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In the 11/23/2018 edition:

Underworld Ascendant Review - Going Under

By David Wildgoose on Nov 22, 2018 12:10 pm

Ultima Underworld was a game ahead of its time. A first-person action-RPG released in 1992, it foreshadowed the kind of creative problem-solving sandbox that would later be popularized through Deus Ex, Bioshock, and Dishonored. The legacy of Ultima Underworld is a design approach that prioritizes player-authored experiences. It was, essentially, the immersive sim that first asked the questions: Do you want to fight your way in? Sneak your way in? Or set off a chain reaction of chaotic, physically simulated interactions and emergent gameplay your way in?

Crowdfunded via Kickstarter and then signed by publisher 505 Games, Underworld Ascendant was first pitched as a spiritual successor to Ultima Underworld developed by a veteran team featuring several people who worked on the original, most notably its lead designer Paul Neurath.

Unfortunately, far from a tribute to an influential classic, the result is both a crushing disappointment for Underworld fans and a genuinely bad game in its own right. Ascendant is riven with technical glitches. Every player-empowering feature is undone by a series of bafflingly ill-conceived design choices. And wherever you go your progress is constantly chafed by an all-pervading lack of refinement.

The story, for what it's worth, tells an oblique tale of warring gods and carries only tenuous links to the original Underworld games. You play as a familiar chosen one burdened with the sole responsibility of saving the world from imminent catastrophe. The game's primary antagonist bellows his ghostly threats at the beginning of each new area as another hour ticks by on the doomsday clock, but it's all bluster. Nothing about the world feels imperiled until the game over screen descends and you're left feeling bemused rather than defeated.

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One of Ultima Underworld's great strengths was its sense of place. The Stygian Abyss of its subtitle was a multi-level, interconnected dungeon populated by diverse, warring tribes who observed what felt like distinct cultural practices. Ascendant's version of this is composed of seven discrete levels whose haphazard design (here's a swamp, inside a fort, inside a volcano) obliterates any suggestion of internal consistency and a huge but empty hub area that is so tiresome to traverse it becomes genuinely frustrating to return to between missions.

Again unlike the original game, which let you wander freely throughout the dungeon and pick up quests from its inhabitants, Ascendant takes a more modern and compartmentalized approach. There's a job board in the hub from which you select one of four missions before you step through a portal to the relevant location. Critical path missions require you to find the abyssal key lost in each of the seven worlds, but other missions--each set by one of three factions with whom you can gain favor--may have you kill a particular enemy or collect a number of a specific item. You can only accept one mission at a time, however, so there's a lot of trekking back and forth between hub and dungeon level. And, oddly, any mission that asks you to collect items will ignore any of said items already in your possession and force you to collect fresh ones instead.

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None of the missions are complex and all ultimately boil down to entering the dungeon, fighting or sneaking your way to a certain spot, picking up or killing what you need, and legging it back to the nearest portal to warp to the hub. There are no NPCs to talk to, no conversations to have, no story choices to make, nothing but a bunch of what feel like procedurally-generated fetch quests delivered over and over again. If you recall the random quests given to you by the various Jarls throughout Skyrim, that's pretty much the entire game here--except repeated over seven static dungeon levels instead of spread across a whole seamless continent.

The closest Ascendant comes to honoring Underworld's legacy is in how it affords players the ability to customize their playing style. During character creation, there is no choice of class as such, but once you begin earning "memora" you can purchase skills on a tree with three clusters of branches representing the typical Fighter, Mage, and Thief archetypes. Of course, you're free to mix and match these skills to tailor your character's strengths. Maybe you're an axe-wielding fighter who has also mastered healing magic? Or perhaps you'd rather dash from shadow to shadow and avoid enemies altogether?

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In a nice touch, spells aren't simply a replacement for weapons, but are better suited to the more cerebral player who wants to use the environment to their advantage. One spell lets you create a ball of fire, for example, but it's not a typical fireball that you hurl at an enemy; it's instead used to set other things on fire to, say, collapse the walkway that enemy was standing on, or more mundanely, burn down a fence that was blocking your way. The skill tree is flexible and allows you to craft a character that reflects the way you want to play, and leaves plenty of room to experiment with alternative play styles should you ever want to roll a new character.

The chances of doing that are slim, sadly. Underworld Ascendant isn't just a bare-bones action-RPG, it's also full of bugs and glitches and carries a really weird save system. I've encountered glitches that I'd classify as trivial: frequent gaping, untextured holes in the world geometry; lines of dialogue repeating on loop until you leave the area; getting stuck momentarily on a staircase; struggling to get out of a knee-deep pool of water because the current is absurdly strong; standing too close to a chest when opening it and having the physics fling you across the room. These issues, and many more, I can cope with. They're irritating, sure, but they're not game-breaking.

But the bugs become game-breaking when, for example, your character gets trapped between two bits of geometry and the only way out is to reload. Or when you can no longer use your bow even though you still have loads of arrows equipped. Or when you can actually use your bow and see the arrow shoot across the world but it seemingly passes right through the enemy without doing any damage. Or when an enemy spots you and simply runs into a corner and keeps trying to run through a wall while you attack it from behind until it dies. Or when you pull a lever and a rolling spike trap vanishes from the world but is still actually there and kills you. Or when an enemy gets caught in a cycle of jumping in the air and throwing a smoke bomb at its feet. These issues, and many more, are ones I can't cope with.

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But perhaps most crucially of all, I can't cope with the save system. To begin with, you cannot save wherever you like. You can save whenever you like, but loading this save will see you restart from the beginning of the level with your inventory intact but any changes to the level reset. You can, however, plant a tree sapling at certain points throughout a level to act as a respawn point if you die, similar to the Vita-Chambers in Bioshock. This would be okay if Underworld Ascendant was a run-based game where you're primarily interested in how far you can get and what loot drops. But it's not. It's a mission-based game where you're exploring a level for upwards of an hour each time, trying to complete a specific objective. You're already revisiting the same level over and over again by virtue of having to return to the hub to cash in a mission and pick up the next. Having to restart a level from the beginning each time you load a save is just adding insult to injury.

For many players, especially the time-poor, the save system alone will be enough to render Underworld Ascendant unplayable. But even if it were addressed, and a more conventional system patched in, it would be impossible to recommend this game to anyone. Framed as a spiritual successor to Ultima Underworld, Underworld Ascendant misses the mark with almost every shot, much like my aforementioned hapless archer. At the same time, even freed from the expectations its historical baggage brings, it is a clear failure. The spirit of Ultima Underworld lives on elsewhere.


Fallout 76 Review - Scorched Earth

By Edmond Tran on Nov 22, 2018 11:30 am

Well, war has certainly changed. Fallout, the RPG series with a 20-year legacy, finds its latest entry taking another chance at braving a new direction. It puts a major focus on cooperating with other people in a world with perpetual activities that seek to sustain your engagement indefinitely. But Fallout 76 is a game without a strong focus. It introduces significant changes to the set structure of Fallout 4 to make it function as both a single-player and multiplayer experience. In doing so, both styles of play suffer from major compromises that exist only to serve the other, and as a result, both are weak. Fallout 76 can look and feel like its illustrious predecessors at times, but it's a soulless husk of an experience.

Fallout 76 has no artificial human characters to interact with. The justification is that, because the dwellers of Vault 76 are tasked to be the first to re-enter and reclaim this post-apocalyptic America, there are very few coherent beings. Many of the folks who did survive nuclear annihilation conveniently died shortly before your arrival. Without established characters to populate the world, the vibe of 76 is an eerie one, and it often amplifies one of the series strengths: creating the feeling of desolation and otherness. There's a curiosity about the familiar but unknown environment that drives you to veer off the beaten path, visit places that once were, attempt to imagine what life might have been like before everything went to hell, and wonder what the hell has happened there since. Exploring a new wasteland and stumbling upon new settings, scenery, and oddities is one of Fallout's most enjoyable aspects, and it's 76's best trait.

However, the lack of inhabitants is also Fallout 76's biggest problem. The game goes to great efforts to paint a picture that includes towns and cities with different populations and cultures, survivors who have banded together to form factions, and stories of people who managed to survive against all odds. But without having any of those people present to tell their stories personally, 76's world is limited to being little more than just an environmental exhibit with things to kill. It means the art of conversation is disappointingly absent, but more critically, it means there are no strong emotional anchors to help you become truly invested in the world, a complication that diminishes the game's other core activities.

The biggest victim is the quest system. Without actually having people with needs and desires, initiating and undertaking quests frequently involves the use of explicit found-object storytelling tools--listening to audio logs, reading notes, and browsing through computer terminals for key information. A quest will often explore the stories of certain characters, but they're characters that have long since passed, and all you get are long monologues and one-way directives from a person who no longer exists and you can't interact with. Your actions ultimately won't affect anyone, or the rest of the world for that matter--every location you visit will be reset with items and enemies regularly--so it's difficult to stay motivated.

...there are no strong emotional anchors to help you become truly invested in the world...

Some of these stories are intriguing to be sure, and when you come across a tale about a character who piques your interest, you get excited to discover more about their last living moments. But there's such an over-reliance on listening to disembodied voices and digging through pages of text in every aspect of the game that these standouts are easily lost. The lack of a more relatable and personal connection between your actions, the world, and its inhabitants--combined with your lack of influence--means quests begin to dissolve into wild goose chases around the world to check things off a list, and feel meaningless. It makes the idea of continuing to progress the story--listening to more audio logs, running across the country to search for more doohickeys, reading through more diary entries--feel exhausting.

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The reliance on things like audio logs and written notes also proves to be the biggest deterrent to playing Fallout 76 in multiplayer. By teaming up, you can explore the world together, get help in taking down difficult enemies, and complete any quest, but certain things are kept distinct to each individual player's experience. Containers that hold items, for example, will have unique loot for each person who opens them. But quest objective completion also isn't shared, and every member in your squad needs to activate things personally to have them count toward their progression.

This is a great idea on paper, as it makes sure everyone sees each piece of a story themselves. But in playing with both good friends and strangers, I found that each person's individual need to advance quests severely hinders the flow of progress. Because of the need to wait for your squad to catch up, have each member take their own time to listen to important audio logs (which is impossible when you've got voice chat going), and search terminals for pertinent information, questing in multiplayer requires a lot of patience and courtesy. Add to that the fact that Fallout is already a game that encourages constant, time-consuming gear management (which penalizes your movement speed for being over-encumbered), as well as a rudimentary, occasionally tedious survival system (which asks you to maintain meters representing hunger and thirst), and the idea of having another squad member just feels like an additional burden.

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If you have a squad that is happy to skip the narrative content things will go much more smoothly, but then you're denying yourself the one vector that gives these quests flavor. Multiplayer is more enjoyable when you and your squad are just content to leisurely explore the world and get into scrapes, at least once the logistics of preparation are behind you. But the capacity for arbitrary fun is an unremarkable trait. The advantage of questing solo and not needing to wait around is definitely a big advantage, but it has its own obstacles too--packs of enemies will often have a handful of foes that are 10 or 20 levels above you, and having someone to watch your back is definitely a factor that needs consideration, warts and all.

Fighting enemies also doesn't feel that meaningful in 76, a more morbid consequence of the lack of in-universe characters. The new region of Appalachia is filled with an assortment of delightfully mutated creatures both new and old, including humanoid enemies like the Scorched and Mole Miners who can wield firearms. But it isn't as entertaining to take on enemies that haven't wronged you or anyone you know. Without sadistic raiders and their despicable actions to be appalled by, interesting gang factions to get on the wrong side of, or lucid ghouls and super mutants to make you think twice about raising your weapon, every living being you encounter in 76 just feels like cannon fodder.

The combat mechanics don't deal well with a lot of cannon fodder, either. Appalachia is filled with a large variety of multiplayer-focused public events that invite everyone on the server to gather and participate in a unique task tied to a particular location. But these mostly boil down to escort and defense missions that ask you to hold back multiple waves of enemies and perform basic objectives. The real-time shooting of Fallout 76 is mostly unchanged from Fallout 4 and is serviceable enough to make small skirmishes with either firearms or melee weapons feel fine, despite occasional technical hiccups. But the system is not good enough to make shooting hordes of enemies for 20 minutes in an event feel like anything other than a chore--the gunplay and movement are not satisfyingly responsive or kinetic enough to make them enjoyable for long periods.

That's also partially due to the changes to V.A.T.S. What was once a strategic pause-style ability that allowed you to take time to assess your surroundings, target specific body parts, and make the most of your combat strengths, is now a primarily an opt-in real-time auto-aim system, a change presumably made for the purposes of multiplayer. If you decide to upgrade the skill, it serves its purpose in being able to make precision hits on limbs when the action is manageable, but in more intense situations this version of V.A.T.S. does little to bridge the limitations of the real-time combat system as it once did.

Fallout 76 also has fewer opportunities to complete quests in your own unique ways, which exacerbates the sense that you don't really have a huge part to play in this wasteland. Traditional charisma skills are gone, but lockpicking, hacking, and stealth abilities remain and provide a little bit of variety. But the overwhelming majority of quests have clear linear throughlines to their respective goals, all of which involve shooting a lot of things.

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Some of the decisions in Fallout 76 are positive, though. The flexibility of the new perk system (which is now card-based) allows you to change your abilities at will, which has encouraged me to use Fallout's weirder skills, depending on my situation. In my experience, the game's unique take on player-versus-player competition is effective at deterring unprovoked attacks when exploring the world--killing another person is a lot of work for little reward if your target doesn't retaliate. Base-building carries over from Fallout 4 and comes with a few quality-of-life changes. You have the ability to move your base camp for a trivial fee, and you can save blueprints of entire arrangements for easy placement elsewhere. It's straightforward and pleasant, but like the rest of 76, it lacks the feeling of permanence and importance of building settlements in Fallout 4.

Most disappointingly, when you do begin to find some small joy in exploring Fallout 76's world, you're often not far from falling victim to the series' now characteristic penchant for technical oddities. Whether caused by the game engine or the online server-based nature of the game, I've run into countless issues in the PC version, even after the game received a major patch within its first week of release. Problems like clipping through the world, frozen animations, entire buildings failing to load, enemies getting stuck in walls or just not moving, audio logs not playing, enemies spawning out of mid-air, delayed damage detection and world effects, server disconnections, and being unable to complete a quest because someone else in the world killed your target, requiring you to log on and off again until it respawns. These are just some examples, and experiences will vary, of course. But in my time with the game, Fallout 76 did not feel like it ran smoothly for extended periods, technical issues were severe and often frustrating, and they overshadowed any fondness that was, at that point, starting to grow.

Fallout 76 attempts to execute on some significantly new ideas for the series, but with few exceptions, they notably limit the major facets of the game. The novelty of multiplayer can be mildly entertaining, but it's not an ideal way to enjoy mainline progression, and the shooting mechanics aren't strong enough to make the focus on combat-heavy activities genuinely enjoyable. Things feel better as a solo player, and the Appalachian landscape certainly has interesting things to see. But the absence of in-universe characters and your inability to make a meaningful impact on the world means becoming invested in the whole journey is incredibly difficult.

Bethesda has stated it intends to continue supporting the game for a long time, but at launch, Fallout 76 is a poor experience. There are echoes of the series' admirable qualities, but look past that facade, past the cute Vault Boy animations, past the familiar radio tracks, and you'll find no heart--just an inconsequential wasteland doomed to be nuked over and over again.


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