I look forward to reflecting on these
each year. Played a ton more games this time thanks to... obvious circumstances. In addition to these, I also got a couple of
decent time records on QuakeWorld trick maps and and released a new version for my
Give Me Deus Ex fork as well as creating some
System Shock 2 mods.
* = replay
Dead Space 3 - A friend and I had both finished playing the prior two games and wanted to co-op this one to see how bad it was. Sure lived up to the (negative) hype. Uninspired levels, incredibly bland encounter design, half of the game time spent in the clunky weapon crafting bench menus. While the breadth of weapon customization sounds like a good thing, it mostly just leads to a bunch of micromanagement of the same effects you would have gotten from the original guns, so it's all a mindless blur. They say anything is fun with friends, but this barely qualifies.
Thief II: The Metal Age - Definitely a great game, but the first one was better. TMA contains the series' best missions so far (Framed, The Bank, and Life of the Party come to mind), but also the worst (Trace the Courier, Casing the Joint, Soulforge). I also think the game is hurt in its more rigid focus on sneaking in human environments. TDP/TG had incredible mission variety, with each mission introducing something innovative and surprising with different styles of gameplay frequently intermixed to keep the player from settling into a comfortable monotony. TMA is mechanically improved with some new items and some expanded depth and interactivity in new areas, but the movement and difficulty design are a step back too.
More thoughts here.
Shadow Warrior - Enjoyed it quite a lot. More difficult than Duke Nukem 3D due to deadlier enemies and less reliable workhorse arsenal, combat has a nice scrappy feel to it. Weapons are diverse and fun across the board. Level designs are generally good, though I frequently got lost and confused. There are a few bullshit deathtraps that require savescumming, which is the game's biggest decline (I will never forgive Randy Pitchford for the rocket trap in Sumo Sky Palace). Still, measures up to the other FPS classics, don't understand the ire it receives.
*Perfect Dark (Perfect Agent) - One of my all-time favorites, huge improvement on Goldeneye. Diverse missions with difficulty-dependent objectives a la Thief, a ton of creative weapon, cool gadgets, and tremendous interactivity with NPCs through hit reactions, disarming, surrendering, etc. Also features a pretty unique model for hitscan combat where enemies fire based on animations rather than aimbotting, so open combat is viable with the right movement. You can play it at 60FPS with mouse and keyboard using
this emulator.
Arx Fatalis - Excellent game, definitely my favorite from Arkane. I was completely engrossed by it, completing it in 40 hours over the span of just 8 days, and even dreaming about it one occasion. I love the depth and breadth of simulated object and environmental interactivity, density of RPG systems, extensive magic system, immersive hand-crafted world, unique fantasy setting, and enveloping atmosphere. I played a rogue build, which was actually much more viable than often claimed as long as you realize how to properly use bows and stealth, though the lack of supporting itemization was disappointing. Flaws include clunky movement, lame combat, restrictive level curve, and slightly too cryptic progression riddles.
More thoughts here.
Castlevania (NES) - Solid Nintendo hard classic. Played without save states and had a good time with it. The challenge design is quite good, difficulty is quite fair and well-communicated. YouTubers have vastly overhyped the difficulty of some sections
like the Axe Armor + Medusa hallway before Death. Some of the clunkiness around movement and combat is a positive for gameplay, but the awkward stair interactions and occasional random knife drop from enemies are definitely negatives. Don't really care for how it looks or sounds, but it's a product of its era.
Resident Evil 5 - Played in co-op as a sort of continuation from Dead Space 3 co-op. Starts out pretty good honestly, you're immediately thrown into a crazy arena fight that's even a step up from the RE4 village introduction and the subsequent levels have some decent exploration and combat setpieces. Inventory and upgrade systems are declined from RE4, but functional enough for a multiplayer experience, which also benefits from the new CQC combo moves that you can pull off with some experimentation. However, the quality drops as it goes on, particularly from Chapter 5 onward where the game becomes a self-parody with cover shooting against zombies wielding AK47s and some really stupid boss designs.
Castlevania III: Dracula's Curse (Famicom) - Yeah, I played the Japanese release because it's easier. Grant throws knives instead of slashing with them, Axe Armor throws can be ducked, and damage taken is enemy-dependent rather than scaling with stage progression. I like the character gimmick, but the difficulty cuve is also rather sloppy as a result. There are some really challenging stages dotted through the game at odd points, and I struggle to think how I would have gotten through some sections with the changes to the US release. Still good, but not as elegant as the first game.
*Unreal Gold (Unreal Evolution mod v1.1) - I played the beta version last year, which showed a lot of potential but was somewhat frustrating due to the prior difficulty implementation from OldUnreal and some other things that were missing in hindsight.
Ash stepped up to the plate and rebalanced the difficulty design, added a Hardcore mode with tightly restricted saving, implemented a dedicated dodge key with improved physics (I helped out a smidge), and refined his already great work with the weapons, enemy behaviors, and map expansions. The weapon modding system has become one of my favorites in any game, adds a fantastic layer of progression beyond weapon collection and leads to a good deal of playstyle variety. Brings Unreal up there with the best where it belonged.
*System Shock 2 (RSD mod 1.02) - Gave my own mod a test playthrough. Hard difficulty with an OSA start morphing into Energy + Exotic. Had fun with my own changes, but SS2 deserves a max rating on its own.
Dark Souls III - Good game, but my least favorite of the trilogy. Combat is more focused on mechanical timing challenge than on strategic stamina management. Excellent bosses across the board, but I found most of the levels dull, with a few notable exceptions (Undead Settlement, Irithyll Dungeon, Grand Archives, Archdragon Peak). Doesn't help that the game is super linear and a lot of it is a rehash of stuff from the first game. Also found the RPG systems rather boring, and was disappointed how most of DS2's innovations were thrown in the trash. Still, it's a Souls game from From, so hard to go wrong.
More thoughts here.
*Quake - Did you really think I was going to
not replay Quake several times this year? It's inevitable. I love the fourth episode more each time I play it.
Quake: Dissolution of Eternity - It's okay. New ammo types feel like a pointless inclusion, new enemies are kinda phoned in as well. Scourge of Armagon had cooler new content. The level design is pretty decent quality at least, if often lacking the densely layered design of the base game.
*Castlevania: Circle of the Moon (Card Mode ROMhack) - Fixes the awful grind for magic cards by moving them to secrets dotted across the castle. The progression is thoughtful and the game is quite a bit improved for it, more in line with other Igavania games. Replacing the random card drops with meat was a bit silly though, as it means healing items are a bit too common, where they were previously a bit too rare. Maybe there was some other gear they could drop? Don't remember what the castle secrets used to hold.
*System Shock 2 (RSD mod 1.03) - Marine start on Hard difficulty gearing towards Standard + Heavy and maxing out most of the tech skills. Repair is good now, I swear!
S.T.A.L.K.E.R.: Shadow of Chernobyl - Very cool game that hits on a lot of things I like, albeit with room for improvement. Micropositioning around makeshift cover with leaning and two states of crouch while enemies flank is System Shock's FPS combat ideal fully realized. I love the compact scale of the Zone, the atmosphere is captivating and there were a lot of strong gameplay setpieces. The "hobo phase" is extremely lame, though; just savescum until the AI breaks and you get lucky headshots. Master difficulty is a meme early on, and people should be ashamed for
spreading lies about it making enemies die faster (it doesn't, also that would be a stupid difficulty design). Resource management is nonexistent, economy is meaningless, and gear progression lacks choice. Still fairly compelling overall, and I even liked the final sections.
More thoughts here. Played with
ZRP 1.07
Quake II - Meh. Doesn't live up to the hate, but is nowhere near as captivating as the first game. Cool level design and fun arsenal, but combat is slow, enemies are bland, and I don't care for the music, as blasphemous as that may be. The weapons themselves are more fleshed out than Q1's emaciated arsenal, but Q2 combat is molasses compared to Q1. You have to wait for firing AND pull up/put down animations to swap weapons, which severely limits creative combos. This was strategic in Doom, but Q2's enemies can't really threaten you while you're swapping so it only subtracts depth. I dislike that powerups can be used at will, removes the map-wide optimization puzzle to their use. Also, Power Shield makes the game way too easy, I didn't even notice it ran on cells and left it on for the final 3-4 units, was basically invincible and lost minimal health.
More thoughts here.
Final Fantasy VII - Solid experience held up by good story pacing and highly competent jRPG gameplay. The character progression systems are the best part; between gear, materia, limit, and character selection there’s a lot of stuff to play around with and it’s all pretty meaningful. The Active Time Battle combat system isn't revolutionary, but it can be fairly engaging thanks to creative enemy and boss designs that offer distinct challenges as the game progresses. I found the level design quite dull save for some of the dungeons in the second half, and the occasional puzzle/minigame doesn't do much to improve it. Story is entertaining with memorable reveals and character interactions (including some minor reactivity in dialogue depending on your party makeup), art design and music are stellar. Recommended to anyone with an open mind to jRPGs.
More thoughts here.
Super Castlevania IV - An obvious step up in visuals and sound, and has some new innovations in gameplay too. Simon can whip in 8 directions as well as flail it around freely, which de-emphasizes the subweapons, but also leads to new opportunities for encounter designs and whip-swinging challenges that the game mostly lives up to. First 4 stages are easy, but then the game gets Nintendo hard again when they start to test movement and whip reactions, before transitioning into an extremely good boss gauntlet (with fair checkpointing) at the end. While Dracula fights got stale later in the series, this one is a highlight, with him fighting more like an accomplished magician. It's a somewhat inconsistent experience as such, but still quite fun. Music is also great.
*Goldeneye (00 Agent) - Had never actually beaten it on the highest difficulty so I gave it ago. It's okay, definitely not as good as Perfect Dark though. I'd recommend most skip it.
*System Shock 2 (RSD mod 1.04) - Pure OSA build for the first time on Impossible. Had some super cool moments where I planned and perfectly executed psi combinations to defeat some difficult encounters.
Blood - Great, but slightly overrated (just as Shadow Warrior is very over-hated -- I like them about equally). Played on Lightly Broiled with no mid-level saving after the first 3 maps. The core arsenal is amazing, the gunplay and movement are honed to perfection, the game is oozing charm and personality, but the level and encounter design is often lackluster. Blood only has one type of challenge -- enemies that try to surprise you in tight spaces. You never have meaningful crowd control with multiple enemy types in a single encounter; all of the difficulty comes from dudes around corners. The only enemies that pose any challenge other than the cultists are the hot dogs. While the core arsenal (shotgun, tommy gun, dynamite, napalm, flare gun) are great, the other weapons are pretty bland. Duke Nukem 3D is still the best Build FPS. Hail to the king, baby!
Resident Evil (PSX) - Amazing game, still holds up marvelously. Played as Jill, found her to be a good introductory character. I was impressed by the mansion layout, resource tuning, scripted scares, and agency the player is given to explore. The best part was coming back to the mansion after the guardhouse and finding it infested with new and dangerous enemies, forcing me to use my previous knowledge of its layout to chart efficient routes and conserve resources. The game peaks after that, but still maintains a high level of quality overall. The campy dialogue only enhances the experience, and I found the original visuals and music created a very absorbing atmosphere.
More thoughts here.
Dying Light - An interesting case of a game that takes every overplayed element of its contemporaries -- open world, zombies, climbing, crafting, leveled loot, talent tree grinding -- but executes them competently. It all ties into an engaging core loop/challenge with its fluid and expressive movement mechanics and fairly deep first person melee combat. It feels like a successor to Dark Messiah with its focus on improvisational melee combat where the preferred method of dispatching enemies is via creative use of physics and the environment, including some especially glorious kicking. Enemy types provide a good variety in challenge and the character progression and open world activities keep things fresh. The available difficulties are also pretty hardcore, though balance leaves a lot to be desired.
More thoughts here.
Dark Messiah of Might and Magic - Speak of the devil, and she shall be a succubus demon that lives in thine head. I wanted to compare kicking simulators back to back, and found Arkane's effort to be generally a good time, if a little underdeveloped in some areas. Obviously the core combat is great, tons of variety in how it can play out with the ways you can manipulate enemies and the environment. I went for a rogue build again as in Arx Fatalis and was 2 for 2 in viability despite what everyone claims. Stealth allows you to strategize a bit about how to tackle encounters, and several bows can recreate the same effects as some spells (on a cooldown), so you're not railroading yourself out of the fun stuff. Felt like it was lacking something in the itemization and level design departments, and the bosses were laughably bad.
*Quake - THE SPAWN ARE THE BEST ENEMY IN QUAKE AND SANDY PETERSEN IS YOUR NEW GOD.
Fallout - I'll be the one to say it: Fallout is a REALLY GOOD adventure game... with mediocre RPG elements tacked on. Most of what's good about the game has nothing to do with gameplay, but rather how much agency you're given to interact with the nonlinear story progression. The final level was the only time there was really an interesting gameplay scenario built from the mechanics with multiple approaches for different character builds. Otherwise, your skill choices are fairly meaningless and there are obvious right and wrong picks. Balance is abysmally lopsided. You're straight gimping yourself if you don't max... hang on, I feel like I've
read this before. I won't apologize for slaughtering your
sacred cow, but I do get why you all like it -- the setting is wonderful, the atmosphere isolating, and narrative interactivity is genius. But the gameplay on offer is quite weak. Used agris'
patch guide and
config.
Pathologic 2 - Incredible, innovative game. I think many the game’s own fans are doing a tremendous disservice when they argue it's "more of an interactive story than a game" because the gameplay is "deliberately unenjoyable". Pathologic 2 offers one of the most compelling and yes,
fun gameplay experiences I’ve had in recent memory. The survival systems create constant tension, the interactivity through items, economy, and social dynamics is very deep, and the simulated plague loop creates challenging and varied gameplay scenarios as the designers constantly up the ante. The setting and narrative are also world-class in their construction and integration with gameplay, but everyone else talking about the game can't shut up about that aspect so I won't even bother to elaborate.
More thoughts here.
Doom 64 (EX) - Kickass game, better than the original. It's weirdly in between Doom and Doom II, as it features the super Shotgun but only a portion of the new enemies. However, what's there is bolstered by the brand new sprite work, sound design, and effects. Most of the guns are more satisfying than ever, though the lack of a reload animation for the SSG is lame and the plasma gun feels gimped. Encounter design is strong throughout, and the final arena gauntlet and boss were a tough challenge as I hadn't found any secret levels for upgrades, so the Unmaker remained a pitiful peashooter to the end. My only complaint is that the levels were frequently more obtuse about the critical path than id's designs.
Games I tried but did not complete:
- E.Y.E: Divine Cybermancy. Tried to co-op it with 2 friends. Thought the systems were super cool but the mission content was dull, and we ended up dropping it halfway through at the Noctis Labrynth.
- Unreal Mission Pack: Return to Na Pali with Unreal Evolution mod v2.2. I never played the base level pack, but it does seem like it's been generally improved. There's a new Ice Temple level which is quite good, and the layer of UE polish from weapons and enemy behaviors is nice (I coded the new rocket launcher homing). However, I felt the final arena fight went overboard, as I wasn't able to finish it after many hours of frustrating attempts and later lost my save file to an overwrite. Legitimately harder than anything in any game I've ever played.
- Bloodstained: Ritual of the Night (Zangeteu Mode). Disappointing waste of time. I was looking forward to playing a character focused on weapon techniques, and Zangetsu's moveset is fun to use, but for some insane reason they decided to make him invincible while doing any input combo move so every boss and enemy becomes a near literal faceroll. The final boss was suddenly a stiff challenge at the end of a pathetic 3-hour cheeseball run of the entire game's content besides, and I could not summon the energy to bother finishing it.
- Dead Cells. I enjoyed the core combat mechanics, but wasn't really digging the roguelite structure around gear. I tried a bunch of the weapons and found I pretty much only enjoyed using the stun/freeze shield + fuckoff hammer for bonus damage after parrying, and it's pretty much RNG as to whether I can get that build going in a given run, made less likely with each new item I unlock in the shop.
- Dying Light: The Following. Did most of it in co-op already, will update here once it's done.