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Showing posts with label Steampunk. Show all posts
Showing posts with label Steampunk. Show all posts

August 12, 2018

Dishonored 2 (2016) by Arkane Studios

Dishonored 2 is actually very similar to its predecessor, though a bit more polished with systems and mechanics that are further developed than in the previous title. If you liked the first game then you should definitely play its sequel, as it features more of the same fantastic gameplay, level design, and art style.


Dishonored 2 is a dream to play due to how deftly it weaves between being an all-out action game and a tense, satisfying stealth experience. Like the first game, each style of play is ably rewarded, whether you want to be a violent psychopath, or a complete ghost sneaking through each level and leaving no trace. The flexibility the game provides its players is one of the best things it does and why it's so worthwhile to play, and with the new game plus mode added post-release it's even more satisfying, as you can pick either of the two protagonists and choose to play in a different style from a past playthrough. I do also greatly enjoy that Corvo is voiced this time around by the timeless Stephen Russel. The silent protagonist of the first game was always awkward in my opinion and regularly pulled me out of the experience.

The other thing Dishonored 2 does extraordinarily well is level design. Most stealth games require very well-designed levels to function properly, and I'm not exaggerating when I say that Dishonored 2 has perhaps the most impressive level design I have ever seen in a game. I don't want to spoil it, but suffice it to say that I've never played anything as mind-bendingly engrossing as the Clockwork Mansion or A Crack In The Slab. It's simply phenomenal; fun to play, and the spaces feel real and functional, as if they could actually exist rather than being specifically designed for a video game. The genius of these designers is undeniable and they're setting a standard for which the rest of the industry can only strive to approach. Brilliant work, the best stealth levels I've played since 2005's Splinter Cell Chaos Theory.

This game just feels good to play. The art style is gorgeous, the way you flow from one room to the next stealthily eliminating enemies, dominating all-out fights, or ghosting through via the use of gadgets and powers is almost always satisfying. If you screw up, you're still able to fight in a satisfying way, making save-scumming unnecessary. I prefer to play almost completely stealthily and I find myself losing hours whenever I boot this game up. The portrait work is fantastic, the soundtrack is eerily accurate to the tone of the game.

If there is a criticism I have, it's that the story feels very underdeveloped and seems as if it could have used some more polish. I was intrigued by the premise but too much of it felt contrived, and the ending is so abrupt and unsatisfying. I was fully enthralled by this game from pretty much minute one and never really felt any frustration or distaste until the very end of the game, which I found profoundly unsatisfying. One positive to note is the voice cast, which, like Dishonored, is filled with big name actors who do a superb job. Rosario Dawson is a particular standout, as is Vincent D'Onofrio.


Upon release the game ran incredibly poorly on my machine and many others due to Arkane's installation of the new Void engine in lieu of Dishonored's Unreal engine. It ran so poorly in fact that I had to put it down for several months while waiting for a patch. Thankfully Arkane have done right by their fans and not only added significant stability, but also added several features on top of this. I mentioned New Game Plus before but I want to mention it once more because it's a truly great addition to the game. The game runs very well now and is far more stable than upon release, so don't fret if you're worried about potential performance issues.

Dishonored 2 overcomes a threadbare story with amazing level design and satisfying gameplay and should be played by anyone with an interest in stealth games or bombastic combat. Excellent game continuing the tradition of the Thief franchise and I truly hope Arkane continues to make Dishonored games for as long as they wish.

⭐⭐⭐⭐⭐

Playtime: 79 hours

February 16, 2018

Final Fantasy XII (2006) by Square Enix


I first played Final Fantasy XII upon its release in 2006. I was a college senior at the time, too preoccupied with my longtime girlfriend and my brand new (and godawful) full-time job to really focus on video games. As a longtime Final Fantasy fan since childhood (I had first played Final Fantasy on the NES with my father as a child), I expected to love the story but was enthusiastically unenthused by what I'd seen of the gameplay demos. No turn-based combat? Pshaw! Nonsense! I ended up being entertained by the interesting gambit system and disappointed by the dry story and monotonous pacing. I never finished Final Fantasy XII. Life got in the way and I wasn't driven towards the checkered flag.
Enter 2018. Square-soft -- sorry, Square-ENIX -- has released a remastered, HD version of Final Fantasy XII. I'm now in my mid-30s, comfortable in my career and my life and greatly enjoying gaming again. I figure I'll give XII another shot.

Probably the most important thing every fan of the original game wants to know: The remastered graphics are pretty fantastic. This isn't just a cheap, shoddy port like Steam's Final Fantasy VII. The team has upped the resolution on all of the environmental textures, and the settings look great. The art has an oil painting feel that comes from upscaling the resolution and blurring the lines just enough. As a result: aside from a few overly square corners, the game looks like it could have passably been released this year. The animations are passable but the models are beautiful. If you loved Final Fantasy XII on PS2, you'll love it on Steam.


I am such a fan of good music in games, and I'd be a fool not to mention XII's brilliant score right up front as a huge pro. I had forgotten how beautiful it is. It's so wonderful, that it'll make you blink twice when I tell you it's not by Nobuo Uematsu. Wait, what!? That's right, Uematsu sat this one out and ceded his nearly 20-year stranglehold on the reigns of the Final Fantasy series' scores to Hitoshi Sakimoto. And boy does Sakimoto absolute slay it. Sakimoto turns in -- no hyperbole -- a veritable John Williams effort. This is one of the best scores I've ever heard in a game, up there with Amon Tobin's Splinter Cell Chaos Theory or Jesper Kyd's Assassin's Creed II. It's been fully reorchestrated and remastered specifically for The Zodiac Age, and it's even better than the PS2 OST from 2006. The track Eruyt Village is a particular standout.

The combat system is good. I remember hearing that it was real-time back before the game released in some preview coverage and being disappointed that they were moving away from Active Time Battle, but it works. No JRPG since has managed to succeed with the fast-paced, exciting system that Final Fantasy XII tries for. Ironically, the game that most closely accomplishes this is Dragon Age: Origins; BioWare's last private hurrah from 2009 prior to being staked through the heart by EA. If you were a huge fan Dragon Age: Origins' combat system and feel you can put up with some JRPG tropes, you'll appreciate this game. I always preferred Origins for its story, though, so the combat system of Final Fantasy XII was not quite enough to keep me playing the game by itself.

The licensing board, differing from our North American release in 2006, is the biggest argument to try this if you didn't like the original release. It's a better twist on the original, open board. However, that brings me to another huge criticism: You're forced to choose your job for each character almost immediately, without knowing what the pros and cons are between them, and without being able to change, ever. It's simply asinine that the designers didn't have some sort of respec system in this game. It's impossible to choose the correct job combinations (you're later able to choose a second job for each character to compliment their first, which is, of course, not even hinted at when you first choose the job for each character) led me to spending literally 4 hours researching online before I even played through my first hour of the game. It's one of the worst design choices I've seen in a game.

After playing through a few hours what I was most surprised about my first playthrough of the game back in 2006 was just how fantastical the environments in this game are. Final Fantasy XII is one of the best games in the series at putting a fantasy twist on medieval settings. The only other title that really comes close to making you feel like you're in an oddly realistic, yet foreign world is Final Fantasy VII (or perhaps Final Fantasy XIII, but that game has a ton of issues aside from its setting, and its Steam port is awful, so I wouldn't recommend it). XII has cities reminiscent of the Dwarven thaigs from Dragon Age, but with humans living in them, it's got long-abandoned mechanical derricks pumping oil from the ground, and entire armies floating around in zeppelins. It has Zeal from Chrono Trigger, powered by supercharged magicite from Final Fantasy VII, populated by Yang Fang Leidens from Final Fantasy IV. While nobody will mistake this for a world designed by Mervyn Peake (nothing is quite like Gormenghast, anyway), it stretches the imagination in the right ways and depicts some of the better non-epic fantasy worlds that have been shown in video games. So if that sort of thing floats your boat, you might find this game worth playing.

My biggest criticism of the game, and the reason I can't recommend it to anybody, is that the pacing is downright awful. Between narrative cutscenes you're going to travel through between 1-3 different locations, each with 5-8 different maps, filled with maybe 3-5 different types of respawning enemies each. These areas, while sometimes inspired in their design, are almost universally way too large, or cramped and repetitive, and the combat in these areas consists of repeatedly killing loads of generic bad guys you have to hack through dozens of times before you get to any dialogue or story once again. There are literally hours of this gameplay with no dialogue. And the story isn't good enough to carry this.

This game, overall, is a slog.

If you've played Final Fantasy X, think of the feeling you got when you first got to the Calm Lands and start to run across it, only to hit random battle after random battle, over and over. If you liked that, then you'll probably like Final Fantasy XII. If you, like me, hated it, then stay far, far away from this game. Because it's basically just that in every single area.

To me, it is absolutely monotonous and will cause all but the most hardcore of fans to put the controller down around 35 hours into the game. It's a real shame because it starts off so well, paced alright with some good story beats, but falls apart in this boring agony of running into the same generic areas, hacking the same generic enemies to death numerous times around the time you depart for the Dawn Shard.

I started this game enthralled at enjoying what I was never able to finish before, and I'm now trudging through the seemingly endless maps of the Ozmone Plains, nodding my head knowingly, and mumbling to myself: "Yup, this is it. This is why I stopped last time. I remember now." It's a huge disappointment to me -- a rabid fan of Ivalice -- And it left me wanting to go back to Final Fantasy Tactics and devour a game set in such an interesting world that wasn't plagued by such absolutely awful pacing and monotonous gameplay. The first few hours are intriguing, but the pacing gets worse from there. I can only recommend this to the most hardcore of fans, and even then, your time is better spent elsewhere.

For me? I'll replay Dragon Age: Origins instead.

⭐⭐

Playtime: 52 hours

November 24, 2016

Final Fantasy VI (1994) by Square


I fondly remember the days of playing this game in my parents house as a 9-year old, awestruck by just how good video games can be. I played it for hours upon its release and it ignited a love for RPGs that lasts to this day. I still go back every once in a while to replay the game, and I'm happy to see that it's been ported to Steam so I don't have to break out the old Nintendo DS or -- gasp! -- my grandfatherly SNES that still sits in my closet next to a shoebox on my most cherished titles from the '90s.

Most reviewers gripe about the graphics "update", and while I generally do prefer the original sprites (sprites tend to age better than any polygonal graphics), I don't find the graphical change to be much worse. It's different, sure, but really not worse in any objective way. I can understand how the greybeards would be miffed at a change to their beloved classic games, but it really didn't bother me. And as a nearly day-one played of the original title in 1994, I'm about as old school as they come.


I absolutely adore Final Fantasy VII, but I did knock some points off for how bad the port from the PS1 to Steam was, and I'm happy to say that's not much of a problem here. This one, while it's not fantastic, seems to work fine. You're going to lack some high resolution options here, but given how badly they were implemented in Final Fantasy VII with its disastrously upscaled backgrounds, I'd say that's not too much of a problem. This isn't an HD remaster, it's just a port of the original game, which was designed for tube TVs rather than PC screens. As such, this is a perfect game to play windowed while you've got some other stuff going on in the background.

While the graphics have aged incredibly well, the story and writing, however, have not. When this game released it helped to push the bar of good character writing and narrative. Unfortunately that bar has long been pressed onward and well past where Final Fantasy VI left it. While the characters are still incredibly charming and thoughtfully written, and the plot has some decent surprises in store for you, the writing in general lacks a lot of the depth that we can find in modern day games.

That's no reason not to play Final Fantasy VI, though. The combat system is still fun, with a grand cast of party members each featuring their own special abilities carrying combat through the majority of the game. Using such a colorful cast of characters is a joy, and the game really takes pains to ensure that they're all unique and introduces them in a manner in which none of them are just a face in the crowd. You genuinely care about them all and want to see them succeed. You'll find yourself cheering when one of them lands a critical or pulls you out of a tough situation. The game isn't overly challenging unless you've got no idea what you're doing, though.

The Esper system is good, but lacks a little bit compared to the job system and the later Materia system, which is probably my favorite in the series outside of Final Fantasy Tactics' jobs and abilities system.

Seriously, Squeenix, can we get a PC port for Final Fantasy Tactics? Please?

It'd be a crime not to mention Nobuo Uematsu's unbelievably amazing score, which is among the best in the Final Fantasy series and certainly among the best scores in all of video game history. It's spellbinding, utterly engrossing. To this day I can't hear a track from it that doesn't take me back to sitting on my parents' carpet, staring up at the 20" tube TV, playing the best game I had ever played up to that point of my life; one that would stick with me more than 20 years later and inspire me to write a review about this newfangled Steam version. And that's why I love this game so much. It's a charming, emotionally impactful roller coaster ride to a simpler time.

Play it and maybe it'll be the same for you.

⭐⭐⭐⭐⭐

Playtime: 108 hours

April 14, 2015

Dishonored (2012) by Arkane Studios


Successful new intellectual properties are typically very difficult to produce in the world of game design. The process requires the developers to build all aspects of the video game from the ground up. They have to decide what type of art direction they're going for, conceive all pieces of the plot and characters from scratch, and build all of the technical systems such as graphics and combat from scratch. This is why new IPs are often rough around the edges. Sequels are so ubiquitous and generally more critically acclaimed because the developers already have an existing foundation to build upon from the previous title and they can focus on adding polish.

Dishonored is one of the special few new IPs that manages to avoid most of the pitfalls and delivers a diverse, adaptable, polished experienced right from the get go.

The most noticeable aspect of the game is its art design, which was deftly crafted by one Viktor Antonov, a Bulgarian art director famous for his work on designing City 17 and its outskirts in Half Life 2. His touch is recognizable in Dishonored as chaotic Dunwall shares many similarities with totalitarian City 17. Nothing feels like it was pasted over from Half-Life 2, though. Dishonored is a true steampunk game and Dunwall has it's own feel that's inspired by Victorian era London gone bad. There's a dirty river, loads of industry, and even a familiar-looking bridge. All of it is given a unique touch, and the result is a very immersive world. This is escapism at its finest; be prepared for the Dunwall to suck you in immediately and carve away the hours of your day as you explore every nook and cranny. I haven't been as enamored with a new setting since playing BioShock and first experiencing Rapture.

The plot is serviceable though predictable. Daud, the conflicted villain of the game, is the strongest and most interesting character. It's a shame he doesn't get more screentime, though Arkane have remedied this with a pair of DLC episodes in which he is the playable character. The player character, Corvo Attano, is a silent protagonist. This is a negative for me since I personally detest the silent protagonist trope in video games. I understand that the goal of the silent protagonist is to allow the gamer to project his own reactions into the game, and I know that many gamers enjoy it, but it pulls me out of the experience when I don't hear my character speaking to anybody addressing him because it's so unnatural. I can't logically connect the fact that my character is mute, yet nobody in the game ever seems to comment upon it. I don't enjoy it in the Half-Life series, and I'm not a fan of it here, either. I will say that the game deserves a mention of its voice acting, particularly the role of Daud as played by Michael Madsen of Tarantino fame. Other praiseworthy roles are played by John Slattery (Mad Men), Chloe Grace Moretz (Kick-Ass), Brad Douriff (Lord of the Rings), Lena Headey (Game of Thrones), and Susan Sarandon (Thelma & Louise). They spent some money on voice talent, and it pays off. The one qualm I do have is the repetitive nature of the guards' canned conversational quips, of which there are few. They repeat themselves regularly which breaks immersion.

The wasted landscape of the plague-ridden city can become tiresome and a bit grating. There are corpses littered about, filth, rats, and crumbling buildings galore. The design is fine but the pacing leaves you in these types of areas for a bit too long. The more civilized settings in certain levels such as the gentlemen's club and the high society party feel special by comparison, but the pace would benefit from seeing more of the inhabited areas of the city and fewer of the burned out, deserted ghettos. There are only so many ways you can depict diseased ruin before it becomes repetitive.

The game's graphical muscle won't blow you away if you're used to games like Crysis 3, but the art direction props up the visuals enough to make them astounding in certain areas. There's an old oil painting feel which permeates the game, and it fits the look and feel of the setting very well. I get a sense of great design while playing this game. There aren't all that many graphical options to tinker with, but there is a field of view slider, which is always cause for celebration with PC ports. The game also runs exceptionally well on PC, so even if you're not wowed by the visuals and the art design like I am, the technical aspects of the visuals won't hinder you from enjoying the gameplay at all.

Dishonored is fully adaptable to your style of play, which is refreshing in a game that emphasizes stealth. If you're a stealth fanatic (as I admittedly am), then you'll enjoy it here. It's possible to finish the game without ever killing anybody or being spotted, and you're able to accomplish this thanks to being provided the tools to move quickly and silently throughout huge areas. Blink allows you to teleport instantly a certain distance across the map, and you can also acquire the ability to see through walls. Mobility is a requirement in many stealth games, and Dishonored gives you the tools to traverse the environment quickly when needed.

The beauty of the strong stealth play is that it's balanced by an arguably better combat system. The combat powers at your disposal (slowing or stopping time, possessing enemies, finishers, etc.) all synergize incredibly well with one another and they allow you to take out your enemies in endlessly amusing ways. It's a sign of the design team having clearly described objectives, and I was genuinely amazed at how well the game flows between stealth and combat. I expected to play this game for its engrossing, artistic setting and ended up getting the biggest kicks out t's combat system. In my opinion it's the strongest aspect of the game, which is indicative of the game's greater value considering its already great art direction. There are multiple reasons to play this title, which helps it appeal to a broad demographic. It's no one trick pony.


The only real criticism I have of the game is the clumsy way in which it handles morality. Great games have been bungling morality mechanics for nearly a decade now (BioShock immediately comes to mind), so it's not surprising, but in Dishonored it becomes a glaring flaw because they get so much else right.

You're informed very clearly that the city will descend more and more into chaos if you kill your enemies rather than avoiding them or knocking them out, and your allies will begin to view you unfavorably the more deadly you are. While this is logically understandable (a lack of law enforcement officials presumably increases chaos in a troubled city), the mechanic unintendedly puts shackles on your ability to transition between stealth and combat. The gameplay seems designed to be freely adaptable so you can move seamlessly between stealth and combat when you're spotted, but it then tells you via the plot that playing stealthily and non-lethally is better. You begin to feel corralled into playing the game stealthily rather than being free to adapt to combat situations if you get caught. The plot punishes you for being spotted and having to fight your way out.

It's a disconnect in design between a plot that wants to make you accountable for your choices and gameplay that wants to be flexible. A potential solution would be leaving the chaos meter to be regulated entirely by how you choose to dispatch your assassination targets. Then it's isolated to the plot and doesn't have any effect on the way you choose to play the game. It's a disappointing flaw, but it doesn't take much away from a game that offers so much to begin with.


Overall, this game is a beautiful, immersive experience and it should absolutely be played by anybody who typically enjoys stealth games, or games that offer rich, engrossing settings. I'm very much looking forward to Arkane's inevitable sequel to this game.

⭐⭐⭐⭐

Playtime: 46 hours

May 4, 2014

Bioshock Infinite (2013) by Irrational Games

Bioshock Infinite's visuals are undoubtedly the main draw, but it features remarkably little depth within

The good stuff: Amazing character design, very good writing. Think Disney characters stuck in a gritty, mind-bending plot. It's really fantastic. All of my drive from playing this game came from wanting to see Elizabeth's character development. The art direction is absolutely superb and unmatched by anything in the industry at this point, and the graphics support the artistic view. I will say that this game is embarrassingly hampered on consoles -- It really shines in 1440p, which is what I played it on. Absolutely beautiful game is every aspect.

Actually playing the game, however, is an utter disappointment. Totally gone are the best aspects of Ken Levine's first BioShock game: Altering the scenery to your advantage via hacking and trapping is completely absent. Those features, combined with the ability to manipulate the Big Daddies, were what made BioShock such an amazingly fun and unique experience. Now you've got some rails to fly around on. Seriously, that's it. Nothing else. The shooting in BioShock was universally agreed upon as the worst part of the game, but it was bolstered by some great environments that provided plenty of variety to the problem solving inherent in the game. That's nowhere to be found here. You're left with a group of boring weapons, not enough ammo, and no environmental alterations save Elizabeth's powers, which seem completely neutered. You can choose one alteration to make to each environment, out of 3-5 that Elizabeth presents to you. It's a far cry from the dozens of alterations that you could perform in the original BioShock when looking to take down a Big Daddy.

On top of this, the plasmids in this game are nowhere near as interesting and fun as those found in the original game. The combos are far more boring.

In the original BioShock I was constantly tinkering with different hacks and booby traps, and combining them with a variety of power usage to take down my enemies. It was at its best on the highest difficulty level, when you were truly pressed to plan perfectly and execute at 110%. In this game I find myself shooting, camping until my shields recharge, shooting, waiting until Liz throws me ammo, and shooting some more. It's a far more tedious experience than the original game.



In closing: This game is ABSOLUTELY beautiful in every way. The environments are breathtaking, the character design is stunning, the dialogue hits home with every line spoken -- It's both well-acted and well-written. But the gameplay simply is not there to support it.

If there were some way to combine the art design, acting, and dialogue of this game with the pure puzzle-esque gameplay of the original BioShock, it just might be the best video game of all-time. This game, however, is all aesthetics and no guts.

⭐⭐