Game Review: Spider-Man PS4

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Fans of Spider-Man will be happy to know that the new PS4 game does for their favorite wall-crawler what the Arkham series did for Batman, but hardcore gamers may be disappointed that in terms of groundbreaking gameplay Spider-Man on PS4 doesn’t swing too high above the watermark that Arkham set. The open world gameplay is heavily indebted to open worlds past, specifically those inhabited by Batman, Ubisoft’s many Assassins, and the Infamous gang. Spider-Man‘s Manhattan is littered with colorful icons indicating side missions to delight, distract, and occasionally bore the player. Of course this is all par for the course for the modern open world gamer. What sets Spider-Man apart is the sweet sublime feeling of swinging through the city streets, a kind of divinely relaxing routine that allows the player to forget their worries and get lost in the fun.

The story will be hard to discuss without spoilers, but I’ll try my hardest to keep this review spoiler-free. Suffice it to say that in general, the narrative takes an awfully long time to reach some familiar places, pitting Spidey against supervillains while his alter ego Peter Parker is dealing with guilt, grief and relationship woes. The game opens with Spidey on the verge of a criminal bust after eight years of work. Once a renowned mob boss is in jail, Spider-Man is forced to deal with the power vortex he’s created. A new supervillain rises to power, Mr. Negative, a photo-negative look-alike who can zombify people by unleashing their inherent darkness. This darkness idea isn’t really explored so much as it is shoehorned in amongst all the other madcap nonsense involving Dr. Otto Octavius and Norman Osborne, characters so thoroughly established that they feel like an odd mix of nostalgia and redundancy here. The story isn’t as artfully crafted as the dialogue, and eventually the crime narrative rubber-bands to a rapid conclusion, one feeling a bit short and sluggish. Thankfully the character moments are charming and nuanced enough to counter-balance these flaws.

Underwhelmed by is offerings, I rushed through the story so I could dig into what I cared about the most, swinging around the city and stopping crimes. Once the story is complete you’ll have plenty of time to explore, collect backpacks, try on new super-powered suits, and do whatever a spider can, even though sometimes ‘whatever a spider can’ feels oddly familiar to ‘whatever a bat did yesterday.’ The stealth mechanics aren’t quite as polished as Arkham‘s, but they get the job done. Combat is a bit looser and doesn’t feel as much like a rhythm/puzzle game as Arkham. Once you get a hang of the many different mechanics and how they can be hybridized to create your own natural rhythm, things get fun and fluid. Sometimes you’ll find yourself scrambling for that perfect swing or shot and inadvertently doing something more spectacular than you could have imagined. That moment of discovery and the glee that comes with it is enough to make any comic book fan feel like a kid again.

For the Spidey Squad this game is a clear no-brainer, but for everyone else I’d offer a caveat. Spider-Man feels more like a game that might have been released prior to Breath of the Wild or The Phantom Pain in terms of its workhorse aplomb. It never tries to push any boundaries or exceed expectations. It merely tries to match them and provide a game worthy of the name Spider-Man. By that metric it succeeds, and likely will pave the way for DLC and sequels that push the game engine to exciting new heights.

Game Review: The Legend of Zelda: The Oracle of Seasons

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It took me many Winters, Springs, Summers and Falls to finally complete The Legend of Zelda: Oracle of Seasons. I first owned the game as a child, but Oracle of Seasons‘s often mind-bending puzzles proved too taxing for adolescent me. I put it aside, convinced that I’d eventually come back to Seasons and defeat it. Lo and behold, twenty-some odd years later, my quest is finally complete. Oracle of Seasons was just as tricky as I remembered it to be, but that made beating it all the more satisfying.

Zelda games are known for their puzzle-filled dungeons, often with occasionally mean-spirited tricks and traps. Though the series is a Nintendo staple, Seasons was developed by Capcom, and as a result that mean-spirited trollishness has been amplified to a Mega Man degree. Zelda games could always be difficult, but the developers of Seasons seem to have been hellbent on ensuring that every successive screen had a new and more taxing challenge. Few of the dungeons inspire awe or wonder or kindle the player’s imagination in the way that the dungeons in Ocarina or LTTP did. These are old-school beat-you-up and spit-you-out brawler dungeons with puzzles so occasionally head-scratching that they make the pillars in Eagle’s Tower look like child’s play. At first glance each puzzle is appealing enough, but the path to the solution is generally fraught with back-tracking, health conservation and cursing at your hand-held device.

At times, Seasons feels more like a Master Quest for those who played Link’s Awakening than a standalone story. In terms of narrative, the game is paper thin. Zelda is nowhere to be found. In her stead, Din the Goddess of Seasons plays Damsel-in-Distress, sending our hero on a quest to rescue her from the bulky bruiser General Onox. Onox, like most non-Ganon baddies, is mainly a filler villain with few distinct details. The true focus is on exploration, puzzle solving, and wrapping your head around just what the developers expect you to do next. There’s a great moment late in the game when even the NPC’s don’t feel like telling you where to go, and that sort of “you’re on your own” attitude hums throughout.

Graphically the game is wonderful to look at, even for a dated GBC title. There’s plenty of personality in Seasons, even though the writing is confined to two-line scrolling text boxes. The characters are brimming with funny dialogue and wacky animations. There are even references to Ocarina‘s cast, including Biggoron and The Windmill Musician. Many of the larger characters look better than anything on the NES, specifically Link’s kangaroo friend and the game’s final boss. In spite of all that, the game lacks a sort of coherent focus that gives it any real thematic unity. It’s a melting pot of interesting ideas, but the result is a Dagwood sandwich rather than a meal with the perfect blending of ingredients.

What it lacks in cohesion and originality, Seasons makes up for in gameplay. More could have been done to round out the game’s inventory- no hookshot or bow?- but for the most part, this entry in the Zelda series is a winner. Even when limited by hardware constraints, like the fact that you only have two buttons with which to assign inventory slots, the developers of Oracle of Seasons made a game that carries on the Zelda legacy and manages to play well even today.

Game Review: Pokemon Ultra Moon

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As a long-time fan of the Pokemon series let me tell you, Pokemon Ultra Moon represents both the highs and lows of being a Poke-fan. The graphical leaps the series has made since Red and Blue in 1996 are impressive, but the 3DS’s limitations become ever more apparent as designers try to push beyond them. Graphically the game looks like a half-step between an N64 and Gamecube game, which sounds alright for a handheld series that began without the ability to display color. (The idea of playing a “black-and-white” game called Pokemon Blue seems a bit ridiculous now, doesn’t it?) The Pokemon are all beautifully rendered in three-dimensions. The environments look alright but somehow feel both confining and empty. You’re not wandering around a big open Pokemon world. You’re still sticking to paths and one-way ledges.

This again feels like a metaphor for the series. Two steps forward, one step back. I remember when Ruby & Sapphire introduced Pokemon Beauty Contests. That always struck me as unnecessarily creative for a series that has eighteen Pokemon types yet still makes you choose from fire, water, or grass types at the beginning every time. Some things are set in stone and some are up for grabs, and it’s never clear which is which or why. For example, the setting of Pokemon Ultra Moon is a surface level riff on Hawaii. This shakes things up on a cursory level, but also removes a diversity of environments from the level design. And in a move that feels like something a stoner might ponder on a pile of pillows at 3 AM- “What if there weren’t even gyms?”- this game does away with Pokemon Gyms in favor of new Island Trials. Ostensibly this was to make things less repetitive, but it ends up being a momentary distraction. The only thing that truly sticks here is the idea of Totem Pokemon, larger than usual boss Pokemon that your team has to take down. These boss battles felt worthy.

Inconsistency seems to be the general theme here. Even the name Pokemon Ultra Moon reveals the truth of the matter. There were two previous versions of this game, Pokemon Sun & Moon, that were considerably less good, and even so this new version isn’t perfect. So what you’re seeing in Ultra Moon is a course correction but not enough of one to really set things straight. It’s not uncommon for each generation of the Pokemon series to have two competing titles, both generally the same except for some version exclusive Pokemon, thus encouraging trading between versions. There is often a third version of the game that follows a year later, adding a few new features, exclusive Pokemon and a new mission or two. There have been variations on this formula, from the full-on story sequels of Black & White 2 to the remastered Alpha Sapphire which acted as a spiritual successor to the well-received X & Y. Ultra Moon is the first ‘third-version’ Pokemon game that I’ve played where it felt like a director’s cut. Plot events and situations are changed to make the story work slightly better. It still has its gaping obvious flaws, but now it feels a bit more polished.

If you were turned off by Sun & Moon their Ultra versions might smooth over some of your problems. Then again, there are plenty of reasons to scratch your head and say, “What?” at these versions too. At some point, the bottom half of your screen becomes dominated by tutorial tips from your talking Pokedex. This is the screen also used for your map and menu information. It is incredibly annoying to glance down at the map only to see the Pokedex rambling about a great place to take photos of your Pokemon. Oh, and by the way, you can only take photos of your Pokemon at the Photo Club, even though your Pokedex clearly has a camera on it for story reasons.

There’s lots of little barbs like this. Lillie and Hau, the game’s insufferable companions, have been toned down a bit but are still load-bearing. The game’s villains seem to be less brutal and are let off the hook a bit easier in this version. The one update the game didn’t get but sorely needed was a line-by-line revision of its dialogue. The awkward phrasing and weird non-sequiturs would be forgivable were any of it funny, but it constantly feels like the localization team is dancing around the idea of jokes without delivering any. The writing in this game makes the writing in Red & Blue sound like Shakespeare, and that includes the little kid who shouts about his love of shorts.

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The biggest let down is how the game mishandles things that were done better in previous entries. The online system is worse than Alpha Sapphire‘s and while Super Training was dull, its replacement in Ultra Moon is a convoluted nightmare. Pokemon fans love to battle and some of them take it very seriously. The game acknowledges the existence of its adult fans. It just refuses to cater to them.

Deriders might say that I am putting too much stock in a children’s property, but Nintendo tentpoles like Mario and Zelda continue to deliver for all ages. Like the best Pixar and Ghibli movies there is a sweet spot where everyone can get a kick out of something, and for a while, Pokemon resided in this spot. To be frank, this sweet spot should be Nintendo’s wheelhouse.

I’ll refrain from my traditional rant in which I beg Nintendo to release a next-gen Pokemon MMO. “Do yourself a favor. It will be like printing money,” etc. Instead I will end this review with a reminder of the inconsistency of Ultra Moon, one that I think will speak to fans of the franchise or even ones that haven’t played it since the old Game Boy versions. What’s the catch phrase associated with Pokemon? “Gotta Catch ‘Em All!” That signature slogan is the battle cry of the trainer. You’re supposed to fill up your Pokedex with all the Pokemon you’ve caught, hoping to one day “catch ’em all.” In Pokemon Ultra Moon there is no national Pokedex, meaning there is no complete list of Pokemon in the game. You literally can’t catch ’em all. “Catch some, why worry? Mahalo for buying this game twice, ya dummies!”

Game Review: Horizon Zero Dawn

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It took me a very long time to get through this game. Everyone said that the story sticks the landing, so I stuck it out too. They were right. Horizon Zero Dawn has a fantastic story and beautiful enough cut-scenes to be a great animated movie. It’s the gameplay that I’m not too sold on, both in comparison to its open world contemporaries like The Witcher 3 and Breath of the Wild, or even as a standalone franchise.

There’s something not sticky enough about Horizon‘s combat. It always feels loose and lackadaisical. Critical hits and type advantages never seem to do enough damage. Every combat mission is basically the same, so it’s never clear whether it might be wise to use a blast sling, a tripcaster or even my melee staff. That’s up to my discretion, but unlike in Arkham Knight, my multitude of gadgetry feels more like a utility belt packed with balloon animals. Fights with big beasts, the selling point of the game, are often brutal and tedious affairs. Beasts are the post-apocalyptic equivalent of bullet sponges, eating arrows and bombs until you’ve brought up your scanner and pinpointed their weak points.

The scanner is really lousy too. It’s like Arkham Knight‘s detective vision, but it slows your movement speed considerably, so you can’t effectively use it mid-combat. You have to be crouched nearby, in pre-fight surveillance. This would all be well and good if the weak points on the beasts stayed highlighted. That effect fades. Rather than sending out a pulse mid-fight like the scanner in The Division, the scanner in Horizon oddly segments strategy and combat into stages. That would be functional in a game that felt strategic, but at the end of the day you’re still firing a hundred arrows into a giant robot crab.

The story is really, really good though. Don’t let my gripes about the combat fool you. It is an epic sci-fi tale with heart. Things start slow, but get considerably better by the three-quarter mark. That being said, the dialogue is not as strong as the story, often sounding wooden and awkward. There aren’t any memorable laughs or real moments of levity. Usually the game’s humor is grim, a cynical reminder of mankind’s weakness. Likewise our hero Aloy is a humorless, by-the-numbers, future-cavewoman-detective. Aside from Aloy, the only vaguely interesting performance comes from Sylens, an uncanny valley version of Lance Reddick who is constantly encouraging you to succeed while chastising you for doing it wrong.

A great game like The Phantom Pain feels like a buffet compared to the minuscule ill-sustaining meal prepared by Horizon Zero Dawn. There the gameplay was the meat. Each location was a chance to open up your toolbox and be creative. The gameplay loop of Horizon boils down to hoarding plants and fire arrows and walking through the bushes to your next destination. Aside from the story, everything in Horizon: Zero Dawn was better when John Marsden did it eight years ago.

Game Review: Far Cry 5 (PS4)

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I’ve seen a lot of people complaining about the political messaging of Far Cry 5, everything from people believing it’ll give Doomsday Preppers and real-world cultists new verbiage for their beliefs to those who don’t believe it goes far enough in taking a stand against Trump’s MAGA minions.  It’s true that Far Cry 5 lets its cult member villains wax poetic about the corrupt bureaucracy and immorality of modern society, but to claim that any of these monologues includes a new lexicon for your local well-armed militia may be pushing it. As noted in other reviews, Far Cry 5‘s political satire is skin deep. It references catch phrases, MAGA included, that have swept the meme-ridden media landscape, giving voice to pat expressions of political propaganda that probably didn’t need another loudspeaker. But then again, can the same work of entertainment really be criticized for being too problematic while simultaneously not going far enough?

Such is the case with Far Cry 5, an action-adventure video game where your rookie Montana deputy gets inextricably involved in the eradication of a cult run amuck. The opening scene sees our hero and his police posse attempting an ill-advised arrest on the Manson-esque cult leader known as Father. Shit goes awry, and soon you’re off on an explosive open-world quest to rescue the members of your team who’ve been kidnapped by Father’s sidekicks, his two creepy brothers and the fatally intoxicating Sister Faith. Most of your time will be spent liberating hostages, blowing up bright red silos, and recreating action movie sequences to the best of your ability.

The game gives you the option of exploring any of the three regions- each controlled by a different evil sidekick- hopping between them and completing missions as you so choose. I went for Sister Faith’s region first, as it felt the creepiest and most engaging. Though the inclusion of zombie-esque drugged out cult-ies is questionable, the fun of taking them down is palpable. The other two regions are fairly similar, but are controlled by forgettable villains whose schtick oscillates between maudlin and cornball. When they’re monologuing, I suggest you skip the cut-scenes and grab yourself a Coke.

The fun of the game, and there is plenty of it, comes from the side missions and the wacky party members- including a bear named Cheeseburger. Very little of the fun comes from progression in the main story, which may be thought of as a momentary distraction from the thrill of adventure. For those sick of open-world games and craving a focused narrative, Far Cry 5 may disappoint, but if you are like me and wanted a more refined take on Just Cause 3, you’ll be in luck.

Now then: I’d like to talk briefly about the game’s ending, but it is a MASSIVE SPOILER, so please turn your eyes off if you have not completed the game. The so-called ‘good’ ending of Far Cry 5 is hilariously ridiculous, making almost no sense. Whoever wrote it wanted to seem clever and failed miserably. Oh well. At least we’re treated to one of the most jaw-droppingly insane endings to a game ever.

Spoiler-fearing citizens gone? Good. The game ends with a series of nuclear detonations, a failed escaped attempt, and the conclusion that you’ll be locked with Father, the evil cult leader, in a bunker for the rest of your life. Game Over. The ‘happy’ ending of the game results in your character ultimately failing and being punished for his or her attempts to save the day. It seems to be implied also that the supposedly bat-shit cult leader was actually a soothsayer- how else could he have predicted this outcome?- or an international terrorist, because otherwise I can’t even begin to explain how this turn of events came about.

The logistics of the conclusion- that the villain had somehow either planned or predicted a nuclear holocaust- go so far beyond the realm of internal logic that it feels more like a fuck you to reality than a satisfying conclusion. However nothing in the game had really built in any particular direction, so the fact that the ending was a surprise was enough of a shallow victory to elicit some chuckles from me. This is Far Cry after all. Exciting it is, but smart it is not.

Rating: 7.5 out of 10