Showing posts with label Witcher. Show all posts
Showing posts with label Witcher. Show all posts

Monday, January 11, 2016

Best Games of 2015

There's some big games that came out last fall that I wanted to play and didn't get a chance to. Still, there's a lot of great stuff on this list, including things you don't need to be a hardcore gamer to get into.

Best of 2015

10. Broken Age (Multi)


After all the controversy over its development (for the record, I think Tim Schafer probably mismanaged the scope of the project after the Kickstarter greatly exceeded its initial funding goal, but it would have been worse if he kept it the same and pocketed the extra money), Broken Age ended up being what was promised: a traditional point and click adventure game. The puzzles in the first half were maybe a bit too simple, and the ones in the second half probably skewed too far the other way, but what people really remember about these games are the characters and the world they inhabit, and I think the game succeeded there. It's funny and sweet, and I think I got what we paid for.

9. Her Story (Multi)


Her Story is both very different from other video games and very much a video game. In the game, you have access to a database of videos taken from a series of interviews of one woman from a murder investigation in 1994, split into chunks of anywhere from 2 seconds to a couple minutes, and viewable by searching for words spoken in the clips, with only the first five chronologically available at one time. Ignoring that the system only makes sense as a way to obscure important information, the game effectively gives you the experience of investigating the murder yourself, watching the videos, picking up on key phrases, and finding a way to get to the meaty truths hidden in the final interview. The actual plot can be interpreted multiple ways, all of which are wackier than you might initially suspect, but the feeling of piecing things together is unique and rewarding. I played it by myself, but I can see it being fun with a group as well.

8. The Beginner's Guide (PC)


This works very well as a companion to Davey Wreden's first game, The Stanley Parable. While that was about playing games, Guide is about making them, although it's broad enough to apply to any kind of creative endeavor. It lacks the humor and playfulness of Parable, taking a more introspective approach, but it still keeps you intrigued for its duration as it plays with your expectations and dives into the insecurities and worries that a lot of people deal with. If you hate games where you do nothing but walk around, you'll want to avoid it, but I think a lot of people who don't play many games could enjoy it more than they'd expect.

7. Lara Croft Go (Multi)


Last year Square Enix put out Hitman Go, a clever phone game that translated the core concepts of the Hitman series into a turn-based game on a grid. Lara Croft Go does the same thing with Tomb Raider, but to much greater effect. The puzzles (until the bonus levels after the normal ending) are in the perfect range between tough enough to make you feel smart and easy enough that you never get stumped for too long. The visual style is neat, and the hidden objects you can find to unlock new costumes are a nice extra brain tickler to keep you focused. I played it enough to where I was seeing the game all around me when I wasn't playing it, which always annoys me, but it's hard to get mad at the game for that.

6. Axiom Verge (Multi)


I played Super Metroid last year, finally learning why it's always brought up in best-game-of-all-time discussions and seeing how it influenced so many exploration-focused action platformers over the years. Axiom Verge is very obviously heavily influenced by that game, but luckily avoids copying it too heavily, coming up with its own ideas for weapons and tools so the gameplay at least always feels distinct. The retro-styled visuals and music compliment each other nicely, and while I didn't get a whole lot out of the sci-fi story, it did a decent job of tying the whole experience together into a cohesive whole. DEMON, ATHETOS SAY, KILL

5. Rise of the Tomb Raider (XBO)


I haven't actually finished this game yet, but I feel confident in placing it here. As a follow-up to the reboot from a couple years ago, it expands on what people really liked, the exploration and survival aspects, and pulls back a bit on the combat, which I actually enjoyed, but I always welcome the shift in focus. The story works well enough to pull you into its world and justify why Lara puts herself into another dangerous situation, and the structure of the game lets you play it at your own place. I'm really enjoying finding and clearing the optional tombs, upgrading my gear, and finding all the little bits of history scattered around. Also the game is extremely gorgeous, which is always nice.

4. Undertale (PC)


Undertale is an old-school RPG for the Tumblr crowd, and if that's a turn-off for you, I understand. I still thought it was one of the best narrative experiences in games last year. The gameplay is pretty basic, as you solve simple puzzles and engage in a combat system which never gets terribly deep but lets you talk with your foes and let them go instead of just whacking them to death. The game parts are functional enough to get you to the story, where Undertale shines. It's a genuinely funny game, and it uses humor to get you to like its characters. It then uses your affection for the characters to build to a couple conclusions which are much more emotionally effective than they would be otherwise. I recommend playing through without killing anyone, and then loading your save and getting the pacifist ending, as both conclusions have their own things to say, their own surprises, and their own memorable moments. If you want to go back for the genocide ending after that, that's on you.

3. Metal Gear Solid V: The Phantom Pain (Multi)


As a Metal Gear game in general, and specifically as Hideo Kojima's farewell to the series he created, The Phantom Pain is a big disappointment in several ways. Luckily, actually playing the game itself is an incredible experience. Metal Gear has long had a reputation for being idiosyncratic and obscure, but by putting you in an open world, pulling back on the familiar distractions, and honing everything to near-perfection, Kojima and his team managed to craft perhaps the finest-playing stealth game ever made. The way all the systems work together with your different abilities and the complex, smart-but-not-too-smart AI of the enemies creates an endless supply of unique, memorable moments, whether you pull off the perfect, unseen approach and infiltration of an enemy base, or screw up and have to Rambo your way through. The different buddy characters provide an added layer of strategy and possibility, and the plethora of side-ops and optional objectives mean there's as much game as you want there to be. I could talk more about my complaints, but I'd rather focus on the positive: playing The Phantom Pain is awesome.

2. Bloodborne (PS4)


Compared to the Souls games, Bloodborne clearly has a more narrow focus. Shields aren't really a viable option, and neither are projectiles or magic. Having such a specific aesthetic, there isn't exactly a ton of environmental variation. If you love the Souls games because of the variety of possible character builds and far-ranging level design, I can understand disappointment in Bloodborne. If you focus on what Bloodborne is rather than what it isn't though, you can see how brilliant it is. The art direction is great, creating an incredible atmosphere, and finding enough possibilities within the space of "horrific Victorian hellscape" that you can tell all the different areas and their purposes within the world apart. The combat is fantastic, with a fun variety of exotic weapons, tough enemies, and a fast pace that keeps you on your toes and your heart racing. The story is vague but intriguing, with plenty of images you'll remember even if you don't exactly understand what they mean. As a variation on the classic Souls experience as I understand it, I think it's complimentary in a way that only makes the franchise richer.

1. The Witcher 3: Wild Hunt (Multi)


With The Witcher 3, I think CD Projekt Red's results finally met their ambitions. Taking place in a massive open world, there's more love and attention to detail per square mile than I think most games with similar scales even begin to approach. They've been building their setting and characters for three games, and the payoff seems pretty clear, as multiple storylines come to fruition and ultimately, satisfying conclusions. Much has been said about how good the side quests are, and I think that's extremely important. In a lot of games you can tell where the focus and attention went in the main story, and the rest of the game is just filler to make you think the experience was huge and meaty. But when every side job you find is at least fleshed out enough to fit your understanding of the world, and sometimes is as interesting as anything you'd see on the critical path in another game, you feel like the whole is greater than the sum of its parts. People have complaints about the combat, but I had enough fun with it to carry me through 90 of the most enjoyable hours I spent with games in 2015.

Delayed Entry

This is the best game that wasn't released in 2015 but I didn't play until then.

Dark Souls (Multi)

Months of prodding from a friend finally got me to buckle down and play Dark Souls, a game I was sure was great but that I would struggle to like. That turned out to not really be the case, as the solid-as-a-rock combat system, helpful online community, and wonderful, interconnected level design helped me get over the humps of significant difficulty, obscure systems, and the occasional loss of several thousand souls. There were a few many sub-par areas for me to praise it as truly one of the best games ever made, but I can certainly see why others feel that way. For me, being merely great ain't half bad.

Monday, January 9, 2012

Best Games of 2011

Being employed for all of 2011 might not have been great for my free time, but it did allow me the freedom to try out pretty much any new game I was interested in, which worked out pretty well. I don't think I've ever managed to play this much new stuff around when it came out before. I haven't finished playing a couple of these games yet, which would normally mean they wouldn't make the list, but I feel I've played both of them enough to say about where they stand compared to the other stuff.

Best of 2011

10. L.A. Noire (Multi)


I don't look back on this as fondly as other games on the list, but a lot of that is probably reaction to all the horrible stuff we heard about the game's development and a bit of revisionist history. At its core, Noire is a very fun game that managed to mix adventure game-style mysteries with open world action effectively. The post-war Los Angeles setting was realized beautifully, the facial animation is pretty staggering, and the tale it weaves has all the elements of classic film noir. There are plenty of small issues, but the experience matches the ambition well.

9. Battlefield 3 (PC)


It's really too bad that beyond the graphics, sound design, and a few standout moments, the campaign of Battlefield 3 is otherwise so bland and fails to take advantage of what makes the franchise unique, because they could have helped make the game one of the best shooters in a long time. Instead, it's merely memorable as something that failed in its ambition to beat Call of Duty at its own game. The multiplayer saves it, though, combining all the best elements that they've found over the years into something addictive, rewarding, and very fun to play, whether you can maintain a decent kill ratio or not. And man, it really does look and sound fantastic.

8. Batman: Arkham City (Multi)


For an open-world game, Arkham City isn't that big, with a map that only takes a few minutes to get across even if you have to glide all the way around its weird shape, and not much to do beyond the main story besides collecting a whole ton of Riddler trophies. But the core gameplay they brought back from the last game is still so good, that actually playing it beats most open-world games on the market. The combat and stealth get a better chance to shine when there's more groups of goons to stumble across, and the more focused stuff once you get indoors is still a lot of fun. It would be hard to capture the thrill of being a super hero better than this.

7. The Witcher 2: Assassins of Kings (PC)


The first game in the series had a lot of cool ideas, but it was ultimately a bit hamstrung by its nature as a sort of strange European RPG by a first-time developer. They used that experience very well though in crafting the sequel, a much better game that smooths over some of the rough edges well enough to let the good stuff underneath really shine. The game looks fantastic, with graphics that compliment the visual design and impress without being flashy, and the gameplay is a solid mix of discovering and learning about the game's world with a combat system that is tough but fun and rewarding. A really nice success story.

6. Deus Ex: Human Revolution (PC)


Another surprisingly good sequel, Human Revolution learns from the mistakes of the last game that tried to follow up on the original classic and stays true to what was actually interesting about it while updating things that needed updating for the modern day. The game is not without significant flaws, notably in the design of the boss fights, but the core experience is so solid that it's hard not to get sucked into it. The game is really meaty, with plenty of interesting content and very little in the way of filler, giving you twenty solid hours of science fiction roleplaying and action and allowing for a variety of approaches to almost every situation. It's hard to really connect with the story, but the act of playing it is always compelling.

5. The Legend of Zelda: Skyward Sword (Wii)


I feel like the Zelda series has gotten a raw deal from many gamers in the last few years, perhaps starting with some backlash there was towards Twilight Princess when it came out earlier in the Wii's existence. Some complaints about the way they've decreased freedom and increased the tedium are valid, but I think sometimes these people are looking for something that they're just not going to get from the series anymore, which has always been meant to be friendly to kids. Taking into account changing standards and some of those now-systemic flaws though, I think Skyward Sword is perhaps the best game in the series since Majora's Mask. After a slow opening, the game opens up, and there's a lot of fun to be found in its world. Trying to tell an origin story again makes for a pretty interesting narrative, the use of motion controls is better justified, and the dungeons are as fun as ever. It's not the game-changing Zelda people probably wanted, but what it is is a very fun and comfortable adventure.

4. Bastion (PC)


A lot of times I get really into smaller games like this despite the gameplay, because their stories and presentations are unique and enchanting. That's true here, but the actual game part is really good as well. Bastion is a short but satisfying action RPG that hooks you both with its myriad of fun weapons and powers and all the ways it has to enhance the whole experience, from the unique setting and art style to the wonderful soundtrack and the unforgettable narration. And it might just have the most affecting story of any game on this list.

3. Uncharted 3: Drake's Deception (PS3)


I find it odd that Uncharted seems to be held to a totally different narrative standard than other action games. Most of the time it's fine for a shooter or platformer to jump all over the world for very little reason, but since the characterization and voice acting in Uncharted is so good, people expect consistency in the plot too, and complain if a part of the game is only there because it's cool and certain threads get lost in the shuffle by the end. I understand hoping for a little more, it just seems unfair to me. Anyway, Uncharted 3 isn't the revelation that Uncharted 2 was because of course it isn't, but it still manages a fun mix of shooting, jumping, and puzzle solving, it's still funny and exciting, and its big moments are still staggering in their technical complexity and ability to impress. If it's Naughty Dog's last Uncharted game, it's a great note to go out on.

2. The Elder Scrolls V: Skyrim (PC)


I played Oblivion for well over one hundred hours and called it my favorite game of 2006, so you know when I say that Skyrim is better in almost every way, I must really think something of it. It again captures the joy of exploring and getting to know an immensely large world, but improves on pretty much everything about that experience. Skyrim is a land with an intriguing history and sense of culture, and it's absolutely filled to the brim with cool stuff to do. There are six major questlines all with their own little twists and wrinkles, and their stories are generally much more interesting than what you'd find in the earlier games. There's more side stuff to do, and the basic experience of finding a dungeon and then raiding it for all of its treasures is more fun and less repetitive. If there's one thing the game doesn't do as well, it's come up with individual quests that feel as special at certain memorable moments. But the overall feeling of playing the game for many, many hours is undeniably superior.

1. Portal 2 (Multi)


I said Portal 2 was my favorite game of this generation of hardware, and I stand by it. It's just the right length, with its story mode being a significant chunk of content lasting just the right length, and the co-op being a meaningful addition. The puzzles are just as mind-bending as before, relying less on reflexes and more on your ability to think through a problem, and having plenty of new tricks and elements to keep things fresh the whole time. The story is funny and intelligent, expertly told in ways both direct and indirect, with well-written dialogue being superbly delivered by the small voice cast and the environment being carefully crafted to tell you everything about Aperture you'd ever want to know without saying a word. It's just the best example of both good game design and good execution of that design on this list, and it's my favorite game of the year.

Sunday, October 23, 2011

The Witcher 2: Assassins of Kings



I really liked a lot of what The Witcher did, but some issues with its pacing and technical prowess prevented me from loving the game. This year's sequel isn't flawless, but it does address some of those problems, and really cements the series as one of the premiere action RPG franchises in gaming. Not every change was welcome, but I think overall Assassins of Kings is a better game than the original.

The game begins not long after the first ends, with Geralt protecting the king of Temeria during the siege of a castle. The game introduces you to its systems without much hand-holding, before things take a bad turn and you're more or less on your own again in a backwater town with not much equipment and even fewer friends. You can use a save file from the first game when you start off, though its greatest effect appears to be just giving you the nice equipment you had when you finished, with the actual consequences of your decisions being subtle if even present at all. I sort of like the way the game just throws you right into the thick of it, but they might have taken it too far by limiting the information on how you play it to small dialogue boxes on the side of the screen that disappear quickly and are easily missed in the thick of the exciting prologue. Thankfully the team added a proper, separate tutorial mode as part of a big free update last month, which I waited for and made the game's new systems a lot clearer.

The combat will be somewhat familiar to people who played the first game, though it's different enough that the tutorial is useful even for experienced players. You still have two swords; a steel one for men and a silver one for monsters, and you still have the five magic signs from before, with slightly altered mechanics. The different stances for different types of enemies are gone, replaced with a more action-oriented control style that lets you mix and match quick and strong attacks and move around much more freely. You also can equip various throwing knives, bombs, and traps, and use them more easily in combat than before. It definitely increases the skill required to play the game, especially since Geralt seemed kind of gimped early on until you unlock some abilities, such as ones that allow you to block attacks from any direction and do actual counter-attacks. I mostly stuck with the combat path as I leveled, though there are also the magic and alchemy paths if those interest you, which might require more forethought but are still viable. Changing the combat from basically a button-timing game to a system that requires more thought and twitch skill might not be welcome to everyone, but I thought it worked.

How much the game feels like a real RPG sort of depends on how much you want it to. I mostly stuck to the main path and focused on improving my sword skill, which made the game sort of like a Mass Effect 2-style action game that happens to have a long story and a lot of decisions to make. There are lots of side quests to pursue though that I only pursued when I ran across them, and there's also a lot of crafting and upgrading options that I mostly ignored. The decisions were the main thing that reminded me of the type of game I was playing though, especially because of how deeply they impact the course of the story. Few games really even attempt dynamic plotting like this, and the game would be remarkable for its ambition even if it didn't work. Some games of this type are content to keep the main critical path of the game the same for everyone, with the major changes being events that might have a different outcome in the moment and a slight consequence later on. Other games focus on giving you freedom and let you approach the story at your own pace, but when you do approach it it's basically the same. The Witcher 2 is very linear, but there are a number of points where a decision you make affects events not only in the short term, but how the rest of the story might play out. The flow of time will remain constant, but the players involved and their motivations could be totally changed. It's not handled perfectly, but when it works it's impressive.

And it's an interesting story too, if not the best told one. I often felt like I was supposed to know kingdoms and nobles even when I didn't get a proper introduction, and I don't know if the game was expecting me to read up on these people in the journal or be familiar with the books the series is based on or if they were just throwing me into the middle of a complicated conflict on purpose. It's easy to get lost in the family trees and the history the game is always throwing at you, but if you strip that away, there is a plot there that's a pretty decent little fantasy tale, combining elements of political intrigue and powerful sorcery in a way that pulls you into its dark and unusual world. I've genuinely come to care about the characters that carried over the first game, and I'm invested in Geralt's attempt to regain his memory, and I'm intrigued by this grand new conflict that he's gotten caught up in, even if like him, I don't understand all of it. The presentation really helps, too. The game looks pretty outstanding even though my PC isn't top of the line, combining a nice, gritty, distinctly European fantasy aesthetic with an impressive graphics engine. The voice acting is good, especially when you consider it's being translated from the original Polish, and the original score (which I'm listening to right now) is well executed if a bit safe.

As I mentioned before, the game isn't perfect. I didn't have the same problem with the ending having trouble getting on with it; in fact it's about as perfectly paced an RPG I've played. You have two nice, lengthy acts with plenty of opportunity for screwing around, before the plot reaches its climax and resolves itself with proper speed. The problems are more mundane technical ones, and they're unfortunate when so much else of the game is put together very well. The first game is difficult at times, but I never got angry at it, because I always was able to find the right combination of techniques and equipment to get through it. There were moments in the sequel though that just seemed way out of line with the rest of the game. There's challenge, and then there's enemies that are just too difficult to damage or come in groups that are too large. I was also kind of disappointed in the enemy variety; you'd think a game about a monster hunter by trade would have a few more kinds of monsters. Maybe there were more in the various hunting contracts you can pick up, but if you focus on the main plot like I did, you see a lot of the same ones. The game also failed to use the Steam overlay for reasons I could not ascertain even though I bought the game through Steam, and the scripting in the stealth sections seemed to break when I actually tried to play them. Early on there's an objective to sneak somewhere, but if you get spotted you get brought somewhere else and the story changes. That's fine, and actually interesting. But later, getting caught means you die, which means I have to reload. And every time I did, enemies would fail to act the way they should, and there would be some glitch with the sound, causing most of the effects to disappear until I went to the main menu and reloaded the save. This occurred on a couple other occasions as well.

It seems like these are the kinds of problems that would be easily noticed in play testing and should be addressed, which is what makes them seem worse than regular glitches. Ultimately they didn't hurt the game too much for me though, which is good, because I wanted to like it as much as I did. It's clear from the course of the story as it draws to a close, and also from the solid sales numbers for a game like this, that there will be a third game at some point, and it's only a matter of when. I look forward to its inevitable release, though if I wanted more right away, I could always go back and try the other half of the game that I missed.

Wednesday, August 11, 2010

The Witcher



I bought The Witcher almost exactly one year ago, and played it off and on that whole time until I finally beat it a couple days ago. There's no particular reason why it took me so long, other than a general apathy towards gaming I generate every once in a while. But despite the protracted play through, I enjoyed the game for the most part. It's far from perfect, with a few things holding it back, mostly of a technical nature. While it was occasionally frustrating, it was still a very ambitious game that realized most of its big ideas and successfully told an interesting and dark fantasy story.

People always wonder about the title when they hear it. What is a Witcher? Well, Witchers are a creation of Andrzej Sapkowski, the Polish author whose books this game is based on. They're men who are turned into skilled monster hunters through years of intense training and having their bodies physically changed by various chemicals and mutagens. They're sterile, they're immune to disease, and most importantly, they're really good at killing things. They protect humans from the various dangers of the world they live in with brilliant swordplay, a strong knowledge of alchemy, and some basic magical abilities. Despite their important role, at the time of the game's story, the order has mostly died out, and Witchers are regarded as a nuisance at best and a menace at worst. You play a Witcher named Geralt of Rivia, and are mainly tasked with discovering and defeating an organization named Salamandra after they attack the Witcher stronghold shortly after he is discovered not far away, barely alive and suffering from amnesia.

Sure, the amnesia thing isn't exactly fresh ground at this point, but it's a way to portray both the immense ability and reputation of the character while still justifying the RPG progression of slowly increasing in power and learning all your skills again. The game never strays far from its formula of fighting off both monsters and humans, while investigating various mysteries in pursuit of your goal. The plot balloons in complexity from the initial problem with the Salamandra, though they remain a threat throughout the story and are a key to the whole thing. You can take on side contracts for various people if you want some more rewards, though you don't really need them to beat the game. The combat system is an interesting mix of number crunching and skill. You have two different swords and three stances with each, all appropriate for different types of enemies, and to stay alive you're going to have to master the timing system that lets you chain attacks together to maximize your effectiveness. Throw in some potions and other equipment along with five spells with various applications, and Geralt is a killing machine. You will occasionally have help, whether it's a small number of skilled allies or a large group of fodder to distract the small army your fighting, and I wish this was the case more often, because it makes for a more dynamic experience. Still, it's designed so Geralt can handle most things himself, and when you're switching between weapons and stances with ease you feel pretty powerful.

Probably the biggest thing that distinguishes The Witcher is its choice system. Ever since Star Wars: Knights of the Old Republic, having the player make decisions based on what their character should do has been a popular thing in a lot of games, especially other RPGs. Unfortunately, rather than tough choices that make you really consider the consequences, they usually are merely binary good or evil things that will either make people love you or hate you, with each conferring its own rewards. The Witcher doesn't moralize, and the decisions aren't easy. A choice is almost never clearly better than its opposite, so you're not just going on whether you want light side or dark side points, you're considering the options and trying to pick what you think is the right thing to do. It's never easy, and the consequences often don't show up right away either, so you can't just pick one, see what happens, and reload a save if you don't like it. This is probably the game's biggest asset, and the story can go radically differently depending on what you decide. These choices are supposed to play into next year's sequel, and I'm interested to see how that is handled.

Presentation-wise, the game is sort of mixed. Beyond some impressive CG creations in the intro and right before the credits, all of the story is told in the engine, and it often comes off a bit awkwardly. There's lots of little things that are just odd, like when you walk near someone and it triggers a conversation automatically. It will pointlessly cut to a little thing showing you walk up to the character you're talking with, and then cut again to the actual discussion. I don't know, I probably could have assumed he would walk closer before they start talking. My computer's hardware is pretty old at this point, so I could see some weird issues with the way it handles different system specs. Rather than the whole game looking better or worse based on how much your computer can pump out, it's very uneven about what it prioritizes. Most character faces looked great, but random outfits and ground textures will look like they're N64 era. When things look nice they still look nice, although there are way too few faces to cover all the NPCs there are in the game, resulting in a bunch of clones running around all over the place. The music is a very nice orchestral score, and the voice acting is surprisingly decent for something that came from Poland. There are of course a few stinkers, though.

Anyway, the game was a lot of fun for about 30 hours, although there were a few issues. More glitches than I would have liked, and sometimes it was a bit obscure about what I was supposed to do for a quest. And this is yet another game in the last couple years that I can't say I enjoyed the ending of. To me, the story felt like it was pretty much over after the fifth chapter, and the fact that the next section was called the epilogue suggested as much. But they must have a different idea of what constitutes an epilogue in Poland, because it just kept going for another couple hours, giving you a new final antagonist and making you push through a ton of combat before you can finally finish it. It eventually got fairly ridiculous, and started to seem like the definition of stretching things out. It got to the point where it was pretty much impossible to fail thanks to all of the stuff the game was giving me to keep going, making the game feel like it was more concerned with showing me how great its epic story could be instead of considering whether I was still having fun. By the time it was the end, I was kind of sick of the experience. And that's a shame, because you never want a game you liked to leave a bad taste in your mouth. Still I'm looking forward to the sequel, because I'm curious to see what they could really wring out of the system with over three more years to work out the kinks.