Showing posts with label not-reviews. Show all posts
Showing posts with label not-reviews. Show all posts

Friday, 3 January 2020

Naissance

Naissance (stylized as "NaissanceE") is a free game on Steam. It isn't long – if you know what you doing it is about two-three hours, if you bumble around like me it is about five.

It is the game about making way through magnificent and strange environments by the means of pathfinding, first-person platforming, some light-based puzzles and occasional running. I'd say it is a walking simulator in sense that you walk around and enjoy the view, but even if it is, it is how such games should be done, in my opinion; 'Infernium' and 'The Wild Eternal' are similarly well-done 'walking simulators' about which I hope to write one day.

If you ever wanted to know how it is to be lost within "Blame!" or generation shaceship, play it just for that. Despite the few problems mentioned below, it gives a wonderful sense of alienness and discovery – I would go as far as recommend not to look at store page official streenshots. The game  also isn't afraid to create an overwhelming sense of scale – there are games with large levels, but they don't often feel that large.

I want to show all of my screenshots, but this is a game I don't wish to spoil
As for the gameplay, the game has a breathing mechanic where you can run for a very long time if you keep clicking for air intake at certain rhythm, and running for a very long time is very useful in this game. Breathing isn't too engaging, but it is better than to just press 'Shift'. Everything else you activate by stepping on or bumping in with your invisible body and 'Use' button does nothing.
More teasers

The game does have some frustrating moments and I think it is better to be aware of them and accept them before playing, otherwise the frustration might prevent you from seeing nice things later. These things prevent me from recommending the game enthusiastically, but I still think the game is very worth to go through.
  • despite being a game from 2014 featuring very few textures and mostly uncomplicated objects the game doesn't render 100% smoothly even with best graphic options. I didn't try VSync and this might help, but even as it is the rendering defects are only noticeable and detracts in smaller, more enclosed areas, which is minority for this game;

  • turn off mouse smoothing, it is on by default; 

  • navigation from bodyless first-person perspective doesn't lend itself well to platforming even if controls are butter-smooth and here the controls, while pretty good, aren't butter-smooth. Thankfully, in most frustrating sections there are better checkpoints, so if you fall to death on certain lightning wind path, you won't have to repeat the whole section from the beginning;

  • game occasionally breaks its own expectations beyond anomaly areas. There are invisible walls in a couple of places that otherwise look reachable; and on certain lightning wind path a previously safe falling distance is a 100% kill.

  • 'Into the madness' section has two rooms (black and white) which are very disorienting and 'seizuring'. I don't have strobe sensitivity and the section is, mercifully, just one room, so it didn't give me a headache, but if I am to give a first place to the most frustrating segment, it beats lightning wind path. I am not sure if both of them leads to progression but I only went through the black door (into white room) and it worked well enough without a need to go through white door;

  • when you come to two light-locked paths near the beginning of the game, do the right one first; it bugged on me and the corridor didn't appear until I quit and reloaded the checkpoint and thus reversed my progress in left path;

  • platforming might get frustrating in the second half, but again, the sections are quite brief and checkpoints are usually good; 

  • you can fall from certain heights and don't die, the redness goes away after a time; 

  • leave breathing indicator on: yes, you can have full immersion, and turn it off, and only maintain breathing by the sound, but some sections are so dark that my monitor wanted to turn off and white reticle prevented that;

  • if you keep on being winded to death in certain parts, just keep on running in one take, don't stop for breath or cover until you are on firm ground;

  • fall into chasms at least once in every section; it will be a death, but the view is worth it; on an interesting immersion note, the bloody death screen doesn't go away until you click breathing button, literally taking the your last breath;

  • go around as much as you can, because there are some interesting things hidden here and there; especially explore a certain sandy and seemingly blank place near the end;

  • there is a way out of staircase trap, don't reload the game;

  • at one moment you will be going a definitely wrong way; don't continue by that path however big the temptation is and it will save you some frustration;

  • I will give spoilers for the ending and I will highly recommend going in blind, because the thoughts in my ignorant head as I was playing were much better than the thoughts in my knowledgeable head after the game ended. Really, stop reading and go play it for the process. You can check the spoiler once you see words 'Meet the Host'. Otherwise:

Wednesday, 18 September 2019

Shadow Warrior 1 (the remake) versus Shadow Warrior 2 (the sequel to the remake)

Just a quick comparison between the two games which, to me, are about on the same level. I thought for a long time if they even need to be compared, because they are the same, on average, but after replaying SW1 a little while ago and not regretting it, I realized I am not looking forward to replay SW2 at all, meaning that SW1 did something much better than SW2. Hence the comparison:
  • The story is better in SW1 than in SW2: there are plotholes in both but in the second game they are much bigger and often it isn't clear what is going on and why. Cutscenes, despite being mostly 'moving pictures' and comic-like are way better in SW1 than in-engine cutscenes of SW2. Small stories in collectable lore pieces and diaries add greatly to the events in SW2 but gaps in their collection and random nature of their retrieval makes them out of tune with the rest of the story.
     
  • The demon world is much better in SW1: it has a true sense of mythological place where the rain only falls when a sad demon-princess cries tears and drought happens when she becomes happy; there is no explanation why she is called 'sister' by all major demon-lords and holds almost mystical power over them, veneration and obsessive desire simultaneously; in SW2 most of it is explained and the explanation sounds technical and dry, lessening the world even more. 

  • The companion is better in SW1: Hoji is truly important to the story, which mostly happened thanks for him, his words are better, and when he breaks I do want to help him; while Kamiko is trying to get some sass and empathy with Lo Wang, it mostly doesn't happen. Her involvement in the events, beyond being Important Plot Element to Whom Things Happen Without Her Doing Anything, is minimal – we are told of her achievements, her expertise, her abilities, but we cannot see them or see the consequences of them, and the final decision she makes comes out of nowhere and looks very frivolous and rushed. In addition it is just too much of Kamiko (who is chronologically a child of two but looks twenty, a half-demon who looks fully human, master chi-manipulator, super-genius-scientist, student of ancient arts, apprentice of legendary blacksmith, tea expert and so on), and most of her presence is not well-written; she is even forgotten about in 'Shadow Warrior 2' art book.

  • General setting idea is better in SW2: I do like that developers didn't retconned the demon breach back to status quo but decided to go with it as Conjunction. In this new magic-soaked world we even hear Lo Wang grumble that it took him many years to master chi while younger generation achieves it easier – this and other small details add a good sense of flow of time and of change.

  • Supporting characters and minor antagonists are slightly better in SW2 and this is mostly thanks to weapon dealer demon Larry, because I don't think I recall anybody else. Mamushi Heika is just as not interesting and rashly portrayed as Twins. Zilla is slightly better.Twins return much worse. Master Smith turning into Soul Well was an unexpected turn of events.

  • Demon-lords are way better in SW1: while Xing is funnier in SW2, he is one and the only improvement; SW2 Mezu is boring poser, and while developers tried to give some personality to SW2 Gozu it just didn't work. Maybe developers subtly tried to show how human qualities corrupt demons after Conjunction in parallel how demon taints infect humans, but it makes demon lords much less into figures of legend and much more (Xing excluding) into boring people with strange horns. The major disappointment is Ameonna, whose portrayals in first and second games are so drastically different that it looks as if she had decades to become that vulgar, bitter, snarky, meme-referencing being, and not just two years according to Conjunction timeline. Was she binge-watching youtube the whole two years? In SW2 there is no sincerity in her, no grace, nothing to sympathize with, nothing to remember about her except one really crude 'joke' and how much better she was in SW1 even if she was almost dead the whole time.

  • Monsters are slightly better in SW2: in first game their design is cooler, more influenced by traditional monsters and their aesthetics (while SW2 monsters look more to the side of necromorphs), but in second game their gameplay isn't as frustrating as in first.

  • Environments are about the same: looking through artbooks I am surprised how much environmental variety there actually is because I don't recall many places that inspire wonder from either game – maybe the stormy ship from the first game and Zilla City with its holographic flowers from the second. Level design feels about the same in both, maybe slightly better in SW2.
    Neon like the cyberpunk but with magic and demons
  • Boss battles in SW1 were frustrating. I don't recall boss battles (except the very last one) from SW2 at all, so it is probably an improvement.

  • Weapons, I think, are better in SW2: I often used guns in SW2 along with the blade, while in SW1 it was mostly blade-blade-blade all the time once I got it decently updated and guns went mostly unused. Also in SW2 they did this really neat setting-building detail that old human weapons, even exceptional military ones, are now the mere baseline, inferior to both chi-infused sleektech of Zilla Corps and massive, organic, messy and hungry weapons of demonic origin.

    https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEifRo2nr6S9COQb61LgxtGWXq3tAK6MVKOlagEuU5Cz_KPKPUrHA9MrXYTZTeOOCadDQyoc4VpSwb7bhQGZgGwHR5Ii8-Tgkt0jFFlh4KLw4DSMhg3ztS04dAGHTeDxln1-V0GS-IKoDl7R/s1600/SW_weapons.jpg
    Gun on the left wants to eat everything it can get it muzzle on
  • Lo Wang has both good and terrible moments in both games in about same manner: being the descendant of the original Shadow Warrior (which is nowadays difficult to show without adding a couple paragraphs of various disclaimers) I expected much worse in terms of wang humor and general crudeness, but Lo Wang manages to get some genuinely good moments in both games, and about the equal amount of bad ones too.

Tuesday, 14 May 2019

A spin on "Tokyo Dark", not-really-review

(and I am not sorry for this pun)

"Tokyo Dark" is defined as point-and-click adventure/visual novel mixture, but I don't think it is a very strong game in either category.

It isn't really point-and-click adventure, even if protagonist can move left and right within the scene and click on some items. Traditional point-and-click adventures let me to wander around several available locations with inventory full of strange items (picked by clicking on everything in environment, often with a funny comment), talk to various NPCs even after they start to loop their speech, and think of different (il)logical ways to use collected items to progress, occasionally solving  pretty obtuse puzzles. In "Tokyo Dark" the progression is linear scene-to-scene (with one pseudo-branching investigation 'choice'), the hotspots for interactions are very few, NPCs turn silent once their initial dialogue runs out, and very few collected items are just pegs for the story progress.

As little as I know about visual novels, I don't think the game is particularity strong there either, as there is very little involvement with other characters except Raina, and most of situations have very straightforward, non-conflicting solutions. There are some branching choices, but even in Telltale games there is more tension and involvement with them. There are three not-case-related characters whose fate you can affect, but it is a matter of a couple of lines and one very straightforward advice. I don't think it creates much involvement at the end.

Where this mix works is in the game atmosphere. In a usual visual novel the environment is nothing more than a backdrop for character sprites, but here even protagonist's small freedom to wander left and right within the scene adds greatly to the game and creates the illusion of bigger world. The good design choice is to make hotspots visible and interactable only if the protagonist comes closer, adding some tension and sense of discovery to the whole process even if there isn't that much to discover and nothing actually kills you. The story itself isn't badly written either – nothing to tear up about, just normal; in addition, the walking and clicking segments between dialogues help to space the story pieces. The mystery unfolds in a decent way, the art is not ugly or too saccharine, and the setting-building part is well-done – much done with little – maybe this is why the rather abrupt ending(s), underused mechanics and linear structure(s) of "Tokyo Dark" give, in general, the sense of a letdown.

The launch trailer creates the better impression than the game turned out to be for me: it is frantic, tense, intriguing, fast-paced and dynamic. But 'Explore Tokyo' is a linear sequence of scenes – not bad scenes, but without much to do other than to solve some extremely simplistic 'puzzles' and make one or two ending-influencing choices. "Solve the case" doesn't require any thinking, it just happens. 'Chose your path' is based on few key choices and gives you one of the 10 endings (+ true ending on new game plus), and, unless you intentionally go for nervous wreck state by ignoring multiple options to restore mental stability, 'Enter the Dark' is also going to happen in one way or another. All interesting actions seen in the trailer – such as picking a lock, sitting-in-the-office-seemingly-working-the-case, threatening the sleazy man with bodily harm – happen only once. The game itself is rather short, which might be a benefit because you'd have to replay it at least once if you want to have full scope of the story.

The mask, featured prominently in the trailer, is a major gameplay disappointment. It is certainly a very important part of the story, but from the trailer I imagined that using it would be our choice, that we will be able to influence the story more, to uncover more if we risked using the mask to look at ghosts and events hidden from mundane view, even if for the costs of our sanity. It was not the case in the game, and the mask is just a plot prop.

Speaking of sanity, "Tokyo Dark" has a pseudo-RPG system of four stats: Sanity, Professionalism, Investigation and Neurosis – S.P.I.N. (hence the pun I still don't regret). Such system isn't revolutionary by itself: a lot of interactive fiction and visual novels use some kind of inner stat/flags system to track progress and derive the ending, and some of them make such system visible in one way or another. In this game it is available all the time, shows direct values without any frills, and some NPCs even call direct attention to the system, giving it a sense of importance.

The names for stats fit well: you are playing as a police detective, investigating your missing partner, which very soon turns out to be supernatural affair in the world where paranormal isn't a common state of things. But while every stat supposed to have some effect on either the gameplay or the story, I am finding them underutilized.

Neurosis is, probably, the saddest case. In-game it is gained if you (as a player) repeatedly click on the random items, try to talk to NPCs after the conversation is logically concluded and repeat the same actions; it is a good in-world explanation and deterrence for out-of-world click spamming. The game effects of high Neurosis is less effective restoration of Sanity (and low Sanity, in turn, leads to hallucination, breakdown and terrible endings) so, theoretically, the player has to plan their clicking and dialogue actions carefully to keep Neurosis as low as possible.

Gameplay-wise it isn't that important, though. Conversations are quite brief and bare, with few options, and, past the first chapter, most NPCs become inactive or vanish after their conversation is concluded so there is little opportunity to gain Neurosis this way. Interactable items are few and far between (and they become non-interactive once their purpose in the scene is fulfilled as well), while repeating clicking on plain environment doesn't seem to give any Neurosis. Aside of a couple of optional actions (such as to view a photograph found in sleazy man's hideout) I don't recall ever getting significant Neurosis from anything that isn't a story-mandated situation. More than that, there are several opportunities to restore Sanity that are also restoring Neurosis, so it takes purposeful decision not to heal it for breakdown ending.

Investigation allows you to notice more hotspots and items to interact with, which in turn gives more information about what is going on. You gain Investigation by being curious about things when you encounter them for the first time which means clicking on options available for some of items to look, listen, notice and so on, to gain a bit of Investigation; this gain is small and it is mostly a harmless action. The bulk of Investigation is obtained for the progress of the story (unless character makes too many rash decisions and gets premature ending(s)). Even with pretty average Investigation my progression didn't look to be impeded by the lack of extra details. In another good design choice, half of the options to restore Sanity will also diminish Investigation (as the pills muddle your wits and sedate you), so in this game Investigation is not only a measure of progress but also stands for perception and mental acuteness.

Sanity is sanity: it is pretty much what you expect from the Call of Cthulhu sanity. Low Sanity is supposed to lead to hallucinations, then breakdown, then the bad ending. You unavoidably lose a lot of Sanity in the course of the story, but there are plenty of options to mostly restore it; some of these options don't affect Investigation and also cure Neurosis.

The forth stat, Professionalism, is the most interesting. PC is the police detective and this stat grows when the character acts in a professional manner: orderly, by-the-book, law-abiding, polite, educated, competent, rational, composed and at least slightly emotionally detached. Fast, direct, immediate options, 'Dirty Harry'- or maverick cop-style actions – such as shooting the lock off instead of looking for superintendent with a key, intimidating a man with bodily harm instead of collecting information and using it as a leverage against him, or taking a hostage for immediate gain instead of doing what is expected of you – lowers Professionalism. In-game high value of this stat is supposed to gain you more respect from the others, while low Professionalism is supposed to give you less legal but faster and dirtier options, such as break and entry into forbidden places. As with Neurosis I don't think it significantly affects gameplay or the story progression aside of some dialogue changes and getting different endings after the point of no return.

I am finding it very interesting, this stat and how it played: low Professionalism gives you more blunt, impulsive, fast, underhanded and, eccentrically, more self-reliant, less socially-dependent options, while high Professionalism acts not only as a social skill, not only as a measure of status, but also as a measure of composure and self-control, of the willingness to keep faces, to keep the noise down, to be detached, to be risk-averse, to progress slower, to keep cool head, to be methodical. The whole stat also doubles as Chaos/Law alignment line.

In the fantasy such naming won't work (professional cutpurse is not law-abiding, professional bard is not cool-headed), but in modern setting, especially with limited focus on investigation process, 'professionalism' invokes a certain set of characteristics, that kind of demeanor we get from competent customer services, layers, doctors, bureaucrats, police detectives and so on: proper communication, reliability, competence, calmness, certain set of ethics, composure, emotional detachment, structure, following rules, politeness and so on. I am finding this to be a another good design solution, terse and fitting to the purpose of the game.

All and all, if the game was more complex, if more difficult choices were to be made, more situations present to leverage one risk against another gain, more things to investigate, the S.P.I.N. could have been a good system to use. As of now it looks more like ornament than actual system to the point that one of the endings is completely irrelevant to it.

Supernatural in the setting of the game is what I call 'modern esoterica' – the modern mundane world, where the supernatural is not ever, ever fully reachable or explainable, but even the merest indifferent touch of it brings drastic consequences to few so affected. Dark in 'Tokyo Dark" is always remains just out of direct reach or understanding, and mythology of it seems to be something else than traditional mythological underworld. It gives me Void vibe from Dishonored, and Ink vibe from 'Van Helsing's Adventures', and some of creepypasta and SCP Foundation vibes if I am to parallel it to anything. Dark is an interesting thing, as it is not actively malicious and probably doesn't have any of own will or personality at all – not more character and identity than the sea has or the sky has. It doesn't create monsters to stop you, and while several NPCs in the game are clearly somehow connected to it, they aren't acting on its behalf or by its will. By all scarce information it is more the supernatural catastrophe in a making, WH 40K primordial Warp reacting to a congregated mass of turbulent human lives and desires, with some people (?) learning to carefully, delicately use it for their own means, while some are engulfed into it due to trauma. All and all, especially in a way the game unfolds, it is a decent setup which, hopefully, leaves the setting less oversaturated with various magic and monsters than World of Darkness or urban fantasy do, and without overused personality than Eldritch Things CoC world has.

Incoming console re-release, Tokyo Dark: Remembrance, according to statement "completes the mysteries left by the original, bringing a Director’s Cut of this masterpiece", so maybe the game was just rushed for its Steam release. It would be pity if PC version won't be updated.