Reviews & Impressions: Destiny 2: Forsaken, Shadow of the Tomb Raider & Hollow Knight: Voidheart Edition
Note: As a little
experiment, in order to try to cover more things to write about (unless it’s
something I do a deep dive with like my recent Spider Man review), I will
sometimes write smaller reviews or general impressions of things that I’ve
played recently and put them all together. These are games I’ve either finished,
played a significant amount of or am early enough to give some initial thoughts. Let
me know what you think.
“Destiny
2: Forsaken” Review (PS4, Xbox One, PC)
Is Bungie's ambitious shooter back in the upswing? |
In this console
generation, I don’t think I’ve seen a new franchise go through so many peaks
and valleys like Bungie’s Destiny. Initially
an incredibly promising new IP from the revered creators of Halo, Destiny promised a new breed of
game only possible in the new generation of console hardware (never mind the
fact it would also appear on the last generation consoles, PlayStation 3 and
Xbox 360). Combining a classic shooter interface with an ever connected world
akin to an MMO, Destiny sure had sky
high ambitions. Unfortunately, those ambitions were not met in
its initial 2014 release.
With talks of a troubled
development and a rushed release, Destiny
just wasn’t the game it was initially promised, and made it to the top of
many gamer’s most disappointing releases of all time. But that didn’t stop
Bungie. Through continuous patches and one meaty expansion later with 2015’s Destiny: The Taken King, Bungie managed
to turn its ambitious game around, becoming an addicting game with a fervent,
hardcore following.
It’s interesting to note
this narrative because it is crazy how in 2018, Bungie ended up almost in the
same predicament with the sequel, Destiny
2. Originally pitched as the product born from the feedback learned from
the original game plus three years of updates, as well as a sequel which would
make for an easy entry to newcomers, Destiny
2 had all the markings of being the game the original should have been.
Initially it felt like that. With a more cohesive initial structure in its main
campaign and great quality of life improvements, things were looking up for
Bungie’s shooter.
The return of the Year of the Bow |
Unfortunately, in an
effort to try to cater more to the mainstream to bring them onboard, Bungie
forgot about the things that got millions of players hooked for the long term with the original game. Destiny 2 was a
great game to play through its campaign once and move on. But for people
looking for long term engagement, Destiny
2 was a massive disappointment, and its two mini expansions Curse of Osiris and Warmind didn’t do enough to help the sequel become the long term
hobby they loved back with the original game.
When you look like a villain from Ant Man & The Wasp. |
In that sense, the first
big meaty expansion for Destiny 2,
Forsaken, is cut from the same cloth as 2015’s Taken King. Just like it happened with the original game, this new
expansion is Bungie’s mea culpa: the game it should have been. The phrase “Fool
me once shame on you. Fool me twice, shame on me” can come to mind if you’ve
been a long-time fan of the franchise, but regardless of how it came to be, at
this moment, there is no denying that Destiny
2: Forsaken is truly Bungie’s strongest release in quite some time, and
possibly the current high point of the entire Destiny franchise to date.
Destiny
2: Forsaken truly is the moment that all fan feedback
has been taken to heart. Bungie listened to a lot of its fans about features
they wanted to see included in the game (think a Collection menu or even a
lorebook). The weapon slot system that was changed unnecessarily for the sequel
was given a better overhaul with this expansion, allowing for true weapon
builds for different gameplay styles. The story campaign finally reached a
sweet tonal spot of great moments of humor balanced by complicated moments of
darkness, a fix from the vanilla release’s relentless focus on comic relief.
Multiplayer is finally morphing itself back into being a fun power fantasy
again, and Bungie even shows they still can innovate in the realm of multiplayer
with the intro of the fun new PvPvE mode “Gambit”. And finally, FINALLY, Bungie
has figured out how to more properly keep players engaged in the long term with
a more elaborate endgame (represented by the constantly evolving Dreaming City,
home to all endgame content and the raid).
The Dreaming City, home of the raid and the fix to Destiny 2's endgame woes |
Because this is Destiny, of course the expansion still
has problems. Bungie tends to always swing too hard from one pendulum to the
next when updating the game, which means that as of this moment, Destiny 2: Forsaken is a punishing game
for people that want to play casually like the vanilla release. This means that
the investment game now favors people that want to play the game more as a
hobby than anything, so things like player progression and the economy will be
a slow burn for casuals. Also another big problem seems to be a couple bugs
creeping as the game hums along, which can stall progression from time to time.
More importantly, as of this moment the game’s servers have become increasingly
unstable, which is very frustrating for a game I had no problem connecting to
over the last 4 years. These problems can be fixed at some point, but so far
they hold the game back.
Bungie has promised this
is the time where all player feedback is here to stay, which should inform the
philosophy of the game’s design going forward. Despite some nagging flaws,
Bungie once again has done a great job turning its initial release to make this
a game worth investing again, provided this is finally their true inflection
point for how they’ll approach this thing.
Now Bungie, stabilize
your servers for God’s sake!
85%
★★★★
4/5
4/5
Great
“Shadow
of the Tomb Raider” Review (PS4, Xbox One, PC)
Is Lara Croft's latest adventure a treasure or a dank tomb? |
Ask me what is one of my
favorite game genres, and I’ll immediately say action-adventure. There is just
something about a game that mixes third person action with either a linear path
or exploration that just speaks to me. It’s one of the reason’s Sony’s Uncharted series is a personal favorite
of mine. It is just nice to have a well crafted contained
experience, especially in a generation overloaded with open world games. For a
while, the Uncharted games were my
go-to series to scratch my action-adventure itch. But with the series ending in
2016 with Uncharted 4: A Thieves End, the
itch needed to be scratched by something else, and that’s where Square Enix and
Crystal Dynamics’ reboot trilogy of the classic Tomb Raider franchise fits the bill.
Lara Croft is back and selfishly brings the Mayan Apocalypse with her! |
With the first game initially
released at the tail end of last generation (and then re-released a couple of
months later on the then next-generation consoles), this Tomb Raider reboot is a fun one to compare and contrast with the Uncharted series, especially how one has
influenced the other. Let’s not forget, Tomb
Raider is around 20 years old at this point, and Uncharted was inspired by it and elevated the genre with its
storytelling chops and production values. The Tomb Raider reboot tried to be like its inspiration a little too
much, and while it got some things right like the spectacle, it just wasn’t up
to snuff in other places like story and polish, becoming less memorable as a
result. It took until the 2015 sequel Rise
of the Tomb Raider for this reboot to start carving its own path, putting
more emphasis on tomb exploration and role playing mechanics to become a deeper
game as a result. Even though the series improved on other aspects, it was in
the gameplay department where the series could finally stand apart from Uncharted. For those who prefer things
other than stories and spectacle, the Tomb
Raider games became the option for more gameplay and system driven
adventure games.
The Predator game we never got. |
With this year’s Shadow of the Tomb Raider, Square Enix
and now developer Eidos Montreal (with original developer Crystal Dynamics providing
ancillary support as they focus on their Untitled
Avengers Project for Marvel) bring what they're calling the “Lara Craft Origin
Story” to a close. While the narrative so far has been the weakest link in all
the games, I was interested in how they were going to close this narrative loop
and if this was going to fix the series’ narrative woes. Sadly, it wasn’t to
be. While the game still provides a compelling character in Lara Croft with a
great performance by Camilla Luddington, the rest of the story is still just as
grimy, gritty and forgettable as the previous games. None of the games in this
trilogy embraced the fun of being an adventurer, instead miring the story with
revenge plots and conspiracy theories that just weren’t that interesting. The
series still doesn’t know how to craft compelling side characters other than
Lara’s companion Jonah. Heck, I can’t even remember other character’s names,
which should say everything.
Lara's complicated relationship with Jonah continues to be the narrative's best element. |
Sure, the game’s narrative goes crazy with its “mayan
apocalypse” backdrop and the spectacle it brings, but ultimately, it’s just
another forgettable romp, and one that never shows the evolution of Lara Croft’s
character in the way they were promoting. Having watched the ending and its post
credit scenes, I’m still dumbfounded how all of this is supposed to make Lara
the adventurer of the series in the 90’s.
While the game still
fails in its narrative, its gameplay elements more than pick up the slack from
here. Taking a page straight out of previous game, Shadow of the Tomb Raider is the kind of sequel you expect this
late into a console generation. Gameplay and systems wise, this is straight up
the same game as the previous one, with the only difference being the bigger
emphasis on stealth and more tombs to explore. The gameplay has always been the
highlight of the series, so for everyone wanting more of the Tomb Raider gameplay loop, Shadow of the Tomb Raider provides the
goods.
At the same time, it’s
very easy to play this game and notice some things are a little off. While the
game has never been a straight third-person shooter, it feels like the combat
mechanics have taken a bit of a step back. While the bow still feels good to
use during exploration and stealth sequences, once guns are up, there is a
weird sense of input lag to the gunplay mechanics that makes combat feel loose
and unsatisfying. Sure, this could be seen as the game encouraging a stealthier
approach, and developer Eidos Montreal sure did a good job of designing a lot
of the combat scenarios to be tackled that way. However, there are many
scenarios that can only be tackled through gunplay, and the combat problems
rear their ugly head here.
The game works better through stealth than through regular combat. |
Another place where this
game also falls short is in its level of polish. At first glance, this is a
pretty game with some great environmental detail and art design, bringing the
countries of Mexico and Peru to life in a convincing way. However, the closer
you look, the more you see a game with some muddy textures, some really bad
hair effects and some spotty character & facial animations. The game also
seems to be replete with scripting issues, which can screw over the player by
exploring a path they were not meant to be in. It just doesn’t scream “high
quality” like its predecessors.
Though there is some fun
to be had, there is just something about Shadow
of the Tomb Raider that doesn’t quite click the same way the previous two
games did. While still a good game with some great moment-to-moment gameplay, it’s
also a game I’ve been forgetting about since I finished it a week ago. It can
be solid entertainment for a week, but don’t expect a lasting impression like
the previous two.
60%
★★★
3/5
3/5
Okay
"Hollow
Knight: Voidheart Edition" Impressions
Hollow Souls. |
I sure couldn’t stop
hearing about Hollow Knight when it
came out on Nintendo Switch halfway through this summer. But from what I was
hearing and reading about it, it sure seemed like a game right up my alley.
Just like “Action-Adventure” is one of my favorite genres, I also have an
intense soft spot for the so called “Metroidvania” games. The gameplay loop of
a sidescroller with an explorable map with sections segmented off until
you acquire a certain tool/ability is one of my favorites, and 2018 has
certainly provided the goods with Metroid-vanias like Guacamele 2 and weird hybrid games like Dead Cells. Not owning a Nintendo Switch prevented me to get in on
the Hollow Knight hype as it was
happening, and I wondered if I would have to wait until getting a Nintendo
Switch to be able to experience what the fuzz was about.
Thankfully, developer
Cherry Games was smart in proliferating the game quickly, so with the release
of Hollow Knight: Voidheart Edition on
PlayStation 4 and Xbox One, I could finally see what the fuzz was about.
I’m only three hours in
so far with Hollow Knight, and so far
I’m finding a Metroidvania that is both refreshing and off-putting. I think I
have gotten so used to Metroidvanias always giving me an idea of where to go in
a map and letting me figure out how to get there, I was taken aback by the
hands off approach to Hollow Knight. This
is a game that immediately drops you into its world with no direction whatsoever,
and I found that refreshing in the same way a game like The Legend of Zelda: Breath of the Wild trusted its players to
explore at their own will. It felt daunting, scary and exciting at the same time.
Then I died. And noticed my
currency got lost and my health regenation meter got lower as a result. It then hit
me: THIS IS METROIDVANIA DARK SOULS!
Some of the bosses are real @#$%& |
This realization made me both
excited and apprehensive as a result. As excited as I was for getting to play
another one of these games, I sure wasn’t in the right mindset for a punishing
game in the vein of Dark Souls at
this moment in time. Those kinds of risk/reward punishing games need a specific
mindset to be tackled with, and I realized I just wasn’t ready for that kind of
punishment right now and have put the game off until some gaming dry spell in
the months ahead.
There is so much good
about the game I saw in those three hours, from its tight mechanics,
interesting world design and Gothic ugly/beautiful art style. With the right
mood and mindset, I can’t wait to experience more about this game in the
months to come. But right now, don’t need that kind of stress in my games.
Game Scoring rubric:
★ : 1 point ☆ : 0.5 points
★★★★★: Essential. Excellent games. Close to flawless. Transcends any minor flaws it may have.
★★★★: Great/Highly recommended. Great games. Some flaws worth mentioning, but nothing to worry about.
★★★: Okay/Recommended. Good games. Contains things worth playing & experiencing, but flaws can hinder the experience.
★★: Caution/Questionable. Mediocre games. The flaws start to significantly hinder anything good the game has.
★: Avoid. Bad games with terrible design decisions and flaws. No fun to be had. Don't waste your time.
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