Showing posts with label enhanced edition. Show all posts
Showing posts with label enhanced edition. Show all posts

Wednesday, July 4, 2018

Space Hulk: Deathwing - Enhanced Edition (PS4) Review


When I first started playing Space Hulk: Deathwing - Enhanced Edition, I was excited.  I've been a fan of Warhammer 40k for years now, and always hope that an amazing game capable of capturing that universe comes along.  While the real time strategy ones are very good and accurate, I know there’s a great action or RPG game just waiting to be made (preferably featuring the wonderful Eldar).

The game starts off with the tutorial, even if you already did it from the main menu (like me).  Afterwards, you are put into the space hulk with your mission.  The scenery looks really nice, and appropriate.   It's also pretty dark.  I didn't find any enemies for the first few minutes, so I figured the game was going for a more atmospheric approach, rather than an action oriented one.  This could work, since you are in heavy Terminator armor.  You are big and bulky, so going for the scare factor would play off the resistance and fire power you should have.

Once closer to the first major objective, there was a group of enemies that ran in.  Since it was from a more enclosed location, they were fairly easily dispatched.  So, maybe they weren’t going with a fewer-but-scarier enemy layout, but instead some small waves of them.   I pressed on, and reached the first objective.  It was time for my third assessment.

There were a lot of enemies.  Not like Left 4 Dead horde amounts, but a steady stream.  I stayed with my two squadmates, fighting them off.  I figured there would be an end to them, and I could move on.  There wasn't.  They just kept coming.  Eventually, I realized this, and had to run back to the beginning area of the level, with occasional stops to shoot a few foes in my way.  I eventually got toward the end, and received a brief reprieve.

Then, I had to defend my position.  I figured it wouldn’t be too bad, since I’m on easy, and my squadmates are fairly helpful.  I was wrong.  After a few minutes of valiant fighting, I went down.  It was a bit of a shock, since I’m not terrible at FPS games.   I’m not great, but should be able to beat the first level of one on the easy setting.  So, I reloaded and tried again.  This time, I hit up the warp portal to fully heal everyone, and tried again.

Another failure.  I slightly revise my strategy and tried again.  Yet another failure.  Revise, die, repeat.  I started to question myself, my abilities, reality, and the existentialism of the universe.  I eventually hid in a nearby tube with my squad, which limited where the enemies could come from.  I lost one member (thanks suicide exploder enemies!), but managed to get through.  Great, only several more levels to go.



Besides the story mode, there are Special Missions and Multiplayer.  Sadly, these both just recycle the story mode maps.  Special Missions are just playing the same maps with random objectives each time you load in.  It’s not the most interesting idea, but it gives you some decent replayability.  Multiplayer is either a story mode or special mission map that you play with other people.  It’s more enjoyable than playing with the AI, and probably a lot more fun with actual friends.  I really would have preferred some kind of horde mode too, as I really like those, and it would fit with the theme.  The game still has the same problems, but with four people, it’s a little easier.  Plus, when not in story mode, you can pick your class.

Since you are stuck as a terminator, the class selection isn’t near as varied as it could be for a 40K game.  Each class gets a melee weapon on one hand, while the other has a ranged or another melee weapon.  There are only so many weapons, so there is plenty of overlap between the classes.  Skills, on the other hand, are unique.  Once you find the skills you like (if you can navigate through the terrible menus to actually see what they are), you stand a decent chance of also finding weapons you like on that class.  Killing enemies and completing objectives will give your multiplayer classes experience.  When you level up, you get a random unlock and some in-game currency to buy upgrades and skins.  Pretty basic stuff.

Death in Space Hulk feels off.  Your final hit just kind of kills you.  I rarely saw where it came from, you just…fall over.  It's very lackluster and made me feel like I wasn't even hit, but that my guy just gave up.   It also likes to happen very suddenly.  I’ve been killed in one hit by some enemies, and even died immediately upon loading into a map.  If you fail a map, you get some experience, but don’t seem to get any currency.  With how much you money you need to unlock stuff, the game somehow makes a long grind even longer and more grind-y.  Plus, you have to sit through several long load times, making it even worse.

It would be easier to not die if the visuals were tweaked.  Scenery, while detailed and appropriate, shares the pallet with the enemies.  It is much harder than it should be to pick up the off-white and grey enemies from the grey and dark grey backgrounds.  To make matters worse, your HUD and weapon effects take up a ton of screen real estate.  The information on the HUD can be useful, but it could also be presented in a better way.  Plus, sometimes your character will put his shoulder up into the frame which blocks more of the screen than anyone should be okay with.  The flamer and plasma cannons are useful weapons, but also disguise what is going on behind their fancy effects.   Is the enemy dead?  Should I stop shooting?  Are they more enemies behind them?  Having all of these things interfere with your sense of sight is not good design.

Choosing a class and playing with other people is a better experience than single player, which sadly, isn’t really saying much.  I was looking forward to playing Space Hulk: Deathwing - Enhanced Edition, but was left feeling disappointed.  Muddled visuals, repeating stages, cheesy enemies, cumbersome menus, and long load times really bring the game down.  Looks like I'm not the only one to bring shame to my chapter.


The Good:
Player models look really good.  Classes are a nice touch, and you can always have a varied experience in the special missions.

The Bad:
It's way too hard to see anything, since it is very dark, there are lots of effects everywhere, and the enemies are the same colors as the scenery.  Back in my day, Tyrannids were blue and purple!

The SaHD:
How does the power fist not kill the genestealers in 1 hit?  It's a strength of 8!  If it hits them, they die.  Have they not played 40K or read the codex?

(Review code for Space Hulk: Deathwing -EE was received from the publisher)

Tuesday, August 2, 2016

Dex: Enhanced Edition (PS4) Review


Dex is a mish-mash of styles, combining action, platforming and numerous RPG aspects into a 2D sidescrolling game.  There are dialogue trees, stat points, stealth, fist fights and gun battles.  All of this is set in a 16-bit looking cyberpunk future.

Visually, the game has a great atmosphere.  The city areas are dark and gritty, with many of them run-down.  Throw in some neon signs and you have the proper mix for cyberpunk.  Some of the areas are hard to see in because they are so dark, but thankfully it's not the worst I've seen recently.  It feels appropriate to the setting, even if I'd like an easier time seeing in some places.  You can also zoom the camera in and out in many areas to get a better view.  I also really enjoy the sprite-based graphics.

Movement is done with the left stick, and feels very responsive.  The jumping is pretty good (and great if you get a certain enhancement).  You can climb up ledges to get to new areas, and even take cover behind certain boxes to try and evade detection.  If you can sneak up behind most enemies before they notice you, you can even do a stealth takedown.  I really enjoyed doing that, but it isn't as easy as it would seem.  Dex (your player character) has line of sight, so the areas that she cannot see will be darkened in and will not show enemies.  This can make it harder to sneak around, but there are sometimes alternate paths around enemies.

Hand to hand combat is done pretty well in the game.  Most enemies can block, so you have to time your attacks when they are open, and block their attacks.  The bigger enemies also like to knock you down, which is annoying.  The right stick will also roll in either direction, which you need to dodge certain moves.  Unlike most other games that have a similar system, I felt I had enough time to actual realize they were doing the unblockable attack and then dodge it before they did it.  Once you figure out the rhythm of combat (and get some nice skills or augments), it becomes much easier, but it can be pretty unforgiving in the first half of the game.

Dex can also buy and equip guns.  You hold one button to bring them out, and the right stick will then aim it.  They were a little slow for my liking, so I rarely used them.  I can see a few instances where they would be helpful, but I didn't feel they were necessary.  Enemies with guns, however, were very annoying, and should definitely be taken out first.

When Dex needs to hack into something, the game shifts over to the cyberspace mode.  Instead of controlling your character, you move around a circle in a top-down twin stick-like shooter.  It reminds me of Geometry Wars, but much easier on the eyes.  Your cursor will shoot in whatever direction the right stick dictates while holding the button, and you even get some special attacks.  Some are one time use items, but the better ones take energy, which will refill over time.  These attacks are also upgradeable.  The beginning was a bit rough, but once I got the 'pulsewave' ability, it became much easier.

Instead of using Dex's health for cyberspace, it will use her focus meter.  There are several different enemy types and traps to watch out for.  Enemy contact or shots will deplete the focus meter, and if it fully drains, you are kicked out of cyberspace and take some actual damage (humorously listed as 'brain damage').  Focus will refill up to 25% over time when in the real world.

The hacking is not limited to the virtual world.  You can also hack some things with AR.  This is probably my most used thing in the game.  You can hack security cameras to not trigger alarms, turn turrets against your foes, and even stun enemies if you buy the right skill.  That last one is almost broken good, since you can slide behind them and choke them out without a fight, even after they see you.  When hacking things in AR, there will be enemies constantly coming to attack you, so the quicker it gets done, the better.

Gaining levels in Dex grants you skill points that you can put into several different skill lines.  Since there are multiple ways to go through the game and quests, you have a lot of freedom in what you choose to major in.  I put most of my early points in lockpicking and hacking/AR, then some in endurance for the HP boost (since HP doesn't increase with levels) and augment slots.  Once you can install the augments, there are some really useful ones, like the higher jumping and being immune to poison gas, among others.

Unfortunately, there are also some problems in the game.  While moving through the areas of town, there was some screen tearing.  It wasn't too major, and only seemed to be in the more heavily populated zones.  There are a few other glitches.  Occasionally I wouldn't be able to hit/target some enemies unless I left the area and came back, and I wasn't able to figure out what caused it.  When in cyberspace, there are times when the game hiccups, and then puts my cursor in a wall.  I can't move, and my only options are to die or reload.  Yuck.  There are also a handful of missable quests and trophy/achievements.  Completionists such as myself won't have much trouble getting most of them, though.

Dex runs about 15 to 20 hours, especially if you do all the sidequests.  The game starts out a lot harder than it ends, mostly because of the skills and augments that you can purchase.  Early on, I would save and load a lot while trying to make my way through the fights, but it was much easier once I had a few specific skills.  Until that point, you can skate by using items you find and the doctor to heal you.  There are a few bottomless pits to watch out for as well.

Dex is a really fun game, especially once you start getting somewhere.  It is a mix of game types that are pulled together really well, and there is a lot of freedom in quest resolutions and skill choices.  This also gives the game decent replayability, since the length of the game is right where I think it should be for this type of game.  Old school action fans and RPG fans should definitely try the game out, as I had a lot of fun playing through it.


The Good:
Expertly mixing 2D side-scrolling action and platforming with RPG elements.  Many different outcomes and paths through the quests.

The Bad:
It is really easy to take damage, and costly to fix it.  Plus, getting glitched into the wall during the cyberspace segments is annoying.

The SaHD:
I enjoyed the game enough that I'll likely play the Xbox One version at some point, too.

(Review code for Dex was provided by the publisher)

Tuesday, November 24, 2015

Divinity: Original Sin Enhanced Edition (Xbox One) Review


Divinity: Original Sin was successfully kickstarted and deliver about a year ago, then happily made its way to consoles last month.  I've played three other Divinity games, and although they are very different from each other, I've enjoyed them.  Original Sin is like a mix of Diablo and a turn-based RPG, and it even boasts co-op, so I can take my wife along for the ride.  In fact, we ended up playing co-op a whole lot, but I made sure to get a little single player in.

At first, you have to create not one, but two characters to play with.  There are a lot of skills, stats and perks and it can be really daunting if you want to try and make someone from scratch.  Thankfully the game does provide you with several bases from the three archetypes of fighter, mage and rogue.  From there it is much easier to change a few things and tailor them to your wants and needs.  Although I do think it is better in this game to read through the stuff, pick one of the classes and change just a few things before jumping in.  This is because there is a lot of stuff you will learn as you go, and it is easier to restart once you've learned a thing or three.

Starting over isn't really too bad, since there are so many different skills, talents and perks that there is always some combination to try out.  You do get enough points throughout your levels that you can experiment a little, but it is wisest to stick to the strengths of your character and their path.  A lot of the stuff is useful, even if only occasionally.  The variety of talents to choose from is pretty big.  There's one called Glass Cannon that gives you more AP per turn, but halves your health.  Risky, but can be great for a late game mage.  Another interesting one is called Lone Wolf.  Taking it increases your stats, but you cannot have a follower, limiting you to your first two characters.

When not in battle, you directly move your characters around the map.  Up to four party members can be linked together to move as a group, but you can also have them move separately, or in uneven groups.  It's pretty cool.  Even more so, you can have your party in different positions to start battles.  Leave your ranged characters back while your close combatants run in to start the fight.  Or, have a character that is immune to ground effects wade through some dangers for the whole group.  Sadly, you can't change the formation of your party to make them single file, at least not that I've found in the console version.  It's not the biggest deal, but it would help when trying to navigate a trap field.

 Battles take place wherever you are when you start the encounter.  Each turn you get a certain number of AP dictated by your stats that is used to move, attack and use skills/magic.  If you end your turn, you can keep your leftover AP up to your max, which is also dictated by your stats.  It is similar to systems used in other games in that regard.  The movement plane is not grid based, but fairly free form.  How much AP it takes to move is adjusted by your equipment and speed stat, and each skill and spell has a set range that you can target in.

Skills and magic also have a cooldown so you can't spam your best moves every turn, even if you have the AP.  Once you get a lot of them, you have plenty of things you can do on your turn, and it is nice to be able to use multiple skills and/or attack.  There is definite strategy in positioning yourself for maximum safety and to take advantage of your abilities.  You will need to get good at combat, because it can be very fluid and difficult.  Several attacks and effects will limit your mobility and AP gain, so being able to adapt will make you victorious in even dire situations.  You will need any advantage you can get when you are outnumbered or out-powered by your foes.

One big defining feature of the battles in Original Sin are the sheer amount of environmental effects and how your abilities interact.  If there is an oil barrel, you can explode it.  Ooze on the ground?  Ignite it!  Fire around?  Use rain to put it out and create steam.  Then freeze or electrocute the resulting puddle.  Steam and smoke will also obscure your vision, making distance attacks impossible.  It's pretty inventive, but also way too prevalent for me.  These things tend to work against me more than for me, no matter how careful I am.  It was always better to me to take care of them before the battle if possible, even though it's fun to teleport and enemy into them.  I do appreciate how it all works together, but it's a presence that's just too common for my liking.

Combat isn't the only thing you can do while going around the map.  There's also the possibility on going to the other side of the law and steal.  There are skills for pickpocketing and lock picking, both of which can net you some extra items and money, or maybe even help you solve a quest.  Honestly, lock picking isn't near as necessary as it is in other RPGs.  Pretty much all locked doors and chests have a corresponding key, and most can be broken down if you don't want to try and find it.  Pickpocketing has a few uses, but again doesn't seem worth doing.

Stealing and sneaking on the other hand, are very useful.  Sneaking helps you not be seen while entering places you aren't supposed to be, and it looks hilarious.  When you sneak, you cover yourself in some piece of scenery, like a big rock, bush or barrel, and usually look out of place.  Plus, when you walk, you scuttle your legs beneath the object like an old cartoon.  It's really awesome and I just love the animation itself, let alone how useful it is.  If someone sees you, then the sneaking fails and you pop out of your funny hiding place.  Stealing is a great way to earn money (in the game, not real life).  Taking items while no one is looking (or when distracted by your partner) nets you some good items to sell or use.

Of course there is a robust crafting system that allows you to turn a lot of the junk lying around into useful items.  Not only can you find recipes, but experimenting will help you learn lots of new combinations.  There are lots of food dishes to make that give health and a temporary stat boost, and pieces of equipment to make.  The equipment you make isn't that great, but can make you a few gold when you sell them.  If you put enough points into it, you can also create skill books to teach your characters new spells instead of buying them.  There's also several modifications you can do to your pieces of equipment to add a new ability, which unlike making your own, is very useful.

Being a more modern RPG, Divinity: Original Sin also has a fairly robust dialogue system.  Many conversations have lots of line options to learn more about certain things, and of course many choices that affect how the whole dialogue goes.  If they are close enough, your two created characters will both join in, and you can give them separate opinions, which is really awesome.  You can choose them yourself, have the second player do it, or even set an AI to do it.  As an added bonus, certain responses will shift your personality toward one of two sides, and each one will give you some extra stat or skill points in certain things.  For example, being more heartless in your responses will give you extra backstabbing damage.  It's really cool to see extra stat and skill bonuses just for dialogue responses.  Although, it can be hard to tailor your answers for specific stats unless you know the result ahead of time.

However, there is one part of the dialogue system that I really dislike.  I've mentioned that you and your partner can disagree on certain things.  So what happens when you do?  Well, you get to play a rock-paper-scissors mini-game that represents your argument, of course.  There tend to be three options in conversations, one each for Reason, Intimidate and Charm.  Each round of RPS you win will give you some points (based on the corresponding skill) toward winning.  If you get 10 points, you win the argument.  For dealing with a co-op person it's not terrible.  When dealing with the AI, it's just awful.  Have you ever tried to win something like RPS with a computer?  They pretty much decide if you are winning or not.  It's not always so random, since they know what you choose.  It makes me really miss just having a random die roll in the background to pass the stat check.  That is at least over quicker if I need to reload.

So, how is the co-op?  Well, it works surprisingly well.  Each player can control one of the created characters, and you have two more possible members to recruit, and can split them however you want between the two of you.  Thankfully you aren't tethered to each other either.  As long as you are on the same loaded area, you can travel however far you want from each other, and even fight separately if you want.  This was very helpful to me, as my wife would take chunks of time to craft stuff, so I would use that time to do other things.  All experience is evenly shared too, so if one person is in town and the other is off fighting, nobody is missing experience.  If one player is in a conversation with an NPC, the other player can listen in if they are close enough, or just run off and do their own thing.  Be sure to use the d-pad to force splitscreen, otherwise it can almost be as headache inducing as the LEGO games when you are running around each other.  Even if it is forced, battles take place on a joined screen if both people are participating.  You will only control the characters that you were assigned.

Original Sin has a pretty steep difficulty.  Nothing scales to your level, and enemies don't respawn, so in many ways you don't have a lot of freedom.  You can take on enemies a level higher, but it is a more difficult proposition.  Sadly, even on the easiest setting you can still lose.  Battles can go bad fast, mostly thanks to the environmental stuff everywhere.  You have to either make it work to your advantage, or try an neutralize it beforehand.  Take full advantage of the quick save slots you set to avoid wasting much time when you lose a fight.  I honestly don't think I would ever try the game on the hardest setting, given how quickly a battle can turn against you.  There is an ironman option for the masochists out there, though.

The main story takes a long time to do, especially if you try and clear out as much as you can so you are properly leveled.  It took my wife and I well over 50 hours to go through all we did, but she did spend a lot of time crafting items.  There are a lot of side quests and such to do, and they tie in pretty well to your core objectives that there is no real reason not to do them.  Most of the game's replayability is trying out different character types/builds and team configurations rather than missing something.  Still, with so many character options, it's a good reason to replay the game.

Overall, I think Divinity: Original Sin is worthy of the praise it has received and should receive.  It is a really good RPG and does a lot of interesting things that I haven't experienced in games before.  I'd say the sheer amount of character customization, interesting battles, wonderfully done co-op and fluidity of the quests are easily the high points of the game.  There were a few small things I found annoying though, like the difficulty, the ever present environmental effects and the disagreement rock-paper-scissors mini-game.  If you are a fan of RPGs, you should definitely check out Divinity: Original Sin Enhanced Edition, and even more so if you can bring a friend with you.