Thursday, January 25, 2024

Well Played Podcast Critic Predictions Q1 2024

 This week, we started a new game where I will predict the OpenCritic scores of games coming for the next quarter. All of the details, and the reasoning behind my score predictions, are available here where I talk about them in lots of detail.

For scoring, each guess has a potential for 5 points (60 points total). A perfect guess is 5 points, and a guess loses 1 point for every point it is away from the mark, down to 0. For example, if I guess 87 and the score is 85, I get 3 points. If I guess 79 and the score is 85, I get 0.

For now, lets go over the games and predictions:

Like A Dragon: Infinite Wealth - 87

Tekken 8 - 84

Persona 3 Reload - 88

Suicide Squad: Kill The Justice League: 65

Helldivers II - 72

Mario vs Donkey Kong - 75

Skull and Bones - 60

Final Fantasy VII: Rebirth - 86

Alone In The Dark (2024) - 72

Dragon's Dogma II - 87

Princess Peach: Showtime - 80

Rise Of The Ronin - 82


When the quarter is over, we will revisit the game and go through the predictions to determine my score! Feel free to follow along in the comments with your predictions and reasons, or even tell me why mine are wrong!

Wednesday, January 24, 2024

Is First-Person View A Problem? (OpEd)

Indiana Jones and The Great Circle key art (2024 MachineGames)
Last week, at it's Xbox Developer_Direct showcase, the new Indiana Jones game, Indiana Jones and The Great Circle and the Internet is split on design choices made by the developers.
Indiana Jones and The Great Circle utilizes first-person perspective for its core gameplay. There was some speculation by some that the developer, MachineGames, would you utilize third-person perspective like other games of the genre such as the Uncharted series and the Tomb Raider games.

Uncharted 4: A Thief's End promotional screenshot (2016 Naughty Dog)

Shadow Of The Tomb Raider promotional screenshot (2018 Eidos Montreal)

As is the industry norm in licensed games, third- person perspective allows players to visualize the title character while they play the game. That is what the license is for: to play as the special character. MachineGames, however, has a wealth of experience developing in first-person perspective as well as producing big action sequences, experience which would lend itself well to Indiana Jones and The Great Circle. While some of the complaints seem legitimate, such as motion sickness, most of the complaints just seem to be coming from the disappointment that it isn’t the game the players imagined originally when it was announced.

Indiana Jones and The Great Circle first-person gameplay (2024 MachineGames)

MachineGames, through the development of the Wolfenstein series has proven itself capable of producing large, cinematic action, sequences that play well in first-person perspective. During playing of Wolfenstein players often saw title character, BJ Blaskowitz, during the games numerous cut scenes which I am sure Indiana Jones and The Great Circle will have plenty of. in addition, the developers have stated that during certain sequences such as climbing, the camera will pull out a first-person perspective to third-person perspective to provide a different viewpoint for the player. MachineGames also has an established track record of producing high-quality interesting and intelligent puzzles for the player to solve, which I believe is a staple of the Indiana Jones franchise.

Wolfenstein: The New Order gameplay screenshot (2014 MachineGames)

I, for one, don’t believe this to be an issue for the game and I’m eagerly anticipating the games release later on this year.

Indiana Jones and The Great Circle arrives in 2024 for the Xbox Series X and S consoles and PC. The game is also available Day One for Xbox Game Pass subscribers. Indiana Jones and The Great Circle is developed by MachineGames with support from Lucasfilm Games, published by Bethesda Softworks and executive produced by Todd Howard.

Indiana Jones and The Great Circle promotional key art (2024 MachineGames)

Tuesday, January 23, 2024

Ubisoft Says We Need To "Get Comfortable With Not Owning Your Games" And We Think It Should Be The Other Way Around -- Op-Ed

This past week, Phillipe Tremblay, the Director of Subscriptions at Ubisoft, in an interview with GameIndustry.Biz said that gamers need to get comfortable with “not owning your games” and we need to have a talk about that. Now, I know he is referencing subscription services as his reasoning here, and that makes logical sense given his position at the firm, however it is a close movement from subscriptions to sales. Look at how the automotive and equipment industries are transitioning to see where this could go next.

He goes on to reference television shows, movies and music, which have largely transitioned from physical media to digital media, and also are dominated by subscription services such as Spotify, Netflix and Disney+, as evidence that the consumer is used to this method of distribution, and that we need to become accustomed to it when it comes to games.

This, right here, is where he lost me. The problem isn’t that content is in a subscription service, the problem is that owning the content outright isn’t possible. And this is where the entire concept of digital ownership needs to change. As consumers, we need to be able to make a purchase of content and then be able to access that content whenever we may choose. This is different than that of a distribution model, such as Xbox Game Pass, which, for a monthly fee, allows access to a curated library of games.

The Ubisoft+ Dashboard (January 23,2024)

To disambiguate what needs to change, we need to first define what it means to “own” content and then establish the difference between distribution models and sales models. In our example, this content is a game called “Shooty Game 2” and it is published by “Gaming Software Inc” for distribution and sales worldwide. We will use this example to illustrate the differences between models and ownership rights, as they sit now and how they need to evolve to reflect the changing landscape around us.

To set the stage, let’s talk about Shooty Game 2. It is an action-based first person shooter set in the realistic future, with archived footage and music from real world sources. It has a cast of actors represented by a union, made by a studio with no union, and is distributed worldwide by Gaming Software Inc on PlayStation, Xbox and PC platforms in both digital and physical formats. It has online multiplayer, which has become a significant part of it’s usage, and a separate off-line campaign to enjoy. Microtransactions and DLC are available for purchase through the in-game storefront.

To “own” content, in my mind, we need to explicitly purchase that content. This would mean going to a storefront, either digitally or physically, and exchange currency for a specific piece of content. So we log on to Xbox and go to the Store on the dashboard and search for “Shooty Game 2” amongst the results. We find the title, click “buy now” and funds are transferred from our wallet to the store in exchange for this game. This is ownership, and this is called a “digital sale” by the industry.

Alternatively, we can travel to our favourite video game store in the physical world, select Shooty Game 2 off the shelf and pay money to the store in exchange for a box with a disc in it. This disc may have the game code directly on it or it may act as a “key” to digitally download the game, and either is fine so long as the requirements for “internet access” to access the game itself are clearly shown before purchasing.

When it comes to subscription models, Gamer Software Inc has agreed to a contract with Microsoft for including the game in the popular subscription platform Xbox Game Pass. Subscribers of the service will be able to download and play Shooty Game 2 at no additional cost to them, however all microtransactions and DLC purchases are extra to the base cost. This arrangement may involve Xbox Game Pass giving a lump sum to Gamer Software Inc, or it may be a more detailed model based off of hours played. It’s a private business dealing and we aren’t privy to the information, but the important thing here is that Gamer Software Inc stops being the distributor of the game for the service and Xbox Game Pass takes over. And when the agreement between Gamer Software Inc and Xbox Game Pass ends, the game is removed from the service. This is fine and understandable, because the agreement between the subscriber and the service is for access to collection of curated content.

The Xbox PC Store Dashboard (January 23, 2024)

As it sits now, Shooty Game 2 may be delisted from a store because, for an example, it contains licensed content that the license has now expired for, and rights need to be renegotiated. This may or may not come to pass depending on the willingness of the parties involved but is a valid reason to stop selling the game, however it is not a valid reason for the game to stop working altogether. Further to that, online functionality may cease due to Gaming Software Inc shutting down servers due to lack of traffic or high costs associated with maintaining the service. All of this is fine, and understandable, within reason.

Games are made physically in what are called “runs”; that is to say the disc pressing facility does a production run of a set number of units, this set number is based off of projections for the amount of units sold in a set time. More runs can be ordered should the demand be there for production, but at some point it becomes not viable to keep making a game in physical format due to costs, and that game will disappear from stores. This is also understandable.

Where it becomes not understandable, where the publisher crosses a line, is when games, that have no actual need for online functionality, are not only removed from sale in any format, but also shut down from operating altogether. The game is updated with a kill-code that basically shuts down the ability to play the game. This process is criminal, as far as I am concerned, and this is where it needs to change.

Gamer Software Inc has decided that, in order to increase demand of the upcoming Shooty Game 3, they are going to completely lock up Shooty Game 2. They will make it shut down at a set date, not just online, but also in offline modes. They justify this by saying that Shooty Game 3 will have all the content of Shooty Game 2 included in it, just updated for the user, at a premium cost. Or even worse, they just shut it down because they want to, which is horrible for preservationists.

This is the same as a movie production company coming into your home and stealing a movie from your shelf, because they promise that the Director’s Cut will have all the content from the film in it, and more, you just have to buy it again.

When we first use software, there is almost always an agreement known as the End User Licensing Agreement that most of us just gloss over and click “accept” and move on. Within that agreement is language that basically says we are granted a license to use the code, not the code itself. That makes sense to a degree; the code is a proprietary thing that is essentially copyrighted material and we can’t just be allowed ownership over it, because we could just copy and paste it and sell it ourselves (which is called piracy), and that doesn’t benefit the industry at all, and these companies need to make money, so they can pay their staff, and make more content. That’s how economy works. Where it fails, however, is when the publisher can revoke this license without cause, without merit and without compensation.

Back when the laws around software were written, software was on a CD-ROM or floppy disk or some form of physical media. If the company stopped supporting it, the community could basically hack it, or in other words, modify the software, to operate on modern equipment. The community could also go another way and create an emulator, also known as a runtime environment, that mimics the original intended runtime environment and allows the software to work without modifying the code. The second of those options are significantly more above board that the first, but in the name of preserving content, either is acceptable in my books. When these methods are deployed, the publisher isn’t losing money, the publisher is, instead, missing out on potential earnings. These are fundamentally different things, and one of them does indeed indicate a crime, where the other indicates poor business decisions.

In the modern era, however, with digital distribution being paramount, and access to software being protected in the name of corporate greed, there needs to be a shift in expectations to protect the consumer. This also applies to films, television shows, and music. There also needs to be protections for publishers as technology evolves.

What my thoughts are here are quite simple:

-          Content can be sold/distributed by digital or physical means.

-          Content can be delisted due to whatever valid reason.

-          Content can be in a subscription service and be exclusive to that service for an agreed time that is no more than twelve months, but once that exclusive time has passed, it must be available for distribution by other means. This does not apply to special MTX, flair or bonuses to recognize a subscriber This does not mean that Xbox content must go to PlayStation or Nintendo content to PC; it just means that if content is available on Xbox Game Pass, it has to be available to purchase on Xbox.

o   Pertaining to other media other than software, subscription providers that are also owners of content (i.e. “House of Cards” and “Netflix”) must, after a duration no longer than 12 months, make the content available to purchase via a storefront, and follow all the rules governing the distribution and access to that content.

-          Access to portions of content (i.e. online servers) can be officially unsupported after a set duration (36 months seems fair, but a study should be completed to determine an appropriate length of time), with adequate official notification from the publisher.

-          Content can be removed from subscription models with adequate official notification from the distributor.

-          Content that has been paid for explicitly needs to stay available for access in perpetuity, in the format it was sold in, (DVD, MP4, MP3, etc.), in the runtime environment it was sold in.

-          Emulation is for preservation. “Current” runtimes, meaning the latest commercially available runtime environment (for example, PlayStation 5) are protected from emulation. Abandoned runtime environments are not protected by emulation (for example, PlayStation 4 or PlayStation 3), provided they don’t inadvertently provide access to protected platforms (a PlayStation 4 emulator cannot allow PlayStation 5 products to be played.) The protected format (in this example, PlayStation 5) is protected to the point of fair use; if a PlayStation 4 emulator needs to utilize PlayStation 5 level information to stop it from using PlayStation 5 software, then that is acceptable and is not a breach of license.

o   To further demonstrate this, if we talk about movies, we could have a movie on VHS that is not available on other other formats, such as Blu-ray or DVD. We are allowed to watch it using our VCR, and we’re allowed to modify the VCR to connect to modern television sets. The same must be allowed for software.

To help stop companies from being greedy and taking advantage of a model unfairly, the following restrictions and or penalties are proposed:

-          If content is delisted with no intention of relisting it, copyright rights are waived after 24 months. Piracy becomes distribution. However, the material cannot be sold for profit. The justification for this is that “vaulting” content to re-release later is not ethical and also if the publisher has decided they have made enough money off of the product, then they are not missing out on the potential revenue that comes after the wait period. The 24 months is provided for publishers to change their mind for whatever reason (successful negotiations with licensed content holders, community feedback, etc.).

-          If access to portions of content (i.e. online servers) is officially revoked sooner than the suggested duration, or without adequate official notification from the publisher, a refund of the purchase price of the content must be provided, in the form of payment originally made. This is largely to protect the consumer; if the product has failed the internal goals and metrics required to maintain the full level of content expected by the consumers that did purchase it, they should be compensated for their loss, and companies need to be expected to make more realistic goals.

-          If access to portions of content (i.e. Online servers) is officially revoked after the suggested duration, unofficial support (i.e. community servers) is acceptable and not considered a breach of license or agreement. If the community feels the costs to maintain the service are acceptable, let them utilize it and let the product live on.

-          The ability to purchase content and “carry over” must be made available to subscription service users in the event of a product being removed from a service.

-          If a publisher removes content that has been paid for explicitly, the publisher must provide a full refund to the consumer. There is no acceptable limits on this.

-          If a publisher abandons content by not continuing to provide access to it on updated formats or operating environments, and when formats or operating environments evolve, then they abandon any rights to protection when it comes to consumers accessing the content via emulation. This is for preservation and not for piracy; provided the publisher is still selling the content on the obsolete format or runtime (it isn’t delisted under the first rule), then the publisher still retains rights on the copyrights, they just have no control over emulation access.

For the purposes of this proposal, there are some definitions.

Full Refund: The full and complete original purchase price of the product, including any taxes, fees, levies, and other charges, plus interest as defined by the national interest rate over the period of time lapsed in the country of purchase. There are no deductions or “pro-rating” to a full refund; this is the nuclear option to deter theft of owned content.

So, Mr. Phillipe Tremblay, Ubisoft Director of Subscriptions, it isn’t the consumer that needs to “shift” from owning content; it is the publishers that need to, in your words, “get comfortable not owning your games” and instead provide choice for the consumer and understand that there are consequences when choices are made that covet greed over anything else.

Like A Dragon Gaiden: The Man Who Erased His Name Review

 


Our favourite ex-Yakuza is back in an action game again in this Like A Dragon spin-off. Kazuma Kiryu must take steps to protect those that he cares about, which means he once again must dive deep into the Japanese underworld of fighting, gambling and, of course, karaoke.


The game starts off feeling exactly how a Like A Dragon (formerly Yakuza) game should, and continues delivering all the way through. Set during the events of Yakuza 7: Like A Dragon, the player navigates Kiryu through his struggle to keep the orphanage, and his loved ones, safe. Set mostly in Sotenbori, the home of the Omi Alliance, Kiyru fights, gambles and sings his way through the events of the game.



While somewhat short compared to previous entries in the series, Like A Dragon Gaiden: The Man Who Erased His Name delivers all the action we have come to expect from previous titles, with a heartfelt story and excellent characters. It also has been completely dubbed into English, allowing players to choose between the Japanese audio with English subtitles or a full English audio version. The game is beautifully crafted, with a wonderful attention to detail spent on the setting and scenery. Lighting is top notch too, and the game absolutely stuns on high end hardware.



Like A Dragon Gaiden: The Man Who Erased His Name suffers only from it’s shorter length, the rest of the game is fun and well written, with plenty of characters and activities to keep fans of the series entertained. A little beefier story or maybe something different in gameplay would have easily added a point to the score of this title.

 

Pros:

Return to form for the series

Lush world to explore

Plenty of side quests and activities

Cons:

Main story is really short

Skill tree isn’t very optimized for hardcore fans

Lacking that “something new” that previous games brought to the series

Review Platform: Xbox Series X|S, PC


Monday, December 4, 2023

Review: Call Of Duty Modern Warfare III (2023) Reporting For Service

 


Call Of Duty returns in 2023 with a follow-up to 2022's Modern Warfare II. Developed by Sledgehammer Games, the studio was given roughly 18 months to complete what should have been 36 months of work, and it shows. Modern Warfare III should have been an expansion, or better yet, a 2025 game, but instead the executives at Activision decided that the studio needed to force out a title for 2023 and this is what we got. 

Let's start with the campaign and work our way through the game from there. The campaign is short, at about 4 to 5 hours completion time, and it's not the same style of campaign that we have seen from other Call of Duty games. In fact, the campaign feels like it was made entirely within the multiplayer toolset that Call of Duty employs and coupled together with pre-rendered CG scenes, as opposed to being made and designed in a more linear and traditional single-player focus. The AI is clumsy at times and scarily accurate at others, seemingly having the ability to see through walls while simultaneously forgetting that they have to shoot the weapons in order for them to work. 

The structure of how a campaign mission is completed is dramatically different than years prior, with large open maps to traverse, allowing the player to challenge objectives how they want and with different styles and methods. Loadouts change and can be changed, killstreaks appear as tools, and other noticeable differences occur. However, the game fails the player by not being focused on what objective completion may mean, and at times lacks explanation of what is expected of the player. Mission failure merely forces a re-attempt, but no useful tips or information will be provided to the player in order for them to understand what they did wrong in the eyes of the game. For example, stealth is the focus of one mission, and to remain undetected while you gain access to a restricted area. Most games would provide tools to the player that inform them of enemy detection, so you know if an enemy is on to you, or they may provide even some narration to that point. MWIII doesn't do this, it just says you need to go to a certain point and complete said objective and lets you figure out the rest. This would be fine if the game would let you complete it any other way, but it doesn't. 

This new formula that has been employed for this campaign, I feel, is a welcome transition. I enjoy the ability to come up with a plan of attack, strategize and equip myself accordingly, and then execute the mission. It feels less "hand-holdy" this way and creates player agency. However, I feel the way it was employed is rushed and falls short of a positive experience. Rainbow Six players, and those from a tactical shooter base, will find it's not refined enough to be enjoyable, and fans of open world war shooters like Battlefield will find it's clunky and irresponsive of multiple means to an end, and fans of Call Of Duty will find that it falls well short of the guiderails previously employed in the series' campaign endeavors. 

The writing also feels very forced and not well thought out, with a major spoiler feeling very "gotcha" styled and lacking the emotion and attention that moment truly would deserve, expending a key moment in the plot for a cheap reaction at the expense of the player's emotions. Character dialogue is on-point with the characters, but in a way that feels like none of the characters evolved at all. They say exactly what would be expected of them in a situation, nothing more and nothing less. It cheapens the depth of the characters that we began to explore in Modern Warfare 2019, which I felt established an excellent base on which to build these individuals and their experiences as we grow with the story. To put it bluntly, the entirety of the plot and dialogue comes off as if a child was playing with toy soldiers in a sandbox and reciting all the lines and key moments, not as if this was designed and written by one of the largest and most powerful video game development firms in the world. 

Moving into the multiplayer portion of the game, we have several blades of content to discuss. First and foremost is the core MWIII Multiplayer experience. The inclusion of many fan-favourite modes and playlists allow a variety of games to be played across the default maps. Unfortunately, the maps are currently quite limited and none of them are original, with all the 6v6 maps being updated versions from previous COD titles. Weapon progression is essentially the same as in MWII, with the exception of the tuning function being removed from this installment. All of your MWII weapons are available as well as new weapons from MWIII to play with. 

There are some considerable bugs and defects, with some equipment not working properly, or at all, and others creating a series of glitches, one of which resulted in me not having any weapons or equipment, and no option to even melee. The UI also glitches in and out quite a bit, which is disappointing as well. Most notably, time to kill has been increased but the MWII weapons have not been balanced for this at all yet. 

My biggest gripe with multiplayer is skill=based matchmaking. SBMM prioritizes matching skill of the lobby over connection quality, which results in chaotically low-quality connection efforts and unbalanced gameplay. I am playing hardwired to a 1500 mbps (up and down) fiber optic connection. I don't experience this type of issue in other games, and in fact, the issue is directly related to the skill of the player as determined by the gameplay data. A great example of how I established this is that I logged in using a brand new profile, with no play history, and hammered out 20 matches with no change in connection type (consistently under 30 ms ping) not a single connection issue, no lag or other experience. I switched profiles, on the same console, and went into my own account, and immediately couldn't get a connection with a ping lower than 60 ms and it was jank and lag all over the place. It almost feels as if the game actually uses lag and latency to balance the lobby instead of just fitting similarly skilled players into the same match. I feel that SBMM should only apply to ranked playlists and let the rest of the player base play based off of connection. 

This issue is compounded further when someone joins your party. I am not sure if the math on SBMM has an error in it or they feel this is working as intended, but as soon as I have someone else in my party, the matchmaking gets even worse. Connections are very high latency and the matches are completely unbalanced. There are also some weapon and skin balance issues, but these things are always ongoing and I'm sure will get refined in time.



Of course, a key component of Call of Duty in this age is the Zombies mode, and in MWIII, that mode is known as MWZ. Zombies has been retooled into an open-world, extraction based shooter, and I feel it is for the better. This mode has unique missions, challenges and characteristics to it that allow players to enjoy it separately from other MP modes, while at the same time allowing weapon progression to be shared. Dropping into a massive map, players are grouped into teams of 3 and have certain goals to achieve. There are contracts to complete, loot to find and an extraction point to find. The team infills into an area of the map, and from there can navigate through challenges to earn currency (essence) to purchase equipment and weapon upgrades in order to challenge harder areas of the map. As time winds down, players must make the extraction point to exfil out of the map. You get to keep what you exfil with, but you lose anything you drop. Finding the balance of what to keep and what to leave can dramatically alter your initial loadouts. There are vehicles scattered throughout the map to allow for faster travel as well, which is an importance factor in determining the time it will take to make extraction. MWZ is also entirely PVE, with other players being in the map but not in competition with you. This helps makes MWZ an exciting and enjoyable mode to be played amongst friends as well as for novices to matchmake with other players to form a new team. Communication is vital, so be sure to use a headset.

As of this writing, Season 1 hasn't launched and there isn't any new content for DMZ or Warzone to discuss. The roadmap does look promising, however, so we will have to see what is in store for MWIII as the year progresses.

Call Of Duty Modern Warfare III (2023) by Sledgehammer Games falls short of its predecessors in many ways, and leaves the impression of a rushed and careless development process at the expense of not only the players' experience but also the reputation and wellbeing of the development team responsible. A poorly executed campaign, combined with minimal original content across both campaign and multiplayer, is only partially redeemed by it's fun and addictive play style and well executed Zombie mode, amassing further proof that a rushed product is a bad product. I can only hope that under new ownership, the burden of making an annual release is lifted, allowing these highly skilled and creative teams the time it takes to flourish and create strong gaming experiences for years to come. 


Pros:

Extraction-based zombie mode is fun and replayable.

Multiplayer is on point.

Changes to campaign style are promising if followed through.


Cons:

Rushed product needed more time for development and QA.

Lazy writing coupled with minimal original content.

SBMM needs to be fixed or killed off. 

Massive file size needs better optimization.


Review Platform: Xbox Series X|S




Tuesday, October 24, 2023

Review: Into The Starfield, Forever In Adventure

 



Into the Starfield we go! The long-awaited adventure did come out six weeks ago in early access, and I have been playing it since then. I felt that in order to give it a fair shake, I needed to make sure I’ve seen most of what it had to offer, as well as play as different types of characters and in different styles to make sure that I didn’t miss something crucial. After approximately 300 hours in the game, I feel confident in my opinions about it. I will attempt, ever so carefully, to avoid any real spoilers in the review.

You play as a character who has been mining resources on planets and moons across the galaxy. In typical Bethesda fashion, your backstory, your name, your identity are all up to you, and the writers don’t dictate any of that for the player. There are traits you can select during character creation that do give you somewhat of a background, but otherwise it is all your choice as the player to fill in the blanks however you may desire. The other characters call you “Dusty”, a nickname provided to you due to the dusty nature of your business.

As most Bethesda titles do, you embark on a tutorial section of the game that fills in the basic controls and gameplay loops you will be required to utilize during you adventure, which culminates in the usual scenario of a situation that you are best suited to deal with, and that is where the true game begins.

The game features storylines of piracy, fascism, liberation, love, exploration and clandestine operations. You can be a pirate, a soldier, a lawman, a cyber runner, you name it, and it all still lets you achieve whichever ending you so desire.

Narratively, the game is thin in some places and well fleshed out in others. I suspect there may be creative reasons behind some of this, but it is indeed noticeable. Non-player characters do recognize the achievements of the player and this is shown through various dialogues and rewards, which is quite interesting.

From an exploration standpoint, Starfield delivers something that we had yet to truly see in a western RPG before. The sheer vastness of the universe, with over one hundred different solar systems to explore, each with planets and moons, space stations and abandoned ships, is a sight to behold. And touching down on any one of these celestial bodies yields interesting results; each planet or moon has it’s own features, from gravity strength to oxygen levels and biological systems. Some feature acid rain, chemical rain, poisonous water, corrosive gases, and other hazards to overcome. And further still, there are unique flora and fauna species not only to these planets and moons, but also to unique biomes within those planets and moons. You can have frozen tundra, sweltering rainforests, arid deserts and marshy swamps, as well as everything in between.

Scattered across these spaces are also minerals and resources, from common things like water and iron, to lesser found resources like xenon and uranium. You can mine these resources for crafting things like weapon and suit modifications, as well as to build outposts and equipment, and also for selling to make money, and even for quests. Peppering the landscape still are a myriad of procedurally-generated structures, some of which may be a proverbial (or maybe even literal) gold mine for those hunting loot.

 There are also a selection of hand-crafted locales to visit, such as one of the many cities and colonies, as well as historically important sites, like the Apollo landing site on the moon, the resting place of Mars Observation Rover Opportunity, and even the launch site at Cape Canaveral.

Combat has vastly improved over previous Bethesda titles, with weapons having a better feeling and targeting feeling a lot more natural. Of course, the potential of combat happening in low or zero gravity situations is also a welcoming feel, providing lots of verticality and chaos to be had.

A big portion of concern for any player of a Bethesda game this close to release is performance. Bethesda games, by nature, are known to be buggy, largely in part due to the massive scale these games are built on. You can touch and move so many objects in a Bethesda game, and in Starfield, we have the added complication of gravity to the physics calculations of these objects. This produces an issue where it’s near impossible to do quality control thoroughly enough because no two playthroughs will be alike. Remembering that Skyrim was bugged into an unplayable state for quite sometime due to a bee in the opening sequence that altered the physics so bad that they couldn’t further test at the time, this is no small feat to ship a game in a playable state with this level of interaction.

I can only speak from experience here, but in my time with the game, approximately 300 hours at time of this article being written, I have experienced the following bugs:

  • I had a hard crash of the game after trying to travel the New Atlantis Transit system while over encumbered by 1400 kilograms.
  • I had two more hard crashes during basic space travel, while grav jumping to new systems.
  • I had once instance where my character would not move while in first person mode. I could only move in third person mode. I merely reloaded my most recent save and it was fine.
  • I had an instance where my ship disappeared from the landing pad, and the Trade Authority kiosk at the landing pad was no longer visible. I also just reloaded a save here and it was fine afterwards.
  • I had an instance where all the NPCs of a certain faction were hostile towards me for no reason. This particular spot has three factions, and it was a different faction being hostile each attempt I made to continue the quest. I had one attempt where they all were hostile as well. I ultimately got through it without any of them being hostile by keeping my weapon holstered during the dialogue sequence.

Aside from those larger bugs, I have had misplaced quest markers, noticed some typos in dialogue and have seen frames dropping on occasion, but overall playability has been fine, considering most of those issues were before the second patch was released. Playing on both the Series S and Series X has been fairly similar in experience, with no noticeable shortcomings on the less-powerful S.

 

Starfield delivers a new exciting universe to experience, with tons of lore, in what many consider to be Todd Howard’s Magnum Opus. Although there are some gripes, I feel confident that Bethesda will continue to optimize the game and add to the experience through expansions down the road.

Pros:

Large scale Bethesda RPG

Endless possibilities through New Game Plus

Cons:

Some players experience game-breaking bugs, forcing a restart

Clumsy button mapping on console

Needs more accessibility options

Review Platform: Xbox Series S|X

Review: Detective Pikachu Returns for the Switch

 
Detective Pikachu Returns in this mediocre adventure for the Switch. In the latest installment of Detective Pikachu, we embark on the journey setup in the original game and, provided we ignore the live-action film adaptation, we may even get presently surprised.

The game itself is a simple detective game, with basic controls and lots of hand-holding that will be welcomed by younger players. Although I am admittedly not the target audience of the game, I felt that my enjoyment of the universe would be well served by this game. As a whole, the game is primarily a narrative, avoiding any complicated puzzle-solving and control input by the user, while it spins a tale that is leaps and bounds better than it’s live action counterpart. The voice acting is par for the course, with our coffee-loving Pokemon detective partner really playing into the film noir/gritty detective schtick. 

Graphically, the game is lackluster, showcasing graphics and fidelity that would be considered dated by standards from two decades ago. Not a fault of the hardware, where we have seen amazingly beautiful and well crafted visuals running on the same platform, but rather a laziness by the developer. That being said, the fact that The Pokemon Company chose to revisit this spin-off universe is welcoming and I hope that they continue to develop and entertain titles like this. I just wish the developer put a bit more effort into it.

 

Pros:

An easy, kid-friendly adventure that is fun for all ages

A better story and closure than the Hollywood adaptation

 

Cons:

Very basic appearance

Handholding experience

Review Platform: Nintendo Switch OLED in Handheld and Docked modes.



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