Sunday 20 December 2020

Why I dislike Naughty Dog: The Jak Sequels

 

Why I dislike Naughty Dog: The Jak Sequels


I'll admit, when I started the Jak series when the HD collection came out, it wasn't the greatest of introductions. I almost exclusively ignored Jak 1 because it had no guns and it relied on collecting an x amount of collectibles to continue, which I wasn't into at the time. Jak 2 and 3 engaged me more but something about them still felt "off" to me. I felt like I wanted the Jak series to be something like Ratchet and Clank since they looked so similar. It took me at least from 2011 to 2014 to beat all 3 games and I was lukewarm on the trilogy for a while. Compared to other Sony platformers like Ape Escape, Sly Cooper, Ratchet and Clank, the Crash sequels and the Spyro Sequels. Jak never appealed to me as much.

Then I played Jak 1 again on PS4 back in 2019 and I was much more "experienced" and more "well rounded" gamer at that time. I played a much bigger variety of games by that point and I also appreciated level design in games more. All though my bias is still mainly fps games and stealth games. Jak 1 came to PS4 not too long ago, and I heard it was very good when it came to level design. For the most part, the game really holds up. Jak 1 had great level design and a really well done interconnected world which all felt seemless to explore. Naughty Dog did a great job with what the PS2 can do. My experience with collectathons were mostly just the Spyro and Ape Escape and while I enjoyed those games, I feel like Jak hit the right balance of being noob friendly for people who don't actively play the genre, while also being an interesting game in it's own right. Spyro sequels in general can be quite ridiculous in the amount of shit you had to collect at times but Jak felt much more forgiving in the collectibles. Jak 1's level design was so well done that I even got the optional Scout Files for the levels too which I normally never do. Well, Jak 1 does borrow from other games, it does enough on it's own to the point where it's still a good game in it's own right.

And boy this now leads to me to the Jak Sequels. I'll be straight up honest here in that I haven't recently played Jak 2 and only played 3 and honestly? I don't even want to touch the former, the lack of checkpoints is the reason why, and before you call me a "noob" or a "casual", here's the thing, Jak 2's game design is so unbelievably flawed like a super big empty world to traverse, terrible combat, terrible missions, terrible driving controls with mandatory races, terrible hoverboard controls, too many gameplay aspects that isn't platforming, that the lack of checkpoints is just going to make these problems standout more. You have redo large amounts of content with the same sub par game design and it just makes the above mentioned flaws way more obvious and noticeable. I like CoD campaigns despite their flaws but since they have a quick roller coaster feel and they are checkpointed well enough to the point where before the flaws really start to show, they are over and I generally have a good time. Jak 2, is just a long ass mess of a game and it's lack of checkpoints just make all it's issues more obvious. I'll admit, that I don't demand a big challenge out of games but I can appreciate it when done well, Crash 4 and from what I played of Shadow Tactics do a good enough of job even if playing them exhaust the crap out of me. Jak 2 is not one of those games.

Okay, I rambled about difficulty long enough, let's get to the meat to the reason why I dislike the Jak Sequels. To put it simply, they are just souless sequels that just cash in on what's popular at the time. I hate the word "souless" but it fits the Jak Sequels well mainly because all they did was just copy off other games and mixed it into a blender and hope they can somehow create an identity out of it. They have the open world of GTA but you can't interact with the world in any meaningful way, this is a problem with GTA too but Jak, it's just more obvious since at least people who don't play games much can enjoy raising the wanted level, kill random people and run over people and do dumb stuff in GTA where in Jak 2 and 3, it's just open world because GTA had it. The side missions are barely there and they are hardly anything interesting. And to add off to all this, all the actual missions take place outside of the open world meaning that the open world is just window dressing overall and it could all be a level select menu. Then there is the errand boy nature of the missions. Every mission just consists of Jak doing something for someone. It's just, "hey Jak do this thing", "hey Jak do that thing". It robs the character of any kind of agency and this is a problem when the game is unbelievably story driven and the whole plot revolves around the world getting destroyed any moment. It never feels like Jak is the one in control of his destiny. This can apply to many open world games but these are sequels to one of if not the best collectathon platformer I ever played, so this was just pathetic to see.

I will give Jak 3 this, it at least trimmed the open world down considerably to the point where it's much easier to get around, where Jak 2 a good 55% of the game was driving to the next mission point with the crappy driving controls. The world still feels lifeless and boring compared to Jak 1.

Then there is the hoverboard. I don't have much experience with Skateboarding games, so I will leave this short. What made the Tony Hawk games appealing was that the levels facilitated all these cool and crazy tricks and rack up points to get a high score. Jak 2 and 3 doesn't have this, it's just skateboarding mixed in with platform challenges and it doesn't add much to the core gameplay at all since the appeal of Tony Hawk is to mess around while Jak 2 and 3 literally has to shove in mechanics that feel out of place in a platformer.

Now here is the combat. This is what really grinds my gears. It's almost amazing how Naughty Dog never got combat right until the Last of Us because this combat system isn't good at all. First of all, it suffers from Ratchet and Clank 2002's problem of the lack of strafing and all combat mainly consists of is using weapons and tricks that can attack enemies from both left and right because the player can't move left and right. In Ratchet 2002's case it's using area of effect weapons like the grenade glove and the Tesla Claw and Jak 2's case it was using the Assault Rifle spin attack and Jak 3's case, it's using the Assault Rifle with bouncing shots because it covers the enemies from left and right and as well as blindspots. Jak 3 gives you way more weapons than 2 but at the same time, you never get to actually use them much because the game's mission variety feels so uneven but more on that later. In Jak 2, you get Dark Jak but he is so useless since you rarely get eco energy to use him and he's just not useful in battle since enemies use guns and you lose guns when you are Dark Jak. In Jak 3, you get Light Jak but the only useful ability he uses that you want to use is the healing since it makes the tedious combat encounters go by faster. Then there is the enemies themselves, Novcanno said it best in his Jak 2 video but the big problem with Jak 2 and by extension 3's combat is that enemies have projectile attacks disguised as a hitscan. For example, enemies will have attacks that will miss but every 3rd shot, you get hit by them and there is no sure way of dodging them and some enemies literally just hit without any way to properly dodge them, and this is what destroys Jak 2 and 3's combat. Compared to the Ratchet Sequels where you can strafe PLUS every attack can be dodged since enemies use projectiles, Jak just feels like it just added third person shooting because hey third person shooters like Max Payne were popular at the time. People often bash tps games from this era but games like Red Dead Revolver, Transformers Prelude to Energon, Suffering 1 and 2, the before mention Ratchet Sequels, Max Payne 1 and 2 to name a couple at least knew they were doing regarding combat encounters. Jak 2 and 3 just added third person shooting because other games did it.

Now, mini games and mission variety. Jak 2 and 3 really suffer from having variety for the sake of variety. There is so much other crap in both these games that you would legit forget that these games are supposed to be platformers. Jak 2 has a crap load of mini games, random missions that have nothing to do with platforming and lots and I mean LOTS of driving. Jak 3 is the example I will use when discussing this. In Jak 3, when you start the game, you do some platforming and some shooting, then after that you do a bunch of racing and mini games and then you get rewarded a fucking weapon mod. Wait, what? I didn't even do any shooting for a while and I get rewarded something that I don't even know gives me an advantage in combat? I haven't done combat in a while. And Jak 3 is full of this, you will do a platforming mission once every 6 missions if that and then it's back to more mini games and shooting. The game is so ashamed of it's platforming origins to appeal to bigger demographic that it's almost funny to me. The platforming can be pretty enjoyable when you do it but you have to go through mini games, weak ass shooting, driving and a bunch of other boring crap for you to get there. The desert sections have even less platforming that the Haven City levels. There is so much driving in the latter that I legit thought I was playing a racer crossed with a bootleg version of Twisted Metal.

In conclusion, these Sequels are basically, the examples when I think of "souless" sequels that missed the point and were only made to cash in off trends than to make actual well made sequels. Hell, this feels like a precursor to Uncharted in how it's more of a mini game collection than an actual full on game.

 

Saturday 5 December 2020

Why Batman is so Overused

 

Why Batman is so Overused


I tend to complain a lot about the fact that Batman is such an overused hero. I complain almost every few weeks or even months for that matter. The guy has so many movies whether animated or live action and has lots of video games and while I find it annoying many other people don't seem to get tired of him at all. I am here to examine, "why?" The common reason that is said is that Batman is the "best" DC hero and the best superhero in general and to some the only "good" superhero. In reality, that isn't really true at all it's actually due to 4 reasons I am going to state here:

1) He is the easiest hero to do. I mean when you think about it. Batman isn't a very hard hero to pull off when compared to other DC heroes like Superman, Wonder Woman, and Green Lantern. All you need is a guy wearing a Batman costume, a gruff voice, some makeshift gadgets and some martial arts lessons and he himself can make a pretty convincing Batman. Where with Superman, it's a lot harder to pull him off. That doesn't make him a bad character by any means, it's just that it requires way more effort for example you need lots of special effects just to show off his powers and practical effects ain't going to cut it. I mean first of all, you need to fly which is well, impossible, then there is heat vision which is also impossible, invulnerability to conventional human weapons which is well impossible and now you get it. With Green Lantern you need special effects just to do flight and to do the lantern constructs. Wonder Woman might somewhat be easier than both considering you need a lasso and some bracelets but even she has overworldly elements to her. Like moving so fast that she can block bullets or super strength. With games this also presents another issue because well, you could say making a game with other DC heroes is "impossible due to how overpowered they are" the fact of the matter is superhero games will never have a high skill ceiling because they need to appeal to fans of the comics and the movies, I mean Batman is pretty overpowered in the Arkham games in his own right especially stealth wise. But with the other characters there's a lot more that goes into them design wise, with Batman you just need gadgets, and a fancy martial arts fighting system where with the above mentioned characters, you need to have more powers to accommodate for and enemy designs to make combat engaging. You can make a good game with them but the problem is, it's not as easy when making a game for Batman due to him being a rich human who fights thugs and deranged psychos. With comics all you have to do is draw and everything will come to together for your creation but with games and movies they require way more money to do everything.

2) He has the most consistent and acclaimed on screen portrayals. I mean really Batman is probably the most one of the few if not only superheroes especially in DC where he has been done well on screen many, many times and has lots of acclaim. There's animated works like Batman TAS and Beyond to animated movies like Under the Red Hood and Mask of the Phantasm, to acclaimed Arkham series, all the way down to the Burton movies, the Nolan movies and even the Ben Affleck version having it's own cult following now. I mean really, when it comes to comic book characters in general, it generally isn't about the comics that make or break a character's reception in public eye, it's the on screen versions. Spider-Man is almost on Batman's level of dick riding but his comics by Dan Slott are universally hated but the thing is most people in the public don't care about the comics. MCU Spidey, Into the Spider-Verse, and the Insomniac Spidey games and he is one of the most celebrated characters in recent memory especially after how low character reception was back in 2014 with Amazing Spider-Man 2 and the weak games and the terrible Ultimate Spider-Man cartoon. Compare this to say Superman, okay, it's well known that the guy gets lots of hate for being overpowered and "hard to write" but the thing is those people tend to take out of context comic images and use it proof as to why he sucks but the real reason why he isn't well liked in public eye now is due to the fact that his on screen portrayals compared Spidey and Bats isn't nearly as consistent. He had the first 2 Donner movies, TAS, some animated movies here and there, and arguably Man of Steel but outside of those, he tends not have any on screen portrayals loved by everyone or the majority and guess what out of all that stuff I mentioned, the Donner movies are the most popular, go figure and they base every version of Superman off that. And unless if the guy gets his own Nolan trilogy or Arkham games equivalent, it's going to be that way for a long long time.

3) This is probably one of the most important because I feel this is where Batman really tends to work and gets milked. It's the iconic villains. Yeah sure, one could argue the Joker overrules most of Batman's villains but at the same time, compared to almost every comic book hero ever, Batman's rogues are extremely easy to pull off and make endless live movies out of. You can easily do a guy with a scared face and have him be Two Face, you can get a big muscular man and have him be Bane, you can have a guy with weird facial hair and be Ra's Al Ghul, you can have a guy with a scarecrow mask throwing gas at people and be Scarecrow and of course you can have a guy wear clown make up and act crazy and be the Joker. Christopher Nolan made a trilogy out of that. Punisher, Green Arrow and the Question you could make a gritty grounded trilogy of movies out of but none of these before mentioned characters have any iconic villain on the level of the characters I mentioned. Punisher doesn't really have much of full on rogues gallery due to his killing nature. Yeah sure he has Baracuda and Jigsaw but are any of them really going to compel audiences as much as Ra's Al Ghul let alone the Joker? Then this leads to my second point and this is a really important one, a lot of comic villains tend to be over the top and outlandish in nature to the point where having a guy in a suit and using practical effects might not be convincing enough. I mean why does every Fantastic 4 movie feature Dr. Doom? Why does every Superman movie feature Lex Luthor or Zod? Why does every X-Men movie tend to have Magneto or even William Stryker? It's because these villains I mentioned are the easiest for movie studios to pull off. You can have a guy in a mask and a green cloak and have him be Doom even if it's far from accurate. You can have a bald guy who looks rich be Lex Luthor, and it's super easy to have a middle aged man have the same powers as Superman. Braniac, Parasite, Metallo, Cyborg Superman, Bizarro, Darkseid, Manchester Black might require a lot more effort but a middle aged man who is a foil to Superman? That is easy for movie studios to do. It's easy to reuse assets. Magento all you need is a guy in a helmet and a cape, and William Stryker you just need an actor who is old. I mean you could do Super Skrull, Impossible Man, Puppet Master, and Galactus but they aren't as easy as Doom. You can use Mr. Sinister or even go all cosmic with Shi'ar but at the same time, it's not as easy. This where Batman works because he is semi grounded where a lot of other heroes are as much so. Easy to draw and make convincing in a comic not so much with a live movie which is what most audiences gravitate towards.

4) Batman has a plethora of standalone stories to recommend people who don't read comics. I mean really a lot of comic book heroes have super long runs by authors and illustrators which tell mini arcs within the run and you can read them alone but at the sametime, you might miss out on details, context or added emotion. Batman has this too but he lots of standalone stories for random people to read like Killing Joke, Year One, Long Halloween, Hush and the Arkham Asylum storyline. These are are standalone stories that you don't need to read an entire run to understand appreciate. They tend to get recommended over and over but that is besides the point. Superman has a few himself like Red Son and Whatever Happened to the Man of Tomorrow but they aren't as numerous or as iconic as Batman. And Spider-Man doesn't have a whole lot genuine standalone stories at all compared to Batman.

So yeah, it really has nothing to do with him being the "best" character. He's just easy to do and super iconic.

 

Tuesday 17 November 2020

Why I am not a Big Fan of Naughty Dog

 

Why I am not a Big Fan of Naughty Dog


I have been bitching about Naughty Dog on my Twitter Page a lot lately or at least complaining them at a high volume rate, and these Tweets or anything anti Naughty Dog tend to attract a lot of non mutuals who tend to waste my time with their drivel so I am hopefully going to bury the hatchet here and really get into as to why I haven't been a fan of them as much as other people especially how Nakeyjakey's "critique" was a big time joke and all he did was complain while using that super misused term "ludonarrative dissonance".

Okay, now that's out of the way, one of Naughty Dog's most overpraised series is Uncharted and particularly Uncharted 2. And I will note that I am a fan of the Last of Us and respect that game a lot more than the Uncharted games while I don't think TLOU is super amazing, it at least does more with it's gameplay and story than the Uncharted series ever did so I won't bash it as much on this blog post. Plus Uncharted 2 is probably the most "critically immune" out of all of Naughty Dog's games. And I will also say that Navacanno's critique on Uncharted 1 and 2 is absolutely worth watching and should be watched by anyone who has an interest in games as medium. I may repeat stuff here that he already said too.

Alright, the first thing that tends to praised about the Uncharted games particularly 2 is the "story". The first thing I want to say is that it's not really the story that makes Uncharted's story "interesting" or at least why people flock to them, it's the witty dialogue and bantering. The story in Uncharted 2 doesn't break new ground at all, it's basically Indiana Jones set in the modern day and without the liberties of taking place in the past that makes Indy stories work. And to be really honest here, while not the same kind of game or story, it's pretty obvious at this point that Naughty Dog relies on the same tropes that made you get attached to the world and characters that Valve used in Half Life 2, which is funny to me considering Half Life 2 gets a lot of anti hype nowadays. They both have long sections of down time, they both have you interact with the characters by doing things in game, they both tend to use set pieces in between the quiet time, and both tend to throw in some random gimmicks inbetween shootouts. Where with Half Life, while not having a great story in own right at least feels more immersive and personal due to the first person perspective, and never cutting except load times, the story at least feels like it fits a game where with Uncharted, it uses cutscenes and cinematics like film while using the same tropes that HL2 uses and the result feels less impressive due it trying to be a game and while also being a film.

Now next and this might be the "meat" of the blog is two aspects of Uncharted's gameplay: shooting, and ugh "platforming".

The platforming in Uncharted has to be one of the most laughable and weakest implantations of the concept I have ever seen in the medium. Where with games like the Prince of Persia Sands Trilogy, and especially later games in the Sands Trilogy like Two Thrones while being a series of timing tests at least requires you to think and be aware of when to jump and when to movie out of the way. Two Thrones especially adds more to the platforming by adding jump boards, knife rest holds, columns in for the Prince to slide and rest on and moving columns to time your jumps. It also feels like a fast paced rhythm game where you are timing moves very quickly and carefully, and it all feels very good to pull off without dying or using the sand rewinds. Dark Prince sections adds more to platforming too where you have to watch health. But he gets his own set of moves like swinging, pulling columns, and hanging which adds more to the timing tests plus his sections have enemies to deal with.

Now what does Uncharted do? Leap. What do you do when you want to get to another part of the level? Leap. What you when you make to another side? Leap. Compare that to what I wrote about Prince of Persia to that of Uncharted. Uncharted's platforming isn't so much "platforming" as it is just going to a straight linear line disguised as a platforming course.

Hell, even the older God of Wars did a better job with this. You at least had combat during climbing sections and you could use light, heavy attacks and grab while movie around and you had to watch out for obstacles too.

I will say that Uncharted 4 and Lost Legacy somewhat improved the platforming by adding the grapple hook but even then it's still the bare minimum to me. It's just pressing L1 randomly inbetween your usual linear romps disguised as "platforming".

Now I will get to shooting. Okay it'd be way too easy for me to unfavorably compare the shooting in these games to the shooting game powerhouses like iD Software and Monolith Productions. So instead I will compare them to 3 franchises, Ratchet and Clank, the newer Tomb Raider games and Halo.

Ratchet and Clank is a series in some ways like Uncharted, it also has pillars of gameplay that when compared in someways to full on games of their type might not compare as much. While Ratchet has basic platforming, it at least makes up for it with it's shooting. While Insomniac has been a bit too quantity over quality when it comes to their weapons, they at least got the act of combat down. In the Ratchet games, you aren't taking cover behind hitscan weapons waiting for health to regen instead you are jumping around avoiding projectile weapons while you also using projectile weapons. It was combing it's act of shooting and jumping long before Uncharted. In fact Ratchet in some ways feels like a "bullet ballet" to me due to how much of a rhythm there is to shooting and firing your weapons.

Now next is the newer Tomb Raider games, while they don't have great combat, I can at least give them credit for using FEAR's AI system known as "goal oriented action planning" where and I am putting it simply here is where each enemy AI character has a goal for them to do in the game world and for objects for them to interact with. Add the enemy variety and them throwing enemy "barks" at the player and it does lead for some engaging and interesting combat encounters than just sitting behind cover waiting for health to regen and then getting out at the occasional grenade throw. You have to more around and watch out what enemies do and be mindful of when you attack in the TR games. The TR games do at least more engaging things with their enemy encounters than "self adjusting difficulty" that the Naughty Dog fanboys seem to think is interesting.

Now finally, I will compare them to Halo. Now Halo especially the Bungie games might just be some of the most overpraised shooting games ever and their fanboys are basically just a bunch of whiny teenagers, I am not going to lie that the way Bungie managed to use aim assist in a way where the skill ceiling didn't lower is rather impressive and didn't need to resort to cover systems like Gears of War and especially Uncharted did. Halo for a console shooter managed to have some impressive AI, large environments, and quite a bit of gameplay decision making with melee attacks and grenades is something that I still find to impressive where Uncharted basically copied ideas that other games were doing at the time, and was one of the franchises that created the cover shooter "dark age" in the 7th gen.

I will mention Uncharted 4 and Lost Legacy. While both games feature way better combat than the trilogy did. I still feel like regen health and hitscan weapons hold them back. And while the Uncharted fanboys bring up the whole Nathan Drake's "luck" bullshit when excusing the regen health I argue it ruins and lowers the skill ceiling that Uncharted 4 and LL's combat could have. I feel like a simple fix to this is to take a cue out of Resistance Fall of Man's playbook and have parts of your health that can regenerate and have enemies drop health packs when killed. That way it makes the games way less biased towards stealth and these games' stealth mechanics are way too simple to make stealth play ever satisfying.

In conclusion, I could go on about other aspects of Naughty Dog I don't like how the Jak games lost their identity after ripping off GTA, how Uncharted 3 tells the best story in the series despite the fandom constantly complaining about it, how ND's set pieces are Crash Bandicot boulder chases with more flash than substance, how the Druckmann era of Naughty Dog has an over reliance on down time. I feel like they could all make their own posts which I could do but I feel I wanted to rip apart Uncharted particularly 2 because I really can't stand that game.

 

Sunday 30 August 2020

Call of Duty's Shooting Mechanics

 

Call of Duty's Shooting Mechanics

Call of Duty whether you love it or hate it tends to be a big topic among the Gaming Community, it was a much bigger franchise back in the 7th gen and the series tends to reboot it's sub continuities a lot to rebuild interest among it's fans but one thing I never see discussed much about the series is the core shooting gameplay. People often insult the franchise but I have never seen that much discussion on why they hate the games so much, and it's often due to it being the face of "bro gaming" and I think writing off games like that is pointless and unfair. CoD4 tends to be ridiculed less among the "gamers" but I argue that game has some of the same issues the series has but often gets away from the scorn of the gaming community is because of how the story was told and how it was the less over the top "power fantasy" due to the restrain that game has, but I argue just because it and arguably World at War are the most restrained CoD games since it became mainstream that does not mean it ignores the core flaws in their shooting gameplay.

Okay, that was a long intro but now I will get more into the issues I have and offer feedback. Note this will be about CoD's single players all though some of this can apply to multiplayer as well.

Issues:

Well it was sort of big in some ways back in 2003 for an fps game to have iron sights and enemies that don't take a lot shots to die, I argue as the series as it went on it became less of a novelty and more of an issue that became more and more prevalent as the series progressed. First of all, the iron sights, while iron sights can make a game arguably more "realistic", I argue that iron sights well, not so much iron sights but the lack of giving the player hip fire options except for the shotgun really limits the options players have in terms of taking out enemies. It's often just relying on the aim assist to kill nearby enemies than it is to take out enemies yourself by looking for them in the battlefield or getting up close and personal unless if the games' level design specially allows for close quarters combat. Partner all this with hitscan weapons, and all shootouts in most CoD games consist of is ADS, shoot, get hit, take cover and rinse and repeat. People do point out CoD's reliance on set pieces and I argue CoD's set pieces exist is because this core shooting gameplay isn't enough to make an exciting enough 6 hour game out of. Some games in the series like CoD2 do let you hip fire more and let you be more aggressive at times, and relies on aim assist less due to being made for PC first but it still has some of the above mentioned issues and later games games have you reload your gun just as much as you are firing it. I really like an over reliance on ADS just gives the player less options in combat, I argue games like Resistance Fall of Man and 3 gives the player options to shoot far away enemies but gives the player enough leniency to use hip fire to make firefights feel fresh and have enough variety when it comes to enemy killing.

My next issue and this one is what really bugs me is enemies taking very little damage. I feel like this issue really annoys me when it comes to CoD. Since CoD has hitscan weapons and relies on cover heavily for it's shootouts, it often leads to enemies surrounding the player from all sides often having no idea where they are actually attacking you from, this often leads to deaths where you have no idea where you got shot from. And the funny thing is, the easy setting lets you take more hits and allows the player to be more aggressive which can to more moving around and less hiding behind cover and less cheap deaths. On the hardest setting, the player takes way less damage and enemies can hit harder, which leads to the player hiding behind cover more and more cheap deaths you couldn't see coming. Some games even have enemies grande spam in order to add more "difficulty". And the next issue this leads to is that weapons just feel samey for the most part. Of course there are weapons for long range encounters and shotguns for close range, but in CoD especially the modern ones, there are dozens upon dozens of machine guns that all serve the same function. Since enemies all take the same amount of damage to die, this allows for less genuine weapon variety. Since one machine gun is the same thing as the other machine guns since all you have to do is ADS, shoot and enemy dies. I'd rather they just have a smaller number of weapons and have enemies take more damage to give each weapon it's use. Add more enemy variety of enemies and less guns that I will never use. There is also "grenades" that CoD took from the Halo series but in CoD you can "cook" them. In all honesty, I have never used them in a CoD that much because enemies take little effort to actually kill. I argue Killzones 2 and 3 actually made me use a feature like that more since first of all, those games give you a visual indicator on when the grenade will explode and on top of that since Helghast AI move around a lot and they take way more damage than any CoD enemy, this feature actually has a use now. Cooking a grenade and killing 2-3 Helghast at once feels very satisfying to pull off where in CoD it doesn't require nearly the same amount of skill since enemies take little damage and machine guns can kill them in 2 hits. It also helps that Killzones 2 and 3 despite their flaws have very powerful feeling guns that eviscerate enemies whenever you shoot them and they have more enemy variety than any CoD game to boot.

Improvements:

I feel like as much of the hate the futuristic CoD games get, I argue Black Ops 3 has on paper has some of ideas on how to improve the shooting. BO3 has a of enemies like flying drones, enemies that sprint like Serious Sam enemies, mechs, and your usual foot soldiers among others. Some of these enemies take a number of bullets to kill partner that with the customization and you can get some core shooting with some genuine variety and dare I say it, "depth". I feel like there is a blueprint for something interesting here. Plus the Titanfall style movement and you could get a great core shooting system. I just wish the levels were more opening and they dropped the regen health or make the health pool smaller and focus on movement more. And less guns and more weighty animations and you could get a genuinely great shooter.

I guess another way is borrowing from Medal of Honor Allied Assault. That game does have typical missions were you are on foot with other soldiers and setpieces but that game does let you hold all your guns and give enemies more health before they are killed. I say do something like this, let the player hold all their guns and let enemies take more damage while giving the player large arenas and play spaces to play around along with the usual military soldier missions. CoD Advanced Warfare and Infinite Warfare does something like this, I say just do it with more options.

And there you go. My critique and thoughts on how to improve. I wanted to cover more stuff but I feel I got the core issues down.

 

Friday 29 May 2020

How I would Write Spider-Man Homecoming

 

How I would Write Spider-Man Homecoming


I have made it clear that I am not a fan of Spider-Man Homecoming or a fan of the MCU's take on Spider-Man in general. Instead of doing my usual complaining, I want to make a version of the movie that I think is more true to the characters while also being good movie in it's own right and being a bit in line with the plan of the MCU.

The first thing I would change right away would be the villain. I am not big on the Vulture in Homecoming and how his sole motivation is to get back at Tony Stark and shoehorning in his family at the last minute just felt like a cheap way to have Vulture and Spidey get a climatic showdown at the end.

My version will have 3 villains. The first being The Mandarin, the second being Norman Osborn and the third being Ezekiel Stane.

First, why Mandarin? Well, the Mandarin was built up since the first Iron Man movie and his organization was one of the reasons why Tony become Iron Man in the first place. A lot of people were upset over how he was treated in Iron Man 3. Now I think this movie is the time for the Real Mandarin to actually do something against Tony Stark. It's just strange as fuck how Mandarin was there since the first Iron Man and yet he never actually fought Tony in any capacity. He would mostly be planning and supplying Norman Osborn Stark tech but he would be acting through a proxy for this movie, and that proxy would be Ezekiel Stane.

Okay, now why him? Well here is the thing, Zeke Stane was supposed to make an appearance in the first Avengers movie because Joss Whedon thought Loki would not be enough of a threat but Kevin Fiege said no. I think Obadiah Stane having a son at all is pretty interesting and he would make an interesting foil to Peter. Zeke hates Tony for killing his father and robbing him of a future. And he knows about the Mandarin through past dealing with his father, and wants to get back at Tony Stark for ruining his life. Peter thinks while Tony is egotistical and pompous, he thinks there is a good side to him and he's just trying to make up for his wrong doings. His role in the movie would be him making a series of Terrorist bombings throughout New York with stolen Stark tech and framing Tony Stark for crimes he never did.

Now finally, this leaves Norman Osborn, I put Norman in the movie mainly because I felt his company Oscorp and as well as him in general as always been to me, Spidey's greatest foe. And I feel him teaming up with Iron Man's arch nemesis, The Mandarin would be an interesting team up. That and it helps give Spidey a villain to fight while not turning his rogues into glorified Iron Man villains. He's in the movie because he feels Spidey has been a great nuisance in taking over the crime underworld and Zeke Stane learns about how Oscorp is trying to get rid of Spidey, so Zeke gives the idea to the Mandarin to use his Stark tech to frame Tony. Norman's role is to give Zeke plans on how to use the tech to blow up parts of the city that would get the most attention because Norman knows New York inside and out. I probably wouldn't make the Green Goblin just yet. That'll be saved for future movies.

Now with the villains out of the way, I want to address Peter himself. I don't think Tony being a father figure is a super bad idea but like everything execution matters first, and I found the execution to be lacking.

I would make Peter in my movie conflicted about the idea of Tony being a possible mentor. Tony wants Peter to be taken under his wing, but Peter is unsure about it and still tends to think of Ben Parker a lot. Peter does respect Tony for his accomplishments and part of him thinks he is "cool" but he knows that Ben Parker will always be the father he never had. Tony thinks he can redeem himself by steering Peter down the right path.

Aunt May thinks Tony is a bad influence on Peter, and despite Tony being as nice as he can, like helping to pay bills, she still thinks he is ego maniac, and doesn't want to do anything with Peter. Aunt May just thinks all that Avengers stuff is dangerous and thinks the world could be ruled by them if they are unchecked and they leave a lot of collateral damage in their wake.

Now throughout the movie the terrorist attacks get worse and worse and eventually Aunt May refuses to see Tony anymore, Peter knows it's not him but everyone in the city is against him now. This also means you can't have the Avengers.

Then the finally track down Zeke Stane after the battle, Zeke goes to jail. And all though Tony is proven innocent by the end, people still don't trust him because after all his tech was used to kill thousands of people. Tony resorts to alcohol to deal with the stress but Peter eventually tells him to lay off and they will deal with the problems together.

And finally, no suits made by Tony in my version, screw that.

And in the sequel, Spidey goes to China and brings the fight to Mandarin to honor his mentor that he never truly had, Tony Stark. I have never seen Far From Home nor do I plan to in the near future.

 

Sunday 3 May 2020

Why I am bored of Resident Evil

 

Why I am bored of Resident Evil


I recently just beat REmake 3 and the game is just okay to me. The Downtown section was by far the most open but after that it mostly becomes a linear trek which I didn't hate but at the same time I feel like the game is super confused.

It sort of has the open levels of old school RE while having more action stuff in the actionized REs. It throws lots of enemies at you and scripted sequences. You also get dodging and counterattacking. The Carlos Hospital level was basically the house hold off from RE4.

I'll just be get to the point and say it, I am BORED as fuck of Resident Evil. Or at least these "horror" oriented RE games. I would rather just have another balls to the walls action RE at this point.

The guns in both REmakes 2 and 3 both don't feel that great at all. I'll give REmake 3 some credit for improving the weapon feel to varying degrees but it has the same issues, but just to a less noticeable degree. You will still put in a lots pistol and shotgun rounds into the zombies and they will still get up after a lot of shots. I just don't get the point in having a Resident Evil game where the guns just feel don't feel that great to use. Also, the amount of times I got jumped by random zombies in REmakes 2 and 3 are so numerous it's not even funny. I always go like, "what" every time I get jumped from behind. Resident Evils of old at least gave you various audio cues is to when an enemy was near by but in these modern REmake games I have no idea when enemies are near by or when they are actually dead. When a zombie grabbed you on the ground in older REs at least they die after mashing a few buttons, in the modern REmakes you STILL have to shoot them and hope they actually go down.

I can at least forgive the weaker weapons in RE6 to varying degrees because you had to use the melee along with the guns. But these newer REmake games, it's even hard to run away from zombies due to the third person camera. In the fixed camera REs, whenever you got grabbed or punched the static camera at least gave you an idea of what position you were in but since a third person camera follows the player, getting grabbed or punched gives you a harder idea of where your last position was thus giving you a window to be attacked again. So now, the weapons are weaker, and the third person camera makes enemy evading harder than it needs to be.

And now this just leads into more next point, if Capcom wants to continue RE either they should mix up releases of Action and Horror RE games to avoid staleness. I really feel like with these newer REmake games that Capcom, deep down wants to make an action RE but the backlash that 6 just made them afraid of making another. These third person REmakes really, to me, in some ways feels like an awkward blend of action and horror. It has the third person camera of the later REs and the level design of classic but since the weapons feel terrible and the third person camera is better for action games, it feels like the games are in awkward frankensteined position.

Let's be honest here, Resident Evil 4 as much as you love it or hate at least when it came out, put the series in an interesting position. It was no longer a game that was inventory management and saving ammo when it counts but more about using a variety of weapons to kill enemies with the occasional backtracking. My point is, it at least brought genuine freshness to the series where these REmake games just feel like an awkward combination of fixed camera RE and 4. It just feels like the games aren't even making any major innovations anymore and is just frankensteining old school RE and action RE.

I mean you can feel Capcom wanting to make an action RE again when Jill literally lifts a railgun over half her size to kill Nemesis and the Carlos levels.

Either I want an action RE or make a new Dino Crisis or Lost Planet game because RE is just a a weird position now.

 

Saturday 2 May 2020

Why Deus Ex Human Revolution and Mankind Divided do not work as Prequels

 

Why Deus Ex Human Revolution and Mankind Divided do not work as Prequels


I'll be honest and say that Human Revolution was my first introduction to the series and I didn't start PC gaming until late 2013. I didn't even play the first Deus Ex game until 2016 and it's sequel Invisible War until 2018. I'll admit that I did kind of like the story of Human Revolution when I first played, I thought Adam was an interesting character to some degree and I did kind of like the conspiracies it had in it's story or at least from what I remember. It came around a time where so many franchises had prequels and you couldn't go a year without there having at least one.

Now after playing Deus Ex 1 and IW, I have to say that as prequels, Human Revolution and Mankind Divided don't work at all. It adds in more retcons to the overarching narrative of it's series than the whole Big Boss saga of Metal Gear Solid. And none of these retcons are particularly compelling either.

For me while prequels tend to be hit or miss a lot of the time, I think 2 aspects of what makes one work are this: the first being that it should answer questions that the lore or the media property of that it's a prequel of has or it can recontextualize how you first saw see the said media property.

Does the Deus Ex prequels do either of these things? Well no. First of all, the character of Adam Jensen was never once mentioned in Deus Ex or IW. The closest thing to a possible mention is when Illumanted Saman mentions an "ideal individual" when talking to Alex D in IW and even then that is a vague detail at best. Is he clone of JC or Paul? Is he prototype for the augs that characters like Gunther Herman and Walton Simmons uses? Well I am not even sure. Then there is fact that his blood is supposed to be immune to the drug augmentations requires. If he has that why was this never mentioned in the other games? Why are the villains in HR or MD never mentioned in the games after? Or Janus? Or Sarif Industries? Okay yeah it has FEMA in it but the game never makes you think of them in a new light, they just a generic evil bad guy group to oppose the player. The only important details you get from these games are the scenes involving Bob Page and the Illumanti and even then they are short and brief and don't and a whole lot. Cliff Stephens is great in the role as he always is so I'll give Edios Montreal that they never recasted him. And the funny thing is, Bob Page is the only thing that really links these prequels to the original game(it's sequel was mostly ignored due to the hate it got). Also Megan Reed creating the Gray Death but once again the previous games never mention her either. Take out Bob Page, the Illumanti and to some degree Megan Reed and there's hardly anything that links HR and MD to the overarching series.

And then there is the overarching narrative of Adam trying to stop Bob Page and the Illumanti. Well, being spoiled is a topic that is much of for debate, I think playing Deus Ex 1 already makes the conflict of Adam trying to stop them already boring because if you beat that game, you know Bob Page and Majestic 12 were the ones to disband the Illumanti. Adam has nothing to do with it. So now Edios Montreal has put themselves in a weird situation, give an ending that everyone who played Deus Ex 1 sees coming and lacks dramatic force due to knowing how it's going to end or add further and more uninteresting retcons to the Deus Ex story just to create some degree of actual tension and to create actual consequences in these games but who knows now. Edios is too busy helping Crystal Dynamics making a cash in Avengers game.

Now I want to compare this to two game stories that I feel does the idea of the prequel correctly and also to much derided Star Wars prequels.

First I will compare this to Halo Reach, while Halo in it's games have never told an amazing story. I feel Reach does it's job as a prequel mostly well. It's mostly very consistent with the timeline of the Bungie games minus the armor powerups. First of all, let's start with how it's introduced(I know Halo the Fall of Reach book came out before the game but I am talking about how Reach is introduced into the series of games). In Halo 2, the Covenant are attacking earth and Commander Boone mentions that "this isn't even as big as half the force that wiped out Reach". With that line, it now steps up a possible prequel in the Halo universe dedicated to the Fall of Reach and how it happened and it's introduced organically into the lore. Then there is the greater implications of the game's events itself, while Halo Reach's story is far from amazing due to mostly dull characters outside of Jorge, the events of that game does make you view Halo CE in a new light. When you play Halo CE, it's basically just a crew of marines, an AI and supersolider finding a ring world that just so happens to be a doomsday weapon, and they have to stop it from being fired by the covenant and 343 Guilty Spark. It's a pretty basic step up. With Reach now added you know the sacrifices that were made to get Pillar of Autumn running into space and the amount of hardships that were done to make sure the Covenant does not wipe out humanity. How Noble Team and everyone on Reach sacrificed themselves to get the Cortana AI out and make sure there can be some warning to Earth. The whole game gives you the feel that Noble 6 is basically in a mission where they won't come out alive. And makes you view CE in a new light. This could be a lot more dramatic if the characters were more interestingly written but as a prequel it's surprisingly effective.

Now let's look at a game where it's consistent with it's a game and has good characters to boot, Call of Juarez in particular, Call of Juarez Bound in Blood. In the first game, there is a monologue by one of the playable characters, Ray McCall, on how he used to be a hard headed cowboy and how his rashness during a heated situation caused him to shoot one of his brothers while he bringing out a bible. This perfectly sets up the prequel that is Bound in Blood because it not only organically introduces an event that is established in the lore but also it makes you curious on what on earth could've gotten a man who is a preacher and shouts the name of god to do such a horrible thing. I played Bound in Blood first because I had a PS3 and when I played the first game afterwards, it made me appreciate that game greatly like a good prequel should.

Now, I am might get shit for this since back a decade ago, the Star Wars prequels were the most derided movies around. But a sub par movie trilogy and other questionable Star Wars media later, I think the prequels work as prequels quite well for the most part. I think it's mainly due to how George Lucas kept things intentionally vague in the original trilogy. Like for example, how did the jedi get wiped out? How did the Emperor get to power? How did Anakin fall to the dark side? What were the clones wars? How did the Emperor gain so much power to the point where he could dissolve the Imperial Senate? How did the Empire form? With all these questions in mind, saying the prequels were "pointless" is stupid because Lucas deliberately planned the idea of possibly making prequels as early as a New Hope. This isn't what Edios Montreal where they introduced retcons on and plot threads because they knew they appealing to an audience who don't PC game. Lucas at least knew he wanted to make prequels. And the thing with the prequels that I think really work if you just view the movies is that that all these questions get answered and there are no characters that get introduced that serve no purpose in the timeline later. Darth Maul(back in the Phantom Menace days), Count Dooku, General Grievous, and the rest of CIS are just pawns for the Emperor and nothing more. There's no character retcons like Adam Jensen and Megan Reed here. They are pawns to be disposed of and nothing more. There is one retcon of Boba Fett being a clone but I argue it made a character that is super overhyped more interesting but that is a topic for a different time.

All in all, I have rambled enough and I say this, Edios Montreal should've went with Crystal Dynamics' route with the Tomb Raider series because I tend to think of Deus Ex HR and MD as reboots in disguise more than prequels.