Game Ramblings #156 – Riders Republic

More Info from Ubisoft

  • Genre: Sports
  • Platform: PS5
  • Also Available On: Windows, PS4, Luna, Stadia, Xbox One, Xbox Series X/S

This is one of those games that just hits the right parts of my brain. It’s a lot like Forza Horizon in that respect. I can jump into it at any point, just go towards the nearest random icon, and have a fun time. I can play the normal “serious” racing events and get some good action. I can play the fun events and be barreling down a mountain in an ice cream delivery bike. Either way, I know that I’ll be enjoying the ride.

It’s kind of incredible how much mileage Ubisoft has gotten out of its open world formula, and this one isn’t any different. You have a big open world map, sections of it unveil as you go into them, new icons pop up as a result of that, the things you complete open up more things, etc. You know that getting to an icon will at least unlock something fun. Sometimes it’s a race, sometimes it’s a trick event, sometimes it’s cool loot. It’s pure Ubisoft, just as an action sports game. Everything that makes that style of game work still works here.

The important thing is that all of the event types work. Right now you’ve basically got three groups of things – snow, bike, and air – broken into some sub events. They all play a bit different, but the core is always the same – get through checkpoints, do stupid tricks, get rewards. The important part though is they all work well. In all cases the controls hit a perfect arcade mix of tight control vs floaty fun. Your jumps are absurdly large because gravity doesn’t really apply that much, letting you do 1080s and double flips with ease. However, you can also turn nearly on a dime with some power slide capabilities. You might be going 160mph in a jet-powered wing suit, then slam on the brakes to hit a tight corner going through some canyons. You might jump off a hundreds of foot high cliff and land without any damage. It’s all kind of outlandish and all kind of a lot of fun.

That said, the variety is also a big part of the draw for me. Bikes and snow events may appear similar on paper, but both the control of your avatar and environments allows for them to counteract as good breathers for each other. From what I’ve played so far, bikes in particular have a large number of lap-based events that are purely not downhill and snow has a larger number of purely arena-based trick events that really feed the difference between the two. If I was really feeling burned out on that, I’d do air events. Those in particular have a huge variety. The wingsuit events are pure adrenaline where you’re trying to build up points by getting as close to the ground as you can without crashing. The rocket suits on the other hand are pure racing fun, especially when you start to dive into canyons.

Even when I wasn’t really feeling like competing, there’s plenty of other things to do. My favorite side activity was easily the stunt challenges. These were spread around the environment and generally involved doing something extraordinarily stupid like riding a bike along a steel beam over a canyon or trying to use your wingsuit to fly underneath bridges covering a river. This is where your skills in staying on tricky lines was really tested in a fun way. On the other hand, it’s also extremely fun to simply exist in this world. SSX 3 has always kind of been my high point in terms of how good it felt to start at the top of a mountain and ride down it for the sake of it. Riders Republic really nails the same vibe. You can start at the top of any number of mountains and simply ride doing stupid tricks all the way down. You can jump off the top of huge cliffs just for the hell of it, nailing your wingsuit before you hit the bottom. It’s fun just for the sake of it, and it works spectacularly.

Normally, this is then where’d I’d be going hell ya play this game….but I can’t outright say that. This game is purely online only. Right now that works extremely well. Seeing everyone in the world map just doing their own thing is cool as hell. Screaming down a populated slope with dozens of other people is cool as hell. However, it also means this game has a shelf life. It’s not that I necessarily think Ubisoft is going to shut the servers off soon, but it’s going to happen eventually, and the game will be mostly gone. You can still free roam offline, which gets part of what I enjoy about the game, but none of the event stuff is playable offline at all. Once the servers are gone, the game is basically gone. As someone who’s worked on games that simply no longer exist, that sucks.

However, if that doesn’t bother you this is an extremely fun game. It hits a place that very few games really get to – fun for the sake of it. While this game is live and while it has a ton of players it’s definitely a sight to behold. The content that’s there just works really well across the board. The only thing to really cross my fingers about is that one day we see a patch allowing full offline play, because the game has everything already there to support it.

Game Ramblings #143 – Watch Dogs: Legion

More Info from Ubisoft

  • Genre: Action/Adventure
  • Platform: PS5
  • Also Available On: PS4, Xbox One, Xbox Series, PC, Stadia

I really enjoyed Watch Dogs 2. Ya, it’s clearly an Ubisoft open world game with all the things that come with that. Ya, it’s clearly got some elements of Grand Theft Auto. However, where it stood out was in its use of stealth and hacking to make direct combat largely a choice, and not a necessity. Legion continues that path, and improves in it in a number of ways. While some of their story and metagame choices didn’t hit as well as me, the stealth aspects alone ended up being enough for me to recommend this one.

We’re starting here because the stealth spider is where I spent probably 75% of my game time. I’m not kidding. As a gadget, it does damn near everything the player can do in terms of the core loop in Watch Dogs. It can take out guards, it can hack things, it can open doors, it can pick up items. What it also does is give a much smaller visual footprint, allowing for an even better ability to hide. It transforms the series from something where a stealth focus feels like a fun but lucky situation into a place where stealth is absolutely a primary way to play the game.

However, this thing isn’t just useful for stealth on its own. Outside of combat and need to get in tight spaces? Use the spider. Stuck in cover trying not to get shot? Toss the spider thing out to flank your enemies and start taking them out one by one to open things up a bit for you. Need some sight lines but don’t have a camera to hack? Toss the spider out to a spot with a better vantage point. It’s such a versatile tool that in a lot of cases it would feel incredibly overpowered. However, in game like Watch Dogs? It just makes sense thematically with all the hacking and hi-tech involved, and makes sense within the gameplay where stealth as a full-time option is already encouraged.

If there’s anything I really had a big issue with, it’s around the story. It’s not that I found it bad – generally speaking I found the overall story to be fairly interesting – it just felt unfocused.

One of the big marketing features around the game was that you can recruit anyone and play as anyone. That’s pretty close to true. If you see someone that you find interesting in the world, you can start a recruitment mission for them. Finish up the mission, and they’re added to your team roster. You can hot swap to them at any time and go right away. If you die in a mission, the person that died can either be perma-dead or on a bit of a timeout, depending on the difficulty you choose. This part is all pretty interesting. You can build out your roster focusing on the skill set you want – whether it’s hacking, weapons, stealth, team buffs, etc. In that regard, I think the system succeeded.

However, on the story front it felt less successful. Since anyone can be thrown into the story at any time, it felt like the story happened around the team members. If they die, it’s not generally a big deal. They’re replaceable. They each have some voice acting, but most of the story is presented by fixed members, whether it be your AI assistant, the DedSec London leader, or the antagonists. From a story perspective, it doesn’t really matter who you’re playing as so in that regard the stakes for individual team members feel pretty low. Within the overall narrative, you have an interesting tech-focused story, but it feels like something that happens regardless of who you’re playing as. It was kind of a weird thing that I never really could reconcile in my head, and it resulted in the gameplay being the thing that drove me forward, and not so much caring about where the story was going to end up.

Luckily, this is a game I would recommend on the basis of its gameplay alone. The core game is fun enough. Combat works pretty well, driving works pretty well, the upgrade systems work pretty well, there’s enough fun side content to do between story missions. However, the star of the show is the stealth aspects for me. Those alone make this game one that will bring me back when the DLC expansion comes out, and it’s enough to have me looking forward to the future of this series.

Shelved It #9 – Assassin’s Creed Valhalla

More Info From Ubisoft

  • Genre: Action RPG
  • Platform: PS5
  • Also Available On: Windows, PS4, Xbox One, Xbox Series S|X, Stadia, Luna

Kotaku has an article called Assassin’s Creed Valhalla Is Too Damn Long. That really is the crux of the problem, but it’s not that simple. Yes it’s too long, but for me a lot of it being too long is that this game didn’t do anything new. It’s the same as Assassin’s Creedy Origins and Odyssey. While that isn’t necessarily a bad thing – after all I really enjoyed OdysseyValhalla falls in a place where there’s been better in the intervening years, and that’s the biggest thing that caused me to give up. I put about 30 hours into this one and kind of didn’t feel like I needed to move on from there.

The first problem I ran into is that combat wasn’t that fun and stealth was systematically nerfed, so I didn’t feel like I had a gameplay path that really fit anything. My past tendency in AC games was always to go full stealth – sneak into places, pick guys off one by one, finish my objective, and sneak on out. However, a lot of the main storyline in Valhalla requires straight combat. There’s viking raids that force the entire area into active combat. There’s story missions that have AI buddies that cause active combat. Basically, I spent a lot of time in places that forced me to fight or do some extraordinarily annoying things to get to a point where I could try to stealth while chaos was going on around me. It actively fought how I wanted to play the game, which is not really something I want to be doing in an Assassin’s Creed title.

This would be all well and good if combat was fun, but frankly it just wasn’t. Ghost of Tsushima had its combat problems, but it felt like a logical progression in combat in this type of subgenre. Valhalla has a lot of the same core elements, but a couple main things really felt like a step backwards. For one, the lack of stances made combat feel like it lacked variety. Beyond some light defensive aspects of some shielded units, the difference between enemy weapon types or trash vs. brutes felt minimal to the point of irrelevance.

However, the AI in groups felt like the biggest oddity to me. Group combat in the AC genre has never been that great, and frankly it was the biggest downfall of Ghost of Tsushima as well. However, group AI really feels like it doesn’t do anything to divvy out who is actively going to attack. It results in a situation where the group AI feels less opportunistic and planned, and more random happenstance. Sure it’s probably more realistic, but it’s also boring. Attack avoidance becomes dodge spam as the practical option instead of better parry timing or intelligent target selection. It’s effective, but it’s boring. The lack of unique duels from Tsushima really then pulls away one of my favorite combat setups in that game, so there’s no real payoff moments, even in big story moments.

It doesn’t help that Immortals: Fenyx Rising by Ubisoft was one of my recent played titles, and despite similar combat, was simply more fun due to much better grouping tactics for AI, doing one at a time attacks with good tells, instead of seemingly random spam.

The exploration metagame was also a big disappointment here, and felt like a step back even within the series. Origin and Odyssey both had camps and towns with distinct goals – take out a leader, kill all enemies, eliminate a legendary animal. Valhalla just…..doesn’t. All of the location stuff is there, but without goals it all feels irrelevant. You’ll go to your Assassin’s Creed viewpoints and it will find a bunch of stuff, but it’s scattered everywhere. Your three main collectibles – wealth, mysteries (side quests), and artifacts – are scattered randomly around, so there never feels like a real focus to going to a location and clearing it out. You can just kind of set your sights in a direction and you’ll inevitably run into things. Going into a camp is more of a run to a dot on the map where you can ignore the enemies in the camp. Mysteries exist as one-off events instead of more interesting side quest chains. And ya, there’s longer side quest chains but they feel less present than in the last two titles, which was a big disappointment.

The collectibles themselves also just have a distinct lack of importance. Gear isn’t inherently level-based anymore, so going out and finding new armor isn’t necessarily helpful. Once you find your preferred gear and upgrade past a point, going out and finding new materials isn’t necessarily helpful anymore. It just puts a drag on the game when you get to the point where you inherently outgear an area, because it doesn’t scale as smoothly as the past couple of games – much to Valhalla’s detriment.

All of this is also not helped by the existence of Immortals. That one did such a good job of integrating cool traversal into exploration that it was simply more fun just to run around. Happening upon legendary units and animals in that one meant a really fun one on one fight. Happening upon a shrine meant a really fun puzzle segment or arena segment. All of the things you ran into in that game felt like a nice change of pace that provided a really good rhythmic flow to running between quest locations. Valhalla on the other hand feels like a huge step back where traversing for the sake of exploration feels like a hassle, and going to places for the hell of it feels like a chore.

Valhalla feels like an inflection point for the series overall. AC3 felt like a stale experience after the Ezio games, and that led to Black Flag. Unity and Syndicate felt like games that ran out of ideas, which led to the series reinvention in Origins. This feels similar. While Valhalla is a far better game than either of the last two problem areas, it feels similarly stale. This is a game that feels like a retread, instead of a game that feels like a step forward. Other games in the interim have done it far better. Immortals did a much better job of making exploration fun. Ghost of Tsushima did a far better job integrating stealth and combat in a way that both paths were interesting and worth playing. This series is ready for that next step forward, and it’s got some great examples to look at if they’re ready to make that push.