Thursday 5 September 2024
Trap (2024)
Dream Scenario (2023)
SPOILERS BELOW
A solid execution, but the allegory for internet fame was so close that they may as well have not bothered with the dream stuff and just had it be about a milkshake ducked guy. It felt like a semi-Kaufman. And when they do finally commit to the concept for a few minutes at the end, it conflicts with the rest of the movie which had up till then kept it ambiguous at best as to whether anything metaphysical had happened (and in fact seemed to be leaning towards it being coincidence until the internet article at which point it became mass suggestion).
Rating: intriguing but timid
Wednesday 21 August 2024
Anna's Quest (2015)
It's produced by Daedalic but not developed by them so I thought I'd give it a shot. So far, I'm not really enjoying it. It's incredibly twee and bland, from the artstyle through the voice acting to even the font (which is either Comic Sans or very close to it). The VO also goes at a snail's pace and contains fairly regular misreads. The storytelling isn't up to much either, starting with a pointless prologue then the inciting incident told via storybook cutscene (terrible decision) and gameplay kicking in with you stuck in a small room and doing some rote puzzles. It's in the Daedelic engine, so it does also have a few of their standard problems like the characters moving too fast for their walk animation so they look like they're sliding around, and the tacky adverts on the menu screen. Also, there are no custom animations for any interactions which, as I think I've said previously (probably with a Daedalic game), you can't really get away with at high resolution. And even Monkey Island etc would have a few of them! It just feels really cheap. At least that Daedalic guy didn't insist on singing a song at the start, I guess.
Anyway, I just got stuck (which I maintain should not really happen at this early stage of an adventure), and looked up a walkthrough and the solution is nonsense. Basically, you've got to get the collar off a tired but grumpy cat, so you need a bed for it so it'll go to sleep. I got the lumpy pillow and put some toy stuffing in it to make it comfy, but it's still "not appealing enough". That's all the hints I get. Apparently the solution is to use the scissors to cut a bit off the curtains and use that on the pillow. I have no idea why this is the case.
So I'm going to give this a tiny bit more of a chance but I doubt I'll be spending long on it.
Re. the curtains puzzle, if you try to use them, she does mention that they're soft. So I suppose that if you've guessed that the problem with the pillow is that it's not soft enough yet, then you might decide to try to cut a strip of curtain off and just lay it on top of the pillow, but it's a hell of a reach, especially when the player character Anna is giving you the solution to a bunch of other puzzles before you get to complete them.
Another classic Daedalic issue at play is the ever-present question "is this bad writing or a bad translation or both?" If the lead character didn't say "oh" or "pardon?" or "sorry?" every other line the game would be half as long and a lot more bearable.
So, I got out of the witch's cottage by gathering the ingredients of a spell, then went to a village with a tavern and a blacksmiths and a church and yawwwwwn. My quest is to cure my sick uncle so I go see a wizard and find out my big mission is to... gather the ingredients of a spell! Nope. Along with a new character whose VO is so bad I can only assume they were a backer or something (the main feature of the extras is what seems to be fan art of the game, so they were crowd-sourcing at least some stuff), this is the last straw. I had hoped it would get a little more exciting once I escaped the cottage but it went the other way if anything. So I'm done with it.
Rating: twee, rote and bland with infuriating VO.
Tuesday 20 August 2024
Technobabylon (2015)
Saturday 17 August 2024
Bulletstorm (2013)
Played a little under an hour, so far it's... okay. I maybe had my expectations set too high, or I had it combined with Titanfall 2 in my mind, but I was expecting something a little more fun and inventive. The first half hour or so is mostly cheesy meatheaded cutscenes, QTEs and tutorial stuff. It's all really bland and feels like it was written by a 14 year old who plays a lot of Gears Of War and Duke Nukem Forever. It looks fine, but the art direction isn't particularly imaginative either, Gears Of War but with some Rage thrown in. I got to the start of the gameplay and while it's got some fun mechanics (the kick, the lasso, the points for kill types) it all feels really loose, like I'm just mashing my way through it. It doesn't have that feeling of precision tactics that Doom (93 and 16), Juarez Gunslinger or Shadow Warrior do. Maybe it's not supposed to and I should be barrelling through having fun killing people in different ways. The only problem is that that's getting a little stale already - you can only whip and kick someone to death so many times before it gets dull. It feels a little like I'm playing a single-player campaign that was only really designed to teach me how to play a multiplayer game or a wave shooter or something. Hopefully I'm still in the opening stages and it'll get more involved as I go.
I've now played for a few more hours. It might be because I'm coming from the fairly rubbish and po-faced Crysis 3, but I felt a lot more positive about this game as I went on. The settings get a lot more attractive - sci-fi cities and big double moons and the like - and lots of fun setpieces like getting chased by a gigantic threshing wheel thing or dropping a train on an angry dragon beast (though I had to drop the difficulty down to very easy for the former - why do devs always make turret sections insanely hard?). And most of the team have fucked off so there's less meathead marine swearing and grunting to put up with. Now I've unlocked some weapons and alt-fire modes and stuff, the combat has livened up a bit too, though it can still feel a little loose and a little repetitive. I'd really like a slo-mo power-up to get in some nice trick shots. Also, I understand the thinking behind it - to encourage players to have fun - but having checklists of complicated ways to kill enemies in order to unlock stuff can make doing stuff like killing punk-thugs by kicking them into cacti feel like grinding.
Okay, finished. The story and writing continued to be painfully bad - the most generic stuff possible covered with rude words masquerading as jokes or bigotry masquerading as characterisation. Apparently they were inspired by Firefly but they must not have actually watched the show if this is what they ended up with. And they have the gall to end it on a cliffhanger.
Otherwise, when it's fun and pretty, it's really fun and pretty, but there were too many bullet-sponge mini-bosses and interminable boss fights and zombies and what have you, and not enough variety of locations (turns out the partially-collapsed leisure mega-complex one is basically the only exterior you get, and while it looks nice, seeing it yet again after another section of corridors isn't really enough), for it to sustain that for any period of time. Probably the most irritating thing was that you are only allowed to hold three weapons at a time, and you can only swap them out when you come across an in-world terminal - the whole game is based around finding fun ways to kill enemies, why would they restrain the player like that? Even more frustrating is that when you finish the campaign they unlock the ability to hold all your weapons at once on a replay. Let me do that the first time, you idiots!
Rating: can be fun, but often held back by irritating design and bad writing
Thursday 15 August 2024
A Fisherman's Tale (2019)
I really like the choice of a French narrator, it works really well. But the radio VO is clearly just one of the devs and it really lets the whole thing down, I don't understand why they'd do that. At least get a mate who can do a solid sea captain yarrrr voice instead of having it sound like an IT helpdesk. There's some other clunkiness to it, but overall pretty cool and I'm looking forward to going back to it.
Wednesday 14 August 2024
Crysis 3 (2013)
Well, I've played through the cyberspace tutorial and hopefully remembered most of the myriad controls. I've put all the settings to high and it seems to be running fine, but it still seems to have weird visuals, where you get bright white pixels on the edges of surfaces. I'm hoping it because I'm out in the rain and once I get indoors it'll go away...
Anyway, the game isn't particularly fun so far! I don't feel like I'm getting a chance to sneak around and come up with tactics. I'm in an action bubble of sorts but it's not the open spaces of Crysis 1 or Far Cry 1, it's all walls and stairs, so it feels like I may as well be in a corridor shooter anyway. This is just the first level, hopefully it'll get to some nice daytime post-apocalyptic open spaces soon.
I had to put it down to the easiest setting because it really does not give you an inch on the very first level. Really bad way to start the game, especially as I tended to coast through the rest of it. Anyway, generally it's fairly terrible. The white pixels thing went away after that first level, and the visuals are technically impressive (especially in the outside bits) but rather soulless - I got more of a thrill from the setting of Far Cry 1 in a recent replay because it's so well directed. The gameplay doesn't help either, because as with Crysis 2 they've basically abandoned the original loop of staking out an area, tagging the enemies and oh-so-slowly creeping your way around the place taking them out one by one (then maniacally rushing the last few and blowing a bunch of stuff up), so you don't get to sit there enjoying your surroundings, you're basically just sprinting past them the whole time. You can tag enemies and all that, but you're basically just play-acting as you just get a group of three enemies or so to take out from behind a crate before you trundle down the one path you need to take to get to the next glowy thing and watch as your control is taken away and some more stuff blows up. That's if you're not following Psycho through another five minutes of actual corridors as he bleats on about some plot point. (The story, incidentally, is absolutely abominable - clunkily told, interminably long and utterly boring.)
And the weird thing is it keeps getting worse as it goes. They just keep throwing more turret sections and boss battles and confusing cave sections and stuff at you. It's really bizarre how much this franchise misunderstands its own original strengths. I gave it six hours or so but gave up once I got to a boss battle with no checkpoints, just endlessly shooting a bit metal thing.
Rating: technically impressive visuals but no fun