Showing posts with label Bethesda. Show all posts
Showing posts with label Bethesda. Show all posts

Tuesday, August 2, 2016

One Hell Of A Good Time
Review
DOOM, id Software (PS4)

Abstract: DOOM (2016) is a perfect blend of old and new, bringing players back to the way we used to play first-person shooters while smartly adapting and incorporating 20+ years of design insight along the way. DOOM is fast and frantic, bloody and brutal, and has some of the tightest designed gameplay I’ve seen all year. Glory Kills change the way you play, reinforcing DOOM’s themes and solving a long-entrenched issue in first-person shooters. Great gunplay and rewarding exploration form a strong gameplay loop that keeps players engaged through DOOM’s admittedly weak story. A few poorly designed encounters and underwhelming bosses detract from the experience, but DOOM is very much worth playing. It’s one hell of a good time.

For video game enthusiasts my age, the original Doom was groundbreaking. It redefined how I understood video games. Whether it was staying up late to play or booting it up when the computer lab teacher stepped out of the room, Doom was on the forefront of my gaming brain from a very early age. Simply put, there had never been anything quite like it. Doom was dark, gritty and violent during a time most of my gaming time was spent in “edutainment” titles. Doom was fast, almost incomprehensibly so, at a time games were often sluggish. Doom felt deeply complex, with secrets cleverly hidden around every corner, weapons to find, and strategies you had to enact on the fly to defeat some of the game’s tougher demons. Doom was the future.

Over time the rest of the world caught up. Doom’s formula was tweaked and adapted in a variety of ways in a variety of games. Doom followed up with a spectacular sequel, but then it all sort of dropped off. Released in 2004, Doom 3 was an underwhelming, slow, resource-oriented survival horror game. And then there was nothing. That is, until DOOM (2016) released. Could a very different id Software return to the long dormant IP to do something exciting? Could it recapture the magic of the first two titles? For the most part, that answer is a resounding yes.

DOOM starts as the player is pulled from a coffin into a blood-soaked room. The Doom Marine makes short work of the handful of demons guarding his place of slumber. You know in an instant that this is not, and will not be, a survival horror game. You’re the Doom Marine, you’re a force to be reckoned with, and demons should be scared. A quick stroll over to some conveniently placed armor (called a Praetor Suit), and you’re off to learn who you are, where you are, and what needs to be done. You quickly discover that you’re on Mars in a facility that was designed to mine “argent energy” directly from Hell. Things went awry, as they always do, allowing Hell’s demons to kill, mutilate, or possess the majority of the facility’s personnel. The story beats throughout your journey are well-tread ground for first- and third-person shooter games. You need to get from A to B but the power is off, so go find and flip a switch. You need to gain access to some remote terminal. And so on. The game’s story takes you through the majority of the facility and into Hell itself. The narrative framework is weak—just enough to keep the player moving in the right direction and mostly aware of what he or she is doing. For most games, a story this poor would be a major negative. Not for DOOM though. DOOM is about killin’ demons.

I'm here to kill demons and chew bubble gu...
Wait wrong game.
Gameplay is king. As you might expect, the majority of your playtime is spent blowing away demons. The gunplay is so satisfyingly designed. DOOM eschews the conventions that so many modern first-person shooters adhere to. Your health doesn’t regenerate. The majority of your weapons cannot be aimed down the sights. Ammo, armor, health packs, and even weapons can be found strewn around the map. And DOOM is fast. Intensely fast. The Doom Marine zips around at breakneck speeds and demons move just as fast. Mobility is emphasized in all regards. In many ways, so much of what I described is a throwback to the first-person shooters of times past. DOOM (2016) plays more similarly to Doom than any shooter I’ve played in years. It’s refreshing. That’s not to say DOOM hasn’t learned from the 20+ years of development insight since Doom II released. It adapts systems that work within its old-is-new context. Your Praetor suit, for example, can be powered up by collecting points from downed marines around the map. Argent energy points can be used to level up your health, armor, and ammo totals. You can also find, equip, and level up runes that boost particular stats. DOOM smartly adapts the player progression systems of modern titles into its fast, frantic old-school gameplay experience.

Old-school never felt so new. And so fun.
Your speed is complemented by DOOM’s array of fantastic weapons. Killing demons is an absolute joy. No two guns are alike, though each is viable and allows for different approaches to butchering the agents of evil. Weapons look and sound powerful. My go-to setup was the infamous Super Shotgun and the slow but devastating Gauss Cannon. Like your suit, guns too can be leveled up and customized, each having two separate modifications that add alternate firing methods. DOOM rewards you for trying new things and gives players the tools to play however they like. As you explore you’ll find a handful of demons along your way—small packs that can be quickly dispatched. Other encounters are more entrenched, in which you come upon a set location with waves of demons that will spawn in to attack. This dynamic creates a compelling gameplay loop of explore, kill, entrench, kill, repeat. And the loop is always, always fun. From a raw gameplay perspective, DOOM easily ranks among the top of games released this year.

Adding to that is the ingenious “Glory Kill” system. So many first-person shooters lack momentum. They often devolve into boring shooting galleries. And why is that the case (bad encounter design aside)? Health. In a game like Call of Duty, a lot of your time is spent hiding behind cover as your health slowly regenerates. You take damage because you want to be aggressive, but you can’t sustain your aggression because you’ll die. DOOM fixes this problem in the most Doom-like way possible. As stated earlier, your health does not regenerate. But DOOM doesn’t want you running away from battle to look for health packs. No way. Enter the Glory Kill. When a demon takes enough damage they’ll start to flash blue/orange. If you melee (R3 on PS4) a flashing demon you get a Glory Kill. Glory Kills are brutally animated finishing attacks, like crushing the demon’s head between your hands or ripping off the demon’s arm and smacking him with it. Any demon finished off by a Glory Kill will drop health and ammo. That means that, when your health is low, DOOM encourages you to not only stay in the fight but to get right up in a demon’s face. It maintains the fast and frantic pace of DOOM’s gunplay, adds to the already effective power fantasy, and solves one of my biggest issues with first-person shooter campaigns. Win win win.

Glory Kills are a smart, gory solution to one of first-person shooter's
biggest problems.
Playing through DOOM’s campaign is a linear experience, but one that is ripe with exploration. The game is separated into 13 distinct levels. Each level is a sprawling map, open to the player to be explored in any way they see fit. You can run directly to the marked objectives or run the opposite way in search of hidden secrets. Speaking of secrets, there are plenty. A thorough scouring of the map will have the player come across extra Praetor points, new weapon mods, argent energy reserves, miniature “Doom Guy” dolls, and even classic Doom maps. Levels are absolutely packed with secrets and collectibles, and I felt compelled to discover each and every one. Finding them isn’t always so easy, though, as one quick glance at the in-game map will show you. DOOM’s levels are mazelike, weaving and intersecting in ways that demand a good sense of geography to fully grasp.

Hey little buddy. DOOM pushes you to collect 'em all.
PS: Try dying in lava. You won't regret it.
While I mostly enjoyed the large map size, it did pose a few gameplay problems. Getting around these large maps, especially when on the hunt for collectibles, can take quite a while and involve a lot of backtracking. This wouldn’t be a huge issue if not for how valuable some of these collectibles are. Without thoroughly searching the map, the player cannot fully upgrade their weapons, suit, or character by the game’s end. On the “Hurt Me Plenty” difficulty I never had too tough a time killing my foes, but I also maxed out my character whenever I could. For less experienced players or on harder difficulties, the reliance on finding secret items to fully power up your Doom Marine could pose a problem. Further, poor map design in a few of the entrenched encounters I described earlier was a bummer. Verticality is a key feature for these encounters, but I found several instances in which there was simply too much. Several common demons are fond of running away from the player, and when a map is too large and too vertical, it can be hard to chase them down. The result is a frustrating game of cat and mouse that drags these encounters down. And speaking of underwhelming encounters, DOOM features a small handful of bosses and none of which are particularly exciting or memorable. The final boss, for example, was laughably easy and felt like a strange note to end on for an otherwise extraordinary experience.

I cannot properly review DOOM without mentioning how absolutely stunning its visuals are. DOOM is a gorgeous game. Id Software blew me away with how crisp and detailed everything is, from guns to demons to environments. Despite lacking in geographic diversity, I loved looking at the different Mars facilities, the planet, and the handful of Hell zones I was taken to. The visuals are complemented by a gritty metal soundtrack that perfectly kicks in during heated battles. When I find myself stopping to admire the scenery and take screenshots, I know a game nails its presentation.

She's a looker alright.
At the year’s start, I had little to no interest in playing DOOM. How could it encapsulate that perfect “Doom” experience in modern setting? I am so happy to be proven wrong. Id Software made a fantastic hybrid of old and new that touts some of 2016’s best raw gameplay. My experience hasn’t really stuck with me, and I’m not too sure why, but it does not change the fact that I had one hell of a good time playing through DOOM.

DOOM
4/5

Monday, July 25, 2016

TIF Plays: Week of 7/18-7/22
Gameplay

Welcome to the The Impact Factor's last week of gameplay! Check out below to links of all my gameplay. Be sure to catch me live on Twitch (MegalodonPhD). I stream every Tuesday and Thursday at 5:30pm PT. Plus some special Friday streams, too! You can do me a favor by subscribing to The Impact Factor's YouTube channel, but hey, don't let me tell you what to do! 

To keep up to date with everything The Impact Factor, and me, follow me on Twitter: @alexsamocha

See you all next week!




Tuesday, June 14, 2016

E3 2016: Press Conference Reactions!
Video Article

E3 2016 is finally upon us! As many of you know, each and every year I devote myself to following the biggest game announcements, demos and more. As always, I watched the press conferences with a keen eye. Check out my video below for off the cuff reactions to all of E3 2016's press briefings: EA, Bethesda, Xbox, PC Gaming, Ubisoft and Sony.

In the video I discuss what was shown, how strong the lineup of games was, and the central message for each. Who did the best this year? What were some of the most exciting moments? You can find all of that out and more by watching below. Stay tuned to TIF for plenty more E3 2016 content!

Friday, February 5, 2016

The Impact Factor Ep. 40: Not In A Psychopath Way
Podcast
Welcome to the 40th episode of The Impact Factor! The Impact Factor is what happens when two scientists, and two best friends, get together to talk about video games. Hosts Alex Samocha [biomedical scientist] and Charles Fliss [social scientist] sit down every week to discuss the week in gaming! Listen in for the news, views, and games that made the biggest impact!

Please send your suggestions and feedback to: impactfactorpodcast@gmail.com

In this episode Alex and Fliss talk about Lawbreakers, ESPN, PS4 & XOne sales, E3, Bethesda, DOOM, DICE, Hearthstone MEGA news, eSports, The Order: 1886, Fat Princess Adventures, and much more!

Brian Kibler's Hearthstone Standard Format Thoughts

 
For articles and reviews from Alex, check out: www.theimpactfactor.blogspot.com
For a blog about Japan, pop culture & more from Fliss, check out:
www.flissofthenorthstar.blogspot.com
Follow Alex @alexsamocha on Twitter. twitch.tv/megalodonphd
Follow Fliss @
thecfliss on Twitter. twitch.tv/flissofthenorthstar

Intro song:
You Kill My Brother by Go! Go! Go! Micro Invasion, East Jakarta Chiptunes Compilations. Freemusic Archive. (Attribution Noncommercial Share-Alike License)
freemusicarchive.org/music/Indonesi…s_Compilation/
Transitions:
News & Views and Perspectives transitions from victorcenusa, Freesound.org (Creative Commons 0 License)
freesound.org/people/victorcenusa/sounds/148785/
freesound.org/people/victorcenusa/sounds/148784/
Experimental Methods transition from Sentuniman, Freesound.org (Attribution Noncommercial License)
freesound.org/people/Setuniman/sounds/143994/

Thursday, December 3, 2015

TIF Plays: Fallout 4! [4]
Gameplay

Fallout 4 is already shaping up to be one of the year's biggest releases. I'm a big fan of Bethesda open world RPGs, and ever since its announcement I was chomping at the bit to head back into post-nuclear war America. In this series of TIF Plays, I explore, kill, loot, and more! Stay with me for the journey. Check out an archive of my stream linked below, and be sure to catch me when I go live by following me on Twitter (@alexsamocha) and Twitch (MegalodonPhD) Enjoy!

Monday, November 23, 2015

TIF Plays: Fallout 4! [3]
Gameplay

Fallout 4 is already shaping up to be one of the year's biggest releases. I'm a big fan of Bethesda open world RPGs, and ever since its announcement I was chomping at the bit to head back into post-nuclear war America. In this series of TIF Plays, I explore, kill, loot, and more! Stay with me for the journey. Check out an archive of my stream linked below, and be sure to catch me when I go live by following me on Twitter (@alexsamocha) and Twitch (MegalodonPhD) Enjoy!

Thursday, November 19, 2015

TIF Plays: Fallout 4! [2]
Gameplay

Fallout 4 is already shaping up to be one of the year's biggest releases. I'm a big fan of Bethesda open world RPGs, and ever since its announcement I was chomping at the bit to head back into post-nuclear war America. In this series of TIF Plays, I explore, kill, loot, and more! Stay with me for the journey. Check out an archive of my stream linked below, and be sure to catch me when I go live by following me on Twitter (@alexsamocha) and Twitch (MegalodonPhD) Enjoy!

Tuesday, November 17, 2015

Nuclear Bomb: The Fallout Effect
Article

Abstract: Fallout 4 was one of the year’s most anticipated games before it was even officially announced. The game profoundly commanded the narrative of the industry: fans and critics alike. Fallout is part of a small, elite group of IPs that are able to elicit a reaction so strong it defines the present and future of gaming. But why Fallout? What made these IPs so impactful? I argue it comes down to four things: peerlessness, developer trust, chronology, and nostalgia.

Not many games are the biggest release of the year before they’re even officially announced. In fact, the number of titles could probably be counted on one hand. The thought of one of these games gets critics giddy, YouTubers shouting from the mountaintops, and fans foaming at the mouth. It’s a strange and fascinating phenomenon of the video game industry. A select few titles hit like a nuclear bomb. Only a few IPs can elicit such an effect. 2015 saw the release of one of these infamous titles: Fallout 4.

Fallout 4 is a game everyone saw coming. Bethesda Softworks had been quiet for quite some time following the release of their previous title, Skyrim. Speculation, and excitement, had been running rampant in the months (even years) leading up to the game’s official teaser. You had forums claiming they found websites about the game, alleged former Bethesda employees ‘leaking’ information, and fake screenshot after fake screenshot. So it should come as no surprise that Fallout 4 was a hit before anything was even shown. The moment that the “Please Stand By” site was posted, everyone already knew what his or her most anticipated game of the year was. No contest.

'Please Stand By': Fallout is going to be foremost in your mind
 from June through the end of the year.
This excitement dominated the narrative of the industry’s biggest event: the Electronic Entertainment Expo (E3). It was no small feat. In my several years of follow E3 coverage, the ‘biggest’ game is almost always some surprise announcement. Like Watch Dogs or The Division from E3’s past. Or if we took at look at this year’s E3, a game like the Final Fantasy 7 Remake or Horizon Zero Dawn. But that was not the case this year. Fallout 4 dominated. Fallout 4 released their first trailer two weeks before the show. It showed fans exactly what they wanted to see: the game was more of the Fallout they know and love. By the time E3 2015 got rolling, Fallout 4 was (mostly) a known entity. The game was shown off in a substantial way at Bethesda’s Sunday night press conference. The on-stage demo showcased improvements to the base game systems, new gameplay modes, improved graphical fidelity, and the semi-unexpected confirmation that Fallout 4 would release this fall. When it came time to give conference awards, Fallout 4 cleaned up shop. In spite of not announcing the game at the event, and showing what everyone pretty much expected, Fallout 4 ignited an excitement that only a precious few IPs can muster.

E3's game of the show could have easily been Horizon or The Last Guardian or
FF7 Remake. But for most, it was Fallout 4.
The Fallout effect continued well into the Fall as we neared the game’s November 10th release. New releases were big, but none of them were Fallout. You found this everywhere. Critics would say how much they loved playing Metal Gear Solid V or Until Dawn, but in the very next breath mention how they’re still eagerly awaiting Fallout. Some of the fall’s biggest releases have been swallowed whole by the excitement surrounding Fallout. Despite great review scores for several of this year’s marquee titles, all had remarkably short news cycles following (and even leading up to) their release. Halo 5, despite being the first new Halo game in 3 years, had excitement that lasted about a week or two. Treyarch’s sequel to one of the most beloved Call of Duty games, Black Ops 3, had little to no time in the spotlight. Rise of the Tomb Raider struggled to get even let fans know the game had shipped. And that’s all because of Fallout 4.  2015 has been one of the best years in gaming in recent memory, and even still, many of the great games that came out can’t escape the power of Fallout. The power of a game that shipped 12 million units in one day. A game that sold nearly 2 million digital copies in three days.

It's competition may be as strong as a Deathclaw, but Fallout 4 has power armor
and a mini gun. It's opponents didn't stand a chance.
No matter how I think about it, the hype for games like Fallout 4 is a strange phenomenon. As I alluded to in the opening of the article, only a few handful of IPs are able to command this kind of all encompassing attention. Some would argue the franchises that have this impact are subjective. I can agree to a certain extent. I’d argue, however, that there are a precious few IPs that are objectively ‘nuclear bombs.’ Namely: Fallout, Grand Theft Auto, and The Legend of Zelda. Small spin-offs aside, each new entry into these three franchises drums up a fervor that’s unmatched in the industry. The create a kind of excitement that fuels massive surges to console purchases, break sales records, or are the largest entertainment release of the year. But why these three? It’s a question that I couldn’t get out of my head in the weeks leading up to Fallout 4’s release. Why does a new GTA or Zelda or Fallout dominate so much of the games conversation? Why are the fans of these franchises so passionate, so vocal, and so large in number? Why couldn’t I stop myself from feeding into this hype cycle?

Mini nuke? Nah. Just Fallout 4 hitting stores.
After much reflection, I came up with four reasons why I think Fallout, and it’s group of elite peers, are ‘nuclear bombs.’ I’ll touch on each briefly.

Peerlessness

Want to know the number one reason why I was (and am) so excited for Fallout 4? Because no other game I’ve played can provide me with the same kind of experience. Many other games have tried, but none have been able to create as compelling a setting, as content dense a map, and as rich an open world as Bethesda RPG’s. Fallout has no competition for the type of experience it provides to you. The skill with which the team at Bethesda puts their games together is incredible. They are able to create worlds that you want to get lost in. Every piece of content in their immense games feels meaningful. The world is filled with secrets both obvious and obscure, both exciting and tragic. Fallout allows you to role-play to the fullest extent. You have full control of all character customization, skills, stats, morality, weapon preferences, armor, and many more.

I have mixed feelings about open world games, generally. So many open worlds are bland, lifeless. Exploring and playing them often feels like an excise in tedium. One of my chief complaints about ‘bad’ open world games is locomotion: how fun it is to get from point A to B is paramount. That’s because the space between A and B is usually devoid of interest. Fallout 4, and Bethesda RPG’s generally, make every single square inch of their world worth spending time in. You’ll find hidden stories, great loot, new allies, and more. No other open world game, even some of the best (The Witcher 3 or Infamous) can replicate this feeling. Every aspect of Fallout synergizes to create an unmatched experience.

Many have tried, but there's nothing quite like Fallout.
Developer Trust

The fervor for Fallout 4 began as early as it did because the game’s developer, Bethesda Softworks, has a long and (mostly) spotless history of great games. Developer trust is a significant part of why Fallout is part of such an elite group of franchises in the gaming industry. To put it simply: you know exactly what to expect when you boot up your copy of Fallout 4. You can trust the game will be massive, content rich, gripping. Most importantly, you know that it will match or exceed the quality of previous entries. Bethesda hasn’t released a bad Fallout. Bethesda hasn’t pulled the wool over fan’s eyes with a suboptimal game. Every Bethesda RPG, every modern Fallout game, has that same stamp of quality. This is where so many other IPs are unable to achieve the notoriety that Fallout or GTA or Zelda have been able to achieve. One bad game release, or even one particularly egregious element in an otherwise great game, can sink the franchise. As a quick example: Mass Effect. Despite BioWare creating an extraordinary new series, missteps with the third game’s ending and issues plaguing some of the studio’s other releases resulted in the erosion of trust. Though excitement is still high for Mass Effect Andromeda, it hasn’t and won’t reach the same levels as Fallout 4. The developer trust isn’t there. I felt justified in my excitement for Fallout 4 because I had confidence it would achieve the same level of excellence as Fallout 3 or Skyrim. And, in my 15 or so hours that I’ve been able to play so far, I can confidently say that my assumption was right. Bethesda doesn’t release bad games.

You see this logo? You can be confident in knowing that the experience will meet expectations.
Chronology

Want to play a new Fallout game? A new GTA or Zelda? You’re going to have to wait. But in the case of these IPs, that’s a very good thing. There are many games that, in my opinion, are as good or better than Fallout games. There isn’t a Fallout title in my top ten games of all time. I can say without exaggeration, however, that Fallout 4 was my most anticipated game of the year ever since it was announced. It had been so long since I’ve played Fallout. It’s been seven years since the last game in the series. Fallout 3 released when I was a freshman in college; Fallout 4 released during my fourth year in graduate school. That’s a long time. A lot has happened. It’s given me (and others) the time and space needed to gain perspective, distance myself from my time with the previous game, and fuel my hunger for more of the same. Just like developer trust, an ideal chronology is another element that many other IPs fail at achieving. Despite the wide-spread critical acclaim and fan excitement for Assassin’s Creed 2, the yearly releases of sequels has driven excitement into the dirt. People still play and enjoy Assassin’s Creed, sure, but it’s hard to argue that people are that excited to get their hands on the latest version. Bethesda, Rockstar and Nintendo all take their time with new mainline entries to Fallout, GTA and Zelda respectively. Distance makes the heart grow fonder. And in games, time is distance.

New Fallout games are few and far between. Perhaps the rest are still locked
up in the Vault.
Nostalgia

Nostalgia’s role in building these megaliths of the gaming industry is a complicated one. Certainly a much larger subject than can be covered in one short paragraph here. Though, it matters, and I wanted to mention it briefly. Nostalgia acts as a combination of peerlessness, developer trust and chronology. The groundbreaking GTA3, A Link to the Past and / or Ocarina of Time were formative experiences for so many gamers. Playing a new entry in these franchises calls back to the time you spent with previous entries—a time that, for so many, defined who you were or how you thought as a gamer. Fallout is interesting when considering nostalgia. Fallout and Fallout 2 were huge, certainly, but don’t command the same sort of import as early GTA or Zelda titles. But Fallout 3 was so profoundly impactful it’s created its own type of nostalgia. Fallout 3 created a new era of fans talking about how fantastic the game was, how much it did well and how it was an experience unlike any other. That’s created a ravenous, nostalgic void for Fallout 4’s release. People are excited either because they played Fallout 3 and thought it was great or, for many others, because they heard how great Fallout 3 was and want to finally enjoy the franchise for themselves. Fallout 3 was that flashpoint—the game itself didn’t sell well at launch, but gained momentum over time. Regardless, a culture of longing for previous entries is essential in forming the kind of craze I’m writing about it. Nostalgia is a powerful motivator.

I feel a twinge of 'nostalgia' for Diamond City already. Fallout makes a deep connection
with the player almost immediately.
_____________________________

What do you think? What are the reasons you think franchises like Fallout and Grand Theft Auto and The Legend of Zelda make such an enormous impact on the industry? What other IPs do you think are peerless, are emblematic of developer trust, have a compelling release chronology and make you nostalgic? I’d love to know. In the meantime, I think it’s time to get back to playing Fallout 4.

Monday, November 16, 2015

TIF Plays: Fallout 4! [1]
Gameplay

Fallout 4 is already shaping up to be one of the year's biggest releases. I'm a big fan of Bethesda open world RPGs, and ever since its announcement I was chomping at the bit to head back into post-nuclear war America. In this series of TIF Plays, I explore, kill, loot, and more! Stay with me for the journey. Check out an archive of my stream linked below, and be sure to catch me when I go live by following me on Twitter (@alexsamocha) and Twitch (MegalodonPhD) Enjoy!