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Nov 7th, 2024 at 17:14:19 - Resident Evil Village (PC) |
These Resident Evil games have top notch production values. I played the RE2 remake over the summer and freaking loved it. Resident Evil Village (8) isn't as good, nor is it as good as Biohazard (7) before it, but it was still a good time.
I liked:
- The main antagonists, who were very creative in their design and powers. I had seen the 8-foot tall woman with Freddy Krueger claws in trailers. Most of the others are cool too.
- The merchant, who was morbidly obese and mysterious. I can't stop hearing him say in my head, "To hunger is to be human" and then making like a sloppy chewing sound.
- The methodical way you are encouraged to explore the map. Rooms that still have items in them are red on the map, while those completed are green (or blue). You know what you've completed, and you know where you can still look for stuff. The map was excellent all around.
- The little side areas and extra puzzles. I found special artifacts, weapon modifications, mini bosses, and more by exploring side paths. These paths were always interesting.
- At the end, you get to go on a one-man rampage (with two different men). I always love it when games do this at the end. It's like a reward for making it that far. "Here's a ton of ammo and a new super weapon. Go crazy!"
I didn't like:
- The bosses were easy. You could cheese nearly all of them, mostly by walking backwards in a circle around a pillar or some other object in the center of the room, or doing some version of square strafing, and shooting at them as they followed you. Even bosses that were otherwise cool ("propeller head") or should have been difficult were easily dispatched like this.
- Mini bosses glitched like three times. One, the first time you fight one of the big werewolf enemies, it was on the other side of a wall. I don't think it was supposed to come up the stairs to that spot because its head was sticking through the wall, allowing me to casually shoot it while it growled at me. Then it moved to the doorway but couldn't fit through it, so I shot it some more there until it died. Another time, there is a side boss called "the cannibal." You fight him in a room that looks something like a meat-packing warehouse. If you go out the door, he "resets" usually by "jumping" up to a platform. If you open the door, you can fire some rounds at him up there before he jumps down. Then you can go back out the door, he jumps back up, then you open the door fire at him, he jumps down, etc. Actually this was a common way to cheese enemies, when they would stop following you if you turned around and went back the way you came. They "reset" but their health doesn't. So you can just attack them, walk away, come back and attack them more, walk away, and so on. It made lots of fights really easy.
- The whole game felt a little on rails. Puzzles were not difficult, and it always felt like I was being kindly led to the next place. This made it so that it never felt like I was really exploring or that I was really in danger.
- The main character was so one-note. Half his dialogue was "Mia!" or "Rose!" or "You bitch!" or something like that, always yelling at the bad guys about his wife and daughter.
Pros and cons. It felt almost overly polished. Like, a RE game should feel more gritty? But overall, I did enjoy it, even though it wasn't very scary compared to the last two RE games I played.
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Oct 29th, 2024 at 19:38:58 - Eternal Threads (PC) |
I've been playing this with Patrick all semester and we've finally beaten it. It's a strange one, like this slice of life narrative game about some housemates in England. The house burns down and everyone dies. Your job is to go to the house after the tragedy and watch fragments of past interactions, some of which you can affect by having characters make different choices, and prevent the housemates from dying in the fire.
To do this, you engage in incredibly mundane gameplay, watching incredibly mundane scenes of the housemates. One woman is pregnant, and another character figures it out, and she can hide the pregnancy or not. Another guy is being blackmailed, he grows pot in his basement for his ill mother, and has a psycho ex-girlfriend who he may or may not sleep with. He also has a secret door in the basement (ooh, aah!). Another woman is a photographer and artist who owns a creepy doll. Another guy has anger issues, takes another guy's bike out for a spin, and gets beat up and the bike is stolen. He also likes to play video games. One guy's sister moves in because she separated from her husband and sleeps with one of the other housemates. Another guy is a doctor and is considering taking a job far away, but doesn't want to tell his girlfriend (who is secretly pregnant). All these things cause minor drama. All of the characters are some degree of annoying. The voice acting is mediocre. After every event, your character types some "clever" name for the event on his timeline-travelling handheld device, and you have to wait for him to type out all the letters.
Despite all this, it's oddly compelling. You select events to watch on a timeline spanning about a week before the fire until the fire itself. Select the event, walk to the event location in the house, watch characters' interactions in the event. Select another event, walk to the event location in the house, watch characters' interactions in the event. Literally this for the entire duration.
We decided to start from the beginning and watch all the scenes, assuming that we'd uncover information that would allow us to make dialogue choices (available in some events) that would save characters from dying. I will save you a lot of trouble: there is no way to know which combination of dialogue choices will save characters and there is no way to prevent the fire. Even when you learn what caused it, there is nothing you can do about it. The easiest solution would seem to be to have a character make a decision to do something that would prevent the fire. But no. You go by trial and error. It follows zero logic. I do not know why they designed it this way. Toward the end, you'll sort of realize that you need to make decisions for each character that will result in them being out of the house, or like at least away from their place of death in the fire. One woman, you need to get her out of her bed; another two characters, you can get them out of the house together; another guy, you need to prevent from falling down the stairs and knocking himself out; etc. And there are long chains of events throughout the timeline that apparently lead to, for example, the woman getting out of her bed.
So, we played through every event and saved two of the six housemates. We clicked around on different decisions that seemed important, changing them, trying to reason our way to saving other housemates. Eventually, we found a walkthrough with instructions, which was wrong. I later found another walkthrough, which was right, and saved everyone. What an odd game!
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Oct 29th, 2024 at 19:08:31 - Webbed (PC) |
Another quick retirement. Webbed was an exercise in frustration with the controls. So, in this game, you play as a spider, and you can spin webs. You aim to a surface you want to attach to, left-click, and release to shoot a web to swing. Or you can aim to a surface, right-click, aim to another surface, release, and you'll spin a web connecting the two surfaces that you can walk on. My favorite part of the game was the movement, which took some getting used to. I first tried to play with a controller, but the aiming was finnicky. It seemed like it'd be better with a mouse for precise aiming to shoot webs. It was better, and I got past the very beginning, but I quickly realized that this was a sort of physics puzzler. It's less about the movement itself and more about manipulating the environment and objects to move yourself and to move things where you want them. You constantly have to attach things to webs to move them around, spin webs connecting surfaces, but spinning other webs to connect the first web for support (if you've ever played World of Goo, it reminded me of that).
I found it so frustrating trying to manipulate objects with webs. An early task required me to bring a cog to an ant. I accidentally dropped the cog into a pool of water that killed me if I touched it. So, I kept trying to shoot a web at the cog to pull it out, but I kept getting pulled into the water when I did that. Or, I'd attach to the cog, try to pull it out, and it would get stuck below a tree branch. I spent about 10 minutes trying to figure this out, and finally got lucky when I realized that I needed to spin a web higher to stand on to pull the cog out. Half the time, I would still fall off the web into the water anyway. In another spot, I had to pull an ant out of a pit, and that freaking ant would not come over a ledge onto solid ground. It's hard to pull stuff around where you want it, it's hard to precisely shoot a web where you want it, and objects stick to one another. For example, another time, I was trying to move a cog to some gears, but an ant that was there kept getting stuck on the cog. I kept having to try to get the ant off the cog before I could try to move the gear, but they kept inevitably getting stuck on each other. It was driving me nuts!
The game is cute, and I think the webby physics puzzling is neat, but I didn't like doing it. I noticed that 97.5% of players have the first achievement, which comes a few minutes into the game. The rate for getting the second achievement (which I didn't make it to after an hour) drops to 57.4%. 40% of players bail within an hour. I wonder how many quit because they got frustrated!
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Oct 29th, 2024 at 06:31:19 - The Pale Beyond (PC) |
I don't remember where I got this. Amazon? It's in my Steam account. Humble Bundle? Somewhere for free or in a bundle...Anyway, it wasn't on my radar, but it sounded interesting and it was so good! The Pale Beyond is a narrative, point-and-click(ish), survival, resource management game. You are recruited for an expedition to the South Pole to find a missing ship that was searching for [mystery]. Once you arrive, things go south (ba-dum!). Your ship gets trapped in the ice, the captain abandons ship with several other crew members, and you are thrust into the leadership role.
After the caption & co. left, I had 25 people to manage. Those people have different roles. There are "key" story people like a photographer, the head engineer, the doctor, and the benefactor's contact, who is clearly withholding information. They can't die except through narrative choices. Then there are the regular sailors, some more engineers, scouts, and a medical team. They can die. Every day, you talk to the crew members. They will petition you for things, argue with you, your relationship (and their relationships with one another to some extent) will increase or decrease. This is the "loyalty" meter. You want them loyal to you so they don't mutiny, and for some other reasons later on. I actually had a really rare ending that netted me the rarest achievement I currently have on Steam (0.8% of players!) because of how my relationships played out. It's pretty easy to figure out which dialogue options increase loyalty (hint: be kind and understanding for the most part).
You also have to manage food and heat resources. To get food, you'll need to use scouts to explore the ice around you and send crew to hunt game. To get heat, you have to constantly fuel the boiler with whatever you can find, from animals you hunt to resources you scavenge from the ship. There is also a morale to manage. If you don't provide enough rations or fuel for heat, morale goes down. Sailors will get malnourished, which, if left untreated with food, turns into scurvy. If that's untreated, the character dies. Sailors will get "freezing," which, if left untreated with heat, turns into frostbite. If that's untreated, the character dies. They can also become demoralized, which decreases the whole expedition's morale unless that's treated. You can send crew to the doctor for scurvy and frostbite, and they'll recover. The game progresses from summer to winter, so it gets colder and colder, which means that crew freeze more and more often. And as game becomes scarce, if you haven't managed food resources well, hunger becomes more common too.
So, you're constantly managing your human resources too because you need people to hunt and perform a variety of other tasks. If people are out sick, you can't use them. And if they die, well, you've got less mouths to feed, but also that's fewer resources you can get. I think I had one sailor die fairly early on, then I had a bad week about halfway through the game and lost another three. I ended the game with 21 crew out of a potential 25. Not too bad!
I really liked the story. Each of the main story characters plays a big role in the expedition, and they all have backstories and whatnot that influence their behaviors and relationships as the expedition progresses. Even the minor characters (the regular crew) have histories and relationships with one another. What the game does so well is create a horrific survival setting, and you feel it as you play. Like, it's life and death out there. The game plays out in several "chapters" where story events happen and then the setting and conditions for resource management change a bit. It kept me on my toes the entire time, and I never got bored. I often felt in a precarious position, like one mistake, one poor week of resource (mis)management could have a domino effect and ruin the expedition. I only died one time, and that was because of an inevitable story event that I didn't anticipate would happen (at least, not as soon as it did). The ending is different than what you would expect and, although it changed the game up, I thought it was neat. If you want a harrowing polar adventure with some challenging resource management and decisions (that isn't overwhelming with the amount and complexity of mechanics!) and a well written story, then this is a good bet.
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