prey to the nostalgia trap that others have.

The nods at Mario games aren’t hidden, even down to the last dungeon being a take on Bowser’s Castle.

It’s obvious right from the start that the team behind the game loved Super Mario Sunshine.  The core game loop is 100% there.  Each world has some common theme with a bunch of different missions, replacing shine collection with a time piece.  After finishing a bunch of the individual segments, you get a spectacular boss fight, then on to the next world.  Secret levels are scattered throughout to test your platforming skills and give more time pieces as you earn different abilities.  Rather than FLUDD, you get a bunch of hats and badges as helpers, but the helper effect in puzzle solving and combat is similar.  It’d be easy knock the game for being so close, but once you get past the basics the game starts bringing in some unique pieces to make the game feel unique on its own.

Each world has its own theme, whether it be the mafia-filled restaurant island or a haunted forest where you lose your soul.  More importantly though, each world plays different.  As an example, one world involves the travels through an active movie studio.  Rather than going with the open level pattern that Sunshine uses, you instead go through parallel movie sets actively helping in film some movies.  Another instance has a true open-world taking place in a set of sky islands, where you never drop out of the world after collecting a time piece.  In doing this, the gameplay feels familiar, but the actual pace of world completion changes enough to feel fresh throughout.

Boss fights are always colorful, always entertaining, and as usual a music theme only helps.

The breadth of powers available in hats and badges also opens up the gameplay a lot more than the Mario source.  In the badge department, some of these purely exist as helpers, whether it’s a collection magnet or a radar to find treasures in the world.  Some of them add practical moves, like a hookshot or the ability to quick-charge hat powers.  Still others are just there for fun, like the one that replaces voiceovers with mumbling.  Hats are more direct in their use, allowing for things like slowing time or creating platforms out of specially marked areas.  The important thing is that you’re limited in what can be equipped at a time to one hat and eventually up to three badges.  This lends an important strategic element as swapping out your gear in the middle of a fight can be a big hazard, so the planning element of figuring out what gear you want can be the difference between life and death.

That’s not to say that this game entirely avoided all the common pitfalls of 3D platformers.  When the camera is free to move, there’s still a lot of areas where the camera either gets in your way, or the need to move it causes havoc in tight platforming areas.  There’s also a number of auto-activated moves that like to cause chaos.  The wall run in particular had a habit of activating when I was just trying to platform near a wall, often causing me to catch over a gap and fall to my death.  Generally speaking though things worked as well as I expect out of the genre, and problems I had were minimal enough to not cause me to want to shelve the game out of lack of patience.

There’s also a bunch of secret levels which unsurprisingly take the form of similar levels out of Sunshine.

If there’s anything I’d really say here as a wrap up note, it’s that nostalgia-based platformers probably want to be careful of where they pull their source.  Yooka-Laylee took inspiration from slower Banjo-Kazooie collectathons and joke-focused writing, much to its detriment.  In going with something like Super Mario Sunshine, A Hat in Time was able to take a game loop that is much more immediately satisfying to the user, and write a light, but still solid story that didn’t need to lean on in-jokes to try to get laughs out of the audience.  By then adding its own spins to both the move set and world flow, it was able to do something unique to itself to avoid feeling like a carbon copy of the original.  With Super Mario Odyssey just a few days away, I’m pretty confident that we’ve yet to see the end of this genre.