Tag Archives: Games

Shady Business Practices in Video Games

Hi folks, I wanted to write something a little bit different today. Usually I write here about my thoughts on a game I’ve played, be it a new release or an old one, but something caught my eye recently that disgusted me enough to want to write about it.

fortnite title

I haven’t been keeping up with news about the recently-released Fortnite from Epic Games because, well, I don’t really care about the game. The premise simply doesn’t interest me. However, in a recent article from Gamespot, I read that the game has sold over 500,000 copies across three different platforms as of July 26th. That’s a big problem, considering the game will be a free-to-play title in 2018. That’s right, Epic Games is selling an early access title for upwards of $40 that is going to be completely free to start playing by next year.

 

This is a gross business practice that effectively has early buyers acting as bug testers for when the free-to-play release of Fortnite hits digital storefronts. Unlike bug testers, these people are not being paid for what they are doing, but are instead paying the publisher for accessing the unfinished game early. I say unfinished because the FAQ (frequently asked questions) on the official Fortnite web page describes the game as an early access release. I’ll include a link to that page right here.

pac-man cash

It doesn’t matter how finished or complete the game is right now. As it stands, Fortnite is an early access title that will be completely free-to-play starting next year, and players are ponying up cash to access it early. When the free-to-play version releases, the purchase that consumers made to get that early copy will have been for naught, except bragging rights that they played the game ahead of its official release. I’m not one to say how people should be spending their money, but this business practice feels exploitative, especially when you consider people who have a tight budget for new games. Purchasing Fortnite is an effective way to waste money on a release that will soon be available for free.

loot boxes

On top of this, Fortnite offers microtransactions which are available in both the early access release, and will assuredly be available in the free-to-play release as well. As many other people online have correctly stated before, microtransactions have no place in any video game that isn’t free-to-play. It is a shady business practice that breaks the in-game economy by incentivising players to spend extra money to unlock items that may otherwise take many hours to unlock by normal means of playing. Just look at Overwatch, for example. It’s a game that has millions of fans, including myself, but the loot box system in that game is also exploitative and assures that nobody will ever unlock every item unless they pay extra for loot boxes. Even if these items are all cosmetic, they still affect perception of the game and encourage additional purchases on top of the entry level fee for the game itself. Cosmetic items or otherwise, it is gross to have these additional purchases for loot boxes available on top of an up-front fee for the game.

 

Let’s not even get into the whole Middle Earth: Shadow of War news that has been popping up recently about that game’s microtransactions. If you’d like a good breakdown of that game’s price gouging, look no further than this wonderful informative video that was released today by Jim Sterling; I’ll link it right here.

shadow of war microtransactions yeah

The previous game in this Lord of the Rings series, Middle Earth: Shadow of Mordor, is a great game that deserved the praise it received back in 2014. The business practices behind its sequel ensure I won’t be playing Shadow of War on day one, if at all in the near future, despite being a fan of both Lord of the Rings and Shadow of Mordor. I refuse to support a single-player, triple-A game release that offers microtransactions on day one. It’s one thing to have these additional payments available in multiplayer-only video games, but it is especially egregious to find them in an exclusively single-player release.

 

If you’ve made it this far, thank you for reading. I’m close to finishing up Rise of the Tomb Raider, a game I’ve wanted to play for a little while now, and I’ll share my thoughts on it soon. Have a great week, all.

 

  • Matt

REVIEW: Splatoon 2

splatoon 2 banner.jpg

Well, this review took me a lot longer to write than I expected. After completing the single-player portion of Splatoon 2 and leveling up my character past level ten, I was hoping to write my review soon after… But it took me longer than I expected to finish the single-player sections in this game. I ended up spending way more time on turf war and ranked matches, as these game modes are where Splatoon 2 shines, and they are very fun. As of this review, I’m level 23, with a decent number of hours logged in both the competitive game modes as well as salmon run, Splatoon 2’s brand new player versus A.I. game mode. With that said, I’ll now share my thoughts on the overall package that is contained in Splatoon 2. Enjoy!

splatoon 2 weapons

Splatoon 2 is a wonderful game to play, featuring enough maps and weapons to keep players hooked for months to come. The core gameplay loop is the same as it was in the first game; players control ‘inklings’ that utilize a vast array of weaponry to cover the map in their team’s ink. This involves inklings shooting at the floors as well as each other in order to prevent the enemy team from inking the map with their own color, but the focus is still firmly placed on covering the map with your own ink. It may just be me, but the maps in Splatoon 2 feel smaller than those found in the first game. This causes firefights to break out more frequently and matches to end closer than before. It’s a change that I wasn’t expecting, but is welcome. In addition to this, most of the weaponry available in the first game is now available in the sequel. This is in stark contrast to the launch of Splatoon 1, where only a few weapons were available from the start, new blasters and brushes becoming available in the months following the game’s release. This gives Splatoon 2 stronger legs to stand up as a complete package, as opposed to the lack of launch-day content that was found in the first game. Nintendo has said they will be providing free updates to the game over time, similar to the way ARMS is handling it, but even if there were no upcoming updates aside from splatfests (the game’s monthly competition between two teams) I’d still be happy with the overall package.

splatoon 2 salmon run

As I mentioned earlier, the biggest new game mode coming to Splatoon 2 is known as salmon run, and after playing many hours of it, I’m convinced that it’s a blast. In most video games, I prefer player versus A.I. matches as opposed to competitive multiplayer, and to see Splatoon 2 receive this treatment is extremely welcome. Overall, it’s a fun game mode that is marred by a few issues. The most obvious of these issues is the widely reported complaint that many players have; online salmon run is only available during specific days and hours of the week, locking entry from those wanting to play outside of the allotted time slots. It’s a real bummer that Nintendo took this approach, as salmon run is a great way to unlock specific loot, and is very fun to boot. Perhaps they will hear fan criticism and respond to this issue, but as of this writing, there are many people that are upset by the decision to lock salmon run gameplay behind specific days of the week, myself included.

splatoon 2 salmon run enemies.jpg

Salmon run features a simple premise of surviving and collecting stage pickups, masked beneath a layer of surprisingly deep complexity as to how players tackle their foes. There are a number of unique boss characters that must be defeated within each round, and the strategy on how to defeat each one differs from one another. The game’s tutorial teaches the basics on how to take down each boss, but I definitely recommend some outside research, because there are more ways to tackle your foes outside of what the game shares. Players will only be able to survive by combining their efforts and communicating on the battlefield, as each person fulfills a specific role each round, depending on which weapon is given to them.

splatoon 2 logo

This is my first gripe with salmon run. I understand the push to give players pre-selected weaponry, but having a poor set of four weapons makes each round more difficult than I think is necessary. I feel like before a round starts, players should have a choice of which weapon they wish to use during that round, so that nobody has to end up using the splat roller or the ink rifle unless they desire it. However, I understand this is a balance decision that makes sense in the game’s surprisingly high difficulty curve. I just don’t enjoy using the splat roller, ink sniper rifle, or any of the brushes for salmon run! I would appreciate a way to avoid using these weapons.

splatoon 2 salmon run boss

Another issue I would like to touch upon is the abundance of bosses that show up during each round. The last thirty seconds of each round in salmon run is often the most hectic, due to the game ramping up the number of on-screen enemies that pelt ink your way to stop you. I feel that the number of enemies present at one time far exceeds a number that are capable of being dealt with, resulting in many frustrating deaths when the entire team is wiped out. My brain’s first response to this thought is simply “well, get good” but in a majority of the games I have played, it seems as if every player on my team had a great deal of difficulty in simply staying alive against the frankly ridiculous number of enemies that flooded the game mode’s rather small survival arena. Some deaths feel a bit unfair, such as when you are killed by a sudden ink airstrike pelted from above. Combined with the other boss attacks, it is often difficult to survive a round without going down at least one time, which I feel is a bit unbalanced in the game’s favor. Despite these issues, I will keep coming back to play more salmon run, because the frustration I’ve felt for these issues pales in comparison to the satisfaction of surviving a game, collecting as many pick-ups as possible and defeating the enemies swarming a team of inklings.

splatoon 2 roly poly

I admit that I don’t have a whole lot to say about Splatoon 2’s competitive multiplayer portion. As a fan of the first Splatoon, each of the game modes in the sequel offer fun gameplay with a satisfying unlock system of receiving experience and currency, used to purchase new weapons and gear. If you were a fan of the first game, the sequel probably will not disappoint; likewise, if you did not enjoy the first game, the sequel doesn’t do a substantial amount to differ itself from the first game. However, there are a few big points that I would like to mention. The special abilities offered to players are much more satisfying this time around, rewarding timing and skill to pull off. Whereas in the first Splatoon the special skills on display felt a bit all over the place, some being extremely useful while others were lackluster, every special ability in Splatoon 2 has a meaningful use in battle. The tenta rockets are a favorite of mine, especially when playing splat zones, and the drop attack special ability is satisfying every time. The all-new maps are great, although I wish more of the elements featured in the single player portion of the game were also available in online multiplayer. The speed ramps and grind rails feel like they’d make a fine addition to the hectic online battles, but these exciting new interactive objects only make an appearance outside of multiplayer. This feels like a missed opportunity, especially when comparing the differences between Splatoon 1 and 2’s multiplayer. Despite this, online matches are a fun time, and searching for other players is usually a fast process. The lack of an exit button in the matchmaking menu is a bit bizarre, as is the inability to switch weapons and gear in between matches, but the core gameplay loop of inking enemy turf while taking down your foes is just as satisfying as it was in the first game.

splatoon 2 grind rail

Now that I’m finished giving my thoughts on the multiplayer portion of Splatoon 2, I’ll dive right into why I’m slightly disappointed with the single player sections in this game. Overall, the single player levels are better than most campaigns found in other first and third person shooters on the market. Most levels are memorable, each featuring fun and unique interactive objects while providing satisfying shooting and platforming action. The story is rather light, but this is similar to how it was told in the first game, and is not all that surprising. Most of the boss fights are great fun, especially world four’s boss fight, which takes advantage of the game’s smart implementation of vertical space. After the simply awesome final boss battle in the first Splatoon, I was expecting an equally exciting final battle in the sequel; unfortunately I was left disappointed, as the last fight features an all too familiar strategy to beating the game’s boss, similar to the first Splatoon’s final boss. The single player also doesn’t introduce any new supporting characters, like the first Splatoon’s Captain Cuttlefish, instead relying on Marie and Sheldon to tell the story. Each of the new characters are instead featured in Splatoon 2’s plaza, where the player goes to purchase new gear and access the game’s various playable modes. The ending of the single player is still satisfying, if totally unsurprising, and rewarding online multiplayer rewards for completing the single player is a great incentive for playing through it.

 

Splatoon 2 is a great game, complete with a satisfying single player story mode, cooperative survival matches, and the same great online multiplayer action that fans have come to expect from the series. It feels like Nintendo played it a bit safe for this sequel, but the same tight action and some fantastic new music is on offer for a fresh experience. The inclusion of “miiverse 2” also known as the in-game user drawings found in the main plaza is also a great inclusion, providing many laughs and some impressive art (I’ll share a couple of my favorites down below). New abilities and weaponry introduced in the future ensure I’ll be playing Splatoon 2 for many months to come! 

splatoon 2 speeding ticketsplatoon 2 closed mall

splatoon 2 gotta get spongebob back.jpg

Hey, all. If you’ve made it this far, thank you for reading my review. If there’s anything in this write-up that you think could use improvement, please feel welcome to share your thoughts! I’m always looking to improve my writing. Have a great week!

 

  • Matt

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.

IMG_5765

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.

IMG_5766

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

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.

wipeout assegai

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

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