Tag Archives: third-person shooter

Gears 5

Back at the dawn of time, I played Gears of War. Later, I started to play Gears of War 2 and got maybe two chapters in, and then… never touched the series again, except in multiplayer. Even though I liked it! They were good games! But I did a thing I maybe do with frequency (in games especially), and let the perfect be the enemy of the good. Because these are two player games, and they are explicitly different in two player at times, so you feel like more is going on if you get the full experience, and since I was not at that time getting said full experience… well, here we are.

Fast forward fourteen[1] years, and I have now played Gears 5, which for one thing is no longer “of War” apparently, and for another thing is the second(!!) entry in a new trilogy, the original Gearsing having apparently been completed with volume 3 until they decided they could make more money, and for a third thing is now a three player game.

I know you’re asking. “Well how do you have three players to play a game with when you haven’t had two for over a decade?”, and that’s a fair question. But this new Game Pass dealie has drawn people out of the woodwork, is what. The important part is, I did have three players, and the game seriously uses them to good effect! Because one character is something something that’s a spoiler for this game and probably way more of a spoiler for volume 4 which I have not played, and one player is a hoverbot with a lot of cool non-gun-based powers, and one player drives sail skiffs, and together you wander around doing the kinds of things people expect out of War Gears, which is mostly fighting indigenous underground aliens. But now with occasional open world exercises instead of non-stop rails.

Long story short, it’s pretty cool still, and except for being allergic to third-person shooters or characters who have necks the size of an average American’s waist, there’s basically nothing not to like here.

[1] god help us

Uncharted 4: A Thief’s End

First completed video game in ages! Moving and getting married are hard, distracting work. Anyway, knowledge of this game’s release was exciting, because I’ve played the rest of the series in part as a bonding experience with my father. Then it took long enough post-release for me to get him to my house[1] that I probably should not have pre-ordered after all? Whatever, the price is only like $20 less even now.

Last Nathan Drake game, I said the series needed some kind of plot shake-up to avoid the trap of “these are all the same game”. Because, I mean, they are. You climb around on walls, you shoot people who are guaranteed to shoot at you if you don’t (and probably even if you do), and you seek a really big treasure of some kind. It is known.

My point is this: A Thief’s End provided the shake-up I wanted. Good job, game designers of the previous future / current past! See, it starts with a flashback to an unguessed at childhood, then proceeds through some things that I would definitely consider spoilers, resulting in yet another treasure hurt, of course, but in a way that pre-empts at least some amount of the currently in vogue backlash against how Nathan Drake and so many other video game avatars are “murder hobos”, willing to slaughter dozens or hundreds of foes standing in the way of said treasure. And then the epilogue provides a whole new kind of shake-up, to boot!

The title indicates that this is the last game in the series. If it is, I think it went out on a really good note. If it isn’t, I’ll get the next one, because how could I not? I definitely liked it, which is not a shock considering my previous reviews on the series. But most of all, I appreciated the new depth to, well, every part of the game.

Huh. No. That’s not true. The depth of the fighting and climbing is basically identical. But there were some new and improved aspects of how to move around the map and solve the puzzles, and mostly I meant the plot. Which you probably already knew. Jerk.

[1] I have a PS4, he does not. His possession of a PS3 is why the other series entries were played at the Ranch, you see.

Tomb Raider: Definitive Edition

91jwO5PCReL._SL1500_A quote from my review of the first Uncharted game, lo these many years ago: Pretty much, it’s a Tomb Raider game where they reduced the budget on breast motion physics and invested that money into storyline and dialogue. It was, I think, a good trade.

I have a feeling that someone paid attention to that sentiment, because just a few years later Eidos rebooted the Tomb Raider franchise with exactly those modifications to the bottom line. And while I like the Uncharted series quite a lot, Lara Croft is a character I’ve been following for decades. Seeing her in the game she’s deserved ever since her inception was a pure joy.

Tomb Raider charts her progress from young archaeologist on her first big historical search to seasoned fighter of enraged beasts and evil men, not to mention world-class gymnast, expert mountaineer, and well, tomb raider. Which is to say, yes, it’s kind of silly if you don’t willingly blind yourself to that kind of thing. But the game solidly scratched my exploration and collection itches, redeemed a character that had always deserved better, and told a really good story along the way. I look forward to snagging the sequel.

Metal Gear Solid V: Ground Zeroes

81Evx+k+qaL._SL1500_So, I’ve never played a Metal Gear game. It is plausibly the video game series about which I know the absolute least, in fact. I knew there was some guy named Snake who uses stealth and explosion tactics as needed to do military missions, and that’s about it. But Ground Zeroes was free on XBox Live and I have a new console, so, hey, why not?

Now I have learned that Snake is the occasional head of a South American third wheel uneasily placed between the US and the USSR during the Cold War, who uses those stealth and explosion tactics I mentioned earlier. In this particular game, he uses them to infiltrate Guantanamo Bay in 1975 and rescue two of his teenage proteges from the CIA prison camp onsite. Also, something about his group having nuclear capabilities and being inspected by the UN tomorrow, so he’d better do his rescue mission fast? I cannot tell if I was supposed to feel like a bad guy, nor if I would have felt less like one if I’d played the previous games.

What I do know is that it was damned short and did not leave me craving either the sequel or the many preceding games in the series. Gameplay was fine, but the storyline was definitely not friendly to newcomers. Which may be my fault? It honestly is weird that I know nothing about this series, but nevertheless, here we are.

Dead Space

71OSRxkysVL._SL1199_So, Dead Space. This is a game I should have completed and reviewed years ago. I mean, literally. Years. I started playing it in 2009, splitting time with my friend Billy. And after a couple-few weekends, we ran out of time and stopped, and I kept not playing it, thinking we’d pick it back up. But that never happened and I suppose never will, now.

I started over, anyway, and had a pretty good time at it. See, you’re this guy who is part of a team landing on a mining ship that sent a distress call and then went dark. It turns out that they had a really good reason in the forms of a weird alien artifact, a recent religion, and a bunch of undead things combined into the twilight of humanity. Unless, of course, you the player can find a way to survive the ship, prevent the coming apocalypse, and save your girlfriend.

At a high level, this game reminded me a lot of Ridley Scott’s Aliens. Too much religion, too much focus on dismemberment as the best way to kill things instead of just shooting them a lot. But the aloneness, the helplessness in the face of superior forces with no good way to leave except by killing everything in your path, and the essential alienness of the foe? It is a good recipe, and probably made the game better than it deserved to be by proxy. But hey, as long as I have fun, whatever works is cool by me.

Uncharted 3: Drake’s Deception

I like that the Uncharted games are end-of-year releases. My parents enjoy the seamless cinematic feel, I like having something to do out at the Ranch at Christmastime that is commercial-free; pretty much everyone wins. (Well, sometimes it’s a little too seamless, and I end up with my dad giving me good but unimplementable advice during a cutscene. Still, as complaints go, this is a pretty minor one.)

Drake’s Deception is, for the most part, exactly the same game as the other two, though I understand there may be co-op campaign play that I did not see any part of, and which I suppose could plausibly change things? Probably it just turns a previously unkillable NPC into a new excuse to restart from last autosave, though. Anyway, my point is, there’s not much to say that I haven’t already said about one of the previous games. If you like a mix of platforming[1], shooting with the occasional pinch of stealth or dash of fisticuffs, and all kinds of Indiana Jones style treasure-hunting and clue-divining that also has a subdued romance plot, over-the-top action sequences, and a pretty hilarious ongoing exploration of the mentor relationship, this is an oddly precise match for what you seek!

I wonder if, novelty of the first game aside, any of them are better than the others? I’m pleased, I think, to note that while they all flow from one to the next with continuity and such, there’s nothing like a trilogy feel here. I guess they could keep making them forever, though I should say that getting much deeper into Nathan Drake’s life without some kind of real change (a marriage, a break-up, a death, something to shake up the status quo) will start to feel cheap pretty soon. Maybe even by during this game, but certainly by the next one. So past writers of half of the current game or at the very least future writers of the next one? This was your warning!

Oh, and I should warn you about the [spoiler elided, or else presented in Sabean script if you prefer], but nobody warned me, so, you pays your money and you takes your chances.

[1] That, okay, is not as good by a long shot as what you get in the Assassin’s Creed series, but what is?

Uncharted: Drake’s Fortune

91B0KvHV0UL._SL1500_Check me out, I finished my second PS3 game! This was more of an ongoing thing, since it is not at my house and I don’t own it. But still! Definite fun times. In Drake’s Fortune, we follow the adventures of Nathan Drake, descendant of the explorer Sir Francis Drake, as he follows his predecessor’s footsteps in search of El Dorado, the famed lost city of gold. Standing in his way are rival hunters, a shady partner, a documentary filmmaker, Nazis, more barely navigable rock walls than you can shake a pointed stick at, and a semi-ancient curse. But in the plus column, hey, treasure! Right?

The game is an extremely pretty 3D platformer / cover-based third-person shooter in the vein of Gears of War if the latter were less focused on warfare and had a jump button. And lots of rock walls to climb. Pretty much, it’s a Tomb Raider game where they reduced the budget on breast motion physics and invested that money into storyline and dialogue. It was, I think, a good trade.

Mass Effect

One sign of an extremely good video game is that it would be almost easier to describe it as a movie and leave out the game elements entirely. Well, okay, that may not be true. But if the reason you want to leave out the game elements is that they were so seamless and non-intrusive that you only very occasionally even felt like you were playing something instead of watching it and influencing the outcome, that would be good. It would also be a good sign if your father, no stranger to games even if he’s not the gamer type, were to ask you after watching the last 15 or 20 minutes of the game to clarify that it was in fact a game, and not a movie.

And looking at it like that, Mass Effect is an exceptional game. Short centuries from today, humanity has spread out into the solar system only to discover relics of an extinct race that had observed our solar system 50,000 years ago and left behind technology we were quickly able to make use of. Now the mass effect drives have unlocked the galaxy for rapid exploration. And of course, we are not alone in the discovery, nor are we the first. And so, at a moment when humans are accepted as an important member of the galactic community but are clamoring for a chance to be more involved in the governing and policy-making of that community, opportunity arises in the form of Saren, a Council agent gone rogue who has just unleashed a rain of death upon a human colony and garden world in the form of his AI allies, the Geth. Now, the principle character of the game, Commander Shepard, must marshal diverse resources to hunt down Saren while unraveling the mystery behind his motivations and goals. At the very least, humanity’s position in galactic affairs is at stake for years to come. And it’s always possible that the stakes could be higher still.

Mass Effect is an RPG, in the style of Baldur’s Gate or Knights of the Old Republic, not Final Fantasy. That is, created with conscious effort to be reminiscent of tabletop RPGs, if they were played by one player instead of several. In the general course of events, I can only get so much enjoyment out of those games, because the micromanagement gets in the way of the pure joy of playing. And sure enough, the inventory system is an exercise in frustration, both because of the limit on how many things can be kept and because of the horrible ordering system. This kind of thing results in the games taking ages to complete if I ever do, and any justified sense of accomplishment comes tainted by the lack of consistent gameplay over a short period of time. That is, these games take me months or years to complete because I get bored of all the between-time work I have to do, so I play something else for a while instead.

Except, contrary to expectations, I’m about to proclaim joy instead of hardship. The majority of the game was put together explicitly to minimize these kinds of micromanagements, even if the inventory part failed. Instead of pausing and selecting enemies for combat, everything is played out in real time with a third person movement and cover system reminiscent of Gears of War that simultaneously allows growing character skills to matter while providing direct control over the flow of combat. The dialog system was primarily about setting the tone of your character; not what does she say, which is for the most part scripted (though there certainly are important choices scattered throughout the game), but how does she say it: with an eye toward politics and goodwill? Strictly official to get the job done, irrespective of the opinions in his head? Or with a giant chip on her shoulder, trying to cut through the pointless bureaucracy? And there are more tones, of course. So, my point is this: RPGs in general are only so entertaining to me, but Mass Effect was spectacular. Even the simple brilliance of Portal has such a different focus as to make them non-comparable. If it wasn’t for BioShock, Mass Effect would unquestionably have been my favorite game this year. (I really need to finish BioShock. Like, a lot.)

Gears of War

The day is coming when I’ll feel obliged to cross-reference some games with the movies section. The last couple of Zeldas fall into that evolving category, as does Halo 2. As, also, does Gears of War. On a class M somewhere out in the galaxy, humans are living out a reasonably Utopian existence. (Utopia looks like a sidewalk cafe in Paris in the springtime, apparently. If you remove the Parisians, then, fair enough.) The problem with Utopia, in this case, is all the humanoids and beasts living below the surface of the planet who decided one day to erupt onto the surface and smash human civilization. Now, some years or decades later, the military remnants continue their struggle against, um… the bad guys. No, seriously, I can’t remember. Ah, okay, it’s the Locust Horde. (I can only assume they call themselves something else.)

The actual in-game story is quite a bit more awesome than the, for now at least, cardboard premise. A squad of marines is tasked with penetrating Locust defenses to retrieve a potential doomsday weapon that has been lost behind enemy lines when the helicopter transporting it was shot down. Although only two are playable, all of the six or so characters has sufficient depth to be in a video game; that is, you care what happens to them and hope they don’t die. The story being about as grim and post-apocalyptic as it sounds, don’t count on that hope winning out, though.

As far as gameplay? It’s really pretty cool. I felt more present than I have in the majority of first-person shooters, despite it being a third-person. The maps being open enough for true flanking and the easy-to-use cover system make the repetitive parts of the game (where you repel this or that wave of enemy attackers before proceeding to the next such wave) not only tolerable but genuinely fun again, and the non-standard parts of the game where you’re dealing with the things that come out after dark, the unkillable aliens, or the ginormous spider all have sufficient tension and uniqueness of play to rival anything I’ve hooked a controller up to. Plus, yay, it’s a current-gen game, so you don’t have to hook up controllers anymore. And not a moment too soon.