The E3 Titles I cared about, 2018 Edition!

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Well, well, well! Another year, another set of E3 press conferences with all those entail – cringe-worthy moments, EA sports segments making you seriously reconsider a membership amongst the living on this wonderful blue orb of ours and, occasionally, games which look just promising enough they might be worth putting a mortgage on my house.

If I had a house, that is.

The following post will go into all those games that caught my eye and, in a few cases, my imagination. There’ll be links to whatever trailers were released, so if you see anything unfamiliar, click the link and familiarize thyself!

Control looks gorgeous, seems to be a psychological thriller with more than a smidge of X-Files to it, a wonderful gun that makes everything explode in glory, and one hell of a trippy setting which shifts and generally defies the laws of physics.

There’s also what looks like telekinesis, with the protagonist throwing around pieces of the environment, much to the joy of all us fans of pure destructive chaos.

Kingdom Hearts 3 is finally coming on January 29 and I can’t begin to describe how excited I am about that. The second game, which was the first I played, meant the world to me at a time when I was lost and alone and I didn’t know how not to be.

I still don’t, sometimes. But Kingdom Hearts taught me lessons which helped ground me and it made me laugh and cry and it showed me hope. (It also made me talk like Xehanort but you gotta take the negatives with the positives, right?)

I don’t know how it did all that it did. I don’t need to know. But I can’t wait to see what Kingdom Hearts 3 will teach me, in its turn, a lifetime later.

Prey got a DLC with some very good ideas and it’s out now! It’s called Moonsomething and it’s got rogue-lite content, five characters, some additional features to be added in among which is an Evolve-ish 4v1 PvP mode, apparently? At any rate, it sounds like good fun, I reckon. It’s 20 euro, which is a bit more than I can afford, wot with Vampyr, Tales of 15 euro, and the small fortune I spend on sci-fi and fantasy books monthly. And besides, while the idea of that DLC excites me, I’m still happy with the 40 hours I spent with Prey earlier this year. Maybe next year.

Why do I care about Assassin’s Creed Odyssey? It’s probably the setting, might be that they’re finally going in a more RPG- style direction. I didn’t care about the one set in Ancient Egypt. Or about the dozen before it, perhaps with the exception of Unity which I still never bought. But this one looks nice enough. One thing, though–if you Ubisoft guys are going to be doing right by Ancient Greece, you might want to add some blood in your big-ass Spartan-on-Athenian battles, eh? Blood is good. Important. Comes out of people when you stab them. Not the same without it!

Kojima showed yet another Death Stranding trailer, which cleared up nothing while confusing everything. Seems like there’s plenty of walking around in gorgeous environments but the rest of the game still seems a murky, inexplicable void to me and most of the Internet. Not to say it’s not the sort of thing that piques my curiosity, gods, no! I’m just confused, and affected by my friend’s continued proclamations that Kojima is making a movie and dressing it up as a game…which, with that cast isn’t as unlikely as us lovers of games would like it to be, innit?

Ghosts of Tsushima! It’s another PS4 exclusive which looks gorgeous and if the gameplay actually looks the way the demo played, I might need some help picking teeth off the floor, since that’s how hard my jaw will hit it! Give me Mongol-killing samurai, and give them to me soon! Beautiful colours, stealth gameplay that looks like a lot of fun, where do I sign up?

The Last of Us II, twice as violent and bloody as its predecessor, with a lot of head-chopping and girl-on-girl romance. The animation of this one is a head-turner, too and ever since finally playing the PS4 remaster of the original last year, I’ve been hungry to get back and see how Joel and Ellie continue to deal with the good ol fun-pocalypse. The fun- is a stand-in for funghi!

Babylon’s Fall is a game developed by Platinum in collaboration with Square Enix. I know next to nothing about it but it’s Platinum and Square Enix, and so I am unreasonably cheery in my expectations! You must realize, this is unlike me–I hate to get hyped up for something without having a semblance of an idea as to its gameplay.

But you know what looks bloody brilliant, gameplay and all? Devil May Cry 5! Dope. So frikkin’ dope. Can’t wait for more excellent spectacle fightin’, this time with Nero! ( That was Nero, right?)

Dying Light 2’s narrative design is worked on by Chris Avellone! I never got to play the first game but now I have to, don’t I? Avellone hasn’t once disappointed me with any of his games and while it was pretty sad to read about what went down between him and his former employers/co-owners at Obsidian, his talent in crafting deeply engaging, morally gray and complex stories is well on record. Tyranny, my beloved KotoR 2, New Vegas and many, many more are but a part of his impressive catalogue.

Tunic looks cute and cuddly and I don’t mind seeing more of it! The piece of soundtrack used with the trailer also sounds quite good, doesn’t it?It’s foxes wielding one-handed weapons and shields, man, that’s where the money is. Ask anyone, they’ll tell ya.

Is that it? The stuff I’m excited about this E3?

Nope, two more!

Beyond Good and Evil 2!  Need I say more?

And the last one is coming rather soon…Marvel’s Spider-Man! The Sinister Six was announced, the combat looks like fun, it’s been years since I’ve gone swinging through the streets and skyline of New York and I am beyond excited to do it again! September really can’t get here soon enough now, can it?

There’s plenty of other games which look interesting enough but I either have some healthy scepticism around their developers/publishers or I just don’t know enough about their games.

 

God of War: First Impressions

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I played six hours of God of War with two of my closest friends, and I can’t stop thinking about it.

It’s rare that I’ll find a game lingering on my mind after I’ve put it down. Such games more often are those “just one more turn/game” strategy experiences, which can suck your life away while you’re grinning happily at your perceived intellectual genius, caused by thrashing a bunch of AI opponents. There’s a reason I no longer play StarCraft 2 on ladder!

But I digress. God of War, what an epic experience! First of all, this game’s encounters are Hard! We three amigos played on the third difficulty, i.e. what would be called in yon olden days “Hard mode,” and it frustrated me a few times if I am honest. If I were alone, I would’ve played the game on Normal. I’m not ashamed to admit it, I often pick Normal on most games, because,

A) I’m not that good, and;

B) I have a library of games I want to finish, and no matter how many I finish, it seems to always expand. I haven’t finished the Witcher 3 DLCs for Tolkien’s sake!

A few fights were an outright nightmare, I tell you. I reckon a few battles forced our collective blood pressure to go way, way up due to the sheer amount of time spent trying to beat them. The first battle with the heavy shield draugr(might’ve misspelt that, I’ll freely admit) was…not fun.

That said, passing through those moments eventually, after all that effort, it’s a high. I am definitely beginning to see the appeal of games like Dark Souls (my friend, whose place we invaded to rob him of his time with God of War made loads of Dark Souls meets Kratos jokes, some of which were quite good).

Enemies can take a lot of punishment on Hard. I don’t want to think what it’s like to play on God of War difficulty. It’s doubtlessly insane. But then again, the rush I felt at beating a few of those encounters which so flummoxed us — that’s almost enough to make me consider.

Might I not be able to spare the time? It might just be worth it if it’ll make me feel like a… God of War.

Cringe. I know, that last line was abhorrent. What about the story and the four boss fights I witnessed and/or participated in?

I liked BOY.

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Boy is the boy of Kratos, who is patiently taking care of him, bonding with him over hunting magical deer and boars, and also over his mum’s death. They’re taking a road-trip to the peak of the nearby mountain and I can’t help feel that it’s a lot more difficult than it should be, what with the army of undead giants and non-dead giants, and angry gods without any clothes on.

The story is one-fourth road trip, one forth greek tragedy, and many more forths of cheese axe-throwing, all to defeat incomparable odds and yell some more at this little godling. Or demi-godling. Probably all-part godling though, if you ask me.

It’s great. Angry dad Kratos 2018 is even more entertaining than I hoped, and those few times during which you see Kratos fighting to keep as calm as possible or having a tender moment with Atreus Boy are nothing short of emotional.

Oh, and fighting the naked Stranger (who may or may not be a very weird interpretation of Baldr, though I’m beginning to see it)  was epic beyond all rhyme and reason!

In short, I’m excited to experience more of this god-son road-trippy goodness.

P.S. I love how the side-quests are done! Because of Kratos and BOY’s continuous conversations, none of the ones we played through felt like they were moving away from the actual main plot; it was all an extended lesson for the Boy. The levelling up-upgrade system is also something I have a lot of appreciation for, though I need to further familiarize myself with it before I can really discuss it.

Saturday Night Gaming: Prey

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Back when I was a kid, and then a teenager, I hated games like Prey! Dead Space, Bioshock 1&2, a variety of others which saw a lone protagonist facing against horrifying and unknowable enemies, whether on a derelict starship or submerged leagues beneath the sea.

Hated is, perhaps, too strong a word. Feared, in truth, would work much better; I was a scaredy-cat when I was a kid, due to an unfortunate accident that had much to do with a movie adaptation of Stephen King’s Dreamcatcher — as average a movie as any, but a seven year old’s mind can turn silly, horrible special effects into the stuff of nightmares.

After that experience and another one a year later, it was easy to ignore horror films and games with a lot of jump scares; so it was when I got over Prey’s beautiful intro that I knew, the Filip from six-seven years back would’ve stayed as far away from Prey as he could throw the physical copy of the game (that younger Filip hated digital distribution; whether due to distrust, or some other reason, I couldn’t tell you).

I’m very happy to have grown out of that fear, for Prey deserves to be played and replayed, and replayed some more!

You take on the shoes of Doctor Morgan Yu(the gender of the good doctor is your choice), as you find yourself missing a three year-sized chunk of memories. If that wasn’t enough, you’re also on the space station Talos I, which orbits the moon in the year 2035. It’s…not looking too great, with corpses littering the ground and strange alien lifeforms running around, turning into cups, trying to chew your face and what-have-you. It’s all terribly confusing, as the last thing you remember was preparing to leave for that same space station, after some cajoling from your older brother, Alex Yu, in 2032.

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Alex is the CEO of TranStar, a mega corporation whose public face is the Yu family (mum and pop, as well as big bro and –yey — you!). The biggest hit of the company is the so-called Neuromod; the device changes the neural pathway of its user, allowing them to gain a new skill ranging from learning languages, to lengthening the life span, as well as a variety of other skills. As you might imagine, they’re something of a luxury, with only the richest and most influential on Earth able to purchase them.

Thankfully, Neuromods a plenty, since you’ll need a lot of help if you’re to stand so much as a chance of getting alive. Then again, a friendly robot who seems to have all but stolen your voice — your personal assistant January does the talking, instead of you — is asking you to blow up the station, for the sake of all of humanity down on Earth.

The choices are many, both in how you go about your exploration of the space station, and in how you deal with the decisions the story throws in your face. I won’t spoil now, nor will  I go in an in-depth discussion about the bits of the game that made my mind go boom, then blank, then boom again — but I have to say, it’s an excellent game that deserves a lot more attention than it got, both for its narrative and its varied gameplay.

It was made by the excellent Arkane, which stand behind the Dishonored franchise (although, to be fair, there are two studios that wear the Arkane name, one in Lyon (Dishonored 2), the other in Austin, Texas (Prey) ) and it does feel like Dishonored in space, in some ways. The best ways.

What a brilliant gem of 2017, a year that’s given us a ludicrous number of excellent games!

P.S. Thy Typhon were downright scary for the first five-six hours I spent playing, and that’s the greatest thing! Enemies who spook you as you squish them into fine jelly with a wrench or turn them into statues with your trusty GLOO gun are the best.

The best.

 

Ah, how I’ve missed writing one of those! Next week, Horizon: Zero Dawn. Probably. Alloy is the best.
Morgan Yu ain’t half bad, though, trust you me!

 

 

Saturday Night Gaming: A Review of Wolfenstein: The New Order!

I made a little here review of 2014’s Wolfenstein: The New Order. You can click here to go straight to YouTube, or check it out below.

I had a lot of fun writing the script, editing the footage and audio; I even used Adobe After Effects for the first time, to make the fun tiny intro at the very beginning. Some of the humor’s a bit off, but I’ll keep working on my timing and on the whole process!

 

Saturday Night Gaming: Total War: Warhammer– Twenty hours of Dwarfing around

“Here’s to dwarves that go swimming with little hairy women!!!”
-Gimli

This quote has informed my entire way of thinking when it comes to dwarves. Its merits are obvious, and its conclusions–grand.

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The dwarves in Creative Assembly’s Warhammer game don’t go heavy enough on the “swimming with lady-dwarfs” bit, but they do quite nicely in other aspects. In my 209 turns’ worth of in-game time, I:

  • murdered a ludicrous amount of orks with hammers, axes, pickaxes, grenades, crossbows, siege weapons, and gyrocopters. As a result of that, I basically committed genocide against anything Greenskin, be it ork, goblin, or any other squeaky, violent what-have-you; and you know what? I’m not even sorry.
  • I turned my attention to the Vampire Lords. They’d been giving my fellow dwarven allies a fair bit of trouble; as High King of all the Dawwi, I do not take light of such violence. What was supposed to follow is a little trick I like to refer to as ‘GIVE ‘EM THE AXE!’ maxresdefault1
  • Which is what I would’ve done, had not the forces of Chaos come spewing forth from the hellish North; after that, it was one battle after another; bloody, scary battles, those. Dwarves have a problem with cavalry and monsters, being the sturdy tiny people that they are; Chaos is all cavalry and monsters and very nasty anti-infantry.
  • Many a short lad perished in those darkest of days; but all the free races united against the common threat. The Empire, led by Karl Franz, was in dire need of aid; Nuln, Franz’s new capital lay besieged by the powers of Norsca and Chaos, alike. His armies, having suffered a defeat at Altdorf during the sacking of  Altdorf–the former capital–were but a shadow of the Empire’s might.
  • We little people had much to say about that. GIVE EM THE AXE, we cried in unison; and so we gave ’em the axe. They got the axe. They got it good.
  • After that, it was back to business; we got those stinkin’ vampires turned to dust and all, and we liked ’em better that way. Used the dust for nutrition of Castle Drakenhoff and Castle Templehoff. Tip for everyone? Undead really don’t do well against gyrocopter bombardments. Not even a tiny bit, turns out.
  • With humanity profoundly weakened, we wee lads settled into ruins of human cities, turning those into–you guessed it–dwarven settlements. And so it was, that dwarves inherited the Old World.
  • Archon the Everchosen died off-screen, killed by one of the two dwarven factions the High King did not confederate with. Bit anti-climatic; but that’s what dwarven life is like.

What you want to do, if ever you find yourself shoulder to shoulder with dwarves is–use your sturdiest, most well armoured dwarves to contain the enemy’s front lines; then, flank them with your fighters. Things’ll end up wonderfully. I made the mistake of using too many crossbow/riffler units for most of the game, and suffered a bit too many casualties, especially in the late game.  Once that happened, however, I got some fresh new reinforcements and all was wonderful!

I also ended the game with 250000 gold, and way too much turn-based income. I played on Hard but it was too easy. Dwarves are, as you’d expect, a defensive faction that excels in lengthy combat and in slowing down enemies. You should try them, if you’re into grand strategy…or swimming with hairy little women.

P.S. I wanted to make screenshots, but kept forgetting to. I’m absolutely dreadful, I know. Words alone don’t do the game justice; its battles are a sight for sore eyes…especially once you turn the UI off and just enjoy the sight of dwarves hammering orks to death.

All that bloody gore, too!

Saturday Night Gaming: Gigantic

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There’s a particular masochism when it comes to playing hero brawlers (or MOBAs, or Dota-style games, if you prefer). They’re a time sink and a colossal addiction for anyone who enjoys multiplayer games. Nothing as sweet as dominating the enemy alongside your friends, that’s for certain.

Gigantic is a magnificent game with some interesting background–the developers ran out of money at one point and the team was supposed to stop working; but the day after they got the memo, they all showed up and kept on the good work.

The result?

Gigantic spent some time on the Microsoft store–i.e. in Purgatory–where it didn’t get too much traction…since next to no one uses that platform for games, so badly is it optimized. Some streamers began picking it up, though, directly from the site. As is prone to happen with good games, people will eventually notice.

Streamers did, and so did their audiences…and more recently, it came to Steam. Since then, it’s only grown exponentially. The fact that you can buy all characters that have come out, that will ever come out, for only $30, certainly makes a sweet offer.

Now that backstory is out of the way, let’s go into the specifics of this colorful action game.

The way Gigantic looks speaks of cohesive vision–fluid, beautiful art direction is reflected both in map and character design, as well as in the way attacks and abilities are animated.

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Not too many characters are available to choose from, right now; about two dozen but they’re all distinctly different. They come with unique skill kits and fall into the roles of tanks, melee and ranged damage dealers and utility characters–mostly healers. I have only played five characters, and four of them were ranged; when you play with a ranged character, Gigantic feels like a cross-breed between FPS games such as Overwatch and skillshots like the ones you might be familiar with if you ever played Smite.

There are no mobs you kill for gold and experience, nor are there items to customize your chosen character; what there is, instead, is a comprehensive talent tree to choose from, when upgrading your abilities. Two levels of upgrades per each ability which makes for a nice amount of combinations and variety in what your character does.

It’s fast-paced and skill-based, this colorful little game; and I don’t mean the skills your characters have, but the ones you have. I’ve only played for several hours, buy experience in the genres which Gigantic successfully brings into one has proven to be of great use–I’ve murdered more two-legged cows with badly textured nipples than I can count with Mozu, a strange humanoid mouse-like wand-thief. Have a picture of her below:

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A real beauty, and a wicked shot, too!

The game mode is unique; you basically kill other players and the enemy’s creatures on the map in order to power up your guardian until he overpowers the enemy’s, and then you pound upon that enemy until you wound him. Wound him three times, and he dies. You win. Great job!

You get 10 points when you kill an enemy or a miniature creature on the map, twenty when you kill its upgraded variation, and twenty for energy orbs, which are orbs that help you gather Focus. Focus helps you upgrade buildings and use your ultimate ability; depending on the character, those can be pretty damn impressive.

This system doesn’t dilute personal accountability; rather, it enhances it. When you die, you allow your enemy to progress towards victory. Another tenth of the bar that allows them the opportunity to wound your guardian. The more cautious, the more attentive you are–the harder it will be for the enemy team to catch you unawares and tear you a new one. And trust me when I say this, paying attention to your surroundings and your hp and stamina bars is of the utmost import. The better you are, the greater your team’s odds of winning.

Truly, Gigantic is a wonderful experience that feels both familiar and new; much more than just a new coat of paint over reiterated design features that’ve been done over and over again. I’m absolutely charmed with this self-titled “Strategic Hero Shooter”, and can’t wait to see how it develops further.

P.S.A minor gripe– the game is locked at 60 fps, which is…unfortunate. Not for me, but for people with 120hz monitors and preference for hundreds of frames per second, it’s certain to leave a bad taste  It also requires a minimum of 6 Gigabytes of RAM; if you’ve got less, I’m sorry to say–you’re very much out of luck.

At any rate, thank you for reading! It’s been fun, writing this up! See you again next time.

Saturday Night Gaming: The Shrouded Isle

Have you ever dreamt of being the head cultist and spiritual leader of a small post-apocalyptic village, working to awaken your great patron-god, Chernobog? Was your dream colored in Lovecraftian greens?

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Did it look something like that?

No? You’ve no clue what I’m talking about? Well, I can’t say I blame you.

This is the Shrouded Isle, a game with this exact premise. It’s a bit more complex than picking a villager and ending their life; each one has minor or major virtues and vices, which affect you in positive and negative ways, respectfully. Each run of the game is broken up in 12 seasons–it takes place during 3 years– during which you have to sacrifice 12 of your fellow villagers.

The villagers, there’s thirty of them, and none come from the most distinct genetic material; each is a member of one of five families, whose primarchs control some different suppression apparatus — the Iosefka family is in charge of the fervor in the village by building monuments and spreading the holy word of Chernobog’s imminent return, the Kegnni make sure that your villagers remain proper and ignorant, and so on and so forth.

It’s a game about information, and acting upon it. During each season, you’ve got three months to vote on the activities your cultists make. While you’ve got five councilors — one from each esteemed family on your shrouded isle — you can pick to work on one to three of your councilors’ activities each month; the more the activities worked on, the lesser are the returns for you. It’s a perfectly logical system that allows you to discover more about your villagers’ vices and virtues at only a small cost.

Vices and virtues are also found out by inquiries, of which you will get some, as long as you’re in good standing with the different houses; it’s always difficult to decide whom to use your first couple of inquiries, on account of knowing virtually nothing other than some cursory flavor text, give n to you by the house leaders whenever you scroll over the members of the family.

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Villagers and the five attributes of the entire village–Ignorance, Fervor, Discipline, Penitence and Obedience–are not the only ones you have to be on the lookout for; each house also has an approval rating that raises when you continually vote for their advisers, and falls whenever you ignore them. Approval also plummets whenever you decide to sacrifice someone; particularly if you have no proof, or even an idea, of an advisor’s transgressions.

‘This might all seem like a lot to follow, and I did have some difficulty making sense of it all during my first game; which is why one of the families quickly rose in revolt, and did me in, thus ending playthrough #01. That said, once I began all over again, it made sense and, in less than two hours, I stood above the precipice, awakening good old ‘bog and watching him as he stretched those holy wings of his.

The Shrouded Isle is all about revealing information one month at a time, and using that information to the fullest. There’s no overarching storyline, when one really could’ve worked quite well.The art-style is good but minimalist, and there are about…eight screens in the game overall, with an additional three-four cutscenes.

It’s entertaining for what it is…but I’m not certain that it’s worth the price tag of 10 euro. That has to be its biggest weakness; the Isle simply doesn’t have enough content. After my two and a half hours, I have absolutely no desire to go back and replay it in its current form; if the developers introduce a content-focused patch, perhaps I will.

The Shrouded Isle is an interesting experiment that’s built around a cool concept, strong aesthetics and ambiance, but hobbled by lack of variety and lacking a cohesive story.

Should you play it? Only you could say that, and I hope to have provided all the tools necessary to help with your decision. Happy Gaming!

PS: I know there are different endings–but I didn’t feel curious enough to spend another few hours unlocking them.

 

 

Saturday Night Gaming: Pyre #01

Supergiant games deliver yet again.

That makes for three outstanlion p kdiglng, visually stunning –breathtaking, even — games, each three years apart from the other, starting with Bastion, transitioning with Transistor and now, the largest of them all, Pyre.

I have played too little of Pyre since it came out on Tuesday (July 25). Not enough, certainly, to construct an in-depth analysis of the mechanics of the strange, fascinating sport-like combat system; nor to talk about the different route choices, the leveling system or several other aspects I would love to take a y look at.

What I can tell you is that Pyre is beautiful. Breath-taking; and yes, I realise I repeat myself, but I can’t accent that nearly enough. I would put each of the landscapes hanging on my wall as posters.

It’s no small thing, that – I don’t own any posters at all.

The story is very easy to get into, and although the narrative takes something of a backseat this time around, it’s not for lacking in plot. To the contrary, there is now more written speech between characters (and more characters overall) than in any of the two previous games by Supergiant.

The music – fantastic in so many ways, once again written by Darren Korb…although I might have that last name wrong. I’ll be sure to check and react it a few hours from now, in the comfort of my home.

Next week, I will go more in-depth in many of those aspects I glossed over. Look forward to it!

Saturday Night Gaming: Critiques and Wolfenstein: The New Order

Whenever I begin writing a video critique or review for a game, I spend some time considering how to go about it. This blog post will look at the reasons behind my choices and plan for the (as of yet) unfinished critique; if you enjoy talk about gaming, you might enjoy it, and if you don’t — stay tuned for our regularly scheduled programming!

Wolfenstein: The New Order is not too complicated a narrative by any stretch of the imagination. Id Software’s writing team took a whole bunch of chapters from Philip K. Dick’s “The Man on The High Castle,” and — to the joy of everyone involved — succeeded in creating a tense world that makes you more than enthusiastic enough to shoot all the Nazis you find!

There’s a love story going on in the background too, and it’s done well — but that’s all narrative. When talking about a first person shooter, the story has to take a backseat to the gameplay; what matters most is gunplay, enemy variety, map/level design and what I’d like to refer to as the sheer bloody level of AWESOME that a game can provide the player.

For a ‘narrative’ guy like myself, putting an accent on the mechanics of a game first is a difficult task, occasionally. Two things help; the first is, realizing that the mechanics are in fact complemented by the story, and the second — recognizing when that happens.

Otherwise simple actions, mechanically, become much more meaningful when the narrative dictates that they be so — stabbing a Nazi grunt will not remain in your memory but daggering the lover of a hated adversary most certainly will, for example. That’s the kind of synergy between gameplay and

Another aspect I am looking at has to do with the boss battles. These are often some of the most memorable parts of a game; either for the best reasons…or for the worst. While I’m not going to go ahead and critique those here — I’m saving that up for the video review — I’ll let it slip that Wolfenstein’s boss encounters leave much to be desired. I judge at boss battles according to how ‘gimmick’-y they are; the more freedom one such encounter gives the players on how to tackle the gigantic metal monster — the better. For brilliant boss battles that packed one hell of a punch in an FPS game, look no further than 2016’s Doom, developed by the same studio as Wolfenstein: The New Order.

Id Software took notes, I think.

The most important questions, when preparing any sort of long-form critique about a video game have to do with the genre and how the game performs compared to the average expectations and performances of other representatives of that genre. Follow each thread, observe how the game does, and its weaknesses and strengths become evident enough.

The rest is…only words.