This is an experiment. I don't want engagement to go down. I like how many people have been writing big, beautiful, critical impressions about various games. I like other people reading them and then having a discussion with you about them. And, in that respect, I see the value of having these discussions centralized in an established thread that people are constantly posting in.
But if this thread can thrive on its own user engagement-wise, then it might be better for this and Recently Beaten Games to function as their own independent threads.
EDIT: Removed the directory. It was fun while it lasted, but there are too many to track in this one post.
Great Jade Cocoon 2 Review. The Pokémon-esque Divine Beasts sound like an interesting feature.
Shame that the music is so poor. It made me think how important music actually is to me in an RPG, especially older ones where it helps to convey moods and emotions that the visuals are unable to.
Nice. If I can come up with a good long form review, I don't mind using this thread, and I'm down with discussion if I'm familiar enough with the game someone else talks about.
"We don't get to choose how we start in this life. Real 'greatness' is what you do with the hand you're dealt." -Victor Sullivan "Building the future and keeping the past alive are one and the same thing." -Solid Snake
@RogerRoger Nice review, I read all the way to the end. I still want to play the game one day though! I think I only had the Wii when it came out and it wasn't top of my list when I eventually got a ps3.
@RogerRoger Nice write up. It's been a long time since I played the PS2 version, but remember being a bit disappointed with it. Released long after the excellent Simpsons Hit & Run, The Simpsons Game felt mediocre by comparison. I still enjoyed it, but both the gameplay and the humour was hit and miss in it.
@RogerRoger great review Rog. The Simpsons have been out staying their welcome for years, Homer the drunk dad, Marge the stay at home clever wife, the stupid and naughty boy, the matilda like daughter, the belligerent grandad. It's all very 1990s.
PS3 Megathread 2019: The Last of Us
Multiplat 2018: Horizon Zero Dawn
Nintendo 2017: Super Mario Bros 3
Playstation 2016: Uncharted 2
Multiplat 2015: Final Fantasy 7
I have no problem with them at all Ralizah. In fact I love those levels... I don't understand what people find hard/have trouble with them 😂
Because you can't see where you're going or what to avoid until you're right at it. The camera is pointed the wrong way. It'd be like a kart racer where you're staring at the front of the kart the entire time.
WHAT IS IT?: Developer QuanticDream's latest cinematic adventure game (and the only one I've actually played). Set in the relatively near future (2038), the game follows the intertwining stories of three androids in the city of Detroit (Connor, a police android designed to investigate 'deviant' androids who are rebelling against their programming and attaining a sense of selfhood; Kara, a housekeeping android who, through a series of events, finds herself protecting an abused little girl named Alice; and Markus, a domestic care android who eventually finds himself the de facto leader of a revolutionary android rights movement).
Platform: PS4
Level of completion: I attempted to go for the platinum, which requires completing the game, and many individual chapters, numerous times. As it stands, I've gained all but three or so of the trophies and have completed the game's story two or three times, at least. I'll probably go back to it eventually and clean up the remaining trophies with another playthrough or two, but I'm kind of burned out right now.
GAMEPLAY
I mentioned that this was a cinematic adventure game, which naturally means that the level of interactivity here is somewhat limited. Like many other story-heavy games on PS4, you're almost always being directed through a scripted sequence that combines user input with narrative in such a way that the entire game feels like a playable cutscene of sorts. There are locations with some level of exploration and player agency to them (and there are actually collectibles to find in the form of magazines, some of which change depending on choices you make that impact the direction of the story), but, ultimately, you're always being funneled down a narrative route of sorts. Your character can often walk around and examine some objects in their environment. They also frequently engage in Quick Time Event-heavy action sequences or, more rarely, conflicts where the player must quickly choose how to respond to a situation from a list of prompts.
More than any game I've played in recent memory, Detroit: Become Human seems to satisfy that classic TellTale games mantra about your choices mattering. Each chapter features a complex internal flowchart of cause-and-effect that tracks how the player's actions cause events to turn out by the end. More importantly, though, is the way in which events ripple across the narrative of the entire game and inform events that come later on. There seem to be two kinds of consequential choices in this game: decisive ones which immediately impact the narrative (such as choices that lead, fairly quickly, to a character living or dying, for example, which directly impacts how events later in the game will turn out), and ones that effect how other people perceive certain characters or factions. These latter types of choices have little impact on their own but, cumulatively, they lead to narrative-shaking changes. It's similar to, if more complex than, the 'law vs chaos' scale that is employed by several SMT games.
STORY/CHARACTERS
Another strength of the game is the wide variety of characters you'll meet across the various chapters, from mentally unstable vagrant androids to people living in isolation who have quietly either become heroes or complete monsters. The core relationships in this game are between Connor and his cynical police lieutenant partner Hank Anderson, a complex character who struggles with discriminatory feelings toward androids while also finding himself becoming increasingly empathetic toward the "deviant" androids he comes across; Kara and Alice, who quickly find themselves developing an interesting mother/daughter dynamic; and Markus and a variety of other people in the rebel group he stumbles across: the core players in this group swing from hopeful pacifists who want to learn to co-exist with humans to hardened militants who think the only way forward is to respond with violence, and the ending of Markus' story, along with multiple big story events, will change drastically depending on which of these approaches he tends to adopt throughout the game.
So, to reiterate, while I won't go into more depth in the story, expect to investigate mysteries when playing as Connor, struggling to survive and protect Alice when playing as Kara, and deciding how to incite a revolutionary political movement as Markus.
ART/CHARACTER DESIGNS/MUSIC
Not a lot to say in these areas. Detroit: Become Human does a good job of cultivating a hyper-realistic art-style that (mostly) avoids the uncanny valley (except where it intends to: this IS a game about androids, after all) using a combination of high-poly models, effective lighting (some of the rainy environments in this game are especially gorgeous), and clearly motion captured faces. It's obviously not quite 1:1 with real life, but, for the aging PS4, it's a really impressive effort.
The music is... pretty good. It doesn't stand out for the most part. It's not something I'd listen to on its own, but it does a good job of heightening the emotions of whatever is happening in a given scene. I particularly like the panicked sound of this track:
Other observations:
Some games get off to a slow start. This one doesn't, and essentially puts all its cards on the table at the beginning with a high-stakes hostage negotiation that does a really good job of introducing the player to the core gameplay systems. Very cool.
Scenes in this game, while incredibly streamlined and directed, are dense with a ton of detail, including interactive objects that reveal lore and worldbuilding in the background, be it through readable news tablets that flesh out current (circa 2038) political events, polling data that reveals interesting things about the public's feelings on androids more broadly, the ways in which androids are changing different entertainment fields and areas of scholarly expertise, etc., signs on the wall or in stores, news interviews on the TV, etc. It does a fantastic job of building the illusion that you're taking a peek at what a future America might look like, as opposed to just playing through a science-fiction story about androids.
I feel like Kara's storyline was worked into the game because the developers started with the character and felt like they needed to integrate her. Her storyline doesn't really mesh well with the Markus/Connor storylines, however, so every time one of her chapters pops up you know the game is going to start spinning its wheels narratively for a little while. This would have been more understandable if the storyline had interesting themes/ideas that enriched the broader social focus of the other storylines, but I never really felt like they added much to the game on their own terms. You had the REAL game with the other two characters, and then you had this little side story about Kara and a little girl that just kept popping back up.
For all of the complex issues that feed into the setting and would make for fascinating subject matter to explore across the scope of the narrative, I feel like the writers really drop the ball here. The game is entirely uninterested in the possible cognitive, moral, and experiential differences between human life and android life or the extended implications of sentient A.I. becoming a thing, and instead uses human control over androids as a somewhat tepid metaphor for racism and bigotry more universally. I mean... IT WORKS, but it feels like the game's writers took the safer, but less interesting route when it came to constructing this narrative. In-game scenarios are also frequently VERY morally black and white (Markus' storyline is a bit of an exception to this, thankfully, and there are a few points where you'll be asked to make life-or-death decisions in his route). If Detroit succeeds as an interconnected, choice-driven adventure story, then it mostly fails as thought-provoking literature.
Similarly, its depiction of political oppression and activism is fundamentally very lazy. Why do all 'awakened' androids seem to automatically join your side (people advocating against their own rights isn't exactly a recent historical phenomenon)? How is this massive civil rights movement kickstarted so rapidly? All it takes is a couple of non-violent demonstrations for the government to go full Third Reich on androids, and, similarly, a kiss or a song are enough to largely defuse government violence. The game's heart is in the right place, but it streamlines actual social conflict to the point where story beats feel vaguely cartoonish.
This game desperately needs a function to fast-forward though many of the looooooong talky sections that you have to sit through over and over if you're going for all the trophies. This game certainly doesn't respect the player's time and, in many respects, feels like it was designed with only one complete playthrough in mind, despite the wealth of choices available to the player. Japanese visual novels deal with this by allowing the player to quickly skip through previously read dialogue, and this game would benefit dramatically from something similar.
At several points in the game, it will ask the player to shake their controller around to simulate an in-game action. Can't say I'm a fan of this. Waggle controls weren't particularly engaging in various Nintendo Wii games a decade ago, and they make even less sense here.
CONCLUSION
Despite some narrative missteps, inconsistent pacing, surface-level treatment of complex social and technological issues, and missing QoL features for trophy hunters/completionists, the game stands tall as one of the best adventure games I've played in recent memory. The complex web of decision-making that happens across the various chapters can lead to radically different outcomes by the end, making this one of the few adventure games I've played where the player's decisions ACTUALLY do matter to the outcome of the story. The dire narrative stakes, thematic presentation, and gorgeous, ultra-realistic visual style make this feel like an interactive movie in the best way possible. I was fully invested in the fates of these characters from beginning to end, and frankly never expected I'd end up enjoying it so much.
@Foxy-Goddess-Scotchy My favourite and most frustrating level of crash is the bridge one where the panels fall out from underneath you. I also find the sound effects to be weirdly repetitive to the extent that they become trippy. The rhythm of that level and the trippiness of the spin, crate and dying sound effects resulted in one of my favourite game experiences for years!
@Foxy-Goddess-Scotchy Very nice review of Crash 1, Foxy. I found the background info an interesting touch. The game is not my cup o’ tea but I enjoyed reading your impressions.
@Ralizah Nicely done summarizing and critiquing Detroit. Good point about the missed opportunities thematically; I hadn’t thought much about that. I’m glad that the game was a pleasant surprise for you.
For me, even after playing Spiderman recently (and really liking it) and very much enjoying Shadow of the TR and Red Dead 2, it was probably my GOTY for 2018 (but I haven’t played GOW yet) for a lot of the reasons you outlined. Although not perfect, it was impactful and unique.
“We cannot solve our problems with the same thinking we used when we created them.”
@Foxy-Goddess-Scotchy I try to be as (constructively) critical as possible with the games I enjoy, but I really found it involving in a way that doesn't often happen with "movie games" like this. Low expectations going in might have helped, too.
Anyway, I had an involved discussion about it when I was playing it and soon after beating it, as you noted, and then went over a month without posting a review, so the confusion makes sense.
@Th3solution I actually haven't played God of War yet, either. I get the sneaking suspicion it'll go on sale for $10 before long, just like Horizon did, so I'm content waiting for it.
Last year... VC4 was my GOTY, for sure. I doubt that'll change, even after finally getting to GoW. Also, I played the Switch port of Ys VIII, and that was fantastic. I'm very, very tempted to repurchase it on PS4 for the improved performance and trophies.
I get the feeling I might as well skip previous QD games, because I feel like they'll only be disappointing in comparison to Detroit. Hopefully David Cage doubles down on the choose-your-own-adventure aspect of his games for whatever inevitable PS5 project he's working on.
@Ralizah I agree with your hesitation to go back to prior Quantic Dream games. Although both Heavy Rain and Beyond Two Souls are available free on PS Plus, so the investment is only time and energy. I liked Heavy Rain, but it is far inferior to Detroit. I keep saying I’m going to play Beyond TS but it’s buried deep in other backlog games.
I too hope Cage keeps going with the choice and consequence adventure story games. The outside investment of NetEase to financially support QD has potential to ruin the experimental and fresh nature of his development projects. I hope not, so I’ll be cautiously optimistic that they will let QD continue down this path. The power of the PS5 could really blow the top off the choose your own adventure genre.
@Foxy-Goddess-Scotchy Most of those comments echo my own thoughts on the game. I think the first game is the hardest of the three but I like that there are no gimmicky levels but just good platforming other than hog riding or boulder levels.
There are some fiendish difficulty spikes though; getting the coloured gem on Slippery Slope was a real one (complete a difficult level getting every box and without dying). I didn't bother with the time trials at all either.
The bosses were mostly a pointless distraction as they offered very little and were pretty easy.
Did you play the Stormy Ascent level? It was free DLC originally but I think is paid now but is a level dropped from the original game for being too difficult. You will certainly need those 91 lives!
@Ralizah@Th3solution I wonder if QD will ever make a game for Switch, now that they have ended there exclusivity partnership with Sony? Some of the motion control stuff that didn't well on ps4 might be better suited on the Switch and the Joy-Cons.
Life is more fun when you help people succeed, instead of wishing them to fail.
Better to remain silent and be thought a fool than to speak and remove all doubt.
@ralphdibny@Foxy-Goddess-Scotchy I remember one of the bridge levels in the original version had a bug/cheat where you could jump onto the rope part and then just run straight along that.
@JohnnyShoulder I wouldn’t be surprised. Only I suspect if they follow their current trajectory then their next game will be even more complex and graphically advanced, which may outgrow the current gen capabilities.
I still have a feeling they are going to end up like Ninja Theory and their next game is going to be some random online game outside of their comfort zone, but we’ll see.
“We cannot solve our problems with the same thinking we used when we created them.”
@JohnnyShoulder QD's games seem to push photo-realism pretty hard, so I'm not sure their games would be a good fit for the Switch.
Then again, if we Switch owners are demonstrating anything, it's that we'll buy pretty much anything for our little underpowered hybrid: even games that really don't belong on the platform and look terrible as a result!
Pity that their games are exclusive to the EGS on PC. Would have been cool to see Detroit on a powerful rig with settings maxed out.
@Foxy-Goddess-Scotchy I'll echo our friend @Th3solution here and also say that the background/historical context in the review was a cool touch.
@Foxy-Goddess-Scotchy In the 2+ years of frequenting the Push Square forums nearly every day, I believe that may be the first time anyone has ever posted anything about Minecraft. 😂 Despite being the best selling game of all time, it seems no one actually plays it around here.
I have tried a version of it before and also found it rather dull. Not sure what all the fuss is about with that one. But like you, maybe I’m just not creative enough. [shrug]
Also good to hear that Zanki Zero was pretty interesting for you. I’ve been curious about it. It received rather mediocre critical reception, but having enjoyed the other Spike Chunsoft games, I might try it at some point. I remember seeing it on sale off and on and it’s actually on sale right now on the US PSN store for $30.
“We cannot solve our problems with the same thinking we used when we created them.”
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