Game Ramblings #10 – Ratchet and Clank (2016)

More Info from Insomniac

  • Genre: Action/Platformer
  • Platform: PS4

As it turns out, the game based on the movie based on the game is still as good as it was on the PS2.  As it also turns out, you can retcon an origin story without actually retconning an origin story.  Basically, Insomniac has pulled a rabbit out of a hat.

So, yes, this is technically a game I’ve played before.  Saying I’m a Ratchet and Clank fan would be a bit of an understatement.  I’ve effectively played through all the games, including Secret Agent Clank, Size Matters, and the slightly unusual side games on the PS3.  I came into this one not really sure what to think.  On the one hand, it brings the origin story into a more modern time, with the things that Insomniac has learned in the past 15 years.  On the other, I came in knowing that they were going to be retconning a significant amount of the origin story of what is now a 10+ game combined story.  I’d be lying if I said I wasn’t a bit suspicious of the thing as a whole.

So, let’s get this out of the way.  If you’ve never played a Ratchet game before, this is a damn good starting point.  If you have played a Ratchet game before, this is a damn good restarting point.  In some ways, this game really is an all star combination of the best of the past titles.  The weapons and upgrade system tied to it are heavily influenced by the later titles in the series, with standard blasters like the Combuster to the absurd like the Sheepinator to the explosively fun like the RYNO.  The levels themselves are also show a bit of a mix.  There are some that are reimaginings of original game levels, and some created new for this game.  Overall, it hits a lot of the highlights from the original, while swapping in some newer, better designs for some of the repetitive elements that would no longer work as well.  And holy shit it was so nice immediately turning on the strafe controls right at the start.

So now, about that story.  I’m going to avoid spoilers here, but they explain away the retcon of the origin in a way that absolutely makes sense for this series.  From the opening cutscene, long time players of the series will be in on the gag, and appreciate the in-jokes that pop up to explain the differences between the original and remakes, while new players don’t even have to care that the original existed.  The end of the game also leaves an opening to explain how we arrive at one of the later titles in the series.  The trademark Ratchet humor exists throughout the game, and from what they’ve shown of pre-rendered cutscenes in the game, should also translate very well to the movie theater.  Is it kind of weird to see the changes? Sure.  Is it very Ratchet and Clank? Yes.

I guess I don’t really have much negative to say here though, which is slightly rare.  There’s a handful of weapons I didn’t really use, but that’s mostly because the ones I did use were never really running out of ammo.  There were a handful of areas where there was probably a bit too much collecting, but nothing that got in the way.  The difficulty on normal was too easy, and moving up too hard provided a nice challenge, but had sort of strange power spikes depending on my upgrade path, but again didn’t provide any negative blocker.  Overall this just continued the Ratchet and Clank mainline series history of being at worst a really damn good game.

So, I dunno, go out and buy it I guess! 😀

Game Ramblings #9 – Assassin’s Creed Chronicles: China

More Info from Ubisoft

  • Genre: Stealth Action
  • Platform: PS4
  • Also Available On: Xbox One, PC (Uplay)

This is going to seem like a fairly negative review, but for me it’s with good reason.  Assassin’s Creed Chronicles has a lot of the makings of a great 2D stealth action game, and even more so, has a lot of the great makings of a game that fans of Metroidvania style games would enjoy.  Environmental traversal feels great, stealth kills feel great, combat feels great.  In particular, the combat allows for really smooth transitions between defensive and offensive maneuvers to allow for rapid kills that nearly feel rhythmic in their execution.  Visually, the game also is fantastic, with each of the Chronicles trilogy having their own unique visual style.  That said, I never got that far into the pack, and for me it was the feeling that the game was getting in my way that caused me to stop playing.

One of the core parts of the China episode is that the player gets scored based on their actions within segments of the level, then at the end of the level they can gain upgrades, whether that be health bars, ammo pack upgrades, etc.  However, the way the scoring was done actively forced me into a specific play style to maximize the score I was getting, and killed my reasons for pushing forward.

The maximum score for segments of the levels can be achieved in one way; never being seen, never killing anyone, and never setting off any traps around the level.  What this meant for me is that I could never use the fantastic combat system that they had implemented, I could never even stealth kill enemies even if they never saw me, and any progress through levels became a slow series of waiting in a hiding spot until the perfect opportunity arrived to move forward without being caught.

While I am all for having a full stealth option, at the end of the day the things that have always been the most fun for me in the Assassin’s series are being able to do stupid things like jumping off a roof to assassinate unsuspecting enemies, then sending throwing knives into the people responding.  The China Chronicles episode actively worked against doing anything resembling that style of gameplay.  For players that enjoy full on combat, it’s even worse as combat is by far the lowest scoring option of the three.

At the end of the day, the China Chronicles game is a game that is frustratingly close to being great.  Given the chance, equal scoring for the three paths would have at minimum allowed me to play as I want, and probably have resulted in me playing through all three of the trilogy, rather than stopping at the first.  For me, the Assassin’s games have always represented a series that largely allows you to play as you want, as long as you get to the end goal.  Sure you may miss some optional bonuses, but the core of the objective was always achievable.  In this case, China has gone so far down the route of sticking to the full-stealth option that I just couldn’t bring myself to want to keep playing, and that’s kind of an unfortunate end result.

Game Ramblings #7 – Omega Quintet

More info from Idea Factory

  • Genre: JRPG
  • Platform: PS4

Progress

  • Roughly 25 hours of story
  • All available side quests up to that point
  • Shelved in favor of other games, gameplay fun but repetitive

Omega Quintet can best be described as an idol JRPG.  Per the story, you are putting together a Japanese idol group in order to save the world (or at least the city you’re in), and fighting lots of monsters in doing so.  You hit all the JRPG/anime stereotypes, but the lighthearted story and interactions, and pretty solid game mechanics make this an overall solid experience for PS4 gamers looking for a new JRPG to fill that niche.

What I Liked

The battle system itself was pretty fun.  It takes the time/turn-based gameplay of a game like Final Fantasy 10, and adds some range and AoE mechanics that add a lot of depth.  Moves can be single target,  horizontal or vertical line AoE, or circular range AoE, so finding the right moves and right target to maximize full party damage adds some interesting quirks to the battle system.  In addition, the full party can engage in combo mechanics for particularly large damage.  On top of that there is a pretty nice elemental system for additional damage bonuses, with the addition of individual weapon types per-character that act as elements.  Overall the battle system takes some well established gameplay from other games, and adds a lot of potential depth possibilities to really round out the battle situations.

The characters and interactions between them are also fun.  For the most part the game doesn’t take itself very seriously, so a lot of the dialogue ends up being pretty light hearted.  However, for the type of slice-of-life in a post apocalyptic world that the game takes place in, it adds a very non-serious tone that I feel fit the game well.

What I Didn’t Like

Missable side quests bug me in most games.  In this case, the side quests are time limited, but not always in the most obvious way.  My tendency ended up being to crunch on side quests until I finished them all, while avoiding story triggers that I knew about.  In some cases, missing the side quests meant missing moves that aid overworld navigation and interaction, blocking some additional treasures that would otherwise be available in hidden spots.  It didn’t end up penalizing me particularly much, but I prefer games that allow side quests to be done at leisure, particularly when they can have long-term negative consequences in the game.

What I Was Indifferent To

Overall the individual zones were pretty average.  The world consists of a 2D world map, then a bunch of smaller 3D zones with more or less linear paths.  As the game progresses, different environmental interactions open up the areas a bit more, but the maps still tend towards being pretty compact, with usually 3-5 enemy types per environment.

Side quests also tended towards being just kill x monsters, collect y items, etc.  Overall they were simple objectives, but to some extent felt necessary for character growth to at least be grinding them out a bit.  They provided for the bulk of easy points for gear purchases and upgrades throughout the game, so doing side quests was beneficial enough to worry about keeping them completed, but didn’t add much to the experience.