xbox one

Release Roundup 8/1 – 8/12

The next week and a half of video games is on the slower side, but that doesn’t mean there’s nothing to check out. Here’s the stuff coming out that I think will be worth checking out. Take a look!

 

Patapon Remastered

Patapon is a beloved series of rhythm games that released on the on the PSP starting in 2008. So, if you happened to miss out on the PSP era now is your chance to make up for it. In Patapon you control a tribe of small, black creatures that are mostly eyes, called Patapon. You charge the small Patapon into battle while they rhythmically and menacingly chant past any other tribes that get in their way. This remaster only has the first game in the series and you can get the game digitally starting today for $14.99 on Ps4

Tacoma

Tacoma is Fullbright’s highly anticipated second game, the first being Gone Home. Tacoma is a narrative based sci-fi adventure set in a space station in the year 2088. If it’s anything like their previous work, Tacoma will probably focus on the more personal and human side of being in space rather than the sci-fi aspect of it. The review embargo lifted today and the game will be out on Steam and Xbox One starting on August 2nd for $19.99.

LawBreakers

LawBreakers is the first game made by Cliff Bleszinski’s new studio Boss Key Productions. It’s a first person arena shooter made in the style of games like Unreal Tournament while mixing it with modern shooter abilities and mobility options. This game has seen a lot of iteration through many closed and open beta sessions and seeing the final product is something I’m excited for. You can get it starting August 8th for $29.99

We Happy Few: Early Access Impressions

For a long time now we’ve been hearing about We Happy Few and during that time people managed to create their own expectations for it. These expectations basically boiled down to a Bioshock-like experience. Basically what we’ve been told is that it will be a story driven experience with some forms of procedural generation. Now before I get into this discussion I’d like to make a few disclaimers. This is an EARLY ACCESS PRODUCT meaning the game is nowhere near being finished and any judgements being made are for in its current state, not what it will be. Therefore, there will be no review score at the bottom. I should also mention that I’ve been playing the Xbox One version, so any performance issues I’ll be talking about don’t represent the PC version. Ok, let’s get into it.

When you first start up We Happy Few, it takes you to the section that was shown at E3 this year during the Microsoft press conference. This E3 gameplay trailer ended right as the game actually opens up. You get knocked out by the guard and you end up in your underground residence. The game doesn’t really tell you how you got here, you just have to keep moving forward. That’s all they have for the story parts so far. They even mention it in their disclaimer before you start playing the game.

 

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*said disclaimer* (source: Google Images)

 

So there’s not a hell of a lot to judge on that front other than its immediately interesting, this opening section is immediately interesting and I would like to know more. Unfortunately we won’t know any extra story bits until 1.0 comes along, and judging by its current state that’s going to be a long time away. After this opening segment you’re introduced to an open world where you can wander wherever you’d like, until you either die or run into a bridge that is.

Much to my surprise, this game is actually a roguelike with survival elements. When I say survival elements, I mean it’s got them all. It has a crafting system, survival meters (hunger, thirst, sleep and health), and you even search through abandoned houses and such to find these scraps. There’s also other elements of the survival aspect that aren’t immediately apparent. Some examples being, if you eat rotten food you’ll get sick and if you take your Joy pills you’ll go through withdrawal symptoms when it’s over and your other meters will drain faster. This wouldn’t be all that bad if it wasn’t so damn overbearing. The meters are draining at an almost constant basis and after a little while it just becomes a massive burden. Rather than surviving while playing the game, you’re just spending all of your time surviving.

When getting into the other roguelike elements, like restarting after your character dies just seems unnecessary. Now, I’m a massive fan of roguelikes Spelunky is one of my favorite games ever made, so I’m not necessarily a stranger games resetting your progress upon death. However, in We Happy Few, it does something that I’ve never really encountered in any roguelikes and it really rubbed me the wrong way. When you die and restart, the quests seem to stay the same. So every time I had to restart I found myself doing the same quests over and over again. It became very repetitive and almost completely unnecessary. They way that Compulsion has set this game up is basically an open world adventure style game, only when you die you have to repeat the same quests. When you have a roguelike set up like this it massively takes away from the fun. I found myself doing the same quests over and over again. It inevitably started to feel like a chore. It got to the point where I just decided to turn the permadeath off completely and it ended up providing a much better experience. This game misses the core of what makes a roguelikes so damn fun, learning from your mistakes. Instead of attempting to change how you approach each run, it felt like I didn’t have any options and it was just trial and error. The way you play this game doesn’t lend itself well to traditional roguelike tropes.

Now, it isn’t all necessarily negative because this game doesn’t really have to change a hell of a lot for it to drastically improve. This game has a fantastic art style and mood. In the first few minutes it really managed to make me feel weirded out and very interested to find out more about what happened to the world. There’s something to this game and I can’t exactly put my finger on it. Basically, it’s just trying to accomplish too many things at once, it almost feels like somewhere along through development it lost its destination and now it’s just going wherever the hell it wants.

In its current state, We Happy few also has some massive technical issues on the Xbox One version, but that’s to be expected in an early access game. Frequent frame drops, excessively long loading screens, a lot of texture problems and sometimes signs even turn up in the middle of the street. In addition to these technical problems, the A.I is also incredibly wonky. A lot of the time there’s no given reason as to why some of them will attack you, they just do. I’m not sure if that’s something that was intended or not because of how little they actually tell you about the game, but regardless when it happens it seems to have no rhyme or reason to it.

 

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A happy little sign (source: a screenshot I took)

 

For an example on how buggy this game currently is, there are bridges in this game that serve as checkpoints. You need to have a few things accomplished in order to enter them. I tried entering one of them with none of the criteria met. The gate opened and it let me through which was already surprising. However, after it let me through I got stuck in a wall and beaten to death by the guards that let me through. This wasn’t a thing that was supposed to happen either, other times I had tried to enter the guards tell you that you can’t get through and then proceed to beat you to a pulp. But the game saw it that I had met all of the criteria in order to enter, then realized it fucked up and murdered me.

 

We Happy Few in its current state does not leave good impressions with me. It’s currently a mess and it has no clear focus. I’m not entirely sure if releasing this game in early access was a good idea for them, especially because Compulsion Games has been getting such a massive pass with its aesthetics alone. If you’re considering buying into We Happy Few now, I’d suggest maybe waiting a little bit until they have some things figured out.

Hitman Episode 3: Marrakesh Review

In the three episodes of Hitman we’ve gotten so far, they’ve all been set in very diverse locations. I don’t mean only setting wise, each of the three episodes gives us very different play styles that fit according to each location. In Paris, it was all about infiltrating a runway show. It had quiet outskirts and a very dense center, this allowed the player to do all of their dirty work on the outskirts and plan their way in. Sapienza was very sparse and had a lot of hidden entrances, this time the player could explore the vast setting of Italy and really plan how they got the job done. In Marrakesh, the area is as dense as it could be and it makes you react quickly and improvise frequently. Marrakesh provides the most unique experience while giving you plenty of options to dispense of your targets, making it the strongest episode of Hitman so far.

When you start your mission in Marrakesh, you immediately realize that this isn’t the traditional in-and-out hit. Both of your targets are in two heavily guarded areas on opposite sides of the map. You quickly realize that you won’t be able to get away with that much when the whole area is filled to the brim with witnesses.

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As you start exploring and plan your infiltration a lot of “opportunities” will arise. Opportunities are Hitman’s way of telling you that there might be a way in if you follow through with what’s going on around you. Opportunities are multistep processes that will eventually lead you to your target. This time around the opportunities let you do some incredibly fun things. One of them you get to pretend to be a masseuse and snap your targets neck while massaging him. While in another one you can pretend to be a cameraman a drop a giant moose on your target. However, my favorite of the opportunities involves shoving a toilet onto your targets head. I won’t ruin all of the fun for you but trust me, it’s pretty damn awesome.

Source: Namelessdreadx37x

 In the other episodes of Hitman you don’t necessarily need to complete the opportunities because of the open nature of them but Marrakesh provides a much more tight and controlled experience, which I ended up liking a lot more than Paris, for example.

The opportunities also make replaying Marrakesh more fun than ever. In previous episodes the opportunities were often left to the side and it wasn’t that fun to see them through. This time around I ended up playing the mission multiple times just so I could see how each of them played out. Each of them have some bizarre and fun twist in them like the ones I mentioned earlier.

Exploring the areas of Marrakesh also end up being more interesting because of the nature of the mission. When going into places you’re never guaranteed to get away with anything. There’s always someone around to ruin your plan making your windows to get stuff done a lot smaller and a hell of a lot more satisfying when it all falls into place. This also makes it so you can’t necessarily brute force your way through the mission like you could in the other two episodes.

4k Gaming Extravaganza!

Or, why we absolutely do not need 4k gaming any time soon.

Let me preface by saying that I have a background in tech. I’ve been up to snuff on computer hardware for a while, some legends estimate that it’s been exactly half my life at this point. (But I digress.) I’ve seen the transition from dial-up internet to DSL to whatever kick-in-the-pants speeds we have now. And that’s been great! I remember when standard definition capture cards were expensive. Point being, I’ve been through a lot of tech “revolutions”.

Yeah, I was even there for this bad boy. (Image from Brainless Tales)

For the most part, they were great. It was cool to suddenly see videos and movies in clearer resolutions. Movies were the first big thing to make the transition. And it was cool! Suddenly the big screen in the movie theater didn’t seem so big, and it didn’t seem as special. I could see whatever I saw there in my house, no problem.

Fast forward almost two decades and, full disclosure, I’m so sick and tired of having 4k gaming, 4k video, 4k vlogs of someone running errands at the supermarket pushed down my throat. We’re not even at the pinnacle of HD video yet. Phone video still, quite honestly, looks like shit in some cases.

And as a species, humans still have fixated on the best and newest thing. And that happens to be 4k. This frustration is no doubt brought on by Microsoft’s E3 conference this past Monday, where they announced Project Scorpio, slated for a holiday 2017 release. It’s all well and good that Microsoft wants to push the boundaries of what they think is possible.

The thing is, we can’t even get many games to run at a full 60 frames in 1080 HD. We’re not there yet. I’m going to pull examples from Playstation 4 releases here, but the difference in processing power between the current PS4 and the Xbox One consoles is negligible. Fight me.

Behold, your competitors. (Image from WCCF Tech)

For some of the biggest releases in gaming this past year, there have been frame rate issues. It’s not that a game can’t get up to 60fps regularly, it’s that they’re having trouble hitting 30, in some cases. The Witcher recently introduced a patch to improve sections of the game that were consistently running at 20 frames. Bloodborne, what I consider to be one of the best-looking games on the PS4, is locked at 30 frames and has trouble getting in that many when there are masses of enemies on-screen.

I’m not here to discount console gaming, despite the fact that I’m not a console gamer myself. The truth of the matter is that consoles are not at the level of 4k gaming and they won’t be for a while. PCs, with their ever-improving arsenal of new graphics cards and DDR4 RAM, can’t do 4k gaming yet at a reasonable framerate. In my opinion, the so-called dream of 4k gaming is so far off that I just don’t think we should try for a while.

That being said, I don’t want a standstill of improvement. Make high definition gaming more crisp. Optimize games to run at 60 frames on consoles. We need to concentrate on bettering what we have rather than moving on to something that may give us a worse result if pushed too soon.

There’s a difference, but it’s a slight one. (Image from Digital Storm)

I admit that there is a difference between 4k and full HD. There’s also a difference between standard definition and HD, but it’s a bigger jump than this. The main difference I see between the two shots is the crispness. 4k looks real crisp. Conversely, the HD image just looks like it needs a boost in dynamic range to match.

All of this rambling is to say that, hey, maybe we don’t need 4k video. As humans, our eyes can’t tell the difference between 4k and 1080 when it’s in motion. A still image is one thing, but in some cases a film camera can produce a better image than a digital one, right? There’s a reason brands like Leica still make film cameras.

Another thing is, 4k video is still wicked fackin’ expensive dude. It’s expensive to develop for, expensive to own, and expensive to mass-produce consoles that will run 4k. The price point will not even be in the ball park of affordable for a very, very long time. I’d argue that video games just aren’t affordable, period, but that’s another article for another day.

Now, is this one article going to stop 4k from being pushed in video games? Absolutely not, I don’t think I have that much power or influence over anyone. Was it necessary? Nope. Then again, neither is 4k gaming.