tag:blogger.com,1999:blog-72045150187529636162024-03-12T20:02:28.682-07:00Design NotesAlvaro Vazquez de la Torrehttp://www.blogger.com/profile/01995522730764645000noreply@blogger.comBlogger280125tag:blogger.com,1999:blog-7204515018752963616.post-78296970992850446522024-02-06T12:43:00.000-08:002024-02-06T12:43:48.272-08:00TOEM (STEAM DECK)<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjP0jto8OpvA9AYAGZ3lTk_bTyyQclkq4zEgpOwCJp9KF4JthrNevvf5LdKfbCCXUVmGPlTORo2wp-rP4XWT2kYC5zafAPjUS03okl7MZS5d3wkN69CcZDYyB-mkYzpfw6hQn_JCzJjRYxJeAS_yf87nC4-8RFMX8sutPUSec1bqs2o9Yvhku3a284CcVCV/s1280/maxresdefault.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em; text-align: center;"><img border="0" data-original-height="720" data-original-width="1280" height="180" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjP0jto8OpvA9AYAGZ3lTk_bTyyQclkq4zEgpOwCJp9KF4JthrNevvf5LdKfbCCXUVmGPlTORo2wp-rP4XWT2kYC5zafAPjUS03okl7MZS5d3wkN69CcZDYyB-mkYzpfw6hQn_JCzJjRYxJeAS_yf87nC4-8RFMX8sutPUSec1bqs2o9Yvhku3a284CcVCV/s320/maxresdefault.jpg" width="320" /></a></div><p>The opening salvo for my brand new Steam Deck has been Toem: A delightful indie game about taking pictures and solve basic puzzles… by taking pictures. A photographic adventure, if you will</p><p>Toem has been developed by a small Swedish studio (not terribly distant from Malmo, where I used to live) and seems one of those smart projects with clear ideas and execution. In other words, the game doesn´t try to be more than it can be. Visually speaking is basic, but cute and with personality. Gameplay wise it´s a mix of exploration and taking pictures. The world is small but fairly packed with content (normally associated to a quest or nice flavour animations/characters). The camera mechanic is a bit over-used, but it´s a short game and you don´t get to be bored of it</p><p>If anything, the game doesn´t have an engaging story. It doesn´t try to, but I suspect it could´ve been better if they´ve done a bit more work on that. Also, most of the quests are puzzles. In this genre, difficulty tuning is a common issue: If you make the puzzles too easy the game has no challenge and lacks engagement. If too difficult, most players will get stuck and quit. Toem leans towards the easy side, but there are still some quests I had to check on internet walkthroughs or I wouldn´t have found the solution</p><p>Luckily, you don´t need to finish ALL quests to get to the ending. It´s just that I´m a completionist. You can have a great time in your own terms, it´s a short but rewarding experience and not too expensive. Highly recommended, specially for those on the casual segment</p>Alvaro Vazquez de la Torrehttp://www.blogger.com/profile/01995522730764645000noreply@blogger.com0tag:blogger.com,1999:blog-7204515018752963616.post-76097106417748452072024-02-05T11:59:00.000-08:002024-02-05T11:59:23.361-08:00WELCOME, MR. STEAM DECK<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEitbQYi8fcvdUx8smaePn1MgaKUSK97WlqS0iVEfykUab5aCHGZ_TiENnVnzJ_GvmPjTYVp3t-4dfyXvhzAq4m__0SFwLs-aKuw_bUJtt8OtSY7RCY0M7YUi75Hmzf-aNXDJ7Bfhbf2S1wJ4qwH0bF488nAJg4s7J-ZOtZ4-z5DsCzoDNZ8LFdjF2K3fz_y/s1920/steam-deck-oled-review-featured.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em; text-align: center;"><img border="0" data-original-height="1080" data-original-width="1920" height="180" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEitbQYi8fcvdUx8smaePn1MgaKUSK97WlqS0iVEfykUab5aCHGZ_TiENnVnzJ_GvmPjTYVp3t-4dfyXvhzAq4m__0SFwLs-aKuw_bUJtt8OtSY7RCY0M7YUi75Hmzf-aNXDJ7Bfhbf2S1wJ4qwH0bF488nAJg4s7J-ZOtZ4-z5DsCzoDNZ8LFdjF2K3fz_y/s320/steam-deck-oled-review-featured.jpg" width="320" /></a></div><p>So… I finally felt for the Steam Deck. It´s been in my agenda for a year, but I was hesitant. I´ve enjoyed portable devices in the past (in the most recent years I had a Nintendo DS and a PSP, aside from the iPad and cell phones) and I like the idea of being able to play whenever you feel like it. Particularly if had to commute daily, or travel a lot</p><p>The Steamdeck might fall in that category, but in these last 11 immigrant years I´ve gone through I´ve managed to live reasonably close to my workplace – generally within walking distance. That´s why I´ve been reluctant to buy another portable device aside from my mobile. Also, I love to have some sort of recording of my playtime – in other words, trophies/achievements – so I don´t feel I´ve thrown that time away - and Nintendo won´t offer that</p><p>Just recently my bosses got me into a conversation about how good the Steam Deck was, and I got the itch. Also there was a new model – the OLED – with better screen and longer battery life. So I said “what the heck”, and decided to buy it and see how can I make it fit into my life</p><p>We´ll see how it goes…</p>Alvaro Vazquez de la Torrehttp://www.blogger.com/profile/01995522730764645000noreply@blogger.com0tag:blogger.com,1999:blog-7204515018752963616.post-39477380200572425252024-01-18T04:58:00.000-08:002024-01-18T04:58:52.119-08:00LITTLE NIGHTMARES 2 (PS4)<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgB7vaL6iNIsX2M3kkR7G2wAC3AohQMB-xHiIILwxP6DMGnmTWuzRBZ-f9RU3gZB09GoXcvTN2oOg-5oVi3qR7SDy2M9_irXqVN9gdt5lKX3-DE8yuWagwvhoL0nuMlPMy_pZ3IpVivM8pz6yIFiKwqg-rsPg7wRZxSMPKGSKz007Y4j2PvSQtJFj0DmZQS/s2000/H2x1_NSwitch_LittleNightmaresII.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em; text-align: center;"><img border="0" data-original-height="1000" data-original-width="2000" height="160" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgB7vaL6iNIsX2M3kkR7G2wAC3AohQMB-xHiIILwxP6DMGnmTWuzRBZ-f9RU3gZB09GoXcvTN2oOg-5oVi3qR7SDy2M9_irXqVN9gdt5lKX3-DE8yuWagwvhoL0nuMlPMy_pZ3IpVivM8pz6yIFiKwqg-rsPg7wRZxSMPKGSKz007Y4j2PvSQtJFj0DmZQS/s320/H2x1_NSwitch_LittleNightmaresII.jpg" width="320" /></a></div><p>As a follow up from <a href="https://oreitruman-design-notes.blogspot.com/2023/12/little-nightmares-ps4.html" target="_blank">LN1</a>, I just finished the sequel (unsurprisingly named LN2 :D). </p><p>Overall, it´s a smart product: Being the second instance of the LN franchise they obviously inherited pillars/main gameplay elements from the first game (setting, ambiance, most mechanics) and they added some extra sauce: A multiplayer/coop mode</p><p>The singleplayer campaign is as satisfying as it was the original game, with minor but well implemented twists (mostly related to the playpal). You again control a child-like character moving through platforming scenarios, escaping from monsters and traps. No dialogues, story just hinted by animations and player actions. And just like LN1 the game length (around 4h) feels right, it probably wouldn´t be as satisfying if the game was longer – as most commercial products aim to be nowadays</p><p>One benefit of the coop mode (in singleplayer the playpal is controlled by the AI) is a sense of responsibility the game develops in you towards the other character. The relationship between both protagonists is not complex, but based on time (you end up feeling both belong together). This is wisely used for dramatic purposes in the epilogue (no spoilers)</p><p>The only minus point is probably the frequent animation glitches. They´re not terrible – nor blocking the experience – but noticeable and easy to repro. Example: Characters don´t excel when dealing with collisions or interaction edge cases</p><p>I couldn´t test the coop mode, but I can imagine it´ll be nice. There are many gameplay situations requiring both players to sync their actions</p><p>I´ll give it a shot to the Platinum, I´m only 5 trophies away after my first playthrough. Otherwise, highly recommended if you like this type of games (i.e. Inside, Limbo)</p><p><br /></p><p><br /></p><p><br /></p>Alvaro Vazquez de la Torrehttp://www.blogger.com/profile/01995522730764645000noreply@blogger.com0tag:blogger.com,1999:blog-7204515018752963616.post-68120196651861807572023-12-21T12:34:00.000-08:002023-12-21T12:34:47.936-08:00LITTLE NIGHTMARES (PS4)<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiOxsRV0hqxO5lnPn2mtwZ5S6i_XfZHE1FOVACYTpCLwTpbup5FJVYNqlBxx_QMpD2_C5nv01aHoinGjpJdVi9IHgbH7Ujn686VE7Y9IB4urgCjMnI182p55gyb31nk1eSnMXy5dvhxnKMFWndIAaw_sox1_LRz_jTXnkMizH1qC378-BFm5kvcyjCr8bpo/s299/images.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em; text-align: center;"><img border="0" data-original-height="168" data-original-width="299" height="168" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiOxsRV0hqxO5lnPn2mtwZ5S6i_XfZHE1FOVACYTpCLwTpbup5FJVYNqlBxx_QMpD2_C5nv01aHoinGjpJdVi9IHgbH7Ujn686VE7Y9IB4urgCjMnI182p55gyb31nk1eSnMXy5dvhxnKMFWndIAaw_sox1_LRz_jTXnkMizH1qC378-BFm5kvcyjCr8bpo/s1600/images.jpg" width="299" /></a></div><p style="text-align: left;">I didn´t know the Little Nightmares franchise was that successful, apparently it has a huge fanbase. I just recently finished the first one, and my first impression is that it´s one of those games with the proper length. It´s nice to see when the experience is not stretched to match the typical duration of a full price game, but instead change the price to match the duration</p><p>The best thing about LN1 is the ambiance. It´s clearly an art-driven project, trying to immerse players into what it seems to be a kid´s nightmare. You feel small and vulnerable, surrounded by oneiric scenarios. You don´t have many tools at your disposal, certainly no combat ones, and all you can do is to keep moving forward (right, actually) and leave behind the monsters</p><p>These seem to be based on traumas an impressionable little child might have: Creepy chefs, a janitor, an old lady… The game does a good job in making them look formidable and unbeatable. All you can do is find a way out</p><p>The story isn´t much, but it doesn´t try to. There aren´t many more features other than the single player campaign, but it´s fine if the price is right. You can finish the game in 3-4 hours, it´s not too complex and you feel rewarded when it ends. If it had 10 more levels and lasted 15 hours it wouldn´t have been as satisfactory as it was</p><p>If you´re into artsy games, that makes you feel something different without a hardcore challenge, I highly recommend Little Nightmares</p>Alvaro Vazquez de la Torrehttp://www.blogger.com/profile/01995522730764645000noreply@blogger.com0tag:blogger.com,1999:blog-7204515018752963616.post-36702819152398107292023-11-09T14:49:00.001-08:002023-11-09T14:49:06.892-08:00THE PEDESTRIAN (PS4)<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjiZF3zTQfH8MFNnOa_leTEEJDh4tIybfd9_tmgHSDbGRitzwfGcF5PC6YCiZTNVjC2tnw4nT1lVu2wgMHhdcL5le6Mje1qe0fQ6u0bdH08pa8gD4nQke_fyWxd9M4_qD-l-qwtGxYJHZddls5zIdzXWs0p-E-fLg4OTqXI3nNiDG1kreDWLT9NdxHV5axi/s300/images.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="168" data-original-width="300" height="168" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjiZF3zTQfH8MFNnOa_leTEEJDh4tIybfd9_tmgHSDbGRitzwfGcF5PC6YCiZTNVjC2tnw4nT1lVu2wgMHhdcL5le6Mje1qe0fQ6u0bdH08pa8gD4nQke_fyWxd9M4_qD-l-qwtGxYJHZddls5zIdzXWs0p-E-fLg4OTqXI3nNiDG1kreDWLT9NdxHV5axi/s1600/images.png" width="300" /></a></div><br /><div><br /></div><div>I was attracted to The Pedestrian´s concept since I saw a trailer on the internet. I had played a similar game in the iPad (Continuity 2) and liked it… but couldn´t finish it. The problem was common to other puzzle games: The game systems at the beginning are simple and you get some nice and easy challenges, but developers feel they have to ramp up the difficulty to keep the player´s interest, they keep adding more systems and eventually the puzzle involves so many elements and possibilities that it´s difficult to progress. I hoped The Pedestrian wouldn´t fall for the same</div><div><div><br /></div><div>I was wrong</div><div><br /></div><div>I basically had the same issue: The first 40% of the game is reasonably simple to grasp and entertaining. But then designers start adding more gameplay elements, which boosted the combinations and complexity. That made me think I´m not really a puzzle gamer. After all a real aficionado would be excited by the challenge and try over and over to find the solution, no matter how many hours it takes</div><div><br /></div><div>I guess I´ve reached a point in my life in which I don´t think I can spare days on solving just one puzzle. If I do I don´t feel rewarded enough as to compensate for the time loss, and it´s even worse when later internet walkthroughs prove I wouldn´t had found the solution by myself in a lifetime, and if I wouldn´t resorted to external help I would´ve been stuck for ages</div><div><br /></div><div>So, for the last half of the game I followed a video walkthrough step by step. I don´t feel bad about it, I honestly wouldn´t have finished the game solo, and at least I enjoyed it to a certain degree. But I wouldn´t recommend it unless you´re a true puzzle fan. The concept is still great, but soon it can make you feel inadequate</div></div>Alvaro Vazquez de la Torrehttp://www.blogger.com/profile/01995522730764645000noreply@blogger.com0tag:blogger.com,1999:blog-7204515018752963616.post-27216120413732372422023-11-08T11:33:00.003-08:002023-11-08T11:33:54.691-08:00STORIES UNTOLD (PC)<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgVfJesxJhQjKc9_-DVqDqIrclVh0vQwJ3K-3bfHMNq1ybQjmhAut9j-i321BoJm0ROH5ntRcnPlQcYcClcODUnzwlWMj5guUH9EXmlCynLypE8PUghedn6dVv6jfuUxFfhzXwkSK6PIjk2JllkhZ5bYimqMUOr83J0gKDlXHBZ0ml-l9g1kiEDaW_zJM3Z/s616/capsule_616x353.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em; text-align: center;"><img border="0" data-original-height="353" data-original-width="616" height="183" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgVfJesxJhQjKc9_-DVqDqIrclVh0vQwJ3K-3bfHMNq1ybQjmhAut9j-i321BoJm0ROH5ntRcnPlQcYcClcODUnzwlWMj5guUH9EXmlCynLypE8PUghedn6dVv6jfuUxFfhzXwkSK6PIjk2JllkhZ5bYimqMUOr83J0gKDlXHBZ0ml-l9g1kiEDaW_zJM3Z/s320/capsule_616x353.jpg" width="320" /></a></div><p> </p><p>Much like others, I have a huge Steam library - Normally because the games are SO MUCH on sale sometimes that I can´t help to buy. But I rarely play them, I´ve been favouring PS3 and PS4 games lately. Precisely because of this I noticed <i>Stories Untold</i> was on sale in the PS store, and then I said to myself “wait a sec, don´t I have it already on Steam?”</p><p>And yes, I had it. I was tempted to buy the console version anyway to boost my trophy rating, but I thought using the keyboard might be a better option for a game that at times uses an early 90s word parser (I was wrong actually, the console version has an ingame word selector that would´ve made some of the puzzles MUCH easier)</p><p>Overall it´s a short game, if you know what to do it can be finished in around 3h. It´s divided into 4 episodes, each of them unique by itself, including specific game mechanics. All of them involve the player into a rather dramatic story. The last episode is an amalgamation of the others, providing an unseen-up-to-that-point connection between the stories</p><p>I like the game for several reasons: First it tries to do something new… several times. Then it tries to create an experience, to make you feel something you can´t in other media. It´s also fairly well implemented – within its humbleness, it´s an indie game after all – and largely achieves what it´s trying to. And since every episode has its own systems, there is a strong sense of variety</p><p>On the minus side, some of the puzzles were too obscure. I had to resort to an internet walkthrough – which is always either frustrating for the player (you don´t feel smart enough for the challenge), a sign that developers didn´t do a good job to make the game accessible for everybody, or simply didn´t cover that possibility with an internal hint system</p><p>Anyway I highly recommend <i>Stories Untold</i>. Its shortness is also a good thing: You pay less but those 3-4h give you quality content, as opposed to other games that reuse the same gameplay template over and over (cough cough Ubisoft cough)</p>Alvaro Vazquez de la Torrehttp://www.blogger.com/profile/01995522730764645000noreply@blogger.com0tag:blogger.com,1999:blog-7204515018752963616.post-15639533362847964422023-10-16T12:19:00.000-07:002023-10-16T12:19:01.964-07:00FAR CRY PRIMAL (PS4)<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiaHZ0rEReDQ-1pWW42LoTY0H6vAf9fKlW2eot4TGKJKSvhV19GYA3HIuNkiOji9hItuKlbxc80Re1GcX5OJvafUpZsVk5hTNqy7FRfFgbwEUg2Ln0kkLPbEhnHW8t5TAy_NtNcgOe01B_1f80FZIUXoNOQfFnJk41HAk2MhSpV5MnnH1G5XVK7ow5makYz/s225/images.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em; text-align: center;"><img border="0" data-original-height="225" data-original-width="225" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiaHZ0rEReDQ-1pWW42LoTY0H6vAf9fKlW2eot4TGKJKSvhV19GYA3HIuNkiOji9hItuKlbxc80Re1GcX5OJvafUpZsVk5hTNqy7FRfFgbwEUg2Ln0kkLPbEhnHW8t5TAy_NtNcgOe01B_1f80FZIUXoNOQfFnJk41HAk2MhSpV5MnnH1G5XVK7ow5makYz/s1600/images.jpg" width="225" /></a></div><p> Honestly, the only reason I had Far Cry Primal in the first place was because it was bundled with the PS4. I just wanted to play Uncharted 4, so I kept Primal on a shelf for years. Until now</p><p>I even played Far Cry 5 in between. Maybe because I sort of liked it, I eventually decided to give Primal a chance. I am trying to clean up my game library from previous generations after all, and I still have dozens waiting (including Xbox 360 and PS3)</p><p>Well, I am not a Far Cry guy, but I give credit to Primal. It´s a spin-off from the series – normally set on modern times – but it has its own personality. All cutscenes are spoken in “troglodyte”, and you really feel in neolithic times</p><p>Otherwise it has the same strengths and weaknesses than other FCs: On the minus side, the first hours difficulty is poorly controlled and the learning curve doesn´t feel right. Highly annoying random encounters constantly spawn around you – I would say 95% I wasn´t interested in, but they kept happening anyway. And the content is the usual Ubisoft repetitive templates. Also, when the IP started the emergence was more chaotic/fun. Here you can combine different systems, sure, but I think they simplified/streamlined them so they can be chewed by a wider audience, as opposed to only the skilled few</p><p>On the plus side, after some hours you eventually achieve a certain zen state of mind: You get a grasp on the weapons and enemies, difficulty is reduced and you find yourself in a numbing dynamic of clearing the map from icons. Rinse and repeat. Much like other Ubisoft games (the AC series is just the same) the challenge is about how much time you want to put on it, not the difficulty. Most of the quests are relatively easy to complete if you have a minimum control over the game mechanics, it´s just a question of keep playing and try again if you fail</p><p>It might not be the best Far Cry around, but it stands out on its own right. And albeit repetitive, it keeps you entertained. It´s also a relatively easy Platinum 😉</p>Alvaro Vazquez de la Torrehttp://www.blogger.com/profile/01995522730764645000noreply@blogger.com0tag:blogger.com,1999:blog-7204515018752963616.post-19792123240276014792023-09-18T13:46:00.003-07:002023-09-18T13:46:56.502-07:00FALLOUT 3 (PS3)<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjoWc735UZ_CCt2LcKmAw7uexe6emcDV3Us2syOqOvELNurVkPkqm8PtmquoGWWfnrgRUjnvqjcjHB8wnk0bOEWu0IHDB67TlOaIfddDxMMMqx5Ato5vekQiQsHwnVIefn8mO6WuldNG1aqXvqEY6W_1rwtplpzh0TH3pRApUGtpy40dusgvi9C-B-68wKR/s1600/EGS_Fallout3GameoftheYearEdition_BethesdaGameStudios_S2_1200x1600-e2ba392652a1f57c4feb65d6bbd1f963.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em; text-align: center;"><img border="0" data-original-height="1600" data-original-width="1200" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjoWc735UZ_CCt2LcKmAw7uexe6emcDV3Us2syOqOvELNurVkPkqm8PtmquoGWWfnrgRUjnvqjcjHB8wnk0bOEWu0IHDB67TlOaIfddDxMMMqx5Ato5vekQiQsHwnVIefn8mO6WuldNG1aqXvqEY6W_1rwtplpzh0TH3pRApUGtpy40dusgvi9C-B-68wKR/s320/EGS_Fallout3GameoftheYearEdition_BethesdaGameStudios_S2_1200x1600-e2ba392652a1f57c4feb65d6bbd1f963.jpg" width="240" /></a></div><p> <br />Somehow I managed to live away from the Fallout series… until now. At some point I tried Fallout 1 (the one with the top-down camera) on Steam and died almost right away, then abandoned it. Not sure how, I got a copy of Fallout 3 (the first one in 3D, I believe). I tried it 2-3 times and barely made it beyond the tutorial zone. Again, I let it rot on a shelf. It was only a month ago when I decided to give closure to this and finish it. And somehow ended up loving it</p><p>To be clear, the main issue I had with the start of the game is the training on a series of numeric UI features that have little impact in what you´re doing at the time. The UX onboarding is improvable, and the game lacks leading: You´re basically left to find your own challenges early on, when you need handholding the most</p><p>Aside from that, the menus are simplistic (bordering programmer art), and the game is plagued with bugs, some tolerable some not – It crashed no less than 4 times, forcing me to reboot the console. And the main campaign feels rushed, it´s about 12 not-particularly-long quests. There is A LOT of content in the game only available linked to specific conditions, you wander around, or you are at a particular point in time at a particular location. It´s fairly easy to miss stuff. Also, the game has not “watercooler” content aside from 2-3 moments. However, most of the quests and challenges are low-quality/template-based so you´re probably not missing much. Even worse, most weapons are unsatisfactory, and the inventory management can be as frustrating as in any pure RPG (which is A LOT)</p><p>On the plus side, I haven´t been obsessed with a game in years, and Fallout 3 definitively got me there. I am an overly-anal player when it comes to RPGs, and I try to be 100% ready for any circumstance at any given time. That means I spent a lot of time curating my inventory, analysing my stats and saving every 100 meters just in case. The game mechanics promote slow progression: Lots of pickup options, micro-exploration, inventory management and cryptic world traversing – which means you´re constantly checking the pipboy map. My gameplay experience was overwhelmingly pivoting between the UI menu and the save/load options</p><p>All in all, a perfect environment for obsessive players. I did a platinum run, meaning I played for the trophies, only doing what it was needed to get them all. I succeeded but got a feeling I didn´t explore the world at my own pace, nor I made the decisions I would´ve normally done if free of that approach</p><p>I really appreciated some details that made the game feel fresh: NPCs can be permanently killed and your future options will change based on that. You can even nuke a whole town full of quests, and they will be moved to other locations (most of them). If an NPC tells you “I´m going to another city” they don´t just de-spawn and show up in that city next time you go there: They actually go walking to the new place, and you can accompany them all the way if you want</p><p>I also liked very much characters and factions: They were interesting fabulations of what type of peoples would populate a post-atomic Washington. It was worth just to make NPCs talk and find out their motivations and backgrounds. Some of them even have fixed routes around the world, and you can find them on the road while “doing their chores”. Vendors have a fixed budget for buying stuff from you, like they had a real internal economy</p><p>Leaving aside the green tint – which was ubiquitous some years ago – there is also some praising for the world visuals, as well as the cartoony pipboy elements and the melancholic music. The world makes sense, and you get to discover why it came to be and endless secrets while playing</p><p>One interesting thing of the game is a number of risky decisions they made, which are normally avoided by designers since some players *might* not like: Your team mates can die permanently (my dog was killed by scavengers!), weapons decay with use, NPCs have a daily calendar and can be unavailable depending on the time, or simply the fact that when you do the final mission… the game literally ends! If you missed something you need to either load a savegame or start a new one. Traversing is often frustrating because there is no easy way to get where you want - Most destinations are part of an map puzzle, and sometimes you need to check internet guides to find out how to get there. These are things Ubisoft games will never do, because research shows a percentage of players don´t like them. But betting on them gives your game a unique feeling, a special sauce that market-driven companies will never have</p><p>All these decisions create a unique experience. Fallout is not a great game by its individual elements – which are often questionable – but because the whole they create. And that makes it special</p>Alvaro Vazquez de la Torrehttp://www.blogger.com/profile/01995522730764645000noreply@blogger.com0tag:blogger.com,1999:blog-7204515018752963616.post-9103690478256993752023-08-03T12:18:00.003-07:002023-08-03T12:19:00.887-07:00DOOM - 2016 (PS4)<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjUg5pwC1tVlj99N0vlBfptzO9nliMgxM-r9ibLsSyHshBIaRDpVKP5160amxngqLtUX-kF7IOquTph_PDbfn1vPFNkjy-4ENCGqxxBvOwQBtAKr9WY_Hisl8cSY3vf8244fX-Jjm35af2wqlf7N8ReZO55huzY1kCFOkeUQqm2qUEjLoSf0FRq2UUhYgwj/s768/DOOM-2016.jpg" style="margin-left: 1em; margin-right: 1em; text-align: center;"><img border="0" data-original-height="432" data-original-width="768" height="180" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjUg5pwC1tVlj99N0vlBfptzO9nliMgxM-r9ibLsSyHshBIaRDpVKP5160amxngqLtUX-kF7IOquTph_PDbfn1vPFNkjy-4ENCGqxxBvOwQBtAKr9WY_Hisl8cSY3vf8244fX-Jjm35af2wqlf7N8ReZO55huzY1kCFOkeUQqm2qUEjLoSf0FRq2UUhYgwj/s320/DOOM-2016.jpg" width="320" /></a></div><p>In my “best games of all times” list, Doom is in the top 3. Doom 3 (2004) was a disappointment – it pivoted towards the survival/horror instead of shooting fun (I actually abandoned it until I found a community mod allowing to attach a flashlight to the weapons). Then came Doom 4 (2016) or simply “Doom” (not sure why they reused the name, it´s confusing to me)</p><p>I think they nailed the basic gameplay core: Shoot demons, keep on the move to avoid damage and use your weapons and powerups as much as the ammo allows. There is a decent amount of monster variations, but maybe lacking some more bosses (they resolved some levels with above-than-average encounters reusing regular mobs)</p><p>They added some depth to combat with several upgrade layers: Weapon mods (I rarely used them tbh), character (the real deal), runes (minor improvements on actions, more or less useful depending on your playstyle). On top of those there were level challenges, which reward upgrade points. Altogether a bit confusing, if you ask me. I see a honest intention to provide combat options, but they have so many similar systems working simultaneously that it takes some time to digest. Still, you eventually get it and likely adapt your playthrough to them</p><p>I wasn´t impressed by the level design. It works as a series of combat arenas, connected with tunnels for – I presume – performance reasons. Add some basic platforming here and there, secrets and there you go. Classic Doom was a cornerstone in level architecture and graphic innovation. Doom 2016 works fine, and that´s it</p><p>So many secrets, by the way! Not surprised, it´s on Doom´s DNA (I will consider the original game the pioneer of adding secrets to levels). It´s a completionist paradise. They also made a good decision to let you know where they are in the level if you find the map. But – I think - you can´t always backtrack so you have to re-play the level anyway</p><p>Menus and UI are serviceable, but I felt a bit overloaded with info. Maybe they were designed with PC in mind. I tried a bit the multiplayer and seemed fun. Nothing you haven´t seen before, but playable and what is more important there is a decent editor you can use to create your own levels</p><p>I started playing the game, got to 30-40% and abandoned it for years. It was just now that I decided to finish it… to free up console hard drive space. All in all it was a good experience, but the story is not particularly engaging – no Doom is particularly heavy on that aspect – and the level design feels a bit repetitive. Still, when you start playing to keep moving onto another monster pack, then another… and that´s a good sign</p>Alvaro Vazquez de la Torrehttp://www.blogger.com/profile/01995522730764645000noreply@blogger.com0tag:blogger.com,1999:blog-7204515018752963616.post-63472494075727381612023-06-27T11:52:00.000-07:002023-06-27T11:52:31.775-07:00THIS IS THE ZODIAC SPEAKING (PS4)<p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjph8vZodX68CiwQc-i0IvDED7na8hRKZQaAn6qmREH3_Lrg86eo0TRHAfwfJlT0C7q5ut0McSPCHHLItq3Ro_YeJk2-OIOaOgVjyMp4AlvPnokEd4OmsAsjC57sIAJDaCTR1daEknauycS5ST6HTb4St5esOJRofJJdrkxrzc9yf8ZPPIPevz1Yl8H70sW/s1200/This-Is-The-Zodiac-Speaking-Main-Art-1200x900-1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em; text-align: center;"><img border="0" data-original-height="900" data-original-width="1200" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjph8vZodX68CiwQc-i0IvDED7na8hRKZQaAn6qmREH3_Lrg86eo0TRHAfwfJlT0C7q5ut0McSPCHHLItq3Ro_YeJk2-OIOaOgVjyMp4AlvPnokEd4OmsAsjC57sIAJDaCTR1daEknauycS5ST6HTb4St5esOJRofJJdrkxrzc9yf8ZPPIPevz1Yl8H70sW/s320/This-Is-The-Zodiac-Speaking-Main-Art-1200x900-1.jpg" width="320" /></a></div><div style="text-align: justify;"><span style="text-align: left;">I found <i>This is the Zodiac speaking</i> browsing across discount games in a Playstation store sale. Didn´t know it existed before that. What called my attention was the use of the name of a real serial killer (<a href="https://en.wikipedia.org/wiki/Zodiac_Killer" target="_blank">The Zodiac</a> murdered 5 people between 1968-69 and was never arrested). That is uncommon in videogames. Digging into it, it's a reconstruction of two of his real-life attacks, as part of the game´s main plot about a journalist obsessed with those crimes</span></div><p></p><p>What I found interesting is that there is an existing sub-genre for similar works in TV and movies. It´s called True crime, and it´s fairly popular (just some months ago Netflix ran <a href="https://en.wikipedia.org/wiki/Dahmer_%E2%80%93_Monster:_The_Jeffrey_Dahmer_Story" target="_blank">Monster: The Jeffrey Dahmer story</a> with great results). But there are no similar products in videogames. Why?</p><p>Probably because in the VG industry we still have genres to discover, mostly those falling outside of the “family market”, which is the preferred environment for the big consoles (Playstation, Microsoft and definitively Nintendo). There are rarely any political games, no true crime or anything involving real people, and barely any erotism</p><p>I believe we play too safe in videogames. We tend to pivot around existing genres and rarely venture away from them. That´s why I found interesting <i>This is the Zodiac speaking</i>: They took a shot. It was made by a small group of Polish developers, and it´s plagued by small issues: Some obvious visual bugs that even affect gameplay, control issues (it was obviously developed for PC/mouse, it´s difficult to aim precisely with a console pad), some achievements could not be completed and the killer sections could use a better user experience</p><p>But still, they tried something new, and I value that. You definitively feel it´s unique, and that´s something that rarely happens nowadays. We need more of that</p>Alvaro Vazquez de la Torrehttp://www.blogger.com/profile/01995522730764645000noreply@blogger.com0tag:blogger.com,1999:blog-7204515018752963616.post-15131932613826697152023-06-26T14:46:00.002-07:002023-06-26T14:46:43.303-07:00ASSASSIN'S CREED LIBERATION (PS4)<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEijCQiLRlpvYkF22889qIcggZBOOjcnJMIZWOixa7u0g1iD8uoDP5h2U3EJIaQ20tYznAv0HXUaP0kJCWGYi5un33FxMBYAE9GocXe0fYUgeIK0JAqK60rMO703vnic86j8VBuxpiu43Ygvj2LxXPM1mD2q4pUPgRb2z_qOXfY5_TiC0H2PFp8pXpnv4QY4/s710/Assassin%E2%80%99s-Creed-Liberation-HD-1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="390" data-original-width="710" height="176" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEijCQiLRlpvYkF22889qIcggZBOOjcnJMIZWOixa7u0g1iD8uoDP5h2U3EJIaQ20tYznAv0HXUaP0kJCWGYi5un33FxMBYAE9GocXe0fYUgeIK0JAqK60rMO703vnic86j8VBuxpiu43Ygvj2LxXPM1mD2q4pUPgRb2z_qOXfY5_TiC0H2PFp8pXpnv4QY4/s320/Assassin%E2%80%99s-Creed-Liberation-HD-1.jpg" width="320" /></a></div><br /><p>Yet another game I completed last month and forgot to write a review. AC Liberation came on the same package than AC3+DLC, I wouldn´t have bought it separately but since it basically came for free I thought why not. Luckily, I enjoyed it better than its “big brother”. The game was originally developed for PS Vita, and it´s noticeably simpler and less demanding than a big console AC: Objectives are straightforward, secondary objectives are fairly easy to achieve and overall the game experience is less “polluted” with side activities, unrelated to the assassin´s fantasy</p><p>Overall it felt as an easy and satisfying game. Most developers forget the value of making products you can actually complete without too much trouble. Specially for “series” titles, since that inclines you to buy the next one. Liberation has some novelties, being the most notorious an outfit mechanic that splits world activities depending on what you´re wearing (mixed feelings about the results, but overall it´s good to try) and a new city, in this case New Orleans (equally non-impressive as AC3) with the additions of the swampy Bayou and Chichen Itza (weird location tbh and also underused, but /shrug/)</p><p>The story is as inconsequential as it´s common in the AC series. The main twist is that you play as a black woman, but otherwise it´s the same “Templars are bad because of reasons, so you´re entitled to kill hundreds of human beings to stop them but that doesn´t make you evil at all”. I welcomed the possibility of fighting Spaniards – me being one – but their barks were strangely European when they should sound more American-Spanish speakers</p><p>In sum, it was a nice experience but not memorable. But thumbs up for easy games, I even went for the platinum! </p>Alvaro Vazquez de la Torrehttp://www.blogger.com/profile/01995522730764645000noreply@blogger.com0tag:blogger.com,1999:blog-7204515018752963616.post-31179418863544053472023-06-23T15:43:00.000-07:002023-06-23T15:43:00.610-07:00ASSASSIN'S CREED 3 (PS4)<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjVkjmhpewFknTQzV3pHrMhSyZGmQoQY8aT_dL30w7KjjGJ_QC-uvklStukO7_eIMUA-kSKdYd3iU863V065YwXThsX-cQNmkfX8algNU8nqKRn8XPgp_YC88AplAaUNylONv6rqvBeKaZW5mhifv4_cVujBDE5GJtoISfkROpz9HdLtVkYiMPa0AouXpC8/s1024/assassins-creed-3-button-1640894336558.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em; text-align: center;"><img border="0" data-original-height="1024" data-original-width="1024" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjVkjmhpewFknTQzV3pHrMhSyZGmQoQY8aT_dL30w7KjjGJ_QC-uvklStukO7_eIMUA-kSKdYd3iU863V065YwXThsX-cQNmkfX8algNU8nqKRn8XPgp_YC88AplAaUNylONv6rqvBeKaZW5mhifv4_cVujBDE5GJtoISfkROpz9HdLtVkYiMPa0AouXpC8/s320/assassins-creed-3-button-1640894336558.jpg" width="320" /></a></div><p> <br />Ok, so I forgot to add this game to the list, although I finished it more than a month ago. It was a good deal, I got AC3 plus The tyranny of king Washington DLC AND AC Liberation at a discount. Black Flag was also on sale, so I bought it as well. To be honest, maybe it was more Assassin´s Creed in one take that I actually could deal with. Years ago I got AC Unity and Syndicate copies, but they´ve been waiting on the shelf since… because I play AC chronologically. With this purchase I was just trying to fill the gap quick, so I could jump to the latter. I didn´t expect Liberation and a DLC to be on the same package, but what the hell</p><p>But let´s focus on AC3. Mixed feelings, mostly. It´s one (if not the most) NOT loved Assassin´s Creeds. After playing it, I understand why. To start with, the game world (XVIII century US colonies) is not visually striking. Basically wooden houses and forests. Not precisely what you would say “I want to be there”. Think about previous or later titles: Rome, Istambul, Paris, London… Second, the historical time is somehow limited in its impact on potential audiences. It will surely resonate on the US audiences, not so sure in the rest of the world</p><p>On top of that, the game feels less responsive to the controls than previous titles: You press the stick to go in one direction and goes into a slightly different one, it´s not easy to chain parkour jumps, while moving around the city very often the character feels irresponsive and the game takes you in a direction completely different… Inherited from the Ezio series, this AC has a lot of side missions that don´t necessarily fit into the assassin fantasy (village recruitment / management, ship missions, hunting…), so many times the game experience is blurry. The story is very uneven (weird decisions, strange alliances, things that happen because the script says so) and the protagonist is consistently angry, often behaving like an asshole for no real purpose. It´s kinda difficult to empathize with him. It was also plagued with bugs, crashes and blockers, a number of times I had to restart the game because I was stuck, or the UI prevented me to achieve the current objective. Really frustrating</p><p>I honestly finished it out of stubbornness, but it´s still a great deal of content if you have the patience to overcome all obstacles. AC games are normally comforting in the sense they´re not difficult to complete, and they offer so many things to do that it´s relaxing to get yourself lost in the world and let the hours pass by. It’s just that AC3 makes it harder than it needs to be (or other games of the series did)</p><div><br /></div>Alvaro Vazquez de la Torrehttp://www.blogger.com/profile/01995522730764645000noreply@blogger.com0tag:blogger.com,1999:blog-7204515018752963616.post-48681814613925113572023-06-19T14:33:00.003-07:002023-06-19T14:33:30.407-07:00BUD SPENCER & TERENCE HILL - SLAPS AND BEANS (PS4)<p></p><div style="text-align: center;"> <a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgDpQUpb0BBllrCYpmi3G7MZNUcNNxgHP2MaBm1OiNlZwvckUATeL-6RhQCjn1M9i5fgEvu5t1n_OAgP6_sNxqeXbFwT6RrNpgi948qNW4y-waDr62GJEJ3_N7IWhKMKgWkl7COXj0s8g8kZWa7oBkuxX1rzrkhdrrjtmr9QhxrWVBKdbjzpK2etfNLUQwJ/s616/capsule_616x353.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em; text-align: center;"><img border="0" data-original-height="353" data-original-width="616" height="183" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgDpQUpb0BBllrCYpmi3G7MZNUcNNxgHP2MaBm1OiNlZwvckUATeL-6RhQCjn1M9i5fgEvu5t1n_OAgP6_sNxqeXbFwT6RrNpgi948qNW4y-waDr62GJEJ3_N7IWhKMKgWkl7COXj0s8g8kZWa7oBkuxX1rzrkhdrrjtmr9QhxrWVBKdbjzpK2etfNLUQwJ/s320/capsule_616x353.jpg" width="320" /></a></div><br /><p></p><p>One of my guilty pleasures are Bud Spencer and Terence Hill movies. Particularly <i>Watch out, we´re mad!</i> and the <i>Trinity </i>ones (I wonder if they would work with today's audiences). They are part of my childhood, and I will always have a little corner of my heart for them</p><p>Some years ago a small Italian dev team ran a kickstarter to buy the IP rights to make this game, and eventually released this Beat’em up. I liked the idea and if I would´ve known of the campaign I would´ve certainly contributed. However, I´m not a fan of that genre and full price didn´t help either. But recently I learned it was on an 80% discount, and I thought “it is time”</p><p>So last week I finished the game. It´s not long, probably 3 hours if you´re skilled in that type of games (it took a bit more than 4h to me). For the most part, it is a good game: The spirit of those movies is well-reflected, they re-use a lot of scenarios and character types from them, and a beat’em up is the logical genre choice. The 8 bit visuals also fit well in a nostalgia product such as this, and the actors’ trademark fighting styles are replicated into the player actions nicely - most punching animations are taken directly from the movies. Even the music soundtrack is made by the same composers!</p><p>On the minus side it´s not a particularly refined / complex game. Combat options are the same from beginning to end, most enemies are cloned archetypes across all levels, and although minigames pepper the playthrough, it feels a bit repetitive overall</p><p>Still, the game achieves its goal of transporting you to the physical comedy/optimistic mood/good guys vs bad guys/just have fun spirit of those 70s movies. Since there is a sequel coming on, it sounds like I´m not the only one who thinks that way :D</p>Alvaro Vazquez de la Torrehttp://www.blogger.com/profile/01995522730764645000noreply@blogger.com0tag:blogger.com,1999:blog-7204515018752963616.post-3128544783643528162023-04-05T06:32:00.002-07:002023-04-05T06:35:41.085-07:00THE SEXY BRUTALE (PS4)<p></p><div style="text-align: center;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjHp1-_Rg0oyKHNVz0Y321hAFzZiEOtIz2-blIoxvP-USzp49_R0MqLg_vGOdUPQXLUZ49DrSb3BN-s2svREyikIB-iuX7V_M91IXntBkK3teC_cNoymRCB0Y6OKWJ7nKke8BTE-X7Ydt5x0YYKX0_YjGevuvzPWOE7JIzYJmads8m8EO5mUbk0Hlnb8w/s550/0395081-550x300.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="300" data-original-width="550" height="175" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjHp1-_Rg0oyKHNVz0Y321hAFzZiEOtIz2-blIoxvP-USzp49_R0MqLg_vGOdUPQXLUZ49DrSb3BN-s2svREyikIB-iuX7V_M91IXntBkK3teC_cNoymRCB0Y6OKWJ7nKke8BTE-X7Ydt5x0YYKX0_YjGevuvzPWOE7JIzYJmads8m8EO5mUbk0Hlnb8w/s320/0395081-550x300.jpg" width="320" /></a></div><br /></div>The sexy brutale combines two excellent starting points: The "groundhog day" (you relive the same day over and over, meaning you can do anything you want knowing the world will be eventually reset) and the <a href="https://en.wikipedia.org/wiki/La_Abad%C3%ADa_del_Crimen" target="_blank">Abbey of crime</a> (the NPCs are driven by a timeline, and they roam the world according to their schedules, independently from the player's decisions). Both are interesting enough - even separately - to lay the foundations of a great game<p></p><p>And for some reason, The sexy brutale is not. Certainly not bad, but it didn´t reach the fun state for me. My main issue was that I didn´t have enough info about what was happening in distant rooms, and also I wasn´t clear on what my goal was at any given time. You do get the name of who you`re supposed to watch over, but it wasn´t clear what they were doing, where and what should I do</p><p>Also, the story is a bit over the top. It combines a murder mystery night - much like any Agatha Christie novel - with fantasy, superpowers and ghosts. And it´s not that easy to follow, specially if you consider that players that want to avoid internet walkthroughs will likely wander around for long periods of time, making them forget of the overall plot. I ended up enjoying it because I did use a walkthrough, and so I kinda grasped the story better</p><p>On the plus side, the art direction is cute and distinctive. Chasing photo-realism is not the ultimate challenge for an artist in my opinion. Creating a new style is. The sexy brutale is not the first cartoony game around, but it stood up for me in its visual approach. And I respect the risk they took, not so many companies try to do something different nowadays</p><p>Do I recommend it? Sure, but only for players that don´t mind feeling lost, and are actually encouraged by that. Or you enjoy whodunits, cartoon games or indies that felt a bit short on their ambitions</p>Alvaro Vazquez de la Torrehttp://www.blogger.com/profile/01995522730764645000noreply@blogger.com0tag:blogger.com,1999:blog-7204515018752963616.post-6151439231143321382023-04-02T08:03:00.001-07:002023-04-02T08:03:10.858-07:00FAR CRY BLOOD DRAGON (PS4)<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhT-Nb6LhTu_DfhM4f782Dh2P805kU0r96jx2EO3yZIGBJeVfIdKkpGs9CY9fprPudBPVcfejpAUIqhdtv3r8XEkVmuo3RX5-7-6qdjqJFke4jdra-9sl5eb-Q3IqbgR5-jqWfjEakHfFwpwBUBHWdc-0YbhHgyKlmVptbTFlugXJmWwSelIXrpI1XA1w/s288/FC3_Blood_Dragon_Cover.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="288" data-original-width="220" height="288" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhT-Nb6LhTu_DfhM4f782Dh2P805kU0r96jx2EO3yZIGBJeVfIdKkpGs9CY9fprPudBPVcfejpAUIqhdtv3r8XEkVmuo3RX5-7-6qdjqJFke4jdra-9sl5eb-Q3IqbgR5-jqWfjEakHfFwpwBUBHWdc-0YbhHgyKlmVptbTFlugXJmWwSelIXrpI1XA1w/s1600/FC3_Blood_Dragon_Cover.jpg" width="220" /></a></div><br /><p>Released initially in 2013 as a Far Cry 3 DLC, it was credited to be a highly unusual follow-up from the original IP: Not only the 80s setting but also a strong tongue-in-cheek type of humor. It was always on my radar, either for an impulse purchase or being on sale... which was recently the case</p><p>Aside from the 80s skinning, the game is fundamentally a Far Cry game. It is remarkable how little that IP has evolved in the last 10 years, to be honest. In terms of gameplay/features is basically the same than FC5, the last one I played. I even reused the same tactic for liberating garrisons: Drive a weaponized jeep inside, and shoot everything on sight. Only the dragons are new, and sometimes they behaved strangely, specially against some collisions/pathfinding</p><p>Still, the game is fun. I liked the B-series parody, and the humor style connected with me. It becomes repetitive after the first 2 hours, but I am generally ok with some farming. The story doesn´t make any sense, and it intends hard to not to. I enjoyed that, as well as the slideshow cutscenes (I believe that is 90s, actually)</p><p>Anyway, if you are into 80s nostalgia, comedy games and/or generic shooters I highly recommend FC Blood dragon. I miss when Ubisoft took weird risks like this</p>Alvaro Vazquez de la Torrehttp://www.blogger.com/profile/01995522730764645000noreply@blogger.com0tag:blogger.com,1999:blog-7204515018752963616.post-1331583635276192472023-03-28T14:14:00.003-07:002023-03-28T14:18:22.688-07:00THE QUARRY (PS4)<p> </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiPkcmhT_fTxOSoFhHVfjQ68iBp7KrlyP9AWKQ_Nm7LHr38LWUfEvFnty18sn3qvCsJg24QeBuIXV1i1O6xQ9U4qS7uEUg_qeIfRQBCVM_CkZGxHIqutqmsWU57pIx8bi5IhKSAeUYtaejWTMlID0-F-7qipE25lsxCmeM4gk6VaLKJjUbTf4Hrwn58-A/s867/Sin-t%C3%83_tulo.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="867" data-original-width="525" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiPkcmhT_fTxOSoFhHVfjQ68iBp7KrlyP9AWKQ_Nm7LHr38LWUfEvFnty18sn3qvCsJg24QeBuIXV1i1O6xQ9U4qS7uEUg_qeIfRQBCVM_CkZGxHIqutqmsWU57pIx8bi5IhKSAeUYtaejWTMlID0-F-7qipE25lsxCmeM4gk6VaLKJjUbTf4Hrwn58-A/s320/Sin-t%C3%83_tulo.jpg" width="194" /></a></div><div><br /></div>I am a fan of interactive storytelling. I went to work for Quantic Dream because of that after all (although it didn´t go well at all). Still, I think there is a lot of space for new experiences and innovation on that genre<br /><p></p><p>Similar to Until Dawn - another Supermassive game - The Quarry takes you to another teenage slasher experience, this time I assume inspired by Friday 13th. You take control alternatively of different summer camp counselors in their last night before going back to their lives, and all the horrible things that happen to them</p><p>The game follows the same patterns that other previous games of the company, and largely works. It is interesting how graphic fidelity is important for the genre, it gives you that "movie feeling" that makes it not only authentic, but also gore is more impactful. I replayed some scenes and it´s insane the amount of branching there is, depending on the smallest decisions you make</p><p>On the minus side it's not particularly friendly with collectible hunting, you essentially have to replay the whole game if you missed some. <a href="https://oreitruman-design-notes.blogspot.com/2022/12/the-dark-pictures-anthology-house-of.html" target="_blank">House of Ashes</a> - another Supermassive game - didn´t link them to a specific savegame. Pity</p><p>Anyway, a nice experience either if you like storytelling, slashers or solid games. I was gonna also say 80s nostalgia but I'm not sure now: There are VHS tapes, old cars and weapons, but also modern mobile phones. Maybe they made a mix of references, like <a href="https://oreitruman-design-notes.blogspot.com/2023/01/control-ps4.html" target="_blank">Control</a>?</p><p><br /></p>Alvaro Vazquez de la Torrehttp://www.blogger.com/profile/01995522730764645000noreply@blogger.com0tag:blogger.com,1999:blog-7204515018752963616.post-44519808595822408412023-03-22T08:28:00.003-07:002023-03-22T08:31:06.073-07:00BLADE RUNNER Enhanced edition (PS4)<p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhpbYLxFsmd8NY5484lO6Ttr3-RznXSyiB7ydkUKJKIy2Af-wwf0l4fj6A6QM7Zg-TWFR17yIhL8S0ejfzILsbnmrM0TneVb4SHTixk5GA7k61xUdwkzRLCnSaCciY5acx6JzIX1EBmxi8xifvMgd9KxuUnJ5aCWGdkuwTgymwwXQ66THNIBXGGHQVhOg/s616/capsule_616x353.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="353" data-original-width="616" height="183" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhpbYLxFsmd8NY5484lO6Ttr3-RznXSyiB7ydkUKJKIy2Af-wwf0l4fj6A6QM7Zg-TWFR17yIhL8S0ejfzILsbnmrM0TneVb4SHTixk5GA7k61xUdwkzRLCnSaCciY5acx6JzIX1EBmxi8xifvMgd9KxuUnJ5aCWGdkuwTgymwwXQ66THNIBXGGHQVhOg/s320/capsule_616x353.jpg" width="320" /></a></div><br />Flashback to 1999. I am working at Dinamic multimedia as a beta tester. One of the (not so many) perks was to get free games. The company not only produced but also distributed for others, so actually you could get a decent amount of titles. One of them was Bladerunner, the videogame. However, the graphic adventure bubble had exploded some years earlier, and at that point they´ve become a niche segment. I didn´t care for the game, and forgot it on a shelf<p></p><p>Fastforward to 2018. During those years the game gained some sort of cult status (it might be the first adventure with different endings according to your decisions). Then I read some news about Bladerunner getting a console version. I now identify as a neo-noir aficionado in all its variations (movies, TV, videogames), I am sometimes taken by nostalgia and definitively a Bladerunner fan, so I started tracking this enhanced edition project via internet</p><p>Another fastforward, this time to 2022. Apparently the project was problematic, the team lost the original data and had to reverse-engineer everything, took longer than expected and so on. But eventually they released it, so I got myself a digital copy</p><p>Well, it´s definitively a half-cooked game. It is plagued by bugs - sometimes minor, but also many majors - and overall it doesn´t feel like the new features (graphic improvements in particular) add much to the experience. Menus and controls are still very much 90s and mouse-based, and the game has the typical issues of old-school graphic adventures: Pixel searching and lack of leading, meaning you are often forced to re-visit all locations and re-talk to all NPCs to find what is the next step you´re missing</p><p>On the plus side, if you either like Bladerunner or neo-noir in general it still retains the charm of playing in that Sci-Fi setting, it´s a brand new story (takes place simultaneously with the events of the 1982 movie) and if you use an online walkthrough as a support tool it can be reasonably entertaining</p><p>So in summary, only for real fans either of Bladerunner of the genre. But if you are, it´s pretty much a must</p>Alvaro Vazquez de la Torrehttp://www.blogger.com/profile/01995522730764645000noreply@blogger.com0tag:blogger.com,1999:blog-7204515018752963616.post-16175436144484976952023-03-17T00:19:00.002-07:002023-03-17T00:19:31.471-07:00KENTUCKY ROUTE ZERO (PS4)<p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjbpFwYRtiiIaPQUyTvj-qnI8Yn0hcVPysGz3H87Z75gfgDuNar1_SCzY9u5P3jpu8vPqJm1GatsMhlOKyygWe9rt_DTtBPoXrDt_6vKjfiBPoCnk-TBzfk1g0-vX8t6uYRCCcTrjbIUOZBgd-uJSbVVIPtdMWvOLCvpNj6-rN2OZnUWULt73fYpYFyFA/s767/KRZ.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="431" data-original-width="767" height="180" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjbpFwYRtiiIaPQUyTvj-qnI8Yn0hcVPysGz3H87Z75gfgDuNar1_SCzY9u5P3jpu8vPqJm1GatsMhlOKyygWe9rt_DTtBPoXrDt_6vKjfiBPoCnk-TBzfk1g0-vX8t6uYRCCcTrjbIUOZBgd-uJSbVVIPtdMWvOLCvpNj6-rN2OZnUWULt73fYpYFyFA/s320/KRZ.png" width="320" /></a></div><br /><div style="text-align: justify;"><span style="text-align: left;">I heard about Kentucky Route Zero (KRZ) from videogame outlets, presented as an indie darling. It was praised by its storytelling and general uniqueness. At some point it was on sale in the PS4 store and I said to myself "why not?", without knowing much of the premise or gameplay</span></div><p></p><p>Now, having finished it, I have mixed feelings. On one side I like the constant paradigm changes: Controlling different characters, bespoke cameras per situation, no discernable plot as a whole but instead a compilation of mini-stories, the weirdness of most of the scenes much like David Lynch's askew vision... It is good there are games like this in the market, that try to do something different. Well done</p><p>On the other hand, I didn´t have fun playing. The game relies A LOT on text, and not really interesting. I suspect the creators wanted to provide everyday dialogues to convey authenticity. They probably achieve that, but paying the price of being terribly boring. It´s like a 12 hour David Lynch movie, minus the interesting events</p><p>It´s a relatively easy platinum trophy, so I went for it. But overall I don´t think it´s a game for all audiences. You need to be on a specific niche segment to enjoy it: You´re looking for fresh videogame blood, you enjoy stylized basic art and you REALLY like reading. If that´s the case KRZ is your game. Otherwise check some gameplay videos before purchasing, just to be sure</p>Alvaro Vazquez de la Torrehttp://www.blogger.com/profile/01995522730764645000noreply@blogger.com0tag:blogger.com,1999:blog-7204515018752963616.post-18260527710622554512023-01-13T13:02:00.003-08:002023-01-13T13:02:29.680-08:00CONTROL (PS4)<blockquote style="border: none; margin: 0 0 0 40px; padding: 0px;"><blockquote style="border: none; margin: 0 0 0 40px; padding: 0px;"><blockquote style="border: none; margin: 0 0 0 40px; padding: 0px;"><p style="text-align: left;"> <a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh3jI-StWtX1ZcLAM__aiR00b28tmp2PCRGJ74R0dz7KS68ctZp3KBu04mfhuN3ZrSBNHdLAQ91cu1xHi6d2bFfnwU-Ipna-02JbFoVsknl99ZDSbt1kozHnbVp_WpWTWIweR-erGrBfpENQ9r5M8sqnH11yiQ-Zj3GKXib9PHLQRwt7Qn7vQHAmKmNmQ/s1024/control-remedy-1024x576.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em; text-align: center;"><img border="0" data-original-height="576" data-original-width="1024" height="180" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh3jI-StWtX1ZcLAM__aiR00b28tmp2PCRGJ74R0dz7KS68ctZp3KBu04mfhuN3ZrSBNHdLAQ91cu1xHi6d2bFfnwU-Ipna-02JbFoVsknl99ZDSbt1kozHnbVp_WpWTWIweR-erGrBfpENQ9r5M8sqnH11yiQ-Zj3GKXib9PHLQRwt7Qn7vQHAmKmNmQ/s320/control-remedy-1024x576.jpg" width="320" /></a></p></blockquote></blockquote></blockquote><p>Remedy games are definitively different from any others. However, they are more or less similar compared to other Remedy games: They normally have a male protagonist, living in a realistic world where paranormal elements quickly take over. At the end, the barrier between what is real and not is blurs (reminds me of some of Philip K. Dick´s novels?)</p><p>Well, Control has a female protagonist, although it doesn´t matter much: Her role is the usual on Remedy, dive into a weird world that players won´t fully understand – Even if you complete the story. Intentional, of course, they´re working on the sequel now :D</p><p>On the plus side, I haven´t played Quantum Break but I understand Control is Remedy´s first “open world” game and for the most part it works. It retains the company's DNA of unique storytelling, visual impact and engaging gameplay. The 3Cs work very well, and that´s not a little feat since the player character has a nice set of “magical” actions at his disposal. I also liked some of the design high level decisions – like the repeatable hotel sections – adding gameplay time at little cost</p><p>However, “open world” is a rather grandiose term for a big building with loading screens between floors. You can walk freely across your current storey, but it´s often difficult to know where you´re going, the maze-like layout makes very easy to get lost. Check/Savepoints are not as common as you´d like (Darksouls style, I think), and they´re only available at specific locations. It´s common to have to backtrack on sections you already completed. UI menus were stylized but could have some navigation improvements in my opinion. Also, the use of both live footage and rendered CGI was a weird mix to me. I don´t think we´re quite there tech-wise</p><p>Anyway, it was an interesting playtime, a proposal that stands out from others and a nice story attempt to make sci-fi using innovative parameters. I hope the industry generates more games like this</p><div><br /></div>Alvaro Vazquez de la Torrehttp://www.blogger.com/profile/01995522730764645000noreply@blogger.com0tag:blogger.com,1999:blog-7204515018752963616.post-4307346405605538582022-12-03T11:44:00.003-08:002023-01-13T13:02:56.132-08:00THE DARK PICTURES ANTHOLOGY: HOUSE OF ASHES (PS4)<p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjOxNbXOfXCNaEls5DSiGzFSrPUas2g6ZTYo_-nSK30GPc-QH-YI-78lxDQ7wXjV4C0reSh2oT_TbeMrTHU_URTFqexz3UAtax8XemJu_WMWSe5z6yu3WkJ9Zof-Wrmq8Mn2s5m8ITd9HrNcWkjdz79KDHO-pODf5uJ7x0NLA8SRe-wNn7xoZZQbJZ8HA/s640/ab67616d0000b2736aecff84ebf82f0b8a5186d1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="640" data-original-width="640" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjOxNbXOfXCNaEls5DSiGzFSrPUas2g6ZTYo_-nSK30GPc-QH-YI-78lxDQ7wXjV4C0reSh2oT_TbeMrTHU_URTFqexz3UAtax8XemJu_WMWSe5z6yu3WkJ9Zof-Wrmq8Mn2s5m8ITd9HrNcWkjdz79KDHO-pODf5uJ7x0NLA8SRe-wNn7xoZZQbJZ8HA/s320/ab67616d0000b2736aecff84ebf82f0b8a5186d1.jpg" width="320" /></a></div><br />I’ve always enjoyed interactive storytelling. I see it as an evolution from the 90s graphic adventures. That was one of the major reasons why I accepted a job at Quantic Dream some years ago (it didn´t go so well). Aside from the visual values or cinematic values, I like seeing a story unraveling along with your choices<p></p><p>I recently finished The Dark pictures anthology: House of Ashes. It´s the same company that gave us Until Dawn, and it shares some elements with it: A host character setting the mood, premonition collectibles, a tracking page for choices made and the usual structure of gameplay + cinematics of the genre</p><p>Looks like Supermassive is trying to evolve within the genre. Maybe using the Dark pictures anthology series as a test case for new possibilities? In House of Ashes, you can try a semi-coop mode where players take turns on characters. Aside from that, I found the setting refreshing: It takes place at Iraq right after the occupation from US forces. The characters are soldiers dragged into what they believe is a subterranean storage of weapons of mass destruction, but turns out to be a Sumerian temple populated by ancient demos. You don´t see recent history events being integrated into games so often</p><p>On the minus side interactive stories commonly let me down when I make choices: The game awaits your decision but won´t give you much info on what the consequences will be. As such, you come up with your own background logic that might not align with the game´s ultimate goals. In this case, one of the first cutscenes gives you some clues regarding the character´s personality, and I largely tried to match that during gameplay. Not only that approach doesn´t impact on the endings I aimed for, but also there were some trophies that promoted different patterns, like finishing the game only taking logical choices (normally there are 2 options, heart/logic decisions)</p><p>The decision tracking page helps you remember what you did in the past, but doesn´t help you during gameplay since your character goals are basically made up along the way. I wonder if the genre could use something like “internal quests” challenging players to achieve certain goals, to help you refine your choices. And not rely on checking trophy websites to find out what type of decisions have rewards</p><p>But I digress. Good game, especially if you like interactive storytelling, unique setting, some thrills and innovations in the genre. Can you ask for more?</p>Alvaro Vazquez de la Torrehttp://www.blogger.com/profile/01995522730764645000noreply@blogger.com0tag:blogger.com,1999:blog-7204515018752963616.post-36498370339365501632022-08-28T01:30:00.005-07:002022-08-28T01:33:08.321-07:00WOLFENSTEIN 2 THE NEW COLOSSUS (PS4)<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiA_wOjdhP9fX4HdicYlVt5y0CyzlRURuF5fY_9GjgE3oo-DLCiGDJ5Tjmg8u3fYFp0DOIbV2vqeB1cLYP61jGKABujV4aqi3R1_wflFVJ8Bn2IcfwlqBNntclB5h7lbBx8gIrYU4HehPb-onZn9zts21m-65ymkNXh377SfYrdND-scieDX9fUB-wXMA/s548/New_Colossus_cover.webp" style="margin-left: 1em; margin-right: 1em; text-align: center;"><img border="0" data-original-height="548" data-original-width="390" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiA_wOjdhP9fX4HdicYlVt5y0CyzlRURuF5fY_9GjgE3oo-DLCiGDJ5Tjmg8u3fYFp0DOIbV2vqeB1cLYP61jGKABujV4aqi3R1_wflFVJ8Bn2IcfwlqBNntclB5h7lbBx8gIrYU4HehPb-onZn9zts21m-65ymkNXh377SfYrdND-scieDX9fUB-wXMA/s320/New_Colossus_cover.webp" width="228" /></a></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><div class="separator" style="clear: both; text-align: left;">Ah, Wolfenstein. In the early 90s the predominant genre was graphic adventures, and the original game stood out as a real adrenaline-driven experience</div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;">Actually I think I played Spear of destiny first, then Wolfenstein 3D. They were released in the US as shareware, and arrived to Spain in the usual way those days: Some friend would get a copy from another friend, you will copy it via floppy disks, and later on another of your friends will copy it from you</div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;">Actually, this pirate activity is one of the reasons why I bought the first reboot (2014) and also this one: I felt I owed Bethesda something for the time I spent playing without paying back in the day. Anyway, talking about Wolfenstein 2, it has been re-interpreted as a linear game (the original was maze-like) with a big focus on story and lots of scripted events. But the core remains more or less the same: Angry guy killing nazis</div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;">With so many open world and multiplayer games going on, its refreshing to play a good old single player experience. The great thing about these games is that you know where the player is going to be at any given time, and that it's not going to be a group of them. That means you can plan encounters, videos, animations, scripted events and world reactions accordingly. I would say the level of eye-candyness you can achieve is way superior on single player games. You lack freedom and team work, sure, but it's somehow closer to play a movie</div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;">The New Colossus is a good sequel to the previous title. The story is interesting, it has some surprises and to some extent a bit of a parody of the USA. The game systems generally work smoothly and there are some very interesting locations to visit. A professional work in all senses</div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;">On the minus side it´s mostly evolutionary over the previous title. No big changes or major risks taken. Also, I was close to lose all my game progress - thanks online storage - due to a confusing profile/saving system. On top of that the menus are a bit basic, I could have used some more options and flashier UI design</div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;">All in all a highly recommendable game. Killing nazis is always satisfying!</div></div>Alvaro Vazquez de la Torrehttp://www.blogger.com/profile/01995522730764645000noreply@blogger.com0tag:blogger.com,1999:blog-7204515018752963616.post-49819377385884427252022-08-08T15:01:00.003-07:002022-08-08T15:01:51.986-07:00DOOM 2 (PS4)<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj88HG0qxubD73vd6dclSOvsmTyd76IU4DvgZeCr7N5dlXq-s4TvIFLL1aHw8yy2nJZcDPwXpji_2Xyy38pMmS9Cwiy-pyWC9H_KATdvPe9C4H4CEpGr8WaMMUS_3mYHf6aBuRHWTeiHKZyoKtb5dd8XitBSfdkL7Ys4YS5l57QstKefMG_YufBC52wng/s1125/MV5BNmFlODA4ZGYtM2ZlYy00NzQzLWJlODMtMzNmOGQyZGJjZDBiXkEyXkFqcGdeQXVyMjU3MzI1NzI@._V1_.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1125" data-original-width="750" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj88HG0qxubD73vd6dclSOvsmTyd76IU4DvgZeCr7N5dlXq-s4TvIFLL1aHw8yy2nJZcDPwXpji_2Xyy38pMmS9Cwiy-pyWC9H_KATdvPe9C4H4CEpGr8WaMMUS_3mYHf6aBuRHWTeiHKZyoKtb5dd8XitBSfdkL7Ys4YS5l57QstKefMG_YufBC52wng/s320/MV5BNmFlODA4ZGYtM2ZlYy00NzQzLWJlODMtMzNmOGQyZGJjZDBiXkEyXkFqcGdeQXVyMjU3MzI1NzI@._V1_.jpg" width="213" /></a></div><div class="separator" style="clear: both; text-align: center;"><br /></div><p>Since I went through was Doom meant for me at the time of its release in the previous review (<a href="https://oreitruman-design-notes.blogspot.com/2022/08/doom-1993-ps4.html" target="_blank">here</a>), I will focus on this one on the actual gameplay of these games. Doom 1 and 2 are similar enough as to not consider them completely different products, but they have a number of substantial changes: Not only a bunch of new enemies and the double-barreled shotgun, but also a different level design approach: Apparently the ID team tried to take advantage of hardware progress to create bigger and more open scenarios. That´s probably the case, but in my opinion Doom 2 is simply more fun. In the first game they might have tried to be somehow “realistic” in the scenarios – trying to make players feel in a space lab or a moon base – whereas in Doom 2 scenarios make little sense in regards to authenticity, but are definitively more interesting to play. They spawn enemies in strange locations, the architecture is completely bonkers... but precisely that allows to create many challenging and surprising combat situations the first game only hinted</p><p>On the other hand, I think both games suffer from a certain indecisiveness in terms of what game experience they wanted in the end. Not unusual considering game design was at its infancy in 1994: Some of the game mechanics call for slow pace progression (keys, labyrinthic layouts, secret walls) and others call for fastness (par times at the post-level screen, quick resolution of combat encounters, most weapons don´t need reloading, sprinting). In terms of design, Romero explained they just followed their instincts, and added whatever felt cool to have fun. Nowadays I believe designers need to be more vigilant on what is the target experience you´re going for</p><p>Sometimes you can even get stuck. However, I guess is fair to say back in the 90s you didn´t have access to so many leisure options. There was no internet, no free to play games, less TV channels, movies were almost exclusive to theatres… you could expect your players to not only try the game but also be unable to make progress for months, and give it second/third chances if you didn´t find the solution to a puzzle or find your way to the exit. Funny enough, there was a way to know if you were getting closer to an unexplored area: Back in those days, your hard drive would purr when loading new data, meaning you were approaching uncharted territory. Also could it be Doom the one that created that stereotype that when you find a room full of health, ammo and armor... that meant you were about to face a boss? Ah, I miss those little things from the early days...</p>Alvaro Vazquez de la Torrehttp://www.blogger.com/profile/01995522730764645000noreply@blogger.com0tag:blogger.com,1999:blog-7204515018752963616.post-30701779263453542832022-08-08T14:53:00.000-07:002022-08-08T14:53:17.650-07:00DOOM 1993 (PS4)<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgpXw-vmLlYiZprwKIkIVK84X53H1sAj5YzeKsmvXQLThNzIaILKNxUjXwTOsysUOybitTlbSIGNXig1kiFEYnqTKjQ1Q03GeX4z6_2NbmvVR6T43LUkkD_qXBlSYRdSyA8ce17OFXykKSMs3ZMpvTlvX9buJNW4ML7IEPvRYvtminQVEjSSQekJAgM9Q/s380/Doom_cover_art.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em; text-align: center;"><img border="0" data-original-height="380" data-original-width="256" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgpXw-vmLlYiZprwKIkIVK84X53H1sAj5YzeKsmvXQLThNzIaILKNxUjXwTOsysUOybitTlbSIGNXig1kiFEYnqTKjQ1Q03GeX4z6_2NbmvVR6T43LUkkD_qXBlSYRdSyA8ce17OFXykKSMs3ZMpvTlvX9buJNW4ML7IEPvRYvtminQVEjSSQekJAgM9Q/s320/Doom_cover_art.jpg" width="216" /></a></div><p> After reading <a href="https://en.wikipedia.org/wiki/Masters_of_Doom" target="_blank">Masters of Doom</a>, I thought it´d be nice to re-try those games. After all, last time I played them was… 1994? 95? Can´t remember. Their original distribution system was shareware, and that didn´t get to Spain easy. It probably took some months or even years for a copy to get to me. Plus, I´m not sure if I ever paid for them. Maybe I just got the free first episode. Or a pirated copy. I somehow remember paying for a pirated copy of Ultimate Doom, but it was so long ago…</p><p>Anyway, I guess it was time to pay back for sure, and relive those times. That´s something most will never get to experience, because when Doom was out it made you feel things. Feel BIG. Graphically speaking it was a leap forward in time so hard you thought you were playing a game five years into the future. The gap was just so huge</p><p>You need to remember, the early nineties were dominated by graphic adventures, cartoony style mostly, and the vast majority aiming for kid´s taste. Then Doom came along, with its satanic environments, horrifying sound effects and gory violence. It was a whole new experience, something that caught you by surprise</p><p>Apparently it created a lot of controversy in the USA. I didn´t get to see that, but there were congress hearings and everything. I also remember journalists talking about the insane amount of hours American workers have wasted playing Doom while pretending to work. It was a phenomenon, one that I believe set a before/after moment in Videogames: Before Doom, games had limited sales and were kind of niche entertainment. They couldn´t dream to rival movies or even TV. But Doom proved games could be the talk of the town, and make a lot of money on the way</p><p>After finishing the game, I was nicely surprised to see it still holds great. The game is just fun: Weapons are satisfying to use, enemy patterns are simple enough to develop strategies, and the different group combinations keep you invested. I also got as many trophies as I could get, and found some additional content (i.e. secret maps) I hadn´t seen before</p><p>All in all, still a game you would recommend to others. If Return to castle Wolfenstein (also from the twisted minds of Romero & Carmack) was the grandfather of modern First person shooters, Doom is imho undoubtedly the father. Its offspring continues to thrive to this day, and also pioneered online gaming, speedrunning, modding and the creation of fanbases. I would consider it a must for anyone who wants to be a developer, there are interesting level design lessons everywhere, and more importantly there is a simplicity forced by the tech of the time, that with the time become somehow a virtue</p>Alvaro Vazquez de la Torrehttp://www.blogger.com/profile/01995522730764645000noreply@blogger.com0tag:blogger.com,1999:blog-7204515018752963616.post-62970819092754000292022-06-27T14:59:00.002-07:002022-06-27T14:59:43.031-07:00LUMBEARJACK (PC)<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjAxZ4wmnSG8PzsaFnK0NCz71ESomq_kLIw0yF0NAaubeqOqpLadjR5wo1Xcxbm4GNmTY2T2AkhKObnlsmUjZnRUN4fFBq-e_u307klpuZfQ1PN76OyFq1bQcMws0_jySMaXdX4F6Oya132Rk1WFjlYcTeyWjnpmiMo1iqTdcdpFQg73g17nwlBS6yM-w/s639/3841da0ff129ddc2a2b753a7f30fac1106782aa3d985821786bf8c243790b316_product_card_v2_mobile_slider_639.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em; text-align: center;"><img border="0" data-original-height="361" data-original-width="639" height="181" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjAxZ4wmnSG8PzsaFnK0NCz71ESomq_kLIw0yF0NAaubeqOqpLadjR5wo1Xcxbm4GNmTY2T2AkhKObnlsmUjZnRUN4fFBq-e_u307klpuZfQ1PN76OyFq1bQcMws0_jySMaXdX4F6Oya132Rk1WFjlYcTeyWjnpmiMo1iqTdcdpFQg73g17nwlBS6yM-w/s320/3841da0ff129ddc2a2b753a7f30fac1106782aa3d985821786bf8c243790b316_product_card_v2_mobile_slider_639.jpg" width="320" /></a></div><p>Alright, this seems to be the first new game I finish this year. I´m obviously behind, compared to last. Anyway, it´s time to talk about Lumbearjack</p><p>In this videogame eco-system where all games need to deliver more than 12 hours of gameplay to justify its purchase no matter the price, Lumbearjack stands out because of the opposite. It´s 2-2,5h long, and proud to be</p><p>Also, it´s not challenge-based. The gameplay is simple and easy to grab by any player. If you´re an Elden Ring fan, this won´t be for you. It´s clear the creators wanted to make something simple, cute and short. And they delivered</p><p>The older I get, the more I appreciate time and more I like short games. There is no need to stretch gameplay adding repetitive chores or template-based missions to reach a higher numbers of playtime hours. I think we should all praise and buy games that try to offer honest 4-5h and make that content as high quality as possible, even if that means playing a little less</p><p>On the other side, Lumbearjack can become a bit repetitive after the first 30-40 min. There aren´t many new features added beyond that point. But still, for playing with kids it´s probably perfect</p><div><br /></div>Alvaro Vazquez de la Torrehttp://www.blogger.com/profile/01995522730764645000noreply@blogger.com0tag:blogger.com,1999:blog-7204515018752963616.post-88353897318636877692021-10-24T13:36:00.001-07:002021-10-24T13:36:11.393-07:00MINIT (PS4)<p> </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiVcRw7DdA8fhBUBvimNSj2U9FmmV-kb12V8utAkSDEyku4B4WXqqRJCXl6uPe6JCXkget7g-7Z18a-ytwp6rOr9bPwYf5dBPCCQ-61MLIWvojnkGj0jS8fkJOtbc4MPIuidzQ7YSG6-LzE/s616/capsule_616x353.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="353" data-original-width="616" height="183" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiVcRw7DdA8fhBUBvimNSj2U9FmmV-kb12V8utAkSDEyku4B4WXqqRJCXl6uPe6JCXkget7g-7Z18a-ytwp6rOr9bPwYf5dBPCCQ-61MLIWvojnkGj0jS8fkJOtbc4MPIuidzQ7YSG6-LzE/s320/capsule_616x353.jpg" width="320" /></a></div><br /><p></p><p>One of those indie darlings I tend to like a lot, the rule also applies in this case. The game concept is simple: Every 60 sec you die, but you keep everything you found during that time. That combines with metroidvaina elements, allowing you to find certain objects and unlocking new areas on each try</p><p>Failure/death is a certainty, but you don´t find it frustrating. At the beginning of each round you feel motivated to try something different, or see what you can do with that new object you just collected. It´s also packed with secrets and mysterious interactions dedicated players will be eager to try. Not me though. I fear losing too much time of my life trying something that eventually has no reward, so the way I approach secrets in games is to give them one first honest try, but move on if I don´t see a clear solution ahead. Only once I´ve finished my first playthrough I allow myself a second attempt, but generally using an internet walkthrough to minimize time losses</p><p>Visually speaking is simple but effective. Pixel art has some flavor beyond players - like me - who first played in the 80s, and it´s certainly cheaper to accomplish than 3D graphics. The only problem I had with the game is the ending: I finished it without really wanting. The story is sketchy at best, and you are not completely sure what is the final challenge you´re supposed to accomplish. It turned out when you throw your sword to the toilet - which you are forced to do at some point - the game is over. Really</p><p>Anyway, I strongly recommend it if you´re looking for something different, you like games with many secrets to uncover or simply want to have a good time without next-gen visuals</p>Alvaro Vazquez de la Torrehttp://www.blogger.com/profile/01995522730764645000noreply@blogger.com0