Play Together Stay Together
We Were Here Too
After finally finish off the Grounded 1.0 update, we decided to move onto a smaller but just as fun adventure in the follow-up to a game we played a year back, We Were Here Too. These games (there are three of them available, with a forth on the way) are quite unique, requiring two players to communicate the part of the world they are experiencing via voice only over an in-game walkie-talkie. Given that we play on side by side machines, this take a bit of extra will power to pull off, but we are pretty good at holding to it for the first of our two play-throughs. Once we get to the final run(s) to pick up the final achievement, we relax that a little.
The puzzle solving involved is not entirely unlike an escape room experience, which we have a particular fondness for both from actual escape rooms and their board game equivalents. And while there are quite a few games that can provide that these days, there is still something unique in the approach taken by Total Mayhem Games with these titles.
Now we still have We Were Here Together to play through before we start the wait for We Were Here Forever, which is due for release in January 2023 and is already available on PC.
Bump in the road
Not so wise
Continuing our adventures with Pathfinder Card Game we’ve been struggling to overcome the approach to Thistletop. Neither of our characters is particularly wise, and so far we’ve not managed to pick up many allies or items that can boost those stats. So when the adventure has two locations that require a wisdom check to close, even temporarily, it’s real hard to get that final villain put to rest.
Of course it dind’t help our first attemt that I forgot to actually add the villian to the decks, and only loaded henchmen, but still, we’ve had some real bad luck when it counted. But we are not to be put off so easily, this will be overcome in the end and we can actually finally get to chapter two for the first time. It will be interesting to see just how much things change up with a whole new batch of cards coming into the mix.
Finding the path
Pathfinder the Card Game – Rise of the Runelords
In a rare week of no cleaning in what is now officially the summer period, we headed back to the streets of Sandpoint on our adventures with The Pathfinder Card Game. Having forgotten where we were up to last time, we started over once again. We are in fact still missing parts 5 and 6 of the Rise of the Runeloards campaign, but have them on order now so they should turn up long before we get to them. And then we always have the Skull and Shackles campaign to get to after that. It’s nice to throw some actual physical dice about after a year or so of just watching digital ones on DnD Beyond, despite their best efforts to curse us! Hopefully, we will be able to stick with this for the rest of the week and actually make some good progress.
My own, my precious…
The return of the MMO
Since we escaped our WoW addiction back in 2008 we’ve tried to get that same itch scratched by other games. Borderlands has come close, but actual MMOs have left us rather cold. Most are so instanced that you lose all feeling for the world they create even when they look as beautiful as the likes of Guild Wars 2.
Strangely though a game that suffers from all the same flaws of these alternatives, and which is a long way from the polish and grandure of WoW has managed to pull us in.
That game is Neverwinter. The difference with this game? Simple.
It’s on a console.
This not only grants the ease of playing from a sofa, but with a controller in everyone’s hand the opportunities for enhancing the combat scenarios are far greater than any PC based MMO I have tried. I haven’t actually played Neverwinter on PC so I can’t fully compare the two but the console implementation feels so right it’s hard to fault. I’ve never had my character moving around a battle arena anywhere near so much as I do in Neverwinter.
The game itself does suffer in many other areas from being controller based. Inventory handling is a real pain, and you are limited to how many different potions you have ready on quick draw. Also many other aspects of the port feel under tested or just plain ropey. We’ve even joked amongst ourselves, this being a free to play game, that you have to pay for the ‘high frame rate pack’.
But it says something for the pure mechanics of the game and it’s capturing of the usual MMO hooks that Linda and I our both actively grinding our toons up to level 60 pretty much everyday. We’re popping in to check on professions even when we’re not going to quest. We’re grouping with friends and getting that social fix of chat and laughter that MMOs often excel at, despite that never really being a design point, it’s just part of the DNA of the up and down times questing systems create.
That gaming bug has a habit of finding you right where you weren’t really looking.
Not my Destiny
We bought heavily into Destiny. We finally broke our absence from the next-come-current gen and picked up a couple of PS4s and a digital copy of the game itself. We dived in to the world and have been playing it pretty much every night since launch, and even one full day when we had a rare day without work.
However, like many others, we’ve found the world, or perhaps I should say solar system feeling a little bland, the story hidden away on Bungie.net via some cards you can’t access from the game. The universe they have created is actually quite interesting, but the way it is presented in the game is just all wrong. However I find myself thinking the whole set-up could have been handled so much better, and the game is even suited to it!
You see Destiny is a game of two halves. The first has you leveling up whilst playing the story. By the time that is over you either are or close to level 20, the max standard level in the game. You then start the second half where you are running and re-running missions to grind out gear to level you past that 20 barrier.
So how do I think the game should have been laid out? Well…
The game should start at the end of the golden age. The Darkness has come and humanity is fighting a loosing battle. Of course they hard thing with a war you must lose is how does the player ‘win’ within that context. Well I would have had the players fighting to clear the lands that the Traveler was going to protect. Your guardians clear the zones of Fallen, Hive, Vex and Cabal, introducing you to the races. You’re winning battles as you hear of the loses of the war, first Mars falls, then Venus. Finally you hear that the Moon has been taken too just as you secure the lands where they say a Tower will be built to shelter what remains of humanity. Withy only the Tower and the Cosmodrome left you are sent to The Wall to make a last defence of the cosmodrome, a sort of horde mode where you inevitably die.
Only then are you awakened by ghost, back from the dead in the now wasted lands of twisted metal and human remains. And so begins the fight back. Continuous Strikes, Raids and Patrols holding off the Darkness ready to begin the strike back.
This would have opened it up for a set of DLC packs, each one detailing the fight back across the 3 none earth zones. Moon, Venus & Mars.
To my mind that split of the story and grind sections would fit perfectly with the gameplay and feal more natural. The repetitiveness of the late game grind fitting nicely with an eternal struggle to just survive rather than defeating the Darkness and then for some reason still fighting the same battles again and again.
All thing said though, Linda and I are still enjoying our time with destiny, the mechanics are without question fun and engaging. And I think provided you have a constant team available to you you can have a lot of long term fun with Destiny.
It begins
Just completed… Portal 2
The original Portal was the sleeper hit, a diamond forged under the immense pressure of having Half Life 2 Episode 2 and Team Fortress 2 as box fellows. It delighted with it’s puzzles and fresh perspective on first person game play. When it came to the second game I watched my wife, Linda, play through it first. It seemed like a game that went on too long, that overstayed it’s welcome somewhat, and though I enjoyed the vocal performances of Ellen McLain, J. K. Simmons and of course Stephen Merchant, it all seemed from outside too much of a good thing. I did in fact play a fair bit of Protal 2, completing all of the co-op missions with Linda which in themselves were excellent, and perhaps worthy of the entry fee on their own. But even these slices of excellence couldn’t persuade me to devote my time to the single player story.
However come to 2014, and with the game very soon to be featured on Gameburst’s Replay show for January I figured it was well past time to try it for myself. And as it turns out I was rather wide of the mark. Though the game is quite long, especially in relation to the tight storytelling of the original, it in no way feels stretched. [callout title=”always something to be thinking about]some new puzzle to solve”[/callout]There was always something to be thinking about, some new puzzle to solve, as well as keeping up with the overarching narrative that there was no time to become tired or bored. The addition of new mechanics some way into the story freshened up the gameplay of the original, whilst still remaining true to the core principles of the puzzles and had you once again thinking outside of the box for the solution to progression.
Can I claim Portal 2 is greater than the original? That I am not clear on, but it is in no way less, and when it comes to games such a statement is rare indeed!
Just completed… Bioshock
It was shortly after BioShock first launched that I picked up a copy on Steam. As a veteran of PC shooters I was looking forward to a game with a bit more depth than the average shooter of the time, and dare I say with an actual story behind it. Things started well, I found the whole world of Rapture captivating and the mix of gun play and the games ‘magic powers’ of plasmids a unique twist on the usual FPS style.
Then I came to the first Big Daddy encounter, and died. Restarting at the last vita chamber I retraced my steps and faced again he lumbering hulk of the Big Daddy. And died again. [callout title=Then I came to the first Big Daddy encounter]and died.[/callout]This process continued for a good four or five attempts until, more by luck than anything, I defeated him and was able to move on. At least until the next encounter, when the process started again. My enjoyment of the game quickly diluted, and before long I had shelved the game into the growing ranks of my Steam library.
Over the next few years I would occasionally try out the game again but always stumble on the same step. In the meantime my wife managed to play through BioShock, BioShock 2 & even BioShock Infinite, whilst I still could only wonder at the twists and turns of the story behind Ryan and Fontaine. Who were they, what drove them to turn the promise of Rapture into the war torn, plasmid obsessed freakshow come ghost town I had witnessed?
So we come to 2014, nearly seven years after the games initial release and I started again, on XBOX 360, this time with everything set to as easy as possible. Nothing was going to get in the way of the story this time! And what a joy it was, to not struggle with battling the big ones, but still to have the fun challenge of navigating the once wondrous Rapture. Poking my nose into every situation I could, listening in to voices of the past and photographing my way to improved skills.[callout title=nothing was going to get in the way of the story] this time![/callout] The big twist that lies within BioShock was somewhat known to me, being an avid listener of podcasts it was impossible to avoid after such a long period. But the knowing in no way lessened my enjoyment of living through the reveal, of understanding what had driven my character behind the scenes, and how complete the failure of Rapture was. I, like so many before, felt the ideal and then self-destruction of Rapture flow through me. Such promise of something greater brought down low by the same old problems of all civilizations. BioShock succeeds where all great games succeed for me. In telling it’s story not through cut scenes, but by environment. Through the dilapidation of what was once grand, through diaries of the inhabitants be they the great or the small, the process of true discovery. Of piecing together the tattered strands and reaching an understanding of what had happened on ones own terms. In these ways games will always out run movies and books, not by aping them.
Now I am freed to continue my adventures through both BioShock 2 and Infinite and their associated DLC packs. I feel as though a large weight has been lifted from my backlog of games, a behemoth of a failure in my gaming repertoire. Perhaps 2014 will turn out to be the year I actually break the back of my back catalogue!
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