Friday, March 27, 2020

[Finished] Life Is Strange: Before the Storm: Farewel (spoiler review)

Game:  Life Is Strange: Before the Storm Bonus Episode: Farewell
Release date: 2018
Platform: PC
Date started: May 2018
Date finished: May 2018

Spoiler Warning 

Farewell is a short bonus episode about two friends spending an afternoon together. There are no high stakes, no dangerous criminals or saving a town from a natural disaster. The tension comes from the fact that Max didn't tell her best friend Chloe that she's moving away to Seattle and it is their last day together. We can feel the anxiety building up within her as she keeps delaying the information in hope to find the right moment to have this conversation.

The original voice actors Hannah Telle and Ashly Burch return as Max and Chloe in a short episode with a simple premise. What could possibly go wrong?

The gameplay

When you set up linear confined spaces and strip the game of its mechanics such as time rewind or backtalk, you get a somewhat shallow experience. There isn't much to do. Most of the time you will be reading notebooks and viewing kids' drawings which isn't terribly interesting (but at least they feel authentic). I liked playing through choose your own adventure book that the girls made because it reminded me of similar stuff I used to do as a kid. You can talk to Chloe but the dialogue options are more limited than ever before and maybe it's for the best because the dialogue is quite painful to listen to. Hannah Telle and Ashly Burch gave a convincing enough performance as little girls but the writing will make you cringe even more than usual. If the kids in Stranger Things talked like that, nobody would watch the show.

I always thought young Max's model looked really weird. Even back in the season 1

A major part of the episode was built around the idea of child's play so I expected Deck Nine would find a way to translate that into gameplay, considering they made the brilliant D&D session and the school drama play segments in previous episodes. They did kinda try it with one puzzle involving a telescope, which is one of the more uniquely done puzzles in the LiS series. But most of the time instead of having fun and enjoying the story, you will catch yourself wondering why are you doing such busywork as shifting furniture in the attic.


Farewell is the shortest LiS episode by far. I feel like it would benefit greatly from another short chapter at the end where the girls would visit the lighthouse before heading home and finding Chloe's mother sobbing after hearing the tragic news. At the lighthouse they could've carved the message on the tree stomp that we saw in the original game. Not only does Farewell take place in 2008 but they also played pirates that day. It would've nicely tied everything together.

Carved tree stomp in Life is Strange 1

The ending does pack an emotional punch. It's something that we got used to in this series but didn't quite expect from an innocent bonus episode. It was clever how they made the girls play dress up and change clothes so we don't realize that Farewell is set on the day William died. In the first game we found out Max left Chloe shortly after the death of her father but I never imagined it happened right after his funeral. It may work very well for this episode but it seems a bit too (in)convenient. There's a theory among LiS fans that the message on the tape recorder was actually left by Max from the future when she jumped back in time through the photograph. Not sure if I would agree with it but it's nice there's some room left for speculation and I feel like it adds a bit more depth to the episode.

+ emotional ending
+ original voice actors return

- very short
- abysmal gameplay
- cringey dialogue



Monday, January 27, 2020

System Shock remake demo impressions

The System Shock remake demo was released for 48 hours on Steam during The Game Awards 2019 and I had to try it. But before I give you my thoughts I want to give you a little history.

Troubled development

In 2016 Nightdive Studios launched a Kickstarter campaign for System Shock remake and released a short demo alongside it. The demo was made in Unity and used lightning to a great effect in order to create the atmosphere. It looked modern but faithful and the Kickstarter was a great success, gathering over $1.35M.

The development problems started when they switched to the Unreal engine, citing lack of fidelity, performance issues and bad cross-platform support on Unity. They had to start from scratch on the new engine but the team was taking more liberties in designing the game so it began looking more like a reboot than a remake. They even experimented with some mechanics that the original Looking Glass team wanted to implement but couldn't due to technical limitations of 1994. First screenshots revealed more realistic but also more generic look - gone were the charming colors of the Unity build, replaced by dark grey corridors that looked like every other sci-fi horror you've already played. Kickstarter backers weren't happy with the new direction and the game was scrapped once again. In March 2018 the director Stephen Kick announced the team is going back to their original vision, targeting 2020 release. The pre-alpha demo was released for a limited time during The Game Awards 2019 and was made permanently available for all Kickstarter backers shortly after.

System Shock 2 was always one of my favorite games but I haven't played the first one until 2013. After getting over horrible controls I ended up quite liking it. I wasn't pleased when I heard it's getting a remake but once I saw the gameplay footage, the unique visual style won me over.

Unreal vs. Unity

I didn't have a good enough PC to run the Unity demo when it came out and I forgot to return to it later. Now I had an opportunity to play both demos back to back, alongside the original game's hospital level, and I gotta say I prefer the Unity version. It looks better, runs better and plays better.
Unfortunately the Unreal demo feels like a downgrade in many ways.  The Unity demo is visually more appealing with it's vibrant colors and masterful lighting. The Unreal build is way too dark (Doom 3 levels of dark) and I often wished I had a flashlight. Some animations that were present in Unity (waking up, healing pod animation) are missing here. The demo is also horribly optimized and gradually drops FPS but that's not unexpected from a game in pre-alpha stage.

The art direction gives the game a distinct retro feel by combining high quality models with low res pixelated textures. 

The melee combat feels terrible and there's no depth to it. Swinging a pipe in the previous demo had a weight and momentum to it and you could feel the impact upon hitting the enemy. Not anymore. Using the energy weapon felt much more satisfying as well.

Medical mutant cyborg is a new addition to the game. He's just doing his job, not threatening you.

The new demo is much larger and features the full hospital level. The level design is faithful to the original and running around the Citadel station and mapping it out felt like a proper System Shock experience. I love the new user interface. It looks like a cleaner version of System Shock 1 UI combined with Deus Ex style inventory and quick access. Some inventory functions are still missing, like the ability to load a pistol by dragging a magazine onto it. And why does an empty soda can stay in your inventory after you drink it? That's just annoying. Certain items like berserk, staminup and medipatch look identical with a slightly different color shade. The colors need to be more distinct. Another confusing thing is there's no visual difference between items you can pick up and other random stuff lying around on shelves.

The UI is a huge improvement over the original game but still looks faithful

Looks like you should be able to pick up these items but you can't- they're all decorations.

Even tho the new demo feels like a step back in some ways, I believe it's going to be a decent game once they polish it. Despite of bad performance and crashes I enjoyed playing through it. I'm just worried that modern gamers won't have the patience to explore the maze-like level design of System Shock.

Screenshot comparisons

Unity Unreal


One of the developers addressed the criticism and comparisons with the Unity demo on reddit. Here's what he said:

"The Unity demo we created was much smaller in scope so we had time to polish many of the secondary features for weapons and animations as well as lighting and optimization. Many of those are missing from the Unreal demo as we've focused on completing all the levels, basic mechanics and puzzles first. We were given the opportunity to participate in the VGA/Steam promotion so we used a number of work in progress elements to make it playable. Thanks for taking the time to put this together and share your feedback, the final version will include many of the things you've mentioned missing from the Unity demo."

I'm not quite sure I buy that because I would count things like melee combat into basic mechanics. I know the dev team changed and I suspect that the first demo was simply made by more talented guys. Hope to be proven wrong.

During a recent developer stream they showed an updated version of the game and it seems like they fixed 2 major issues with the demo: the performance and lightning. Memory leaks have been patched up and lightning was vastly improved. All the corridors are now well lit.

You can watch the VOD bellow:

Saturday, January 18, 2020

Plans for 2020

In 2019 I only finished one game- The Awesome Adventures of Captain Spirit, which technically doesn't even count since it's just a companion piece to Life Is Strange 2.
One of my new year's resolutions was to beat more games and make up for it in 2020. I'm going to ramp it up and try to beat 2 games each month: aiming to finish at least 24 games in 2020.

January should be easy since I just need to finish games I already started. I'm quite far into Death Stranding as well as a couple of PSVR games.

I'm also planing to be more active here and revitalize this blog. I'll start by writing quick reviews for games I've beaten in 2018: Life is Strange: Before the Storm and Beyond: Two Souls. Then I'm going to report on the progress as I play new games.

There's one game that I'm more devoted to than others and that's Starcraft 2.I'm trying my best to improve but the highest rank I was able to reach was Master 3 and I couldn't even retain it. This year I won't be satisfied unless I reach the highest possible rank- Grandmaster. I'm ready to do whatever it takes to get there.