Wednesday, July 22, 2015

Dark Souls

FromSoftware - 2011 - PS3/PC/X360

I did it! Praise the sun! I've finished Dark Souls! Good Lord this game is mercilessly difficult. And also one of the best designed games I've ever played. If you've heard people tell you how good this game is, it's true. It's also no exaggeration how difficult this game is, so this is definitely not a game for everyone. I think if you're an seasoned gamer who's up for a challenge and you approach this game with patience and an open mind, you'll be able to discover the fun in building your character, experimenting with the game's systems, exploring the masterfully designed levels and discovering this game's hidden lore.

This game simultaneously does the best and worst job teaching mechanics I've seen in a video game recently.The Northern Undead Asylum where you begin the game serves as the game's tutorial. It teaches you how to move your character, to read messages on the floor, and that shiny things and bonfires are good. It teaches you how to defend with a shield by forcing you to walk down a narrow corridor with a guy on the far end shooting arrows at you. The only way you'll make it is learning to use the shield. It then throws a fairly difficult boss at you, teaching you that Dark Souls will be hard and that running away is a valid option and is sometimes the best one. You eventually have to kill the boss to complete the tutorial, but if you manage to scramble across the boss room before he kills you, a better weapon can be found and the game also gives you some hints for dealing more damage. The tutorial also teaches you what is probably Dark Souls' most important lesson which is that you cannot hack and slash your way through this game. You must pay attention to enemy attack animations, learn their tells, and understand when it's safe to attack them. It's an excellent tutorial for the game and teaches you all of Dark Souls' basic mechanics... but it doesn't address or teach its more complex mechanics at all. It's also easy to be overwhelmed by the spreadsheet of statistics presented to you on the player stats page, which isn't explained in detail. Dark Souls is a game that expects its players to learn its more complicated systems by experimentation or trial and error. Or just google everything, which is probably what most people do.

After completing the tutorial level, Dark Souls opens up quite a bit and becomes very non-linear for the rest of the game. You can take any path in any order you want, some paths are easier and intended to be taken first, some paths are harder and intended to be done later in the game, and some paths are completely optional and never required to finish the game. But you don't know which paths are which until you take them. Trial and error is another one of the design themes found throughout Dark Souls. Yes, it's frustrating at times, but the joy of exploring and discovering new paths or new secrets offsets the frustration of accidentally taking a path intended for later in the game and getting your butt kicked.

You can level up your character by spending the souls of the enemies you killed on upgrades while at a bonfire. If you die, you lose all of your accumulated souls, so you're encouraged to spend them often. Mercifully, if you can make it back to where you died, you can recover your lost souls, but dying twice in a row without recovery will see your unspent souls lost forever. It creates a sort of system where even when you're dying over and over again, you feel like you're making progress both through leveling up, and also by learning from deaths, memorizing enemy patterns and remembering level layouts. Progress in Dark Souls can be marked by killing bosses or discovering shortcuts that lead back to previously explored areas in the game, giving the game a bit of a metroidvania feel. You'll find that a lot of the weapons and armor in Dark Souls are not really statistically better or worse, just different. Some weapons may have comparable stats, but differing swing arcs or varying ranges. It's not so much a matter of finding the best weapons and armor in Dark Souls, but finding the ones that best suit your playstyle

There's also an ever-present multiplayer component to Dark Souls. You basically always play the game online, seeing ghostly glimpses of other players and reading the sometimes helpful, sometimes trolling messages left by them. You can also optionally opt-in to a cooperative multiplayer component to get assistance from another player to take down a difficult boss. The thing is, when you opt-in to the cooperative multiplayer, it also makes you susceptible to hostile PvP invasions from other players. It's a really cool mechanical tradeoff and another really smart design decision

The story of Dark Souls is communicated very unconventionally. Often NPCs will reveal very little about themselves or the world around them, so most of the narrative is communicated through environmental storytelling and also reading the item descriptions on new things you pick up. Don't be mistaken, there really is a lot of lore in Dark Souls, it's just hard to find and it's very open ended. The story purposely poses a lot of interesting unanswered questions and leaves it up to the player to fill in the gaps with their own imagination and interpretation of what happened.

Dark Souls Video Review

Summary
Dark Souls is probably the hardest game I've completed. It's also one of the best designed games I've played recently. If you can approach this game with a certain amount of patience and endurance, you'll really enjoy it. The feeling of finally killing that boss you've been stuck on is a feeling of reward that is unmatched in any other game. Even the little rewarding moments of finding a new weapon, or discovering a new shortcut or learning something new about the game's mechanics you didn't know before feels awesome. It's not for everyone, but the people who it IS for will find Dark Souls very enjoyable.

Wednesday, July 15, 2015

Final Fantasy VIII

Squaresoft - 1999 - PC/PS1

(On my Top 10 Game Soundtracks list)

See Also My Top 10 Final Fantasy Games List

Part of why I think this game gets so much hate, even from me, is that it came on the heels of Final Fantasy 7, of of the best selling and most well loved RPGs of all time. Final Fantasy 7 had a brilliant and customizable battle system, an engaging story with interesting characters and an awesome soundtrack. Final Fantasy 8 has... an awesome soundtrack, at least. To be fair, the story is pretty interesting all the way through the end of disc 1, but then things get so weird and hard to follow and major plot points are added and removed on a whim, as though the game has ADD and can't decide on what kind of story it wants to tell you. But the battle system is...oh god it's a total trainwreck.

So one of the many flaws of this game's battle system is its "junction" system. In FF8, magic spells are treated as a consumable item. Kind of a weird choice, but I don't have a problem with that necessarily. What I DO have a problem with is that spells are a consumable item AND the game allows you to "junction" them to your character to improve their stats. The better the spell, the more the stat increase. If you follow this chain of logic, you'll realize that if you have a high level spell junctioned to your character and you cast that spell, your character's stats will actually decrease. So then what's the point of casting magic? There is none in a normal playthrough, especially when you consider that your summon monsters, called GFs in this game, can be called upon to essentially cast any magic spells you'd want anyway, provided you don't mind watching a 45 second cutscene of the GF appearing EVERY FREAKIN' TIME. There's lots of odd decisions like this that slow the battles down in FF8 and make them tedious. Even the way you get magic is a chore. You can "draw" spells from an enemy, but depending on a few factors the game doesn't really explain, you'll only typically get around 3-6 spells per draw. Which means you have to sit in a battle and farm draw for quite a long time if you want to get up to the maximum of 100. But really the most broken thing about this game is when you discover you can manipulate limit breaks. Your character's chance of limit breaks are actually random in this game, another odd choice. The less health you have, the higher the chance of the limit break. But if you cycle your turn order, you can keep re-rolling the calculation that determines your limit break, essentially letting you limit break whenever you want. Totally. Broken.

Now that I'm done ranting about the battle system, on to the story (mild spoilers in this paragraph). It really does seem like it's gonna go somewhere for the first, maybe quarter or third of the game. But then we hit a point after disc 1 where the narrative has an identity crisis and starts grasping at different ideas and concepts and inserts them randomly into the story which results in a totally insane mish-mash of disconnected themes and gaping plot holes. I know Final Fantasy is a universe where characters get shot, sliced and burned in every battle, but the first huge narrative red flag is when one of the main characters is freakin' impaled through the heart with a giant icicle during a cutscene... and then is totally okay in the next scene. Like the game barely even acknowledges that it took place. Come on Final Fantasy 8! If you're not gonna take your story seriously then I can't either. 

The artwork and music are the huge redeeming factors of this game. FF8 features some of the most gorgeous hand-drawn backdrops in any RPG I've seen. And this might be controversial, but I think FF8 is Uematsu's best work. At the very least it's my favorite of his work. The relaxing "Breezy", the entrancing "Find Your Way", the mysterious "Under Her Control" and the nostalgic "Fisherman's Horizon" highlight the soundtrack. And of course "Man With the Machine Gun" does its best to keep the mindlessly tedious and broken battles from being too much of a nuisance.

Summary
This is far from the best Final Fantasy, and misses the mark on battle system design and storytelling. At best it's an average-ish RPG with a trippy story, some awesome music and inspiring artwork. Still there is something sort of intangibly alluring about playing this game. I must admit I've replayed this trainwreck at least 3 times now.

Friday, July 10, 2015

Mario Kart 8

Nintendo - 2014 - WiiU

I haven't quite figured out the difference between Nintendo and Activision. Why is it that Nintendo can continue remaking the same games over and over again and garner praise and fan worship while Activision is demonized for doing the same thing while running its franchises into the ground? (See Guitar Hero, Tony Hawk Pro Skater, Call of Duty). Is it the amount of effort/quality put in to each sequel? Is it the time between releases? Like it or hate it, I think Nintendo has perfected the art of iterative remakes and have applied their remaking expertise on the latest Mario Kart

So what's new in Mario Kart 8? It's the first Mario Kart game in true HD, and it looks very pretty. The new instant replay feature is a nice addition, but the touted hover-karts are mostly a gimmick with no really interesting affects on gameplay. If you include DLC, MK8 boasts the highest number of playable characters and the highest number of courses in any Mario Kart game. Priced reasonably at $7.99, the MK8 DLC pack includes 3 new characters. 4 new vehicles and 8 new tracks. The MK8 DLC is nice, high quality DLC done the right way. There's also the free 200cc DLC which unlocks mirror mode and the uncomfortably fast 200cc mode for those who enjoy an extra challenge.

Kart customization plays a big role in MK8. When selecting your vehicle, you must pick a body type,  a size (small, med, large), a set of tires, and a glider. All of these decisions have an effect on your kart's stats which can be viewed by pressing the start button while customizing your vehicle. I've found that having a good kart build that comfortably suits your playstyle can determine your success in MK8.

So I'm a big fan of Mario Kart 64 and its battle mode in particular. I think most Mario Kart fans would agree that Nintendo hasn't come close to reproducing the brilliance of the MK64 battle mode in any Mario Kart title since, and Mario Kart 8 is no exception. The implementation seems especially lazy in MK 8. They've just copy/pasted some courses verbatim from the racing mode and send some players forward and some players backward on the track which gives a sort of jousting with items feel. Except the courses are WAY too big to make it exciting. When you do finally find an opponent, you just sort of circle around the items and hope you get something good to finish them off. It just doesn't feel right at all. It doesn't have that "thrill of the hunt" feel that is given by the MK 64 tracks that were tailor made for battle mode like Block Fort or Double Deck. MK 8 battle mode is one of those things you try with your friends and then go "eehhh, let's never do that again".

Mario Kart 8 Video Review

Summary
Mario Kart 8 has the biggest roster of playable characters, the largest selection of tracks and is the prettiest looking Mario Kart game yet. The DLC is reasonably priced and packs a lot of bang for the buck. It's a shame the battle mode is total garbage. If Nintendo released a proper battle mode DLC pack, I would buy it in a heartbeat and Mario Kart 8 would likely replace Mario Kart 64 as my all time favorite Mario Kart game.