Extended Thoughts – GONNER

Gonner banner

Hi everyone! Yesterday, I went back to read my early impressions of Gonner for the Nintendo Switch, and I did not like the piece that I published. It felt rather rushed and didn’t really provide a compelling argument for why I enjoy the game. Here I’ll attempt to give a more thorough understanding as to what Gonner does right and wrong, and why I’m still hooked on this game. If you want an understanding of the basic premise and mechanics within Gonner, feel free to check out my first post about the game from about a week ago.

 

Every time I start playing Gonner, I can’t put the game down for at least a solid thirty minutes, if not longer. Every run through this rogue-lite is exciting, and as you progress further in each run of the game, more combat and maneuverability options become available to the player. Certain collectible skulls offer increased or decreased health, depending on the other perks they offer. Jumping, shooting, wall-hopping, and bouncing on enemies’ heads all feels great to do, featuring a sharp level of control while still giving the player a tiny sense of floatiness to their actions. I do feel like the player should be capable of shooting straight upward, as oftentimes there are enemies that fly straight down making it difficult to dodge them in a way that made these fights feel unfair. However, these scenarios are usually avoidable by being especially careful around flying foes. Eventually the player will learn the battle patterns that each enemy possesses and how best to counter their attacks.

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Not all weapon and ability combinations work well together, and the player will have to do plenty of experimentation to figure out their preferred play style. An interesting (if sometimes frustrating) mechanic in Gonner is when the player is hurt by an enemy attack, they have to manually pick up their skull, weapon, and ability item back up from the ground. Until they pick these items back up, the player can no longer use their items. This leaves the player at a major disadvantage, and they will quickly learn to anticipate where their items may fall if they take a hit.

Gonner shot

A merchant opens up their shop before every boss fight, and gearing up for each battle provides health replenishment and weapon changes at the cost of the in-game currency. That in-game currency is earned in a satisfying manner; not just by killing enemies, but by killing enemies in rapid succession. Every five enemies downed rewards a purple block, and these are used to revive the player and also as shop currency. Remember in my previous post when I said that Gonner teaches very little to the player, besides the basic controls? No? Well, that’s what I briefly mentioned, and it took me several hours of playing to discover that the in-game currency is earned this way. This lack of explanation may perhaps be frustrating to some, but I enjoy discovering game mechanics on my own, so it was fun exploring my options and figuring out how to survive.

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I think the biggest praise I can give to Gonner is that its art style is absolutely gorgeous. The game goes for a minimalistic look, with many walls and floors forming around the player as they progress through each area. Enemies, for the most part, appear far ahead to the player’s vision, so they do not often appear instantly and hurt the player, feeling unfair. Each set of levels, after every 3 levels or so, features a certain color pallette, changing to a very different look upon progressing to the next set of levels. With this in mind, I think the art style serves the game quite well. As the player’s kill combo reaches higher from defeating enemies, the in-game music rapidly picks up speed, encouraging even faster progression for the reward of more purple blocks. For new players, they will probably want to focus more on survival than speed, but once I got a feeling for the first few stages, it felt great to fly through and kill as many enemies in quick succession as possible.

 

Sound and music design is also solid, featuring an abstract tune for each set of levels, fitting the style of play and colors on display. Each shot fired from the player’s ranged weapon gives a satisfying pop, and enemies are blasted away in a smattering of red paste. Combat feels good, and the sound effects from both the weapons and enemies keeps me coming back for more. I do wish that enemies pushed off of ledges into bottomless pits counted toward the score multiplier; as it is now, they simply disappear, offering no extra points for you throwing them off the edge.

Gonner title

If anything that I wrote here sounded intriguing, definitely give this game a look. As of this writing it is available for Nintendo Switch, Windows, and Mac, but I’d be surprised if it didn’t make its way over to PS4 or Xbox One at some point. I’ve only reached the fourth set of levels, but I plan to keep playing and see what the end of the game has to offer.

 

If you’ve made it this far, thank you for reading. Please feel free to provide any criticism, constructive or otherwise, to my writing. I’m always looking to improve. Have a great week!

 

  • Matt

REVIEW: Spider-Man: Homecoming (Spoilers!)

Spidey relaxing

Hey everyone! Get ready, it’s time for my first movie review in what feels like ages. Back when I used to write for my old university’s newspaper, I wrote a couple of film reviews, in addition to the video game reviews that were published every few weeks. I still prefer writing about video games, as evidenced by my prior posts on here, but I enjoy watching and discussing movies as well. Anyway, here I’ll be sharing my thoughts on the web-slinger’s latest on-screen adventure, Spider-Man: Homecoming.

 

This movie has been a long time coming. I remember being excited about the next solo Spider-Man flick years ago, when Marvel announced their plans to team up with Sony for a new Spidey film. Many fans breathed a sigh of relief upon hearing this news, especially after watching the mostly unsuccessful release of The Amazing Spider-Man 2 in 2014. I thought it was a decent movie, but like its predecessor, I felt that it was missing the exciting action and human elements that the first two Spider-Man films directed by Sam Raimi contained. Certain scenes stood out to me, such as Gwen Stacy treating Peter’s wounds in her apartment, or Peter discovering the research his parents made before their death, but I felt there was something missing in the movies. At certain points they felt a bit artificial, feeling more like a Hollywood concoction rather than a movie created by a proud filmmaker. It feels good to say, then, that Spider-Man: Homecoming is a more engaging film than what the first two Amazing Spider-Man movies presented, and present some exciting ideas that were not previously explored in other Spidey movies.

spidey suburbs

For instance, there’s always the running gag outside of Spider-Man films asking what does Spidey do when he has to chase a villain in the suburbs? Well, that question is answered in Homecoming, as there is a sizable chunk of screen-time that takes place outside of New York City. In fact, a large majority of the action scenes on display take place either outside of the city, or in areas where tall buildings are nonexistent. The suburbs, a ship at sea, and atop a moving convoy of trucks are battles between Spider-Man and the Vulture that all take place away from the skyscrapers present in every previous film. This change in locale is welcome, because superhero fights in large cities have become rather trite. A change in location is often welcome.

spidey vulture

Speaking of change, it’s worth mentioning that the Vulture is the best villain the Spider-Man films have seen since Doctor Octopus in Spider-Man 2. The Lizard, AKA Doctor Connors in Amazing Spider-Man 1 was an okay villain, but his motivation for evildoing was weak (turning all of humanity into lizard people? Seriously?) I still hold a soft spot for the Sandman from Spider-Man 3, because his motivations to save his daughter were relatable to the audience, but the character motivations for the Vulture’s evil-doing were also justified. It was refreshing to see a superhero film that did not have the villain plotting for world domination or total destruction; it felt like Homecoming was instead a smaller story that focused on Peter coming to grips with his powers, versus a villain that felt evil yet justified in some way for his actions. Combining alien technology with human weaponry opens up a bunch of possibilities for future films, and I hope they up the ante with its incorporation in other Marvel movies. The introduction of the Shocker is a nice addition, as his appearance never felt cheesy or out of place, and he never occupied an unecessary amount of screentime.

Liz

Seeing Gwen Stacy in The Amazing Spider-Man 1 and 2 was a nice change-up from Mary Jane’s on-screen appearance, and I think Emma Stone did a fine performance as Gwen Stacy. It’s interesting, then, that Homecoming mostly ditches the Mary Jane or Gwen Stacy female lead that prior Spider-Man movies had previously featured, instead focusing on a new love interest in the form of Liz. I think the scenes of Peter and Liz together were captured well, veering on the side of awkward teenage love but not leaning too far into it so as to be annoying. The reveal of Michelle being called ‘MJ’ toward the end of the film was an interesting nod, as it means Liz is most likely out of the picture, instead to be replaced by Zendaya’s character. Only time will tell if this potential new love interest fills the role that Liz previously occupied. It’s not too common that the main character fails to win over the love interest by the end of the film, but Peter was unsuccessful in bringing himself and Liz together, which I appreciate as it highlights his imperfections. Speaking of imperfections, Peter messes up a bunch during the movie. He’s constantly missing web shots at bad guys, falling through debris, and generally showing a level of incompetence that we aren’t used to with superheroes.

 

How about that surprise reveal a little over halfway through the film, when it is shown that Liz’s father is none other than Adrian Toomes, otherwise known as the Vulture? I was genuinely surprised by this reveal, and surprises in modern superhero films aren’t quite as common as they used to be. After hearing Adrian make a couple of prior references to his family earlier in the film, I was hoping to see a glimpse of the family that he mentioned. To this end, I’m very glad that the movie brought his wife and daughter into the mix in a compelling way. The Vulture’s spiel to Spider-Man as they’re in the car about to leave for the homecoming dance leaves Peter in a state of vulnerability, and gives the Vulture even more weight behind his serious threats. Perhaps my favorite part of the movie is when Spider-Man is crushed underneath the rubble that the Vulture dropped onto him, because it shows a side of superheroes that is interesting to me – their human element. I enjoy high-speed action and engaging fights as much as the next guy, but seeing Spidey struggle to lift the rubble off of his body and convince himself that he can make it out alive gave me legitimate chills.

Spidey boat

I think one of the biggest reasons I enjoy Spider-Man is thanks to his relatable motives, witty humor, and of course, the awesome powers he possesses. However, the emotions he conveys on-screen also make me like him more than any other superhero, because he shows a willingness to do anything to save the lives of those around him, including the villains trying to stop him. There are multiple scenes in Homecoming dedicated entirely to Spider-Man rescuing the lives of innocent civilians, and it reminds the audience that he is a superhero first and foremost, bad guy ass-kicker second. Despite his upgraded suit’s “robot lady” encouraging lethal force to take down his foes, Peter Parker tells her to engage non-lethal means as even he knows most of the people he battles do not deserve to die.

spidey vulture flames

Overall, I quite enjoyed Spider-Man: Homecoming. Peter Parker continues to be an interesting and relatable protagonist, his alter-ego Spider-Man providing the high-stakes thrills that we keep returning to the theater for. Having Peter’s buddy Ned being the first to discover Peter’s secret identity, rather early in the movie, too, was a fun addition that made Peter feel less alone than during previous Spidey films. The movie provides a satisfying conclusion to the plot that made me satisfied in the film’s events, and didn’t give any regret for my ticket purchase. Honestly, I feel rather tempted to give the movie another look next weekend. If you enjoy hero flicks, I highly recommend giving this one a look, although chances are you already have an opinion on this film.

peter face

If you’ve made it this far, thank you for reading my thoughts on Spider-Man: Homecoming. I’m happy the movie is finally out, and I’m looking forward to reading the Spider-Man comic books that I bought a few weeks back! Have a wonderful week, everyone.

 

  • Matt

THOUGHTS ON: Gonner

Gonner title

Last week, I noticed some Twitter users that I follow voice their praise toward a recently-released Nintendo Switch game called Gonner. It’s been available on Steam since last October, but was made available for the Switch within the past couple of weeks. The game is a rogue-lite 2D platformer with shooting elements, and the art style was interesting enough for me to give it a look. Static images of the game do not do the art justice, so while I will post some pictures here to spruce up this piece, I recommend watching some gameplay of Gonner before passing judgement on the game. It looks good in motion! Anyway, here are my thoughts of the game after the first few hours.

 

I’m a big fan of randomized levels in video games. Among my favorite games of the past few years are rogue-lites such as Crypt of the Necrodancer and Enter the Gungeon, so when a new game in this genre is shown off, I’ll usually give it a look. Gonner stars a small blob-like creature that collects uniquely-shaped skulls to place on its head. It’s a cute character design that feels at home in the game’s world, despite some dark imagery that pops up during the adventure (one of the merchants between each game is called Death, portrayed as a white cloaked ghost). Every enemy you face against is shaded a crimson red, many of them sporting sharp teeth and a hunger for the player character. The decision to make every enemy the same color keeps the action on screen mostly understandable, so a common coloring scheme is appreciated.

Gonner shot

Similar to other rogue-lite titles, Gonner begins with a short tutorial of its core mechanics. There are no words used to describe these abilities, only a diagram of the player’s controller with buttons on the controller highlighted in accordance to certain actions. During the game’s introduction, the actions that can be performed by the player in the beginning are rather simplistic; jump, shoot, reload, wall-jump, and crouch are all that are provided. Upon completion of the tutorial, however, things get a little more interesting, with different weaponry and abilities to play around with.

 

Different skulls can be collected and equipped by the player to grant them unique abilities, which often aid in hectic combat scenarios. This is also true of the equipment found in the game, which grant the player a tactical edge. Some of these abilities include a time stop for all enemy movement, burst fire from your gun, or an extra jump for those treacherous leaps across chasms. The best part about collecting these items is not the abilities that they provide, but discovering how each of them works. Beyond teaching its basic control scheme, Gonner does not provide the player with an explanation for anything else; that’s up to you to figure out during your adventure. Each of the pick-ups is easily identifiable, and understanding each item’s usage is satisfying. I appreciate when games don’t teach every single mechanic to the player, instead opting to leave things up to experimentation and analysis.

 

The game’s sound design works well with its dimly-lit levels, opting for music that is a lower volume than most other rogue-lite games. The music that plays is punctuated with the strong sounds of firing bullets at your enemies until they explode, providing more ammunition and currency to use in mid-level shops. Enemies communicate their attack patterns well, and figuring these out to most effectively defeat them is crucial to success. Although it may sound odd at first, my favorite part of each level is at the very end. If every enemy in a level is cleared, the music that played throughout that entire level comes to a halt, with the player’s movement and shooting being the only audible in-game sounds. Each time I clear a room entirely of enemies, I feel a small sense of dread when the game’s music cuts out, almost making me feel like a monster. I don’t know if this is the game’s intent, as I have yet to finish it, but I like the style that is on display so far.

Gonner banner

I’m glad I gave Gonner a chance, because the platforming and shooting in this game is very satisfying. Featuring impressive sound mixing and a beautiful art style, I’m looking forward to playing more and seeing what happens during the later levels. If you are into platformers, rogue-lite games, or are just looking for something different on your Switch, definitely give this one a look.

 

If you’ve made it this far, thank you for reading. Please feel free to provide constructive criticism of my writing in the comments below, as I’m always looking to improve. Have a great week, all!

 

  • Matt

Review: Wipeout: Omega Collection – Futuristic Fury Road

wipeout omega collection cover

Since the closing of Studio Liverpool back in 2012, fans of the former developer’s long-running racing series known as Wipeout have expressed doubt on the future of the franchise. Despite at least one Wipeout title appearing on every PlayStation console to date, Sony appeared to care little about the Wipeout games after Wipeout: 2048 on the PlayStation Vita was released. After 2048’s release, there was no sign of a new entry coming anytime soon, to the dismay of fans including myself. To my knowledge, the series was never really known as one of the more popular PlayStation brands, and so a future for the franchise was unknown. After several years of waiting, a new entry in the historic racing series has arrived on Sony’s latest and most powerful hardware in the form of Wipeout: Omega Collection, brought to us by the fine folks at Sony XDev. It’s not exactly the sort of package that fans were asking for, but the game is everything that was promised to us. In this collection, players get access to remastered versions of Wipeout HD, Wipeout HD Fury, and Wipeout 2048. To kick off this review, let’s take a dive into what makes Wipeout special.

 

I’m not a big fan of racing games. I dislike driving in my day to day life, and have felt little joy in driving in the digital space, besides participating in the occasional round of Mario Kart. There are only two games, one of them being a recent addition to the list, that are the exception to this mindset – games in the Wipeout series, and Fast RMX, on the Nintendo Switch. I won’t describe here in detail why I enjoy Fast RMX, but the similarities it shares to Wipeout made my time with the game an enjoyable one. With this in mind, I view Wipeout as the undisputed king of high-speed, futuristic racing action.

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I have not played every Wipeout game in the long-running PlayStation series. In fact, I’ve only played a total of three of them (four, if we’re counting the Omega Collection). Despite this, I’ve felt a love for the franchise ever since I started playing Wipeout HD on the PS3 some several years ago. I was enamored by the fast ships, tight turns, heart-pounding music, and dazzling visuals that sparked across the screen when I played. My time spent with Wipeout was more exciting to me than any other racing game I had yet played, and that was due in part to the high speed thrills that Wipeout HD provided. I spent many hours in my high school years attempting to earn gold medals on each and every course offered in the game’s single-player mode, which include challenges such as time trials, speed laps, and traditional races. Offering multiple levels of AI difficulty, the game presented players with a fair level of challenge that asked for racing course knowledge and a deep understanding of the game’s core mechanics.

 

Some of the core mechanics that distinguish Wipeout from other racing games include the barrel roll, health system, and unique power-ups that can be used against opponents. Every racer’s ship has a level of health attached to it, totaling at 100 hit points. When a barrel roll is performed, the racer’s ship will spin in mid-air, consuming around 15 points of health, and grants them a speed boost upon landing on the ground. It’s a risk versus reward system that favors players who keep a close eye on their ship’s health, and when combined with the risk of being hit from other players and the ability to regenerate their own health by absorbing collected weapons, is a system that I find works very well. Certain weapons do more damage than others, and knowing when to attack or defend is key to your survival on the race course. Lose all of your 100 health points? You’re eliminated from the race, and you earn zero points in any tournament standings. Wipeout can be a brutal game, especially with pilot assist off, and players have to be mindful of the weapon pickups as well as their health pools if they hope to achieve victory.

wipeout harimau

The game is aware of its steep difficulty curve, and starts the player off with slower races and weaker opponents. Pilot assist, an in-game feature that aids racers in avoiding walls, is also recommended for newcomers. For veterans of the series such as myself, the difficulty level can be tweaked to my satisfaction to provide a satisfying challenge, while still feeling fair. This degree of control is flexed across all three games in the Omega Collection, providing a complete package of gameplay across a variety of stunning courses.

 

One of the best parts about Wipeout: Omega Collection actually isn’t the included Wipeout HD and Fury games, but instead Wipeout 2048 is the most exciting part of this package. 2048 was originally released on the PlayStation Vita, and while it is a visually stunning title on the handheld, those visuals would not translate well onto the living room screen. With this in mind, the folks over at XDev completely remastered the original game’s visuals into a native 4K resolution running at 60FPS, and the result is simply spectacular. The frame rate of all three games in the Omega Collection has suffered no noticeable dips, even with the high-speed action in full force. Pulling off sharp turns on corners has never felt so good. Despite these games being a retread in the franchise, it’s a technical marvel on PS4, and a great addition to any owner of a 4K display. This level of eye-candy can only be found on the PlayStation 4 Pro, of course, but the game also looks stunning on the base PS4 at 1080p resolution. The work that has been put into a full remaster of 2048 is greatly appreciated, as well as the solid ports of Wipeout HD and Fury.

Wipeout EGX

Featuring a solid career mode across three separate games, there is a ton of content to choose from in this collection. When you are finished with the game’s offline content, how does the online portion stack up? Unfortunately, I think it could do with some tweaks under the hood. I’ve played at least a couple dozen online races in Wipeout: Omega Collection, and I have experienced very little lag in any of the races I participated in. So what’s the problem, you ask? Well, the answer is unfortunately the lack of players available to race against. I mentioned earlier that the Wipeout series is not one that I ever knew to be very popular among the PlayStation crowd, and this appears evident the moment you navigate the online multiplayer menu. To find an online race, players scroll through a list of lobbies that are created by other players. There is a high level of customization offered, allowing up to eight people to engage in every sort of multiplayer content on any in-game track, at whichever speed class they desire. The problem arises when you notice the lack of available rooms to play in; the last time I logged in to play Wipeout online multiplayer, about a day ago of this writing, I found only two available rooms to join. I could create my own room for other players to join, of course, but who knows how long it would take to have other racers notice and connect before quitting? Simply put, I think racing games are among the few multiplayer genres that benefit from matchmaking, as opposed to player-created lobbies. I know this is usually disagreed upon in the gaming community, but in the case of Wipeout, there simply aren’t enough players to encourage the effort needed to play online. I love the game enough that I am willing to wait a minute or two for other players to join an online race, but not everyone is that patient. If a matchmaking system were in place, it would be even more simple for players to find each other quickly and effortlessly engage in online races. Perhaps this isn’t an issue that can be fixed by the developers, but is instead a fault of the small player base. This is a shame, because I have found the online experience to be fun and, in regard to online connectivity, reliable.

 

Playing this game again on PS4 has reminded me of the fun that I had all those years ago on PS3, and the Omega Collection continues to provide new thrills each time I sit down and play. If you are someone who enjoys slick, futuristic vehicles that fly at incredible speed on higher difficulties, don’t let this one pass by. Also, the community needs more people playing online, so please help out, if you pick up the game. Just like Titanfall 2, this game is a gem that deserves a large player base, but has instead suffered from a general lack of interest/poor release date.

wipeout zone

If you’ve made it this far, thanks for reading my review. Feel free to follow my work here on Word Press, or check out my Twitter page. I talk there about anything, usually gaming, but also retweet pictures of adorable animals. Have a great week!

 

  • Matt

Review: ARMS – A Powerful First Punch For Nintendo

arms wallpaper

Hey folks, Matt here with a new review. As you could probably tell from the title, I’ll be writing my thoughts on the recently-released ARMS for Nintendo Switch, Nintendo’s latest attempt at capitalizing on the eSports craze. Does it provide a fun and much-needed addition to the Switch’s growing catalogue of games, or will it be forgotten upon Splatoon 2’s release next month? Well, I am hoping to answer these questions in the following paragraph. Enjoy.

 

Yeah, it’s a fun game. You should play it if you enjoy fighting games. Thanks for reading!

arms twintelle

Anyway, on to the real review.

 

ARMS was an unexpected reveal back in January during the very first live presentation for the Nintendo Switch. The game was revealed alongside a short snippet of gameplay that showed off its premise, and at first, I was not sold. Fighting games are fun, sure, but Nintendo’s history in the genre is not so diverse. The most prolific, exclusive fighting game series that has come from Nintendo is Super Smash Brothers, and… What else? I suppose you can include Pokken Tournament and Tatsunoko vs. Capcom in that list, but these still amount to a rather small catalogue for the genre on Nintendo platforms. These games are mostly well-regarded by fans as great titles. Back in January, seeing a first-party developed fighting game made exclusively for a Nintendo console was exciting, and I was keen to see more on the company’s latest effort. After completing the game’s main single-player mode on multiple difficulties with the ten available fighters, and engaging in at least 10+ hours of the online multiplayer madness, I believe I can provide a fleshed-out piece on my opinion of the game.

arms byte and barq

The level of polish on display in ARMS is simply wonderful. Combat has been a smooth journey, with only a few hiccups along the way. These issues were found entirely in the online multiplayer department; I’ve only had one disconnected game during my time with ARMS, and only one online game with a noticeable level of lag present. Besides these two instances, I have found every match I played online and offline to be a silky-smooth and precise battle between up to four combatants on-screen at a given time. My worries about the game’s motion controls have been mostly alleviated, as I’ve only had a couple of instances where I threw out a punch when I meant to block, but these mistakes were made only a small handful of times. Coming to grips with the game’s unique control scheme takes some getting used to, but I found the game to be an enjoyable experience using either the motion controls or standard controls. Both options offer a similar level of precision when fighting opponents, and I can now say I’m comfortable playing with either control scheme. Despite this, Nintendo’s heavy marketing toward using the game’s motion controls swayed me to attempt playing ARMS using the ‘thumbs-up grip’ as described by the big N, and I’m glad I gave it a shot, as this method of playing offers a precise level of play on-par with the traditional method of using a Switch pro controller.

thumbs up grip

Well, perhaps the word ‘precise’ may be a bit generous when talking about ARMS’ 2v2 game modes. As has been documented by other players, the 2v2 battles can be rather hectic due to the great number of arms flying across the screen at any given time. When a player is thrown by a grab, their teammate is also thrown by that same grab, causing some confusing scenarios where you aren’t aware your teammate is being thrown across the screen, only for yourself to be punished by that attack as well. I find the 2v2 game modes to be the least enjoyable among the game’s ‘party mode’, where players can engage in a solid variety of game types mostly revolving around punching one another.

 

Speaking of punching fighters, did you know that there’s a *spoiler* boss character who uses six arms to fight you? Yep, that’s right, the boss character known as Hedlok makes an appearance in the game’s Grand Prix mode as the player’s final combatant. Utilizing six arms, this hulking metal monstrosity is, to put it bluntly, broken. What do I mean by this? Well, let’s break down the classic fighting game logic of rock, paper, and scissors.

hedlok

A traditional fighting game often features three main ways of attacking. In very simplified terms, there is on-foot combat, mid-air combat, and grabs. The on-foot attacks are often a player’s primary method of attack, but can be negated by a guard block from their opposition. A guard block can be interrupted by a player’s grab, causing damage from the opponent’s throw. Finally, mid-air attacks can be a good way to surprise the enemy, but can be interrupted by an opponent’s anti-air attack if the mid-air attack is too often relied upon.

 

ARMS takes advantage of this traditional rock, paper, and scissors formula, incorporating on-foot punches, mid-air punches, and grabs into the mix. Unlike other fighting games, ARMS allows grabs to be thrown from a large distance, as well as in mid-air, a feature that I’m surprisingly okay with, as it feels well-balanced in most fighter match-ups (barring Ninjara, of course. I think he’s a little too fast for my liking). These punches and grabs are all able to be deflected by a player’s own punches, as long as the appropriate arms are selected for the deflection.

Arms mechanica

This is where the fault in Hedlok’s design comes into play. When Hedlok attacks, he throws out a series of three punches from each side, as opposed to a normal attack from other fighters consisting of one punch. These punches come in fast succession of one another, and are often difficult to deflect by the player’s own punches, and so dodging is always preferred over deflecting these attacks. This would be okay in its own right, however, the cooldown time for Hedlok to throw out another set of punches from that same set of arms is way too short. He is able to dish out a second series of punches right upon the first of the three arms being pulled back in (I know this is difficult to visualize, and perhaps I’m doing a terrible job of explaining this event, but bear with me!) In this regard, I find the fight to feel rather one-sided in favor of Hedlok. Maybe he is not quite as broken in difficulty as Shao-Khan was in Mortal Kombat for the PS3 and Xbox 360, but the battle still feels unfair in more ways than one. Inputs from my punches felt like they were instantly being read by the enemy AI, and super attacks that appeared to have connected with the enemy were dodged and countered with the enemy’s own super-charged attack.

 

Despite these balancing issues, I find the game to be enjoyable, as I stated earlier. On the surface, the game appears to have little content, and I think this claim is justified when you compare it to the likes of juggernauts of in-game content such as Tekken 7 and Super Smash Bros. For Wii U. However, the accessibility of each of the ten fighters and different pairings of arms for each one of them offers hundreds of possibilities for battle, and I think it works in the game’s favor. Would ARMS be an even better game with some more fighters and stages to battle on? Sure, that would be a great addition. Thankfully, Nintendo will be doing just that in the coming months, all of it as free game updates, similar to the way Splatoon was handled on the Wii U.

Arms party

 

I’m sure I missed some other points I wanted to bring up, but overall I’m finding my time with ARMS to be fun and engaging. The motion controls work well, the fighter designs are fantastic offering great variety, and despite an arguably broken final boss fight, the single player and multiplayer game modes are a satisfying venture into Nintendo’s newest IP. If this is the start of Nintendo entering the fighting game space outside of Smash Bros., I’m excited to see where they take the game next.

Thank you for reading! Take care, all.

  • Matt

E3 2017 Impressions – Super Mario Odyssey

mario odyssey

Happy week of E3, everyone! I hope you’re all enjoying the new game announcements and demo reels. It’s easy to be cynical about today’s video games, especially during E3 week (arguably) the industry’s biggest event each year, but I still find the multiple days of press conferences and game reveals to be exciting every time. I thought it’d be fun to take a moment to write here about a few of the games that impressed me the most so far from E3 2017, starting with the latest adventure from Nintendo’s biggest mascot.

mario hat buddy

 

  • SUPER MARIO ODYSSEY

 

Yeah, I don’t think anyone is surprised to see this game listed here among my most anticipated. I’ve been a Mario fan for most of my life, and the plumber’s latest adventure looks better every time I see it. The latest trailer showed off the game’s “capture” mechanic, where Mario tosses his cap (see what they did there?) at an enemy to temporarily take control of them. If the goomba mask in Super Mario 3D World was a sign of things to come, then fully controlling goombas in Super Mario Odyssey is the next great step in Mario’s bid for complete control of the mushroom kingdom.

goomba mario

The possibilities to gameplay that the capture feature offers has me even more excited to play the game, especially now that it’s confirmed that Mario can take control of a Tyrannosaurus Rex. If that isn’t a solid way to sell a game, then I don’t know what is. Filling out a list of enemies, objects, and NPC’s that Mario can control in the final game should be a fun diversion from the expected platforming challenges.  

Mario Dinosaur

In an unexpected move, Nintendo appears to have removed the “lives” system that has been present in every 3D Mario platformer up until this point. From what I could gather watching the E3 gameplay demonstration, the coins collected during Mario’s adventure are tallied up across levels and spent on customization items. When the player dies, they lose a set number of coins as a result. The number of lives that Mario had in his 3D platforming games always felt like a redundant feature, so it is good to see Nintendo finally putting coins toward a better use.

 

It appears that Super Mario Odyssey is pretty much feature-complete at this point. When the confirmed release date for October 27, 2017 popped up during Nintendo’s stream, I was not surprised but still very pleased. It follows Nintendo’s previous claims of the game releasing by holiday 2017, and while things can always change at the last minute, I have little doubt that the game will make it to store shelves on time. I’ll be there day one for Mario’s next big adventure! I cannot wait to explore new worlds, stomp on new enemies, and selfishly take over animals in Mario’s desperate bid for Peach’s hand in marriage. Man, the premise gets weirder every time I think about it. And now there are evil bunnies? Sure, why not.

mario odyssey rabbits.jpg

The tune that played during the E3 trailer is amazing and deserves every bit of attention. I’ve listened to this at least five times now, it’s extremely light-hearted and uplifting. Give it a listen! Also, the woman that is singing that song is totally Pauline from the original Donkey Kong, as hinted by the mentions to Mayor Pauline in the E3 gameplay coverage. It’s been literal decades since we’ve seen her in a Mario game, aside from some referential nods as a collectible trophy in Super Smash Bros. titles. I’m excited to see how Mayor Pauline will contribute to Odyssey’s story, if she does at all. The spotlight will most likely be placed squarely on Bowser and Princess Peach, as it always has, but I hope we see a cameo from Donkey Kong and Pauline, as neither have shown up in any previous single-player 3D Mario adventure. 

bowser and peach wedding

That’s all I’ve got for now. Feel free to share what your favorite E3 2017 games are, or how I could improve my writing. I’m always looking to improve. If you’ve made it this far, thank you for reading!

 

  • Matt

Spider-Man PS4 – Hopes and Concerns

Spidey PS4 face

Hey all, Matt here! Just a minute ago, I finished watching the PlayStation E3 2017 live press conference. I’ve got a couple of thoughts on the show I’d like to share in a future post, where I’ll be writing about my thoughts on E3 2017 in its entirety. However, right now I’d like to focus on PlayStation’s final game that was shown at their E3 showcase, Spider-Man on PS4.

 

Ever since a new Spidey game was teased during last year’s E3, I’ve been patiently waiting for new information on the web-slinger’s PS4 debut. I have not felt excited about a new Spider-Man game since I played Spider-Man 2 on the Gamecube back in the mid-2000’s. That isn’t to say all of the Spider-Man games since then have been bad, but the ones that I played have certainly fallen short of expectation.

 

Since the announcement that Insomniac Games would be heading development on a new Spider-Man game, I’ve felt a stronger hope for a strong new entry in Spidey’s long list of video game releases. As the creators of Ratchet & Clank, Sunset Overdrive, and Resistance, I had faith that Insomniac Games would deliver an amazing new title in Spider-Man.

 

Today’s short demonstration at the end of PlayStation’s E3 event for Spider-Man has left me excited to see more of the game, and also worried about a few of the chosen mechanical decisions.

Spidey goop

Let’s cut to the chase – What am I most worried about? Well, I think anyone who saw the latest gameplay was quick to notice the frequent reliance on QTE’s throughout the demo, otherwise known as quick time events. This event is when a game wrestles control from the player and asks them to press a certain button, usually displayed on-screen, in time with the game’s action. Most of the time I don’t mind QTE’s as long as they aren’t entirely relied upon, but I wasn’t expecting quite the large number of them to show up in the gameplay demo as they did. Although Spidey’s basic combat looked solid, and the stealth sections interesting, the QTE’s that appeared in between encounters made me a bit disappointed. I think an over-reliance of QTE’s causes a lower level of excitement to continue playing a game, because it feels like the player is allowing the game to play itself, as opposed to the player being in total control of the experience.

 

Regardless, it was an exciting demo to show off, teasing at the involvement of Wilson Fisk (A.K.A. Kingpin) being involved with Spider-Man in one way or another, and I’m curious to see where the team at Insomniac Games takes the story.

 

Now that my initial worries are out of the way, what am I excited about in Spider-Man for PS4? Well, my answer probably won’t surprise anyone.

 

The swinging looks good. Straight up, it looks smooth, precise, and appears to offer a good level of control over Spidey’s mid-air movements. Obviously I have not played the game for myself, so I cannot attest to if the swinging really is any of these things, but that is how I felt from watching the gameplay stream.

Spidey PS4 logo.png

More than anything else from this E3, I was looking forward to Spider-Man on PS4. While the game is still at the top of my radar, I felt a little underwhelmed by the game’s first live demonstration. The entire sequence felt a little too linear and quick-time focused for my taste, with only a glimpse at the open-world swinging to be offered. However, I am still eagerly awaiting more news about the game, and will be there on day one to play Spider-Man on PS4. I still have hope that Insomniac will give Spider-Man fans a game that they enjoy, and frankly, deserve.

 

If you’ve made it this far, thank you for reading. Feel free to follow me for any future posts I create.

 

  • Matt