Thursday, December 28, 2017

The Million Minor Issues of Mass Effect: Andromeda

As I said in my review, Mass Effect:  Andromeda has an enjoyable main plot and characters.  The sights of the new galaxy are vivid, and combat's fun.  Yet there are so many irritations in playing this game, so many small bad decisions and design choices.  Just a few of them and this would still be a great game, but with so many of them, Andromeda is dragged down to average at best.

I touched on many of these in my review, but I felt like ranting on for a bit about all of these missteps.

Friday, November 24, 2017

"Mass Effect: Andromeda" Review

Publisher:  Bioware/EA

Genre:  RPG

Summary:  As the colonists of the Andromeda Initiative arrive in that galaxy, Ryder must investigate possible habitable worlds, mysterious technology, and alien life.

Gameplay:  With a new engine, Andromeda is quite different from the previous Mass Effects.  Perhaps over-correcting for the use of the space bar for everything in previous games, every action seems to require a different key (and the initial bindings are awful.)  There's also no manual, which adds to the confusion.

I found the maps in this game to be especially puzzling, with lots of twists and different levels.  The map always starts out zoomed out to the biggest degree, too.  It can be difficult to find locations even when selected you're following a chosen quest marker.  You can also only add one secondary marker.  With a lot of stuff to do, this can be frustrating.

The scanner first seen in Kasumi's DLC is now a main game element for Ryder to scan and examine things.  It's nice to see this taken to its logical conclusion, but while there are some clever instances, it's over-used in the game.

Scanning is also used for crafting, as scanning various objects will provide research data for weapons and armor.  These can then be crafted if you have found enough of the required materials.  With lots of steps and requirements and levels of the same equipment, I found this system finicky and not fun.

There are also puzzles involving sudoku-like rune-matching sequences, although these are sometimes not necessary and can be skipped.  I mostly found them pretty fun, beyond a few especially irritating ones.

Another addition is the use of jump-jets that allow the character to jump heights and distances.  This is used in exploring as well as combat, as Ryder will often to need to get over obstacles.  This is quite fun (although I have to wonder why it never caught on back in the Milky Way.)

Long-distance travel on planets is again handled by a tank, the Nomad.  There is some strategy in figuring out the best path and method of using its traction drive and jump-jets to get Ryder were they need to go, which can be frustrating.  The Nomad also has no weapons, so you need to jump out whenever a fight starts.  This can also be irritating.

Classes are gone from combat, as Ryder can learn any ability.  Only three abilities can be selected at a time, however.  Different types of ammo and shielding are consumable, and squad members can no longer be directed to use their abilities.  Pausing can't be used to line up shots or abilities but is just for switching guns or adding a consumable.

Overall, I dislike the combat changes.  I miss the variety and replayability offered by the different classes.  And I miss the strategy involved in commanding allies to make strategic attacks.

Style:  I mostly played Mass Effect:  Andromeda on an under-specced computer, but the scenery of the new galaxy still looked spectacular.  Andromeda offers lots of fantastic visuals and lighting.  There are nice little details like armor becoming sandy on a desert planet or frosty on an icy one.

However, facial animations are extremely awkward and some clothing seems flat compared to other textures.  Whole-body movements, though, can sometimes be well done, with some nice fluid motions I haven't seen before.

Story:  The game has to do a lot of justification to explain why and how all these colonists come to the Andromeda system, and it almost manages it.  Ultimately, however, I found myself wishing they'd just gone with the Reapers as an excuse (or better finished a certain sidequest regarding this matter.)

Ryder's beleaguered explorer is a nice contrast to the professional soldier of Shepherd.  I found the female Ryder more compelling; the voice acting made me spend much of the game wanting to give her a hug.  Male Ryder seemed too casual (even given I was playing him more so.)

Ryder has a backstory involving their family, providing an additional emotional element.  This is well done, but I wished I had more opportunities to define my Ryder.  There weren't many occasions to explore Ryder's history or choose their opinions about their past, family, or current events.

The party members and other characters are also mostly well-defined and interesting (favorites will differ, as usual.)  Party members each get personal quests, which are generally good and occasionally excellent.  There are a nice selection of romances available as well.

With so many quests and so much required of Ryder, pacing is odd.  Whereas I never had a problem with completionism in Dragon Age:  Inquisition, the Andromeda plot provides an urgency to many quests that Dragon Age lacked, meaning the main plot felt kind of lost in the shuffle.

This is a pity, because the main plot is much better than the filler missions, which tend to involve a lot of running around without much resonance.  The ending is satisfying (and further quest-going is integrated well.)  There are a few loose ends and further possibilities, which makes me sad that at the very least it'll probably be a long time before I get to play again in this galaxy.

Andromeda does surpass its predecessors in that it has an overarching theme.  While tying into the motifs of exploration and new beginnings, Andromeda is about legacy:  what we take from our parents and ancestors, and what we do for ourselves.  Much of the game ties into this nicely.

Conclusion:  Mass Effect:  Andromeda has an engaging story in an interesting galaxy, but is beset with many minor irritations (in fact, I think I'll make a separate post just to rant about them all.)  It's sad to think of the missed potential, but there is still much to be enjoyed.

Saturday, September 30, 2017

"Mass Effect 3 Citadel" DLC Review

Publisher:  Bioware/EA

Genre:  RPG

Summary:  Shepherd faces a mysterious attacker while on shore leave on the Citadel.

Gameplay:  The DLC features plenty of combat against tough enemies in unique environments, including a segment where Shepherd is alone without armor and weapon choices.

There is also a casino segment that involves distracting guards and hacking cameras with careful timing.  And after you've completed the combat missions, Shepherd is free to roam the new section of the Citadel and take part in casino gambling, arcade games, and the combat simulator.

Style:  I've always liked the giant city on a space station that is the Citadel, so getting to see more of its neon-lit shops and particularly its dark under-workings is a treat.  Anderson's apartment is nice and stylish, too, and can somewhat be decorated according to Shepherd's tastes.

Story:  The main story of "Citadel" (not a good name, but I suppose a more accurate one would be something like "Friendship!" and that would be hard to sell.) is a lot of fun.  The villains are intriguing and surprising, which is especially refreshing after obvious yet supposed shocking betrayals and annoying game-aided villains like Kai Leng.

Lots of the fun comes from the humor.  It's great to see your crew willing to crack jokes, especially after the dourness elsewhere in Mass Effect 3.  It's fun just to see all of your crew.  Citadel goes all out to offer different options and lines depending upon your love interest and various other choices you've had Shepherd make.

This is particularly impressive when Shepherd throws a party and the guest list depends on who Shepherd invites (and who's alive and available, of course.)  Then further conversations vary depending on what kind of party you throw, too.

Besides the main missions and the party (which doesn't have to immediately follow) there are opportunities to meet and chat with past and present crew, plus all the entertainments of the new Citadel section.  Various overheard comments keep up the humorous nature of the DLC.

Conclusion:  Citadel is just very enjoyable.  The combat is good, the story is entertaining, and it offers a lot to do while giving you a lot of choice.

Saturday, September 16, 2017

"Star Wars: Knights of the Old Republic" Review

Publisher:  Bioware

Genre:  RPG

Summary:  You must aid the Jedi in their quest to defeat the evil Darth Malak and his Sith army.

Gameplay:  The game's system is based on the D6 Star Wars roleplaying system--closely enough, in fact, that I was able to base my first character pretty closely off an old character sheet.  Every character has attributes, skills, and powers.  Character class influences powers and which skills are preferred, while attributes give bonuses regardless.

Combat is fairly simple, but has enough odds and ends to keep it from being dull.  There are melee and ranged weapons, but unfortunately no easy way to switch between these without going to the equip screen.  You can throw grenades, choose to dual wield, or choose to use special attacks like rapid shooting or power attacks.  The Jedi also have various powers to harm, heal, and buff.

The various weapons and armor in the game have understandable categories of abilities but with some interesting and unique examples, too.  A few are upgradeable for even more variety, but these are few enough that crafting isn't overwhelming.

You can also plant mines (if skilled enough in demolitions) or use stealth to find your way past obstacles if invested in that skill.  There are also hackable computers and droids, too, all of which often means a variety of choices in solving quests.  And there's your character's powers of persuasion, too (again, given points in the skill and wise choices in dialogue.)

Then there's the side games.  The occasional turret shooting game isn't skippable, as far as I know, but overall I enjoy it.  The racing side game can most be ignored or indulged as you prefer, as can the blackjack-esque card game Pazaak.  Overall, there is plenty to do besides combat.

Style:  Naturally, Knights of the Old Republic makes use of the usual elements of the Star Wars setting:  starships, lightsabers, robes, etc.  There is a bit of a different spin on things since it's set thousands of years earlier than the movies (but don't expect things to look too primitive.)

Despite the now-older graphics, it's still a delight to see the dark roots of Kashyyyk or a space station orbiting Yavin 4.  Graphics and sound combine for some excellent atmospheric settings.

Armor and clothes, alas, aren't all that interesting, but there are some neat unique pieces.  Weapons are awkwardly constantly carried, and all headgear always worn--especially unfortunate when the game starts a long Bioware trend of weird and awful headpieces.

Story:  Knights of the Old Republic excellently captures the feeling of Star Wars.  In fact, it may be my favorite piece of Star Wars media.  It has a fantastic twist (I think I was spoiled about it before I first played and I still loved it.)  But even besides that, there's a lot that works well in this story of redemption, choice, and the nature of evil.

Most of the characters are fascinating and fit well in the context of the story.  The two romances are so tied into the story, in fact, that they feel extra epic.  This is especially impressive given the choice in planet and quest order.  The story manages to flow pretty smoothly no match which order you choose.

Conclusion:  Knights of the Old Republic is one of my favorite games (sometimes, depending on my mood, my straight-up favorite.)  It simply has so much go right.  There's no part of the game I dislike, no bit I have to grit my teeth a bit and get over with.  And there's so much I love--the characters, the setting, the story, the sound of a lightsaber igniting...a true classic.

Thursday, August 31, 2017

The "Mass Effect 3" Ending Rant

There are many explanations and diatribes about the issues with Mass Effect 3's ending, but this one is mine.

Saturday, August 26, 2017

"Diving in Deep" Review

Publisher:  Seriphinite Games

Genre:  Visual Novel

Summary:  While investigating the underwater ruins near her home, Quinn discovers a real-life merman.

Gameplay:  The only gameplay are the choices influencing how the story goes, and the basic gist will be similar no matter what.  Still, events and dialogue and ultimately endings will vary, and that is appreciated.

Style:  The figures are simple, attractive, and good at conveying the necessary emotions.  The various underwater backgrounds are beautiful, especially when combined with the evocative music.

Story:  The underwater adventure amid beautiful ocean scenes and magical ruins is a delightful escape.  There's plenty of action and, of course, if you choose, romance with a sexy merman.

Conclusion:  While not long, "Diving in Deep" is a fun and exciting romance with a neat setting.

Wednesday, August 16, 2017

"Mass Effect 3 Leviathan" DLC Review

Publisher:  EA/Bioware

Genre:  RPG

Summary:  Commander Shepherd tries to track down the Leviathan, a mysterious and ancient creature that may hold the key to the history of the Reapers.

Gameplay:  The DLC is broken up between searching for clues in a Citadel lab and then subsequent missions out in the galaxy.  This allows for the player to choose the pacing.  It does mean you can encounter some of the tougher Reaper enemy types earlier in the game than you usually would.

The clue-finding bits are hardly complex, but they are a nice change.  The combat missions don't add any new gameplay elements, but they do use bits from multiplayer like protecting drones.  Combat is generally interesting and well-paced.

Style:  Faces seem more detailed than in other parts of the game, which feels a little odd.  The new environments are atmospheric and creepy.

Story:  Leviathan successfully oozes creepiness but also manages to contain some twists and emotional moments.  It ends satisfactorily with more information about the Reapers and the history of the galaxy.

Saturday, August 5, 2017

"Mass Effect 3" Review

Publisher:  EA/Bioware

Genre:  RPG

Summary:  As the Reapers attack, Shepherd must unite the galaxy to defeat them.

Gameplay:  Combat is similar to Mass Effect 2.  The abilities are the same, but there are higher-powered options.  Locations are generally bigger and more wide-open.  Somehow, this usually makes them less interesting.  Enemies are all either Reapers, Cerberus, or (rarely) Geth.

Weapons can now be equipped by any class, but with cooldown times penalties.  Weapons mods also return.  Armor is much the same as the last game, with parts or whole sets that add various bonuses available for purchase, but helmets don't appear in cutscenes, finally.  Also, Shepherd is in casual clothes on the Citadel, which helps a lot (and I like the choices of casual clothes better, too.)

The only minigame is scanning solar systems to find useful items or minor quest solutions, which runs the risk of summoning the Reapers.  This is more interesting than scanning planets from the last game, but I wish some of these quests had actual missions attached.

The smaller non-necessary quests that are in the game are so brief that they seem to be nothing more than introductions to the multiplayer maps they take place in (and they don't even always do a great job of that, as not all maps are seen and the missions are often too brief to get a good sense of place.)  Fleshing these out would have lent a lot more feeling to the game.

As for multiplayer, I enjoyed it a bit, but single-player is my primary interest, and multiplayer was originally far too tied into a successful game ending.  Bonuses are fine, but required multiplayer is not a good idea.

Style:  I really like the graphics of the game, but everything is too dang dark, literally.  I turned up the brightness as far as possible, and I still can't see everything sometimes.  Nevertheless, there are atmospheric locations and excellent music.

Story:  Mass Effect 3 sometimes runs into the problem of a million being a statistic.  For all it tries to drive home the horror of the Reapers, personal stories work better (and sometimes there it succeeds.)  And still sometimes when the characters seem horrified by the war it feels more like the game's trying to hammer in the doom rather than evoke genuine emotion.

Also, the game compounds the problem from Mass Effect 2 of not being able to call out the Illusive Man enough.  While Cerberus's crimes are acknowledged, Shepherd never really gets to confront the Illusive Man about them in a satisfying enough manner for my taste.

Familiar characters return from both games, and there are a few new faces that manage to establish themselves as memorable characters in their own right.  There are still a few minor characters I wish had made an appearance (whatever happened to Gianna Parasini?) given it's the last game of the trilogy.

Also for that reason, I wish we'd gotten to see more of the galaxy and see these worlds before Reaper attack.  But I appreciate several core missions that tie up major plot threads from all the games, and vary greatly depending on Shepherd's decisions throughout.  These feature epic and memorable locations and moments.

It's a pity these lesson as the game comes to a close and its infamously bad ending.  I think I'll detail all the issues there in a separate post, but suffice to say that the ending is a disappointment and a let down.

Conclusion:  Mass Effect 3 contains fun combat and satisfyingly wraps up several of the Mass Effect trilogy's story arcs.  Yet it has several story flaws and a horrible ending.  I've found it thankfully salvageable with mods, but it's a shame it had to be.

Tuesday, August 1, 2017

"A Walk In The Woods" Review

Publisher:  Houseflesh

Website:  https://thirteen.itch.io/a-walk-in-the-woods

Genre:  Visual Novel

Summary:  A walk in the woods leads to mysterious sights and (often) a bad end.

Gameplay:  The choices are of the "left or right path" variety, which lead to different places and stories.  In any case, the game will be very short.

Style:  The art is simple and unimpressive.

Story:  The strange woods offer several hostile reactions to the walking protagonist, but still work as a whole setting.  Each game is extremely brief, however, and some of the endings are startlingly abrupt.

Conclusion:  Ultimately, there's just not much to "A Walk in the Woods".

Friday, July 14, 2017

"Mass Effect 2 Lair of the Shadow Broker" DLC Review

Publisher:  EA/Bioware

Genre:  RPG

Summary:  Shepherd helps Liara investigate and defeat the mysterious Shadow Broker.

Gameplay:  There are plenty of fun battles in Lair of the Shadow Broker that use neat elements like a vanguard opponent, exploding lightning capacitors, and forced melee.  There's also an extremely delightful hovercar chase sequence.

Style:  The DLC excellently uses unique environments like a dark apartment in the rain, a bombed building still full of smoke and fire, a fancy hotel, and a floating skyship on a stormy planet.

Story:  Naturally, Lair of the Shadow Broker deals with Liara and fills in a bit of what happened with her between the two games.  This has more resonance if Shepherd is romancing her, but is still poignant in any case.

The DLC is a good length (although the combat on the Shadow Broker's ship always seems a bit too long.)  The villain of the first half is more obvious than necessary; I wish they'd either tried to make it more of a surprise or had Shepherd cop to it earlier.

After defeating the Shadow Broker, the DLC continues to delight.  Shepherd can explore the Broker's ship to find interesting details about party members and other characters, watch videos, or just have a nice conversation with Liara.

Conclusion:  With fun fights, dramatic settings, emotional moments for Liara, and some fun details, Lair of the Shadow Broker is just an all-around great DLC.

Tuesday, July 4, 2017

"Mass Effect 2 Arrival" DLC Review

Publisher:  Bioware/EA

Genre:  RPG

Summary:  Commander Shepherd must rescue an undercover operative who has discovered proof of the Reapers' arrival.

Gameplay:  The gameplay is the same as the rest of Mass Effect 2, save that for the majority of the mission Shepherd is alone instead of with a party.  This can make things more challenging, especially for certain builds.  There is a certain section where Shepherd must defend the operative from enemies arriving in different directions, and it can be very difficult for Shepherds who lack speedy killing or crowd control abilities.

There are some minor options about which routes to take and whether to shoot or sneak past this or that batarian soldier.  These options are nice but nothing major.

Style:  None of the settings or corridors particularly stand out, sadly.  It seems like a missed opportunity to explore batarian architecture or have dramatic asteroid scenery.

Story:  I'm irritated that this DLC is started via an unskippable cutscene email in the middle of the game.  If roleplaying the type who wouldn't leave someone to torture under the batarians, the player should probably do the mission right then.  I'd rather it be my choice when to trigger it.

While it can be an interesting challenge, it doesn't feel worth it to have Shepherd alone and miss interesting possible party commentary.  I also don't feel it's well justified in the game.  It feels like a budget choice, especially given there aren't even any Joker lines in the DLC, which feels especially cheap.

The mission itself is rather frustrating, although I'm not opposed to the dark turn it takes.  I just wish the story itself would focus on it a bit more instead of so much shooting.  There's some nice discussion at the end with Admiral Hackett, but more thoughtfulness and indication of Shepherd's feelings could have been included (again, party members would have helped with this.)

Conclusion:  Arrival offers some good set-up and background for Mass Effect 3, but its lacks in many areas keep it from being great or especially fun.

Thursday, June 22, 2017

"Mass Effect 2 Kasumi: Stolen Memory" DLC Review

Publisher:  Bioware/EA

Genre:  RPG

Summary:  A thief joins Shepherd's crew and requests help in a heist.

Gameplay:  As a party member, Kasumi isn't a heavy hitter, but Overload is always useful.  Her sneak attack ability seems like it would be more useful when under main character control.  She also comments on game events and locations as much as other party characters.

Kasumi's loyalty mission involves exploring a fancy party while trying to hack into a secure vault, and there are several paths to do so.  It's a nice combination of dialogue, hacking, combat, and (new to the series) following power lines.

There's also plenty of combat, including another gunship battle.  Depending on Sheperd's build and the mission timing, the combat during the loyalty mission can be difficult.  The reward is an excellent new submachine gun and a new fancy outfit for Shepherd.

Style:  The fancy mansion of the loyalty mission is a nice change of pace.

Story:  The heist is a lot of fun.  Shepherd gets to infiltrate a fancy party, then fight their way out through a weapons factory.  There are moments of humor throughout, and the titular "stolen memory" you recover (and choice regarding it) is actually very poignant.

Conclusion:  Kasumi is fun character.  Although not necessary for the plot of Mass Effect 2, her mission is enjoyable in its own right.

Friday, June 16, 2017

"The Lady's Choice" Review

Publisher:  Seriphinite Games

Website:  https://seraphinite.itch.io/the-ladys-choice

Genre:  Visual Novel

Summary:  You must navigate polite society and possible suitors in Regency Bath.

Gameplay:  There are several main romantic options, with several possible endings with your chosen romance depending upon your decisions.

Style:  The backgrounds and costumes portray Regency Bath well, and the characters are memorably designed.  The lighting is notable and there are several well-used cut-away scenes.  I appreciate the shirtless men.

Story:  Typical tropes of Regency romance abound, so if you enjoy the setting and typical plots, you'll probably enjoy this.

Conclusion:  "The Lady's Choice" is a fun game of a good length offering several nice romances in a distinct setting.

Friday, June 9, 2017

"Mass Effect Bring Down the Sky" DLC Review

Publisher:  Bioware

Genre:  RPG

Summary:  Commander Shepherd must stop alien terrorists from crashing an asteroid into a human colony.

Gameplay:  Combat is like the rest of the game, with lots of turrets to take out and combat in bunkers.  There is one dissimilar section involving avoiding land mines.

Style:  The bunkers are pretty much the same as every other bunker in the game, with only the final base being different.  The landscape of an asteroid heading towards a planet is beautiful, although not more so than some of other gorgeous planets in the game.

Story:  The plot is pretty straightforward, but there is a nice choice at the end (which does get some excellent follow-up in Mass Effect 3.)

Conclusion:  Although not outstanding, this is a fun adventure for Shepherd that adds to the Mass Effect galaxy.

Saturday, May 27, 2017

"Mass Effect 2 Zaeed: The Price of Revenge" DLC Review

Publisher:  Bioware/EA

Genre:  RPG

Summary:  A veteran mercenary joins Shepherd's crew.

Gameplay:  Zaeed proves a useful squad member, using assault rifles, sniper rifles, disruptor ammo, and, after his mission, the extremely useful inferno grenade.  His mission also yields a new heavy weapon, a flamethrower.  It's not spectacular, but not the worst of the heavy weapons, either.

Style:  The graphics don't differ from the rest of Mass Effect 2.  Zaeed's loyalty mission, on a jungle planet in a flaming factory, oozes humidity and heat.

Story:  Zaeed is a gruff old merc, and will have comments about places and missions about as often as the rest of the squad.  You can't talk to him on the ship, although he does have some comments about various things in his cabin.  His mission is nothing special, but it does have a strong choice to be made.  I wish there was more follow-up on it later.

Conclusion:  While not standout, Zaeed's story of revenge isn't bad, either.  And gameplay-wise I've found him a very useful member of Shepherd's crew.

Tuesday, May 16, 2017

"Mass Effect 2" Review

Genre:  RPG

Publisher:  EA/Bioware

Summary:  Commander Shepherd must build a team capable of taking on the mysterious Collectors and stopping them from abducting human colonists.

Gameplay:  Abilities and classes have been streamlined, making each class more unique.  Each party member now only has a few abilities, making choosing the proper team for the proper mission more important.

Also vastly streamlined are weapons and armor.  Different types of ammo are now abilities instead of mods.  There are only a few different types of weapons, and mostly Shepherd simply finds more powerful versions as the game goes on.  There are a few instances you might prefer a previous model if it carries more shots or shoots faster.

And that matters now, as guns actually run out of ammo instead of just overheating (the actual in-game description notwithstanding.)  I rather liked shooting freely in the first game, but occasionally having to switch weapons when you're out of ammo for one does add an interesting element sometimes.

There are also unique heavy weapons that do a lot of damage but require special ammo.  There are a nice variety of these to try out (and decide on an inevitable favorite.)

As for armor, party members have their own outfits.  You can switch their colors after completing their loyalty missions, but I miss the variety of armors from the first game.  For Shepherd, you can buy piecemeal different parts that add various bonuses, as well as color and tint the armor as desired.

There are also several bonus armors with further stats, but these are all annoying in that you can't see Shepherd's face through their helmet.  Given Shepherd spends a great deal of time in the armor, it's really annoying that the game doesn't have a view helmet optional button, especially as the first game did.

Combat is still a lot of fun.  The battlefield locations include a lot of long corridors to move through that make for enjoyable environments.  The enemies vary between mercenary groups, combat mechs, geth, and various aliens, plus some tougher opponents like a gunship or two.

Starship travel now actually requires fuel.  Planets can be scanned for minerals from orbit, which can then be used for equipment or ship upgrades.  I don't mind planet scanning, but I find myself getting more obsessive about it than necessary (I suppose that's not the game's fault.)

There are two hacking minigames:  one requires you to find several colored bits of code as they scroll by, and the other to connect a series of matching symbols in a sort of memory game.  I don't mind the first, but I passionately hate the latter.  In it the mouse becomes less responsive.  There's no fun in my hand cramping as I try to connect what I know are the two correct signals, but then time runs out because my mouse can't navigate smoothly.

The Paragon and Renegade system works a bit differently in this game as well.  There are Renegade and Paragon interrupts, where the player must quickly hit a button to take a special action.  While interesting, it feels a bit awkward in that no matter whether Paragon or Renegade, everyone wants to do something when there's a flashing button.  Being strongly Paragon or Renegade and using that to convince others is also more difficult this game.

Style:  The overall look of the Mass Effect 2 characters and environments is way too plastic-y for me.  There is also just way too much orange in general.  Still, there are some lovely background vistas.  Also, the music is excellent.

Story:  I'm not one of those who has a problem with Shepherd working for Cerberus this game, but I do think Shepherd's responses could sometimes be sharper or stronger.  The main plot of the missing colonies could use more focus--with only a few missions focusing on it, it's hard to keep their tragic disappearance in mind.

The game's strength is the various recruitment and loyalty missions for the crew.  Many of the latter are especially excellent, featuring memorable stories and incidents.  There are old and new characters to interact with, and many shine.  I do wish characters had a bit more to do and say on each other's missions, but I guess that's the price you pay for so many party members.  I also wish you could click on the characters, not on a possibly-missed section of the environment, to hear their thoughts.

Beyond those missions, there are many fun and atmospheric little adventures to be had when exploring other corners of the galaxy.  Unfortunately, the game doesn't really give you a good reason to find any of them.  Still, just in the bits you do see, the game really expands this universe.

Conclusion:  Although in many ways different than its predecessor, and containing its own faults, Mass Effect 2 nevertheless continues the tradition of fun combat and excellent storytelling in an exciting science fiction universe.

Thursday, May 11, 2017

"Mass Effect" Review

Genre:  RPG

Publisher:  Bioware

Summary:  As the first human Spectre, the elite agents of the galactic council, Commander Shepherd must hunt down rogue Spectre Saren and his mechanical geth and foil his plans to summon an ancient threat.

Gameplay:  Combat is great fun and quick-moving.  I'm a bit miffed I have to hold down the pause button, and waiting for weapon and ability cooldowns can be annoying, but the mix of technical, biotic, and combat abilities makes for fun and interesting battles.

There are a wide variety of guns, armor, grenades, and ammo as well.  The inventory management is somewhat frustrating, especially considering you can only access other party members' inventory from your ship, and you can only level them up when they're with you.  I enjoy seeing everyone in different armors, and to some extent even switching out various ammo and mods, but having multiple levels of different weapons, ammo, armor, grenades, omnitools, biotic amps, armor mods, and weapon mods is a bit much.

Extra equipment can be sold or made into omnigel for healing or lockpicking in lieu of a simple Frogger-esque game I don't mind.  I don't always succeed at higher levels, but it's never crucial to do so, thanks to the omnigel option.

There are driving sections of the game in your tank, the Mako.  I prefer the free-range planet sections over the track sections that make up the main missions.  It's more interesting to try to get the Mako up a mountainside to mark a metal deposit than to shoot the same turret in the same location the ten millionth time.

Style:  Although somewhat stiff now, Mass Effect's graphics are colorful and detailed enough for me, despite an issue that causes textures to sometimes take a second to pop into place.  Cutscenes are dramatic, with spaceship scenes in particular being stand-out.

I love seeing the alien skies of the worlds I explore, despite finding the exact same structures on those worlds (which at least has a good justification in that everyone is using pre-fab buildings.)  Rain doesn't get depicted well, but there is blowing snow and dust.

I do wish some of the alien ruins visited looked more alien.  For the most they look far too much like your usual post-apocalyptic depiction of Earth thirty years after the bomb.

Story:  Mass Effect has an entire setting to introduce, and it does a pretty good job of it.  The usual space opera tropes are present (plus general favorites like zombies), but with enough of a twist to seem like its own thing.

The overall plot organization is, as not unusual for Bioware, several main plot hubs that can be visited in any order, with sidequests scattered about elsewhere.  The game does a good job making it so you can truly visit them in any order.

The characters are good, although some have more awkward dialogue than others, and some will be developed more in later games.  And certain sequences are always epic no matter how many times I play them, such as a heart-wrenching decision, or the endgame, which is the best I've yet seen.

Conclusion:  I feel Mass Effect has somewhat been forgotten in all the discussion of the later games, but it's still a good game with some true strengths.  Despite the irritations of the inventory and other minor awkwardness, its overall interesting exploration, fun combat, and strong story make it a great game.

Saturday, April 29, 2017

"Baldur's Gate: Tales of the Sword Coast" Review

Genre:  RPG

Publisher:  Black Isle/Bioware

Summary:  You have been raised amidst the bookish halls of Candlekeep by your foster father Gorion, but upon leaving he is murdered by a mysterious figure in armor.  Can the current iron crisis somehow be connected?

Gameplay:  As a Dungeons and Dragons game, gameplay is naturally based on that system (3rd edition.)  You start at level one, and there is a real danger that a diseased gibberling might kill you with a sneeze.  With experience and knowledge, on the other hand, you can solo the game on the hardest difficulty.  Thanks to multiple difficulty levels and character classes, there is enough variety to satisfy many different play styles.

Style:  The isometric graphics are nothing spectacular, although some backgrounds are pretty.  The portraits for your party members are a nice way of showing character tiny sprites can't.  I also quite like the stone bars off bordering the sides and base of the screen which contain the buttons and icons.  I've seen lots of games that just have those floating in front of the action (or wherever you'd like to drag them) but there's a neatness to having them all off in their place with the main action in the middle I really appreciate.  And the overall style of written scrolls and stonework nicely matches the medieval feel of the Sword Coast.

Story:  The story for Baldur's Gate is actually somewhat complex, although easy enough to follow (too easy, in some places.  The game throws you multiple signposts when you first get to the city of Baldur's gate.  It's okay to just let us explore the new region for a bit!)

There are distinct chapters, each beginning with a dream.  These are surprisingly effective and eerie considering they're just narration and a still image.  They also change a bit depending on alignment and how some main quests were completed.

The Sword Coast is nicely spacious, with plenty of sidequests and other random encounters to stumble upon and explore.  I'm pretty sure, in over a decade of playing this game, that there are still probably a few quests I haven't done (to say nothing of the multitude of mods available that add more.)

Then there are the characters.  Bioware's famous quirky party began here, although this early on characterization is somewhat thin.  The villains also have some interesting shades.

Conclusion:  Despite its age, this is still an excellent roleplaying game, offering many opportunities for adventure and characterization, as well as a rich story.  And there are plenty of mods that add to the experience, as well.

Thursday, April 20, 2017

The Longest Journey Prologue - Of Dreams and Dragon Eggs

The Longest Journey (and the Dreamfall games after it) begins with a prologue, so that's where my playthrough shall as well. Even this comparatively short bit of game is long on me rambling (especially with the pictures) so if you wish to read on, continue below the prologue title.

"A lion is in the streets"

Friday, April 7, 2017

"Ascension" Review

Publisher:  RinmaruGames

Website:  http://impqueen.com/ascension-123.html

Genre:  Visual Novel

Summary:  After investigating an ancient ruin with her friend Sky, Aida finds herself involved with political plots, assassins, and ancient magic.  New friends, revelations about her own past, and, possibly, romance await.

Gameplay:  The first chapter has occasional grab-with-the-mouse games that aren't required to proceed but give bonuses in the form of gold or the like.  Later chapter puzzles have similarly unnecessary rewards, but involve things like memory challenges and riddles.

Beyond this, gameplay mostly involves decisions.  Aida's responses can be diplomatic, clever, or mean, and sometimes success on a particular quest or at least method will require concentration on one of these methods over the other.  There are also plot decisions like who to romance, as well as minor choices like how to dress.

Unfortunately, the game is online-only.  It worked fine as far as I could tell (although I don't believe saved games will last if you close your browser), but I worry about websites disappearing someday.

Style:  I enjoyed the art style, and I really loved having options when it came to the protagonist and occasionally her friends' hair and clothes.  Everyone's expressions go well with their dialogue, and the occasional brief animation really adds to the game.

The spelling and grammar are horrendous and almost turned me off the game at the beginning.  Fortunately, they gradually improve.  Also, the music, while lovely, is often way too loud and I could find no way to turn it down.

Story:  Ascension is well-paced over its three chapters, each of which tells a complete tale while also being part of the overarching story.  I wouldn't say the story of Ascension is unique, but it did manage to surprise me at moments.

I also enjoyed the fantasy universe with copious races, legends, histories, and magics.  (I appreciate any game that has the option to read unnecessary setting details.)  And I liked all the choices in romance and quests and even outfits.

But the best part of the game for me was the overall snarky humor.  Not every line works, but there were still many laughs.  I really appreciate when I want to hear a sarcastic response and then I do.  Plus the humor doesn't undermine some genuine emotional moments.

Conclusion:  Ascension's weaknesses in design and grammar are fortunately outweighed by a long, entertaining story with choice, drama, and fun.

Saturday, March 25, 2017

The Longest Journey Begins

The Longest Journey and its sequels, Dreamfall and Dreamfall:  Chapters are games of deep stories and emotion that I've enjoyed a lot over the years.  It's been almost a year now since the last chapter of the last game was released, bringing an end to the saga.  For some time now I've been meaning to chronicle a playthrough of all the games, making note of my thoughts on the games' interconnections, artistry, and all the various little things I dislike or love.

All the games are conveniently divided into chapters, so I'll try tackling them one post per chapter.  I'll try not to bluntly spoil anything, but I will be pointing out some foreshadowing.

The Longest Journey is still one of my favorite games, but before I truly start the game, let's examine the menu screen (...I suspect the chapter posts will be long.)  Here it is:
There are children's drawings (and April's diary), with each a different menu choice.  Children's drawings are a recurring motif in all three games, so it's great to see them right from the start.  I'm not exactly sure what the grate or stone background represents.  Stark in general?  April's room specifically?  But the dark, cold CGI contrasts nicely with the warmth of the drawings (a dichotomy that will be repeated in the game, although I don't think the poorness of the CGI is intentional.)

Looking at the drawings in detail, there are some sort of water and flying creatures (credits), April's diary (settings), a sea monster (the Book of Secrets, the bonus material), a person with a stick bundle setting out on a journey towards mountains (starting the game), a campfire scene from a certain point in the game (continuing the game from a save), and the House of All Worlds (exiting the game.)  The same stick person (dressed in red) is in the last three, and I'm assuming it's April.

I'll talk more about what the drawings might mean or represent when I get to certain points in the game.  Now, to actually start a game!

Sunday, March 19, 2017

"King's Quest II: Romancing the Stones" Review

Publisher:  AGDInteractive Studios

Website:  http://www.agdinteractive.com/games/kq2/about/about.html

Genre:  Adventure

Summary:  After having a vision of a beautiful woman trapped in a tower, King Graham travels to the treacherous land of Kolyma to seek three magical gems to free her.

Gameplay:  Among the updates to the 1985 original version is a point-and-click interface, which is very welcome.  There is also voice acting, which I don't generally bother with (I don't mind characters being voiced, but narration generally annoys me.)  It can be turned off in favor of text, but I can't seem skip past the text boxes in some scenes, which is irritating.

Numerous puzzles are also changed or added.  Some of this is welcome to flesh out the story, but sometimes it's a bit much.  A lot of the puzzles are finicky (items that only have one use, for example) or the solutions don't feel very intuitive (granted, this was also true of the original.)  There's too much backtracking, and the game overall feels longer than it needs to be.

Style:  The graphics have been updated and look nice.  Sometimes close-ups are rather awkward, however.  I greatly enjoyed the music, especially when it used cues from other games in the series in appropriate instances.

Story:  An early game like "King's Quest II:  Romancing the Throne" was pretty bare-bones when it came to plot, so I appreciate efforts to add more, and many of the ways the AGD team ties together the very disparate plot elements of the original are quite clever.  As the game draws to a close, references to future King's Quest games and some more dramatic plot elements really enrich the story.

Not everything works, however.  There are some bits that could have used a bit more set-up.  And, most importantly, I think the game feels a bit too dark and violent for King's Quest, especially the "second" game in the series.  The original docked you points for killing a snake.  In this game Graham threatens several people with a sword and definitely kills one person (getting points for it.)  I can't help but feel there could have been some lighter solutions to problems (particularly in the area of Count Caldaur.)

Conclusion:  Although an improvement over its simple predecessor and containing some great moments, "Romancing the Stones" is dogged by too many puzzles and some rough plot elements.

Tuesday, February 14, 2017

"Blackwell Unbound" Review

Publisher:  Wadjet Eye Games

Genre:  Adventure

Summary:  Lauren Blackwell, a spirit medium helps ghosts move on with her ghostly guide Joey in 1970's New York City.  They discover a strange connection between two spirits they must help.

Gameplay:  There are a few confusing puzzles, but most are straightforward.  I tripped up most remembering that I might have to keep asking about the same topic to get all the information I needed (there's no indication when a subject is exhausted.)

For the first time, you can switch between the incorporeal Joey and alive Lauren, and some puzzles require this.  And, refreshingly appropriate for the time period, research involves a phone book (luckily everyone is open late.)

Style:  The graphics and music combine nicely, although nothing is spectacular.

Story:  I enjoyed this prequel more than "The Blackwell Legacy."  Lauren Blackwell's chain-smoking character exudes an air of bitterness that is very intriguing and, frankly, endearing.  Her well-worn relationship with Joey is an interesting comparison to the new partnership of "Legacy."  The ghostly plots of the game are poignant and build up to an intense and satisfying conclusion.

Conclusion:  "Blackwell Unbound" isn't a long game, but I found it a rich experience.  The characters are memorable and the 1970s New York setting is put to good use.

Tuesday, January 31, 2017

"The Blackwell Legacy" Review

Publisher:  Wadjet Eye Games

Genre:  Adventure

Summary:  Rosangela Blackwell discovers she's a medium, and with the helpful of her ghostly companion, Joey, must help ghosts cross over.

Gameplay:  The puzzles are mostly dialogue-based, which is a nice change of pace.  Sometimes Rosa must combine notes to figure out a new fact, which feels organic.  It can cause a problem, however, if you figure something out but forget to actually have the character combine the notes to do so.  (This was more of a problem the second playthrough, since I already knew what was happening.)

Style:  The old-school adventure game graphics aren't fancy, but the environments are nice.  Voice acting is good, as is the music.

Story:  I enjoyed the story of Rosangela dealing with the pain and confusion of Joey appearing and worrying about her sanity.  The characters of the game are intriguing and set up a lot of possibilities for the series (and there is even a nice choice to make at the end.)

The only major problem, then, is length.  The game just feels like it's starting and then it ends.  Blackwell finishes her first "case" and that's it.  It's but an introduction.

Conclusion:  I like this game as an introduction to these characters and their game universe, but I think I would be upset if I'd gotten it by full price or not in a bundle, given its shortness.