Showing posts with label Playstation 4. Show all posts
Showing posts with label Playstation 4. Show all posts

Sunday, April 15, 2018

Longshot - Madden NFL 18 It's Good! What?


I was pleasantly surprised with Madden NFL 18's Longshot. I rented the game to check out the use of the Frostbite engine and see the story mode I'd heard great things about. Even expecting it to be good I was still surprised with how good it actually is. I'll avoid plot spoilers so feel free to read without to much worry, if you're really interested you'll have played it by now anyway!

Frostbite doesn't relieve the main problem I always have with Madden games, the uncanny valley is massive! Time was obviously spent on the main characters to make their models the highest quality in the game to help. Wade and Cruise specifically got a lot of work while the other cast have a range of quality between these two and the coaches in game that look pretty bad. With the massive uncanny valley in Madden shockingly they were able to string a thin rickety rope bridge across the valley making you care about the story despite the massive valley looming below daring you to look down and break immersion with every step!


So the interesting thing to me is how they did this. One aspect was the better character models for story mode. Based on what I see in the game I think the story characters have translucency and specular masks where other models like coaches do not, and spectators don't even have lighting.

Story character's skin is done so much better than anything else in the game. Coaches and crowd are really a spot Madden's visuals break down. Also the voice acting was very good. There were only a couple of lines I can think of that didn't feel like they belonged in the situation, most of them were delivered well. The music in Madden is always very far from what seems fitting for an NFL game. Longshot takes place in a Texas town and has an appropriate country style soundtrack that fit far better than their normal game's soundtrack fits NFL football.

A couple of things I hope they change for next season are the quick-time-events. I'm never a fan, but these aren't normal Madden controls and don't fit in any way with the game. The ones where you move your floating ball cursor to the highlighted location and then have to quickly press whatever button prompt only shows up when you're already tracking correctly caused headaches especially the first couple times. Also as in Telltale games the conversation quick-selection is to fast. The game should take input immediately and keep going, but stop and wait for your input too if you need more time to pick, and the defaults aren't what you always want to pick. Quick-time-events can be failed easily even when you know the correct answer and what you're suppose to be doing.

Lastly, towards the end of the game there are a string of 5 challenges that don't save between each. That's just far to much content to have to repeat if you can't get through it in one sitting. I assumed at the completion of each it would save like a normal game and had to replay almost the entire thing.

There are some pretty nice plot twists and what appears to be reuse of other Frostbite assets, but in a really cool way. I do wonder how much you can change the story by your choices such as Cruise's ending, I had to re-play a bit because of the bad save system, and it appears the story is pretty set, but you never know for sure. One character Ross is completely annoying until he has a scene with a hoverboard that just pushes him over the top and kinda made me like him after that.

It surprised me how good the story was from a game that hasn't had any in the past. I'm waiting for next year to see the next chapter of the story and see what Frostbite improvements they can make for year two! Madden is a game I normally buy one copy of per system, but the story mode might change that for me. The beginning of my play through from my Twitch stream is embedded below. Like this post it ends right before any major spoilers. And further into the game you get to use actual Madden controls and gameplay and it gets far better. Enjoy!


Wednesday, December 23, 2015

Location in Video Games: inFAMOUS Second Son

Infamous is an interesting game for me it's the first game I remember buying just because of the location.

Currently I live in Seattle and Seattle is the most familiar I've been with a real world counter part to an in-game location. I've been through L.A., D.C., other major metropolitan areas, but not spend the time I have here in Seattle.

I've been to all the locations shown here and fighting in the Seattle Center, Pioneer Square, etc... is a lot of fun!

After playing for a bit I realized what was bothering me about the game. It is a compressed world of course so things aren't lined up like they are in the real city. The 520 bridge is located closer to the actual West Seattle Bridge location, but is by far the most hated bridge in the City. Not only does it congest with rush hour traffic, but it is also a tole bridge with a money sink of a replacement protruding out of the water next to it... so choosing this to be the bridge to blowing it up is a no brainer even though the location is wrong.

So I'm not a huge fan of the game... I received the first game from the infamous PlayStation Network outage of 2011 and picked up the 2nd in a bargain bin, playing both very minimally.  I'll probably put up a post on my thoughts about the game at some point, but this is for the environment art only that looks fantastic! If it wasn't for the slightly off locations I don't think I'd have anything to complain about and that is very minor indeed! I do wonder if Pike's Market is included or more of the waterfront, but I'm to low to venture into parts of the game at this point, so those are questions to be answered later. This is a very good job recreating Seattle in the confides of a game environment!



Thursday, December 17, 2015

Genre Mashups in Video Games


I'm talking about genre mashups using Tomb Raider because I just finished the first one and am a few hours into the second so it is fresh on my mind, but this could be said about almost every game coming out. The Tomb Raider remakes are move of an answer to Uncharted than a throw back to the original, and this seems to dictate the genres they include.

The basic genres in Tomb Raider (broadly) are: Platformer/Collection, 3rd Person Shooter, and Quick-Time-Event. I haven't played the original Tomb Raider for many years, but I remember it being mostly an exploration/collection/platformer. The current Tomb Raider is fairly linear to be considered exploration and the puzzles are on the light side. As for collection, many of the collectibles are dropped in front of you and platforming is fairly light. I think you could say the game is trying primarily to be exploration and platforming, but it's linear enough you can't really miss much of the content and fail safes are put in for the platforming portions.


So where the game fails in my opinion is the other genres that are "forced" in. The first I will keep brief because I HATE quick-time events, so any inclusion is going to cause me grief and instantly be unhappy. The areas especially in the first game that included QTEs were the first road blocks I encountered. Luckily most of these were from the E3 Demo very early on and thinned out later in the game. Rise otTR did a better job, they are kinda there, but instead of true QTEs they are time slow downs requiring you to do normal gameplay operations... still annoying, but much better as knowing the controls are normally the worst part of QTEs.



The second mechanic kinda shoe-horned in is the forced 3rd person
shootouts. This won't be an issue for everyone, but I used the bow the rest of the game so when the sections they force you to do a shootout happens the bow isn't always viable and having no previous experience with the other weapons I got stuck on one of those sections for 2-3 play sessions trying to get past it. Forcing players to use one of your systems that has been optional for the majority of the game is okay, but then difficulty needs to be at a beginner level for it, not at a half way through the game expecting everyone to have been using it for hours of play.

Why this matters...
I don't have the time anymore to play games endlessly. Tomb Raider is a game I really like so I persisted, but any game that I'm borderline enjoying I won't pick back up if I hit a wall I can't complete in a few tries. Especially if it is because of a side game mechanic that I don't enjoy playing. I don't think I'm alone in my thinking at least in my demographic with a family and limited gaming time. I think meshing mechanics is possibly a good way to get people into a game, but if you use mechanics that don't mesh well together it was at least keep people from completing them.

Lastly I just want to reiterate that while I picked on Tomb Raider, it is a game I completed (though a little rushed at the end because Bloodborne was in the mail). That means a lot for me, I maybe only complete a dozen or so games a year, so holding my interest to the end is an accomplishment! And Rise of the Tomb Raider is my casual go-to-game right now when I don't want the difficulty of Bloodborne. So these are good games and the critique should in no way take away from that. With their faults they are still a worthy playthough!

Thanks for listening to my rambling.

Sunday, December 13, 2015

Bloodborne Progressive System [mini-post]


I'm a long time 'Souls game fan! Bloodborne feels like their first "new" game though. Dark Souls felt like a more polished Demon Souls, Dark Souls 2 felt like small game tweaks and mostly phoned in sequel and lost part of it's soul. yuk yuk. But Bloodborne is different. It has the soul of Demon and Dark Souls that was missing from Dark Souls 2 and is set in a different environment and basically lacking shields and magic speeds up melee combat to a sweet spot!

So my point: You can explore much longer in Bloodborne than you could in Dark Souls. The Estus Flask system limits how far from a bond fire you can travel AND requires you to rest at bonfires you come across re-spawning enemies. Bloodborne uses 2 main consumables: Blood flasks and silver bullets. The blood flasks refill health or as I like the idea better your "will to continue fighting" and drop fairly regularly. Because of this as long as you don't take a significant amount of damage from trash you are clearing you can keep going almost indefinitely as long as you can loot more than you use. The silver bullets are a way to score a one-hit-kill on some of the tougher mobs in the game and you can trade some health for 5 of them if you run out as these are rarer drops.

So that's it, just highlighting what in my opinion is a great improvement on their gameplay system. A fairly small tweak that no longer forces you to stop progressing/exploring just because you are out of healing charges, and keeps you from having to re-kill trash if you don't want to. It fits well with the faster paced combat as well, and while it was a rocky start I'm enjoying Bloodborne so far!