Game: Death Stranding Release date: 2019 Platform: PS4
Conditions: Finish the story on normal difficulty
Just picked up Death Stranding. Avoided all reviews, gameplay videos and discussions. I wanna go into it as blind as possible and experience this "new genre" for myself. I'm ready for a huge letdown :D
Game: Life Is Strange: Before the Storm Episode 3: Hell Is Empty Release date: 2017 Platform: PC Date started: May 2018 Date finished: May 15 2018
Spoiler Warning!
The revelation at the end of the last episode shook Rachel's world and completely shifted the direction of the story. The plan to leave Arcadia Bay is temporarily shelved until they find Rachel's biological mother. The search crosses their path with a criminal Damon Merrick who doesn't like people asking questions about his clients and things get far more complicated when he finds out Rachel is a daughter of a district attorney...
Episode 3 wants you to answer one question: What is better- a convenient lie or the ugly truth? It is an omnipresent theme intertwined within the main story, random conversations and even the puzzles of the game. For the first time in a Life is Strange game I had to really think before making a decision because the choices presented didn't feel so black and white anymore. Even the dialogue felt more mature and less cringey than usual. Unfortunately, just like the finale of the season 1, the conclusion of
Before the Storm appears to be rushed and unfinished. Near the end of
the game Chloe misses some important story moments, and therefore we as
players don't get to experience them. We only get told what happened later. I
can't imagine it was a narrative design choice, it felt like a
compromise to solve a budget issue or to meet the target release date.
The episode starts with surreal imagery as the girls are literally looking into the past through a telescope. It somewhat reminded me of the nightmare sequence from the season one finale. Dreams play an important role in Before the Storm and this episode goes further as Chloe is having imaginary conversations with her dead father. All the dreamy imagery threw me off a little bit and at one point when Chloe was having an important real conversation near the end, I was questioning whether it was really happening or was it just another dream. In truth it was just sloppy storytelling.
But how is the gameplay?
We're fixing the truck...AGAIN?!
Come on! Despite of it being an annoying tedious busywork I gave it a
pass last time because at least they let us personalize it in some way.
No more! Here it started as a cut scene and it should've ended as one, but instead they turned it into a pointless and insultingly
simple puzzle. When Warren Spector said a video game should be interactive whenever possible, I'm pretty sure he didn't mean this.
In the past episodes Deck Nine gave us some cool memorable moments by combining gameplay with dialogue. The tabletop mini game in the episode 1 and the school play in the episode 2 were some of my favorite moments of the game. I was looking forward to what they can come up with for the finale, only to find there's no new creative interaction like that. We only got an option to finish the tabletop session, which was still nice.
I also expected more scenes of Chloe and Rachel together and their relationship explored further so I thought it was an odd choice to have them separated during the entire second half of the game. Despite of me knowing how the things are going to turn out, the antagonist Damon Merrick still felt like a real threat. Chloe's stepfather David got one moving scene that gave him much needed humanity and I liked how they found a way to include her real dad into the story as well. Flawed fathers was an underlying theme of the story after all. On the other hand I didn't like the stalker Elliot subplot. Seems like they wanted a character that acts as a dark mirror to Warren from season one but his inclusion felt forced and made the story formulaic.
The way they handled final conflict was very odd. The fact that the main character wasn't the one who saved the day was somewhat refreshing but at the same time it ended up feeling quite uneventful because she passed out and missed what happened. The final decision wasn't easy to make during my playthrough but looking back at it now, it seems pretty obvious which choice was the right one. I liked the uplifting montage at the end and I wish they would leave it at that. Ending on a positive note and letting us remember what's coming would make for a perfect bittersweet ending. Unfortunately they ruined it with a post-credit scene that pushes it right in our face.
My Choices (SPOILERS!)
Only 4% of players got to experience the best part of the game? :P
+ less cringey dialogue + harder choices
- rushed - unsatisfactory conflict resolution -post-credits scene
Penumbra: Overture is a first person horror adventure from Frictional Games, the studio behind Amnesia and Soma. It was based of Penumbra, a short tech demo Frictional made to demonstrate the capabilities of their HPL engine, named after H.P. Lovecraft, whose influence is present throughout the game. The reception was very positive so they decided to turn it into a full length game and eventually into a trilogy.
I started playing Penumbra: Overture on Halloween 2015 and got about halfway into it when I got stuck on the generator puzzle. I thought I'll figure it out the next day but for some reason I haven't fired up the game again. Since 2 years have passed I decided to start fresh with a new playthrough.
The basic setup is explained in the intro. You play as Phillip, a thirty year old physics teacher whose mother had passed away. A few days after her funeral he receives a letter from his father whom he never met and who has been declared dead for almost 30 years. Inside: a plea for forgiveness, a key to a deposit box and instructions to burn its content without reading. Curiosity gets the better of him and despite the documents being indecipherable, he finds a note pointing out a location on uninhabited Northern Greenland. A year later he books a flight and takes a charter boat there. That's where the game begins. After looking around the area alone on foot (what a great idea), Phillip gets lost and looks for a shelter from the cold. He finds a hatch leading into an abandoned mine but ends up trapped inside after the entrance collapses. Soon it becomes apparent the mine isn't as empty as it seemed...
The story is told through exploration and reading notes and diaries left from previous occupants. Only in the second half you find somebody still alive who will guide you via radio messages. The diaries are well written and I would highlight a particular one from a guy who survived in the mine for over 300 days solely by eating spiders. It's a short creepy story on its own. On a few occasion the game takes away control of the camera from you in order to create a cinematic scene that doesn't add anything to the experience except it ruins the immersion.
What really made this game unique was the use of Newton Game Dynamics physics engine which allowed players to interact with objects in a way that mimics real life motions. In order to open a drawer you grab it, then move a mouse toward yourself as if you are actually pulling it. To hit something, you perform a swinging motion across the mouse pad. You can partially open doors and peak behind them. You can stack up objects and use them to climb or barricade the doors to slow down enemies. The result is very natural interaction with objects but incredibly clumsy combat due to camera locking. It is so bad that it is better not to engage in it at all. And maybe that's the point. If you even stare at the monsters for too long, you start to lose sanity. So sneaking around is pretty much your only true option. I beat the whole game without fighting once and the only enemy I did kill was by luring it into a trap. The stealth is a bit too easy. When you crouch in the shadows or behind objects, your vision gets a blueish tint indicating that you are hidden. If you are "hidden", the enemy AI won't notice you even if it literally stands right next to you. Positional audio doesn't always work as intended and can be quite deceiving. Sometimes you'll hear enemy growl as if they are right next to your ear but in reality they are behind a wall 10 meters away.
All puzzles in the game are logical and generally well done. Some of the things to do include mixing chemicals, combining items in inventory to create bombs, fixing and operating complex machinery using instruction manuals, obtaining a keypad combination through the Morse code recording etc. There are quite a bit of physics-based puzzles and solving most of them will make you feel smart. A stark contrast against a single bad puzzle in the game where a note literally spells the answer in all caps.
Fixing the generator was one of my favorite puzzles in the game
After all is said, it is a horror game, so everything comes down to a simple question: is it scary?
Well...no. But they did some horror aspects right. First of all they created horror through atmosphere. There are no jump scares in the game. Entrance collapses behind you and there's no going back. The feeling of dread and finality increases as you descent deeper and deeper into the mine. There's this particular moment in the game where you walk over wooden planks across an endless pit after encountering a certain creature.You think about the implications and wonder what kind of colossal creatures may lurk down bellow. That is Lovecraftian horror at its finest.
Throughout the game you get a feeling that developers are taking their time and holding back the scares but after encountering the same creatures over and over again, you start to develop a sense of security, which is never a good thing in a horror game. There are only few types of monsters and none of them are scary. Zombie dogs and large spiders? Very original, haven't seen those before..
Although a bit formulaic and cliche, the story is well told and interesting enough to keep you playing. The ending sets up the sequel, which is fine since they envisioned Penumbra as a trilogy from the very beginning.
+ physics-based interaction + logical puzzles + good atmosphere + exciting chase sequences + well written notes and diaries
- monsters are more annoying than scary - terrible combat
Game: Life is Strange: Before the Storm: Episode 2: Brave New World Release date: 2017 Platform: PC (Steam) Date started: October 2017 Date finished: October 2017 WARNING: medium spoilers
I was a little bit let down by the first episode but I find myself liking the second one more. I'm not sure whether it's got anything to do with the quality or I simply got used to changes and got more attached to the new story. I was worried the ending of the first episode implied that Rachel may have some sort of supernatural powers and I was glad to find it wasn't the case.
Episode 3 starts in the principal office where you're given a choice of covering for your friend with a risk of getting expelled from school. I already knew how it's going to play out from playing the first season but I still felt bad for Chloe and her mother and it reminded me when I was in a similar situation in high school. What's worse, David and Joyce decided it's time for David to move in and I could feel the weight behind the decision and what effect it had on Chloe. She refused to come home as long as he's there and took off to a familiar place- the junkyard. Looking back at season one, I can now see why this place was so special to her. But besides meaningful moments, the junkyard is also a place where busy work like searching for bottles and other forms of padding often occur. This time Chloe was looking for spare parts in order to fix a truck and it felt like stalling again. I didn't mind it too much because it was nice to see Chloe doing something productive for a change and they did give you a couple of options to personalize the truck. Later on she helps Frank with some business at school. In order to get inside the dorm she has to solve a mandatory puzzle that is both terribly designed and completely unnecessary. Deck Nine doesn't know how to design interesting problems to solve but they excel at creating scenarios such as the D&D tabletop session in which you could participate in the last episode or performing in a school play in this one. You have to read and memorize the lines and then play it out on stage. I noticed that some side characters like Nathan can either nail their part or choke on stage depending on your previous interactions with them, which is a nice little detail you won't really notice without replaying the game. The school play stands as the highlight of the episode for me. After the play the mood shifts to ecstatic as the girls discuss their future and plot an escape from Arcadia Bay. For a moment it felt so hopeful and I was rooting for them despite of knowing their ultimate fate.
Rachel's dad is Elon Musk?!
Having a dinner with Rachel's parents at their house was appropriately awkward. Unfortunately at that point the game starts dragging again and makes you do such busywork as setting up a table or asking Rachel's dad what he wants to drink. It's just an excuse for you to snoop around their living room. That's where I really started noticing how annoying Chloe's inner monologue can be. Does she really have to comment on every single task she performs, like picking up a plate? Her comments are rarely clever or insightful. While playing as Max it felt like an awkward part of her personality but I don't think it works for Chloe. The tension at the dinner table was real but that's also where bad writing and voice acting started to really show. The flow of the conversation didn't feel natural and it was obvious the actors recorded their lines separately. The dinner scene showcased the level of writing and acting that would
never fly on a TV show but for some reason is acceptable in a video game. With that
said, the ending did deliver very much needed mystery and left me
longing for the next episode.
My choices (IMAGE SPOILERS!):
+ school play + ending + soundtrack + harder choices + Chloe / Rachel relationship
Game: Life is Strange: Before the Storm episode 1: Awake Release date: 2017 Platform: PC Date started: October 2017 Date finished: October 2017
As I played it, I enjoyed the first episode quite a bit but upon reflecting on it I realized it's not very good. First problem: they fucked up the continuity. At this point in time Chloe's mom and David should be already married but they're not. Oops. Everyone was recast, not just Chloe. Some of the voices are totally on point, so much that I wondered if it's the original actor doing the voice but being credited as someone else. Rhianna DeVries played Chloe pretty well. Sometimes I was annoyed by the tone of her inner voice but she did nail the most important scenes. Kylie Brown was fine as Rachel but due to all the buildup toward her character in first game, I expected someone a bit more charismatic. It was interesting seeing Chloe interact with familiar faces like Victoria or seeing Nathan get bullied. Out of the new characters I liked D&D nerds Steph and Mikey and laid back security guard Skip.
The main problem is Deck Nine doesn't know how to marry story with gameplay. They have no idea what would they have players do. So they made the ultimate fetch quest game. After Chloe comes back from a concert these are your main objectives for the whole first half of the game:
bring purse to Joyce
bring keys to David
bring wrench to David
take DVD from Steph (only so you can have a conversation, DVD as an item is inconsequential)
bring belt to Rachel
It's not a joke, I swear all of these objectives happen one after the other with only a bit of dialogue in between.
This is how I feel about fetch quests:
The rewind mechanic is gone. Instead they introduced "backtalk challenge" where you try to get your way by defeating people with arguments. These are pretty fun (except the first one with a bouncer that is terribly written) but I don't like the way they were executed. It's nothing new, this has been in the game the whole time. Remember the conversation with Kate on the rooftop or asking Frank to give you his notebook. The only difference is now there is a visual indicator of how well you're doing in the conversation and all it does is break immersion. I don't like how it shows you that the conversation you're about to enter is different from others. I like to think all of them are important depending on the context.
I was curious how would they tackle puzzles without rewind mechanic. Well, there's only one puzzle in the whole episode and I'm even hesitant to call it that. It's terrible for a couple of reasons:
it's insultingly simple
in the context of the story it doesn't need to be solved but you have to do it in order to progress
you would never solve it that way in real life
Before the Storm is a step away from the original game and step toward Telltale style. Except for the schoolyard, all of the levels in the game got smaller and there's very little room for exploration. Locations like the junkyard or school dorm from the original game weren't big in any sense but there's nothing in Before the Storm that comes close to that size. There's always something blocking your path. Even tho the original had small levels, Dontnod created illusion that all those places are connected. For example: your goal is to get to a drama class. If Dontnod made this game then you'd start in the schoolyard, you'd enter the school, manually walk through hallways while exploring and talking to characters and then you'd enter the class once you find it. Here's how Deck Nine does it: you start in schoolyard then cutscene teleports you right into the class then another cutscene teleports you to next location. It's basically Telltale.
Although there's not much room for exploration, from time to time you can find something interesting, like this betting note in front of an old mill. I think it might be connected to dog fights briefly mentioned in the first game
You could make an argument that they are focusing on the story and achieving better pacing by cutting the mundane parts but some of the best moments happened outside of the main plot. I loved the D&D minigame they played before the class and that was completely optional. With all the effort devs put into creating it, I just wish they allowed players to roll for themselves instead of rolls being predetermined. This would be very easy to implement and make it 100x better.
The story of episode 1 is about Chloe meeting and bonding with Rachel. Although it feels a little bit rushed, it is believable, especially since they have certain things in common. The game definitely had it's moments. Playing 2 truths 1 lie with Rachel was fun and it was cool to see their relationship develop. There was one heart breaking scene where Chloe ran into something that reminded her of her dad. I liked the story for the most part but I'm not so sure I like the ending.
At the end Rachel starts a forest fire. How am I supposed to like a person who burns down a fucking forest just because she's upset? Just imagine all the animals that got killed. They also strongly suggested that Rachel has some supernatural power and her rage was fueling the fire. Chloe clearly witnessed it which again breaks the continuity. When Max told her about her power in the first game, Chloe reacted with something like "nobody has super powers, this isn't anime or a videogame". The nature of what happened in the end isn't clear yet so I can't judge it too much until I see the rest of the story.
The soundtrack is nice but there's no track that stood out nor one I'd listen outside of the game. I preordered Deluxe edition so I got a mixtape mode and different costumes as a bonus. I imagined mixtape mode would work like a discman or something that Chloe would carry with her and you could arrange tracks and play them inside the game. Turns out it's just an animation of Chloe lying in bed while listening to tracks from the game that you can re-arrange. You enter mixtape mode through main menu. While it's cool that you can change clothes this time, all bonus outfits look kinda lame so I chose the default one anyway.
I enjoyed playing Before the Storm but I can't overlook it's flaws. The devs were clearly struggling with incorporating gameplay into the story and I hope they will come up with something better for episode two.
My choices (IMAGE SPOILERS!) were pretty much the opposite from everyone else:
- struggling to marry storytelling with gameplay - fetch quests - less exploration - continuity errors - (lack of) puzzles - actors couldn't reprise their roles due to voice actor strike
Last year I bought NES Classic. Now I got SNES and it seems like I'm building a collection of cute little Nintendo consoles. N64 next year? NES version had an issue with short controller cable so I'm glad they extended it even added an additional controller for SNES Classic.
Here's the list of all the games on SNES Classic. That's a lot of games added to my backlog :/
Contra III: The Alien Wars
Donkey Kong Country
EarthBound
Final Fantasy III
F-Zero
Kirby Super Star
Kirby’s Dream Course
The Legend of Zelda: A Link to the Past
Mega Man X
Secret of Mana
Star Fox
Star Fox 2
Street Fighter II Turbo: Hyper Fighting
Super Castlevania IV
Super Ghouls ’n Ghosts
Super Mario Kart
Super Mario RPG: Legend of the Seven Stars
Super Mario World
Super Metroid
Super Punch-Out!!
Yoshi’s Island
GAME ON is the biggest exhibition about video game history, ranging from early arcades to modern systems and virtual reality. There are over 150 playable games on various systems. I had a chance to play arcade classics such as Pong, Asteroids, Pac-Man, Donkey Kong, Galaga and many others. Virtua Fighter 2 was my favorite arcade when I was a kid. It wasn't there but I was happy to find the original Virtua Fighter which I haven't played before. The movement felt a bit floaty but it was still fun and of all games there I spent most time on it.
When I saw the "Puck Man" arcade cabinet I thought it must be some cheap copy of Pac-Man. Turns out this is the original Japanese game created by Toru Iwatani. It was only later renamed to Pac-Man for the American release because of fear of vandalism. They were worried kids might change "P" into an "F", turning it into "Fuck Man". Of course Puck Man aged very well and controlling him with a stick is tight and precise. They also had Ms. Pac-Man cabinet. They play pretty much the same.
Besides games there were some interesting things like Tomb Raider concept art and their BAFTA award in a display case. Or the faithfully recreated board in Rockstar offices from the time when they were working on GTA3 covered in sticky notes and concept art.
For the first time I had a chance to play on consoles like Atari 2600, Dreamcast or the first Xbox. The highlight of the exhibition was playing Steel Battalion with it's famous controller. It's a mech simulation for the original Xbox that came bundled with a huge controller specifically made for the game. It has 2 sticks, around 40 buttons and switches and 3 pedals. All the buttons light up when you get hit in the game. It was a great immersive experience.