Splinter Cell: Chaos Theory (2005) PC Review

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One of my first impressions of Chaos Theory is how well it has aged, for the most part. The introductory cutscene sets up context of the story: the year is 2007 and the North Koreans and Chinese are performing manoeuvres and holding the contested Yellow Sea area in east Asia. Tensions are flaring with Japan over their re-armament that flaunts the post war constitution. This struck me immediately as something that feels like it is ripped from the headlines of the last few year, as if the writers of the game had some powers of clairvoyance and slammed all the geopolitical tensions of the region into one spy thriller.

As for the game itself, Splinter Cell: Chaos Theory is widely regarded as a classic in the stealth-action genre, with very much emphasis on stealth. In moment to moment play, you will be sneaking slowly through ships, banks, warzones, apartments, military bases and various other mostly urban looking  locations during the game’s ten or so missions. The stealth mechanics of the game have a decent amount of depth to them, where your chances of being detected are determined by how illuminated you are, which is a sliding scale, as well as line of sight and sound, the latter being determined by movement speed. This system works well most of the time, although there was one instance where it didn’t. I was under a walkway in the third last mission and I was crouched,completely still and completely shrouded in darkness. I was also out of sight, then the guard suddenly turns on a dime and shoots me with pinpoint accuracy. The shooting occassionally has inconsistencies like this as well. At one point, I was similarly stationary, aiming with the silenced pistol and I had my crosshair perfectly on the head of a guard who was sitting down. I shot and missed. Admittedly, things like this weren’t too common for the 5-8 play time of the single player campaign, but when they did happen, they were frustrating.

Stealth is also undoubtedly the best way to play this game, despite the load out screening offering an assault kit. Even though I did use the recommended or stealth loadouts through all of the campaign, any time I got into a high action situation, usually because of a fuck up or two, and the slow movement speed, combined with the controls and tight spaces in the level design make a run and gun approach insanely difficult. And this is not to say the controls are bad; they’re not. In fact, they are very easy to get used to and using the mouse wheel to control movement speed is excellent. It is just that the controls are best suited to stealth play.  Additionally, slightly more customisation for mission loadouts would have been welcome. You also have takedown moves that knock or kill enemies in a single hit, which is incredibly useful in tight moments as a kind of panic button when you’re right by an enemy and you’re suddenly spotted. I also found it useful using it sometimes after luring one or two enemies with some noise, running around the corner, throwing a flashbang and then sprinting up to them to knock them out (or cut their throat).Sam’s goggles also have multiple modes, from binoculars, to night vision and thermal vision, as well as a fourth mode which I never used because I never understood what it was for. You can get by mainly just using the night vision mode, since with thermal vision I only really needed to use it in the Hokkaido level.

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In fact, most of the shooting you do here will likely be less shooting of enemies and more shooting out of light sources to give yourself more darkness. Or you can just turn off the lights at the switch. It’s up to you. However, this has the drawback of making guards suspicious, so use with caution. Sometimes it is best just to use the regular light levels of a room when figuring out your plan of action for a particular room. This game rewards patience, a degree of planning and quick thinking when the situation calls for it.

The visuals here have also mostly held up quite well, at least the environments have. The use of light and shadow here are fantastic and make the environments look quite great. The environments are a texture pack away from passing as a more modern game, but even in their current state they aren’t too bad for something released in 2005. Character models, however, are generally not so good, except for Sam, mainly because the faces look quite bad. There’s a good reason the Metal Gear Solid series used face masks on most of its grunts. Cutscenes, owing to them being pre rendered, also have serious compression artefacts and don’t scale well to higher resolutions, but they’re usually not that long and are minimally watchable as far as technical quality goes. The game also doesn’t support widescreen from the menu settings so you have to either do a .ini edit or use a fan made patch, but it is not too much hassle to do so.

The soundtrack is also quite good and has quite a bit of variety from fast paced almost jazzy sounds to sounds that reminded me a little of Harry Gregson Williams’ score in Metal Gear Solid 3. However, the music tends to play only when guards suspect you or you’re fully detected so if you’re especially good, you might not even hear the music.

In terms of the writing, the story that I summarised earlier is pretty serviceable spy thriller kind of stuff. The best writing in the game are Sam’s interrogation dialogue with guards and the radio banter with Grimsdottir, which Michael Ironside delivers perfectly. While the main plot is serious, there is still plenty of humour in the game, which mostly works, except for that time guards talked about the new Prince of Persia game, which was a cringeworthy moment.

Speaking of Prince of Persia, there is also other product placement in the game from gum to deodorant, which is really distracting whenever it appears.

As for the multiplayer modes, I don’t think you can even play them these days without using game ranger or similar programs, so I do not know how the multiplayer holds up. It’s best to treat it as a single player experience these days.

Splinter Cell: Chaos Theory is a game that in spite of its age manages to hold up quite well, for the most part. It has some annoyances and rigidity to the movement and lacks some of the mechanical improvements that occurred in the genre over the last decade. But it still remains a mostly very well designed game that is a lot of fun and a good challenge even on the lower difficulty settings. I would definitely recommend it for people to replay or even check out for the first time.

8/10

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Bayonetta (2017) PC Review

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With legs that don’t quit to the point where they are actually disproportionate and sporting guns on her heels,Bayonetta struts and flaunts herself with confidence. The game is a brazen, cheeky and lighthearted hack and slash romp that is self aware and relentlessly exciting, radiating confidence effortlessly.

The game falls in the tradition of character action games pioneered by titles like Devil May Cry, being a fast paced brawler that prioritises fast reflex and skillful combo memorization. A halfway decent player can create a speedy and fantastic spectacle that can end in torturous finishing moves that sometimes resemble some strange form of BDSM. One of the core mechanics here is witch time, which rewards skillful dodging and risk taking with a brief hit of slow motion, allowing you to start wailing on enemies with abandon,continuing a combo and juggling so insanely like an expert circus performer or Tekken player. This hack and slash brawling, while being a little more combo focused and button mashing than the older Devil May Cry titles is nevertheless requiring in skill and an absolute blast to play.

In regards to the difficulty, I did my playthrough on normal and let me tell you, it can be quite challenging and occasionally frustrating, especially if you want to get the highest mission ranking. However, it rarely becomes so frustrating as to feel unfair or make you want to throw your controller out the window. The only times I felt the game was a bit unfair were with some enemies that could stun lock you and hit hard, taking large chunks of health away. Another is that witch time appears to not work on some enemies for some reason that is not immediately clear. Another thing I would like to have is a few more immediate health restoration drops on the normal difficulty, especially after a particularly difficult mob or mini boss. That said, some sections where I had barely a sliver of health left motivated me to push harder in each section and sometimes to success. On continues, the game restores you health bar fully and boss battles have checkpoints, making them much more fair.

Speaking of enemies, there is plenty of variety between the standard enemy types that the game throws new ones at you almost constantly and mixing them with the previous ones, providing a pace that never leaves you bored. The enemies are typically some form of angel, that are all white and gold trimmed and bosses are impressively scaled and look like bizzare statuesque frankenstein beings with tentacles and wings and gigantic faces and legs that sport a white and gold trimmed aesthetic. One later boss looks like some weird cross between Volgin, David Bowie and the Phantom of the Opera, rocking robes that look like a catholic clergyman and decked out with peacock feathers. All these boss fights, in addition, are tremendously fun, with the Jeanne fights being particular notable highlights since they often have the best backdrops and are the most intense, reminding me of the Vergil fights from Devil May Cry 3.

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The overall look of the game is stunning, with sharp high resolution textures, sublime animation work and environments that range from bright medieval cities with a slight gothic influence in the architecture to art deco near futuristic cities and the heavenly paradiso, Bayonetta will have you running, jumping and fighting your way through all of these. You will even fight on a plane, a rocket and on the sides of buildings, and by the end, literally kill god. The story isn’t the greatest, but it’s presentation is so enjoyable that it’s worth holding off on that skip cutscene button, at least on the first playthrough.

Did I mention that this game is completely ridiculous? Because it is and it revels in it from the absurd character proportions, unbelievable fight choreography in cutscenes and some weird story about the balance between light and dark and destroying the universe to create a new one. Oh, and demonic summons that are weaved from hair. Bayonetta herself , as I have mentioned, is cheeky and sexy, with a sultry and sarcastic British accent. She is just a fun character, both to play and to watch.

The score of the game too is quite idiosyncratic that goes from fast, poppy jazz renditions of Fly Me to the Moon during normal combat to a big orchestral score that builds and sounds like something that might belt out through the choir in a cathedral. It’s quite a strange sound mix for the genre, but it fits the tone of the game quite well.

In terms of game length, a playthrough on normal took about 10 or so hours, but this is something that is made to be replayed, with new unlockables, such as outfits, more techniques and weapons and increased difficulty levels that are a bit more well thought out than being a mere buff in enemy attack and speed and debuff in player health.

As a port of a game that is about 8 years old as of this writing, the PC version of Bayonetta is definitely the best. It performs flawlessly at high resolutions and my system doesn’t break a sweat at max settings with 8x MSAA. It looks sharp and the cutscenes, which I am not sure if they are prerendered or not, look fantastic although they’re locked at 30fps.  I would also recommend playing with some kind of game pad, considering that this game was not originally designed for keyboard and mouse. But if you’re feeling particularly risky, the keys are fully re bindable. As far as glitches and crashes go, I only experience one glitch on the plane section and one CTD somewhere else, but it was otherwise smooth sailing. The load times are incredibly quick too, making the combo practice feature during loads that were supposed to make them bearable on the console release, at least for me, became redundant.

This PC release is without a doubt the definitive version of this Platinum Games classic. Especially if your only experience with the game is the shoddy PS3 version, you should definitely give the game another shot here. The game itself also remains a joy, with some of the best combat in the genre and a lighthearted and sexy style that is impossible not to love, unless you’re some kind of weird prude. This is an absolute must play and it’s only $20 on steam, so there’s no excuse not to get it.

9.5/10

Outlast (2013) PC review

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Outlast is a game I am of mixed mind about. On one hand, it can be absolutely terrifying but on the other hand, the actual game part of this supposedly survival horror game is lacking.

Let us start with what I liked most about Outlast.  It has an impeccable presentation, with the grungy and dirty Mount Massive asylum with strewn viscera rendered in sickening detail sprinkled throughout. The texture work is superb with excellent attention to detail that persists throughout every section of the game. The overall visual quality is excellent and the night vision mode when using the camera, combined with the ever present noise filter give the game an appropriately dirty look that truly does look like a found footage urban exploration film. The game is also quite dark in the Doom 3 sense, so use of the night vision mode is frequently necessary.The only gripe I have with the way the game looks is that in the camera mode without night vision, there is quite a bit of what appears to be really serious chromatic abberation which just makes me think the developers are adopting a bad trend in modern video game graphics or the journalist protagonist deliberately bought a terrible camera for some bizarre reason.The performance at maximum settings is also flawless.

The sound work here is also quite strong, but the score lacks variety in mood, chiming in mostly during chase sections with the bombast of a slasher film. There are a few exceptions of quite tense and creepy ambient tracks during exploration, but these have less presence in the game.

The other aspect of the game I liked is that it manages to successfully build a creepy and disturbing atmosphere that is not totally reliant on jump scares or being too relentless with symbolism. And while there are some shocking moments, they aren’t presented in a way that straddles the line between proper horror and over the top death metal album cover art edginess that players of Outlast 2 might see. The denizens of mount massive are well voiced and have designs that are disturbing stapled faces that make them appear like crosses between Frankenstein and Leatherface. The whole feel of the game is as a whole, quite unsettling.

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Now for the stuff I did not like too much. The actual mechanics of the game are rather slim. Whilst there are times where there is genuine panic, rudimentary stealth or some very light platforming, the whole thing is basic. That said, it is a step above a walking simulator, but not quite as in depth as proper  recent survival horror titles, such as Alien: Isolation or Resident Evil 7which as far as I’m concerned are currently the gold standard of first person horror games. How Outlast works is that you are totally defenseless and armed only with a consumer grade handheld camera, which is used pretty much only for seeing in the dark.  So when you encounter an enemy, you are only able to piss your pants and either make a beeline to point B or hide in a locker or under a bed. This lack of combat, combined with the inability to do anything other than run and hide (no weapons, no ability to make distractions, etc.) and rather tight spaces with linear design mean that every enemy encounter will play out in almost exactly the same way. The rudimentary stealth also works best on the rare occasion when there is a bit more space in a given area. At least you have a decent movement speed and can sprint almost indefinitely if you want. You also have to manage your battery resources for the camera, but on normal difficulty, batteries are plentiful enough and battery life is enough. It is not really a resource management mechanic of any significance and feels superfluous as a whole. But because the game sticks so strictly to defenceless horror game protagonist ethos, there is no way for the game to progress. Because the mechanics are so simplistic and have very little variety, there’s not much else to say.

With the story, to be honest I didn’t pay too much attention to it. But from what I gathered it was something about uncovering supernatural scientific experiments gone wrong. It’s all pretty basic stuff and the plot takes a backseat to the core experience since most of the plot comes from notes and documents that you can read throughout.

2013’s Outlast then is a decent horror game whose strengths lie primarily in its incredible presentation and unsettling atmosphere, with some admittedly quite tense moments throughout like navigating the pitch black courtyard at night and having to shimmy tiny platforms along the walls in the dark. However, the basic mechanics are lacking the quality and depth of survival horror. Even in spite of my gripes with the game, it is still something worth experiencing, especially if you can get it for cheap. The lack of depth really prevents it from greatness as it sits a step above walking simulator but not quite survival horror.

6.7/10

Resident Evil 7: Biohazard (2017) PC Review

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The Resident Evil series has had it rough after the fourth entry in the main line series. It’s sequel, Resident Evil 5 is routinely laughed at for the ridiculousness of Chris Redfield punching the shit out of a boulder. It is also routinely and rightfully criticised for it’s poor partner AI that is forced on you if you don’t have a friend to play with. Resident Evil 6, while it’s combat mechanics are surprisingly quite good, every other aspect of it’s overall design is questionable. With Resident Evil 7: Biohazard, I am pleased to say that Capcom has put the series back on it’s feet.

One of the first things you will notice about this latest entry in the 20+ year old franchise is that it does not utilise the fixed camera angles of the original 3 games, nor the tight third person camera of 4, 5 and 6 but rather opts for a first person perspective that has become ubiquitous with contemporary horror games. This change in perspective is very effective in RE7. For example, in cinematics, such the dinner table scene, where the Baker family tried to make protagonist Ethan Winters eat some rancid looking human organs, which made me wince and recoil in disgust. Likewise in early sequences when Ethan suffers horrific bodily mutilations.

The storyline is also surprisingly good and well told. The set up is that the wife of Ethan, Mia, has been missing for three years but then receives a message from her in Dulvey, Louisiana, setting Ethan off on a mission to rescue Mia from the Baker’s estate. It all sounds very Silent Hill 2 and I was concerned before the game came out that the plot of this would just be a SH2 rip off. Thankfully, it’s not. Whilst the general trajectory of the story will be of little surprise to veteran Resident Evil fans, it is still skillfully executed and shows a positive level of restraint that never lets the game veer into a level of campiness that would put the game at odds with itself. Skulking around the decrepit houses on this plantation also reveal an incredible attention to detail that provides background information on the Baker’s life, which despite them being the primary antagonists of the game, had me feeling pity for them.

In terms of the mechanics and design of the game, everything from the shooting to the inventory management and sneaking around work really well. The shooting is tight and responsive, with weapons such as the shotgun feeling and sounding powerful, to the SMG’s high recoil or the kick of the 44 Magnum, every weapon feels different and satisfying to use. Even the knife is satisfying to use and can be quite effective, at least in one on one encounters with standard enemy types. Enemies are also threatening and can take quite a few pistol rounds before they can die, which is especially terrifying in the early game where ammo is scarce, so it’s often better to run away. One time after I had picked up the shotgun, I was in the boiler room and quite a few of the molded, which look like a more earthy and grotesque crossbreed of Regenerators and BOWs, had spawned and were giving chase, so I managed to headshot a few and kit the rest until they were all dead. It was tense and exciting. Boss fights, at least the early ones, are especially terrifying and thrilling at the same time. Enemies also telegraph their attacks, which gives you enough time to get a shot off, run away, or crouch to dodge, but you must still be quick about it if you don’t want to be hit. One disappointment is that there are very few different standard enemies.

Stealth mechanics, meanwhile, are very rudimentary, so there’s no lockers or closets to hide in to remind yourself of your high school days,  but it works well enough to be tense yet never frustrating.

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Save rooms and item boxes return and general inventory management return through an interface that is dark and minimalist, but still easily readable and intuitive to use. The save rooms are comfortable spaces which play a melancholic but relaxing tune that is incredibly comfy.

While inventory spaces and item combinations are much more streamlined and forgiving, you will still be making regular trips backtracking to item boxes. But since your movement speed is decent and the levels are designed quite tightly, the backtracking never becomes tedious. There is also a slight bit of handholding in that the map screen tells you what your objective is, but there’s no objective markers that trivialise the game and insult the player, but nor are you under threat of being regularly confused or forgetting what you had to do in case you returned to your game save after not playing for quite some time.

The game is also expertly paced and shows a lot of variety and influence from a variety of different horror titles. One minute you’ll be skulking through the guest house with nothing, the next you’ll be defending yourself against a crazed enemy and then skulking around the main Baker house, finding items and solving puzzles and playing a cat and mouse game with the patrolling Jack who functions much like the Xenomorph from Alien: Isolation, although thankfully frustration is avoided since he can’t one shot you, at least on normal. The best puzzle is a later game escape room, whereas the rest of the puzzles are things like rotating an abstract object in front of a light to match the silhouette of a painting. These puzzles are largely simple and while not entirely brain dead, they aren’t exactly head scratchers of old Resident Evil or the Silent Hill series. Speaking of Silent Hill, the overall progression is more like that than the first Resident Evil where instead of being singular location with shortcuts,loops, different pathways and so one, each area in RE7 is more like a discrete area and it works well here.

The campaign as a whole is quite lean, as I beat it in 7 hours and 42 minutes. Some online have complained about this length, but this length, for a decent player on a first  time playthrough is quite standard for games in the horror genre. The original 3 Silent Hill  games took me about this long, or a bit less to beat.Horror games as long as Alien: Isolation are quite an anomaly. Here is a good balance between quality and quantity. There is also replay value in the Madhouse difficulty mode, which is unlocked upon completing the game, which I will probably play on when I eventually revisit the campaign some day. But what it does is not only makes the enemies tougher or Jack faster, but item placement is changed, checkpoints are removed and saves are limited like how they were in classic Resident Evil.

In terms of the presentation, the game is near impeccable. Sound effects are all excellent and so is the voice acting and overall performances with the Baker’s Southern intonations that are both menacing and highly entertaining that deftly walks a fine line between serious horror and camp. The graphics too, as well as the attention to detail, with deep black shadows, excellent animation, texture work and extremely detailed character model. While there is occassionally a low res texture or two, the visuals as a whole are quite great. Enemy designs are creative and often highly grotesque.

The only downside to the visuals is that they can look blurry at times. When I first started playing I thought my eyes were going to shit since the game looked like a layer of vaseline had been smeared on the camera, but it turned out this was due to the anti aliasing setting it was on, which I promptly changed down to FXAA and all was well. Additionally, the motion blur effect here is quite good and I usually don’t like using it in games, but I recommend turning it on. It’s actually quite nice in this game at high framerates.

On a technical level, there is a high level of polish. On a GTX 970, running at 1440p on settings that were a mix of High and Very High, I had a mostly smooth experience running at 60fps or higher for the vast majority of the game. Although sometimes I would experience inexplicable and massive drops in areas that I shouldn’t have, these were few and far between. It also has a suitable amount of graphics options that allow you the game to be scalable on a variety of systems and tweak the visuals to your liking, such as turning off chromatic abberation or motion blur if you dislike those effects. It’s an excellent PC port all round.

Resident Evil 7Biohazard is a game that as you can see, I enjoyed very much. It has a well told story, excellent presentation and will spook you good, especially if you play with headphones on and lights off; the way horror is meant to be played. This is a Resident Evil game that should be enjoyable for anyone of varying levels of familiarity with the series. A great horror game and great Resident Evil game. This is the best the series has been since Resident Evil 4 and is well worth picking up.

9.5/10

 

Pillars of Eternity (2015) PC Review

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Pillars of Eternity is just the type of RPG you don’t see made these days, at least from major studios and is only possible because of the advent of crowdfunding. And despite it’s kickstarter budget, Obsidian have developed a very high quality RPG in the vein of the classics.

In RPGs of this kind, the quality of the writing can make or break the game to a large degree, since you are going to be doing plenty of reading. I’m pleased to say the writing is, while not earth shattering, is quite solid. In terms of the plot, the premise is that your player character is settling in a place known as the Dyrwood,when after your caravan is ambushed, you escape and come across a ritual and survive a deadly, supernatural weather. This causes you to become what is known as a Watcher, who is someone who can see into the souls of others, as well as see fragments of one’s previous lives. So the main thrust of the narrative is a personal quest to find out how this happened and who caused so that you have a hope of finding some kind of eternal peace. Through this main quest and some of the side quests, concepts such as past lives, mental illess and existentialism that just screams Nietzsche, at least a little bit. All these things are presented in a way that is engaging and interesting. The worldbuilding, through dialogue and lore books is mostly well done, although there can be a bit of lore dumping at times, but this wasn’t terribly indigestible and through pretty much just playing the game normally I had a pretty decent understanding of what was going on.

Another strength of the writing is that it is suitably descriptive, yet never being too verbose for it’s own good. And it also avoids the fantasy racism type of side narratives that is often poorly done and hamfisted in the fantasy genre. Although the game does claim that the race of your character can impact how NPCs or party members interact with you, I had never experienced something like this happening.

As for other parts of the presentation, the sound effects are by and large quite good and the music is quite nice. Voice acting however is a mixed bag with some of it being decent to being laughably bad and while the game isn’t fully voice acted, you will still be hearing it quite a bit. Still, it’s decent more often than it is bad.

The game utilises the unity engine with a mixture of 2D and 3D graphics, with players, NPCs, creatures and so on being 3D with the backgrounds being stunningly prerendered. Many sections, from the first dungeon, to the towers (as pictured in the header image) and all the interiors, everything looked very nice. The only thing that looks kind of shit are the faces on characters, but you’ll rarely be seeing them anyway so it’s not too annoying.

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As for the game itself, being a game harkening back to classic computer RPGs, it plays very much like them. It’s in an isometric view and you control a party of characters, levelling up your stats, specialising them.Levelling up can take a while since the base game only has 10 levels. You cannot grind since enemies don’t respawn, which is wonderful for backtracking through a zone. You can also put characters on double speed which makes backtracking far less tedious. The inventory system is quite nice too since you have a stash which you can store infinite amounts of items, which is great for getting easy money just by looting enemies and selling all your shit.

As far as classes go, there are your usual fighter, ranger (which i played), wizard, rogue and so on and your party will follow the usual tank, support and dps type of arrangements. The game doesn’t exactly move the genre forward, but it doesn’t intend to. Pillars of Eternity however does have a couple of it’s own interesting classes amongst the usual. One of these is the chanter, which is much like a bard but with the twist that they’re quite capable in combat. Indeed, I had one of these as my main tanks and it’s support abilities are very useful. They can be specced out to support a more melee or ranged playstyle. There’s more classes, such as monk or barbarian but I never had them in my party so I don’t know how well they play. Another nice touch is that you can reroll your characters if you want and also hire other party members that you have full control over them if the given companions don’t tickle your fancy or suit your desired party composition.

Combat in Pillars of Eternity , instead of being turn based like other recent classic RPG revivals like Divinity: Original Sin or Shadowrun: Dragonfall, is a real time with pause combat system where you control your party actions and can pause the game to survey the situation and to queue orders for each character. Combat encounters can take minutes or seconds depending on your characters and how well you begin the encounter. Good planning is favoured over improvisation, although you can get away with a little bit of that. As an aside, i found the wedge formation to  be the most useful. I found this combat system generally quite enjoyable and rewarding. Anyone who has played a game like this in the past will likely find this enjoyable too. When you pull off a quick victory against odds that at first appear insurmountable or winning battles by a hair, it’s very satisfying.

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As for the difficulty, I played the game on normal and it was quite a decent challenge most of the time. Starting out as a ranger can be quite tricky but once you’ve got at least a wizard and a fighter, the game starts becoming manageable for competent players. The difficulty is up and down, with some parts kicking your ass or at least being quite intense and requiring you to use your brain. At one point however, combat encounter became trivial and I was on autopilot for a while until I got to the last third of the game where the combat became challenging again. The difficulty for the most part is fair, although sometimes the game will fuck you up and ruin your day, such as running into a mob of pretty powerful ogres that will grind you into dust.Boss  type encounters, which are few but still present, can also feel quite cheap at times. The main boss itself will be quite difficult enough on it’s own, such as the dragon at the Hylea temple but the game insists on throwing a posse of smaller enemies that aren’t trivial, which will likely cause you to have fuck all magic or ability uses by the time you’ve got your whole party focusing on the main enemy.

As a whole, Pillars of Eternity is a successful classic computer RPG with modern polish. It’s presentation is mostly great, it’s combat challenging, fun and intellectually stimulating and it’s writing solid. The game will take you about 30 hours or more depending on how many side quests you do, at least on a first playthrough and there is plenty possible replay value here through having different character builds and party compositions and making different dialogue and narrative choices. For anyone who has ever enjoyed this kind of RPG ,it is well worth checking out.

8.5/10

Superhot (2016) PC Review

 

Superhot is a very simple, yet innovative first person shooter. It’s mechanics involve having time slowed down to almost a standstill when you are not moving. And it moves at normal speed when you do. Enemies and yourself are one shot kills if you shoot them or smack them with a melee weapon. You can stagger them by throwing your weapons at them, or other items placed throughout the levels to make them drop their gun which you grab in mid air and shoot them in the face. Then, once you’ve cleared the level of enemies, you get a replay of you clearing the level at full speed and it truly makes you feel like some kind of action hero because it looks really, really cool. Essentially, it plays like almost like how a first person version of Hotline Miami would play.

The aesthetic of the game is a very minimalist one. Levels are white and untextured,weapons are black and very obviously lower poly than models from your typical modern FPS and enemies are red and also low poly. It is a striking visual style that aids the game by making all information the player needs all the information it prevents, with no clutter.

The levels themselves, which are typically quite small (and there are about 32 of them) are largely interesting and well designed, with excellent enemy and weapon placements (with the elevator pitch level a particularly good example.) However, if you’re in any way decent at the game, the game is quite short. You might be able to beat it in 2 hours or less. But the last level feels as if they ramped up the difficulty astronomically to the point of it being genuinely frustrating and seemingly unfair, with bullet that appear to be going past you actually hitting. It’s as if the developers of the game knew they made something really short so they just made the last level so much harder than the rest of the game to pad it’s length so as to reduce the amount of steam refunds it gets.

In terms of story, the game has a sort of amusing tongue in cheek metanarrative that frames the game which I didn’t mind. There’s not much else to say about that however. One thing I was disappointed with was it’s lack of music. And considering the length of the game, I think including a basic level editor would’ve helped to justify the price of the game since it’s standard price is USD $24.99. I got it for USD $16.74 and I’d say it’s worth it at the price or less, but even that might be a stretch for some. Still, if you complete it in 2 hours or less, you can just refund it. There are challenge modes and an endless mode, but they don’t add much worthwhile longevity to the game, with some of the challenge modes just being stuff like a permadeath mode or a mode that makes every punch a one hit kill, kind of like the Tony mask in Hotline Miami. 

All in all, Superhot has a bold visual style and is a total blast to play (up until the final level) with a highly focused and expertly executed and highly original premise. Completing each level and watching your normal speed replay is incredibly satisfying. However, it has a lack of any meaningful longevity that something like an easy to use level editor would do for a game like this. All these aspects makes this a game that troubles me in the sense that it’s hard to recommend yet hard not to recommend, especially considering the asking price. If you can get it cheaply, especially at a price lower than what I purchased it at, go for it.

8/10

Final Fantasy X: HD Remaster (2016) PC Review

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Final Fantasy X is definitely a blast from the past, coming from a time in which the traditional styled of JRPG was still popular and had big budgets (for the time) behind them as opposed to the relatively niche position to occupy today. This HD remaster, which comes bundled with it’s sequel, Final Fantasy X-2, the latter of which will be reviewed separately because these games are pretty long.

The job Square Enix have done with this remaster are incredible. The models are higher poly than the original and the pre rendered backgrounds look astonishing, as you can see with the image at the top of this review. The CGI FMVs of which Square was known for back in the day return here at a surprisingly high quality looking very nice on my 1440p monitor. The quality of these remastered FMVs surpass those of many modern FMVs, such as the few in Deus Ex: Human Revolution or Metro: Last Light, which often look blurry and blocky at higher resolutions. It comes with a decent set of graphics options, which I maxed out easy. There are also two soundtrack options, original and arranged and the choice between the two will come largely down to personal preference, but I gravitated towards the original. There are only two real drawbacks to the remaster: the models on Tidus and Yuna can at times look a bit doll like as supposedly the original facial animations aren’t properly synced up at all times. The second is that the game has a frame rate limit of 30 FPS, which is not a deal breaker considering this is essentially a spruced up version of a game from 2001.

Another good additions to the remaster is toggle able cheat codes, such as turbo walking which is handy if you ever need to backtrack, or the ability to increase or disable random encounters.

Now to the game itself. The story of the game has you, Tidus, star blitzball player survive an attack on his city, Zanarkand. After the attack, Tidus finds himself 1000 years in the future in the land of Spira. It’s a classic fish out of water set up that persists throughout. The game even takes this literally with Tidus actually being fished out of water. Soon, Tidus finds himself with a varied cast of characters, from the pious but friendly Wakka, the level headed and pragmatic Auron and the upbeat Al-Bhed, Rikku just to name a few. Soon you find yourself attached to the pilgrimage of a summoner named Yuna (who is the real protagonist of this story).

In regards to the voice acting, it’s definitely a bit hokey and a bit cringeworthy with the infamous Tidus Laughing scene being a prime example even when viewed in full context. But for the most part, it’s not too bad although the line delivery is sometimes a bit rushed or not terribly great. Still, at it’s worst it’s a bit cringeworthy but still tolerable.

As for the combat of the game, it is a classic turn based system. You have three characters on the field at a time,which can be switched easily for others, creating a good flow. There’s your classic buffs and debuffs, magic and so on. One thing that is different about the combat compared is the overdrive system, which is a meter that fills up for each character during combat, allowing special attacks. Then when you use these attacks, they usually require a button combination or a timed press in a small yellow bar, which enables higher damage.

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The levelling system here is quite unique. It is a system called the sphere grid and it looks daunting at first but it’s really quite intuitive. How it works is each character starts at a point on the grid and when they level up are granted movement points to move along the grid so that you can then use attribute spheres (eg; power spheres for health and strength upgrades, mana spheres for magic, ability spheres to learn new abilities, etc.) to improve your characters. You also don’t have to be right on an ability or attribute node to enable them, you must at least be adjacent. You can also move back on your grid fast as previously used pathways can be traversed quickly if you want specific abilities or to multi class. The multi classing is also quite intuitive as characters tend to cross over on other grids once they’re done with their sphere. As a whole, it’s a very enjoyable and intuitive system to use.

As for the pacing of the game, well it’s incredibly linear. The type of linear that Final Fantasy XIII gets shit for. However here it doesn’t take 30+ hours for it to open up as you’ll be very close to the end of the game by that time. Plus, different times have different expectations. FFXIII was released years after the more open XII. Plus, back in 2001 when the original version released on the Playstation 2, open world games were far less common as they are now. Grand Theft Auto III had yet to release and the world was still a year out from Morrowind. Still, that doesn’t change the fact that this is a very linear game but in my view not painfully so.There are also occasional puzzle sections which can be a bit trial and error and a tad frustrating, but only on a few of them.

The biggest problem of for the game’s pacing comes in the last third where, if you’re an absolute purist, requires grinding. The end game bosses for example have one shot kill moves and very high health that no matter how good you are with your formations and buffs and debuffs, will destroy you if you’re not properly levelled. Some of the side quest bosses, like the Dark Aeons, have absurdly high health and immunities that they are impossible to beat unless you have weapons that break the damage limit (which is a hell of an annoying mechanic) in addition to having grinded for many hours. If you’re like me who just played through and did most random encounters without searching for them, then you’ll be underlevelled towards the end. The grinding here involves nothing interesting except for the reward, but that just turns the game into tedious busywork. Thankfully the cheat codes help get you over that last stretch to the finish line, but that doesn’t excuse the fact that the grinding is a chore that exists as padding.

This HD Remaster of Final Fantasy X on PC, despite a couple issues, is currently the best way to experience the game. And while the game itself was generally enjoyable with wonderful music, likeable characters, touching story moments and wonderful visuals, the game is held back by archaic technical design (ie; the reasons why it can’t go beyond 30fps without the game breaking) and a padded with grinding third act. The game is definitely dated, but it’s still by and large and enjoyable experience.

7.5/10