@Thrillho It depends on what you're into I guess. At its base, it's a solid game for sure. But whether it's a 7 or 9 depends on you so to say. I really liked the theming and lore, I'm a sucker for that stuff, so that helped obviously.
But so far the philisophical leanings feel pretty shallow to me. I mean congratulations 2b is called 2B (and machines have feelings and may wonder about their predicament)... Pretty weak and very standard stuff for Sci-Fi (Good Sci-Fi is riddled with moral and philisophical quandries after all)
It gets more interesting as it goes on in this regard, but the whole game absolutely has this vibe like it was written by an intelligent teenager who just took a Philosophy 101 class. The overtly on-the-nose Nietzsche references, in particular, did me in a number of times.
I did enjoy the robot parodies of Sartre and de Beauvoir, though. Especially once you understand the significance of the mirroring behavior of the robots in terms of the game's larger thematic thrust.
@Foxy-Goddess-Scotchy Your talk of the opera boss has just reminded me of the robot version of Romeo and Juliet which was possibly my favourite moment of the game
@Foxy-Goddess-Scotchy The weakest element for me was the open world. Nothing was interactive, and it was just a needlessly huge, blasted wasteland.
There was a lot to like about NieR: Automata (and a lot I was underwhelmed by), but it's a difficult game to discuss due to the way the experience changes over time. As a general rule: when you think you're done... you're not.
I don't think your impressions were too harsh. It's good to critical of the media we consume, and your overview (for the point you're at in the game, anyway) was pleasantly thorough.
Recently completed the Last Guardian (PS4).
Better wake up Trico, we have a long way to go.
Gameplay:
A platform puzzle adventure, you play as a young boy who wakes up to find yourself trapped together with an injured mythical beast called a Trico, and the only way to escape your predicament is to work together to scale a mysterious impossibly tall tower.
The boy is able to fit into tight spaces & climb surfaces too small for Trico to grab, so whenever the beast hits an obstacle or can't continue for some other reason, it's up to you to go off and find a way for him to progress (usually by way of accessing a switch or bringing him back some sort of item, after engaging in the brand of platforming that often shows up in big budget PS exclusives like God of War or Uncharted). The boy is otherwise pretty helpless (whenever grabbed by an enemy, you must mash all buttons in order to break free), however at times you have access to a magical shield that lets you call forth lighting from Trico's tail to blast away distant obstacles & enemies, temporarily disable enemies from moving, and access special switches.
An example of the type of platforming you'll be doing a lot of (note the ivy you'll have to climb once you reach the tower).
You'll rely a lot on Trico to progress, as by and large he's the only one able to dispatch enemies, you need to ride him as he jumps to ever higher areas of the tower, and climb him to reach foot holds out of your reach. Eventually you'll get the ability to give him directions (you can point out a high place you need to get to, or direct him to a heavy switch only he can activate), though he (purposefully) has the mannerisms of a cat and oftentimes won't pay attention, at least not at first.
Apparently Trico's affection for you (and how long it takes him to obey your orders) are affected by the amount of glowing barrels you feed him (some you run across as you progress, and are even mandatory, while others are just off the beaten path) and things like how quickly you tend to him when injured (you can pull out spears that enemies plunge into him), though there's no in-game meter showing you how much affection he has (in fact, the game is devoid of many gamey elements, such as any sort of HUD depicting life & the like).
Audio/Visuals:
The game has a beautiful, almost haunting, atmosphere. With the theme of nature overtaking ancient ruins with some cell shading on the human characters, mixed with more realistic environmental texturing & game design, it kinda makes me think of what a cross of BotW & GoW (2018) would look like
A couple screens of indoor areas. While the outdoor landscapes often remind me of BotW, the indoor areas have a vibe all their own, such as the top one that looks like a hallway Kratos himself may have to venture into.
The attention to detail, particularly the immaculate plumage & animations of Trico, is absolutely stunning. However it comes at a price, as the framerate can be very rough in spots, and absolutely tanked a couple times (at least on base PS4). It tends to be a bigger issue in outdoor areas, but luckily, due to the general slower nature of the game, it doesn't kill the game.
This visual splendor comes with a catch.
Story:
While there's not a whole lot of dialogue & only a few cutscenes (the boy usually just narrates here & there, and sometimes it's just a tip if you're taking awhile on a puzzle), the relationship between Trico & the boy develops meaningfully via the beast's actions, as he behaves more & more like a domesticated pet, fiercely lunging into danger whenever the boy is in danger, and acting like a lost puppy whenever you have to separate from him for any length of time. There's some really emotionally powerful moments, particularly late game.
I also feel confidant in saying there's quite a bit of environmental storytelling going on when it comes to the design of the tower and what it's history & ultimate purpose may be, but I still have a lot of unanswered questions, even after the credits rolled.
Conclusion:
Dealing with Trico may have been just as frustrating as it was brilliant, and it does have some noticeable performance issues that can't be ignored, but there's just something special about this game. It's that kind of experience that absolutely grips you and doesn't let go (making you play into the wee hours of the morning before you notice), and while I can't in good conscious put it on the same pedestal as GoW or Spider-Man in terms of PS exclusives, I still say it's a must try at the very least, especially with how often it goes on sale.
The sun sets on an unforgettable adventure.
Currently Playing:
Switch - Blade Strangers
PS4 - Kingdom Hearts III, Tetris Effect (VR)
@RR529 Nice write-up. Yeah, I've heard of the framerate issues this game has on the base hardware. At this point, I might as well wait to get a PS5 before playing this.
Fumito Ueda (the lead designer) is particularly good at building emotional relationships with a minimum of explicit dialogue or storytelling. I believe he designed this game AROUND the relationship with an animal after noting how many people grew attached to the horse in Shadow of the Colossus.
It IS a very nice looking game. The consistent aesthetic in Ueda's games is one of beautiful loneliness and disrepair. I have no doubt his games influenced the tone and atmosphere of Breath of the Wild.
Pretty screenshots, too. I really like that one with the boy and the creature at the very end. It's striking.
Well I finished Bloodstained: Ritual of the Night last night, except I didn't because there are multiple endings and I hadn't explored enough to get the 'true' ending which I ended up googling and needs a lot more exploration/items and bosses. Which I don't mind to a certain extent because I think I sort of stumbled on the ending and was aware my map completion was pretty limited and I had more to look at but at the same time, possibly my fault but it has somewhat affected my feeling about the game.
Overall, I think the game is very solid. It wears its Castlevania on its sleeve, doesn't take itself too seriously and has some fun locations and design. I like the mix of weapons (though being me, I have pretty much settled on my favourite load out). I do like the fact that you can have different builds and invest in different weapons/abilities and very quickly swap the load out to match your environment and enemies. This meant that you can experiement with the different abilities.
The story is over the top and campy but serves the game well and I quite liked the silly dialogue. Playing on the Nntendo Switch with the latest patch, I can see I am still probably graphically playing the inferior experience but it is playable. However, there are still apparent glitches and some unacceptable slowdown in places - oddly, more to do with levels/areas than the action on screen.
I'm also unsure about the difficulty curve, and this could be me of course, but I found the early sections and bosses tough but the later ones quite easy as I poured resources into certain upgrades. After the first 2-3, I walked through each boss on normal difficulty with no issues and didn't really need to pay much attention to their moveset etc. because I could pretty much just bash them and get away with it. Again, it was only normal difficulty and I maybe had farmed too much possibly.
That ending though has soured it a bit. I can probably blame myself for not paying enough attention but being able to get to an ending when you get a worse experience and should really explore more is an odd design choice. Looking it up, I've missed several boss encounters and huge areas because the game let me proceed after a boss in one direction when I should have tried opening a new area. If you like the genre, I recommend it (defo on PC/XB1 or PS4 - it is also on gamepass I think). I think it was worth the purchase and the time but just recommend looking up the end requirements!
Now I may be an idiot, but there's one thing I am not sir, and that sir, is an idiot
@RR529 That echoes a lot of my feelings with the game and I really liked how the game explains so little to you so you feel like you’re discovering it all so organically.
And I completely agree with the sentiment that more people should try it with it being on sale so much.
@Thrillho@KratosMD Whenever I see those black bars of doom when you’re talking about Yakuza 3 I get out of there as quickly as possible 😂😂 I’m only on Chapter 9 so I need to hurry and finish!
This morning I ran through the Kingdom Hearts VR Experience, another free piece of software for PSVR.
Gameplay:
There are six worlds to choose from (technically 5 worlds, in the form of Destiny Islands, Twilight Town, Castle Oblivion, Olympus Colosseum, the World That Never Was, and then a Gummi Ship segment), and in each one a cutscene (seemingly in engine from the game it's from) plays out with you in a "Sora's eye-view" (though there's one from Roxas' perspective) of the proceedings. These are all talking affairs, and once everyone has said their piece you are treated to a light show, with various cutscenes from across the series projected onto surrounding surfaces, with various magical lights flashing all over the place all to the tune of some of the series' music.
As you can imagine there's not a lot of actual interactivity. The one scenario that bucks this trend is Olympus Colosseum. There is no cutscene to experience here as it jumps straight into the light show portion (with you standing in the middle of the first KH era colosseum), with you having the ability to swat away the occasional Heartless with the tap of the "X" button, their defeat adding to the showy display of lights.
Once you've experienced all worlds (this shouldn't take longer than 30 minutes, tops) you earn the ability to experience the light show portion of them without having to sit through it's accompanying cutscene first.
Other than that it features a "Collection", which is just a VR Jiminy's Journal mode. You're able to read character descriptions out of the Journal as it floats in front of you, with the character models standing in front of you (though there's no interactivity, as you can't even rotate them). All character models (and journal entries) are pulled from a character's first appearance (the Sora, Riku, Kairi, Donald, and Goofy entries are all based on the original KH, for example).
Audio/Visuals:
While the first scenario is ripped straight out of KHIII, all the others are from the PS2 era games. While a bit of a shock at first, I think it all looks pretty good in the end.
The light shows are pretty neat looking, and the series has good music, so there's that.
Story:
While it doesn't have a story of it's own, the cutscenes you experience are pulled from other games (some of these are early game moments, while two of them are actually final boss encounters), so if you care at all about the story and haven't played through the main series yet, just keep that in mind.
Conclusion: While it is a bit of a treat to see some of these characters up close & personal for the first time (if a bit awkward at times, as it seems like they took a few existing cutscenes and slapped a 360° camera on top of Sora's head), and the light show portions can be pretty, it seems ultimately pointless. It is free, so I can't complain, but it feels a bit thrown together, and I can't help but think they could have done something pretty cool with the series in VR if they just put in a bit more effort. The Gummi Ship would easily make a decent cockpit experience with some light gun action added in, and VR would have been the perfect way to add in the theme park ride experiences of Disney (rather than how they're implemented in KHIII proper).
Currently Playing:
Switch - Blade Strangers
PS4 - Kingdom Hearts III, Tetris Effect (VR)
Some plot spoilers in this post for the game I'm going to discuss, since they're intimately connected to the premise and gameplay.
Clock Tower 3
Platform: PS2
Completion Status: Finished the game nearly 100% on my first go. Collected 240,000 rooder points (whatever those are). Played around a bit with the optional costumes.
The Clock Tower series began life as a 1995 Japan-only horror game on the SNES. A classic point-and-click adventure game, it distinguished itself with a focus on multiple endings, gameplay that encourages the player to run and hide to avoid danger (a design choice that has become more popular in the West with the advent of indie horror games like Outlast and Alien: Isolation), and, most iconically, a garden shear-wielding slasher appropriately dubbed "Scissorman." A 1996 PS1 sequel (which was localized as just "Clock Tower") made it overseas and continued the story of the first game. A spinoff (marketed as a sequel overseas) also released on the PS1 in 1998, but was disconnected from the mythology of the original. It wasn't until a few years later, in 2002, that a true numbered sequel released for the series.
Clock Tower 3 distinguishes itself from these earlier entries in a number of ways. Perhaps the most immediately notable change is how it ditched the point-and-click adventure gameplay of previous entries in favor of (then) contemporary survival horror game design, with (limited) combat interactions, an emphasis on creative fixed camera angles, and full 3D movement of the character.
In Clock Tower 3, you play as Alyssa Hamilton, a teenaged boarding school student on the cusp of her fifteenth birthday, who returns to her family's mansion to try and find her mother, who had mailed Alyssa an alarming letter instructing her to go into hiding. She encounters a sinister black-clad man, who claims to have kidnapped her mother, and through her exploration of the mansion discovers a bizarre family history that involves travelling through time to combat an evil, supernatural underworld.
There's really not a lot to do in this mansion. Instead, it's a hub world of sorts. Like Peach's Castle in Super Mario 64, it contains a series of portals that transport you to other points in space and time, where you (as Alyssa) will explore a mystery and encounter a stalker.
Unlike the more grounded, giallo film-esque atmosphere and plots of previous Clock Tower games, this entry is pure urban fantasy. If you've ever watched Buffy the Vampire Slayer, then the plot should sound familiar: young women in Alyssa's family actually have superpowers of sorts. Termed "Rooders," they have, for countless generations, protected the world from Subordinates, evil Entities who infect humans and drive them to murder. There's a fairly convoluted mythology that is introduced in this game, involving numerous ranks of supernatural monstrosities, bizarre heart-eating rituals, resurrected Victorian-era noblemen, and time travel. Actually, that last bit is relevant to the discussion about the gameplay I'm leading into, because apparently these supernatural warrior girls travel through time to defeat their enemies, and the portals you'll be travelling through will transport you to various points in England's 20th century history.
When you enter a portal and time travel to whatever point in history you're going, you'll explore a small, but dense set of environments as you discover the Subordinate you're looking for and dig into the history of certain victims of his. Functionally, this plays out a lot like a Resident Evil game, as you explore environments and read documents and notes left behind by the deceased and, usually, end up accessing the memories of a victim. Other than the primary stalker in the given level, you'll encounter various angry ghosts of people who died violently. There's an interesting puzzle element here, as, while you can't fight these spirits, you can find some memento from their past life, reunite it with their corpse, and 'defeat' them by granting them some measure of peace, which will cause them to travel to the afterlife.
The main attraction when it comes to the enemies in this game are, of course, the Subordinates who will stalk you throughout each level. Previous games features a lot of run-and-hide style gameplay, but, curiously, the threat level of any given stalker in this game is curiously limited. They'll obviously kill you if you don't escape from them, of course, but you can still solve puzzles when they're chasing you, which removes the immediacy of needing to shake them, and their AI is often dumb enough that you can take advantage of the level design to leave them in the dust, or even have some fun at their expense (in the first portal world, I discovered a small bridge I could crawl under, and, hilariously, every time I tried to leave my hiding spot on one side or the other, the stalker would furiously start running around a small portion of the level to try and catch me, so I had some fun and kept crawling back and forth between the two sides of the bridge to troll the AI and have a cheap laugh at its expense).
The stalker in any given level is almost always going to be faster than you, so it's not unusual for them to catch up with you but, unlike previous games, you have a reliable way to slip out of trouble. A refillable vat of holy water will temporarily stun your stalker any time you use it on them, so there's not usually too much of a reason for them to permanently corner you. In classic Clock Tower fashion, there are places to hide from these enemies so you can ditch them, but they're not hugely prevalent, and you won't spend an enormous amount of time hiding in this game. And, as I pointed out earlier, the enemy AI is dumb, which removes most of the tension when you are hiding from them. I can literally hide behind a thin curtain right as the stalker is entering the room, and it won't think to look in the most obvious place imaginable to find me.
The game does have some cheap jumpscares, though, and, in certain scripted locations, the enemy will jump out from a hidden spot on the screen (remember, the camera angles are fixed) and scare the bejeesus out of poor Alyssa. This is when the panic meter comes into play. See, the stalker won't usually be able to kill you when she's in a normal frame of mind, but one too many close skirmishes with her attacker will cause her to enter a state of panic. This leads to visual distortion of the screen, of course, but, in a supremely irritating design choice, she will also randomly stop and shiver for a couple of seconds at a time. Oh, and if the Subordinate attacks Alyssa when she's in this state, it's an instakill. So, combine random pausing for several seconds at a time, an enemy that is faster than you, and attacks that lead to instant death, and you should probably be able to see how this game can become irritating quickly in certain scenarios. Thankfully, Alyssa will be able to hoard some sort of stress relief item that you can use to calm her down so a scripted jumpscare doesn't lead to her getting herself killed over and over and over again because of the game's sparse save points and lack of a checkpoint system.
The subordinates themselves are... well, I won't spoil them too much, except to say that they are almost uniformly ridiculous. This game turns lack of subtlety into an art, so you'll see this villainous scoundrels do a lot of dancing and evil laughing as they engage in their evil deeds. It's ridiculous, and if this game doesn't sound scary, well... that's because it isn't. I'm not entirely convinced this was even meant to be a horror game. Almost every second of this experience is loud and utterly bizarre. This extends to the few human characters you encounter throughout the game as well. The most prominent one is a childhood friend named Dennis, a coward who will nevertheless thirstily follow Alyssa into hell for no particular reason. The weirdness of everything is hugely amplified by the game's extremely notable (for the time) reliance on mocap technology for the animation of the character models in cutscenes, which leads to almost everybody flailing and throwing themselves around like they're in the middle of a seizure or something. It's impressive given this a PS2 game (and the game itself is visually top of the line for something on that system), but prepare to be disturbed by this game's frequent cutscenes in all the wrong ways.
In-game, this is Alyssa letting her friend Dennis into her bedroom. Imagine this sort of theatrical, manic energy, but through the entire game.
Nowhere is the... err... "distinctness" of this entry better represented, though, than in the game's boss fights. So, first, and most crucially: the game has boss fights. In a Clock Tower game. It's very weird. Not content to leave it at this, however, Alyssa will transform into a sort of magical girl when it comes time to fight the entity that has has obnoxiously been following you around for an entire level. She fights with what look to be light arrows, like Princess Zelda might use at the end of a Legend of Zelda game. The aiming mechanics are horrendous, unfortunately, because as soon as you aim, you're unable to adjust your aim at all. Instead, you'll have to lower you bow and raise it back up. Now, do this multiple times with enemies that are usually moving around, and you might see why this can be irritating. The way to get around this is to wait for the stalker, who will keep trying to attack you throughout the fight, to trigger an attack animation, which will usually keep them planted in one spot for a few seconds. This is enough time to start chipping at their health.
If the stars align properly, sometimes enemies will both stop for a period of time AND immediately begin running at you from that same angle, which means you'll have enough time to charge up your arrow. Arrows do marginally more damage the longer you charge them, but the real fun begins when you charge it long enough that your arrow tethers them to the ground. This will usually keep them grounded long enough to fire off more charged tether arrows and then, finally, if all goes right and you tether them three or four times, you can pull off a ridiculous looking super-attack. When this activates, Alyssa will fire off an arrow into the sky, and it'll rocketing down towards the enemy like a comet and cause a massive explosion that will either kill or gravely wound your enemy in the process.
If that description isn't sufficient, please look for yourself:
The magical girl protagonist in my horror video game looks like Sephiroth from FF7 summoning Meteor, sans the three minutes of watching the solar system blow up.
Anyway, there are also special binding arrows that will, if they hit true, automatically trigger a tether, as well as arrows that cause more damage than normal. You only collect a small handful of these, though, it appears to be impossible to cycle between them, meaning you'll have to use them in whatever order you collected them throughout the game.
It might be tempting to let fly with these against some of the game's more obnoxious normal bosses, but please, resist the temptation, because you'll want as many special items as possible to use against the ridiculously OP final boss, who has multiple life bars, can inflict tethers on Alyssa, and so quickly cycles between powerful attacks that force you to move that she barely even gets time to fire uncharged arrows at him. Even if you trigger a super attack on the final boss, it'll take off less than half of his health, but, again, every little bit helps.
What else to say? Once you beat the game, you'll gain access to a number of unlockable outfits for Alyssa to wear throughout the game (although these obviously don't show up in the pre-rendered cutscenes). In general, they're sort of sexualized, with one of them being a tight leather outfit with a breast window, a skimpy cowboy-themed one, one that shows off her legs (including her underwear if you crawl around, like you frequently need to in this game to get through holes and whatnot). There doesn't appear to be much else of significance, however. Like I noted earlier, the game tells you that you earned a certain number of "rooder points" by the end, but I have no idea what the significance of those are, how you collect more of them, etc.
A video showing off the outfits, for anyone interested
So, what do I think about this game? It's hard to say. Despite the high production values, this feels like a cult production of sorts due to the large number of weird design choices the developers went with. It's hard to recommend this to people: it's a horror game that's not scary, and the animation/acting in it are distractingly over-the-top most of the time. It's a survival horror game without weapons or health management. I can't, in good conscience, say it's a really good game, but as someone who seeks out different experiences, I was reasonably happy with how refreshingly bizarre the whole thing was.
@Ralizah, despite it's frustrating moments, it sounds like an interesting experience.
Probably not likely, but I'd love to see tons more 6th gen remasters on current systems. Despite that they're a bit archaic in spots, the modern remasters of Devil May Cry, Final Fantasy X, Katamari Damacy, Okami, and Onimusha have stood up with many of the modern games I've played in terms of how much I like them.
Currently Playing:
Switch - Blade Strangers
PS4 - Kingdom Hearts III, Tetris Effect (VR)
Trolling the AI for cheap laughs and campy maniacal dancing is not what I'd expected you to write about a game from a series with Clock Tower's reputation. I remember there being a lot of buzz around one of its releases when I was a kid, the kind of urban legend playground whispering which would only boost sales nowadays (or wouldn't exist to begin with, thanks to YouTube).
Probably the first PS1 game. Clock Tower II was not well-received and had a short print run, I guess. Good luck finding a copy of it that doesn't cost a small fortune!
The "original" definitely could have spooked people when it first released. Even today, despite the very corny voice acting and presentation in general, there is still a sense of panic that rises up when the Scissorman chases you. Unlike Clock Tower 3's stalkers, he was actually an unnerving threat, and not one you could escape easily by throwing water in his face.
So, fun fact: I forgot I even owned CT3, and only started playing it when my nosy young nephew started rummaging around on a shelf and pulled it out.
@RR529 The 6th gen is probably the earliest point where I can consistently enjoy playing 3D games without needing an asterisk beside them. I love my PS1 to death, but most of its games feel OLD at this point. While I feel like action games needed another generation to really come into their own technology-wise, a lot of the JRPGs and horror games on PS2/GC feel like they wouldn't be out of place on modern consoles.
That KH VR demo sounds interesting. It's a pity S-E hasn't really invested more resources than it has in supporting VR gaming. I hope Sony develops something exclusive and ambitious to push the hardware next gen.
Well done Ralizah on collecting all those rooder points! (Whatever they do... Bragging rights? )
My guess would be that they had initially planned to implement some sort of scoring system to encourage replayability, but whatever that was fell by the wayside, and this is what we're left with.
I quite like Scissorman and Scissorwoman's design in this one with the whole circusy/street performer vibe it has going on.
Oh yeah, total circus performer vibe. When he gets stabbed, Scissorman actually bleeds confetti everywhere! I think he and his sister would have stood out more if virtually every villain in the game didn't prance around like they were on Broadway, though.
A couple of weeks ago I finished up the Order: 1886, a launch era PS4 exclusive shooter set in an alternate history London.
Ready for an outing, old chap?
Gameplay:
The core gameplay mechanics revolve around being a third person cover shooter. I imagine that if you've played anything similar over the past couple generations, you have the gist of what to expect here, as it doesn't really shake up genre conventions, though it does deliver them with the kind of big budget polish you'd expect from a first party Playstation release.
In terms of armaments you have pretty much everything you'd expect of it's contemporaries (pistols, rifles, shotguns, machine guns, bazookas & the like), plus a few more unique firearms such as the Arc Gun (fires charged bolts of electricity) and my personal favorite, the Thermite Gun (with R2 you spray an area with a powdery substance, then with R1 launch a flair that ignites it, incinerating all within).
You switch out weapons with the D-Pad (left equips sidearm, right main weapon, up smoke grenade, & down explosive grenade). One small catch, as you may have noticed is that you have to switch out your firearm in order to use a grenade (rather than there being a dedicated grenade button). It's a bit of an annoyance (as you'll likely only want to use one when overwhelmed with foes anyways), but I guess can't be helped when some of the main weapons (such as the aforementioned Thermite Gun) require the use of multiple shoulder buttons. It's not a huge mark against the game overall, though.
When not shooting things the game tries to break things up in various ways. The most common of these is simply cutscenes to flesh out the story (in fact a few of the shortest missions consist of only a few cutscenes, only interrupted by you having to walk once or twice), though there are also a few "investigation" scenarios (you have to walk around a room and interact with highlighted objects, looking over them with the right analogue stick, seemingly just to show off how detailed the PS4 can render things), the kind of "ledge platforming" so commonly seen in Sony's releases (though it's used even lighter here than usual), and the occasional QTE (in fact, the few boss encounters the game has completely eschew the shooting mechanics in favor of QTE slugfests).
"ledge platforming"
Make no mistake, the game has a lot of shooting, and what is there is very polished & can get quite intense, but whenever your first shootout doesn't occur until halfway through the second mission (and the third mission is one of those short talky ones), the game's reputation as something you watch more than you play isn't completely unfounded, at least at it's onset, and exemplifies the stereotypes that surround Sony's exclusives moreso than something like God of War.
Audio/Visual:
It's made by the same studio (or a subset of it) that brought the wonderfully detailed world of God of War to life, and it shows. Despite the fact that it's a launch era game, it looks fantastic, at least from a technical point of view.
Unfortunately I think it's adherence to realism is it's greatest drawback, however. The fact of the matter is that you're scuttling about the back alleys & sewers of 19th century London, mixed in with a tone that mixes in some horror elements (without making an effort to actually be scary), resulting in a very dreary game world. There was some hope with it's steampunk elements, but other than one mission on a luxury blimp, they play the world mostly straight.
Making things a tad worse is that it's a very dark game in terms of lighting. Probably exasperated by the light filter on the screen that makes things look like it's being captured on old time film, it can be unbearably dark to the detriment to the gameplay in parts. At one stealth section in the game's second half I turned the game's brightness to max (a setting I usually don't mess with), and it made things a lot better
Trying to shoot enemies that bum rush you in the darkness can be trying.
Story:
You're put in the role of Sir Gallahad, a member of a clandestine knighthood (directly linked to the Arthurian Knights of the Round Table) designed to protect the Crown from rebel insurrections & more importantly, from the things that go bump in the night. However (despite the fact that in terms of gameplay you'll be facing firearm toting humans rather than the occult more often than not), while investigating the Jack the Ripper murders he quickly notices that supernatural activity is way up in London, and despite some pushback from his higher ups, he investigates and discovers things aren't as they seem.
It's not a wholly original narrative, with some of the twists being pretty easy to guess, but as with most things in the game, it's presented with a high polish. Plus, in this secretive organization Nikola Tesla (yes, that one) is the Q to Gallahad's Bond, suiting up the Order with all sorts of high tech weapons & communication equipment (explaining the presence of more modern weapons, & sci-fi ones, that otherwise shouldn't exist), which is a fun connection I wish they would have played with more.
Conclusion:
I know it sounds like I'm being harsh on it, but that's just because it has such potential. The core gameplay is solid (especially if you like shooters), but I think if they had made the "downtime" gameplay a bit more engaging & upped the ante in terms the steampunk & supernatural elements, it could have been something special, and now it probably won't get the sequel it obviously sets up. Still worth a punt at the bargain bin prices it regularly finds itself at (I got it for $5).
It's been a long day.
Currently Playing:
Switch - Blade Strangers
PS4 - Kingdom Hearts III, Tetris Effect (VR)
@RR529 I keep seeing this on sale for insanely low prices, but usually ignore it. People talk up the "gorgeous" visuals, but, as you point out, the technically advanced visuals are completely wasted due to the setting and art design. It's a very bland looking game. The prevalence of "ledge platforming" (thanks for that) and cover shooter gameplay just seals the deal as far as ignoring it goes.
Good overview, though. I didn't realize this game even had lighting issues, but I guess that shouldn't surprise me.
I know the original revealed she was a girl at the end if you did fast enough... But I didn't know she got less clothed though! I just thought she took off the helmet of her power armour!
In the older games, she generally undressed until she looked like she was in her skivvies.
For example, in the NES game, this was the sprite awarded for completing the best ending:
In the newer games, since the GBA on, she's less scantily-clad and generally looks like she's wearing something you might think to throw on when you're jogging:
I think the only games where she takes off her helmet at the end were the Prime games.
I bought it on release for Vita. It looks OK and sounded alright. That was about it. I think I actually got stuck on something, didn't bother looking it up and never went back to it. Such is the weakness of the game.
I've said IRL many times, that a good Who game needs to be either from the antagonists point of view, or an epic - wide ranging rpg the likes of which have never been seen before!
PSN: KALofKRYPTON (so you can see how often I don't play anything!)
Twitter: @KALofKRYPTON (at your own risk, I don't care if you're offended)
"Fate: Protects fools, little children, and ships named Enterprise." - Cmdr William T. Riker
@RogerRoger Great write-up, I didn't know of this game before now. It does sound very alright, probably better than I was expecting for a licensed game but nothing amazing.
I'm liking that screenshot of the Doctor on top of those crates. It does look as though he just randomly found his way on top of the crates, and now he's puzzled by that and doesn't know how to get back down.
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