Tuesday, March 8, 2022

Opening Hours: Elden Ring

You cant look anywhere on the internet at the moment without seeing reviews, guides and walkthroughs of Fromsoftware's most recent release. It's souls-like that forms the culmination of everything its developers have learnt from the five other main games in their series. 

This is in no way a review. It's a first impression: to give an inkling of what to expect and ultimately to aid you in the decision of whether to buy the game. I have 21 hours in it so far and i've recently beaten the first story boss... bare that in mind. Full Story spoilers will be avoided. 


The Options Menu: (Scroll down to gameplay if you don't want to read this... part-timer).


Previous entries into the series have been slaughtered upon release, on PC, for poor porting, non-sensical issues (some return) and baffling network problems, but it's clear that taking time to release a half decent port was on the priority list this time. 

The game, for the most part, runs very smoothly at 55-60fps in 1440p on my slightly ageing hardware (GTX 1080 TI). For the most part. There're random falls and spikes in frames around particularly dense areas, however, these should be ironed out with incoming patches. The graphical options are well thought out: antialiasing and SSAO provide an easy solid route to more FPS for those less powerful systems, lots of lighting, water and shader choices mean there is room for squeezing out those extra frames, on any system in fact.

Of course, MOTION BLUR = OFF. Urgh.  

Controller options are plentiful. By the way, play it using a controller and save yourself the trouble. They still have the controller button prompts on the screen, all the time, anyway... although it can finally be changed! I just love the nostalgia for poor 2010's ports too much to be rid of them.

If you're more patient than me there are fully customizable keyboard controls. There's a display blood option, subtitles, brief network options and resolution choices. 

All in all, it's a much better port than the games I've played in the series prior and it's been given about as much consideration as a PC port, for a game of this magnitude, should.

Gameplay:


As mentioned, this game is a souls-like. Demon souls, Dark Souls and Bloodborne all make up part of its DNA. However, Elden Ring is more than any of its older siblings. For one, it's an open-world game. You make a character, in the series' best character creator yet, and then you enter the small tutorial area, where you learn the very basics. Then, without warning, you're thrust into the game world that starts off with no map and no set objective. You simply follow the "grace": a golden trail that points in a vague direction to head.

However, exploration is the key gameplay pillar this time around because no one other than those without souls could beat the first boss, where the "grace" leads you, from the offset, without levelling first.

Exploring this beautifully realised world is a real pleasure. It has a unique art style, it's vast, it's filled with monsters and breath-taking vistas. You'll regularly stop to take screenshots...

More importantly, you'll need to explore to level up, because the first boss, for the most part, has been labelled as far too hard. Admittedly, mostly by newcomers to the series. I explored the starter area for about 20 hours before beating him, with relative ease. This is a game for those with a tendency to love exploring games and not to be too reliant on hand holding. As such it's not for everyone. 

What it is though, is a love letter to the fans. It's a magnum opus that takes the issues with previous titles and improves on (almost) every aspect of them, while maintaining the core gameplay and longstanding appeal of the series. 

The combat for example is more refined than it's ever been. Boss designs are cooler and more varied, progression is more rewarding, the camera is less of an issue, multiplayer is expanded and the lore is plentiful.

Most importantly though, interesting design is prioritised over straight difficulty, once again.

Conclusion:

I've really enjoyed my time with this love letter to Fromsoftware fans. It's the most interesting, humbling and engrossing entry into this legendary franchise. So, if you don't mind not having your handheld in an open-world game, or simply having it sliced off, then check it out.

One last screenshot:


Monday, February 28, 2022

Opening Hours- Hardspace: Shipbreaker


I’m now going to talk a lot about the opening hours of the excellent, space toil simulator developed by Blackbird Interactive. Released initially through early access in 2020 it’s held its niche appeal throughout its ongoing development lifecycle on Steam, although there’re rumours of a console release in the future.  

Remember, these are my first impressions of an early access game that I’ve only played for 9 hours, so take it easy. Full story spoilers will be avoided.

Blackbird Interactive are a relatively new developer mostly known for a Minecraft AR title and the Homeworld series. Both of which I’ve never played so I won’t go on about them. However, their small library makes this title more impressive if anything.

 
The Options Menu: (Scroll down to Gameplay if you don’t want to read this… heathen)




Although the game runs at a steady 60 fps for me at 1440p on my ageing 1080ti, the options are somewhat lacking. Those that are here are standard fair: resolution, Fullscreen, readability features, Vsync, texture quality (Low, Medium, High) and dynamic lighting.

Some more customisation would be nice in future.

 

ALSO, FOV SLIDER- ALWAYS.

 

Audio options are standard fair too, it would be nice to have some variants of speaker setups, but volume dials will do for now.  

 

Fully customisable key bindings are available as well as gamepad functionality. Subtitles are present and they can all be read/heard in several languages.

 

Gameplay:




Hardspace is at its core a simulation puzzler. You take control of one particularly unfortunate redshirt as he toils, dies, toils and toils again. All in a grim future where people are forced to hand over their life to an unseen entity, hell-bent on enforcing conformity through sheer lack of other options, try imagining that in 2022.

 

You’re tasked with deconstructing various spaceships, of various sizes and lethality to pay off debt. You’ll use a laser cutter, an intuitive grapple, tethers, and various other gizmos to manipulate the valuable materials, equipment and power sources in the zero-gravity scrap yard. All equipment and tools can be upgraded for meaninglessly large sums of money, using the in-game currency you earn from your work. Upgrades vary from situational godsends to straight stat increases.  




The game’s very impressive engine and its various systems: simulated inertia, depressurization, fire, electric circuits and nuclear explosions combine to make for some particularly challenging 3D puzzles, and that’s before throwing fuel, oxygen and broken equipment into the mix.

 

The Aesthetics are somewhere between realism and cell-shaded, but they serve to make the environments easily readable, combined with the methodical layouts of the ships they make everything fit tightly into the world (or Space…).

 

Its major gameplay hook lies in the addictive nature of learning how to, most efficiently, clean out the complicated ship types, min-maxing in the most stone-cold manner possible… profit versus loss. You’ll lose time while satisfyingly deconstructing a freighter down to its frame.


Conclusion:

 

I’ve enjoyed my time with Hardspace: Shipbreaker so far. It’s a chilled-out game with some excellent music, solid gameplay, is easy on the eyes and has a little existential dread thrown in.

 

Its developers have been excellent and reliable in releasing new updates too, so it’ll be well supported and continue to grow, I’m sure.


I would recommend giving it a shot. 

 

Thursday, January 13, 2022

Short Story: A Dark Town

    To the surprise of both of them, he shook the murderer’s hand. The jarring wail of a siren pierced the damp night air outside of the train carriage. Swift footsteps echoed around them as parties of half-visible sentries rushed through the tight, foggy alleyways nearby. Each of the two men felt a dark fear, for their discovery, which echoed with each heavy sole striking the cobbles around them, like deer listening to hungry wolves close in.

“You reckon it’s the right idea?”, said the dark shadow sitting opposite Berg. The figure jittered in the cold, tiny cabin.

“Yes, we split up!” he whispered firmly in reply. He carefully emptied the contents of a tied plastic bag onto the floor.

‘We have to work together” said the figure firmly. The whites of its eyes struck fiercely in the darkness as the old train cart, in which they sat, creaked around them.

Berg ignored the shadow for a long moment as he organised stuff deftly; using only the light from passing torches as it briefly flashed through the smashed window above them.

“There was no choice: we had to swim across. I told you; grow out your hair,” Berg said his stern, unforgiving expression hidden. However, the rest of his body was, clearly, fair and studded with goosebumps while he hunched there naked.

The man opposite was barely visible; his clothes, sodden and darkened, hid him in the corner. But Berg could see one of his hands reaching for the clothes by his knees, even in his exhausted state.

With the bite of a scolded dog, Berg Whispered “Go! meet me at the church” his lips formed a straight line as he looked the dark figure up and down in the fickle light.

“It’s only fair. We both stand a better chance on our own now.”

There was a long silence as Berg quietly put on the thin, white top, dark underwear, grey woollen trousers, socks and black boots. 

“Go!” Berg said, raising his voice slightly.

“Take that ruined jacket with you,” He snarked under his breath, losing his patience.

The shadow crawled out of the side door and Berg watched as the man shambled across the train tracks, which sat parallel to the river. Now he was dressed, he peeked out of the window and could see men searching each row of houses. Torchlight began dancing down the streets as the siren wailed a high-pitched scream. His mind wandered into the furrows of his past….

***

“Francis, it’s your turn to knock,” Berg whispered to his brother.

‘Which number?’ Francis said immediately.

“42,” Berg replied, holding a sinister tone in his small voice.

‘The Baker…!’ Francis replied. A look of fear was blatant behind his eyes as the two walked carefully along the wonky, cobbled street. The two small children leapt a whole foot off the floor as two people began loudly arguing suddenly in the top window of one of the houses behind them. The high pitch of their volatile argument filled the boy’s heads, and the words, unsuitable for children’s ears, made them both snort with laughter.

“Well go on then,” Berg smiled, as he pointed to the baker’s door.

Suddenly, his brother was at the entryway and ringing the bell.  The two of them ran off into the night as, seconds later, the baker shouted profanities while waving his torchlight into the street bemoaning their wholehearted laughter.

***

His tiredness distracted him, and Berg shook himself off while running his hands over his face. He picked up and glanced at his essential documents from the plastic bag. A passport, stationing papers, handkerchief, hairbrush- it was all there. Then he winced at the last item falling into his hand. The now useless officer’s serial card.

‘I should have taken the jacket, I knew it’ he thought to himself regretfully. He knew any member of the hound’s guard seen without their esteemed jacket and glaring epaulettes: would be met with serious inquiry, so close to the camp.

He closed his eyes and murmured to himself “MO6345672”. He let a huge sigh out and dropped the useless card into the mud. Then he climbed over the railing in front of the train. He moved south onto a quiet backstreet while sticking to the shadows and watching, intently, for any signs of movement.

“Blacksmith street”, the sign said above him as he turned off down the old road, eastward. Shops were boarded up, no produce hung in shop windows, no smell of food, and not a single person could be heard, singing or arguing, within the walls of the buildings. The only sign of life was a small fire through a distant window. Berg paid close attention to the muffled sound of voices in the distance as he snuck toward the light. It was as though they rode the air up and over the rooftops and called to him from every nearby crack in the walls, whispered through every door ajar and tapped him on the shoulder as he crept. His fatigue made paranoia set in deeply.

The small light drew nearer, his ability to see hampered by drooping eyelids and near-perfect darkness in the moonless, misty night. Nonetheless, he could now see the sign hanging above the faint light.

‘The Marked Card’

It was the pub. Berg fought down the impulsive urge to smile, for he knew he could not stay for a drink. Instead, he poked his head through the open front window. When without warning, the decision to enter held Berg in place for a long moment. After all, people frequent pubs, especially guardsmen. He sat eerily still like a beer straddling the window ledge… half-empty.

Then, without warning, the sirens wailed once again, filling his ears. Shouting and footsteps then rushed through the air in the surrounding streets, before an isolated but very loud gunshot bounded along the nearby cobbles. Berg just about managed a fleeting thought for his waterlogged acquaintance as he dived through the window and scrambled under a table for fear of his own life. There he froze in place, watching as two tall men in grey ran past the window and back the way he had come.

He lay under the table, silent and afraid. He drifted away trying, desperately, to be anywhere else.

***

“Berg, I did it!” Francis shouted with distinct happiness in his voice as he barged through the door to the tailors.

“You’re looking at the newest recruit of the Great Hound’s Military!” Francis stood tall and flashed a brazen stance in front of the large loom, which filled most of the small shop’s workroom. He was brandishing a pair of beautiful epaulettes, practically screaming his newly issued serial number.

Berg’s bottom lip began to falter immediately on seeing them. He looked at his broken wooden drill rifle, which lay shattered in his palms. Looking at his brother, a blur, through a build-up of tears; Berg found only the words…

“But what will I do without you?”

Berg ran outside, but Francis remained.

***

Sleepily, Berg shook himself back to his senses under the table of the empty pub.  Just then, laughter and cheers from a group of sentries could be heard.

He was sure they’d got him. ‘The soaking man would not be meeting him in the church’, he thought to himself.

He quickly stood and took stock of the room using the fading light from the small fire. The space was filled with plates, tables were set, crockery was out, cutlery cleaned and beers going flat in the corner. Then, as the smell of warm bread was filling his nostrils, he smiled. He noticed on the back of a chair, in the darkest corner of the room, there one sat, the jacket of an officer. He ignored his senses, blocking out even food and drink to get to it, and slung it over his shoulders. No sooner had he slid both arms in the sleeves than someone was approaching.

With his back against the main door, Berg felt hairs standing on the back of his neck. He was afraid they may push the door open. He listened carefully. He heard a man whistling as he walked along the pathway right out front. Berg swore he could feel him standing on the other side of the door itself.

A crippling tenseness filled the air as both men were oblivious of the other for the first time. 

Just as a cold shiver reached the bottom of Berg’s spine, and an aching moment passed, the sentries whistling started again, cheerful as a bird, while his footsteps moved in tune behind. Berg swiped a half-filled light beer from the footstool by his right leg, and he drank as if his life depended on it. He felt it did.

With a newfound, slight, confidence the fully dressed Berg opened the door and watched as the uniformed man walked further down the street. He swiftly left the Pub and, in panic as much as anything, he began walking down the street as if nothing was amiss. He had a full disguise. If he kept his distance, he could walk the three streets to the church and get out of the city.

He ducked down Dog Shelter alley, took a right at the little fork. Then walked briskly down the thin road, keeping to the right so he could scout into the courtyard for guards. He was mere minutes away. He felt a slight relief fill his head; he exhaled loudly and looked out into the courtyard as he walked, watching the corner again. When, from the side that he wasn’t watching, he smashed straight into a man coming the other way.

The man felt like a steel lamppost against Berg’s ribs. He did not move, as steadfast as a stone wall. Berg fell to the side and hit the floor with a loud crash.

The guard’s sharp gaze widened, and the surprise lifted from him as he noticed Berg’s grey uniform.

“Who are you?” asked the officer, a shocked expression clear in his eyes.

Berg immediately took out his stationing papers and identity card and handed them over.

He did his best to bury the panic deep down in the pit of his stomach, just as the man scanned them using a small pocket light. ‘How could I have forgotten? How could I not have read the serial number on the jacket?’ Berg thought to himself before he thought of the panic in the pub, forgiving himself a little.

Meanwhile, the man in black looked Berg up and down, his eyes piercing in the darkness, the whites of his eyes glowing.

The officer spoke sharply as he handed back the documents “very well, move along”.

Without sparing a second thought, Berg looked to step away.

 “Serial number?” the man tapped twice expectedly on the number, which was customarily stitched to each epaulette.

Berg sighed deeply and lamented his mistake.

Swiftly and violently, he pulled the tip of the rifle away from the two of them, but the officer lifted it upward. He was strong, but Berg forced one hand over the man’s mouth and fought with the other to push him against a wall, using the rifle. The butt of the rifle smashed down against the officer’s groin, and he let out a yelp as he fell to one knee. The two men locked eyes briefly as the officer’s free hand then pulled the trigger. A deafening shot fired upward into the night sky. In horror, Berg pulled the rifle, span on the spot and bashed the butt into the man’s head, knocking him unconscious.

Berg sprinted, ears ringing, down the street. He couldn’t hear the footsteps and sirens heading toward him. Terrified, he randomly dived through the doorway of the small tailors that sat at the corner of the courtyard. He hid against a fireplace in a tiny, dark room with open windows. Through which he could see the steeple. He slumped against the wall and with his eyes closed. Such as he was, even now, tiredness then took him.

***

“This is indistinguishable from the real thing,” Francis glared at his brother, as the forged ID papers were held up in front of him.

Fury filled his face and his cheeks ballooned, “You cannot impersonate a military officer… brother or not!” The words seemed to fill the air around them. Berg stood, looking at the floor.

“No matter how convincing a signature may be, how well you’ve stitched a uniform together, how long you’ve spent perfecting etiquette in addressing superiors… you’re not a soldier!” Francis was red in the face. He stormed out of the room and signalled with a sharp movement to two of his men outside.

“Don’t do this!” Berg shouted while he was dragged out into the street.

“I was looking for you.”

They threw him into the giant steel wagon. 

***

Suddenly, a huge explosion shattered the silence in the old tailor shop where Berg lay, sleeping. He jumped to his feet and looked out into the courtyard. Darkness was, only just, giving way to sunrise.

He watched as a figure, deep in the smoke and debris left behind by the noise, gasped for air. Berg rubbed his eyes and watched the figure stare frantically in multiple directions while walking, at a brisk pace, in a deeply uncertain fashion. He was in uniform, without a jacket.

He seemed to be sneaking through the streets, in the dim light Berg could see tints of blonde hair atop a tall, slim build. As the man reached a corner, he cautiously looked down one of the streets. Berg could not stop watching. He felt much like the man in every way except literally.

Suddenly, a gate directly opposite the man was kicked open by several guards. They wore their grey uniforms and two of them dragged a dark figure with them. His arms slung over their shoulders, and a white bandage wrapped around his head. Their flashlights immediately shone on the man Berg had been watching. The soldiers began shouting!

“Freeze!” they yelled pointing weapons at him. He stopped running.

In the dim morning light, Berg squinted to discern what was going on. The wounded officer was pulled right up to the face of the mystery blonde-haired man.

Berg strained to hear!

“That’s him, take him to the church”. The injured man said in a stifled cough.

The man was struck with several weapons and screamed as he was dragged off under the tall, menacing steeple of the church.

A long while had passed before light flowed into the room, like the morning singing of the birds. Berg could see clearly for the first time in days. There was a loud silence; nothing stirred in the town. Quickly, he began wandering the building and upon finding the bathroom, he cleaned himself up. Taking out his stashed handkerchief, he washed his face and cleared all dirt from it. Then brushed his hair into a side parting. He fastened his top button, cleaned his boots and straightened his epaulettes.

After a long process of checking his documents were all in order and giving his adopted signature several practices with his cold hands, he finally stepped outside and headed toward the church.

The streets were empty for the most part. That was until he came to the courtyard outside the church. He could not see for the sheer number of people glaring across the street. People were waving newspapers in the air, singing nationalist songs, laughing and jumping up and down. He worked his way across the wide street, at a crawl, with his head down. He was pushed numerous times in the wrong direction and even became disorientated in the pandemonium for a brief moment.

Then, as if God himself had intervened, he looked upward at what was drawing the commotion from the crowd surrounding him. Backlit by the rising sun was the blonde-haired man… hanging from a noose.

In the pit of his stomach was a pain unlike anything he had ever felt; Berg struggled to stay on his feet, and he began to sweat.

Suddenly, he was pulled to one side by a man in a grey uniform. They stared at each other, for a moment. The small, sheepish man looked at Berg’s epaulettes.

“What’s your serial?” a stern smile hung on his whole face.

Berg straightened his back and fought the urge to throw up. A few people around them seemed to take notice.

“MO6345672,” said Berg with a lifeless tone.

The man shook his hand and said with a strange excitement, “It’s got to be difficult sir? It’s a frightening likeness, even for identical twins”.

Berg looked visibly ill.

“They said he wasn’t wearing a jacket; that’s how they knew. Covered in dust, he was… filthy. No officer would present themselves like that. Dark hair and muggy eyes – nothing like you when they found him.” The man snorted as Berg struggled to keep his composure. He pictured his brother wandering through the explosion again. His heart sank.

“How else would you differentiate identical twins ey?... ey?” The man lost interest when Berg didn’t answer and simply meandered away.

He felt a colossal emptiness working its way from the very centre of his head, down to the ends of his toes. He stood looking at his once beloved brother as he was pushed to the steps below the church. Their eyes were blank, they held no feeling.

“Good show sir!”, Shouted another soldier from behind him as he walked beneath the steeple.

The table was set up outside, with lines of people holding luggage. He was helped to the front of the queue, as a man in uniform would be, by a patriotic crowd.

In the soundless vacuum of his head, Berg heard a voice.

“By chance could…” He saw himself picking up a random jacket in the pub. His brother’s jacket.

“What are the odds!” the voice faded away and suddenly he saw the clerk for the first time.

“What are the odds I can get your serial number?” asked the thin clerk waiting in uniform, behind the table. His expression was expectant.

A moments silence passed, and the man began to look puzzled.

“I said…”

“Francis Mohan… that’s my name” Berg interrupted.

“Serial…”

“Francis Mohan!” Berg quipped with a raised voice, anger deep in his eyes.

The clerk nervously looked Berg up and down. He was beautifully presented, blonde hair glistening. He looked every stitch his brothers equal.

“Papers then?”

Impulsively Berg missed the rehearsed pocket he had so carefully prepared, and instead, he slid his fingers into his brother’s custom pocket. A small, stitched zip on the inside lining. He handed over his brother’s ID card.

“Sign here?” the now annoyed clerk snapped.

The little man watched intently as Berg flawlessly forged his brother’s signature and slid the papers across the table, matching the ID card perfectly.

“Go!”, said the clerk.

Berg turned and walked into the church.

He had become more than what he always wanted: he had become a soldier and his brother.

He felt a deep sadness.

  

Tuesday, December 21, 2021

Ready Or Not: It's Going to the Top

I've been hopelessly playing the same games for months now. I've been desperate for something new to come along to stop me from falling into old habits: scuffing cannon shots in Sea of Thieves or endlessly corpse walking in classic World of Warcraft. 

Finally, it seems I might have found what I was looking for. It's the first game in months that is both new and fun... I know sounds revolutionary right? Something has finally ended my pandemic rut. 

That something is the hardcore police shooter 'Ready or Not'. 

It's a delightful mix between the old S.W.A.T games and the Rainbow Six series. You know... that one franchise that got cancelled, and the other that's owned by UbISoFt; the company that couldn't mush a shooter into a paper-thin, chore heavy open world, so they just made Overwatch instead and then butchered Sam Fisher. 

So, yeah, I don't like Ubisoft. 

Ready or Not: that's awesome though. 


An Early Access Tactical Shooter

The fact that the game is in its alpha stage of development and the core gameplay arc is already so addictive is a very promising sign. There are issues with it: VOIP seems to work only when it wants, certain AI can spawn kill you, networking code could be better and there're limited customisation options. But the problems with the game are the type that tentative developers and a vocal community will have no problems ironing out. 

The core gameplay here is incredibly solid. There is a single-player offering, but the game shines most in its multiplayer suite. With a full team of officers in voice chat using a variety of tools it really feels like an organised raid. The unpredictable AI and varied objectives combine to make for some very tense, cat and mouse, situations and being punished for civilian injuries means that in the heat of a full-scale gunfight you'll need to be more careful than in any popular shooter around.

It's a nice midpoint between Rainbow Six and Escape from Tarkov in terms of difficulty and punishment. You only get one life in each match; sop there's a sense of dread when you stand with your face against a door in-game but you won't lose anything as in EFT. 

The shooting and movement are slow and methodical but seeing as peeking around any corner could get you killed instantly. it's just as well. All the guns have an amazing sense of weight and each bullet hits with deadly force. Each match is a satisfying, tense and unique shoot out whose replay-ability is extensive; thanks to reorganised maps and free-flowing enemy deployments. It's just really fun. 




Deafening Beautiful

As well as being a great game to play Ready or Not is a very good-looking and beautiful sounding shooter. The environments are grim, dark and depressing but they do have a glaring beauty that makes these realistic, gritty places intimidating to walk through. This, combined with the impeccable sound design, makes for a deeply immersive insertion every single match.

The sound, whether it's environmental dripping of rain on your gas mask or the thumping bellow of a shotgun flying into the chest of a scumbag. It all sounds perfect and works most of all to draw you into the game and increase the intensity of every situation whether grenades are blowing up in your ear or utter silence rules the moment. 



BUY THIS GAME INSTEAD OF THE OTHER TERRIBLE POPULAR SHOOTERS RELEASED THIS YEAR!!!!




Sunday, November 21, 2021

An Open Letter: Mainstream Gaming Needs A Hard Reset

 It's been a tough couple of years for everyone. The global pandemic had people trapped in their houses with little, if anything, to keep them occupied. TV, Streaming services and videogames offered solace to the thousands that needed it. 

However, that time has been and gone. We're looking to move forward, and in short the gaming industry needs to too. Yet, over the last year or so Ive found myself, like many others, constantly disappointed by the quality, design, laziness and general indifference of titles from most large gaming development studios and publishers recently. I haven't been excited for a release, outside of the Indy market, for at least 12 months, and that was for Cyberpunk 2077 (que nervous laughter). 

This brings me on to my point. In short, the decorum, behaviour and conduct of mainstream gaming, in its current state is absolutely horrific. There're rare exceptions of course, but in general mainstream gaming companies seemingly do not care about building positive relationships with their fanbase. In fact they seem totally blind to the benefits of it. So- No, they don't want to push the medium forward. No, they don't want to come up with original ideas and interesting game mechanics. AND NO! They don't want to to write engaging stories when they could be milking the wallets of parents worldwide... by offering useless loot boxes and pointless early access!



All Aboard ! The Hype Train:

But, how are these unoriginal, repetitive, lowest common denominator games selling at all if they're so bad, Peter ? I hear you ask.

As it turns out all it takes is a good trailer, paid content creators, vague language, a few lies and stomping on the laurels of your previous games or any other popular game for that matter. 

We've seen it a million times; a studio releases an amazing trailer that grabs the audiences attention with big explosions, set pieces, cool dialogue and a great soundtrack. The trailer though, often completely glosses over incredible losses in story, mechanics and world building in order to appeal to as many people as possible.

But don't worry because developer droid number 736 said it's all boots on the ground gameplay. 

Real gamers are tired of it. As tired as your bloated franchises.

Most of the time it's just sad to see once great, original franchises saturated to the point that they've completely lost their identity. The recent DICE offering for example is a buggy, broken mess more akin to Burnout crossed with Overwatch than a Battlefield game. This one size fits all approach common with some of the bestsellers serves only to alienate previous fans and dilute the market with poor copies of more original titles.



Copy Cat Culture

Times change. More videogames than ever are being released, and trends develop in what's popular and what isn't. This trending seems to be more prominent nowadays than it's ever been, and influences how games are developed, marketed and released. 

It seems more companies nowadays are constantly chasing the trends, behind the curve and looking to cash in on what's popular. 

The crazy thing is, this is the kicker. Trends start with...OrIgInAl IdEas. 

Instead of copying any emergent successes found by often more creative people. The industry bigwigs need to be more willing to stray from what happens to be selling. Its such a short sighted and poisonous approach to the medium. I understand companies need to make money but in the long run it would pay endlessly to allow the overlooked, incredibly passionate and creative people that often work for them to make the games they actually want. 

As opposed to investors and board members looking to make a quick cash grab hamstringing the creativity buy concerning themselves with what is popular that week. Independent studios are the only thing pushing the industry forward.

Greed removes all art from games. In a lot of cases it's already too late.  


The Failed State

The release of a game used to be the day when you were super excited. You couldn't wait to go to the shop, buy it and slide the disc in and have fun. Nowadays you seem to either launch into a buggy and janky mess or you need to wait three months for a developer to get their act together and patch it. It's this push it out and fix it later mentality that has myself and many others reluctant to buy games by the bigger studios these days. 

You could also be a huge fan of a particular franchise who's been waiting for a new entry for almost a decade but the studio keep announcing  remakes of games from a better time, when creativity was an actual priority. 

Rockstar and Bethesda have made millions form releasing the same game for almost a combined tenure of 20 years. Innovative games that are ready to be played upon release are becoming rarer.

Find the good games! Don't buy the other stuff.





Wednesday, April 28, 2021

DayZ: The Path Of Most Resistance

Many gamers remember the release of Dayz. Back when an intrepid designer known as Rocket began to strive out in the ARMA 2 engine to make "the most realistic zombie survival game ever". Something that probably wasn't ever achieved to be fair. But It was a simpler time. It was a time when the market wasn't saturated with survival games, Minecraft was in its infancy and if anything the genre could scarcely be called anything other than niche. 

That's why it caught my eye. Here was a game doing something very different. Bandaging after being shot, eating and drinking to avoid a slow death, giving others blood transfusions...we'd never seen things like this before. 


The First of a Thousand Steps

The niche appeal was what drew me to buy ARMA 2 and its DLC in order to play the original Mod... following a Total Biscuit video starring its creator. Those early days of DayZ were a magical time for PC gaming. It was a sandbox that was unparalleled in its brutality, revelled in its realism and practically boasted about its bugs. Seriously, several of the games features were out right broken. I mean you could stand behind a thin veneer of conifer spines and the zombies would be completely powerless to hurt you. And yet, the early days of the Dayz mod were some of the most enjoyable days in gaming ever.

It began growing in popularity after a handful of early youtubers covered it. Including TotalBiscuit, FrankieOnPCIn1080p and Jackfrags. The latter two's shared series is still, to this day, one of the most original pieces of content ever created on the platform. You should check it out if you haven't seen it or if you just fancy some warm nostalgia. 

So, when the Mods exposure increased so did peoples expectations. Unfortunately, a lack of proper methods for dealing with the bugs, within its dated engine, left it feeling broken for way too long. The team behind it were fighting a losing battle and  inevitably caved. After this they decided to start fresh with release of DayZ Standalone in 2013.

Returning to Suffer

The standalone version didn't have a smooth release either though and the player base steadily dwindled. However, I discovered recently the hardcore fans have been playing consistently, in their thousands, for almost a decade. I joined them once again this month to see how far the game had come in my years of absence. 

In short... the game feels exactly the same to play as it always has. It's functional and always exceptionally quirky but the realism is where the game still shines most. The effort required to go from a shovel toting walking meal to a vigilante murderer is almost unparalleled. It's equal parts genuinely frustrating and outstandingly rewarding . It's one of the main draws of the game and as always its still an incredible feeling to gear up... and equally as devastating when you lose it all.  


The Long Road

Looking back its hard to say that they ever achieved the famous goal of "creating the most realistic zombie survival game ever". However what is certain is that DayZ was and still is a truly unique, daring, unconventional and downright quirky experience that's unmatched by anything else.  i believe it's these characteristics that keep hardcore player base going even as the game, with its many past forms, nears 10 years old. 

If you're looking for a unique challenge then this maverick of a survival game deserves your attention.

Its on Steam, Xbox One and PS4. Give it a go !!!!