@RogerRoger Wow, really glowing piece on Sonic Frontiers! While I'm a bit unsure about the game's direction myself, it's still the most intrigued I've been by the blue hedgehog, honestly, since the Dreamcast era. Even if not everything about this release works (unnecessarily brutal bosses can definitely ruin the pacing of a game), it sounds like this is yet another series where adopting an open, exploratory structure ended up reinvigorating it.
That music is... definitely not what I think of when it comes to Sonic music, so kudos to the composer for thinking outside of the box!
You're, uh, gonna have to elaborate on that Undertale comparison a bit for me, though.
2004, a year I actually remember! Worryingly, this was also the year that Millie Bobby Brown was born. Now that makes me feel old. At least Strictly Come Dancing first aired in 2004, the cultural highlight of the year. Oh, and Shrek 2, I guess. Most of my memories of that year involved the GameCube to be fair, with my love of JRPGs ignited by Paper Mario: The Thousand Year Door and Mega Man X: Command Mission. One game that I missed out on was FIFA 2005, as the concept of yearly iterative sequels was lost on my tiny, unformed mind. I was still playing FIFA 2004 after all; it was a great game and still plays well. So what did I miss out on with this game?
FIFA 2005 unfortunately lacks the bombast of the last couple of titles’ live-action openings, with just a little minute-long intro that’s been made in-engine. The menu is also less interesting, with a bog-standard grassy JPG design across menus. Graphics in general are mostly similar to the last game, although with a slight increase in detail to the players’ faces, including elements such as Cristiano Ronaldo wearing earrings. At least the soundtrack is a highlight, with diverse artists such as The Streets, Scissor Sisters, and Franz Ferdinand included. There are other little touches throughout the game as well, like crowd chants unique to each team, newspaper headlines throughout the season incorporating real papers, and an in-game store in which you can spend points earned through achievements on rewards such as night variants of stadia, classic songs for the soundtrack, balls, alternate kits, and Pierluigi Collina as a referee.
With FIFA 2004 providing such a great base in terms of mechanics, you might not think there was much for this game to improve on. This is mostly proven true, but there are still some welcome gameplay tweaks such as the new first touch system, which allows you to throw off defenders with incisive touches of the ball as it comes to your feet. Holding down Circle also makes you chase down opposing players, functioning fairly similarly to Pro Evolution Soccer’s defending mechanics. All in all, gameplay is very fun and relatively easy to pick up, while allowing for creativity through passing, dribbling, and skill moves.
Career mode has been overhauled again in this game, with it transformed into a multi-season dynasty involving a created manager (mine by the name of Reginald Sausage) which encourages you to move between teams and upgrade your backroom staff. For this reason, you can only accept job offers from fairly rubbish teams for starters, aiming to build your reputation before you’re offered the bigger jobs. This did throw off my plan of playing a single season with Celtic as I did with the other games however. Instead, I had to play a single season with Hibs before I was offered the Celtic job after finishing a respectable third place. Unfortunately, this meant I played the 2005/2006 season with Celtic, and Chris Sutton had been sold by the AI in the meantime. Let’s just pretend that I played the correct season with Celtic!
In the real 2004/2005 season, Celtic played their final season under Martin O’Neill. This was a bit of a frustrating season, with yet another title decided on the final match which went Rangers’ way. Celtic also exited the Champions League in the group stage, finishing bottom of a group which featured AC Milan, Barcelona and Shakhtar Donetsk. At least they won the Scottish Cup. Transfers during the summer included the loss of Henrik Larsson and Johan Mjallby, two key players that Celtic missed dearly. They weren’t even replaced with quality players, with Juninho arriving from Middlesborough on what resembled an extended holiday, and Henri Camara talking a big game as Larsson’s supposed successor but ultimately disappointing everyone. So history really did have to be righted this year.
Upon taking over the Celtic team, I immediately invested my upgrade points into the financial team in order to generate enough money to elevate a slightly depleted squad. With the purchase of veteran Luis Figo and a rather young Cristiano Ronaldo, the squad certainly looked like an improved side. The results came thick and fast too, with a draw against Hearts in October being the only points dropped by Celtic in the first half of the season. To be honest, the league was a bit of a cakewalk, with Shaun Maloney finding the net with silky dribbling moves on many occasions, and John Hartson nodding the ball home over and over, while basically resembling a head on a stick. Stiliyan Petrov also held his own amongst the big-money talents of Ronaldo and Figo. Signing Clarence Seedorf in January was the final nail in the coffin and meant that no team could really touch my squad. I did actually attempt to sign players such as Ronaldinho and Thierry Henry, but apparently the quality of football in Scotland was not up to their standard. Their loss.
The real challenge this season was the Champions League. After qualifying with a win against Club Brugge, we were placed in a group with Newcastle, PSV, and Liebherr GAK, an Austrian team which went bankrupt a decade ago. While the trip to Austria was a fairly easy one, we did run into some issues against Newcastle and only managed to scrape a 1-1 draw against them in the first leg. It was nice to play in a real recreated stadium though, with St James’ Park being one of the stadia recreated in this game. PSV were also a bit more difficult, with future Celtic player Jan Vennegoor of Hesselink showing his quality. We did manage to finish top of our group however, ensuring a second-round matchup against Borussia Dortmund. They also had a recreated stadium, with Westfalenstadion looking rather impressive in-game. The knockout rounds consisting of two legs does take some of the tension out of these matches however, as there isn’t the same desperate struggle that you see in the final of the Champions League. While Dortmund were much more difficult opposition than any Scottish team, Celtic proved themselves the better team and moved into the quarter finals.
Honestly, the quarter final against Athletic Bilbao and semi final against Parma were fairly uneventful wins for our machine-like squad. It was the final against Arsenal that was the best match of the season by a mile. The last three matches of the season were all played within a week of each other and consisted of a final Old Firm in the league, the match against Arsenal and then the Scottish Cup final against Dundee United. Rangers were firstly swept aside to ensure that we remained unbeaten the entire season, which was a pretty solid accomplishment. Then, the match against Arsenal at Highbury finally arrived. While my squad was a talented bunch, Arsenal had one of the best teams in the world that season and proved to be a much sterner opponent than I had faced all season. Two goals from Thierry Henry in the first half meant that I had a mountain to climb in the second half. We were even missing John Hartson through injury so the outcome seemed inevitable. Thankfully, Maloney found the net twice in quick succession to keep the two teams level going into extra time. In the 114th minute, Ronaldo darted forwards and slotted it past Jens Lehmann to give Celtic a slim lead. I’m not ashamed to say that I actually shouted out loud with joy while sitting in front of a CRT TV holding a DualShock 2, just like I was a child again.
The Scottish Cup final against Dundee United was but a formality, with Celtic riding high after their historical win of the Champions League. This was now a treble-winning squad, which was more than I ever could have hoped for! The season drew to a close, and with it, my playthrough of FIFA 2005. It’s yet another brilliant entry in the series actually, even with the slightly irritating career mode not allowing you to just choose a team. It plays smoothly and even has some basic progression systems through the upgrade mechanics. It definitely lives up to FIFA 2004 anyway. I'll leave you with a triumphant Reginald Sausage talking to the press!
@nessisonett Are you retro-game entusiast? This game was called FIFA Total Football 2 in Japan. I remember this time perio vividly. I was 14 years old and in 2005 professor Uekusa was arrested because he wanted to peep under the skirt of a schoolgirl on a train station in Tokyo.
@nessisonett Are you retro-game entusiast? This game was called FIFA Total Football 2 in Japan. I remember this time perio vividly. I was 14 years old and in 2005 professor Uekusa was arrested because he wanted to peep under the skirt of a schoolgirl on a train station in Tokyo.
@RogerRoger Thanks for reading! This was indeed a bit more of a small incremental improvement, but given what I’ve played of FIFA 06 so far, that might be for the better. The more I delve into these games, the more certain differences stand out. Considering the names of my characters in sports games, such as Yoghurt Sanchez and Scrumptious Bumfluff the golfers, Reginald Sausage felt just right 😂
This has been a great weekend for gaming for me. Not one, but two games have clicked with me now: God of War Ragnarok and Sonic Frontiers. I have been playing them on and off since launch earlier this month but none of them has really clicked with me. It was pretty cool running around in an open world in Sonic and God of War is more God of War. But now that I've played more of them, I'm really hooked.
I finished the first world in Sonic Frontiers after about 5 hours of playtime and I think it's easily the best Sonic game I've played. At first I was skeptical about the open world because it just felt like a random playground. But then I realised that the gameplay loop is actually really good. You solve puzzles, fight enemies and bosses, and collect a bunch of items that help upgrade Sonic. On top of this, there are traditional linear 3D and 2D levels. If there's one thing the series has been missing for a long time, it's variety. Sonic games aren't exactly known for having deep combat or even an emphasis on puzzle-solving. But Frontiers changes all of that. I'm even in love with the fishing mini-game in this game. It's so much fun and very rewarding!
What sealed the deal for me though with this game is the final boss in the first area. I don't think I've ever experienced a more epic boss fight in a Sonic game. From the scale of it, to the combat, to the music. It's an absolute treat, for both new and long-time fans of the series. And that was only the first major boss! You basically get the absolute best this franchise has to offer with this game, it's just incredible.
When it comes to God of War Ragnarok though, it's pretty much a continuation of the previous game, both in terms of story but also mechanics. I've played it for about 7 hours now and it feels like more of the same, which is not bad at all. I'm experiencing the same level of addiction that I experienced when I played through the 2018 game, of which I blasted through and got the Platinum in just one week. It's definitely going to take me a lot longer with Ragnarok, but I'm just glad that I'm loving it as much as the first one. And it runs flawlessly on base PS4, which is just insane to me.
And I haven't even touched upon Pokémon Violet, which has taken up most of my gaming time this week. This is another game that took me some time to click with as well. I've played it for over 15 hours and yeah, I also think this is the best game in the series. We're finally experiencing a true Pokémon adventure. The whole concept of Pokémon is that you set off on an adventure to explore the world, catch Pokémon and become a Pokémon master. That feeling hasn't been fully realised until now. This game is for this series what Breath of the Wild is for Zelda; it's the true embodiment of the original concept of the series. It's absolutely phenomenal.
There has been a lot of talk about the game's technical shortcomings. I've been fortunate enough that I haven't encountered many issues. But with a doubt, this game could've used more time to be polished. The thing is though that this game does so many things differently in a great way that vastly outweigh any technical issues that are there.
So yeah, these are some brief impressions for three absolutely phenomenal games that I'm still playing. I think personally, November will be fondly remembered by me for delivering so many exceptional games in such a short time. While I'm not fully sure yet if I think Ragnarok is better than 2018, Sonic Frontiers and Pokémon Violet are definitely the best games in their respective franchise for me. They just push the formula so much. We're finally starting to see the true potential of these series. So I think it's fitting to call these three games the Holy Trinity of November.
I honestly haven't been captivated by so many games in such a short time since Spring of 2017 with Horizon Zero Dawn, NieR: Automata and Persona 5. November, and 2022 in general, has just been absolutely incredible. I'm so happy to be a gamer right now.
@LtSarge I've had that really satisfied feeling all year, where it always feels like there's something new and exciting to play. It doesn't hit 2017's high for me overall, but it's... in a similar ballpark.
Sonic Frontiers is the closest I've come to pulling the trigger on a Sonic game in years, despite the rough initial impression it made. All of the positive impressions people have of it is making it that much harder to not just grab it soon.
Sony has done an amazing job of squeezing the PS4 for everything its worth on a technical level. GoW Ragnarok and HFW have no business running as well as they do on nearly decade old hardware. I enjoyed my time with GoW2018 well enough, although I feel like I can wait for a bit on something that's more of the same, even if that still constitutes an incredibly high level of quality overall. If I was more into cinematic third-person action-adventure games, I'd be all over it, though, and I understand the excitement.
I feel like Pokemon is one of those series that always needed to embrace the open world approach to fully capture the sense of adventure from the anime. Which, I agree, is the best thing about these new releases, as it comes closer to approximating this feeling than any generation in recent memory. Hopefully they give the next gen a bit more time to bake in the oven, though.
The SO series has its fans, but like the SaGa series, it has always seemed like the maladjusted cousin Square-Enix coaxes out of hiding every once in a while, only for it to stumble around tripping over the furniture and spilling drinks in peoples' laps. It means well, but it just can't seem to find its bearings or do much of anything right.
It really sounds like this game had almost no redeeming features. Every design choice you highlight seems poorly thought out in some way.
Most bad games have some redeeming qualities. The atrociously written Fire Emblem Fates: Conquest, for example, has amazing map design and combat gameplay. But, tbh, nothing about this sounds good (other than, yes, that very compelling opening cutscene, which sort of reminded me of the iconic opening to Xenogears). Even the music you posted was... let's say, not to my satisfaction.
Well, I suppose it did one thing right: it was bad enough to motivate you to post another one of your lovely reviews!
The Xenogears opening, btw, if you haven't seen it. Also from Square, as Tetsuya Takahashi hadn't branched off and formed Monolith Soft yet:
@HallowMoonshadow Nice to see I'm not the only one who struggles to get these things out at times. Especially lately, with all of issues our family is dealing with, I've been too emotionally drained to write much of anything. Hoping to change that, though!
The SaGa franchise started on Nintendo consoles (like pretty much the majority of JRPG series), and then released the rest of its new entries on Playstation consoles (up until the last new game on the PS Vita). SE has been re-releasing a bunch of the games on Nintendo Switch, though. Instead of, you know, something worthwhile like Dragon Quest IV - VI.
SaGa also has its popular entries, but the very weird design choices in those games, and general lack of quality control, has kept me away from them until now.
Yeah, Camilla was honestly the best character in FEF Conquest. Unfortunately, the game plays like a degenerate anime romance sim where half of the coupling options for the male main character are his adoptive siblings. That, combined with the amazingly stupid writing, was bad enough I actually sold the ultra-rare FEF Special Edition cartridge that came with all three routes.
The Roak battle theme was "For Achieve," right? I agree it's the best track of the lot. The sad theme, "Tears in the Sun Makes a Rainbow," isn't too bad, either, but it's hard to take the track seriously with a name like that.
Xenogears was honestly just an impressive game in general. Maybe one day Nintendo and Square-Enix can pow-wow so we can get an actual remake that fully finishes the game and gives it the second act it deserves. Even with the second disc issues, though, it's still widely regarded as one of Takahashi's best games, and I feel that way as well. Really hoping to replay it on my Vita or something one of these days.
Currently Playing: Resident Evil Village: Gold Edition
@RogerRoger@HallowMoonshadow Didn't mean to be a downer, but I did want to provide some context for that part of the discussion. I absolutely appreciate the kind words, however. Even in the midst of personal turmoil, we still have a lot to be thankful for, and I do try to remain cognizant of and grateful for that.
@RogerRoger Thanks for bringing the directory issue to my attention. I'll go ahead and fix the first half soon.
@HallowMoonshadow Xenogears' blunt theming and ambitious story-telling was very unique to Japanese media in the late 90s and early 00s, forged within the post-Evangelion cultural milieu that led to an explosion of creativity across a variety of media formats. You saw it reflected in projects like Final Fantasy VII and early PS2 MegaTen games as well.
Probably the closest I've seen modern games come to hitting those particular vibes again are Xenoblade Chronicles 3 (which also borrows heavily from Xenogears) and (your favorite!) NieR Automata.
Been a long while since I was in the mood to do a big write up for a game I've completed, but the mood struck today.
Samurai Maiden (Steam) - 3rd person action title that sees ordinary high school girl Tsumugi transported to the Sengoku era where she's told she's the descendant of "the Priestess of Harmony" & is tasked with stopping the revival of the Demon Lord. She is joined by a trio of Shinobi consisting of Iyo, Hagane, & Komimi.
Gameplay:
Surprisingly it's not as much of a Warriors clone as first glance would seem to suggest. Half of the main levels are linear affairs consisting of battle arenas separated by light platforming segments (each level usually has 3-5 chests tucked away as well, which either contain permanent inventory upgrades or concept art). The battle segments usually feature 1 (or more) mid-boss enemies who must be defeated before you can move on (they're usually joined by waves of mooks who'll constantly respawn until you defeat the mid-bosses)
The other half of the main story levels are straight up just boss fights (these MAY have one treasure chest to collect right outside the boss arena). The first few are just slightly harder mid-boss style encounters that you'd be used to seeing elsewhere, but most are one on one fights against ever stronger versions of the same two unique characters.
Tsumugi is the only playable character, with the other 3 girls effectively being items/special attacks you can (and are encouraged to) swap on the fly. Iyo can throw a wave of shuriken at enemies in front of you & can use items (she has to be active for you to use healing items, for example), Hagane has a straight line piercing attack & has a grappling hook like arm that can be used to swing across large gaps & pull objects/enemies closer to you, while Komimi has a hammer attack that acts as crowd control if you're surrounded & can pick up bombs in the environment to be thrown at enemies/switches (these come up surprisingly little though, especially as the game goes on).
You'll want to make sure you're using all the girls though, as increasing your affinity with them unlocks heart to heart conversations which usually grant you new abilities (Iyo's enhance basic attacks/combos, Hagane's strong attacks/combos, & Komimi's defensive abilities like parrying/arial recovery) or increase their special attack guage. Side missions (known as "Bubble Pockets") that can only be taken on with a specific girl equipped are also unlocked this way. At some point you unlock the ability to link spirits with the other girls for a limited time power up. The higher your affinity with a specific girl the more powerful this state becomes (and the more intimate the power up sequence becomes, with the girls kissing at max affinity).
Speaking of "Bubble Pockets", these are side missions that are heavily platform/puzzle heavy (usually centered around the abilities of the girl they focus on) and must be completed before obtaining any further affinity perks. If you get a girl's affinity to level 40, you can't get that heart to heart's perk if you haven't yet completed their "Bubble Pocket" that unlocked when you got them to level 30, for example.
The game has 27 main story missions & 15 side missions (5 for each partner), and once complete you can replay them on Hard & then Demonic difficulties. I could be wrong, but it seems like the only unlockables are even more weapons (which when leveled up will undoubtedly be more useful in the higher difficulties) & extra concept art (the harder versions of a level have their own chests to find). There very well could be an alternate ending or something for all I know, but I doubt I'm going to go through all the trouble to find out.
The in game currency dropped by enemies is called Inga and is primarily used to level up your weapons. In addition to increasing basic attack power, increasing your weapon's level also unlocks passive buffs at certain thresholds (such as increased damage to stunned foes, etc.), and also increases your HP pool (your HP amount is tied to the level of the weapon you currently have equipped, so keep that in mind). You can also level up the weapons of the other girls (which increases the effectiveness of their special attack, & unlocks other passive buffs, such as increased Inga drop rates). You can also buy new outfits for the girls, but so far this seems limited to pallet swaps of their regular outfits so I haven't indulged (the swimsuits you see in some screenshots are DLC).
Story:
Probably lacking the budget for much in the way of traditional cutscenes, much of the story is relayed in the form of a visual novel like format at the start, sometimes in the middle, and at the end of levels (plus the heart to heart events). These can go on & on (especially the ones attached to "Bubble Pocket" missions) and while dialogue attached to the main story can be interesting enough, the girls will often talk fluff elsewhere though (ghost stories, food, etc.). I believe these can be skipped though, and you're not subjected to them during replays or when retrying a boss.
Just to note in case it's of interest, when the game launched all mentions of "High School" in the dialogue were localized to "Gen Z" in the English text, however (at least on Steam) this has been fixed in a patch. It was never a big deal, but sometimes it was clear that she was talking about "Gen Z" like it was a place (one conversation discussing the transition from Elementary, Middle, High School, to University was localized to discussing the differences between Gen Z, Millennials, Gen X, & Boomers), so ultimately the dialogue does flow a bit better with it fixed.
Graphics:
While boss levels & "Bubble Pockets" are constructed of reused assets aplenty, the longer main story levels are actually pretty uniquely bespoke. It can actually be a pretty nice looking game at times too when it wants to be, with lots of colorful particle effects both when defeating enemies & naturally occurring in the environment (like sakura petals falling or embers rising from magma). There is even some fine detail like Tsumugi's uniform becoming slightly transparent when wet (such as a rainy level or when you run in water), or the characters becoming visibly scuffed up/dirty upon taking so many hits.
Of course given the nature of the game there are some ecchi elements as well (such as the aforementioned transparent uniform effect) which of course are of a very niche interest & thus are worth bringing up as a warning. The most blatant of these elements is the fact that the game flagrantly flashes Tsumugi's panties with almost every action (particularly during jumps or dodge rolls), though there's also the standard "jiggle physics" you can expect from such fare as well (this surprisingly applies to the character's behinds as well, though only becomes noticeable in the swimsuit DLC AFAIK). That said the game blacks out the underside of skirts during photo mode, so it does prevent players from being too juvenile with the feature.
Overall:
It's obviously not on the level of a Ninja Gaiden or DMC in terms of quality in the genre, but as far as ecchi games go it's a stronger contender than I'm used to from such fare. While the combat isn't as slick as in the better Senran Kagura games, I think the platforming/puzzle elements sprinkled in here & there make up for it enough to be a worthy competitor.
Currently Playing:
Switch - Blade Strangers
PS4 - Kingdom Hearts III, Tetris Effect (VR)
@RR529 Nice write-up. As someone who enjoyed the early Senran Kagura games (where they balanced out the cheesecake factor with decent character writing), I've had my eye on this for a bit. I feel like this is the closest we're getting to a proper spiritual successor to that series. Although it sounds like the game manages to stand out on its own and mixes in some different action game influences, which is nice to see.
The way the game handles side characters, and the synergy between 'powering up' and fetishized lesbianism definitely calls to mind older PS Vita releases like Kenichiro Takaki's under-appreciated brawler Valkyrie Drive: Bhikkhuni.
Definitely something I'll keep an eye on when it inevitably starts dropping in price during sales.
Currently Playing: Resident Evil Village: Gold Edition
Untitled Goose Game Platform: Nintendo Switch Time to Completion: 1 - 2 hours
Here we are, the first game I've completed in 2023! I wanted to start out with something a bit light, and that I've been curious about, so I opted for Untitled Goose Game (UGG henceforth). Released in 2019, it quickly became one of those games that would get everyone repeating the same ridiculous jokes and phrases whenever it was mentioned, which quickly grew old for me. Now that the fad has faded, though, and one isn't suffered to wade through a small ocean of goose jokes and memes, the question becomes how the game has held up since its release, and especially for someone who isn't necessarily transfixed by the idea of playing as a goose.
While the marketing heavily emphasizes the chaotic or mischievous element of playing a game where a wild bird terrorizes people throughout a small town, UGG is actually a much more structured experience than one might expect. There's no plot or larger context to the events. The player is given a (vaguely sociopathic) checklist of goals to accomplish within each area, which ranges from the absurdly simple (drag a rake into a nearby pond) into more involved activities (one of the more interesting ones involves figuring out how to lure a shopkeeper out into the street so that you can record yourself on the store's security feed). UGG feels a bit like a Hitman game insofar as stealth is heavily required throughout the game, but also because the tasks you need to perform are structured like puzzles, and the bulk of the gameplay involves carefully manipulating factors in the world to achieve your goal.
This is all achieved, mind, via a limited number of player inputs. You can waddle around (slightly faster if you hold the B button), duck your head, honk, spread your wings (which seems to exist purely to play into the simulation aspect of the experience), and interact with objects via your beak. That's it. But there's a lot of things you can accomplish with a beak and an endless sense of malice, whether it's luring people into traps and then knocking pots onto their heads, tripping and terrifying children, or snatching random articles of clothing from peoples' bodies and tossing them in the creek.
Once you complete a set of tasks in an area, you'll gain access to the next area of the game. And... this is it. Unlike most modern video games. UGG's scope is very focused and limited. You won't be heading to waypoints or unlocking new skills for your goose to use. You repeat the same gameplay pattern four or five times, complete one final task that takes you back to the beginning of the game, and the credits roll. There's actually more to do afterward: completing a few post-game task lists will reward the player with a meaningless trinket for their trouble. There's nothing else to unlock or progress in, though. The entire game can be comfortably completed in a single afternoon.
It's a simple experience, then, and not a deeply fulfilling one. In a way, this feels more like the skeleton of a larger experience. Nevertheless, the game does what it does well: levels are designed to encourage stealth and player creativity; most of the puzzle solutions make sense once you realize the steps needed to achieve them, and hints can be gleaned from how the townsfolk react to various player actions; the world itself is fully interconnected once shortcuts are opened to connect the areas, like in a Souls game; and it's clear that plenty of love and attention was poured into the simulation aspect of controlling the goose, from how it adorably waddles around to the ways in which it reacts to environmental stimuli. Less attention, unfortunately, was paid to the townsfolk, whose walking animations frequently broke throughout the game. Nevertheless, if you're in the mood for a short, unique puzzle/stealth game, you could certainly do worse than Untitled Goose Game.
@RogerRoger It probably also helps that there really isn't just much to the game, is there? It's very basic. Which isn't necessarily a bad thing. I like it when game developers can focus their design scope and deliver a particular type of experience, without catering to industry trends. With that said, my appreciation of this was somewhat distant. I think it's well-designed for what it is, but what it is didn't ultimately end up being massively enjoyable.
I actually expected more of a bullying tone than what I got, considering the tone of the marketing was literally: "lolol run around terrorizing people with this annoying animal!" I think the mission-based structure distracted from that element of the game a bit. You could have easily had a sandbox world designed for players to create chaos in, and that's more what I was expecting than a tightly-wound stealth/puzzle game.
I share digital libraries with my nephew, who actually bought the game new the moment he saw all of his favorite Youtubers were playing it, so this didn't cost me a dime! The quick completion time was a bit of a shock, I think, being the sort of person who is usually nose-deep in an 80+ hour JRPG epic. If I liked it more, that'd be a huge plus for me, since other short experiences like Portal, Metroid: Zero Mission, and Spyro the Dragon often felt endlessly replayable to me in the past. As it stands, not being a big fan, and not having invested any of my own money in it, I do also consider the short length of it a plus!
Currently Playing: Resident Evil Village: Gold Edition
Finished Ragnarok after 48 hours. Absolutely phenomenal experience and it's definitely up there as the most ambitious PlayStation first-party title I've ever played. So much great content to be experienced here.
However, there were a few things that 2018 did much better. For starters, the boss fights felt more memorable. Ragnarok had tons of boss fights but very few of them stood out to me. The opening major boss fight in Ragnarok felt similar to the one in 2018. Same could be said about so many other events in Ragnarok. As such, there was little shock value this time around.
Secondly, the pacing was much better in 2018. It genuinely felt like they tried to cram in all nine realms in Ragnarok instead of adding the ones that had relevance. You're constantly going from one realm to the other in the fashion of a wild goose chase and it just felt bloated. But it's not like the content was bad. It's kinda like my experience with RE4, which I wish was shorter. Great content but they could've trimmed it down and it still would've been a great experience.
What impressed me about Ragnarok was the side content. So much fun stuff to do and it's all worth it thanks to the conversations as well as the rewards. Very good stuff here.
I also really liked the amount of characters in this game. Ragnarok made me like the older characters even more.
The story was a bit underwhelming though. There's all this build-up for Ragnarok to happen but the ending wasn't particularly satisfying. You can clearly tell this game is part 2 and 3 in one experience, but it honestly should've just been part 2 given how much build-up there was. They should've gone all out with a part 3, like they did in the original trilogy with God of War 3, which was absolutely phenomenal. But now I'm just left feeling a bit underwhelmed.
The combat could get a bit confusing in Ragnarok. Not only do you start out with two weapons, but there are so many skills to unlock and abilities for the side characters to learn. There's just too much to think about during battles that I felt like I would constantly make mistakes because I was trying to think too much about the next button input instead of just going with the flow. It becomes even more confusing later on as you unlock even more stuff. So this is one game that I strongly advise against taking breaks from during a playthrough as it's very easy to forget stuff. I'm even the type who has a good muscle memory for controls in games and even I struggled to play competently in this game after initially taking breaks.
The game overall was phenomenal though, albeit fairly overrated given how much praise has been given to it. Moreover, I'm super impressed that a 2022 game managed to run so well on base PS4. Major kudos to the development team. I'm glad that I experienced this wonderful game.
Hearing your criticism of the boss encounters concerns me a bit, as I already felt like GoW 2018 was one of the weaker games in the series in terms of the bosses. Also unfortunate to hear that you found the pacing to be off. The 2018 game was about at the point where I feel like it being any longer would have actively detracted from the experience, so we'll see how I feel about it when I get to it.
The side content was also my favorite aspect of the previous game, when you were let off the narrative leash and allowed to explore complex dungeons, challenge bosses, solve puzzles, etc. without the interruptions inherent in the game's cinematic stylings.
It is genuinely impressive how Sony can still get such good performance for modern games out of a, frankly, increasingly ancient console. Studios like Santa Monica and Guerilla are some of the most technically accomplished developers in the industry.
Currently Playing: Resident Evil Village: Gold Edition
Marvel's Spider-Man: Miles Morales (Review) - A snow spangled spectacle.
I absolutely love 2018’s Spider-Man on PS4. The Insomniac developed title is my favourite first-party game from the last generation, beating out the likes of God of War and The Last of Us. To this day it remains the only game for which I have earned the Platinum trophy.
So when Marvel’s Spider-Man: Miles Morales was announced in the summer of 2020, I was overjoyed. A spin-off adventure where you get to play as Miles with his own signature flair to the combat? Hell yeah!
I finally got my chance to play Miles Morales back in June and from moment number one I was sucked right back into things. Insomniac has hit a pretty high bar once again with gorgeous visuals, an intriguing narrative, and some of the best combat in a third-person video game.
But it’s not all praise and applause for this game because at times Miles Morales stumbles, and to an extent much greater than Peter Parker’s 2018 adventure.
Miles Morales is set in the same Manhattan from the first game. But considering that this game is a spin-off - essentially a Spider-Man 1.5 - I will let it pass. Insomniac however does add something new to the cityscape in this game: snow.
Miles Morales takes place during wintertime and Manhattan looks absolutely gorgeous in white. The almost greyscale ground floor of the city provides the perfect contrast to Miles’ striking fluorescent bioelectric powers.
Insomniac keep up the visual splendour during the more intense parts of the game too. Fight scenes explode with colour as each individual animation from the falling snow to exploding lights brings even more bonanza to battle. The cinematics are exceptional too, both in their cinematography and graphical prowess.
However all these marvellous animations during combat lead to a steady stream of frame drops during intense fist fights. Usually these hitches only bring a momentary pause to gameplay, but at times can lead to halts of multiple seconds as my jet-engine of a PS4 struggles to keep pace.
Frame rate drops are also constant while web swinging in camouflage mode. Luckily the player is never required to do such a manoeuvre but the game’s overall optimisation still leaves a lot to be desired.
The UI in this game is a tale of two halves. The HUD during gameplay looks stylish and sleek. Everything looks a lot more modern and futuristic in comparison to Peter’s HUD from the 2018 game which fits the tone considering Miles is a younger main character.
Where the UI falters is in the menus. For some incomprehensible reason, Insomniac decided that, since Miles Morales is first and foremost a console game, it would be a good idea to make the players navigate the menus using a cursor. While the cursor itself wasn’t too small and never caused that much frustration, why couldn’t it just be a normal menu navigable with the D-pad?
Now for the best part of the game: the combat. Just like Spider-Man 2018, the combat in Miles Morales is goddamn amazing. There is clear and noticeable impact between Miles’ fists and the enemies you are attacking, ensuring the combat never feels floaty.
Instead of the wide variety of gadgets Peter used in the first-game, Miles’ arsenal is more focused on his powers of bioelectricity (called Venom) and invisibility. There is a small but rewarding skill tree to invest skill points into, giving you cool new moves and abilities the more you play.
With three branches of Combat, Venom, and Invisibility skills, you can choose where to invest based on your personal play-style. However since skill points are quick to come by, it is likely you would be able to max out the entire tree by the end of a playthrough.
If you were a fan of the gadgets from the first game, you can rest easy because they are not all gone. Miles has 4 basic but useful ones to play with: the classic Web Shooter, Holo-Drone, Remote Mine, and Gravity Well. This strikes a good balance where Miles has his own unique and brand-new abilities for the player to use, while also retaining the tactical side of the first-game with these 4 gadgets.
Miles’ combat (and web swinging) animations are also quite different to Peter’s. They take up a more expressive and wild nature, slotting nicely into the theme of Miles being inexperienced to the ways of a superhero. Some of the finisher animations are especially cool to witness for the first time and never got old during my time with the game.
What is odd though is how Miles already knows a lot of the moves Peter had to learn during the course of the first-game. A short training montage at the start of the game would’ve helped nicely tie up this loose end but alas it is just a minor nitpick.
Furthermore, enemy variety is excellent in this game. By the end of the Spider-Man 2018, the enemies you faced got a bit samey. In this game however they always felt fresh, large part due to the effort Insomniac put into crafting new and interesting foes for you to face and small part due to this games considerably short runtime.
Two minor nitpicks to end this section. The quick time events in this game (and there are a lot, just like Spider-Man 2018) have all the splendour they need but lack much interactivity. Button prompts are too safe and don’t adequately punish the player for being too slow.
Moreover, I just found Miles Morales to be really easy and not at all challenging. From all the time I spent with Spider-Man 2018 - from my first playthrough, platinum run, and DLC time - I knew I had a pretty good grasp of the combat. So before I started Miles Morales, I bumped the difficulty up to Spectacular - which is essentially the equivalent of Hard.
And I died a grand total of three tiles in the game: once because I ran up the side of a building and couldn’t see a brute with an energy sword at the top, and twice during the final boss fight. The game does throw a lot of enemies at you quite often, but once you get the hang of dodging when your Spidey sense goes blue, it becomes quite a cakewalk.
When it comes to the open-world activities and side content, I think Miles Morales does some things better than the first game and some things worse. First of all, it approaches this side of things differently to the first game.
The side quests are something Miles Morales does well, and noticeably better than the first game. There seem to be more of them, and the stories are more fleshed out than ever before. In Spider-Man 2018, I was innately interested in only a couple of side missions, while the others were done solely when I needed more XP or in my platinum hunt.
But in Miles Morales, I actually wanted to do these side missions because their plots were just so much more interesting. They revolved around characters you meet throughout the game, which gives you a personal motive for actually helping them out.
Out in the open-world though, Miles Morales follows the same blueprint laid out by 2018’s Spider-Man game. There are collectibles to find, enemy camps to clear out, and challenges to complete (in the first game they were laid out by the Taskmaster; this time they are Peter’s doing).
There are also crimes and world events to complete, which are provided to you through an app on Miles’ phone called FNSM (Friendly Neighbourhood Spider-Man). The world events are triggered by performing various actions around Manhattan, and reward you with small amounts of XP and some activity tokens.
Alongside these events see the return of crimes. Except this time there are only 11 across the city. You get a single token from these crimes. Crimes were the most plentiful open-world feature from the first game and I actually quite liked them.
They gave you an incentive to stop swinging and engage in some combat every now and then, while also providing you with tokens. And you had to do a serious amount of them before you finally stopped receiving tokens. I think many people will prefer this new system for open-world stuff but I have a soft side for the old one.
At the start of the game, after an initial fight with Rhino, Peter informs Miles that he is heading to Symkaria to help MJ in her journalistic work. Miles is now, temporarily, the only Spider-Man New York has. The base sets up a story of Miles’ coming of age, and how he matures into the hero the city needs.
It’s a solid narrative, one that pits a large energy corporation called Roxxon against a pro-environment rebel group called the Underground. Insomniac weaves in characters from Miles’ personal life into the larger plot, such as his old friend Phin as the leader of the Underground, his Uncle Aaron as the Prowler, and his mother Rio as runner for city council - whose electoral campaign serves as a backdrop for the entire game.
What is lacking is a large cast of villains for Miles to come up against but given the smaller scope of this title, the shortcomings in this aspect are a little more understandable.
Insomniac also pulls of an MCU-esque move of having a duo of superhero and best friend, with Miles and Ganke a striking portrait of Peter and Ned from the latest movies. Overall the plot is good, but kinda funny facial animations and some questionable dialogue writing really damper the emotional impact of more serious scenes.
Marvel’s Spider-Man: Miles Morales is a solid standalone entry to this wonderful series that Insomniac is building. The changes made to the open-world structure don’t quite hit the mark every time, but Manhattan is once again a joy to swing through and quite a marvellous sight to take in.
The story doesn’t quite hit the heights of the first-game, let down by some questionable facial animations and writing, but just like it’s predecessor, the entire package is held together by some absolutely stupendous combat that the player can go bananas with.
In my eyes at least, the 2018 original is the superior game, but 2020’s Spider-Man: Miles Morales is great in its own right and cements Miles as a Spider-Man to fondly look back on.
2018 had fewer boss fights than Ragnarok for sure, but the ones that were there were unique and memorable. So if you prefer quantity over quality, then I think you'll like the boss fights in Ragnarok. Otherwise you might get disappointed like me.
I also thought 2018 had the perfect length. Not too long, but not too short either. Ragnarok is unfortunately drastically longer than 2018.
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