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Monday, 22 June 2020

I hate: Enemies who heal



Leave the 'Phoenix Down' at home, kiddos.

Okay, this a sore one. A real personal moment of fuelling my vitriolic tar-black hatred for that repugnant stain within the armpit of humanity that we deign to legitimise with the tag 'healers'. No, I'm not talking about those who pick 'priest' in an MMO, as a former tank I pretty much lived off those guys, I'm talking about the acrid weeping-pustules from the land of NPCs who devote themselves to the healing arts. Screw them, screw them all. May they all be bound, gagged, tarred, feathered, drawn, quartered, defenestrated, dismembered, decapitated, bought back to life, choked, poisoned, stabbed, shot, dragged from rope across broken glass, electrocuted, and slowly dipped into Mount Doom whilst hoards of onlookers clap and shout cutting remarks directed towards them. 'Hatred' doesn't begin to describe my feelings towards them; I loathe them, I despair at their very existence, I surrender all faith and piety to a theoretical higher being in the knowledge that no such intelligent creature would ever knowingly curse it's children with such an unforgivable blight. No sir, I don't like it.

But let's rewind for a second and start at it all over again. Grow ourselves new skin. (Nope. I'm quoting songs as a coping mechanism, again. Have to focus!) Sigh. So you know how it is, don't you? You've just fought your way through a particularly gruelling dungeon, or scenario, and am starting to glow with the self-righteous aura of the victorious. You charge into the next fight, confident in your abilities, only to realise that your might was an illusion, your success a smokescreen, and that everything you've ever loved or will love will wither and die. The enemy is healing from the damage that you've dealt them, in fact, it's even worse because they are out-healing the damage that you're hitting them with. This man is so unimpressed with your concerted effort to snuff out their life force that they're staring you down, dead-pan, eye-to-eye whilst pushing out the bullets that your stuffing into them faster than you can press the trigger. And it hits you; all is lost. Hell is empty, and all the devils are here.

Now first of all, as is the case with this blog, I have to play devil's advocate, because even Lucifer himself isn't foul enough to defend this practise himself. It is the desire of every video game developer to construct the sort of variety in content and gameplay that will lend their game depth and replay value, and that goes from scoring various tracks, to building various environments to, yes, even birthing a variety of enemies. Stagnancy is death, and variety and challenge encourages engagement and passion. 'Healers' are a very typical enemy archetype to find in games as they are rather simple to envision and can greatly change up one's tried and true stratagem for tackling a tough area. Whereas usually they might go for the strategically sound choice of taking out weaker units before facing the tougher ones, (Or the insane 'go-fo'-broke' strat of 'kill the biggest guy in the room') now they have to target healers or risk a much more gruelling fight than usual.

In addition, granting the act of healing to a NPC is rarely beyond the pale of acceptable boons for an NPC to be assigned. I know I'm generalising here, but typically in the sorts of games where you have enemies who heal not just themselves but their teammates, they hail from the sorts of games where such an ability is sensible within the lore of that world, and usually in situations where the player too has access to some healing ability. In the search of a fair challenge between the player and the computer, something which I long for in the games that I play, I applaud games who give both sides access to the same level of tools. (excluding, of course, games when the technology disparity is the point, such as in the 'Batman Arkham' series or the early stages of any Ubisoft game ever.) So there you have it, all the reasons off the top of my head why 'healing' is a good thing for enemies to possess in games. Now let my unreasonable rage take over as I systematically tear down each of my own points.

Variety, huh? Talk about the lowest common denominator of variety. All you've done is attached an elastic band to this guys health bar so that he takes just that little bit longer to grind into dust. Think about it, how many actual memorable video game bouts were made by the healers? Ornstien and Smough? It was the disparity between fast + light and heavy + slow. Dancer of Boreal Valley? It was her gracious fluid movement that was rhythmic and deceptive. The end? Is was the quite patience and creeping stealth. I know I picked out some of the biggest bosses in gaming but who better to learn lessons from? They were enriched by complex variables that challenged the player's actual skill, rather than frustrating gimmicks that kept them hammering away just a little bit more than usual. At it's absolute best, healers are nothing more than an artificial inflation to the length of the fight, at it's worst they are a headbanging roadblock that brings the entire pace to a screeching halt.


Now as for 'fair' competition. This is one that particularly gets under my skin because, as I said, I am a proponent for fair competition. But you see, one of the requirements for establishing fair competition, one of it's key defining characteristics if you will, is that the resources available to both parties be comparable; but that's never really the case in games, now is it? In most titles where the player is giving the ability to heal themselves it comes with some sort of limiter, a balancing device to ensure that the power is not overused. (Shout-out to those folk who charge into the Dragon Age archdemon with 200 potions!)  

Be that a limit to the resource pool available (only a certain amount of mana/magicka) to a hard limit on the heal itself, (miracles and Estus flasks) the laws of balancing dictate that there must be some sort of limiting mechanic. But this is rarely so for NPCs, indeed most of the time their ilk are free to spam spells quite literally forever. This can lead to lamentable situations in which you are stuck in battle and wasting limited bullets, or potions on whittling down enemies only for them to invalidate all of your effort by powering through it.

Now, I'll admit that a good portion of my rage is conceived under the pretence of having been deceived. Whenever I see that health bar start refilling myself I feel like my role as a dealer of damage has been missold to me and that's the sort of injustice that cuts deep into my character. I'm sure there are those out there who feel I'm being histrionic with my rantings, and I most certainly am, but that doesn't change my feelings one smidgen. Screw healers, screw healing; I'd rather such a concept not exist in gaming whatsoever; I am dead serious. (Hmm... that wasn't as therapeutic as I hoped... Well, time to hop on Dark Souls and brutally murder some priests!)

Sunday, 21 June 2020

My and the Epic Store: One year later.

How the winds change.

Around about this time last year it felt like all of the metaphorical feces were hitting the fan for Epic's prospective storefront; The Epic Store. Their idea was more than just another attempt by a major developer to 'take their toys and go home', (Where they receive 100% of PC sales revenue, unlike on Steam) the Epic store was devised as a genuine attempt to be an alternative to Steam. This alone was enough to ruffle a few feathers, folk are constantly getting sick of the amount of launchers required to be a semi-diverse PC player and throwing yet another in the mix, with this one poised to try and sell software to you as well, just felt like a step too far. Of course, Epic themselves didn't help the idea none with their own conduct, such as releasing the platform in such a rudimentary state and allowing their defence to be "Well it took 10 years for Steam to develop these concepts so we should get 10 years too!" (Apparently that's how long it takes to see what the competition is doing and innovate upon it, who knew?)

Yet whilst Epic may have been in the lurch when it came to establishing consumer rapport back in the day, they knew exactly how to go about things when it came to getting developers on board. All it took was a complete undercutting of the commission percentage for product sold, that was juicy enough bait for literally anyone. (Just look at Randy Pitchford's desperate simping if you don't believe me.) But such would only ever hinge on the viability of the market, obviously; thus Epic proved themselves equally as lucky there with this entire business model piggybacking off the run-away success of their, now household, brand; 'Fortnite: Battle Royale'. So here was a platform that managed to exclusively house the current biggest game in the world, thus boasting that player base as their own users, with a more generous commission than it's biggest competitor and even some cookies, (probably) who wouldn't sign up to the Epic experience?

However, despite all this apparent good that the Epic brand was purposing on behalf of the wider gaming industry, they still had to resort to the lowest common denominator of tactics in order to win over fans. Yes, I'm talking about the accursed word; 'Paid exclusivity'. There is no more pathetic a tactic to grow a brand then to start throwing around money for exclusivity, in my humble opinion. Yes, I understand when a platform-owner goes out of their way to fund a title and then feels entitled to hoard it exclusively for their store, (I don't like it, but I get it) but there's no excuse for the guys who drive around town with a suitcase of money looking to cash off of finished products. (It's just lazy.) This practise is the equivalent of admitting that you have nothing unique enough to offer the consumer in terms of actual qualities of service, so you're forced to literally piggyback off of developers work to strongarm a consumer base. Needless to say, I was less then impressed with Epic at this stage of their career and still harbour some ill-will towards them because of it. (If you want to be better than Steam, then be better.)

But none of that is the point of today's blog, that's just the background. As yes, today I want to talk about how the Epic store turned from a place I actively avoided approaching to a store I visit weekly and a launcher I even occasionally utilise. (And yes, it's due to a gimmick.) The gaming world is absolutely no stranger to the concept of 'free games' offered through platforms on a semi-regular basis. Xbox have doing it for an age with their 'games with gold' service, Playstation have their much-applauded 'Playstation Plus' feature that comes with the odd game, and even EA were in on the action for about half a year before their inherent selfish nature grew so overwhelming that they couldn't stomach the prospect of offering free software anymore. (That's literally the only explanation. They only offered a handful of games out of their library of hundreds. There's no rational excuse for retiring the program when they did.) And yet somehow, Epic's version of the this plan has manages to stand head-and-shoulders above the others as a shining example of how to do this idea right. Super right, in fact.

Whenever this concept is implemented on a storefront it usually comes alongside a selection of caveats that we all choose to knowingly overlook because the software itself is 'free'. (We don't want to be seen as "entitled gamers", as two-bit 'reporters' are fond of labelling.) With Xbox and Playstation they have a tendency of offering the base versions of games that have expensive DLC, for fear of getting literally nothing out of the transaction. Xbox like to offer previous versions of games that are just about to see a sequel, to drum up interest. And EA literally offered up their least profitable software under the logic that they weren't making money off of it anyway. Now all of these practises are fine, in fairness, because the games on offer are mostly free. Aside from the fact that they most certainly are not, they all come behind a subscription paywall. (again, with the exception of EA, which is probably another reason why they bailed on the concept.)

Epic, on the otherhand, offers no subscription for their services. (I'd like to think that the gaming world wouldn't accept a subscription-based launcher, but then I remember that folk actually defend Stadia and I know we've just been lucky so far.) Yet they still make the effort to offer regular free games to their player base and what's more, these tend to be highly-rated, quality games with little to no 'caveats' attached. I remember not too long ago when they offered the 'Batman Arkham trilogy' (which are all incredible games) completely free. They've put up classics like 'Amnesia: Dark Decent', niche titles like 'Costume Quest', fantastic indie games like 'Limbo', 'Hyper light Drifter' and  'Moonlighter' and they even had one week which nearly crashed the entire Internet, because they offered 'Grand Theft Auto V' for free. (The absolute madmen.) This is the sort of pedigree that Epic have established with their free games program, and that's worth quite a lot of points in my book.

This harmoniously gels with Epic's proposed image of a storefront representing quality, an image that runs in stark contrast to Steam's model of "we're the face of all PC gaming". The ready openness with which Steam invites folk to their storefront has cultivated a rather negative perception, one where Steam comes across, (forgive me) as a bit of a whore. Anyone with $100 can upload their crappy asset-flip dumpster fire content to their storefront for the hopes of making a quick buck, and that deluge of filth makes it hard for genuine gems to stand out. (Also, Steam offers no weekly 'free game' service. Even though they certainly have the catalogue with which to do so and the money to make it happen.) Epic have tried, not always successfully, to ensure that only polished and good games get onto their store front and therefore whenever they offer a game from their catalogue for free the public know it's going to be a title worth playing. No matter what, they aren't going to get a crappy title that doesn't function and is probably using your CPU for crypto-mining. Sure, the same could be said for Xbox or Playstation's offers, but they more maintain that image as an unspoken rule, whilst Epic laud it, making their policy inherently more eminent and their free-catalogue shine and stand out. (Yeah, that's maybe not entirely fair. But thus is the way of marketing)

So is Epic my favourite platform now, purely for the merit of offering high-quality free games? No, they still have a long way to go in order to prove why I should pick their platform over literally any other. (Personally, I'd recommend they seek some sort of partnership with GOG and their super cool 'Galaxy' interface, but that's just me.) But their generosity has done wonders to repair their wounded reputation with me and, by natural extension, has built up quite the library of games that I own only on their launcher, encouraging me to use it. (That's five-head moves right there!) So I'm here to call a truce with those that man this storefront and offer some advice; double down on your 'marketplace of quality' thing you've got going on, it truly does set you apart. (When it works, of course, otherwise you just look silly.)

Saturday, 20 June 2020

STADIAAAAAA!

It's not over yet!

Imagine my shock. I wake up some two days back and drag myself through my morning routine, forcing this empty husk of a person through the motions. I wash my hair, pour some cereal, take a seat and spot something odd with the news cycle. For some strange reason everybody appears to be reporting on the same months old story. What are you all talking about "Cyberpunk 2077 is delayed" I already know about that, it happened a lifetime ago. Don't you remember? CDPR came out with their apologies and promises about how they would avoid crunching their employees with such a decision? And then one of their top brass told everyone how confidant they were that the game would hit the new release date? So there's no way the game has been delayed a second time, guys, I mean come on it's not like- But... but that's impossible. That can't be. Another one? But... what's changed? They said they were confidant, I believed them. The circumstances shouldn't be too shifted unless... oh. I was expecting the buck to end with CDPR, for the largest factor that needed to be accountant for being if they were ready. But that's not the case is it. It was never them. Kono Stadia da.

I know you did this. There could never be any other, it had to be you. I know, because it's heart's in my heart. Right in the centre of all the primordial darkness of this accursed year, locked behind Kingdom Hearts there was you, Stadia, waiting, preying on us all at our most desperate. (Yes, I know I'm rambling!) But let's think about this logically, shall we, no need to jump to conclusions... So Cyberpunk 2077 was originally slated for an April release (About a week before my Birthday, but that's neither here nor there) before a glass of cold water was thrown in literally everyone's face as the decision was made that the game would be better with another half year in the oven. (At the time I argued that the announcement was a smokescreen and the later date was always the intended release window. I still think that's a possibility.) So that was the end of this little saga until, that is, just a week or so back where Stadia entered the story.

You may remember that everyone began laughing and pointing fingers when the walking joke that is Google's Stadia came out with their tails between their legs to announce that there was an issue with their port of Cyberpunk. An issue that would cost Google a concurrent release window with literally every other platform know to man. (At the time is was looking like an impossible Switch port would be out before Stadia.) CDPR, for their part, seemed predictably apologetic and made promises about how they wanted to ensure Stadia's port was out before the end of the year. But even with their word to hand onto, most saw this as CDPR unconsciously letting everyone know exactly where their priorities lie; with the platforms that people actually play on, for instance. The toothless golems over on the Stadia subbreddit may have been tripping over themselves to justify google's shortcomings (Thus is the way of the sycophant) but no one with intellectual freewill was buying it. Google dropped the ball, end of story.

And yet, now we're looking at another delay hitting the beleaguered Cyberpunk fans. Nothing major, thank the Nine, just a little job of little more than two months from September to November. So just before the end of the year... Now I'm not regularly considered a superstitious man, but even a customary glance at that date can see that it just so happens to line up with the prospective delay that hit Stadia, almost as though somehow every version of the game had been pushed up in order to lineup with Google's launch, as if we're all forced to suffer for their crappy platform. So riddle me this; am I seeing imaginary connections here? Am I being the crazy one on this here equation? I think not, in fact, I think I've sniffed out the most clear culprits imaginable. I don't know if Google had to throw their weight around, get on their knees and beg or conduct some profane pagan ritual in order to get this game delayed but they did it. I'll wager my happiness on it.

And yet despite how cut and dry this obviously is you get self-proclaimed 'experts' from the industry come out to say things like "This could be the clearest indicator of the Series X release date yet." Wait what? Sure, Cyberpunk 2077 has enjoyed publicity from Microsoft events in the past, but it is in no way an exclusive. (And I'll bet that's not for want of trying. There's not a doubt in my mind that Phil Spencer is willing to sell off his firstborn for a Cyberpunk exclusive.) Some people seem to think that with enough arm twisting the folks at Microsoft and Sony can twist Cyberpunk into some sort of console-launch title, and whilst that might spell one of the historically greatest launch titles of all time (literally one for the accolade books) CDPR have shown no interest in treating their title that way. They've been very open about their willingness to cater to as many folk as possible to the point where they're offering a free upgrade between generations for folk on either platform. They want it to be known that people have absolutely no pressure to spend an extra £500 just to play their game, so a willing delay to meet the new console's release window makes absolutely no sense. In fact, there's no impetus for this shift to happen beyond the Stadia debacle, so that makes the culprit pretty darn clear, wouldn't you say?

But I'm not the only one who seems to have been blindsided by this. Countless actual insiders have told their various contacts about how there were no more delays coming to the project. No ifs ands or buts, Cyberpunk would be done by September, and you know what? I believe them. More than I trust some rando 'source' off of Reddit, I believe that this is a product that will be largely done by the date that they've picked. I believe that CDPR were more than willing to go up against, and completely disrupt, the September AAA release window with their blockbuster; In fact, I was looking forward to it. But now they've moved to a Christmas release window for a distinctly non-festive title and I'm just feeling more than a little jipped. It was supposed to be a really cool fact that Cyperpunk 2020's videogame adaption would be out in the year 2020, but now it feels like a desperate afterthought tacked on at the last possible moment. (Which just gave me a thought; is Cyperpunk 2077 even going to eligible for the 2020 VGA's now? Urg, this delay was a total crap storm.)

So let me be clear; operating under my assumption that Google Stadia's machinations are responsible for the delay, it stands as a disservice to everyone for CDPR, or anyone, to kowtow to a service as unwavering shoddy as Stadia. Let us ignore the raw-deal of the very promise (Paying for a subscription ontop of buying games), the consistent broken promises of 60 FPS (they couldn't even get ESO higher than 30. Seriously!) and the lack of the majority of social features that most other launchers take for granted. (They're getting there, but not quickly enough.) Let's instead look at their frank incompetence, which was on full display last week when the team managed to leak a year-old playable demo of Ubisoft's 'Gods and Monsters' for a full 30 minutes. (Which, due to the 'no download time' feature was more than enough time for people to play and capture footage.) This blunder cost the game's mystique, as now everyone knows it's just another formulaic Ubisoft game (to the point where the demo even used 'Assassin's Creed Odyssey' assets as placeholders) and the team's reputation for not being blundering idiots as they couldn't even manage to keep a 'never show to the public' demo behind closed doors. (No other major console developer has pulled off such a blunder quite yet.)

But in the end what does it matter? Stadia have floundered about in the mud and we're all along for the ride whether or not we bought into their moronic business model or not. What's next? Are major shows going to start getting delayed in order to meet some sort of simultaneous launch window with, streaming services' other punching bag: Quibi? Or maybe we'll all just start twisting and changing the types of movies that are made and their content in order to better fit the image which the Chinese government like to present it's citizens. (Oh wait that last one is actually real, isn't it?) I'm livid and disappointed, both with Stadia and CDPR for dragging us down to their level. Maybe in a year from now when Stadia's dead and buried where it belongs this is something we can all look back on and laugh, but right now I just feel like this crappy year has dealt me another blow and I'm just tired off it all. That's about it, I'm out.

Friday, 19 June 2020

Spider man: Miles Morales

Where is Peni's game?

Yeah, there was another video gaming event last week, only this one was on the Playstation 5. Yay. This time they spent a little more time showing off gameplay next to the trailers and did it make all the difference? Kinda, not really. People's outrage was pretty dumb in the first place, to be honest. (But I can't wait for all the videos of people saying "This is how it's done! I felt the games, woah!") But my biggest take-away from the event was thus; the PS5 looks like a modem, and I still don't like their controller's layout. (But I guess that's more of a trademark issue, so I can't fault Sony too hard.) To their credit, the digital version of the PS5 doesn't look quiet as awkward, but without seeing any price points it's hard to get overly excited. (Also, I do miss the idea of holding a real disc in my hands. Even though, I'll readily admit, the vast majority of current gen games I own are digital.)

But that's neither here nor there for the moment because it's time to talk about the vast array of new titles that Playstation saw fit to showcase at us during their bloated conference. (I know that word has inherently negative connotations, but given the games that Playstation had to show I mean that as an absolute compliment.) One such game, the first they showed in fact, was the sequel to game that had many sceptics when it was first announced (including me) but which turned out to be one of the biggest games that PS4 put out in it's entire lifespan. Of course I'm talking about the exciting 'Spider Man: Miles Morales' which takes the popular spider-verse character (Yes, I know he existed before that movie, I'm merely citing his most popular point of reference) and finally brings him to the digital forefront in his first video game appearance ev- oh wait, he was in 'Marvel Ultimate Alliance 3'. (Does this mean we're getting a Spider-Gwen game next? I am so freakin' down for that prospect it might eclipse my excitement for the game that were actually getting.)

For those who never had the pleasure, Spiderman PS4 was a free-roaming Spiderman adventure that finally broke the curse of substandard web slinging titles ever since 'Spiderman 2'. (Which seems insane to me. This concept lends itself to video games so well and yet there was so many Spider-duds that missed the mark. 'Amazing Spiderman 2', anybody?) The game brought fans a beautiful city, brilliant webslinging, dynamic action and controls, with a heartfelt narrative that ticked just about ever Peter Parker fan's boxes for the ideal Spider-game. (These spider-puns are getting out of hand. I need to stop.) What Insomniac achieved with Spiderman PS4 was much more than just a solid game, they created a baseline foundation for what a superhero game could be, and those foundations were so solid that even at the prospect of a new title built with those same tools people are fit to lose their damn minds.

The trailer itself isn't actually dripping in the way of details, but that's not really the point either. The world was so sold on the strength of the original that they could have just tweeted out a picture of speculative box art and they'd have achieved similar levels of hype that they have now. What we've seen so far, however, to really sell this title and the console behind it is hero-shots. Lots of hero-shots. Seems that both Microsoft and Sony have a point to prove when it comes to ensuring that their consoles are capable of rending materials and surfaces as accurately close-up as they look faraway, something that is largely unnecessary in most gameplay situations but if you insist on pushing that envelope your going to get there eventually! Something related I noted from this event is the way in which Sony's own marketing has pimped this as 'the biggest evolution between generations ever', but after the PS2 to PS3 jump I'm having a hard time picking up on that particular point. (Maybe graphical fidelity is the wrong thing to look for in that comparison.)

From a pure design standpoint there is one aspect that I can commend 'Spiderman: Miles Morales' on, over 'Spiderman PS4' and that's the team's decision to actually reign in their creativity. Admittedly, I don't read a great many comics anymore as the medium is practically dead to me, (So I actually missed Miles' comic debut) but as far as I can tell the video game rendering of his Spider suit is exactly the same as it is in the comics. (That is to say; sleek and slick as heck.) This is in stark contrast to 'Spiderman PS4' where the team took it upon themselves to make their own spider suit and the results were... a white spider? Yeah, I didn't like it. (Each to their own.) Of course, that game featured a plethora of extra suits with abilities and unlock conditions in it so that wasn't a problem, but I'll pat Insomniac on the back anyway, they did good with this one.

I'm less sold on the design of Miles himself, but they may come from my own attraction to the world of Spiderman and my closeness to it. None of the none-costumed faces in the first game ever looked quite right to me, and that's a mental hurdle that has appeared to have been carried on to this newer title. Miles looks fine, but I don't see him as an older version of the Miles we saw in 'Enter the Spiderverse', and as far as I'm concerned that's the definitive animated rendition of the character that we've seen so far. But am I nitpicking? Hell yeah I am. The game looks simply sublime from ever other part of the small gameplay snippet we saw and I'm struggling to find any foothold for critique. I will say, however, that I'm encouraged at the way the team have tried to shake up NYC by setting this game during the winter. (Not sure if that's going to be a perpetual winter 'Cold, Cold Heart' style, but I won't gripe if that's the case. Wintry New York is actually pretty iconic all on it's own.)

What more is there to really say considering how little we saw? The gameplay looks just as explosive as the first game's, I love the acrobatic movement- just like in the first game? Every expectation that has been raised for this game has been coloured by the example set from 'Spiderman PS4' and that is both a blessing and a curse. For the marketing team it's a blessing as it means they can get away with that 1 minute teaser reel, but for the developers it means that a lot of weight is landing on their shoulders to top what they did last time. Personally, I'm not sure how iconic Miles villains are, or how strong his unique powers are, to match up to the last game's offerings. But at the end of the day this may fall down to a question of strength of character through writing, and if that's the case then we can all breathe easy as insomniac have proven themselves adept in that field quite often of late.

Ultimately, I would say that this was a strong opening for Sony's little PS5 showcase round-up, although it did leave me the slightest bit dubious as to why this game needed to be a nextgen exclusive. (As I do believe that Sony, unlike Microsoft, are committing all first-party games to be next-gen exclusive, citing not wanting to hold back their developer's ambitions.) Honestly, 'Spiderman PS4' look about as good as anything we just saw, and the gameplay ran fine, so I suppose I'm left with the nagging question about whether this is a title that's being used as a carrot on a stick to lure people into that nextgen purpose unnecessarily. (I think there might be a fire to all that smoke.) But I'm digging where perhaps I shouldn't, for the time being I see a damn fine looking game and I want it right now please, thank you.

Thursday, 18 June 2020

The Hoarding Habit

Just drink it already!

If there's one habit that I find a lot of folk who play games all have picked up at least one point in their gaming careers, it's the habit of the hoarder. I'm guilty of it and I'm sure you have been too, you just start picking up items in your quest to save the world and find yourself overly stocked in curatives and miscellaneous junk that you're never going to use. Which isn't to say that it's all useless, just that you are crippled by the stupid sense of "But I might need it later" without coming to the realisation that, 'later' is never going to come. It's a stupid malady and I can think of many a great game made 10 times harder due to stubbornness like this, and that's what I want to talk about today, like an addict working through their problem through group therapy.

The first time I realised that I had a problem was when I played 'Assassin's Creed: Revelations' all the way back in 2011. After the spectacular Brotherhood, Revelations was a game I was incredibly excited for and therefore I combed through every single interview, gameplay clip, and obscure detail about the game months in advance. Therefore I found myself fantasising about the base defence minigame, (which turned out to be tedious) the new hookblade (Which was such a lame fad that it never showed up in the franchise again) and the new crafting/bomb system. (Which was the source of my great shame.) In this new game, Assassin's could craft from a whole system of cool and unique bombs that could be used on the streets of Constantinople, the system seemed to have so much effort put into it that I just couldn't wait to get my hands on it and try it for myself. Only, I didn't.

When I got my hands on the game, for some reason I never once used a bomb despite my previous excitement, and it took me some time to figure out why. Eventually it became clear to me; it was because they were finite. That isn't to say that I couldn't just pop to a bench and craft some more, but the mere implication that I would run out of these explosives at all was enough to psychologically cripple me. 'What if I got myself in a tight bind and needed a smoke bomb?, what if I needed a crowd distraction requiring a pyrite bomb? I better save them for when I'm in real need, for when I don't have a choice!' But of course, that's not how game design works. If you hit a point in a game where the only way to proceed was to use a finite object that you couldn't easily source, it would be a frustrating roadblock and a bad reflection on the flow of the game. That's not even taking into the account that the entire point of systems like the bomb-crafting was to add options to the gameplay, and I was limiting myself to some non-existent scenario where those options wouldn't exist. Long story short, I was big dumb dumb.

But this wasn't just an Assassin's Creed problem, I acted like this everywhere! Whenever I had a daily power in Elder Scrolls, I would typically refrain from spending that use token for as long as physically possible, the same for curatives and even spell scrolls. (Despite how readily available that latter two actually are.) In Fallout I would hold onto every single Mini-Nuke I would find, reluctant to use the biggest and baddest weapon in the game even when I was in abundance. In Dishonored I wouldn't use any limited tools or even rely on my powers, knowing how the resource pool for activating them wouldn't regenerate. (Although that did land me with an achievement by the end) And in Resident Evil 1 I just would never pull out those big one-shot kill guns with the incredibly limited ammo that you'd find, once more robbing myself of the power they provided. Essentially I was tying my own hands behind my back in every single game I played for no reason whatsoever.

Ultimately I reached a point where enough was enough, and I had to make a conscious effort within myself to change. By my reasoning, in the pursuit of enjoying a video game there is no room for limiting yourself from play, at least not without cause. (Like challenging yourself or something.) What is the point of hoarding for a theoretical hard time down the line when you can have fun in the here and now? Does this mean that now I haphazardly drain down every single resource in all video games the second that I get them? No, but I try to be a little more free with my use of things. Just the act of using extras and consumables helps make the games I love just that bit more fun to enjoy, but it doesn't mean I have to do ridiculous things like give Donald and Goofy potions in Kingdom Hearts 2. (What do you think I am, insane?) So there was the journey I went on.

Although I was left with a curious query to ponder after such an experience and that was whether or not it was up to the developers to create a situation that warranted the use of optional items or up to me to reach that point in my mind where I was willing to spend them. As a self-confessed sadist who regularly opts to play games on their hardest difficulty, I recognise that I may not be the most relatable with this question-thread but I raise the query all the same. The mental gap that I had to cross in order to overcome my hoarding habit was that of reasonable retaliation, I only acted to the degree I felt was necessary at all times; so you could say that this spawned from a feeling that the games I was playing were too easy. In that light it is true, the games that are harder were the one's that got me to use my items in situations, but is that a failing on me or the developers who created tools that are sometimes unnecessary?

 Of course, on the otherside of the argument you could say that the entire point of consumables and the like is to be unnecessary additions to the player's repertoire. Modern game design philosophies dictate that the goal of most games is to offer options to it's players, as that as how you most adequately take advantage of the medium at hand. As such, for one of those options to be the choice not to use extra items seems natural. But for some folk, like myself, we cannot escape the inherent feeling that this is wasteful and pointless, even when talking about virtual resources getting expended in a virtual world. Even as I've opened up my actions in recent years, that is a stigma I can't quite shake. It remains as immutable as my stubborn mule will.

In conclusion, I think that we can all agree there is a certain folly to the act of hoarding, especially when doing so in the world of games. As a concept, I personally theorise hoarding comes from a fear of change and coming to terms with the end of all things; which just highlights how silly this is when applied to video game worlds and resources. That doesn't mean I don't understand and sympathise with those that can't cross that mental threshold, however, as I was there not too long ago. (In many ways, parts of me still are there.) At the end of the day, however, it's in the best interest of our pursuit of a good gaming time to realise; sometimes it's fine to spend a mini-nuke if you get a big-ass explosion out of it for your troubles.

Wednesday, 17 June 2020

PERSONA ON STEAM!!!!!!!

Persona non grata

Yes, I know that due to my weird organising system for when these blogs get out this will most likely be fairly old news by the times it reaches you folk out there but I must vent all the same. It's not just that I am excited and feel the need to spout it; after everything that I've gone through emotionally and physically over the past four years, it's pretty much my duty to pen this. And so hear I go; Persona has finally hit Steam! That's right, after years of begging and grovelling in the dirt to seemingly death ears, Persona has finally made it's way to the one platform that all JRPGs should, honestly, be on from the very beginning! (By that I mean: 'PC', by-the-by, I not specifically simping Steam or anything.) As a person who hasn't owned a Playstation in far too long, it's been torture to see Sony hog all of these great titles by virtue of proximity (and probably obscene amounts of money) but now things are finally opening up to the wider world, soon every RPG fan will know what it's like to play an actually fantastically written RPG adventure.

But I would be remiss of myself not to start this off with one simple congratulation; so to ATLUS, you people out there that I've addressed oh-so-snarkily for as long as I can remember, thank you guys so much; you finally listened! (Okay, 'finally' sounds a little accusatory. How about 'actually'? No, no that sounds like I'm surprised you could even listen. I'm trying to say I'm happy, that's the intended takeaway.) Ever since that time when I first happened upon the original teaser trailer for Persona 5 all those years ago I've had one takeaway rattling around in my brain; I need this game and I need it on a PC. Why would anyone turn on a console to play a hardcore RPG? With all of those menus, stories,  tactical planning, and everything that goes into mastering titles like that, the PC is just the natural home for RPGs. (Alongside, in my opinion, the Nintendo Switch) Now that longing has been mostly met and I can suddenly feel a weight I didn't know I had lift off my shoulders, what a timeline to live in. The waking world has gone to hell in a matter of months, but Persona has come to Steam. (Is this Newtons third lore exercised on a societal level?)

In the past I may not have been exactly all that amiable when discussing ATLUS and the way their team handles their games, maybe I even threw around a few names. (Although nothing too rude, obviously, I've always respected the team.) So I offer my deepest apologies for anything that might have offend, whilst I rub my hands together and excitedly prepare to jump into this whole new world of RPGs. Although, once again I will throw a little shade, the game that I was asking for, and a great many other folk were asking for, was Persona 5. That was the game which stole my heart from the moment go, which locked my attention for several months and which has wormed it's way into by head everytime I hear that effortlessly smooth, slick soundtrack. But then I get it, Persona 5 blew up but 4 never really got the widespread attention that it apparently deserves, might as well use that momentum to signal boost. Fair enough. (But 'Persona 5 Royal' PC port is next, right?)

In my years of tipping my toes into the fandom for the 'Shin Megami Tensei' franchise I have actually heard a little about 'Persona 4' here and there. As far as I can tell it takes the 'Final Fantasy 6' spot, of the game which all the self-proclaimed die hards claim is the best in the franchise, even when widespread appeal might be elsewhere. Of course, that isn't to say they aren't telling the truth, I mean I would argue that Final Fantasy 6's cast isn't nearly as instantly unforgettable as FF7's, but that title does have it's nuggets of undeniable quality. Perhaps Persona 4 is just the same, surely this will become apparent as this is the only Persona title within grasp and thus it's only a matter of time before the communities of Steam get to learn what all the fuss is about. Some even go so far as to call this title 'ATLUS' masterpiece', so that's quite the high praise being thrown this game's way.

And yes, you didn't misinterpret there, all of my knowledge of the Persona franchise is second hand due to their, seemingly primordial, exclusivity deal with Playstation up until literally last week. That, coupled by the relative invisibility of Japanese RPGs to a young English boy, meant that even when I had a PS2, I never got my hands on this series. Instead my introduction to JRPGs went a bit more traditionally, with me running head-first into the Final Fantasy franchise. Those were titles that expanded by expectations for role playing games far beyond what even the best in the west were pulling off (sorry Bioware, but you folk weren't, and still aren't, even in the same league) From there I discovered Catherine, which led me to Killer 7, and so on and so forth until the mystifying world of Japanese gaming begin to unclog and I could see the appeal. (Still don't understand why those guys like 'Dragon Quest' over 'Final Fantasy', however. DQ is like the soul of formulaic, it just doesn't make sense to me.)

Of course, the unique aspect of the Persona games which really won over my attention was the way in which all of these games feature lovingly constructed anime cutscenes which project the pace of the game beautifully. (It's certainly a far cry from Bioware's constantly stiff cutscenes which are a actual pain to watch.) It's one of the ways that these games really highlight how much stock they put behind the presentation and framing of their storytelling alongside the actual gameplay. It's also just great to look at for someone like me who just a general fan of anime both in style and in substance. (I'll get my fix where-ever.) Of course, theses are just gimmicks that ride on the strength of the core subject, luckily folk say that Persona doesn't disappoint there either.

I look forward to starting on this new journey, but in many ways this feels like the end of a long one. I still remember that stinger from a couple years back when ATLUS teased Joker, only for it to be his induction into Super Smash Brothers rather than a PC Port. I remember the fervour that Playstation fans exhibited when it was revealed that Persona 5 would be available on Sony's play-on-PC plan for a scant few months, though only if you had a console and the game. (Or something equally as prohibitive as that.) And I even remember when I myself set-up a PS3 emulator just to run that version of Persona 5 on it. (The frame-rate was ultimately unplayable, unfortunately.) It's almost sad to think that those times are behind us now and in such a ordinary manner; I loved the chase so much that I'm a little deflated by the destination.

But then again, the race isn't over yet. Persona 5 is still yet to be officially announced and, if we're being technical, that was the actual first game that I wanted from ATLUS. So in that technicality, they still haven't given me what I want and I can still keep on a little pressure, though perhaps in a lighter fashion now. (Afterall, they are going to port Persona 5 next. RIGHT?) For now the best way I can show support is by recommending the new HD, complete port of 'Persona 4 Golden' which is up on Steam right now for a steal at £15.00 (In English money, obviously. I can't speak for other currencies.) Heck, even the digital deluxe version is only £20, for that price, what real reason do you have not to? (Urg, I'm getting Sales flashbacks. Someone end me.) Of course, myself I'll probably hold off fo- whoops, I just bought the deluxe edition. Oh well, expect a review in a month or 5, then!

Tuesday, 16 June 2020

sTadiA hAs tHE GaMEs yOu'rE lOoKing foR

Why won't you just stop? It's already dead!

Google's Stadia has had quite the rough go of things, wouldn't you say? Here is a platform that placed itself at direct competition, not just to the three big console developers of the gaming landscape, but to the very concept of gaming hardware in general. This alone has managed to garner quite a bit of criticism from just about anyone who glances their direction and starts to ask pertinent questions about issues like software ownership, longevity and the right to modify owned files. (Still no word on that last one, Google. Will you folk ever address that?) I'll not lie and conceal my own role in some of that scepticism, for it's true, I don't like the prospect of Stadia and what it is trying to enforce upon the gaming world. But then, I don't like the concept of streaming services in general, who remove practically all licencing rights from the consumer so that what we are allowed to watch is forever at the whim of the warring licencors behind these platforms. (It's just a huge mess and I don't want that for the world of gaming.)

Luckily, at least for me, Stadia hasn't quite rode in on the streaming service wave as they quite hoped that they would. Sure, behind closed doors they might argue that this is fine "Netflix didn't hit it off big from the getgo" but anyone with a working frontal cortex knows that it's the height of hubris to judge the success of your venture off of the literal zeitgeist that pioneered the movement; from a scientific angle there are so many unrepeatable factors tied into that process that it's mind boggling. And so that ultimately leaves us with a conundrum of what to do with Stadia. It's a service that has received a lot of flak, has failed to deliver on promises and is now relying on the tried-and-true strategy of literally giving subscriptions away to people in order to get them hooked like some sort of desperate street pusher.

But the folks at Stadia are never one's to lose hope, I'll give them that, and despite the dire predictions from anyone with even the slightest shred of foresight, they have persisted. Even as damning headline after damning headline gets scrawled about their failures, Stadia still assures it diminishing supporters that everything is okay, they have plans for the future; "50 new games." they cry, "by the end of the year we'll have 50 new games!" Of course, this ties into the rallying cry that they've been insisting since launch, that 'Stadia has the games you're looking for'. (Something you may remember from that, frankly insulting, advert they debuted last year.) This hasn't panned out at all for the first year as Stadia managed to snag a pathetic stable of games, most of which were years old, and have more games in their 'We promise folder' than in their 'we did it' one.

Things started to look up for Stadia, however, when they announced their first real exclusive from a title that isn't a small indie game no one cares about. (Sorry, Gylt) Now, if you've spent any amount of time here you'll know my feelings on 'exclusives'; they're a desperate and transparent way to score points with 'the community' at the cost of accessibility to the audience. (Why bother prove your superiority by actually establishing a superior platform when you can just chuck money around and strongarm an audience?) But Stadia needs all the help it can get right now so I say; screw it, let them flounder. Of course this game was the latest entry in the cult classic 'Serious Sam' franchise (Which I have never played, by the by), 'Serious Sam 4'. Now even I have to admit that this was a big deal on Stadia's part, 'Serious Sam' is a, pardon the pun, serious name in the gaming world and it shows something that Stadia have the pull to secure this long-awaited (I assume) title to their ranch.

At least that's the story that Stadia wanted to paint, the truth is actually a lot dumber. You see, whilst 'Serious Sam 4, Stadia exclusive' makes for attention grabbing headlines, in actuality the Serious Sam games is more of a PC exclusive, because it will be launching on Steam too. Now as this is a franchise that was initially spawned on the PC, which built up it's fandom on the PC, this might be a bit of a headscratcher for you; "then where does the exclusivity kick in?" Well on console, of course! Serious Sam will be missing a console release for the first half year but coming to the PC. (Geez, I wonder how much Stadia paid for that bum deal.) What this means is that the Serious Sam publishers are getting paid not to release their game on two consoles that are about to become obsolete, and instead are selling to the folk who are most likely their target audience anyway. (That's obviously Steam customers, by-the-way, not Stadia.) Sad trombone for that absolute five-head move, Stadia.

But this isn't the only string that Stadia have had their sleeves, oh not by a long shot. Remember, folk, they have '50 new games' coming sometime this year and that'll surely be what it takes to finally put their service on the map. Right? (Then they'll finally catch those Duke boys and stop those meddling kids, and that mangy mutt too!) Afterall, Stadia still managed to snag a day one version of the biggest release of the entire year- wait, it's 2020 so we can officially say; of the decade; Cyberpunk 2077. Woah, guys, how did you snag that gig? Actually, I'd imagine that it was more of a move on CDPR's part as they've always championed giving consumer's choices, but Stadia benefits all the same! Finally they can play in the big boy pool alongside the powerhouses of the industry and brag about day-one access to a AAA juggernaut. Wouldn't it be such a cruel twist of fate for something unexpected to happen that would prevent this olive branch to the Stadia platform from taking place?

Well as of right now we do not know exactly what happened, but consistent to the ruinous Stadia saga, Cyberpunk has been pushed back elusively on Google's fledgling service. You just cannot make this stuff up, can you? The biggest game of the decade lands on your system only to be hit with a delay, but only on your platform. What sort of message does that send out to the folks who are interested? That they should spend their money literally anywhere else, and if they are after the unmatched fidelity that can only be found from streaming a game from a uber-powerful server farm, why not try the much more reputable Nvidia Geforce Now which still reports to be receiving Cyberpunk on day one. (And offers an inherently better deal by allowing folk to stream their purchased Steam games, rather than having to pay for access to buy Stadia exclusive versions.)

You just cannot make up the level of misfortune that has struck the Stadia brand literally every single step of it's way, to the point where I'm tempted into slight sympathy. (But only slight.) At the end of the day, however, it's hard to predict what sort of tangible effect this will really have on Stadia's growth rate, especially as the biggest litmus for the Stadia community, it's Reddit, tends to err on the side of brainless bootlicking more often than not. (I swear that entire Reddit feels doomed to becoming a 'in memoriam' site in no time flat.) At the end of the day, however, this just speaks to the mood of the industry. "Well there's some problems with the Stadia launch, but that's not the priority, no one plays there anyway." If that's the attitude that the famously embracing folk over that CDPR are holding, then imagine what sort of conversations are happening at the more streamlined folk over at EA or Activison. (Or to be more accurate, the conversations that aren't happening. "Stadia who?") Does this spell the end for Stadia? No, Stadia spelt the end for Stadia long before it ever launched, this is all just the prolonged stable period of deterioration whilst we wait for the doctors to finally pull this brain-dead project off of life support. (Too dark? Meh.)

Monday, 15 June 2020

Pokemon: The saga of DLC

The adventure goes on.

It's been such a long time since I've spoken about Pokemon, now hasn't it? And that's been because I've actually been in a holding pattern with my playthrough of Sword and Shield until the new DLC launches and my journeys can resume. Afterall I did the thing, I caught them all, they only thing I hadn't achieved was the coveted acquisition of every single Gigantamax form Pokemon, but that's no biggie. It's not like I've developed a resounding complex over the sheer number of times that I have tried, and failed, to catch Gigantamax Sandaconda. (That'd just be silly. And petty.) That pattern is about to break, however, because in a few short weeks the first ever Pokemon DLC will land and usher some long lost mons to the land of Galar. (And I am so here for it.)

Now, one might react something along the lines of "You're doing a blog about freakin' Pokemon? Really?" but this is my blog and nobody reads it anyway; I'll do what I want! In truth, there's just so much chaos going on right now, both in the real world and that of gaming, that I want something wholly wholesome and removed to keep me sane. Is that so much to ask? Is it so weird to just want something playful and comforting to keep out the dark thoughts?! I don't need a psychiatrist- YOU DO! But with that all said and done, how about we look at that new expansion pass trailer that Nintendo dropped the other day, eh?

The trailer started off with a customary look at the one Pokemon who has, inexplicably, become the face of this impending DLC storm, and that's Galarian Slowpoke. (Or, to be more accurate, on of his evolutions; Slowbro) This is because he was the first 'new' Pokemon to be added to the game after launch in the teaser episode for the Isle of Armor, and as such this Slowpoke has connections to both of the impending DLCs. Both chunks of content will open a potential evolution path for Galarian Slowpoke and thus it makes sense for Gamefreak to show off Galarian Slowbro today and leave the reveal of Galarian Slowking to a reveal before The Crown Tundra in the fall. This particular iteration of Slowbro is actually somewhat unique to earlier Slowbro's as he wears his shell on his arm rather than his tail. This mega-man-esque attachment is thus used to channel his Galarian specific poison abilities, a unique twist on an old favourite Pokemon. Of course, with this sort of lead in you'd be forgiven for thinking this trailer would thus focus on other features coming in the impending release of The Isle of Armor, but Gamefreak know how to keep people hooked and there's an abundance of details on the Tundra too. (Damn you for making me hope, Gamefreak!)

One of the big selling points of these DLCs is the fact that they will herald in the return of up to 200 Pokemon in their wake, something that's also been the source of ridicule from some folk. (Although the most vocal detractors of this practice are usually those with an innate lack of understanding for how Pokemon games usually work.) In order to paint this draw in the best possible light, Gamefreak decided to focus more on unique features in this trailer whilst peppering in montages of returning Pokemon, and let me just say now that I'm currently liking the 200 they've picked. In the trailer we get to see Absol, (finally!) Kingdra, Eexggutor, Lycanroc and so many others that I plain cannot place off the top of my head. (Try to remember that my last Pokemon game was 2004's Emerald, I'm a bit rusty)

A lot of the trailer is comprised of quick flash-shots of features that are better explained in press releases. One such one being a mechanical Cramorant which is apparently known as a 'Cram-O-matic'. This is essentially just a way of mulching useless items into potentially useful rare items, so your usual looter-game affair, although I hope there's an influx of rare items being added in order to make this worthwhile. (I've already grinded the artefact store to the point where I have every item I could currently want.) Perhaps more sustainably experience-changing is something else we get a glimpse of in this trailer; a dinner table sporting the ominous red swirls of Gigantamax. What could it mean? Well apparently it's a meal which the player can partake which will- grant the present Pokemon it's Gigantamax forms? Nani! So you're telling me that those incredibly uber-rare shiny Gigantamax Pokemon that people have been lording about with for the past forever are about to become entirely obsolete? Good, I'm sick of watching people play show-and-tell during den matches. I know a lot of people are going to whine about 'ruined meta' for this one but I'm personally celebrating. (Besides, we have no idea just how readily available this meal will be. Gathering it might be an endgame all on it's own.)

The rest is much of what we've already seen or know about the Isle of Armor. Players will be granted the adorable teddy-bear legendary Pokemon known as Kubfu and will be expected to raise it throughout the duration of the DLC's mini-campaign. At the end the Pokemon will evolve into a unique form of Urshifu depending on the battle tower that you decided to train it through, symbolising the player's growth into a trained Pokemaster. (Although seeing as how I've already saved the world twice in this game, Sensei Mustard, perhaps you can cut me some slack and give me that black belt off the bat? No? Okay.) We also known there will be some form of Pokeball crafting in these DLCs and the implication is that it will also accompany the Isle of Armor, but it seemed entirely absent from this trailer (or I just saw it and didn't know) so it's hard to know if that's still a thing. (I hope so, though. There's nothing more gratifying than capturing a Pokemon in an inherently unsuited Pokeball like a dick. Actually, don't tell PETA that I said that.)

More details lie in The Crown Tundra section of the trailer which teases the content that's still a few months off. For one we get to see Absol (Goddammit! Guess he's not as imminent as I though..) but we also see a whole slew of new creatures, Pokemon and even regional legendary variants which I'm sure has never been done before. This trailer shows off the Den exploration areas and the expansive overworld exploration, as well as a new tournament mode for two-on-two AI battles that promises to be a curious shake-up. Dark type Moltres steals the show for me here, but that doesn't mean I didn't spy that split second shot of Groudon that the team teased. (That brings me one step closer to my Rayquaza)

Say as you can likely deduce if you took the plunge to read this all, the trailer was pure fan service and that made folk like me eat it up like nobodies business. I do still some few reservations about how much content this DLC will actually hold, essentially as it seems everyday Gamefreak keep announcing new features to their second pack, (Making it seem like The Isle of Armor is going to be almost bare) but I'm hear the literally any excuse to jump back into the world of Anime animal enslavement. (REALLY don't tell PETA I said THAT.) But I can talk about things from the trailer I noticed all day, but there's no point when the DLC itself is dropping in a literal couple of weeks. (Finally, something to look forward to in this crappy year.)

Sunday, 14 June 2020

Resident Evil: In Depth Part 8

Revelations!

Once again I've taken a greater break from my Resident Evil In Depth series then I originally intended to, but there was just so much going on in the world of gaming that I honestly couldn't find the time for retro game diving that specific moment. Of course, the past week hasn't been any different and there would be just as reasonable a reason to take yet another week off if it hadn't been for the surprise reveal of something that had been rumoured about for a while now. That's right; 'Resident Evil VIII: The Village' is happening, and I'll have a definitive look a that much later in it's own individual blog. For the moment, however, this has encouraged me to get back to this series and wrap it up so that I can get to the literal 8 other Resident Evil games that I have to cover before VIII comes out. (Oh, and the Resident Evil 4 remake in the following year. Jeez Capcom, you guys won't let me take breaks, huh?)

When we left off last blog Jill had just managed to fell Plant 42 and for her troubles she received the final important key for the old Mansion, signalling the start of the third act. As The Spencer Mansion is the focal point of this entire game, it makes sense for the player to be directed back to there, and so if for some reason they had completely forgotten about the doors that they couldn't open back at the beginning of the game, Capcom even put in a helpful scene to assist for that. In the hallway, player's will bump into Captain Wesker, of all folk, trading bullets with zombies bees. (Wait, he was shooting the bees? With a handgun? Must be a hell of a good shot.) During their back-and-forth, Wesker manages to feed on Jill's suspicion on Barry and mention how there are still some locked doors back in the main building. (A bit heavy handed, but that's probably the most clear direction I think this series has ever given.)

The journey back can almost been seen as a victory lap, counting the amount of threats you've managed to neutralise. The bloodsucking floor tentacle won't attack anymore, pythons don't fall from the sky anymore and you even get a radio call from Brad which Capcom threw in for, I can only assume, the sole purpose of adding in a subtle little reference to the kinda-simultaneous events of Resident Evil 0. (In the line "Bravo Team- it doesn't matter") However your radio still isn't working and there's no way to let Brad know how badly you need pickup, meaning that Jill still has to resort to picking through the mansion in her search for escape. (You know, it just struck me how interesting it is that the majority of this plot is driven by the desire to escape the mansion. Everything else just happens to fall into place during that pursuit. It's just a little wild, is all.)

As a lead-in to the reentering of the mansion, the little warehouse that connects into the east wing is flush with new gear left by Barry. He also leaves a note explaining that he fixed the door handle, (what a handy man!) allowing for easier access to the eastern item room without fear of blocking off an escape route. As folk who have followed this game up until now and who understand the importance of routes and the power of planning, this should be a sufficient tip-off that the situation at the mansion is vastly evolved from where it was at when you were last here, and you should definitely prepare for the worst. Perhaps that won't be enough, however, for not even three steps back onto the premises, the player will be met with another iconic monster of Resident Evil lore, the deadly Hunter Alpha.

These amphibious reptiles are large hulking monsters that move faster than any other foe in the game, boast incredibly jump height and razor sharp claws, and are capable of two shotting the protagonist on lower difficulties. (One shotting on the hardest.) This pretty much makes him the scariest thing to go up against in this game, as a single misjudged second could be your doom. Having familiarised yourself with combat up until now it's unlikely that they player will be unprepared for such a challenge, but they may be intimidated none the less. It's at times like this that the virtue of planning, resource management, and huge guns really start to stand out. (Some might say it's the only way to live. Like me. I am the some.)

Now Jill is back in the mansion there is no beating around the bush anymore, things have changed. Many of the zombies that plagued the halls have mysteriously vanished and in their place are empty halls, ripe for a whole heaping of new surprise attacks from exclusively deadly creatures and zombie variations such as these new Hunters and those damn annoying Crimson heads from before. This is the time when Capcom are trying their hardest to disturb the player's attempt at opening up those last locked doors, so planning and route execution is essential. In this way, it only makes sense that the first new room that a returning Jill would access would be the only previously non-accessible room in the entire east wing; And that's exactly what Capcom planned for.

This place is yet another puzzle room, only this one goes that step beyond the usual by combining several elements from previous puzzles to show a slightly more complicated one. (Again, Resident Evil isn't exactly going to hit it's players with a mind-crippling bender, that's not the sort of game it is, but they do take the chance to make them slow down and think critically every now and then.) This particular room boasts elements that are timed, as you have to race a collapsing wall, and a pushable object to finesse within that time window. Figuring this out will reward the player with a mysterious red book and a snippet of lore. Here lies the final words of the man who's story we have followed a lot in this mansion, George Trevor, and we finally learn his significance to events. He was the one who designed the house, and yet those he worked with betrayed him in the end and would leave him to die trapped in the walls like this. A suitably depressing end for a story in a game that thrives on a dour atmosphere.

That is merely the start of new troubles, however, as beneath this tombstone lies a whole new location. (Capcom know how to guide player's directions) This place is known as the basement, but it has more in common with some sort of underground sewer. The walls are concrete and dank, the lights are harsh and glaring and the ground is soggy, even giving way to flooded pools at one end. This place actually reminds me somewhat of a much more rundown version of the Aqua ring. And if that generally unpleasant assortment of sensations doesn't unsettle you, there are also the giant venomous spiders who roam this area; marking this as one of the first places to reintroduce the poison mechanic that was carefully introduced to the player through their first encounter with Yawn. Once again, Capcom hides a tutorial behind active experience, ensuring that players feel prepared without ever getting the sense of being coddled. (As that is the death of horror games everywhere)

Through this basement the player's will discover the solution to a problem that they'll have seen all the way back in Act 1 but which will have totally slipped their mind; the broken down elevator! Turns out the issue was merely some blown fuses that can be switched around, putting the elevator back into action and resurrecting the playability of an area that player's will have thought themselves done with in an almost From Software-esque manner. (All that's left to do is locate the elevator and ride it down.) To hammer that point home, the route out of the basement leads into that gross kitchen from all the way back at the beginning, only with a much more haunting atmosphere as the previous zombies are all gone.

If there's one thing that version two of the mansion hasn't stopped doing, however, it's throwing the occasional jumpscare at the player, and now that there's the uber deadly Hunter's thrown into the mix jumpscares are more terrifying then usual. One such Hunter surprises the player as they alight into the west wing to see a seemingly clear hallway, only for the amphibian to jump around the corner from another hall. Actually getting past him reveals that this Hunter actually ripped through the door in order to get here, which completely shatters the previously established rule by literally every single Resident Evil game up to that point how zombies in other rooms were incapable of disturbing you without an incredibly belated and audible cue to mark their entrance. This was sudden. This was shocking. And it subverted all expectations hard. Truly a masterful jumpscare.

Of the remaining unexplored rooms, there is one that contained a mostly optional puzzle that I remember vividly, probably because it was the first time that Resident Evil really stumped me. That sits on the western wing and boasts a confusing set-up of taxidermy heads and a tracking statue without an inherently clear path to a solution. Looking back I recognise that this isn't exactly one of the most difficult puzzles in the world, but the way it relies on timing does sort of defy how that mechanic has been used for other puzzles and so it sort of left me unprepared. Most of Resident Evil's challenges are adequately established but this one did take a slight deviation upon the accepted puzzle conventions. But perhaps such is acceptable when considering how important, and vague, the prize for this puzzle is. Solve this back and forth and the player is given another mystery hook with two coloured gems, one yellow and one red, with a decent idea of where they go. Cast you mind back to a few scenes past and you might remember the statue of a tiger who asked for gems in his eye sockets. Capcom intend for the player to remember these sorts of open mysteries as they return to the mansion, as it makes the process of completing the rooms feel that more dynamic and natural. Giving this tiger his other eye grants the player a curious trinket, an MO disk; opening yet another question to sit in the back of our heads as we continue.

Also in the room sits a very eye-opening document. In fact, for an mostly optional room it really is criminal for such a huge chunk of lore to be regulated to this corner of the Spencer abode, but here we are. Inside we see orders, addressed to the head of Umbrella security, detailing the events of the game up until now from the perspective of a potential orchestrator. We see the plan step-by-step; 'S.T.A.R.S are to be led to the mansion purposefully in order to test the combat data of beings known as BOWs. Embyros of each mutated monster must be obtained (excluding that of something called 'The Tyrant' as that must be destroyed) and the entire facility and it's staff are to be destroyed.' This is real revelation-level stuff here that people could very easily miss, and I fear that without this context there's a good chunk of the rest of the game that'll make literally no sense. (Although to be fair, for those serious about learning what this game has to offer, the chances of missing this document that is placed right on the coffee table is slim to none.)

All that's left is to clear out the rest of the rooms, starting with that route to the attic that has been teasing us ever since the end of the first Resident Evil blog. That one right next to the fake key trap? Yeah, that's the kind of door that worms under you skin and really gnaws on the old psyche. What could be behind it? Why has the wait to get here been so long? Well, the answer it seems is another classic horror setting; the ill-lit attic space. In terms of ambience, the designers really laid into this mysterious vibe of something hiding just outside of view. The hall is webby and musty, with naught but the pale moon breaking through the side windows to illuminate your next steps. To cap it all off, most of the fixed camera angles for this section are situated right outside of the windows themselves, really hammering home this idea that there's something out there watching you.

And as it turns out there is, because once the player is too far gone to back out, a sudden crack of window panes signals the return of an old enemy; the giant mutant poison snake: Yawn! (Time for round 2!) This boss fight happens around a library area that I think was grander in vision than execution, to be honest. I can imagine the concept with a maze of shelves and a deadly serpent winding around them, but in practise it's just a single shelf and a deadly game of cat and mouse with the big man himself. Yawn spends most of this fight coiled in his strike stance, reinforcing the idea that the player is seconds away from death at all times; but in reality the fight isn't all that difficult, it just requires a little practice and restraint. Luckily, having gotten this far in the game, patience is something that the player will have most likely stocked in abundance, so this usually ends up as a fairly straight forward bout. (Although I will admit that the melee method is a lot more difficult for this fight.)

The reward for this battle is two fold, the final death of a long held rival and one of the final big puzzle solutions in the game. In his throes, Yawn unveils a blue book to match the player's red one from earlier, making it abundantly clear that these are items to pay attention. Of course, at this point players will be well trained in examining items in their inventory and so they've likely already been alerted to the fact that each book contains an emblem. (one of a wolf and another of an eagle.) Just as with almost every puzzle in this game, you have key without a lock, and solving this stage of the investigation will undoubtedly open up biggest secrets of Spencer Mansion. But those are secret depths that we'll have to plunge next week as that's all I have the time for in this blog.