Something, Something Game News – QA: Who is to blame: Developers or Publishers?

For a while, I’ve been trying to come up with an answer as to why games release in the state they do these days. It seems that lately, more often than not a game hits the market with a ton of bugs to be fixed “later.” If a developer or publisher follows through on fixing the bugs within a reasonable time, I suppose it’s acceptable, but there are many games across the industry, whether from “AAA” publishers or indie teams, which go unfixed or unfinished. Of course, the same seems to go for content as well. You buy a rather empty game for $50-60, then have to spend another $30 for “DLC” which should have been in the game in the first place.

This-Meal-Is-So-Unfinished-EA-Tried-To-Publish-It

"Bland" and "uninspired" are good adjectives, too.

I understand that much of it has to do with the nature of technology these days. With our always connected devices, software can be updated at any time to add more content or mend problems. The issue is that this has become a strategy rather than a convenience, resulting in poor on-site QA and relying on the community to discover the bugs after having paid for the game. It just seems unfathomable to me, coming from having grown up with a generation of games which couldn’t possibly have the number of bugs they ship with now. If Ocarina of Time wasn’t working out of the box, it would have ended up a relic on the Pre-Owned shelf, destined to collect dust as a failed title.

But when EA or Activision have a launch riddled with problems which go on for months, people still line up for the next game. C’mon people! If we want higher standards, we have to stop buying into the hype.

shortsightedgamers

DID SOMEONE SAY, "FREE?"

I know, it’s hard. There are big publishers who have control over franchises many of us have been playing for a decade or more.

One of my favourite games to come out last year was TMNT: Out of the Shadows. Well, I’d say more like would-be-favourite. It had some great fight mechanics and truly felt like a Turtles game worthy of the franchise, but it shipped with an uncanny amount of bugs which were never fixed even with frequent requests to Activision’s customer support. Of course, there were absolutely NO official lines of communication for that specific game, so it became clear rather quickly that Activision didn’t give a single fuck that online multiplayer would go unfixed to this day. Not to mention the fact that the Playstation 3 version which was promised within a few weeks after the 360 and PC launch, wasn’t launched until 7 months later… and of course, the 360 and PC would still receive no patches or attention.

activision-blizzard

Exactly.

But this isn’t entirely the status-quo, either.

A little game known as PAYDAY 2 is a great example of a game whose developer is concerned with keeping their audience. The game has frequent content updates (some paid, but even the paid ones tend to throw in a few pieces of free loot) and bug fixes with constant communication with the community. Every patch is lead with notes and hints of what’s coming next. Every patch is treated like an event in which to participate, rather than a wave of hope and/or dread that perhaps they fixed that thing you were hoping they’d fix, and didn’t break something else in the process. It may not be the greatest game ever made and it’s not without bugs, but it’s obvious that the developers care. They’re directly active in the community, rather than putting up complicated and convoluted “customer support” lines of communication which only put up more barriers between the developer and the user.

Nintendo seems to still understand how to make games without bugs as well. Most of the recent games I have, even with online features tend to receive one, maybe two updates in their lifespan. Game breaking bugs are rarely, if ever an issue, and there’s never any complicated DRM procedures to muck up the process of actually playing.

twogens

It's almost like they've been doing this for 30+ years...

I know I asked the question, but I feel like my answer is coming quickly. I know there are plenty of indie developers with a massive disconnect to their audience, but they are often run off the road like the infamous Fez developer, Phil Fish or given hell for vanishing like the developer of The Stomping Land. Meanwhile, it’s just business as usual for the big corporate publishers like EA, Activision and more recently, Ubisoft with their intentionally crippled PC port fiasco. Why do they get to stay in business while indie devs get slammed?

I’m actually sure the developers working on some of the big publishers’ titles would probably like some direct contact with the gaming community, but they aren’t allowed to — so we end up with idiot PR dept amateurs who know nothing about game development, because they never even end up talking to the developers, either.

pcwhocares

 

"I recall replying saying that the game was not downgraded, i still stick to that yes." - Ubisoft PR

So I guess the real question is, do the big publishers still deserve our money after consistently releasing disappointing products? Should we not expect more? Is it really worth it to spend $60 on a game you know in your very soul will be terrible, but happens to have a fully rendered Kevin Spacey? I’m not necessarily calling for a boycott, but perhaps people shouldn’t line up for the midnight release when it’s becoming more likely that the game will end up in the bargain bin for $10 after 6 months. If you don’t want a repeat of Ghosts, or the BF4 launch, don’t rush out the door to line the big publishers’ wallets. That’s exactly what they’re expecting you to do.

/gameon

halrrod

Hardware is not exempt, either.

Game Review – Planetary Annihilation

Game review – Planetary Annihilation
Platform – PC (exclusive)
Developer – Uber Entertainment

Released: Sept 5, 2014

Rating – 6.5/10

PAsouthpark

Get ready to spam.

Planetary Annihilation is among the first and second generation of highly successful Kickstarter games to achieve official release status. Unfortunately, unlike it’s generational peer Divinity: Original Sin, I find myself wishing they didn’t release yet. This game does a lot of things incredibly right, but requires more foundation and less superficial to be truly deserving of its early adopters’ expectations. (and money)

PAwinskick

248% extra win.

Let’s start with the price of entry as an early adopter. Those who supported the kickstarter were able to get beta access for $40, but when the game first appeared for pre-release on Steam, it was $90. That’s a steep point of entry for any game. Eventually it was whittled down to $50, but we’re still in the realm of “AAA” prices. If I’m paying that kind of money on a new game for PC, it better be loaded with content. Luckily, I was able to get in several months ago when a bundle site (I believe it was BundleStars) was offering it at $25.

For a beta, I was actually quite impressed. Single player was a bit empty, and there were certainly some features in need of polish, but the core game was there, and multiplayer worked surprisingly well. For $25, I couldn’t complain, especially not for a beta. However, we’ve now passed release day, and I don’t feel like much has changed — except for my opinion of Uber Entertainment.

2014-09-17_00001

Yes. That's $10 for a single item in a game that may have cost you $90.

Where the hell do these people get off having a cash shop in a game for which some paid $90?  A game by the way that has barely changed since I first started playing the early release. It really sickens me when games reduce themselves to this if they aren’t running a free2play model. I paid for the game. Give me all of the features of the game. Maybe bundle them all as one DLC, for $15-20… but cash shops in paid titles feel sincerely cheap to me. You already got my money. Stop asking me for more while I’m playing.

Did I also mention that there’s no way to play this game offline? Yeah, it’s one of those “always online” lobbies, even though you can play through a whole single-player campaign without ever talking to anyone. Anyone else understand why new games are doing this? Me neither.

planetcrasher

But seriously, planets are weapons in this game.

Don’t get me wrong, this game is amazing. There’s no other RTS quite like it once you experience the immense scale of planet smashing.

Many will compare it to old titles like Total Annihilation and Supreme Commander, and it does share similarities in it’s style of “spam warfare.” Honestly, its similarity to them is what I consider a bit of a detriment, because it tends to become less about tactics and more about speed and efficiency. I wish base building were a little slower and perhaps required a few more steps in between building super structures.

planetary-annihilation

Everything burns. Everything.

However, all that is left behind when you have multiple planets in a system buzzing with activity. You get a pretty wide array of units at your command able to traverse the varying terrains of each planet. You’ll be building factories, wiping out enemy units, moving around satellites and resources, all while feeling rather omnipotent. Especially when you unlock the deathstar-esque super weapons. If nothing else, this game effectively provides the sense of grandeur you might expect from using celestial bodies as target practice.

bigboom

It was blocking my view.

My biggest problem with this game is how vacant the single player campaign feels after having higher expectations during the beta. At the heart of any good strategy should be a deep, involving single player campaign. Multiplayer works fine in this game, but it gets repetitive and it felt finished a long time ago. When the biggest addition to the official release was a cash shop and a map editor, I was unimpressed.

As a whole, this title gets big points for style. I wouldn’t even say that the game suffers particularly in any area of execution. But it needs tweaking, and it plainly lacks content for how much hype it was getting. Get rid of the cash shop, give me more single player, and let me play offline for fuck sakes. With some significant improvements, (but mostly simple changes) this game could easily be an 8 or a 9.

I like it, but I think it could be much better.

/gameon

buildfactories

P.S. You always should have built more factories.

Something, Something Game News – Microjang: The day Minecraft outgrew Notch

I was going to do another game review, but “news” reared its ugly head and has forced me to expunge the opinions from my head to be displayed for all of the internets to misinterpret. Prepare yourself!

wastetime

I'm not gonna lie, I've spent more than a few hours stacking cubes.

Since it’s been trending all over Facebook and Twitter for the last day or so, it should be no shock to even the casual gamer that Microsoft has indeed purchased Minecraft developer, Mojang for $2.5bn. As I write this, I have a few different opinions on the matter.

I could do a big rant about how Microsoft is likely to ruin the franchise, since they’ve been dropping old IPs all over the place and replacing them with very few first-party properties. Other than Halo, I can’t really think of much else that Microsoft clings to as truly their own. Which would explain why both Nintendo and Sony are beating them in console sales. Plus, with the nearly defunct Games for Windows Live, there hasn’t been much love for Microsoft from the gaming community as of late.

But I won’t, because I have plans for a Microsoft rant at a later date. I already have plenty of beef with them, and I know I’m not alone.

Even a certain developer named “Notch” had this to say just 2 years ago:

notchwin8

 

This man deserves a medal for heroically standing up against Microsoft's tyranny.

I could also tear apart Notch’s character, and say that it really is about the money. How could he sell to a company he readily bashed less than 24 months ago? If Minecraft was never meant to be “big,” why did he enter the console market in the first place? Why not just stick to the PC platform if he is so concerned for its well-being?

But I’m not going to do that, either.

I don’t know the guy, and I can’t possibly imagine what it’s like to be thrust into the spotlight of not only the industry in which I am employed, but also that which is related to business and economics as well. The average person can’t even count to 2.5 billion. So for all intents and purposes, I will give him the benefit of the doubt, and direct my reply to the letter he wrote yesterday:

notchleaving

Please, don't let Phil Fish be the catalyst for self-destruction. I couldn't handle the irony.

Dear Notch,

How you see yourself at this point is irrelevant in regards to Minecraft. You are responsible for one of the highest selling games of all time. You didn’t have to try to change the world, you just did. Own it. You can run far, far away from Mojang and you will be forever known as “the guy who created Minecraft.” It’s bigger than you as a human being. You’re right, you’ve become a symbol. But that symbol doesn’t define you, it defines what you represent to the gaming community, as a founder to an era of gaming we never knew was coming. Its your avatar, so to speak. It’s how you’ve been projected to the world. Once it’s out there, there’s no putting it back. Let us keep the symbol.

At the same time, there’s nothing stopping you from being the man you want to be. As an individual, you are capable of anything. Literally anything. You have the resources and the money. Want to build a spaceship? Go ahead. Live in a subterranean complex like Mole Man? Why not? You can do ANYTHING. Look at Bill Gates. Look at Elon Musk. Look at Gabe Newell for fuck sakes, and tell me an opinionated basement geek can’t do whatever the fuck he wants once he’s made it big.

gabe

In Gaben we trust.

Just remember, while you may define yourself as a quiet, introverted, “not real” game developer… Minecraft will always be your legacy. You have indeed changed the world of gaming forever. There’s no going back. You can run from it, but you can’t hide from it. Legitimate governments have reconstructed countries with your achievement. Microsoft may own the paperwork, but it’s already been made regardless of whose name is on the door. It’s yours forever. Your own name has become a brand. While it may have evolved outside of your desires and expectations, never forget that it’s an achievement beyond the hopes and dreams of many others. Never be ashamed or afraid of that. You’ll be fine, and your memory will be a significant mark on the timeline of gaming history for the better.

What happens to Minecraft now is up to Microsoft, but what happens to Notch is up to you. If you don’t want the spotlight on you anymore, there is absolutely nothing wrong with that. Like I said, you have the freedom to do anything you can imagine. Just remember: always look back at Minecraft as a victory and not a hill you couldn’t conquer. Even if I never play another minute of it again (which I may not, because well… Microsoft), I will look back fondly at the origins of Minecraft as a boon to the ever evolving art form of which I am proud to offer my comparatively meager contribution.

/gameon

creepers

Because, creepers.

 

Something, Something Game News – Transverse: WTF is going on here?

The gaming world has its share of absurdities, and when you are active in its communities you can’t help but come across some complete travesties which make you cringe. For those of you who don’t know who Zoe Quinn is, just go here and observe how far down the rabbit hole of ridiculousness goes in this industry. (That’s the last you’ll hear from me about her, I swear. My opinion merits no need to contribute to what is effectively high school drama.)

So, in an attempt at what some may or may not call “journalism,” I will delve into trying to de-crypt this unsettlingly vague crowd-sourcing venture known as Transverse.

Ok, so what about this game isn't like EVE?

Coming from having played a lot of EVE Online (not anymore, but that’s for another day), and as a contributor to Star Citizen, I have a lot of issues with this guy saying he’s come up with a revolutionary idea of putting people in a persistent universe to control the real estate and economy. I mean, this is the age of games like DayZ and Minecraft selling copies faster than their developers can spend the money. There are also plenty of other big space games already garnering big support from the game community at large. So really, I would rather he had said, “Hey, we want to make a new space game in the atmosphere of already highly anticipated titles like Star Citizen, Elite: Dangerous and Starpoint Gemini 2 because we’re late to the party.”

I’m probably coming across as petty at this point, but how can you expect to compete with such a generic looking reveal? I mean, it’s not as if we’re talking about a complete unknown 17 year old in his basement, we’re talking about the developers of MechWarrior Online and Duke Nukem Forever. Of course, it’s not as if there hasn’t already been controversy surrounding MechWarrior Online, either, but we’ll get into that in a moment.

Let’s start with the website:starcithome

Star Citizen homepage.

transhome

Transverse homepage.

starcitstore

Star Citizen "Pledge" packages.

transtore

Transverse "Pledge" packages.

After doing a little browsing, I’m already starting to feel like Transverse is little more than a blatant knock off of Star Citizen in too many ways just from the website design. However, Transverse’s “backers” grid doesn’t update from any meta source. Someone is manually updating these figures. This makes me feel like they may be less than honest about how much support is coming in. Granted, with numbers that low, I can’t imagine why they would be lying. It’s still very fishy.

pledgecode

Yeah I said fishy in regards to Piranha Games. Get over it.

Ok, so let’s set this aside and assume that there’s nothing at all suspect about their crowd funding scheme. I am an interested party after all, and a big fan of space sims and space games in general. I played EVE for several years, I have over 500 hours in X3: Terran Confict, I’ve funded Star Citzen, backed Starpoint Gemini 2 and am warming up to the idea of getting in on the Elite: Dangerous early release. It’s not hard to sell me on a cool, new space game.

Yet, Transverse has managed to turn me off very quickly.

For that, we’ll review the stretch goals: stretchgoals

Congratulations... You've lost me.

So, let me get this straight… You want 500k to make the game, but it’s going to take twice that to make space ships that fly? In a space game? And twice that again to let you shoot with them? Meanwhile, the flight and combat engine is the first thing Star Citizen is working on and completing before building the rest of the game around it. What in the glorious name of all the fucks to be given are these guys thinking? How is flight and combat not an already assumed feature? If it wasn’t, then I’m having a hard time wondering what they were originally planning, and if it was — then asking for 4x your original goal for already planned features cannot be described as anything but extortion. This is not in the spirit of crowd sourcing and exactly how it can be abused. Of course, I’m not the only one asking these questions and that’s where things start to get fun.

Long story short, it resulted in Piranha Games employees being shadow-banned from Reddit.

Maybe disgruntled players should be a sign..?

So what happened? Basically, they created a /r/Transverse subreddit and over-moderated. As per Reddit rules, it’s not intended for self-promotion. If you empty your sub of all dissent, you just look like a giant asshole and that’s grounds for banning. The funny thing is that ALL of PGI was banned, resulting in their already oft-criticized MechWarrior Online subreddit being left unmanned. You’ll also notice that all of their Youtube videos have pathetically high dislike to like ratios, and commenting has been disabled. And that’s AFTER they already took down and re-upped the videos because they were getting flamed down in the comments.

So you have a suspicious looking website, an empty Reddit, a lot questions from a legitimately concerned audience, and the PR department couldn’t be doing a worse job if they were choosing racial slurs out of a hat at random while blind-folded, to put up on Twitter.

ouch

This just screams, "we're not scared of reprisal!"

In the end, the most alarming part is how completely amateur this whole attempt comes across. How can a developer with its named tied to such prestigious franchises perform so impotently? How can they so blatantly rip off Star Citizen and other titles while asking supporters to pay for basic features? How can they so enthusiastically abuse the concept of crowd-funding?

Unfortunately, it isn’t the first time an indie venture has crashed and burned publicly before it even had time to start the engines, and it won’t be the last. It’s a shame, because while you will hear me herald the coming of community-based funding for projects, it can certainly be exploited and made to look very shady by a select few. Expect to hear more from me about the peaks and pitfalls of crowd-sourced games.

Until then… /gameon

faceplant

I'm not saying you suck... but you suck.

Game Review – FTL: Faster Than Light

Game review – FTL: Faster Than Light (Advanced Edition)
Platform – PC, Mac, Linux, iOS
Developer – Subset Games

Rating – 9/10

You will never experience a more gratifying sense of vengeful fury.

One thing you will find about me is that I am a big sucker for sci-fi. I don’t even take sides when it comes to Star Wars and Star Trek — I love them both (Ok, I tend to lean towards Lightsabers, but don’t tell Picard). However, it seems that Star Wars has always received far better treatment in the past when it comes to games emulating universes. Not only is there an assortment of great licensed content (KOTOR, Shadows of the Empire and Jedi Academy/Outcast, just to name a few), but some truly inspired works of sci-fi worthy to be called successors. Hell, Wing Commander even featured Mark Hamill.

But when it comes to Trek, it’s mostly been a long line of disappointment.

So, naturally, when a space game comes along featuring strategic crew and ship command over FPS blasting, fantasy-style RPGs, and balls-to-the-wall dogfighting (not that any of those things are particularly bad, just often overused), I perk up in the hopes that perhaps, some sci-fi fans have created a game favouring tactics and decision making (aka, the role of a ship captain). FTL not only does exactly that, but does it in a way that is fun, exciting and effectively resurrects the idea that a good game needn’t be long if it ecstatically invites you to play it over and over again.

FTL-Faster-Than-Light-Battle

Extingushing flames while running out of oxygen is just a day in the life. FIRE THE LASERS.

Don’t be fooled by its visual simplicity. It’s a game developed by a two man team, and its graphical appeal doesn’t stray past flash-based browser games, but it more than makes up for it with raw content and game-play. There is a significant variety of ships with multiple configurations each (many of which are unlocked by completing the game under varying conditions), as well as a wide array of upgrades, weapons, and crew randomly dropped in your path as you progress.

Combat is real-time, and involves making all kinds of decisions like which doors to open and close, which weapons to fire, where to send crew and which damaged systems to repair, all the while trying to prevent your enemy from escaping (unless if course, you’re the one trying to get the fuck out). Thankfully, they let you pause combat to take a breath and survey the horror which has been laid upon you.

While the story is quite linear and you only get to pick one ship per play, no two plays are ever alike, even if you consistently play the same ship and configuration.

osprey

Half the fun is picking your ship at the beginning.

The linear progression seems like it would get repetitive, but it doesn’t. The randomly generated maps and star charts consistently give you new experiences as well as the ability to choose your path to the end. Plus, the enemy is chasing you the whole way, giving you a sense of urgency. You don’t have time to linger and explore the whole area. You must be decisive, and that’s one of the little things really going for it.

f61

It's kinda like reading a book where you know how it starts and how it ends, but everything in the middle is up to you.

At the same time, the game is completely unforgiving. It’s hard. Really hard. Even if you do everything right, there’s no guarantee you’ll make it to the end with what you need to beat the big boss. Half the challenge of the game is ensuring you upgrade your ship adequately along the way. You’ll need enough weapons to defend yourself, enough technology to endure the journey, and the crew to run everything. Sometimes, you’re happy just to get to sector 8 alive — because If your ship blows, you start again from the beginning. Even on Easy mode, one careless move means you’re back to the title screen. For me, this gives the game a level of rewarding and satisfying play unmatched by the trend of die-res-die-res repetition found in many so-called “AAA” titles. A real sense of loss gives the game a real sense of challenge and an even better sense of accomplishment when you get to the end.

Can it be frustrating sometimes? Absolutely. But we also feel most passionately about the things we enjoy most, even if it sometimes comes out a little… hostile.

FTLreview

And he recommends it.

FTL provides more hours of game-play in a compact package than many $60 games with a massive budget and graphics engine. They even threw in a free expansion which not only provided more reason to play again, but managed to significantly improved on an already dynamic and diverse experience. I really can’t say enough about how much I enjoy this little game. I find myself drawn back to it again and again because there aren’t many other games like it. It’s found itself in a unique position of filling a gap left by many and attempted by few. It may not be perfect, but I anticipating it inspiring more games like it in the future, while making its mark in history as having done so.

Bravo, Subset Games.

/gameon

bananaship

P.S. Mods are fun.

Game Review – Mario Kart 8

Game review – Mario Kart 8
Platform – Wii U (exclusive)
Developer – Nintendo

Rating – 9.5/10

theonewhokarts

Vengeance, thy name is Luigi.

Mario Kart is one of those legacy franchises that has become ubiquitous with the Nintendo brand, and I am no stranger to its siren call. I’ve played every single one since the original nearly 25 years ago on the SNES, and own nearly all of them as well. I’m also very good. And by good, I mean comes-in-first-online-consistantly good. In Mario Kart 7, I beat all circuits on all difficulties with a 3 star rating on the first play through. I have to warn people I play with, because I’m just going to win nearly ever time. It’s not a brag, it’s simply that Mario Kart is my game. I know the tracks, I know the tricks, and if I had the opportunity to play the game professionally, I would.

So when I tell you that Mario Kart 8 is the culmination of everything I could possibly expect from such a title, you will fully understand my sentiment.

marioupdown

Kart took a cue from Galaxy and it paid off.

How can such an old series simply continue to shine in the way only Nintendo seems to be able to pull off? Well, it starts by paying attention to what the fans like. It has the most customizability of any Kart game in the franchise, and that really gives you the most sense of individuality of any of them so far. You can even upload your own Mii. It allows you to cater to your own style of racing in a way that lets you feel the road as you like, but without overwhelming you with options which have you tweaking for hours. It’s a well balanced system that leaves nothing feeling particularly over or underpowered.

Next come the maps. I’m always hesitant to suggest that any developer is capable of reinventing their own formula, and while I wouldn’t go so far as to suggest that Nintendo has indeed done so, I cannot deny that the tracks are truly spectacular. All of the new circuits are gorgeous eye-candy, and extremely fun to boot. Even the classic tracks and circuits have received varying face-lifts (some are almost exactly the same, while others have taken some significant liberties that don’t seem much like their original predecessors at all), but in ways that only improve them. I was trying not to be overly impressed due to my long-term bias towards the franchise, but I simply couldn’t help myself. Every track has that vibrant charm only Nintendo can execute with such precise consistency.

MK8_N64-RainbowRoad

Think you're good at Kart 64's Rainbow Road? Think again.

There’s nothing much revolutionary coming from items and powerups, but there are a few new ones that really stick out. There’s a boomerang and it is a lot of fun to fling around. There’s a “Super Horn” which creates a large area of effect shockwave around you capable of knocking out just about everything including that pesky Blue shell. But the new stand out item for me is the Piranha Plant, which both boosts you ahead faster, while also chomping on anything that gets in your way, including projectiles and other players. There’s also an 8 now, to replace the former Lucky 7, which has a similar effect.

The one thing particularly apparent about this game, however, is the challenge it presents in 150cc mode and online play. I was taken aback by the difficulty level, even with my experience, and that’s not a bad thing. You have to fight to get into first, and there’s no guarantee you will hold on, because the other racers are most certainly relentless in their pursuit.

mario-kart-8-150cc-difficulty

I'm not saying 150cc is hard... I'm saying it's like trying to open a can of beans with a rusty spoon held between your butt-cheeks.

It’s fast, it’s difficult, and you will love every minute of it. But don’t take my word for it… Recent figures are showing over 1000% increase of Wii U sales since the release of Mario Kart 8, pushing it past the Xbox One and catching up to the PS4. This merely proves Nintendo’s commitment to first-party content, and this game is no anomaly in that department.

If you like Mario Kart games, get it. If you like racing games, get it. If you like Nintendo games, get it. If you like games with a real sense of challenge and replayability, get it. Hell, there’s almost no reason not to get it if you consider yourself a gamer, whether casual or hardcore, young or old. You will not be disappointed.

/gameon

P.S. Luigi will haunt your dreams.

Game Review – Divinity: Original Sin

Game review – Divinity: Original Sin
Platform – PC (exclusive)
Developer – Larian Studios

Rating – 10/10

cowsim

This game review brought to by animals with more personality than your co-workers.

Since I want to give you some insight into the types of games I play, I’m going to start with some reviews for games I personally play a lot. Let’s start this off with a bang.

For all you Steam users out there, it’s no secret that Divinity: Original Sin has been a popular title for several weeks now, even while it was in Early Access. Since I have been a little too enthusiastic with my purchases of unfinished games in the past, I figured I would wait until official release of this one. Being the Steam junkie I am, I was also going to wait for it to go on sale as I often find games aren’t worth $40+. However, this game has been receiving nothing but high praise from the RPG community, and has been widely heralded as the Baldur’s Gate 3 fans have been waiting for. Then, a few weeks ago, I noticed my friends list filling up with people playing D:OS, including one of my close friends who was raving about it. I had to bite.

Was I ever not disappointed.

divinity-original-sin-21-1024x576

ffs... Two characters to create? I'm the kinda guy who spends an hour just molding the face.

Simply put, Divinity: Original Sin is a masterpiece. It’s hard to describe just how engaging and enthralling this title is. It doesn’t hold your hand, yet the world unfolds before you as if turning the pages of a book you can’t put down.

It is a role-playing game in the truest sense. Fans of the classic turn-based combat system will absolutely love it. It brings the environment and the elements into play in with intense, destructive, and decisive battles which will leave you feeling satisfied after almost every fight. I’m not talking about a few crumbling scenery pieces, either. You can set the whole map on fire, and put it out by making it rain until there are puddles. Then, you can freeze the puddles and cause those standing on the ice to slip and fall. Control of the elements becomes very important in combat as well as in solving puzzles and disarming traps.

2014-09-11_00008

One well-placed lightning bolt into a pool of water = a pile of stunned orcs. Don't have any of your own party in the water, though...

The overarching story is interesting without being invasive, and even pretty funny at times. The voice cast is clever and cheeky; full of colorful and memorable characters.

diedbydying

Such a tragic way to go.

While it’s not a grand departure from other RPG stories, it’s no less compelling. It nods to its predecessors, and then embraces its fans with a dense, sprawling world of seemingly endless exploration and discovery. There are monsters of every size and composition. You almost never know what to expect going into each new battle. Sometimes you reign victorious with ease. Other times, you feel like the game has unleashed a wrath of anger and torment upon you, completely changing your perception of battle or it may simply wipe out your entire party in a single, fuck-your-decision-making-skills moment.

2014-08-19_00001

Um... Shit.

Did I mention it’s dense? I’m talking, core-of-a-dying-star, dense.  Trying to find and unlock every cave and crevasse in this game is an adventure unto itself. Just when you think you’ve carved a slice off of this game’s grandeur, it turns around and shows you it’s but a small chip off the corner. Character customization is endlessly diverse, and your bottomless inventory is merely a testament to the amount of collectables and crafting available.

FTl7fkX

Do I do good for the leadership bonus, or do I do evil for the sneaking bonus? Hmm....

If the value of a game is based on $ per hour played, then $40 for Divinity: Original Sin might be the best deal of your life. I’m 100 hours in, and I’m roughly halfway through to the end. I’m sure it has been completed in much less time… but I like to be thorough, what can I say? This game provides the environment in which one can enjoy being “he who must explore every corner,” and rewards you for it. Larian Studios has set the bar a little higher for the gaming industry.

/gameon

awesomersmell

P.S. Talk to the animals.