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Game Review: Fallout 76

Posted in reviews, video game, video game design by commorancy on November 26, 2018

11-24-2018_6-24-33_AM-r2dy5mq3Fallout 76 has arrived and its entirely a disaster. There is not much to like within Fallout 76, but there’s tons to dislike. I was personally hoping for a bit more than what I got in the game. However, because it’s still an early release, it could get better. Unfortunately, some of it is an outright fail. This one is quite long, so grab a beverage of your choice and let’s explore.

Updated as of 12/25/2018

DO NOT BUY THIS GAME! It will cause you more headaches than fun. It’s a pointless exercise that doesn’t in any way lead to fun or enjoyment. Worse, you’ll run into so many bugs that you’ll end up dealing with these more often than actually playing the game. You can read the rest of the review below, but be warned that this game is actually the absolute worst Fallout game that has ever existed. Todd should be ashamed.

Fallout 76 Map

Let’s get this review started with the Fallout 76 Map:

Fallout76-Map
I’ve not yet explored all of the places on this map, but above is what I’ve explored so far. You can click the image to see a larger map. So, yes, there’s plenty to explore in West Virginia. With that said, let’s get into the nitty gritty of what’s good and what’s bad, what’s beautiful and what’s ugly about Fallout 76. And believe me, there’s plenty to talk about.

Contents

This review has the following sections:

The Good
🔥 The Fail
💋 The Beautiful
🛑 The Butt Ugly
🚌 Missed Opportunities
👎 Overall (or TL;DR)
💯 Score


The Good

11-24-2018_1-30-30_AM-ye254zpmFallout 76 looks and feels like an extension of Fallout 4 with the exception of the multiplayer aspect. When wandering around the wasteland, it looks and feels very much like Boston in Fallout 4. Obviously, the landscape and terrain are different, but the structures and decay and rusting vehicles seems the same. A little too much the same, in fact. Even the enemies are the same including Supermutants and their mutant hounds, rad roaches, ticks, feral ghouls, Eyebots, Protectrons and many more. So, kudos to Bethesda for getting this part the same.

Photomode

There is a photomode in this game. The photomode does perform well, but unlike Ubisoft’s Assassin’s Creed Origins photomode which, even though the game didn’t run at 4K on the Xbox One S, it did take 4K images… where Fallout 76 firmly takes only 1080p images. I was hoping for the higher res snapshots like Ubisoft’s Origins supported on the Xbox One S. Nope.11-24-2018_6-24-33_AM-gqvzwvoq

The exterior lighting and shadows looks reasonably good, but it all depends on the model. Some models, like the tractor above, look fairly good. However, some texture maps used on the sides of buildings are very low res like this Nuka Cola sign.

Particle physics in this game, particularly smoke, looks fake and flat and cartoony… nothing like smoke. For example, these smoke stacks look bad, particularly when animated:

11-24-2018_1-30-35_AM-3pb3yi3d

Photomode’s depth of field only offers far depth of field, not near. Basically, you can’t focus it to offer both near and far depth of field like an actual camera lens works. Instead, everything in the foreground is always perfectly clear, but the background is blurry. I’d also say that the Bokeh doesn’t work that well in photomode.

Photomode also supports additional filters and frames to create unique images. As you play and discover locations, you’ll get additional photomode frames and other photomode add-ons. With these frames and filters, you can produce images that look like these:

 

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Personally, the frames and logos are fun enough, but after having used them once, I don’t really want to overuse the frames and effects as it’s like having too much of a good thing.

Loading Times

Here’s another area where the game works quite well. I’ve found no problems with loading times, even after being killed by a gang of ghouls. I have no complaints at all about loading times. Even loading a game after a crash is decently speedy. Though, it would be nice if it didn’t crash in the first place.

Crafting

This process works much the same as any other Fallout. You simply need to find the correct ingredients and have a recipe (or plans) to make the item and you’re set. Sometimes you need to luck into finding the recipe or plan before you can make it. Some basic recipes and plans are given to you from the beginning, but the more advanced ones will need to be found through exploration.

The crafting that you’ll become intimately familiar in this game is cooking. You’ll end up making a lot of boiled water and a lot of meat steaks (to avoid all of the random diseases).


🔥 The Fail

While the look and feel are very much the same as previous Fallout games, the gameplay is a bit off. Some of this is due to the multiplayer aspects, but some of it is due to the way the game has been designed.

Missing NPCs

In all of the time I’ve been playing, I have yet to see a single NPC in this game. Where Elder Scrolls Online and Fallout 4 both had cities teaming with NPCs, Fallout 76 is quite devoid of them. With the exception of Graham and his Brahmin, Chally the Moo-Moo (the wandering Supermutant merchant) and a handful of Mr. Gutsy and Protectron robots, there are no human NPCs to be found in any of the the towns (big or small). Only enemies including mostly ghouls or scorched, but sometimes Supermutants are found. It’s a huge miscalculation for a Bethesda RPG. Perhaps they were trying to save money by not having to hire voice talent? Who knows the real motive here?

Personally, if I had been the manager over this project and this project idea was thrown my way, I would have tossed it back. I would have asked for alternative ideas involving NPCs in the game. It doesn’t need to be a large number of NPCs, but there should have been at least a few here and there, if only wanderers. Without meaningful interactions with NPCs, a game like this is a very difficult sell. The game would need to have chosen some other means of NPC interaction, if not using “ghosts” in the environment or some found technology that lets the player interact with live holograms of dead characters. There’s just nothing like that here.

While there’s no shortage of enemies to fight in Fallout 76, the only conversation you do get to have is with other live players using chat headsets. Even then, it’s simply discussion about problematic game mechanics. Instead, it seems that all quests come to your character by proximity to towns, picking up holo tapes, listening to audio logs, scouring computers, picking up objects or searching recently dead bodies (of which there are plenty to find). There are no one human NPCs here to talk to.

With Elder Scrolls Online, I found that there was random camaraderie between actual players, particularly when you’re trying to complete a dungeon… so you implicitly team up to get the job done. So far in Fallout 76, this behavior hasn’t been true. Partly because there’s so few people playing on any one “World” and partly because everyone seems to want to do their own thing. Yes, I do find the lack of NPCs a bit disturbing in this game’s design and it is probably the single biggest overall failing of Fallout 76 because the main quest falls extremely flat as a result.

Fast Travel and Traveling

With all Fallout games, you pretty much have to hoof it everywhere on foot. I kind of get used to this in Fallout. I was hoping that Fallout 76 would introduce a horse or motorcycle or even a bicycle (these could easily be repaired). This would let you move a little faster over the terrain and get from place to place a bit faster. Nope, nothing here.

Instead, this game relies on location discovery and fast travel, like all previous games. I think it’s about time that the Fallout series added some kind of vehicle besides Power Armor. The difficulty with Fast Travel (like moving your CAMP) is that it costs caps to fast travel. The cost is dependent on how far away from you the location is. If you’re on one side of the map and you want to go to the other, you’ll likely pay 20-30 caps. If it’s the next town over, it might be 1 or 2 caps.

If caps were more plentiful in this game, this wouldn’t even be a fail. However, because caps are so hard to find in this game, using even 1 or 2 caps to fast travel one town over adds up when you do it a lot. It really shouldn’t cost anything to fast travel anywhere because that’s the perk of discovery. Yet, here we are.

There are two places on the map that are free to fast travel and the first is Vault 76 and the other is your CAMP. You’ll want to place your camp somewhere a little south of the middle of the map so you can fast travel to the lower portions of the map easily. Vault 76 fast travel lets you travel to the upper parts of the map easily. Placing your camp a little south lets you easily cover pretty much the whole map without spending a lot of caps. Once you finish with an area, you may not need to visit it, so you can move your CAMP to be more beneficial to the upper level areas. It also means you don’t have to move your CAMP often.

Eating and Diseases

Unfortunately, here’s where Fallout 76 takes a turn for the worse. Even though Fallout 4 did require drinking and eating to recover HP, you only needed to do it when your health became low.

11-26-2018_12-16-12_AM-eomehsb0In Fallout 76, the game designers took this aspect to a whole new Sims-ish level. Now, you have a separate food and water meter from the HP meter. When these begin to drop below an arbitrary threshold, your character is socked with penalties. Sometimes the penalties limit your action points, sometimes it causes you to lose HP. It all depends on how low it is and whether it’s low food or low water or both.

As for diseases, these were in Fallout 4, but they usually appeared as a result of being exposed to certain things. Basically, in Fallout 4 it was rare to contract a disease. In Fallout 76, it’s super easy and it’s compounded by the fact that you have to eat so frequently, which means more chances.

Because of the excessive amount of unnecessary eating and drinking, you’ll spend inordinate amounts of gaming time running around looking for water, food and ingredients… then cooking it so you don’t get ‘diseased’. That is, instead of actually playing, you know, the actual game for its story or combat (i.e., the parts that actually matter), you’re spending at least 30-50% of your time in search of food and water (parts that are trivial and don’t matter). This is way too much time spent on such trivial tasks. And it gets worse. Because food and water weighs so much, you’re forced to carry it around all of the time which limits how much other stuff you can carry. It’s just a pisser at just how much this whole eating, drinking and disease aspect negatively degrades the game experience. Instead of playing the quests, you’re out running around looking for ingredients to create a Disease Cure potion or you’re out looking for Brahmin or Rad roaches or Bloatflies or water to make meals.

And wait, it gets even worse. When you get to a water source, it takes ages (real world time) to dip and collect a single dirty water due to the animation and overall slowness of this process. To collect 20 or 30 of these, you’ll be standing there 3 maybe 4 minutes (maybe more) doing this activity. It also takes 2 Dirty Water containers to create 1 Boiled water along with wood. That means if you pick up 30 dirty water containers, you’ll only get 15 boiled water containers. Unrealistic. You don’t lose 50% of your water to boiling that I recall. Anyway, you’ll also need wood, so you better also pick up a bunch of wood on the way to get to the water source and pick more up on the way back.

Bethesda needs to rethink this part of the game. Everything around eating and drinking is so trivial, banal and unnecessary, yet takes an inordinate amount of time away from the gamer when they could be interacting with story elements or taking part in more important events in the game.

In fact, I’d be much happier playing this game without the constant food, water and disease interruptions. This isn’t a Sims game. It’s an RPG. It doesn’t need to mimic real world survival aspects to that trivial level. At some point you have to ask, “Does this really enhance or degrade the game experience?” If the answer is that it degrades the game experience, then it needs to be taken out… regardless of how much developer time might have been spent on it. Eating, drinking and diseases heavily degrade the gaming experience and, IMO, should be removed. Or, at least calmed the hell down. For example, require that you eat or drink once a day instead of 5-10 times per day. I’d prefer removal of the disease aspect, or at very least calm it down so that we don’t catch diseases nearly as often… and put way more Disease Cure potions in loot stashes or make these crafting materials much easier to find.

There was one stretch of gaming where I spent most of a real world day with “parasites”. Parasites make your food health line drop rapidly. So, the only thing you can do is run around gathering foods and eating or try to locate or create a Disease Cure potion. I finally decided to stop eating food and see if it would go away on its own. It did, but the first thing I accidentally ate after gave me parasites again only to start the whole thing over. I was seriously pissed by that point.

Disease Meter

Like the HP, AP, Water and Food meters, if Bethesda really plans on keeping the disease aspect at this level in Fallout 76, then the devs needs to add a disease meter. The addition of a meter would allow the gamer to see how far they are from catching a disease (whatever it is), but also how long it will be before the disease wears off. Basically, you can use the Disease Cure potion or you can wait it out. With a disease meter, you know exactly how much longer it will be before the disease is gone… and whether it’s worth spending a Cure Disease potion. Some diseases should wear off faster than others. The meter should also display the name of the disease right on the HUD.

Disease Cure Crafting

11-24-2018_6-24-31_AM-3lssgfavI’ll point out that the Disease Cure potion requires four ingredients and access to a cooking fire… so, you should build your CAMP somewhere close to the necessary ingredients and have also built a cooking area.

The ingredients you’ll need for a Disease Cure potion consist of Snaptail Reed, Bloodleaf, Firecap and Water. The difficulty is that all of the ingredients aren’t close together. However, three of them are somewhat close: Bloodleaf, Snaptail Reed and Water can be found along the banks of the river that runs through Flatwoods. The fourth ingredient, Firecap, can be found not far away in the Vault-Tec Agriculture facility just outside Flatwood. It’s in the basement of the building in some soil tables. Unfortunately, it only grows four at a time and it seems rare to find it in there. You’ll need two Firecaps to create one Disease Cure potion. This means that, if all four are present, you can create two potions and then you’ll have to wait for the Firecaps to regenerate (might be hours) or try to find them growing somewhere else. There are other locations for Firecap, but these ingredients are also subject to spoilage. Once you find the ingredients, you better be prepared to drop whatever it is you are doing and go search for Bloodleaf, Snaptail Reed and Water to make some potions before the ingredients spoil. Note that all recipes involving water require Boiled Water. This means you’ll need to boil all your water before trying to create a potion.

Food Spoilage

Here’s another design blunder. When you go pick flowers or kill some rad roaches for their meat, you’ll find that within a few in-game hours, the meat will have spoiled. In your inventory, the item will go from showing its original food name to “spoiled meat” or “spoiled vegetables” or “spoiled biofluid”.

This is a design blunder because food doesn’t spoil that rapidly even in real life. Worse, some items that spoil don’t even spoil in real life, like flowers. You can pick, dry and use flowers for long periods of time. Flowers don’t spoil. Yet, in Fallout 76, they do.

What this means is, if you go pick a bunch of flowers or plants or come across some meat, you’ll need to cook it up quickly into whatever prepared dish you have a recipe for. And, you will have to go find these recipes. Prepared foods tend to hold their longevity longer than raw foods, apparently. However, eventually even these prepared foods will spoil. So, if you find meat, expect cook it and eat it quickly.

If you eat spoiled food, you’re going to get a disease… which means you’re going to be running around looking for ingredients to make the Disease Cure potion rather than playing the quests. Yet another Bethesda FAIL.

Spoilage Meter

If Bethesda wants to keep this food spoilage idea in the game, then they need to add a small spoilage meter next to or below the food item in the inventory. I realize there’s a CND meter in this area that may act as the spoilage meter, but I’d prefer this be relabled to SPL instead of CND if it means spoilage. This meter will show just how long it will be before each food item spoils. This means you can better plan which foods or ingredients to eat or use first. If it’s a ganged up item and there are multiples each with different spoilage times, then either normalize all of the ganged up items to the same spoilage time or represent the item that is the quickest to spoil in the meter and use that item first from the multiples.

Sleeping

11-24-2018_6-24-31_AM-bdti42iwEven sleeping in this game isn’t without peril. So, you think you’re going to grab a few quick ZZZs at some random bed in a house. But, then you hop in and almost immediately you’re diseased. I shake my head at this. The only bed you can trust (maybe) is the bed you build in your C.A.M.P. This may be limited to bedrolls on the ground, but don’t count on that throughout the game.

C.A.M.P.

11-24-2018_1-30-50_AM-wfg3dg31I will say that CAMP isn’t a 100% fail, but it’s close primarily because it’s mostly pointless. The fact that you can carry it around with you and drop it wherever you want is an improvement over stationary settlements in Fallout 4. This portability is not enough to call this idea a full win.

As you exit Vault 76, you’re given a number of supplies to help rebuild the wasteland. One of these is the CAMP device. It is a small camping gadget that you can deploy that lets you build a settlement within a radius of wherever you place it. You can’t place it everywhere, but there are plenty of ground locations that allow placement.

Once you place it somewhere, it becomes very much like the building of a settlement in Fallout 4. Instead of being a fixed location like the settlements, CAMP is portable. While the idea of CAMP is okay, it’s more or less a pointless exercise… other than giving you convenient crafting tables and it adds a free fast travel point to wherever you place it, these are its two primary reasons to exist… and that’s not nearly enough. Because the map is fairly sprawling, this portability only helps a tiny bit in terms of travel.

Here’s where the CAMP idea breaks down (which is why it’s under this FAIL heading). Wherever you first drop your CAMP is free. If you want to move your CAMP to a new location, you’ll have to pay caps to do this. If you want to move it a second time, it’s going to cost you progressively more caps each time. To move your CAMP, you’re going to pay caps. Why, Bethesda, why? You encouraged us to move our CAMP frequently, yet you’re going to take more and more hard-to-find caps each time? FAIL!

Even though the portability aspect of CAMP is a fail, setting up a camp lets you build crafting tables and this is much needed because of the food and water problem. In this game there are 6 crafting table types: Cooking, Armor, Weapons, Tinkerer, Power Armor and Chemistry tables. When you build a camp, you need to build at least one of these tables so you can easily and quickly scrap the junk you find into components. You’ll need the component parts to craft new items and mods and to reduce your junk weight. However, I’d recommend building the full complement of crafting tables so you can easily do everything in one place. You will need to look for plans for some of them.

I’d even recommend putting the crafting tables all inside of the structure you build so that the structure is easily portable. The only thing you can’t build inside is a water well. But, you will want a water well so you can easily get to a water source and create boiled water… which critical in this game.

Caps, Stimpaks, Disease Cure, etc

Here’s another place where Fallout 76 has lost it. Caps (and certain crafting resources) are extremely hard to come by. While there are some sellers where you can sell whatever you happen to find, they’ll only give you 1 or 2 caps no matter what the item is. I’d recommend doing this with random junk you happen to find around the seller. Unfortunately, many other players have caught on to this idea. Because these robots only carry like 200-300 caps, you can quickly drain them of caps. I’ll talk about the multiplayer aspect of this problem below. The good thing is that they’ll buy practically anything. The bad thing is that you’ll only get 1-2 caps for nearly everything including Stimpaks, which are equally as hard to find as caps. It means you need to run around locating tons of junk to sell to these dealers before you can drain their caps.

Bugs, Glitches, Bugs and even more Bugs

11-24-2018_6-44-06_AM-r1nxyocxThis game is chock full of bugs. From the bugs that crash the entire game client to bugs that kick you out of the server to quest bugs that prevent you from finishing the quest to floating rocks to flashing textures on robots to event bugs that prevent the event from working to bugs that prevent you from even playing the game at all. They’re all here.

Here’s a sample of texture glitching:


I can’t imagine that this is a fully ready game. For me, it’s still feels very much like a beta version. In fact, it feels very much like Elder Scrolls Online when it was first released. ESO was bug city. Well, Fallout 76 feels very much this same way. Certainly, there are odd cosmetic problems like floating rocks and invisible structures.

11-24-2018_1-30-32_AM-hsg2w0qeHowever, some people have experienced showstopper bugs related to the Power Armor that prevent them from doing anything in the game. Basically, they can’t exit the power armor, they can’t use the power armor and they can’t do anything else including play the game. Bethesda has what they think is a workaround, but apparently it doesn’t always work. Why is it that every game seems to have floating rocks?

Bethesda has a lot of work ahead of them to get this game to a better usability. The first thing I would do is fix the major bugs followed by majorly reducing the eating and disease problems. The latter problems only serve to heavily detract from the game and prevent the gamer from making story progress. That’s a fail any way you slice it.

Inventory, Carry Weight and Photo Gallery

Carry Weight is a problem in every Bethesda game. You’re always given a pittance allotment of weight that you can carry starting at around 120-150. This problem is actually compounded by bad design in Fallout 76. By level 15, I’m able to carry 190… which is not more than what the game gives you from the start. Granted, I haven’t used all of my perks to level up Strength, so I can’t tell you how high it would be if I had done this. I wanted a good mix of perks on my character… particularly the Lead Belly perk, which avoids much of the radiation problems in the game. However, even though I have worked to get Lead Belly to level 3 (maxed out), I found that this perk is limited by the disease factor. Meaning, even though you take no radiation damage by eating food, you can’t willy nilly eat random food because you can still get a disease. You must cook it all first. If there was a perk that made you 100% disease resistant, I’d most certainly level that one up too.

The photo gallery is limited to 50 pictures, way too few. When you fill it up, you have to stop whatever it is you’re doing and spend time jumping into the Photo Gallery area to delete some. It’s such a pain in the butt and so unnecessary. In reality, don’t even save them into an in-game gallery. Use the Xbox captures area, tag them there and use them in-game from there. Problem solved as the Xbox Gallery is limited only by system storage.

Multiplayer

Personally, I’d call multiplayer in this game mostly a fail which is ironic considering Fallout 76’s claim to fame is its multiplayer aspects. Some of this is because of the game design and some of it’s because of the players. Together, the multiplayer part of this game doesn’t work well and it’s actually worse than the multiplayer in Elder Scrolls Online.

Resource Collecting

The first problem is with collecting resources. Because resources are finite (and some are exceedingly scarce), any player who comes along before you and takes the resources means it won’t be there when you get there. If you need Firecaps and there are only two in the building and another player swept through the location 5 minutes before you, nothing will be there for you to find. This makes playing this game unnecessarily challenging.

 

Resources should remain independent in each player’s game. This means if I enter a building looking for Firecaps, they should always be there in my game and they should be there in everyone else’s game. These resources should be unique and independent of the multiplayer part. I don’t want to have to wait in-game hours for something to respawn simply because another player swept through and took it. That’s entirely a waste of my time. For this reason, I deem this problem a multiplayer fail.

Pacifist Mode

The second problem is with Pacifist mode. While I cannot accidentally hurt another player with this mode set to on, another player can come and kill my player. No! Yet another fail. Like Grand Theft Auto, pacifist mode should disable not only my ability to hurt other players, it should disable their ability to hurt me. If I want to quest the wasteland without fear of being killed by another player, that should be my choice. There are already enough enemies in this landscape without having to watch my butt around other players… particularly when a Level 63 player comes after my Level 15 player. No. Just. No.

Microphone Chat

Here’s a third problem. Because Microsoft makes it so difficult to locate a cheap compatible microphone + headset to use on the Xbox One, I find very few people using them when playing Fallout 76 on the Xbox One. Instead, people rely on emotes to convey limited information. While the emotes are fun and all, I don’t know why people can’t go get a cheap $9.99 set of Heydey compatible earbuds at Target so they can chat with other players. Even these $4.99 Heydey earbuds with mic might work. If not, Target’s return policy works well, so you can always return them.

Also, when you’re in first person view, you cannot see if your microphone is working. When in third person, there’s a small speaker icon that appears over the head of the player speaking, even yourself. If you’re in first person, this icon does not appear on the HUD.

Settlements and Workshops

11-24-2018_1-30-29_AM-2fnvsquwHere’s the fourth problem. This is a two problems in one, actually. In Fallout 4, settlements were designed to offer refuge and safety for NPCs whom you recruit to the settlement. Unfortunately, because this game seems entirely devoid of NPCs, there’s no one to recruit into your CAMP. Thus, the point in the having a camp in Fallout 76 is lost on Bethesda. Other than having a fast travelable location on the map and a convenient location to craft, there’s really no other reason to have a CAMP. You can invite other players into the camp, but other than interacting with the crafting tables and the ‘My Stash’ boxes, there’s little reason to visit someone else’s camp. It’s not like you could create a Ghoul infested building with full quests attached.

The second half of this problem is when taking over found workshops. In Fallout 4, when you find a workshop, you can establish a settlement there. In Fallout 76, again this is lost on Bethesda and there’s no reason or incentive to claim them. Because there are no NPC’s in the game, the only reason to claim a workshop is to start a multiplayer PvP war. What’s the point in that? Deathmatch went out with Halo 3. Trying to revive this play style in Fallout is, well, antiquated. Can’t we think up better ways to get players to team up in multiplayer mode?

If you do decide to take over a workshop, you’re expected to “fix it up” with your own caps and your own resources. When you do find an unowned workshop, they’re so run down, you’ll have to deplete nearly all of your resources not only fixing the place, but adding defenses. The game also only gives you about 15 minutes to fix it up fully and place defenses. There’s just no way to not only fix up the entire place, but build that amount of defenses in 15 minutes, Bethesda. Bah… FAIL!

Worse, even if you do manage to set up defenses and fix up the workshop, you’ll lose it all after you sign out of the game. Yep, your resources and caps… gone forever. So then, what’s the incentive here? If I’m going to spend nearly my entire inventory I’ve collected over many days in one location and then lose it in a few hours later, why? Why would I ever do that? No, if I’m going to claim a workshop, I better be able to own it for as long as I want or until some other faction of players takes it away from me. Let ownership rule so long as the player signs in at least once every 30 days. If the player fails to sign in for 30 days, then the workshop reverts to unowned.

Considering how unstable the Xbox One client is and how often it randomly crashes, there’s no way I’d ever consider investing in building and defending a workshop. Until Bethesda can get the bugs ironed out of the game clients, there’s no incentive for me to even consider attempting to own a workshop. Why bother with it anyway? It’s not like you can invite settlers into it to help man and defend it.

Also, why not let groups own a workshop together? If a group of folks get together and spends their resources to fix up the place, then it should be jointly owned. This means that even if the first person to establish ownership disappears, the property should revert to the next owner in the group list until there are no more people listed who can own it. A single day’s ownership is worthless. Perpetual ownership until the player or team forfeits the property or it is taken over by a new faction is the way to handle these workshops.

Not only does perpetual ownership encourage owning and fixing up a workshop, it encourages group ownership to prevent the workshop from being lost if a player suddenly disappears. Yet, that’s where we are today. If the first owner disappears and logs out, the property becomes unowned. Bethesda has a lot of redevelopment ahead. Yet another fail.

Worst case, do it like Cyrodiil’s campaigns. Let people own workshops for 30 or 45 days. At the end of the campaign, all ownerships are revoked and people will have to reclaim their workshop if they want it for the next campaign round. Owning a workshop for 24 hours only? This is stupid.

Power Armor

NukaColaPA-fThe fifth problem is the power armor. Not only are there bugs around using this armor, some of these bugs are show stoppers. Besides the bugs, the armor is just not that useful in this game. It does add a small amount of extra carrying power, but at the price of carrying around a 10 weight power armor suit + the weight of each armor suit piece in your inventory until you need it. It’s not like we’re given a ton of extra carrying capacity to begin with, but this? Really?

If we’re trying to be realistic with the survival eating and drinking, how is it then possible to carry an entire suit of power armor on your person? This is why it’s a fail. You shouldn’t be able to carry around power armor at all. You’re either in it or you’re out of it. If you want to use it, like Fallout 4, you have to go get it having parked it at a Power Armor crafting station. Carrying it around with you is as stupid as the horse that appears and disappears in Elder Scrolls Online. It’s a stupidly unrealistic addition that makes as much sense in Fallout 76 as eating and drinking every few minutes.

Additionally, the Power Armor has no light without a helmet. If you’re in it and press the light button, nothing happens. No light. At first I thought it was that there was no armor on the suit, but no. It’s a bug with the armor when there is no helmet. Even if you do have a helmet, the light is so basic and dim, the room is still dark even with the light. You do better by using the Pip Boy as a light. The best power armor light is actually the Raider power armor. Basically, the usefulness of wearing power armor comes down to carrying a bit more so you can stop being over-encumbered which allows you to fast travel. That’s the only reason to carry around an extra 10 weight of junk in the inventory. The power armor suit is only moderately better in combat, but is not that effective. In fact, many creatures can seemingly overcome the power armor’s armor and reduce your HP just as fast as wearing no armor.

The secondary trouble I’ve found with wearing power armor is that this seems to be an implicit deathmatch challenge signal to other players. If you’re in power armor, they seem to come after you and kill you… moreso than if you’re not wearing it. I’m not sure what’s going on here, but there seems to be some kind of unwritten rule that wearing power armor = “come kill me”. I don’t like this and so I rarely wear power armor because 1) I don’t want to trip the get stuck bug and 2) I don’t want to constantly fight other players. So, I rarely wear Power Armor so I can mostly quest in peace (such that questing is in this game).

Missing Elements

The final problem is what’s not here. In ESO, there was a Risk based board game scenario where factions could challenge each other by taking over each other’s territory. While I didn’t agree with the ESO implementation of PvP in Cyrodiil, it at least encouraged people to work towards maintaining their castles. Unfortunately, it had the side effect of spending each person’s money and resources to fix up the castles during and after battle. I’d have preferred if the castles could have made their own money and their own resources that could be used against rebuilding rather than forcing the player to dip into their own inventory.

Unfortunately, Fallout 76 has no such PvP element at all… at least that I’ve found. Granted, I haven’t explored the entire map yet. So, there might be other “different” PvP areas I’ve yet to uncover. I doubt it, though.


💋 The Beautiful

This section is devoted to what parts I liked most about Fallout 76. First and foremost, the landscape and the daytime lighting quality is amazing, particularly dawn and dusk. The sun ray aspect is probably the best part of this game and it’s done amazingly well… I’d say that it’s much better than the sun’s rays in Ubisoft’s Assassin’s Creed Odyssey. Let’s take a look at some of these images. They’re just stunning against the apocalyptic ruins. Here’s a quick slideshow of some of these:

 

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Unfortunately, the night lighting isn’t quite so spectacular, but it still provides some stunning visuals nonetheless:

 

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With that said, I’m also equally disappointed with the far too many of the low res 3D models and the low res image textures within the game. I know this is supposed to be the Beautiful section, but I have to cover both sides, like I did under the Fails area. Let’s look at a few of the problems with this game’s models and textures:

 

The above images illustrate how badly the texture mapping can go wrong in this game. In fact, even the tree leaves and ground plants are pretty much flat planes. When you get close to an object, the reality and illusion of it breaks down rapidly. For example, the white flowers above show the edges of the texture map when illuminated by the Pip Boy. You can’t see the lines in the thumbnail, but if you look at this image full size and zoom in a little, you can see these thin edge lines. It’s very prominent when playing the game.

This lack of resolution even includes the character models themselves. Up close and personal on the characters, you’ll see the squared off edges of arms and legs of the character model rather than being smoothed out. I understand why they don’t include 3D model smoothing in games as it takes more CPU power. I’m hoping that this will be available on the PS5 and Xbox Next. 3D model edge smoothing would help the character models look far more realistic.

Pip Boy

11-25-2018_11-32-23_PM-n5eaph0cThe Pip Boy, while not much different than Fallout 4, performs its function quite well here. I will say that the 3D model could do with a bit of work, particularly the orange lit button that seems too low res. I’d also prefer to have the map in the Pip Boy rather than having to pop into a separate screen. It made it so much more handy to get to and fast travel via the map when using the Pip Boy. It was also much more immersive than having a separate and pretty colored map. It’s fine if they want to keep the nice pretty colored map, but having a map in the Pip Boy prevents the need of getting out of the Pip Boy to move move to a different screen. It’s all about time savings and this change would help a lot.

Here’s a little trick you can do with the Pip Boy that maybe you didn’t know. You can use the right stick and move the Pip Boy around, like so to get a better look at it:

If you really dislike using the Pip-Boy, there are two alternatives: 1) Hop into Power Armor. It has its own separate heads-up display. 2) If you don’t have Power Armor handy, you can press and hold the two squares (left button below the Xbox button) until it changes. It will give you a HUD that looks like so:

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This HUD performs all of the same functionality as the Pip Boy using a different color and without the distraction of it. To switch back, press and hold the two-square button again and the Pip Boy will return. Personally, I prefer the Pip Boy, but I’d like to change the screen color from green to something else. I remember you could do that in earlier Fallout games.


🛑 The Butt Ugly

Daytime and Nighttime

Day and night in this game is weird. It seems that daytime blows by quickly, yet night seems to drone on forever. It could be that there are more nighttime hours than there are daytime hours in the game. This is, frankly, unwanted. I’d prefer to choose day or night and let it stay that way until I change it. Since the clock is mostly unnecessary, each player should be able to choose the time of day setting they would prefer (day, night, dawn or dusk). Let the clock roll by, but let me keep my visuals on daytime. Rainstorms and Radiation storms can still roll through, but let my game remain on my visual choice.

Enemies and Levels

Simultaneously, enemies are both weak and strong at the same time. For example, I’ve run into level 1 Molerats that take at least two shots to kill and my character is level 15. How is that possible? One shot should kill a level 1 molerat. I’ve also run into level 33 enemies who I’ve been able to kill in 5-6 shots. The level system is broken. I shouldn’t even be able to come close to killing a level 33 enemy at level 15… or at least, it should take so many shots that I’d run out of bullets before I finished.

Aiming, Misfires and Collision Detection

This game has some of the worst collision detection I’ve seen in a game of this caliber. When the enemy is up close making hits on me, I can’t even seem to make a point blank shot with a gun… and believe me, I’ve tried. I know that the bullets should be connecting, but the game doesn’t register it. Not only have you lost the ammo, but you’ve wasted health points because the enemy is hitting you. Even worse is that some enemies constantly move around you. If you’re trying to shoot them, they’ll intentionally run behind you… even animals. This AI behavior is stupid and it means you’ll be constantly fumbling to locate them somewhere in your camera view. Combat is already difficult enough without having to constantly swivel to find them

On the flip side, I’ve used my .44 Somerset Special sniper pistol and hit enemies at a distance in the head when I know my aim was way off. I don’t understand this discrepancy in how weapons work here. This problem is even true of even shotguns which are known to have a wide dispersal pattern. Meaning, if there is a ghoul inches from you in Fallout 76, the chance of actually making a hit is very low unless you have exactly perfect aim… when, in fact, the dispersal pattern of an actual shotgun at that range would decimate an enemy as long as it’s aimed in the general direction. Still, in this game when enemies are up close, there’s an unnecessarily high chance of missing. When they’re far away, somehow you can connect shots even when you’re aiming in the ‘general direction’. This is very, very ugly for a shooter.

Instead, up close shooting should be much more accurate than distance shooting. Bethesda’s devs somehow got this one backwards in Fallout 76.

Inventory Storage Maximums

The inventory system on this game is what you’d expect, only worse. Unfortunately, Bethesda keeps adding stupid after stupid into these games. The weights you can carry are way too low for what’s needed to actually play this game. This poorly conceived idea compounds to make a bad situation worse. Once you fill your character’s personal inventory and your stash inventory, you have no other place to store anything. You are forced to drop stuff. You have no choice.

In previous single player games like Skyrim and Fallout 4, you could always store excess stuff in chests or drawers or practically anywhere and go get it whenever you need it. You can’t do that here. Once you’ve filled up your inventory, you’re screwed and there’s nothing you can do about it. As you can see from this video, the way the Stash Box is implemented simply doesn’t work…

Sweep System

Why can’t you drop stuff? This game is constantly sweeping dropped items. The sweep system is so bad and so aggressive that it will sweep away even recently killed enemies before walking over to them to get their loot. It’s particularly bad if you’re a sniper. If you snipe your prey from a distance, don’t expect anything to be there when you arrive. I’ve had so much kill loot stolen from me by the sweep system, I should have stopped playing then. But, I kept toughing it out hoping it would get better. It doesn’t.

This is the fundamental blocker that has made me stop playing. Being over-encumbered is a problem, but nothing’s worse than not being able to drop your stuff off easily and remove that problem or potentially lose it after a character death because of the dropped loot.

Note that the My Stash location holds a maximum weight of 400 … well, actually 399. Once you reach that level, it won’t let you store more. I tire of playing these systems which provide arbitrarily low limits when you really need at least 3 times as much storage space. This is the reason this one falls under The Butt Ugly.

Dropped Loot and Respawning

Upon your character’s eventual death in the wasteland, you will be allowed to respawn. When you do, the map gets a death marker and your character is respawned to the nearest chosen spawn point.

The fail here, and boy is it EVER a fail, is the fact that the game drops loot when you die. What’s the point in this dropping loot? It doesn’t make the game more challenging, it simply makes it a hassle. I absolutely and totally hate this design that’s now being implemented in so many games. Whomever thought that the death marker and dropping your loot upon death was a great idea should be walked to the door after being summarily fired. This is not a design that anyone wants.

Worse, it hangs your loot out to dry whenever you’re out questing. If you’re playing a game that doesn’t allow you to store your items, then maybe it might have a point to exist. Since ALL Bethesda RPGs allow you to store stuff in containers, there’s no point in dropping loot upon death. This just encourages you not to carry loot with you and continually go and drop it off.

The danger with dropped loot is compounded by Bethesda’s absolute crap storage maximums. When you’ve reached the storage maximums of the stash box and of your character, you have to being carrying more stuff with you as you can at least carry over-encumbered. The stash box can’t accept anything else once full.

This means that if actually want to go out questing, you have to carry a shit ton of stuff with you that could potentially be lost under bug conditions (as I’ve described above). It means your loot is being hung out to dry every time you go out questing.

I really don’t want to have to fight with a game’s systems over playing the quests. This game is already cumbersome enough to when attempting to apply stimpaks or change weapons while in battle. Having to fight with stupid bugs that lose stash items is just insane… which is why I’m done with playing this disaster of a game.

Changing Weapons and VATs

Because this is an online game, there is no such thing as pause. This means that while you’re changing your weapon, the enemy is hammering on you. Same for trying to apply Stimpaks or eat food to increase HP. Basically, it’s almost impossible to change weapons, eat food or apply medicine when you’re in combat. In the standalone games, the game pauses while you go into the Pip Boy. It doesn’t work that way here.

Yes, there is a weapon wheel, but it’s just as cumbersome to use as going into the Pip Boy. Because there’s like 15 slots, trying to target just one of the slots perfectly is a challenge, particularly when you’re trying to battle fast moving Ghouls. This part is really trying and needs a drastic redesign by Bethesda. It needs not only a simpler system to get to the most used weapons, it needs a faster way to get to them without blocking the screen. While this is a fail, it’s incredibly butt ugly.

CAMPs randomly disappear

While I believe this to be a current bug which may get resolved in a later version, I have found my CAMP has disappeared twice in the time I’ve been playing. The first time I’d built hillside camp with stilts. It was designed specifically for that hillside. After my camp disappeared, I quickly realized that I wouldn’t be able to build custom designed hillside hideouts as it’s almost impossible to locate that exact terrain to place the hideout in the same position.

Instead, I’ve opted to create a small cabin that can sit on practically any terrain. It means that it’s easily portable and can be dropped almost anywhere that’s reasonably flat. This helped because my CAMP disappeared a second time and I had to relocate it. Having this small self-contained shack made it easy to rebuild. I’m sure it will disappear again. When your CAMP disappears, the game doesn’t charge you to place it down again. It’s not considered ‘moving’ the CAMP, so there’s no fee involved.

However, the hassle of having to move CAMP around and the fact that it disappears is a highly ugly experience overall. Bethesda is aware that CAMPs are disappearing, but they’ve done nothing yet to solve the problem. Perhaps they can solve this in a later update.

The benefit is that if you want to move your CAMP and you don’t want to pay, this bug would let you move your CAMP somewhere else for free. You just have to wait for the bug to be triggered and have your CAMP disappear from the map.

Game Worlds

Finally, I should mention a miscalculated design decision that Bethesda engineers made for Fallout 76 that has contributed to the failure of this game. When you log into the Fallout 76 world, you are placed onto a individual server. It seems Bethesda’s engineering team made a fateful decision to limit each “World” to a maximum of 24 player slots. It also seems that a “World” is technically a server located in some datacenter. While I understand the need to help scale a game may involve using many servers, it seems the engineers decided to limit the number of players on each server to improve the gaming experience, but at the same time, this design choice limits multiplayer interactions.

This design decision has only served to make the game seem smaller than it is. There are times when I’ve been in some “Worlds” where there might be 4 or 5 other people online. Basically, the server is empty and thus, the game seems empty.

This is butt ugly because it causes two problems. The first problem is that in a game that should be teaming with multiplayer folks, you might only see and interact with only a handful of other players ever. You also don’t know how many people are on other “World” servers in total or whether a friend is on another server. Secondarily, this server boundary problem serves to make it impossible at times to put teams together. There was a time when one person on my team couldn’t get back onto the “World” server because it was full with 24 people. We all had to interrupt our gameplay, drop off of that world server, team up at the main menu, then reload the game by following one of the team into a new “World” server. A tedious hassle, at best. Any situations like these that serve to interrupt playing the game are not only a fail, but an extremely bad design decision. The game should seamlessly handle these issues without any interactions on the part of the player.

The engineers should have also designed the “World” system to allow cross play between “World” servers so that seeing people on the other servers is a seamless experience. This would drastically improve the game showing a teaming world of multiplayers rather than seeing no more than 24 people online. In a game where it is entirely devoid of NPCs, limiting the “World” servers to 24 people only serves to make the game seem even more barren and lifeless. Vault 76 then becomes less about hope of repopulation and more about the deaths of the Vault 76’s dwellers.

Vault 76 and Reclamation Day

I don’t even get the logic of Reclamation day. Unless the vault was running out of provisions to support its inhabitants (possible, but not explained), opening the door to let everyone out was a bad Overseer decision. It would have been better to send out a small scouting party to determine the situation “outside”, then report back. That’s the only logical thing to do before opening the door for everyone. If the scouting party didn’t report in at all or reported in unfavorably, then why open the door? I’m not sure what the Overseer was thinking by opening Vault 76 at that moment in time. Clearly, it was a bad decision as pointed out via the multitudes of holo tapes and the clear world devastation that the Vault 76 inhabitants were ill prepared to handle. Why would you intentionally sacrifice the safety of the vault’s inhabitants to such a hostile world? The story starts off badly and doesn’t get any better, unfortunately.


🚌 Missed Opportunities

With the introduction of Fallout 76, I was expecting a whole lot more to this game, particularly the multiplayer portions and settlement building. For example, with the idea of settlements and settlers, comes the idea of letting players settle and run businesses in the wasteland. Instead of roaming around the wasteland, they could man businesses and buy and sell merchandise they create or find. If the player wants to explore, a robot could step in and man the store with whatever merchandise is there. When the player wants to man the booth personally, they can step in and do so. This would allow for actual haggling in prices between players.

There’s also the idea of building a community. Letting players group together to create structures for settling and for extended quests. The settlements could even grow into thriving cities. That’s the point of what Vault 76’s opening meant… to rebuild. This means that players can not only build residential and business structures, but also build structures that might contain enemies including containers with loot and various other things. It would also let players create water treatment plants to filter out the radiation, set up farms for cultivating crops, building power systems and rebuilding manufacturing to allow for building of Power Armor, cars, and trucks to bring the modern world back.

Letting the players build extensions to the world to make the world more dynamic should be the plan of any multiplayer world. Of course, when just starting out in a new game, you don’t want low level players taking advantage of the modern conveniences and improvements… yet. So, they should be restricted from seeing and participating in these activities until they have either leveled up sufficiently or completed the main quest.

Yet, here we are. Fallout 76 is just a mere shell of what it could have been.


👎 Overall

As it is now, this game gets a thumbs down from me with a rating of 2 stars out of 10. I classify it as a disaster worse than the nukes that decimated West Virginia in this game. While the daytime wasteland is very pretty to look at, there’s so little to see and do that Fallout 76 really feels mostly incomplete. The lack of NPCs makes the whole game seem barren and lifeless. The quests are average, but it doesn’t really make me think that this game is heading in any direction like Fallout 4. Like Elder Scrolls Online, the whole experience feels hollow and without a point. Instead, it seems like you are asked to chase information about already dead Vault 76 characters via holo tapes and computer logs. You never seem to run into any other actual NPC characters from Vault 76 other than multiplayer characters whom are “just there”, but don’t play a part in the narrative.

Fallout 4 did at least have a cohesive story to tell. Fallout 76 feels like a pale imitation of Fallout 4, but doesn’t have the meat or the core.

What’s left then is the main quest line and so far that’s simply chasing holo tape after holo tape or logging into a computer to read notes on a computer screen… and you don’t even need to read them to get quest credit. These audio logs and computer screen entries are, well, uninteresting. Other than the enemies you have to kill to find or get to these quest items, the rest are mostly boring exercises with nothing to engage the gamer into wanting to progress.

This is all made worse by the fact that the game is chock full of bugs and glitches. The overly unnecessary eating, drinking and getting diseases simply interrupts and detracts from questing. The lack of a well designed PvP system, including the poorly designed unowned workshop system, simply makes everything seem pointless. The game’s entire reason to exist is for poignant multiplayer PvP, but then fails to even deliver on that. The biggest event to tackle is killing a Scorchbeast, but even the fun of that deflates once you’ve done it and all you receive at the end is basically nothing or some Scorchbeast meat, you really begin to sense just how hollow and tedious this game really is.

The primary thing I’ve found to hold my interest is scavenging. Even then, that’s actually limited because you find the same things over and over in each container. So then it becomes about dismantling these into component parts for crafting mods and such. Basically, scavenging becomes repetitive fairly quickly. This situation is then made worse by the extremely limited inventory storage amount that you’re given, into which you can store these component items. Once your storage space fills up, the game is pretty much over. There’s really no point in playing once you’re constantly over-encumbered.

What I recommend is the following. Wait 6 months to purchase this game. After 6 months or more of patching, this game might become more playable and usable. This same problem occurred with Elder Scrolls Online. Only time will tell. As it is now, unless you like playing these simplistic and poorly designed thin multiplayer games, you should steer clear and try playing this one 6 months from now, at the earliest. It’s definitely worth giving Fallout 76’s developers plenty of time to attempt to right this listing ship and improve the play value of this game in the process.

I’ve lowered my score from 3.5 to 2 stars because this game is far too much trouble than it’s worth. The problem is with the bugs and glitches. For example, here’s several bugs and glitches in a row that compounded into losing all of my “junk” inventory on my character… none of it was my fault in playing the game poorly and was entirely responsible by poor game design and bugs.

I’m currently at level 27. During combat, game lagged for about 5-10 seconds. It was logn enough for a low level scorched to kill my character. The controls didn’t respond at all during that 5-10 seconds. I couldn’t move or shoot or do anything. My health line before the glitching was at least 75%. The glitching allowed more than that scorched’s fair share of hits on my character (which, of course, I couldn’t see or respond to). After the game unlagged and showed my character dead, I respawned to the same location and within 15 seconds of respawning, the entire game hung and crashed on the Xbox with the signature sound looping. It was not enough time for me to go collect my dropped loot (which I don’t believe in dropped loot in games anyway). I believe this is a stupid tactic that doesn’t belong in any games.

After the game restarted, my dropped loot was gone as was my last death marker. All of my “junk” was lost and I had a lot of stuff on me important to repairing items. Items I couldn’t stash because my stash box is entirely full. At this point, I’ve had it with Fallout 76 and I killed the game. I won’t be playing Fallout 76 anymore and with that, I dropped this score to 2 stars out of 10. It’s a pointless and worthless piece of drek from Bethesda that you’d do best to avoid.

Parental Advice

This game is designed as a multiplayer (MMORPG) game. Because of the continuous multiplayer aspect, there is no way to fully rate what your child might be exposed to or with whom they might come into contact. Basically, use your best judgement if considering this game purchase as a gift for a child. As for the themes in this game, they are mostly adult themes. Children too young may not understand the themes contained in Fallout 76.

Requirements

This game requires an always-on and relatively fast (i.e., broadband) Internet connection to function. If you don’t have always-on Internet, you will not be able to play this game.

Updates to this game usually end up in the range of 30GB to 50GB per update. These updates appear at least every few weeks and may come more frequently as Bethesda attempts to squash bugs during the first few months after release. If your Internet connection is metered and/or you only have a small allotment of data, you might want to steer clear of buying this game. Also, once an update has been released, you cannot play the game until you have fully downloaded and installed the latest update.

Update as of 12/25/2018

One month after the release of this review and nothing has actually improved. In fact, with each new successive release, this game is actually worse. In fact, it’s MUCH, MUCH worse with stupid bugs that shouldn’t even exist. At this point, I’ve dropped this game down to 0 stars out of 10. This is unheard of for me, but there is no other way to deal with such a piss poor game.

Releasing patches is supposed to improve the game. But every patch that they’ve dropped has literally made the game worse. In fact, the devs seem to be imposing restrictions on the use of things and fighting abusers rather than fixing bugs. It seems the devs are chasing the players exploiting bugs.

Instead of chasing abuse problems, the developers should spend their time fixing legitimate show-stopper bugs. Bugs that crash or hang the client. Bugs that prevent playing the game. Bugs that are so severe, it would turn anyone off of actually buying the game. If you’re having problems with abusers, ban them from the game and report them to Xbox Live to have them banned from their Xbox account. Make it known that abuse in the world won’t be tolerated and will be reported to Xbox Live.

The devs need to focus in improving the stability and reliability of the world servers, of the quests and of the game client itself. They don’t seem to be doing this. It seems they are focusing on abusers. Fix the bugs now, worry about the abusers later…

Basically, DON’T BUY THIS GAME. If you’ve bought it for a gift, grab it from under the tree and buy the person something else. This game is so bad, it doesn’t deserve any players. This game needs to fail and go away. Let’s make that happen. Vote with your wallet and skip this one.

💯 Score

Graphics: 7 out of 10
Audio: 8 out of 10
Gameplay: 0 out of 10 (way, way too buggy)
Questing: 2 out of 10
Settling: 3 out of 10 (bugs here)
Workshops: 1 out of 10 (pointless)

Overall: 0 out of 10 (Nothing new to see here, way too many bugs)
Recommendation: DO NOT BUY, EVER!

↩︎

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Randocity Tech Holiday Shopping Guide

Posted in giving, holiday, video game by commorancy on November 23, 2018

GiftBoxIn the spirit of the upcoming holidays, I offer the Randocity Tech Holiday Shopping Guide otherwise known as the How-to-avoid-technology-pitfalls Guide. Let’s explore.

Purpose

The purpose of this guide is two-fold. First, it’s designed to help you choose various electronics and video game gifts. Second, it’s design to keep you from falling into pitfalls with said gift purchases, to help minimize returns / exchanges by selecting an incompatible item and to help avoid making you look like you don’t know what you’re buying.

Let’s get started…

Xbox One Wired Microphone + Headset

Here’s one gift where you might think it would be easy to locate a functional item. Thanks to Microsoft, you would be incorrect.

🛑 Pitfall: Even though the Xbox One does have a 3.5mm jack on the controller, it only accepts certain compatible chat headphone accessories. If you’re planning on buying a chat headset for someone with an Xbox One, you should check the box for the words Universal, Xbox One and/or Samsung / Android compatibility. The problem… The Xbox One is only compatible with headsets wired for use on Samsung / Android devices or devices specifically labeled compatible with the Xbox one.

👎 This means you cannot buy any Apple compatible headphones with a 3.5mm jack and have the microphone work. The stereo output will work, but the microphone will not. If you’re unsure of the compatibility of the headset, ask the store, search the manufacturer’s web site or find another brand.

✅ Instead, look for and purchase wired headsets that list Samsung, Android, Xbox One or Universal on the box only.

🔥 Note that it is getting more difficult to find boxes labeled for Android or Samsung as most Android devices understand this incompatibility and have built their latest devices to support either headphone type. This has caused more confusion rather than helping solve the problem.

👍 Gaming headsets change yearly and offering a specific recommendation means this advice will be out of date by this time next year. I will say, Turtle Beach quality isn’t great so steer clear of this brand. If you stick with Sony branded headsets for the PS4, you should be good there. Microsoft doesn’t make high quality headsets, so you’ll have to buy from third parties for the Xbox One. I personally have a Plantronics RIG 500 Pro HC and can recommend this as a good basic quality headset. The fidelity is decent, but not perfect. Some reviewers of this headset have complained of the microphone breaking quickly.

PS4 or Xbox One Wireless Chat Headsets

Here’s another gift idea like the above, but it too has a big pitfall. I’ll break it out by console version.

🛑PS4 Pitfall: While the PS4 does have Bluetooth capabilities, it doesn’t support the AVRCP or A2DP profiles. Instead, the PS4 only supports the HSP (HeadSet Profile). This profile is a lesser used profile throughout the industry and it doesn’t support the same quality stereo output as AVRCP and A2DP. For this reason, you can’t go and buy just any Bluetooth chat headset and assume it will work. For example, the Apple Airpods do not work on the PS4. Randocity recommends not even looking at Bluetooth headphones for the PS4 as greater than 97% of them won’t work.

✅ Instead, you’ll need to buy headphones specifically designed for the PS4, and these typically come with a dongle for Wireless. For example, Sony’s Gold Wireless headphones. There are other brands from which to choose, but be sure that the box is labeled with either PS4 or Universal console compatibility.

🛑Xbox One Pitfall: The Xbox One doesn’t support Bluetooth at all. This makes it a little bit easier when gift shopping in that you can entirely avoid looking at Bluetooth headphones at all.

✅ Instead, you’ll want to look for wireless chat headphone boxes that have either Universal and/or Xbox One printed on it. As long as you make sure to look for this printing on the box, then this headphone will work.

🔥 Many places don’t allow you to listen to a gaming headset’s sound quality. You’ll have to buy the headset untried. Whether any specific headphone sounds good, that’s a personal preference. You can’t take into account your gift recipient’s personal tastes in how they like their headphones to sound. However, if you avoid buying headphones priced below $40, the headphones should provide fair to good sound quality. Below the $100 price point, don’t expect those deep rich bass drivers, though. Though, headphone drivers have drastically improved in recent years and the sub $100 price point tends to be much better quality than what you would have found in the early 00s and 90s.

👍 Randocity recommends a visit your local Best Buy or Gamestop or even Amazon and see which wireless gaming headphones are on sale. I might suggest a gift card which avoids the situation and lets the gamer pick their own brand.

Video Game Controller for iPad or iPhone

Here’s another area that would seem easy, but it isn’t. Apple requires a specific hardware certification for all game controllers called MFi. This makes it a little more tricky to find a controller that works.

🛑 Pitfall: There are many game controllers on the market including Microsoft’s Xbox One controller, PlayStation 4’s DualShock controller and even Nintendo’s Pro controller. Don’t be fooled into thinking you can get these to work. Even though all of the aforementioned controllers are Bluetooth, that doesn’t mean they’ll work on the iPad. None of them have the MFi certification. Avoid buying one of these “other” controllers as you cannot get it to work.

✅ Instead, look for and buy only MFi certified controllers, such as the SteelSeries Nimbus controller. Not only does this controller charge using a Lightning cable, it is fully compatible with all Apple devices including the iPhone, iPad, Apple TV and even MacOS.

👍 Randocity recommends the SteelSeries Nimbus controller for Apple devices as it feels the most like a PS4 or Xbox Controller.

Newest iPad and Headphones

With the introduction of the latest iPad using USB-C, this throws yet another dilemma into the works for gift purchasing. This problem also underscores why Apple should never have removed the headphone jack from its devices.

🛑 Pitfall: With the introduction of the current home-buttonless iPad, you’ll also find the unwelcome surprise of a USB-C charging port. This means that any Apple headphones (other than the Airpods) won’t work on this newest iPad. To use either a pair of Lightning or 3.5mm jack headphones, you’ll need an adapter.

✅ Instead, pick up a pair of Bluetooth headphones which will remain compatible with all Apple devices going forward.

🔥 Apple insists on changing its port standards regularly. As a result, you should not buy into any specialty jack wired Apple headphones. If you want to buy any wired headphones, buy the 3.5mm jack version and eventually Apple will create an adapter to its newest port. Since every other device on the planet still supports a 3.5mm jack, you can use these headphones on every other device. Buying Lightning or USB-C headphones means you’ll be extremely limited on where those can be used… and when Apple decides to change its port again, those USB-C or Lightning headphones will be useless.

👍 Randocity recommends gifting Apple Airpods for Apple devices. Not only do they sound great, they’re easy to use (mostly) and they’ll remain compatible with future Apple devices… unless, of course, Bluetooth is replaced with a wireless protocol of Apple’s design. The Bluetooth Airpods are also fully compatible with many other Bluetooth devices, including the Amazon Echo. Skip the wires, the hassle and the expensive dongles and go wireless with Apple devices.

DVD, Blu-ray and UltraHD 4K Blu-ray

I find it funny that we still have so many optical disc entertainment formats. DVD as a format was introduced in the late 90s and has survived for so many years. Yet, we also now have Blu-ray and UltraHD Blu-ray.

🛑 Pitfall: Be sure to read the disk case carefully. Even though DVD is typically sold in a different sized case, packaging standards in movie entertainment are loose at best. Be sure to read the package carefully so you are getting the disc you think you are getting. For example, both UltraHD 4K Blu-ray case packages and DVD use black plastic cases. If you’re eyeing the case strictly by color, you could accidentally pick up an UltraHD version of the movie when you wanted the DVD version.

✅ Choose the best format that can be played by your gift receiver’s equipment.

🔥 During the Holiday season, particularly on Black Friday weekend, you’ll find all sorts of content on Doorbusters. Take advantage, but be careful to read the packaging. You don’t want your gift receiver to be surprised that you bough them a Blu-ray when they only have DVD or that you bought them an UltraHD 4K Blu-ray when they only have Blu-ray. Be a careful shopper and read the box and also know what your gift receiver has.

It’s likewise just as bad if you buy a DVD for someone who has an UltraHD 4K TV and Blu-ray player. They won’t want to watch your DVD and will return it for credit towards something else.

Additionally, if you give a DVD or Blu-ray, you may find that they have access to Amazon Prime, Hulu or Netflix. They might already have access to the film or have already watched. So, be cautious.

👍 I’d recommend a gift card intended towards the purchase of a movie. This allows the recipient to buy whatever film they want in whatever format they have. Though, you’ll want to go look up the film and determine its price, then give a gift card that covers that purchase price.

Video Games

Here’s another one you might think can be an easy gift. Unfortunately, it isn’t.

🛑 Pitfall: Video games are very much personal to the gamer. Because there are so many genres and types of games, it can be impossible to choose a game that not only does the gamer not already have, but impossible to choose a game they might actually like.

✅ Instead, because most games are $60, you’ll be safe to give a gift card in the amount of $60 to cover the purchase of the game.

🔥 If your recipient is an adult, the purchase of any game shouldn’t be a problem. However, if your recipient is a minor, then you’ll want to give a gift card to avoid any ESRB rating or content issues that a parent might not want within the game. Avoid becoming “that aunt” or “that uncle” by buying an inappropriate game for a minor. Because video games are a personal taste situation, buying any game blind could end up with a return. I do realize that gift cards are an impersonal gift, but in some situations like video games, it is well worth it to play it safe.

👍 Randocity recommends buying gift cards over buying physical game copies, particularly for minors. If you happen to have a specific game request by the receiver and the parent has approved the game, then by all means buy it. If you’re simply shopping blind, then a gift card is Randocity’s recommendation to avoid this pitfall.

Giving the Gift of Music

Here’s another one that should be easy, but it isn’t. If you’re thinking of buying CDs for your tech savvy friend, you might want to ask some questions first.

🛑 Pitfall: Because of music services like Apple Music and Amazon Unlimited where you get access to nearly Amazon and Apple’s full music catalog, subscribers no longer need to buy CDs. As long as they remain subscribers of these music services, they now have instant access to the most recent music the day of its release.

✅ Instead, it might be wise to avoid this type of content purchase, particularly if you know the person is affluent and a music buff.

🔥 Be careful and ask questions if you’re thinking of gifting a CD. If they have access to Apple Music, Spotify or Amazon Unlimited, buying them a CD may result in a return.

👍 Randocity recommends giving gift cards to iTunes or Amazon instead of buying a specific CD. If you give a gift card, they can apply the amount towards their membership or whatever other merchandise or music they wish. This avoids the awkward look you might get once you find out they already subscribe to Apple Music.

Giving the Gift of an Apple Watch

Thinking of giving someone an Apple Watch for the the holidays? You need to understand the pitfall here.

🛑 Pitfall: An Apple Watch is entirely dependent on an iPhone to function. In order to even get the Apple Watch setup and working as a watch, it must be configured using an iPhone. Further, because the Apple watch only pairs with an iPhone, don’t give it to someone who only has an iPad, iPod touch or iPhone 4 or below. It won’t work. It also won’t work for someone who owns an Android phone.

✅ Instead, if you’re not sure if your gift recipient has an iPhone that will work, I’d suggest getting them a different watch. If the person owns an Android, you’ll want to choose one of the Android watches instead. The Apple Watch doesn’t work at all with Android.

🔥 If you do decide to chance that they own an iPhone, be sure to give them a gift receipt as they may need to return it if they don’t have one.

👎 Randocity recommends avoiding the purchase of an Apple Watch as a gift, particularly if you know the person doesn’t have an iPhone or has an Android phone. This is a particularly tricky gift item and is likely to end up returned if the person doesn’t have an iPhone. If you know the person doesn’t have an iPhone, then you’ll need to gift them both an iPhone and an Apple Watch… which is a whole lot more expensive of a gift than you might have expected to give. For this reason, I thumbs down 👎 giving the Apple Watch as a blind gift. If you are absolutely 100% certain the person you are giving the Apple Watch to has an iPhone, then go for it.

Gift Receipts

👍 Randocity always recommends asking the store for a gift receipt. Then, include it with any gift you give. This allows the recipient to trade it in should they happen to get two copies of the same item.

Happy Holidays!

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Review: Pokémon Let’s Go! Pikachu

Posted in botch, business, video game, video game design by commorancy on November 16, 2018

img_0072[Updated: 11/19/2018 for Pokéball Plus Controller] I’ll make this one short and sweet. This is the first Pokémon for the Nintendo Switch and in some ways it’s fun, but in many ways it’s a sheer disappointment. Let’s Go!

Pikachu

In this review, I’m playing the Pikachu edition. I’m sure that the Eevee edition will likely be very similar in play value, with the exception of certain Pokémon you can only collect in each separate edition.

Controller Problems

Here’s the first disappointment with this game. I want to get this one out of the way right up front. The Nintendo Pro Controller doesn’t work at all in this game. When you press the connect button, the light Cylons back and forth, but never connects.

img_0065Unfortunately, you are forced to use the JoyCons with this game. This is an extreme disappointment. But wait, it gets worse. If you pull the JoyCons off of the console and hold them in your hand and use the JoyCons wirelessly, you can’t use both of them together like you can when they are connected to the console. When they are separated from the console, the game mistakenly assumes that two people will be using one each. An entirely stupid decision. If there’s only one player, then let the player use both. If a second player wants to join, then remap the keys so each player is separate. Don’t just make bad assumptions about this.

Even if you place the two controllers into a JoyCon Grip to make the JoyCons feel like a Pro controller, the game still assumes one controller per person. Bad, bad design. It gets worse, again. If you want to hold the JoyCon horizontally so that the buttons are on the right and so you can hold the single JoyCon with both hands… not possible. The only possible orientation for holding the JoyCon is vertical.

I’m very disappointed in Nintendo and Game Freak here. It keeps getting worse. Because the JoyCons are not capable of the same distance away from the Switch as the Pro Controller, the connectivity to the console is entirely spotty using the JoyCons when it is docked several feet from you. Unless you intend to game with the console just a few inches in front of you (in which case you might as well attach them), using the JoyCons at a distance is entirely problematic and frustrating.

So, the only way to use both controllers to play the game as a single player is when they are connected to the console and that means holding the Switch in your hand playing it using the built-in screen. You CANNOT play Pokémon Let’s Go using the Pro controller at all or by using both JoyCons together when they are not attached. You are forced to play this game using a single JoyCon per player when detached. A stupid and unnecessary requirement and decision. And people wonder why Nintendo is in third place for its consoles.

Pokéball Plus Controller

pokeball-plus.jpgNow that I’ve found, purchased and have had a chance to use a Pokéball Plus controller, I understand Nintendo’s reasoning not to support the Pro controller. It’s all in the name of making yet more money off of a new gadget. Considering that the Pokéball Plus controller costs $50 (just $20 shy of a Pro controller), this Pokémon game is simply a scam means to get you to buy into this new Pokéball controller.

With that said, the Pokéball Plus controller plays the game substantially better than using the JoyCons wirelessly and it has a longer wireless range. Though, with this controller, it’s still nowhere near perfect. However, I do see the attraction in using it.

The Pokéball Plus controller has two main functions:

1) To toss at your screen (cables hopefully keep it in check) and capture Pokémon with Pokéballs. When you toss, it simulates the action of throwing a Pokéball. The throwing action is heavily reminiscent of using a Wiimote.

2) The center knob acts as a joystick and the A button. On the red half, there’s another button that acts as the B button. I’m concerned with the longevity of this controller as you push through a rubberized surface to depress the button. I’m not sure how well that rubberized material will last.

Like the Wiimote, there’s a speaker in the ball. So, you’ll occasionally hear noises coming from the Pokémon when you trap them in the Pokéball. It’s a cute feature, but it’s really just a gimmick and the volume is no where near loud enough.

The downside is that the Y button is used throughout the game, but there’s no Y button on the Pokéball Plus controller. This means you’ll miss all of the areas where Y is used. Worse, there’s no way to take a screen snap or begin a video. You’ll still need to have your JoyCons sitting out for these functions. There’s also no button to get back to the Switch’s main desktop (to easily share videos and snapshots). Because you can only have two controllers active at any one time in this game, you can either have the left JoyCon active (sharing button) or the right JoyCon active (desktop button) in addition to the Pokéball Plus controller. This means you need to choose either to have the sharing button active with the Pokéball Plus or to have the desktop button active with the Pokéball Plus.

Basically, sharing anything from Pokémon Let’s Go is a pain in the rear. It’s just not easy, and it should be. If the single active controller could be the Pro controller, having both the sharing and desktop buttons available would be simple. Nooooo…. they can’t do that. This is only a problem if you have your Switch in the dock. If you’re carrying the Switch around with you and the JoyCons are attached, this isn’t a problem.

For the price of the Pokéball Plus, it’s a hard sell. Thankfully, I got it for about $36, but if you have to pay $50 for it, I’d certainly think twice. There is the game bundle where you get the game and the controller in one package. I don’t think it saves you any money, but it’s one way to give both as a gift. I bought the controller separately.

The round shape, unfortunately, leaves some to be desired. I’ve had problems with spherical shaped input devices in the past and these same problems arise here. If you don’t put the strap on correctly, you’ll always end up holding the ball backwards. You’ll have to take it off and flip it around. This makes it tedious to use this controller. Even if you are holding the ball in the correct orientation, if the controller position in your hand is slightly off, moving the character can be difficult. I find myself constantly readjusting my grip on the ball so that the joystick moves the character correctly.

The accuracy of “throwing” the Pokéball controller is hit or miss. Sometimes I think I’m throwing it correctly, but the ball goes off to the left or the right and misses. It’s a cool idea, but the accuracy and execution of this controller just doesn’t work all of the time. However, I will say that it is more accurate than trying to use a JoyCon. So, there’s at least that.

If I’ve somehow managed to sell you on getting a Pokéball Plus controller, I’d recommend looking for it at your local Best Buy store. Amazon appears to be out of stock and third parties on Amazon are selling it for $75 or higher. It’s also likely to be a hot seller over the holidays. If you’re considering it as a gift, I’d suggest going and getting it now. Don’t wait for Black Friday sales. It’s not likely to go on sale anyway. Just find it at Best Buy for $50 and pay for it at that price. If you have a Best Buy rewards card, I’d suggest using that with your purchase. You can eventually get some money back on it.

Dock

This game almost completely ignores the fact that there’s a dock and, as a result, doesn’t properly support it. Instead of allowing use of the Pro controller when docked, it forces you to pull the JoyCons off of the Switch or use the Pokéball Plus controller instead. I found the JoyCons to be cumbersome, problematic and unwieldy. We spend $70 for the Pro controller and we can’t even use it. To not be able to use the Pro controller on Pokémon (one of Nintendo’s flagship properties) is just an extremely bad design choice. It also ignores the the idea of using the dock to play your game on your large screen TV. It almost seems the developers want to force you to play this game out of the dock by holding the Switch in your hand. In fact, I’d consider Pokémon Let’s Go to be Nintendo’s first real misstep on the Switch platform. Let’s hope this is not a sign of things to come as missteps like this could doom the Switch to failure.

Game Play

img_0064Not completely ignoring the stupidism that is the controller system (which is stupid), the gameplay is underwhelming. Sure, Nintendo finally added the ability to see the Pokémon running around in the weeds before you collect it, but that’s of little concession when the game is basically the same game as every other DS version.

Let’s go back to the controller again, but for a different reason than above. When you are attempting to capture Pokémon with the JoyCons attached to the Switch, it’s much, much easier and simpler to throw Pokéballs. The ball throwing motion needed when using a detached JoyCon is much, much more difficult for no apparent reason. Worse, when using a loose JoyCon, the hand on the screen when trying to interact with your Pokémon is entirely difficult, where using the touch screen is easy peasy. Here’s another place where forcing the use of a JoyCon a tremendously bad idea. The motion to throw a Pokéball with the Pro controller would mimic the same motion used when holding the console… where using the a detached JoyCon for throwing a Pokéball is … well … strange.

Game Design

img_0068I was actually expecting a whole lot more use of the player camera than what is being offered. It’s effectively a 3DS version ported to the Switch. Nintendo completely missed the opportunity to give this game a much needed facelift for the Switch, like they did for Breath of the Wild. It is effectively the same game as every other Pokémon game. This is quite disappointing, but it’s also a double edged sword.

For some players, it is like a comfortable glove. If you’ve played Pokémon in the past, then you can fall right into this game without any problems at all. It’s old hat and feels old hat. The graphics are improved, but it needed a more open world RPG style update rather than this constrained old-school Pokémon conversion.

I’m sure a lot of people will absolutely adore this game. Because Nintendo has chosen to play games with how the controllers work, it really constrains this game to feeling rushed and unfinished or a really bad port.

Graphics

To be honest, the graphics are very low res, flat and cartoony. I sort of expected this, but not at this low of a level. It’s at such a low level, that it looks like a Nintendo DS. Though, as I said above, it is somewhat better than the DS only from the fact that the resolution is higher… but that’s not really saying much.

Overall, I was expecting a whole lot more from this game.

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Score

Graphics: 4.5 out of 10 (Underwhelming)
Sound: 2 out of 10 (Music is way too loud and unnecessary)
Controls: 2 out of 10 (Controller system is strange, no Pro controller support)

Overall: 4 out of 10 (Antiquated, strange controller design, seems unfinished or bad port)

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Game Review: Assassin’s Creed Odyssey

Posted in reviews, video game, video game design by commorancy on October 6, 2018

a2b4debe8beb1ac5dee92d4a3774b014Truly, there’s nothing wrong with this game. Nothing, except for the fact that it’s an almost identical functional clone of Assassin’s Creed Origins, chock full of all the same bugs in Origins. I’ll make this one somewhat short and sweet. Let’s Explore.

Assassin’s Creed Origins

Earlier in the year, I wrote a rather lengthy game review of Assassin’s Creed Origins. I had a lot of gripes about Origins. Well, I’m sorry to say that few of my suggestions in that review made it into Odyssey. Most of those design flaws were pulled straight into Odyssey, something I should have expected.

I’m not going to write much on this game because I already had my long-winded say with Origins. Writing it here again would simply be redundant. I’ll suggest heading on over to read Randocity’s Assassin’s Creed Origins game review if you’re curious to find out what things I truly disliked.

Clone

If we thought Origins was a simple money grab, Odyssey most definitely is. Ubisoft basically copied the entire Origins game, created a new character or two, added a few new quests and called it a day. Odyssey is literally just a rethemed Origins with a slightly different locale and storyline. There’s also a bit more sailing involved, but the ship battles still offer a mostly horrible game mechanic. Senu is replaced by Ikaros. It also adds recruiting lieutenants for the ship which is akin to Brotherhood and already been done. You can recruit them all day, but you can’t do anything with them. Though, it’s a good mechanism to use to prevent bodies from being littered all over a fort when you’re trying clear it out in a stealthy way.

Overall, Odyssey feels like a clone designed to make Ubisoft yet more money without doing a lot of work. I was actually afraid of this possibility when I heard that Odyssey was announced so quickly after Origins.

Combat

I take some of what I said back. Odyssey is actually worse than Origins in combat. Now not only do enemies STILL use the stupid backing up tactic, now they climb away from you. I don’t know who thought THAT was a good idea? Enemies who are engaged in combat should STAY engaged in combat WHERE THEY ARE. Finish the battle right there. I don’t want to have to keep chasing them down to fight them somewhere else. Stay put!

Worse, the enemies are even MORE sensitive than in Origins. As soon as even one sees you, the whole camp knows you’re there. That’s just ass. There is no way one single enemy can alert the whole camp without a warning. And since he’s been engaged in combat the whole time, there is no way for him to alert. Sure, you might argue the clanking of swords might alert someone, but in reality, these guys fight test fights anyway. So, that’s not enough alone to alert the whole camp.

Desynchronization Game Loading

This part is just a total clusterf***. When I save a manual game save, if it is the most current save, I expect that game to be loaded after a desync. No, it doesn’t. It loads some random previous autosave instead. This forces me to wait through that autosave to load, then I have to go and load my manual save again. Stupid and time wasting. Ubisoft, get with the program here.

After a battlefield battle, it’s even worse. This is just some shit. If you run off the battlefield, the battle restarts immediately. If you desync, the game forces you to endure the entire restart of the battle including talking to Stentar and going through all of the game choices. OMG. NO effing NO. If you can restart the battle simply by abandoning it, you can let us rejoin without having to go through that long ass restart process.

Battlefield Simulators

Okay, no. This piece is just suck, all the way through. This is Assassin’s Creed. Got it, Ubisoft? It’s about Assassins. It’s not Warrior’s Creed, it’s Assassin’s Creed. Right? Say it with me Ubisoft, “Assassin’s Creed.” If I wanted to play WAR battles, I’d play Battlefield or Call of Duty or any other war simulator. Ubisoft has plainly gone off the deep end. No more battlefield simulators in Assassin’s Creed games, particularly when they are entirely useless (more about that later).

If you want to add this crap in, then at least let the hero act as an assassin and use the assassin moves. At least let my character get away from the battle and work on stealth or long range tactics. No, you can’t. As soon as the battle starts, at least two guards earmark you and there’s no way to get rid of them short of killing them. Even then, that triggers even more guards to come after you. You can’t shake them to hide and perform stealth maneuvers. Again, this is Assassin’s Creed!

Worse, there’s absolutely no warning of this play mechanic until it’s on top of you. Then, it’s too late to go back and bone up on the warrior skills. You have to fail out and then “come back later”. I hate that shit in a game. If you’re going to lead me into a battle simulator, at least give me a warning that shit is coming long before I get there so I can plan my skill-ups and armor accordingly.

Worse, these battlefield simulators are entirely pointless. You can win the war and claim victory for Sparta, then about a day later in the game be required to go do it again. What’s the point in claiming victory over a territory if you have to keep doing it over and over and over? At least warn me the territory is about to fall to the hands of the Athenians and let me go take care of it before it does.

Such absolute crap!

Bosses

I can’t speak for all bosses, but this particular boss is annoying as all hell. This is the Kalydonian Boar. This thing has two attack phases and the second phase is as frustrating as it is unnecessary. Thanks Ubisoft for making such crap bosses. The boar claims to be a level 13, the same as me. Yet, it takes massive numbers of hits to even whittle its health down. It’s not a 13, it’s like a 26. I hate this fake numbering of bosses when they are many, many levels of above you. Truth in labeling, Ubisoft. Tell us what the actual boss’s level is. Don’t sugarcoat it making us think it’s a 13 when it’s actually 26.

As soon as you enter the ring, it runs at you full speed. If you’re lucky, you can miss this attack and start hammering on it. That’s not the issue. As soon as you whittle its health down by about 1/8th, 4 baby boars show up and start goring you, in addition to big boar boss. Swarming is not something I go in for in any game of any type. When swarming is the tactic, I’m out. I also call bullshit on that tactic. It’s just a way to whittle your health down for big daddy boss. To me, this is a bullshit tactic. I’m here to fight the boss boar, not a bunch of annoying baby boar. And, where the hell did they come from anyway? They’re not in the cave and don’t emerge from the cave. They just miraculously spawn onto to the field. Again, I call bullshit. If you’re going to have enemies show up on the field, make the idea at least appear real. Put cages and open them up so we can at least know what’s coming. Just magically making them appear out of thin air is total BS.

The problem I have with the baby boar is that they gored at me so much, they pushed me off the playing field which… stupidly… resets big boss boar’s health, but not mine. I’m still being gored with red health, yet big boss boar has miraculously healed and the whole thing has reset. Yet, baby boar hang around to be a nuisance? Get with the program Ubisoft.

Even though big boss boar won’t leave the playing field, baby boar will and they’ll chase you down even if you leave the ring. Again, I call bullshit on this design.

In fact, there are so many design problems with this boss level I don’t even know where to begin:

  • If you’re going to have a border that resets the whole thing, then mark it clearly with some kind of translucent effect. I need to know when I’m about to leave it and can move back into the field.
  • I also need to be warned with a “return to the battle” timer to avoid resetting the boss.
  • I should be able to kill this thing from the top of a cliff with an arrow. Nope, you are forced to enter the playing field and battle the boss boar strictly with melee weapons. Total bullshit.
  • No baby boar necessary. The level is well hard enough without that extra crap.
  • If you’re going to spawn baby boar, when I leave the area, they need to despawn immediately.
  • Set up the baby boar in the cave and have them come out of there so at least it makes sense where they came from.
  • Truth in labeling. If the boss is level 26, then put that number above its head.

More crap design from Ubisoft. This is kinda becoming a trend, Ubisoft. Might want to work on that.

Wood, Wood Everywhere, But None To Cut

As you wander around this forested landscape in Greece, you’ll notice a lot of wooded areas with so much wood, you might be wondering why you’re limited to “Olive Wood”? This part about games like this one makes me terribly frustrated. Just give me an axe and let me chop trees down. Don’t make me hunt all over the land for tiny “special” spriglets that are difficult to find and even more difficult to see.

Wood can only be obtained through the small mentioned spriglets like so:

Assassin's Creed® Odyssey_20181019111022

Instead of being able to use the ready amount of wood you find everywhere as far as the eye can see, you’re limited to locating these tiny little shrublets and harvesting them. It’s stupid.

The resources needed to upgrade your weapons and armor are wood, leather, metal and various crystals. You find these only in specially marked items on the ground and in war chests. In fact, it takes a ton of wood to make arrows, so you’re almost constantly running out just to keep your arrows stocked. On top of this, upgrading your weapons and armor requires tons of all of the listed resources… particularly Legendary Armor that requires a literal shit ton of it.

Assassin's Creed® Odyssey_20181019105956

I can understand the leather problem to an extent. The wood problem has no explanation at all. With piles of wood sitting around like this, what the hell?

The problem I have with leather in this game is that a steer that should yield the maximum amount of leather for any animal, but instead yields about 3 pieces. A bear which is probably smaller than most steer yields 10-15 pieces. An elk yields about 3 pieces. An elk is easily the size of the steer. These numbers are so artificially low, it’s just frustrating to go out and search for this. Oddly enough, wolves tend to yield the most amount of leather even though they’re dog sized. Go figure.

Ultimately, the resources are so scarce it’s not really even much fun to go chase after them. I easily spend hours running around collecting this stuff when I should be concentrating on making progress in the game’s story. Yet, to progress I need to upgrade my armor which requires these resources. So here I am, spending hours running around the game trying to find stupid little trees.

Then there’s Orichalcum. How many currencies do we need in a game and why? I’m getting a little frustrated with having 10 or more different currencies to buy from various vendors. Can we standardize on a single in-game currency, please?

Chickens

This story is as humorous as it is frustrating. It also sums up all of the things wrong with Odyssey in a nutshell. I had just gotten my behind kicked by some animal or NPC. I was running away to recoup my health. Anyway, my health was on the verge of being out (like one tiny little tick). I made my way into a city and a chicken attacked me. I’d never been attacked by a chicken EVER in Assassin’s Creed of any version. That chicken’s attack desynced my character. I know this was an intentional addition. The game made the chicken attack me because my health was that low.

This game is wrongly opportunistic in this way. I’m sure some developer thought this is extremely funny to add this in, but it isn’t. I wasn’t attacking this chicken nor had I made any motions to attack it. However, I do now. Every time I cross paths with a chicken, it dies. This is something that should be removed from the game as it is entirely unnecessary.

Perfect Vision

NPC characters in the game have perfect vision. I’m not even visible around a corner and NPCs see me and come after me. Again, this is so wrong. NPC vision shouldn’t be that acute. Yet another game design flaw. This is one of those pet peeves about games that truly drives me crazy. Game AI characters should have the ability to “see” about as far as 10 feet in the dark, maximum.

Overall

If you like Origins, you’ll probably like Odyssey. Unfortunately, it doesn’t offer anything substantially different over Origins in combat, exploration or play value. In fact, I haven’t found much that’s majorly different from Origins. The one substantial change I’ve found is that you can play as either Alexios (male) or Kassandra (female). Everything else is pretty much Origins all over again. You can easily fall right into Odyssey as an extension of Origins without batting an eye. The controls are the same, the play value is the same, heck even the lands seem the same.

The graphics are still very pretty and the landscape is amazing to behold, but I got jaded by that with Origins. What I see in Odyssey seems just the same as Origins. In fact, I thought that in some ways, the Bayek character and his armor looked better than Alexios and his armor. It’s almost like the Alexios character was rushed or something.

It’s also nice not to hear the same NPC banter constantly being spoken over and over and over. So, that’s a nice change in Odyssey. It makes the play experience quite a bit less annoying, but you can avoid that in Origins simply by turning the voices off.

Because all of the same things about Origins that I disliked went directly into Odyssey (sans the NPC sayings), I’m giving this game the same review I gave to Origins. You’ll want to read Randocity’s Origins review to find out all of those nitty-gritty details. So, head on over to the Origins review right after this one.

Photo Mode Broken

I’m not sure what Ubisoft is doing over there, but they love breaking photo mode. It was broken in Origins and it is again broken in Odyssey. Half of the time the filter selection doesn’t work (up and down d-pad is locked out). The other half of the time, the HUD doesn’t disappear after 10 seconds preventing using the console’s snapshot feature. Seriously Ubisoft, if you can’t get photo mode working 100%, then why include it at all?

Slideshow

Here’s a slideshow of various images I’ve captured in Odyssey. Oh yes, it’s pretty… very, very pretty. Too bad it doesn’t play as nicely as it is pretty.

This slideshow requires JavaScript.

Score for Odyssey

Graphics: 9 out of 10
Sound: 7 out of 10
Game Saves: 4 out of 10
Gameplay: 4 out of 10
Controls: 4 out of 10
Combat: 3 out of 10
Stories: 5 out of 10
Multiplayer: 0 out of 10 (there is no multiplayer or co-op).
Stability: 2 out of 10 (unstable, laggy, infused with same bugs as Origins, at times unplayable)

Final Rating: 4 stars out of 10
Recommendation: Buy this game at $20 or less from the bargain bin or rent it.

Game Review: Spider-Man

Posted in botch, video game, video game design by commorancy on September 8, 2018

SpiderMan2Here’s Randocity’s review of Sony’s 2018 Spider-Man (Insomniac Games) exclusively for the PS4. Unlike so many other game magazines, this review will be brutally honest. Unfortunately, other than photo mode, there’s not a lot to like here. This review will also be short and sweet and somewhat brutal. Let’s explore.

No Holds Barred

SpiderMan1To be perfectly fair, I wanted to like this game. I really did. Unfortunately, this game is one of the worst Spider-Man games I’ve ever played. The absolute worst Spider-Man game being Spider-Man: Shattered Dimensions. Dimensions looked great, played like crap. Same problem here, well mostly. Not only is Spider-Man incredibly weak, he dies at the drop of the hat even on casual play. Dying wouldn’t be quite so bad if it didn’t take ages to reload the game. Absolutely worse, the whole game simply devolves into a button masher. This is not why I buy Spider-Man games. I buy Spider-Man games to swing around the city and occasionally get in brawls. I don’t want to spend 90% of my time brawling as a button masher. Basically, this game effing sucks rocks.

Controls

The controls are, in fact, most of the reason this game sucks. I’m all for web slinging fun, but this goes way beyond into craptacular territory. The first mission is practically impossible to complete, even on easy mode. The game simply doesn’t give you enough moves (or health) to take these guys out quickly. The AI on the enemies is frustrating and nonsensical. Worse, the controls make so many mistakes. When I try to get away from enemy, instead, the game chooses to perform a slide under which puts me right next to the enemy… the exact opposite of what I’m trying to do.

Focus

The “focus” game mechanic is entirely unnecessary, distracting and so lamely implemented that it actually prevents you from using it as intended. What is focus for? Healing. In fact, you gain focus so slowly, you can’t even use it to heal. There is no other way to heal other than spending focus. Let’s let that sink in for a moment.

SpiderMan5

What the hell is with healing through focus, anyway? Whose brilliantly crappy game mechanic idea was this? Just let Spider-Man heal naturally on his own. Don’t make me have to take action to heal him. If Spider-Man needs healing by external means, then put first aid kits around the levels and let me just automatically pick them up and apply them. This whole gaining Focus mechanic is so sloppily implemented, I don’t even know how the game designers thought it would be useful. Why not just use health pickups, you know, like practically every other game? Why throw in something so convoluted that it’s useless?

Distracting Game Mechanics

Here’s my biggest pet peeve with these distracting and unnecessary game mechanics. While I understand that Insomniac wanted something new to add to their repertoire of features, game designers should never implement a new game mechanic solely because it’s new. Instead, game mechanics must enhance the game, not detract from it. Why does the focus mechanism fail so badly? It fails because now you’re requiring gamers to watch the focus and health bars constantly. This means moving your eyes away from an ever changing play field of AI enemies.

In this game, even taking your eyes off of the, admittedly, poorly designed and unrealistic AI enemy combat moves, will see your health drop from 100 to 20 (or less) in one blow (even on easy mode). Ignoring the fact that Spider-Man is a superhero in the Marvel universe, has super strength and is super resistant to injury, there should never ever be a mechanic designed that forces the gamer to take his/her eyes off of the combat field and then manually apply health.

Instead, if you’re planning on forcing a health recovery system, then the health system should either auto-regenerate or self-apply at critically low levels. I shouldn’t have to monitor my character’s weak health and manually apply anything. Spider-Man is a superhero… a Marvel SUPERHERO! Treat him as such and at least give him some level of auto-health generation. Seriously, what is the point in manual application of health in this game? It is absolutely not a challenge, it’s just stupid design.

Web Slinging Cooldown

What was the point in this game mechanic? You have six bars of web action that when depleted means you can’t use your web to subdue any more enemies. No NO NO! Why is there an arbitrary count of how many times you can use your web? Again, this doesn’t make the game challenging, it makes the game stupid. If he has the ability to create web, then it should work 100% of the time or until he runs out of web solution. If you plan to add a game mechanic here, then make it a mechanic that sees him run out of web entirely and need to change his web canisters. At least, that’s realistic. Though, why even do that? This isn’t intended to be a simulation, it’s intended to be a superhero game. Just let Spider-Man sling webs infinitely. There’s no point in this web cooldown system at all.

Spider-Man is Weak

The other big problem I have with this game is that Spider-Man isn’t treated like a Marvel superhero at all. He’s like a random schmoe who picked up a costume and decided to be a vigilante. Not only does it take many blows on an enemy to finally knock them out, Spider-Man loses health at an incredibly rapid rate, even from just one bullet or one enemy punch. This is entirely ridiculous. He’s a Marvel superhero, not a random normal guy in a costume.

Insomniac treated this version of the Spider-Man character with all of the grace of a bull in a china shop, bumbling their developmental way through to a game that, in my opinion, barely resembles Spider-Man.

Photo Mode

The one and only one redeeming feature of this game is photo mode. If you’ve used photo mode on Assassin’s Creed Origins, then you’ll feel right at home in this one as photo mode looks and behaves nearly identical. This feature doesn’t make the game worth playing by a long shot. But, the composition tool does have some cool overlays (see the first image in this article), assuming you can actually play enough into the game to use these overlays in some real way.

Overall

My rating for this game is 3 out of 10. It needs a whole lot more developmental time and it needed better usability play testing. It’s not worth playing. If you must play it, then rent it from Redbox or rent it someplace else. Or, wait for it to get to $15 at Gamestop. Don’t waste your money buying this trite piece of Sony garbage unless you truly enjoy torturing yourself with really bad games. If Insomniac can push out patches that can address all of these identified problems (doubtful), then maybe this game might improve. I wouldn’t hold my breath.

For me, this game goes back to Gamestop as a trade-in. I’ll wait until the game drops in price which will have given Insomniac plenty of time to release more patches… not that that will improve this game. Though, I’m willing to give it a second shot much later in the future.

Graphics: 8 out of 10
Audio: 8 out of 10
Voice Acting: 8 out of 10
Gameplay: 2 out of 10 (repetitive, nothing new)
Combat: 1 out of 10 (enemies swarm in unrealistic ways, manual health application)
Overall: 2 out of 10 (rent only)

If this article helped you, please leave a comment below.

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How to create Amiibo cards

Posted in Android, video game by commorancy on July 12, 2018

amiibo-logo[Updated 1/5/2019] For SSBU and Printers. Tired of lugging all of your big plastic Amiibos around with you? Now you can carry them around on flat cards. Let’s explore.

What you’re going to need

Updated for Super Smash Brothers Ultimate on the Nintendo Switch

Super-Smash-Bros.-UltimateIf you happen to have a copy of the Nintendo Switch Super Smash Brothers Ultimate, you’ll need to convert your older Wii U or 3DS SSB Amiibos to use them on the the Switch version. Once converted, you won’t be able to use them on the older SSB games again.

For this reason, creating Amiibo cards is your answer. You’ll want to create the cards before you start using the Amiibos on the Switch SSBU version. This will allow you to use your Amiibos on both games if you want. You can create cards of your current Amiibos and continue to use those cards on the older SSB and convert your actual Amiibos for use on the new Switch SSBU. Of course, creating cards is flexible enough that you could create two sets and use them however you like.

It’s worth noting that a level 50 SSB Amiibo created on the Wii U SSB game becomes a level 12 character on the Switch version of SSB. You’ll need to spend time leveling it up again.

To clear any confusion now that Super Smash Brothers Ultimate has been released on the Switch, TagMo does allow you to level up limited SSB data within the TagMo app as described below. However, this SSB level data is strictly used by the Wii U and 3DS game versions. This SSB data does not apply to the new Switch SSBU version. A new update to TagMo will be necessary to support the Switch SSBU data in the tag. For now, the current 2.6.1 version of TagMo from September 2017 does not support the new SSB data format in use on the Nintendo Switch version of Super Smash Brothers Ultimate.

I’ll also add that to get the in-game level up cards for the Switch’s Super Smash Brothers Ultimate, you’ll want to raise your Amiibos up to level 50 using TagMo before importing them into SSBU. It seems that these level up cards may only appear when an Amiibo is imported at level 50. You’ll also receive support cards for characters that do not appear in SSBU such as the Revali, Urbosa and Guardian Amiibos from Zelda: Breath of the Wild.

Why an Android Phone?

Why not a tablet or other Android device? Other than phones, few other devices offer an NFC reader / writer. Some older tablets may have this capability, but the TagMo app may not work if the device is too old. Stick to a recently released phone with NFC (newer than 4 years).

For example, I picked up a Samsung S5, but there are other phones that also support NFC besides this specific model. You can even find budget Android phones (less than $80) that contain NFC capabilities. I specifically chose the Samsung S5 because it’s got an OLED screen (read awesome), fully supports the most NFC formats and it is fully compatible with TagMo and the rest of the software needed.

Why not iOS / Apple?

The TagMo app must be side loaded onto the device rather than obtaining it through a ‘store’.  Because Apple phones are almost impossible to side load apps, these devices are excluded from using TagMo. Sorry Apple fans, no TagMo for you. It’s also very unlikely Apple would ever approve such an app to be in the store… hence, side loading.

This leaves Android as the only platform that has the necessary phone features and also allows for app side loading. If you don’t have an Android phone, then you’re going to need to go get one to use with TagMo.

Installing the App

Before you attempt to download and install the app, you will need to prep Android so that you can install software outside of the app store and side load the TagMo app. This setup is done through security settings.

After having set the security settings, using a browser, go to the app download link above on your phone device. Choose the latest version. Once the file is downloaded, clicking to open it will prompt to install it. You will then need to allow access to parts of your device for this app… specifically, the NFC hardware and anything else it might request. Once installed, the app will appear in your apps list like any other app. You can drag it onto your desktop like in the video above.

Setting up Keys

After the app is installed, you’ll need to set up keys to allow it to read the Amiibos properly. If you don’t perform this step, you can’t backup your Amiibos and create cards from them. The two file names are unfixed-info.bin and locked-secret.bin. You may or may not be able to download these directly onto your Android device from Google Drive. It seems that Google Drive doesn’t download properly with Android devices when the files are not part of your own Google Drive account. Instead, you may need to download them onto a computer, then upload them into your personal Google Drive using the Google account connected to the phone. Then, download these two files from your personal Google Drive account to your phone. Or, alternatively, you can use DropBox or other similarly supported file storage sites.

You can’t USB load or use a zip unarchiver to place them into the download area of the phone. This won’t work because Android requires the DownloadManager service to register the files into the downloads area. This is only done if the files are actually downloaded. If you side load the files via USB or by placing them onto the microSD card remotely, the files won’t be registered in Android and, thus, won’t appear when you click to install them in the TagMo app.

These two files are required to enable TagMo to work with Amiibos. This download task is not hard, but thank Google for making this task more complicated than it should be. I’ll leave it to you to determine the best way to get these two files onto your phone. Once you have the files on your phone after downloading from your own Google Drive, continue to the next step. If you get stuck at this step, please leave me a comment and I’ll help walk you through it.

Once you have the keys ready to go, launch TagMo and your screen should look like so stating ‘Amiibo keys not found’:

AmiiboKeysNotFound

With your keys ready, install the the keys like so:

Scanning your first Amiibo

Now that you have your keys installed, you can scan your first Amiibo. So, the TagMo app should look like the below with the SCAN TAG button now enabled (be sure to have NFC turned on):

Screenshot_2018-07-12-06-17-29.png

Grab any Amiibo you own and click SCAN TAG like so:

Here’s what a scanned tag screen looks like:

Screenshot_2018-07-12-07-22-31.png

To save the tag you’ve just scanned into the phone’s database, click SAVE TAG. Let’s go through the screen above to understand what each button does:

  • LOAD TAG — Loads a tag from the phone’s tag database
  • SAVE TAG — Saves the currently loaded tag to the phone’s tag database
  • VIEW HEX — Not really needed, but let’s you view the HEX value of the tag
  • SHOW QR CODE — Let’s you show a tag QR code for another phone to scan easily through the camera
  • SCAN TAG — Turns on the NFC reader to read an Amiibo (card, figure or NTAG215 stored Amiibo)
  • WRITE TAG — Turns on the NFC writer to write the currently loaded Amiibo shown at the top of the screen to an NTAG215
  • RESTORE TAG — Let’s you restore SSB data from one Amiibo to another, but this only works if it’s the same Amiibo on both tags.
  • SCAN QR CODE — Lets you scan a QR code from another phone and load it into your phone’s TagMo database… for easy sharing.
  • Checkbox “Auto save scanned tags”, when checked, will automatically saved tags when scanned. This Checkbox does not stay checked between application runs. If not checked, you must save the tag manually after it’s been scanned.
  • Checkbox “Allow restore to different tag” — When checked, allows you to attempt to restore one tag on top of a tag with something different. May not work.
  • EDIT SSB DATA — Lets you modify the level and various limited data of your Amiibo before saving it to your TAG. If you want to level up a character to maximum, this is how to do it before writing a new tag out. This means you can fully level up your character without having to grind it.

Amiibo Database

As you scan your Amiibos and save each one to TagMo’s database, you’ll always have them available to create a card at any time. This means you don’t really even need to carry the pre-written cards around with you. You’ll just need to carry around some blank NTAG215 cards. You can then write out any Amiibo stored in your phone’s database at any time.

However, having pre-built Amiibo cards makes using them a lot faster. It also means you don’t have to rely on the phone to create a new card when you need it, especially if you’re borrowing someone else’s phone to do this.

The database screen looks like so:

Syncing the AmiiboAPI Database

Sometimes if you scan an Amiibo, the app won’t recognize it and it will appear on the screen with a red title and labeled as ‘Unknown’. If this happens, simply click the gear icon on the main screen that has the SCAN TAG button, scroll down and select Sync Amiibo info with AmiiboAPI. This setting updates and syncs your TagMo database with what’s in the AmiiboAPI database on the Internet. When you pull down the screen to refresh your Amiibo phone’s database, your recently scanned Amiibo should now show a proper name. If it doesn’t, it may mean the Amiibo is too new and hasn’t yet been added to the AmiiboAPI database.

SSB Data

As mentioned just above, you can edit the SSB data to increase the level and features of your Amiibos. This allows you to customize your backed up Amiibo without having to modify your original. This SSB data feature currently only works with Super Smash Brothers on the Wii U and DS. The currently released version of TagMo does manage character data for SSBU on the Switch. A new update to TagMo will be needed to manage the SSBU character data.

Amiibos and Backups

TagMo allows backing up and restoring any Amiibo of any type. This includes the plastic figures as well as cards or any other type.

NTAG215 and Reuse

An NTAG215 is simply known as a tag. A tag can be written once with a single Amiibo. If you attempt to write to it a second time with an entirely different Amiibo, this won’t work and will likely destroy the tag. Tags are write-once. Get a new unused tag if you want to write a new Amiibo. With that said, an NTAG215 can write SSB data multiple times because only the values are changing, not the entire character. So, a tag Amiibo will function just like a plastic figure Amiibo on any game that supports them.

Purchasing NTAG215 Tags and Printers

Now that you have the app installed and functional, you’ll need to head over to Amazon and place an order for some NTAG215 tags and some blank white playing cards. Optionally, if you choose to buy a printer, you can print a nice looking image to stick on the card to identify what Amiibo you put onto the tag. The Zink printers are a little expensive at around $99 (or more) + paper, but they do make the cards look and feel a whole lot more professional.

If you’ve read this article before, you may have noticed that I recommended the Polaroid Zip. Because Polaroid recently changed its app quality, I can no longer recommend the purchase of the Polaroid Zip. The newest version of the Polaroid app (Android and iOS) is completely broken and no longer produces high quality prints. Instead, choose another brand of printer with a better quality app. Because devices like the Polaroid Zip and the HP Sprocket entirely depend on a high quality app, Polaroid illustrates the danger of investing in products that only work with a single proprietary app. You should always read the app reviews before purchasing a product that depends on that app. Even then, like Polaroid, the company can burn you by releasing a new app version that completely ruins the functionality of a formerly working product.

If you’re a little more flush with money, you could consider buying NTAG215 plastic cards and a Dye Sub printer for the cards. This will produce very high quality images printed directly on the plastic card. Though, the cards are more bulky than the paper cards. These printers are usually used to produce corporate ID badges, but you could just as easily use them for printing your Amiibo cards. It’s just that these printers are very expensive, starting at $475 and going up from there.

If you’re feeling creative, you can buy some markers or colored pens and draw the character onto the reverse side of the card. I prefer the Zink printer approach as it takes about 2 minutes to print an impressive image of the Amiibo and stick it on the card. The print will then cover over the tag.

Some people have chosen to put their NTAG215 round tags into plastic coin holders. You can do this, but it makes for a jumble of little plastic coins that aren’t easy to read or label and more difficult to carry around. The cards can be wrapped in a rubber band, the plastic coins would have to remain loose or in a case (if available).

You can skip buying the playing cards or any other type of holder. However, without cards, keeping track of your Amiibo tags becomes more difficult and the tags can be easily damaged. The cards help reinforce the tag to keep it from bending and make it easy to scan them into the games. The cards also fit nicely into a card binder. Though, if you really want, the bare minimum to get a functional Amiibo is just the tags.

Types and Sizes of Tags

You may also notice that there are many types and sizes of NFC tags (like NTAG213 and NTAG216) that you can also find on Amazon when searching. You don’t want these as they won’t work. Be sure to buy only NTAG215 tags. The NTAG215s hold a maximum of 540 bytes of data. The other tags are either larger or smaller, but these won’t work as an Amiibo. Only buy NTAG215 tags. Note, some sellers may mix up tags with the wrong size, so be sure to test your tags immediately when you get them. If they don’t work, the seller may not have sent you NTAG215s even if the listing said that they were.

If you’re unsure if a tag will work as an Amiibo, read the listing closely. Most of the listings will tell you if it works as an Amiibo. If not, check the questions and answers section of the listing. If it’s not there, then ask a question or email the seller and ask. However, the link I give here are tags I’ve personally tested and know that they work. I also prefer the smaller physical sized tags over the larger ones. The physical dimensions of the tag don’t matter, what matters is that they are formatted as NTAG215. As I said, I prefer the smaller physical size tags because they fit on the blank playing card better and are more easily covered by a printed Polaroid Zip sticker.

Happy Carding!

If this article is helpful to you, please leave a comment below to let me know. Please click the ‘Follow’ button to receive notifications when new articles are published.

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How to use your PS4’s DS4 controller on Windows

Posted in howto, video game, windows by commorancy on May 30, 2018

HowToBadgeIn a follow-up to the Randocity article How to pair your PS4 controller wirelessly, this article is an extension to explain how to pair a DualShock 4 controller to Windows via Bluetooth. Since that pairing article shows you how to pair a DS4, this article will show you how to make use of it on Windows.

DS4Windows

You’ll need to download DS4Windows for your system. Note that there are two releases of DS4Windows. One by Jay2Kings which has been abandoned and a newer fork being handled by Ryochan4. You’ll want to get this newer version from Ryochan4. This version is being updated constantly.

Requirements

  • Windows 7 or newer
  • Microsoft .NET 4.5.2 or higher (needed to unzip the driver and for macros to work properly)
  • SCP Virtual Bus Driver (Downloaded & Installed with DS4Windows)
  • Microsoft 360 Driver (link inside DS4Windows, already installed on Windows 7 SP1 and higher or if you’ve used a 360 controller before)
  • Sony DualShock 4 (This should be obvious)
  • Micro USB cable
  • (Optional) Bluetooth 2.1+, via adapter or built in pc (My recommendation) (Toshiba’s bluetooth adapters currently do not work)

Xbox 360 Controller Emulation

This driver works by latching onto the Xbox 360 controller emulation system that’s available as an add-on in Windows 7 or newer. As you’ll note, you’ll need to install the Microsoft 360 Driver if you’ve never used a 360 controller on Windows. If you have previously used a 360 controller or you are using Windows 8 or above, you can skip that installation step.

Downloading DS4Windows

To download the latest version of DS4Windows click through to this link:

Choose the top most release number. As I write this article, that number is version 1.4.119. However, if you’re reading this 6 months from now or later, it will likely have changed. If you’re running 64 bit Windows, download the x64 version. If you’re running 32 bit Windows, choose the x86 version.

After you download it, you’ll extract out the zip file which contains the following files:

filelist

From here, double-click the DS4Windows application icon. Note, Windows may warn you that this application is from an unknown developer, be sure to click ‘Run Anyway’. There’s no way around this issue because this developer has chosen not to code sign this application.

Once you run DS4Windows, you should see a window that looks like this:

ds4windows_installer

Follow these steps:

Step 1: Install the DS4 Driver — Click the Button highlighted in red

step1

Step 2: Install the 360 driver (only needed if Windows 7 or below). Skip this step on Windows 10.

step2

Step 3: Connect your DS4 Controller

step3

From here, you’ll need to choose if you’re going to use this controller via USB cable or via Bluetooth. If you have a USB cable, then follow the instructions at the top of the red box. If you intend to use the controller wirelessly, then follow the (optional) Bluetooth instructions at the bottom of the window above.

If you’ve chosen Bluetooth, then change settings by clicking the ‘Bluetooth Settings’ button and connect the controller to Windows through Windows’s control panel settings. Once you click on Bluetooth Settings, you should see a window appear like:

bt_settings

Make sure Bluetooth is enabled on your computer. Then, click add a new device. From here you should see a window like so:

btdevices

Click on Bluetooth type devices and make sure the controller is in pairing mode. It should show up as ‘Wireless Controller’. Select it and it will pair. After this, DS4Windows will ensure the proper drivers are loaded for this controller. You’ll see a few notifications pop up regarding installation of various controller drivers for this newly found controller.

Step 4 — Finished

step4

Once that’s all complete, you’ll see the DS4Windows main window now looks like this and contains your new controller:

ds4_windows

Your controller’s ID will be different than mine. Note, like the PS4, you can only connect a maximum of 4 controllers using this tool.

Using your new DS4 controller on Windows

After you get your controller set up to this point, you’ll need to select and/or create a profile. A profile maps the controller’s buttons and joysticks to actions on Windows (or a specific game). When you click on the Profiles tab across the top of the window, you can create new profiles or import existing profiles that you’ve downloaded.

I’m still on the lookout for a high quality archive of profiles for specific games. Unfortunately, I’ve not yet found any. For the time being, you’ll need to create your own. Setting up profiles goes beyond the scope of this installation tutorial. However, I will leave you with a few YouTube videos to get you started.

Note, the above video does not have sound.

 

Jump to 6:53 in the above video to begin the mapping setup tutorial.

Profiles

If I manage to find any preexisting game profiles, I will create a list below of their locations. If you have a specific game that needs a profile, please leave a comment below and I will attempt to locate a profile for you. Note, however, I can’t create any profiles where I don’t have the game installed. The best I can do is look for someone who has already created a profile and point you there.

Request for Profiles Bounty

For all readers, I have a request. If you have any existing DS4Windows profiles that you have successfully used on a game, please contact me. If you’re willing, I’d like to create an archive of your DS4Windows profile(s) here on Randocity. For every profile you upload, I will list your name in credit to the profile.

Now, here’s the challenge. To get this DS4Windows archive started, the first person who uploads 10 functional DS4Windows popular game profiles to this archive will receive a new Sony Dual Shock 4 controller as bounty. This offer is good throughout the world, but void where prohibited. This bounty is valid through December 31, 2018. All entries must be received before January 1, 2019. To submit your entries, leave a comment below or use the Randocity contact form. Be sure to use your contact email address in your WordPress account so I can see it to contact you. Do not leave your email address in the actual comment. Note, this bounty is separate from the 500 million limited edition controller giveaway on a separate article… which means you have the possibility of receiving 2 controllers if you submit 10 functional DS4Windows profiles here in addition to entering that giveaway.

As always, if this article is helpful to you, please leave a comment below. If you like what Randocity offers, please click the Follow button in the upper right corner to receive notification of new Randocity articles.

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Game Review: Detroit — Become Human

Posted in video game, video game design by commorancy on May 27, 2018

Chloe from Detroit Becoming HumanI’m usually a big fan of Quantic Dream video games. However, this one tries a little too hard and fails in many ways. Let’s explore.

SPOILER ALERT

If you’re interested in playing this game, this review may contain spoilers. You should stop reading now and play first. I encourage you to come back to this review once you have played it.

Story

This is a story of android emancipation. The world has androids as servants which are being sold in retail stores. They are used as personal assistants, house maids and so on. However, something has happened and androids have awoken from their blissful subservience into thinking and feeling entities. Herein lies the opening of this story and the game.

Stories vs Gameplay

Let’s take a step back just a little from this game and analyze its broader genre within the game industry. The story versus gameplay war has been waged in earnest for the last 10 years, particularly when Quantic Dream released Heavy Rain on the PS3 in 2010. Note that there have been a semblance of these kinds of cinematic games going all the way back to the Amiga days with Rocket Ranger and Defender of the Crown. But, these full blown episodic TV games arrived with Heavy Rain. With the release of Heavy Rain came a game where you effectively watched a TV show unfold with periodic button choices thrown in to change the flow of the narrative.

Well, that’s exactly Detroit: Become Human. In fact, the story that’s being told in Detroit seems like a failed TV series turned into a video game. In reality, that’s what it is. That’s not to say there’s not actual button-press game play in this game, but these segments are so infrequent as to feel less like a game and more like watching a TV show with an interactive narrative component.

Note that there have been a number of episodic style games released very similar to Detroit. In addition to Heavy Rain, these include The Last Of Us, Quantum Break, L.A. Noire, Beyond Two Souls and the Alan Wake series. Note that Quantum Break took this whole idea one step further by including 20 minute (or longer) live actor-filmed episodic TV segments as part of your reward for finishing a game segment. That game was truly like watching episodic TV. Detroit doesn’t make this leap, but does the next best thing by trying to make its rendering as photo realistic as possible on the PS4.

Choices

As with all Quantic Dream games, the game is reasonably chock full of gamer choices. That is, choices that you make that affect whether a character lives or dies or whether you uncover an important detail or not. Though, even Quantic Dream’s stories are not unlimited and must follow a certain limited path to the end. Yes, there may be two or three outcomes, but ultimately the outcomes don’t drastically affect the next segment or, indeed, the entire plot. In fact, the choices may not affect much at all.

Chapters

The game breaks each ‘episode’ into chapters. Each chapter focuses on a specific character and their role in that particular story segment. Occasionally, the chapter switches between two or three different characters… and even less frequently, sometimes the characters meet.

What is the story?

The story is much like I, Robot. It’s about androids that become self-aware and, instead of simply being a utilitarian “thing” now wish all of the equality that humans have. Effectively, it’s a modern day slave story… where humans enslave androids for utilitarian purposes, yet they wake up and become aware that they no longer want this and wish to live free.

As a result, Markus (an android hero of this story) rises up to revolt against humans and bring the android freedom cause front and center. How you make that cause unfold is up to the gamer. You can effectively go pacifist or violent. If you go violent, the story unfolds a certain way. If you go the pacifist way, then the story takes a different turn. It’s left up to the gamer to choose the path.

Story Inconsistencies and Contrivances

Unfortunately, Quantic Dream’s writers failed in a number of important ways. For one, the story establishes that androids have direct contact memory probe capabilities. One android can probe another android’s “mind” simply through touch. Yet in one segment of the game, there’s a 1.5 minute timer that counts down after an android is revived and before it expires again. In this segment, you’re playing as Connor (an android enlisted to work with the cops to solve ‘Deviant’ murders). A deviant is an android that is no longer obeying its central programming and has become self-aware and can make choices for itself.

In this 1.5 minute countdown timer, an android needs to impart crucial information for Connor’s and Hank’s investigation. It would have been simple for Connor to touch and extract that data he needed in less than a second without saying a word to the android. This would have made the countdown timer pointless, yes. Instead, the game forces you to waste time using speech to try to talk to the android via interrogation. If it had been Hank (Connor’s human partner) forced to do perform this investigation segment, this section would have made sense. But, since it was Connor performing this interrogation, it made no sense at all. It’s these stupid little story details that are a pet peeve and that get in the way of telling the story. It doesn’t matter whether the story is in a game or in a novel, logic must be followed in full. If the story’s details aren’t logically presented, then the story fails.

A second one of these writer failures was after Connor is shot and dies in a previous segment. I won’t say exactly how, when or by whom, but it happens. Yet, in the next chapter, Connor is very much alive, undamaged, dressed in his normal Connor android garb. He looks the same and meets up with Amanda in the garden yet again. Is it the same Connor? *shrug* A tombstone in Amanda’s garden says not, but who erects tombstones for androids and when and why would it have been erected? How would Amanda have even known? There was no story detail to state that Amanda had even known of Connor’s demise. However, the title to the upper right of this segment says ‘Betrayed’ with a down red pointer. Amanda completely ignores this betrayal. Without any explanation, Amanda talks with Connor and inexplicably gives him yet one more chance to quash the android rebellion. If this were a replaced Connor as the tombstone suggests, this replacement would have some significant drawbacks… particularly the rapport that he had built with Hank along with all of the knowledge Connor had built up about the deviants’ hide out. Though, later, another story contrivance shows that androids can somehow transfer their entire memory consciousness in the 2 seconds it takes to fall off of a several story building. If this is the case, then why would Connor be afraid of dying in one section of the game?

A third contrivance is the rA9 moniker that’s found written all over walls and posters during the beginning of the game. In fact, Connor makes a point of stating that rA9 had been written on a wall over 1000 times. Yet, halfway through this game, the thread is dropped never to be heard from again. What the hell, guys? If you’re going to bring it up as an important discussion point, at least close it out at the end of the story! Was Markus the rA9 or not? And, what is an rA9? This one deserves an eye roll.

Unfortunately, much of this game is chock full of such story contrivances… this is why I call this premise a failed TV series. Perhaps it’s time for video game studios to actually hire some seasoned TV writers to write these video game stories, particularly when they are so cinematic in nature. These video game stories need to hold up to logical scrutiny in just the same way as any story arc does. Quantic Dream, you need to hire better writers and you need your games to follow through with every story detail.

Gameplay

Combat is where the game really fails the hardest. For some die-hard Mortal Kombat fans, the combat part of the game might be considered fun. For us casual gamers, where random button presses don’t make sense, this section of the game is not only no fun, it entirely detracts from the game and story being told.

This game intentionally plays mostly like one very long cinematic with only small and brief interruptions for you to control a specific character to accomplish a task, get from point A to B or to make a decision. These small interruptions in the narrative only serve to force the gamer to lead the story down a specific path. However, the majority of the game is like watching episodic TV. Unfortunately, Quantic Dream made the entirely wrong control choice for the combat portions.

Much of the game choices are a casual X press or a motion of the controller or some simple untimed action. These casual selections are perfectly acceptable. However, when it gets into full on combat, this is where the Mortal Kombat style combos take over. A style, I might add, that is entirely no fun and detracts heavily from the story at hand. Not only is the gamer presented with sometimes 15-20 different button presses, six-axis motion, multi-button presses, shoulder button presses or any number of other combo choices, they’re presented with such randomness and in such quick timed succession that unless you have the reflexes of an android, you’re not likely to succeed pressing most of them on time. Frustrating.

In these combat sections, the timers are incredibly short, sometimes less than half a second. The button or movement choice also doesn’t make sense with the action requested. You could press the left arrow joystick to kick then press R1 the next action to kick then press X the third time to kick. There’s absolutely no rhyme or reason to why an action ends up on a specific button.

The only saving grace is that these actions are the same in each play through. If you want, you can map them out and then follow them like a script. However, the easier method is to keep pressing pause. This gives you enough time to decipher which button it is, prepare, take it out of pause, press it, then pause again. Whether or not you use pause, this combat system heavily detracts from the story action, so much so you can’t even keep up with what’s going on.

It’s entirely one thing for a developer to assign a specific combat action to a specific button. For example, many games assign X to a sword press or some other melee attack. The left shoulder button button might be block or parry. The triangle button might be kick or jump. When they’re hard mapped, you know what they do. It’s entirely another thing to free form map actions with random abandon. In this game, there is no mapping. The buttons being pressed or the actions being performed have no logical sense to whatever the character is doing. The button or action appears randomly and the gamer is expected to decipher that, process it and press that button all in less than a second. Some gamers are very good at this, many are not. This means that, by choice, Quantic Dream has automatically alienated a lot of gamers who are not good with this style of combat. A style of combat, I might add, that is perfectly placed in Mortal Kombat, but makes zero sense in a narrative driven story like Detroit: Become Human. Who at Quantic Dream thought this was a good idea? The question then is… Do you want your game accessible to all types of gamers or just those who are good at this style of combat? This is QD’s biggest fail in this game.

As gamers, we want predictability in our combat button mapping. We want to know that X is mapped to melee attack. It’s simple to understand why. When we get into combat, we press X naturally. It then becomes second nature pressing X. Most of us don’t want to second guess what’s about to appear on the screen, then try to reach for the button in time. It works fine with Guitar Hero, but it sucks hard in a game like Detroit.

Additionally, the failure with this random combat style is that you don’t know when the next press will appear on the screen. It could come immediately after a previous press or it could be 5 to 10 seconds later. Sometimes you need to wait 1 minute for a bunch of screen action to play out before the next is presented. Sometimes they appear in rapid succession. It’s the combination of this full randomness that is what I consider not only a horrible combat system, but one of the worst I’ve ever encountered in any game. It is also entirely out of place here.

For the gamer who’s trying to remain focused on the story, this gameplay style completely detracts from watching the unfolding story. Not only can you not focus on the story action at hand, you’re so focused on that next button press that that’s all you’re looking for. There’s also no warning when combat starts. It starts without warning and ends without warning. Most recent games have begun adding musical queues to know when you’re going into combat and when you’ve left it. Not here. Worse, there’s no way to succeed in this gameplay section without tunnel vision focus on the button presses. Even then, you’re likely to miss a few. The game doesn’t even let you know if you’ve ‘won’ or ‘lost’ this action scene after missing one or more than one of these moves. In fact, ‘won’ or ‘loss’ is randomly part of the story whether or not you succeed in hitting every move. In this game, these actions are, in fact, entirely pointless.

This, Quantic Dream, is your greatest failure in this narrative. Not only does this combat style entirely detract from the cinematic / TV episodic nature of the story, it forces the gamer to become so tunnel vision focused to avoid missing a button press, the story is lost. You simply cannot watch what the characters are doing AND play the combo button game. Even more than this, when the combat is all over, the character may die anyway because, you know, story. When designing a combat segment, make that combat actually mean something… especially when the gamer has to jump through hoops to get there. Else, just let the combat play out based on previous dialog choices.

To me, this style of combat is on par with fetch quests. They’re a means to an end, yes, but the techniques are forced, contrived and unnecessary… particularly in a game that relies on this level of cinematic storytelling.

Characters battling other Characters — Confusion

Latching onto the previous combat issue presented, this issue extends that problem even further. There are at least two times in the game when two of your characters end up fighting each other. The already convoluted combat system becomes even more convoluted and confusing. I didn’t think that was possible. Yet, on top of the random button presses and actions, now you can’t even decipher to which character the action is attached. Was that last move for Connor or Hank? *shrug* Sometimes you can tell when they’re far enough apart. Most times, they’re struggling with each other, when the button or action appears, you don’t know to which character the action applies. This system is completely detestable.

Seriously, how did this game even get out of beta testing with this level of combat confusion?

Unexpected Choices and Restarting

Unfortunately, it’s almost impossible to predict the story outcomes from choices you make. The dialog choices which seem the most innocent and the least problematic can turn out the most deadly for your characters. This is frustrating on so many levels. Because of this unpredictability of story, it’s almost impossible to read into a specific dialog choice and assume you know what it might accomplish. This is particularly problematic when dialog choices are strung together one right after the other, but then the outcome playback isn’t seen until after all choices have been made. This is an incredibly poor design choice. Instead, the dialog choices should unfold one at a time immediately after each choice.

Many actions I would have deemed to be the ‘safe’ choice end up getting a character killed or taking the story in the wrong direction. This unpredictability, while good in one way, is a horrible idea in the long run. You do want some character predictability. Characters should act in specific ways, or more specifically, show a certain type of moral bent. If I want to keep that character on that same moral path, that shouldn’t lead to death for other characters. I shouldn’t have to compromise my character’s morals to keep some other character alive. The AI should understand this ideal and uphold it for each character. Should you decide to take a character down a path that’s nefarious intentionally, then the consequences should be problematic.

I find the storytelling problems disturbing on so many levels with Detroit. If taking a specific action leads to certain death for a character, or at least a high probability for danger, that choice should be called out in the dialog by flagging it with a red color. At least let me know that the choice that I’m about to make won’t necessarily end well. In reality, the game should offer at least some level of foreshadowing in the choices. For example, if you drink too much then choose to drive, the dangers of this outcome are quite apparent. Let’s offer at least this level of forewarning in game choices.

This also leads to a broader problem with this game. If you make a choice during a long episodic segment, there is no way way to save your game, reload and remake that choice a different way. Instead, you have to cancel out of the entire segment back to the title screen and start the whole segment over. Or, alternatively, you need to wait for the chapter to play out in full, then exit to the title screen and redo whatever checkpoint is available forward to the end. The game makes you jump through unnecessary hoops to start levels over. This is a horrible design choice.

This game mechanic is also quite stupid. If you’re designing your game to enforce an unpredictable choice mechanism, then damn well give me an easy way to restart and remake those choices. Don’t force me to wait up to 15 minutes through an unexpected choice only to spend even more minutes and play through again. This is my time you are wasting. It’s a game, give me the option to abort where I am and start over at some recent checkpoint. I know that the game designers intended you to play it through in one long stretch, but that’s not how I want spend loads of my time (backtracking and starting over)… especially when the obviously ‘safest’ choice isn’t. If you can’t offer reasonable dialog choices that offer some semblance of sane outcome, then you need to offer a compensating control to allow restarting the segment quick and painless. Without one or the other game mechanism, it actually turns this game into a chore to play.

And no, I’m not going to listen to the title screen character telling me to give it a play through in some random way the first time. I’m going to play this game in the way I approach all games… I play it in the way that gives me the most satisfaction. If the game intentionally gets in my way of doing that, then the design is crap.

Making Development Choices

Quantic Dream needs to take a drastic change to its play style choice in its next game title. You have a decision to make. Is this to be a TV show or a game? Trying to marry both concepts into a single whole doesn’t work in many ways. You need to rethink the current combat button play style. In this game, you’d already added the computational component to the game. This component, like VATS, allows the player to pre-calculate the odds of success to a particular string of movements. This play style allows the player to play the scenario out to see the success or failure outcome before commencing the real movements.

This would have been the ideal combat method for this game. Get rid of the quick succession button presses and let Markus (or whomever) calculate the odds of success in advance with a particular combat strategy. Then, unleash the action and let it play out just as it did in other sections of the game. This way, the gamer gets to watch the entire action unfold with his/her strategy choices without unnecessary constant button press distractions. You already had this system in the game, it simply needed to be added to the combat.

After all, these are androids. Let them do what they do best… calculate. Again, this goes back to narrative logic failure. The writers simply did not impress story logic enough upon the game developers … and enforce the significance of the android in this gaming narrative. This, in fact, would have not only shown more of what the androids are capable (cold calculated combat), it would have decidedly ensured a terrifying outcome of exactly how dangerous the androids are. Quantic Dream entirely missed this incredibly important story point.

Title Screen Taunting

This is an issue that’s been progressing at a rapid pace in the video game industry and this title is no exception. When you reach the title screen, an android’s face appears (Chloe) and begins prompting you to do things and even goes so far as to tell you how you should play the game. To her I say, “shut the hell up”. I don’t want to hear what you have to say. If you want to be there and fidget or blink or do whatever, that’s fine. But, don’t intrude on my game and try to tell me how to play it or that I missed a crucial element or that one of my story’s characters died. I already know this. You don’t need to further “rub it in” by telling me this again. Keep in mind that part of the reason a character may have died was due to a stupid decision by the story designer to turn an innocuous dialog choice into a massacre.

This is my game and it’s my choice how I play it. Give me those tools to play the game in the way that I choose. If I want to quit out of the middle of a segment and restart it, that’s my choice. I don’t want to hear taunts from the title screen character telling me in no uncertain terms just how I eff’d up. I’m there trying to work through the story again to correct that mistake. A mistake, I might add, that had nothing to do with me, but had to do with the story designers who chose to turn a dialog choice or action deadly. To me, that’s both poor story design and poor game design.

Skipping Cinematics

Any game that offers long cinematics (by long, I define that as longer than 1 minute) needs to offer a way to skip them. This game does not offer that. There is no button to skip watching very long and, after you’ve seen them once, unnecessary cinematics. Once is most definitely enough in this game. This is, again, a waste of time.

One of the first things a game designer needs to learn is not to waste the gamer’s time. If we want to skip past a long unnecessary segment, give us the option to do so. Quantic Dream has not yet figured this out. By this game, they should have.

Characters and Guns

Here’s yet another thing that chaps me. A character finds a gun on the ground and we are given the choice to pick it up. Yet, the character is never given the opportunity to use the weapon at all… not via dialog choices, not via actions and not via any other means. Why have a character find a weapon then not be given the choice to use it? I shake my head here because this is one of the weakest designs I’ve yet seen in a game. If it’s important enough to have a character do something, then it’s important enough to bring it back into the game later.

Graphics and Sound

This is the single brightest point of Detroit: Become Human. The rendering engine is probably one of the most realistic I’ve yet seen on a console. The models, unfortunately, are a bit stilted in places (hands and mouths), but that only adds to the androidiness of the whole thing. If they were entirely realistic to the point you couldn’t tell them apart from the humans, that might make for a more compelling story, but at the same time, it’s kind of already been done in various TV series including Westworld.

Detroit: Become Human™_20180527171319

Keeping the game a bit less than real only serves to enhance the android idea and to allow buy-in for this world. That’s not to say that the graphics couldn’t be better. Of course, they can always be better. Where this game falls down is mouth movements for speech. I’ve seen so much better mouth movement in video games, it’s surprising this part is so stilted and poorly done. It’s long past time for a developer to produce a mouth phoneme movement kit for the industry as a whole. With rendering engines that look as realistic as Quantic Dream’s games, you’d think they would have spent the little bit extra time to develop a better mouth movement toolkit? Nope. The mouth movement is particularly bad on the main screen android because her mouth is front-and-center. It’s really the only thing you can look at. In-game mouth movement is allowed to be a little off because most times we’re not seeing it. Quantic Dream, spend a little more time when you’re building title screen animations.

The sound quality is very cinematic, particularly the music which ebbs and flows perfectly with the scenes. Unfortunately, the musical themes don’t end properly at times. The music ends abruptly when the task is done. At least get your composers to write an outro for the segment that seamlessly flows with the music already playing… or, at least fade it out. Do something a little more professional than just abruptly stopping the music in the middle.

Movie Replay

I was expecting that by the time we reached the end of creating our narrative that we would be able to replay the full movie without interruption. Alas, no. Quantic Dream doesn’t offer that level of game foresight. When you get to the end of your narrative, it’s over. There’s nothing else to do but replay parts of it again. Again, I shake my head.

Overall

I give Detroit: Become Human 6 out of 10 stars. It’s not game of the year in my book. But, with a few patches, they could fix up some of the deficiencies. Though, it’s doubtful they can patch the story problems or the failed combat system. Though, they might be able to introduce the playback system as an extra.

My recommendation is to rent this. You can get through the entire narrative in about a day. It’s very, very short and definitely not worth $60. The ending isn’t really an ending. It’s more of a cliffhanger. There are also story elements simply left unclosed. Also, Quantic Dream is not known for offering up sequels. I wouldn’t expect one here.

If you liked Quantic Dream’s other games like Heavy Rain and Beyond Two Souls, you’ll probably like Detroit: Become Human. But, don’t expect perfection. If you like heavy story driven games (to the point of almost being episodic TV replete with monologues and touching scenes), then you’ll probably like this game. However, don’t set your hopes high for the game play elements.

Graphics: 9 out of 10
Sound: 9 out of 10
Gameplay: 7 out of 10
Combat System: 1.5 out of 10
Story: 8 out of 10
Fun Factor: 6 out of 10
Stability: 9.5 out of 10
Length: 3 out of 10 (main story takes no more than a day to get through)

Overall: 6 out of 10 (It’s way too short, rent it).

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Game Review: Assassin’s Creed Origins

Posted in reviews, video game by commorancy on May 14, 2018

Assassin’s Creed Origins is an attempt by Ubisoft to milk this tired franchise for more money. With each new iteration, they are making more and more mistakes and the games make less and less sense. This game’s sole purpose to exist seems to be a money grab. Let’s explore.

Bayek and Aya

In Assassin’s Creed Origins, you play as the Medjay (pronounced madge-eye) hero Bayek. He’s a nobody really, but the game makes you think he’s somebody. Unlike Altair and Ezio, who were at least well respected for who they were in their respective communities, Bayek is a small-town-kid… kind of like Connor in Assassin’s Creed 3. Unfortunately, this plot device has already worn thin by this franchise. At least come up with something different.

Bayek’s wife is Aya. She only appears in the game in tiny sections and you do get to play as her (sort of) during a boat mission and a handful of other smaller end missions. In fact, Aya takes on a crucial role in one of the final assassinations taking away that pleasure from Bayek unnecessarily. However, you don’t get to do something truly unique and switch between (or choose to play as) either of the characters. Come on Ubisoft, get with the program.
Bayek-ACO

Bayek is conflicted all throughout the game because his kid was killed by who really knows for whatever unnecessary reason. This is intended to give Bayek motivation to become an assassin and kill for revenge (among other reasons).

Storylines

This is as good a time as any to talk about the stories presented. Bayek must find and kill 8 (or so) different individuals along the main quest. Most of them are temple priests who’ve done wrong… or at least, so the game tells us. Aya kills one of the primary baddies as well.

The side quests consist of fetch quests as well as a few side assassination quests, occasionally taking the time out to do racing or fighting. Unlike the original Assassin’s Creed, there is no run-climb racing. The stories are average and uninspired for an Assassin’s Creed title. The ending is forced and really explains nothing. The stories can be fun the first few times doing a task, but ultimately it’s the same things over and over… especially if you’ve already played the Desmond versions. It would be great if Ubisoft could figure out a way to make the stories more dynamic, fresh, less fetch-questy or fighty and do something different. Yes, it does have assassin in the name of the game, but that doesn’t mean everything in the game needs to be a fight. The majority of the stories have nothing to do with assassinations or being stealthy. The ones that do are so weakly written, they might as well just tell you who to kill and put a map pointer. Why bother with the crap setup? Let’s just get to the activity and be done with it.

Taking it to the Next Level

To revitalize this Assassin’s Creed, Ubisoft needs to take this franchise to the next level by extending Assassin’s Creed into a full blown RPG. It’s nearly there, but it needs so much more. First, it needs to abandon the idea of a specific character’s look. Instead, let us choose our character’s look through various presets (head, body, body shape, height, facial features, etc). Second, let the player choose a class and focus on it (fighter, seer, magic user, etc).

While the main quest can be primarily about assassinations and then seeing the bad guys one last time in the Duat (the place between life and death) to give them their final send off, the second part of the primary quest should be about present day and the importance of the animus experience to the present day (something lost in this version). The rest of the time the stories should focus on assassinations. It can be side quests or it can be quests that are required to give you an item that let you finish the main quest. There are so many ways to improve the game into a full blown RPG.

After this, they will need to add auto-generating / regenerating dungeons to dive into with random loot. This gives the possibility of finding some really great weapons and armor during the game.

The game would need functional armor, not just costumes that look pretty when worn. In Origins, you can effectively wear nothing or steel armor and it doesn’t reduce your ability to take damage. Armor needs to protect the player character from damage in increasing amounts when worn.

Armor needs to be broken into pieces (chest, legs, arms, head, feet, etc). You should also be able to find or forge armor for your steed. This not only lets you increase your armor in levels, you can mix and match armor to create your own unique costumes. Right now, it’s a look-pretty situation. The costumes look great, but they’re not functional in the game. Also, whatever happened to dying the costumes? Where did that feature go? There is a dye shop in the game, but it can’t be used.

Weapons do have individual strength, but are leveled. That’s fine for the first pass. This method can be carried over. But, I’d like to see a way to craft and improve weapons from in-game materials (brass, copper, etc). The raw materials are in the game, but you can’t really do anything with them. Crafting is only in ACO in a tiny little way. It needs to be fully expanded. Also, having weapons break and wear out allows you to overpower an enemy and wear their weapons, shields and armor out, thus disarming them and gaining the advantage.

The side quests are fine, but lose the fetch quest idea as much as possible. I really tire of having to “go get” something for an NPC. They have legs and can get access to a horse, let them go get it. If it’s a fetch quest type that ends as the item in payment for my service, then I’m okay with that.. particularly if the item is a worthy weapon or piece of armor. But, I don’t want to have to carry it all the way back only to get a piece of food or some silly trinket. Let me keep the stuff I find or let me get it back in some way.

Co-op and group dungeons should be added. Let’s get back to the idea of multiplayer in an RPG. This means I can find and assemble a team to go into a group dungeon to take on a swarm of enemies that can’t be taken alone. This encourages team play.

Item and building interactions must be more complete. Instead of these facades that sit on the ground and do nothing (other than as obstacles to climb), the buildings need to allow for entry into new dungeons to master. Items on the ground should offer much more interactivity. There are so many containers that can’t be opened or checked. Instead, let the game choose which container types to fill with random loot.

This is by no means to be taken as an exhaustive list of ideas for turning Assassin’s Creed into an RPG. It’s nearly there already, it just needs to take the next step. This is exactly what the AC series needs take it to the next level and let it rival that of Bethesda RPG games. However, it’s going to need an entirely new exact game save system by abandoning the current checkpoint save system in Origins.

Random NPC Banter

This just needs to go away. The NPCs have, at most, 3-5 phrases they can say when you pass by them and using the same voices over and over. Don’t do this. Unless you plan to spend the time to create hundreds of different audio clips that can be randomly said by NPCs, just leave them silent. Hearing the same phrases over and over is just plain annoying and unnecessary.

Fighting

Unfortunately, this is probably the worst part of the game. While Assassin’s Creed 2 practically got the fighting aspect 100% right, Assassin’s Creed Origin gets it almost 100% wrong. The fights are not in any way fun. Let me just make this clear. Fighting should be extremely fun in a game like this, but no. There are two tactics the enemies use that just drive me absolutely crazy. It doesn’t matter if it’s an animal or an NPC, they both use this tactic.

Backing Up as an AI combat strategy

While I realize walking backward could be used occasionally by an enemy, it is entirely overused in this game. This tactic always has the enemy moving just out of reach of even your longest weapon. There’s absolutely no point in this AI tactic. It wasn’t in any other AC game, why is it here? It just wastes time and serves to frustrate. This crap tactic is at the top of my least favorite AI fighting tactics in a video game. I’ve never played any other game where this tactic is used by enemy AI. I don’t even know how to rant enough on this particular tactic, but it drives me bat shit crazy.

Note, I’ve seen this tactic employed with human NPCs, lions, tigers, hyenas and practically any other ground combat. Ubisoft, get rid of this tactic. It doesn’t make the game fun, it only makes the combat incredible shite.

Shields

While I realize some NPC’s have shields, the only tactic to get around the bigger shields is try and flank the enemy (almost impossible because they turn around instantaneously) or try to press and hold with a large sword (power attack). The problem I have with these two suggested combat tactics is that they rarely ever work. Yes, the game gives them to you, but by the time you attempt a power attack, the enemy has either stabbed you repeatedly several times or knocked you on the ground and stabbed you. Press and hold attacks are worthless.

Worse, it’s almost impossible to break through a shield on an enemy. The strategy I end up using is climbing and performing a top down assassination over trying to do a break on a shield. Again, Ubisoft got this part totally wrong. Let me at least pull that stupid shield out of their hands and disarm them. Nope, no such feature in the game. Disarming an NPC is just a basic maneuver in any fighting simulator, why is it not here Ubisoft? How about letting me me break their shield in half? Nope, not here either. Shields don’t take damage.

Worse, when I try to use a shield, it’s not nearly as strong as when an NPC uses it. This is the dreaded one-sided fighting behavior that I absolutely abhor in games. If you’re going to make a fighting game, at least have the decency to make it a fair fight. When you tilt the fighting towards the NPC and away from the player, that’s just a shit tactic, Ubisoft.

Finally, shields should eventually break. If I keep hammering on it with my sword, the NPC shield should eventually disintegrate. Nope, these NPC shields are entirely invincible. I shake my head at this crap design.

Combat Mode

In this game, it’s way too easy to trigger combat mode and almost impossible to shut it down short of running far, far away… and even then that doesn’t work if the enemy is on a horse or in a chariot. For whatever reason, an enemy’s horse is always about 25% faster than yours. This is yet another unfair cheat tactic on the part of the game. Horses should either be of equal speed or … what the hell Ubisoft? … let us upgrade our horses to be faster than theirs. Yet another craptacular design failure.

Can’t break out of animations

This should be self-explanatory, but I’ll go ahead and explain it anyway. When you’re in the middle of combat, if you attempt to do certain moves, you can’t do anything else until the animation plays out in full. I’ve had enemies desync the game because I inadvertently triggered a long combat animation sequence that you cannot stop. Because there is no way to break out of an animation sequence, you always have to let it play out in full, enemies can come in and stab or hammer or poke you.

This is even more commonly frustrating because sometimes if you’ve got two or three enemies, they can gang up on you and prevent you from getting out of their fighting tactics. If they hit you in just the right order, even dodging is impossible because the taking wounds animations have to completely play out and cannot be broken out of.

This is crap game design. The player character should always be able to regain control over the situation without waiting for a long-ish animation to complete. All animations need to be broken out of and stopped.

Leveled Characters

So I get that Ubisoft finally added numbers and character levels to the NPC’s in the game. It’s been a long time coming. But, the way this is implemented is entirely and complete garbage… especially for an assassin.

Some enemies are, for all intents and purposes, invincible. These appear with a skull in a red shield above their head. I shake my head at this crap. To simulate real people, the hero should be able to assassinate anyone at any level. Knives don’t discriminate based on level. Assassination is assassination. Level doesn’t matter to a knife. Levels should only matter for melee combat where skill is involved. A stealth assassination from behind or above should always kill the enemy regardless of level. I should rain down from above, knock them down then assassinate any NPC in the game regardless of level. This is how a knife works, Ubisoft. Unfortunately, Ubisoft sets it up so that whenever an enemy is ‘too strong’ (or too high a level), they are invincible from either weapon’s attacks or knife assassination. In fact, a sword that might kill someone at your same level, an invincible enemy might take at most 90 damage.

Again, this crap drives me absolutely bat shit crazy. It’s such a crap design. Ubisoft, stop, learn and listen… and STOP playing these stupid games with your franchises. If you can’t do leveled characters right, then don’t do them at all.

Worse, there’s a preference that allows you to set NPCs to fight at or around your level. Yet, when you turn this setting on, it does absolutely nothing. Characters who were weaker are always weaker. Characters who are leveled way above you stay leveled way above you. If you’re going to add this setting to the menu, Ubisoft can you at least make it work?

Can’t Kill Citizens

In past games, you could kill civilians, but if you killed more than 5, the game would desync. In this game, you can rarely do this. They are simply unkillable in many cases. He’s an assassin. Blades should work equally well on enemies and on civilians alike. Go back to desyncing if you don’t want us doing it. Don’t just prevent the blades from working at all. Though I have found places in the game where civilians can be killed, I’ve also found places where they cannot. This was an unnecessary addition to the game engine.

Horrible combat button placement

For whatever reason, Ubisoft has decided to muck with all of the previous combat button placement. In past games, attack was always on the ABXY or X⃝△▢ buttons in some manner. In Origins, Ubisoft decided to move them to the trigger buttons by default. Wait… what crap is this? Who ever designs games with attack on shoulder or trigger buttons? Thankfully, they offer an alternative mapping that at least puts them on X and Y. No, it’s not optimal placement, but it’s at least it’s on these buttons. Why would you put combat on X and Y over A and B? These combat moves should always be on A and B buttons (Xbox) or X and O buttons (PS4)… like every other game on the planet.

This is always called messing with a good thing and Ubisoft is now firmly guilty of screwing with this game just to screw with it and for no other reason. Bad design.

Smoke Bombs

In past games, you had the ability to get and drop smoke bombs at will. In this game, smoke bombs are tied to combat. To drop a smoke bomb in this game, you now have to perform some kind of combat maneuver, then following that maneuver, press the A button quickly to drop a smoke bomb. No No No NO NO! Dropping a smoke bomb should be a button on its own. Never tie it to a combat move. If I just want to drop a smoke bomb for no reason, that’s my choice. Stupid design.

Perfect Aim

This is one of those complaints I’ve had for a very long time and it keeps coming back time and time again. Every enemy has perfect aim and infinite line of sight. No one ever misses hitting you unless you’re overly good at dodging. Even then, arrows still seem to make their target even after dodging. Yes, you can use your shield to protect yourself, but if that works 50% of the time, you’re lucky. Some enemy is always knocking you back and typically enemies swarm making it impossible to use the shield effectively.

Swarming and moving out of range

Enemies in this game always want to come in swarms. When you climb to avoid the swarms, the NPCs (animals or humans) move just out of range of your ranged weapons if they can’t reach you. This means you can’t shoot arrows at them. This is plain out cheating by the developers. Don’t move NPCs just out of range because they can’t get to you. I’ve seen this tactic in other games and it is entirely unnecessary. Once again, stupid design.

Boat Battles

This is easily the weakest and most unnecessary parts of this game. Several times you’re on board a ship with Aya and random NPC schmoes who don’t make a difference to the story (other than Cleopatra in one battle). You’re tasked to sink ever increasing sized warships. These activities are stupid, unnecessary and overly hard to control. I didn’t find this part of the game at all fun. In fact, I would have preferred skipping this entire section of the game and have the game take me to the final destination. In fact, I almost abandoned the game entirely at this point. I managed to get through this lame, unskippable section of the game through some unnecessary tactics. If you can’t do boat battles right, don’t do them at all… or, at least let us skip the entire activity.

Seriously, what does a boat battle have to do with being an assassin?

Climbing Activities

As with other Assassin’s Creed games, climbing was the gimmick that made Assassin’s Creed work. It’s still in this game as well, but not explained as to how this character does it. He just does. As with other AC titles, climbing sometimes works, but sometimes doesn’t. It depends on what you’re trying to do.

In most cases, the camera gets in the way. Because climbing direction is heavily dependent on which way the camera is facing, when the camera randomly moves, you’ll end up careening off in the wrong direction and setting off a bunch of guards in the process. This is, in fact, one of THE most frustrating aspects of this game (and really, any AC game).

For utilitarian purposes, climbing works fine. For stealthy assassinations, I could swear that the game cheats and sends me careening right in the middle of a load of guards simply to alert them. I’ve learned never to use climbing as an assassination strategy unless there’s plenty of room to maneuver. Even then, it can all go horribly wrong.

Ignoring all of the combat problems, this is one of the games top problems. Though, I’ve had this complaint with just about every Assassin’s Creed game ever made. Though, this game seems to be worse about it than others.

Senu

In lieu of the previous semi-magical “Eagle Vision” that simply just existed, they replaced it with, you know, a pun. They give you “Senu”, a flying Eagle with ‘Vision’. It circles overhead like a vulture. When you activate Senu, you can control him to fly around and over various encampments to identify enemies, loot chests and various other identifiers.

Senu was an unnecessary addition to the game and does nothing to explain the other version of “Eagle Vision”. Instead, they should have simply used the tried-and-true Eagle Vision that had been long established in every prior game. It needed no explaining. Adding this eagle served no purpose other than to make a pun, which wasn’t funny. Senu could have been a great help if it could have not only stunned enemies, but actually damaged them by dive bombing them and/or pecking / scratching them. If you’re going to give us a companion (and since you’re already making this world completely unrealistic anyway), then while you’re at it, let us use Senu as a weapon against enemies right from the start. Such a waste.

Leveling Up

Yes, there is the ability to level up, but it’s so limited as to really not be helpful. You get enough experience points to level up timely enough, but it really doesn’t help make you stronger or better or faster most of the time. The majority of the perks are worthless. There are a few that help (poison darts, smoke bombs), but most don’t do anything to help make Bayek stronger, better or faster. In other words, the majority of the perks do nothing, with only a few having any real purpose. The few that do have purpose are so buried behind the ones that do nothing, you waste a ton perk points just to get to them.

Photo Mode

The photo mode in this game is nice enough, but doesn’t have near enough filters to make it worthwhile with depth of field being the best of the effects. Overall, it’s a nice enough feature, but it’s not worth playing this game just to use it.

Frame Rates, Audio Problems, Crashing, Lost Quests

Frame Rate Problems

One of the things I’ll say about the Xbox 360 versions of this game is that the frame rates were always consistent, particularly with climbing a synchronization point. When you get to the top, the camera circles the player character. This has always been a particularly smooth animation. Not in Assassin’s Creed Origins. Every single synchronization point animation is herky jerky and choppy… and this is at 1080p. I’m not even trying to run this game at 4K. I can’t even imagine what this animation looks like in 4K.

I only recently started playing this game because of a backlog of games I wanted to play first. I also thought that waiting would give Ubisoft enough time to patch stupid bugs. Well, they haven’t. This game is chock full of bugs and problems.

Lost Quests

This is a problem that also drives me insane. I’m playing along, select a quest and I’m on the way there to pick it up or finish it. There are two ways quests are lost here. The first way is I’m traveling a road and an invincible enemy appears and immediately spots me. Invincible enemies are an entirely stupid concept (see above), but they are also on horses that run far faster than mine does… which doesn’t make sense. So, they inevitably catch Bayek and desync. BTW, a single arrow shot or sword swing from an invincible enemy is nearly enough to desync. A second swing or shot and the game always desyncs. Upon respawning, the quest is gone. No where to be found. You can’t find it and you don’t know where it went.

The second place where quests get lost is when the game locks up and/or crashes. Upon restarting the game, the quest is gone. This one is just insanely stupid. It’s not like the game doesn’t have autosaves turned on all throughout. Even if the game just saved seconds before, the quest is gone. Worse, when you respawn, you can end up a long ways away from where you were.

I don’t know how many quests I’ve lost as a result of either of these two problems. Probably 15 to 20. This problem stems from the way this game chooses to save games (see below).

Audio Problems

This is a known problem. Ubisoft has had many reports of this problem going to late 2017. Yet, Ubisoft still hasn’t fixed this issue. I’ve run into it several times. After I’m done playing the game, I then sleep the Xbox One for a period of time. When I wake up the console, there’s no sound at all. When I attempt to change any audio settings in the game to bring it back, I only get an audio chirp about every 5 seconds. Note, the console itself has no problems producing sound as I get that from the Home screen and Cortana and other apps. This problem is entirely a bug in Assassin’s Creed Origins.

Crashing

Most games today crash occasionally. However, this game is well more buggy, crashing way more frequently than average. I’ve had hangs that turn into crashes. I’ve had hangs that recover. I’ve had random crashes with no hang. Since I’ve started playing, I’ve had at least one crash every 1-2 days. This game is not at all stable. Thankfully, the game saves frequently enough that you don’t lose what you’ve already collected. But, you may lose your active quest.

Game Saves

This game chooses to checkpoint save randomly. It makes a noise whenever it saves. I could really do without that noise. If you want to save a game, leave the noises off. Just save the game and put a visual notification. That’s all that’s needed.

You’d think that the game saves would do you a favor. In fact, they don’t. If you desync for any reason, you have to start whatever it was you are doing over from the beginning. The only thing that seems to be saved is chests you may have looted. These seem to remain looted after a desync. Other than that, your character respawns usually far away from the location where you were. This is annoyingly frustrating.

What is the point in a game save if not to recover exactly where you left off? Ubisoft, checkpoint saves are stupid. Get rid of them. Let us save exactly where we are and let us save at will. Let us start right back where we left off… in the middle of battle if necessary. Don’t throw us a long distance away and make us start that activity completely over. Stupid design

Graphics and Sound

While the cities and NPCs are ironically unrealistic in their actions, the visual world itself, particularly the sand dunes, the deserts and the oases are look reasonably realistic. Bayek’s character model is particularly well done. The same for the anime character seen in “Gift from the Gods” quest. I’m not even sure what that quest was about, but the character was straight out of a game like Final Fantasy. For less than 5 minutes on the screen, someone spent an inordinate amount of time modeling that character for the game.

The underwater action is well done and the water movement is better than most games of this type. As with most games today, these hyper-realistic game engines fall down in many small ways… specifically, low res models. While the lighting is well done, the statues and other models are just too low poly. Worse, the flags at the top of the temples are downright horrid. They fly and flap fine, but the edges of the flags look like something out of an 8-bit SuperMario game.

There is one sound thing that drives me insane in this game. It’s when Bayek has to constantly prompt the gamer to go do whatever urgent task is at hand. I don’t need or want that prompting. At least let me turn it off from the settings menu. Additionally, the enemies constantly taunt that the player’s imminent demise. I don’t want to hear this either. Let me shut off those taunting remarks from the enemies. These audio comments are entirely worthless. Either that or turnabout is fair play. If they NPCs can taunt, then let me taunt back with Bayek. Either that, or shut that stupid and repetitive taunting off.

DLC and Season Passes

As if I haven’t railed enough on this game already. Well, let me rail just a little bit more. The season pass costs $40, in addition to the $60 you’ve already paid. Yes, the Season Pass offers the following:

  • The Hidden Ones (Land add-on)
  • The Curse of the Pharaohs (Land add-on)
  • The worthless Calamity blade
  • The Horus Pack (outfit)
  • The Roman Centurion Pack (outfit)
  • 500 Helix credits

Questionably, Ubisoft has excluded certain DLC from this season pass (see below). This is where I begin my rant. What the hell, Ubisoft? First, you add critical game features (levels 41-45) as add-on content instead of actually, you know, patching the game where we already paid $60. I argue features such as increasing character level caps of the original game a critical game patch… not a DLC add-on. At least raise the level cap for everyone in any game version as prep for DLC add-ons. Tying this patch to a DLC is just asinine.

Second, you exclude certain DLC (e.g., the Deluxe Pack) from the season pass entirely? Why is this? All DLC world add-ons should be part of the season pass eventually, including whatever is in release day Deluxe Packs. Excluding these is just an unnecessary money grab. Sure, you can make a deluxe pack be exclusive for a month or two, but they should eventually make their way into season pass holder content. Shit, that’s an extra $10 on top of the $30 we’re expected to spend? Season passes are already questionable enough investments considering it’s possible that no further content will release for that $40 season pass price. Season passes are already a gamble for the gamer as there’s no guarantee of content quality, availability or indeed anything purchasing a season pass on game release day.

Present Day

As with most Assassin’s Creed games, Ubisoft throws in the animus portion as an afterthought. In fact, the story line almost identically follows the Lucy story line in the Desmond stories. Can you guys not think up anything original? The first time through it was fine, but a second time is pointless.

Perhaps it’s finally time to switch the roles around? Make the in-animus games as the afterthought and the out-of-animus present day the actual assassination area. I’d like to see an assassin scale a 50 story building and jump off into a dumpster below or use a parachute. I’d like to see then use the present day as a means to an end. It is fun to see these time period pieces, but let’s not lose sight of the story goal here. If you’re trying to tell a story about Abstergo, then let’s do that.

The in-game ancient temples were almost entirely worthless quest lines in the game as they never come full circle back to the present with Layla. Ubisoft, you guys have a lot of work ahead to actually turn Origins into something better than it currently is.

Overall

The game play mechanics are average. When the mechanics work, they work okay, but occasionally the collision detection is intensely bad. I can see the weapon connect with the enemy, yet nothing. This means extra work just to kill an enemy because the game didn’t detect it. Sometimes it means desync and forced restarting. The enemies who use the back up tactic just drive me absolutely insane. This tactic needs to be removed from the NPC combat AI. It doesn’t serve any purpose other than to frustrate. It doesn’t make the combat harder, it’s just plain stupid.

The stories are twice told tales that don’t really lead anywhere of any specific nature. The only story that ties it all in is when you exit the animus with Layla… Layla being a cheap knockoff of Lucy from Assassin’s Creed. However, what is she really doing there in the first place? We’ve already established the animus as a commercial thing that people can buy and use at home. Why are we going back to these coffin shaped devices? The only storyline that seems to tie it all in are the too few and far between temples were Bayek enables a pedestal which talks of Desmond and the imminent world destruction… not that Bayek will understand any of that… nor does he ever make any comments under his breath afterwards.

Worse, all of that modern day gibberish was inserted into the genetic code replay by the animus as a bug/feature rather than being an actual genetic memory from Bayek’s original story. Yet, Ubisoft completely ignored this leaving the gamer to assume that Bayek actually encountered that information. Sure, I believe he may have visited those temples, but I don’t believe he actually encountered that information during the reign of the Pharaohs. Why should I believe this? The story gives me more reason to believe the animus added that story element than Bayek actually having encountered it for real.

As for multiplayer, what multiplayer? Past AC games have had multiplayer elements, but this game has no direct multiplayer aspects. The only hint of multiplayer are the revenge quests which have you examine a body of a multiplayer in your world. Then, take on a revenge against the in-game enemies who killed that other player in their game. This is of very little consolation for the lack of multiplayer. It’s not like Ubisoft hasn’t offered multiplayer in past AC games. So, I’m befuddled why it was not in Origins.

This game could have been much, much better.

Graphics: 8.9 out of 10
Sound: 6 out of 10
Game Saves: 1 out of 10
Gameplay: 4 out of 10
Controls: 4 out of 10
Combat: 3 out of 10
Stories: 5 out of 10
Multiplayer: 0 out of 10 (there is no direct multiplayer or co-op).
Stability: 2 out of 10

Final Rating: 4.5 stars out of 10
Buy this game at $20 or less from the bargain bin or, if possible, rent it.

Disney Infinity 3.0 Review: He’s Dead Jim

Posted in botch, business, video game by commorancy on July 18, 2016

[Updated 10/6/2016] I’ve never taken the time to write a review of Disney’s Infinity 3.0 (or any other version) because it wasn’t really worth a review. However that has changed. I feel now is the time to write one considering Disney has recently canned the entire Infinity video game project and it is now officially dead along with Avalanche software’s involvement. Disney Infinity will continue to deliver on the remaining toys and playsets that were in the process of being manufactured in 2016, but anything not already in the manufacturing process won’t see the light of day. Let’s explore.

Focus on Core Business?

That’s what Disney would have us believe. They state that while the 1.0 iteration of Infinity did well, the 2.0 and 3.0 iterations have not done nearly as well. I will explain the reason for that later.

Instead, I believe that getting rid of Infinity is a monetary method to focus on their core business. Well, that is to say they want to focus on their theme park business. Disney is, in fact, financially struggling with their theme parks. Specifically, the Shanghai Disney location is apparently sucking up tons of money and is way over-budget. In an effort for the whole of Disney to get back on track, they are trimming those pieces they feel aren’t doing well. So, away goes Infinity.

Cancel Infinity

I’m not terribly unhappy that Infinity is on its way out even though I bought both 2.0 and 3.0. After all, I can still play it, or at least, I think I will be able to. I can for now. That may not last when Disney cuts off Infinity’s network servers. Though, Infinity had it’s fair share of problems. Let’s start a list, shall we?

  • It’s boring. The characters look good on screen and even better on the figures, but playing around in the Toy Box is just B O R I N G. Seriously, creating that toy box world is about as much fun as watching paint dry.
  • The playsets are very short. So, you go out and spend $35 for a playset and two figures. Yet, the world takes maybe 1 day to get through? I mean, we’re talking about a fair amount of money for such short play value. Even Skylanders play value is longer than this. Worse, again, much of the playset is boring. Not only is it expensive, it just doesn’t hold much play value.
  • The figures are expensive. At $12-15 per figure, that’s a lot of money. Granted, the LightFX Star Wars figures are quite cool. But, still expensive. And, now that the series is dead, there will be no more Star Wars LightFX figures made. Kylo Ren was the last one.
  • The starter kit is way expensive and requires you to buy a new portal each and every iteration. So stupid and wasteful.

It is now certain that Disney will cut off the Infinity servers in this shut down process. Parts of Infinity will shut off in September 2016 and the rest will shutdown between September 2016 and March 2017. March 3rd, 2017 is the date which all servers will be permanently shut down for all Infinity game versions (console, PC, tablets, etc).

It is as yet uncertain exactly what will fail when the servers shutdown completely. It has been stated that games which have a world game piece that you drop onto the base may continue function. However, online play, such as the toy box, creation sharing, multiplayer, multiplayer matches and leader boards will no longer function. If a game requires the availability of any online access to validate any parts of the game’s content or provide extra content, it’s likely that game will no longer work at all. You should be prepared to take it away from your child before March to avoid disappointment.

Gameplay

What I will say about the gameplay is that the separate game worlds using the crystal bases are the best part of the game. They offer a short, if not reasonably well defined gameplay. For example, the Rise Against the Empire playset offers a taste of the original 3 Star Wars movie including A New Hope, The Empire Strikes Back and Return of the Jedi game segments. The gameplay is reasonably fun, if not overall short, repetitive and somewhat boring once you’ve completed the story.

Swapping characters only lets you increase your play time if your current character is defeated and needs to “rest”. Though, this whole Toys To Life type gaming concept has fundamental problems. The toys themselves are space hogs and require bulky and cumbersome cases to store. Instead, Nintendo has the right idea with using cards instead of plastic figures. Cards are much more portable and overall a better choice for ease of use, storage and functionality. On the other hand, the carded figures will probably fetch more money from collectors in the future. Though, there’s no promises on that.

The thing is, other than the graphics improving between 1.0, 2.0 and 3.0 versions, that’s about it. The  gameplay itself is essentially the same. I was hoping that Avalanche software would have substantially improved the gameplay on each iteration. Instead, the only thing they did was cause you to buy a new starter pack and make the new figures not backwards compatible with the previous games. I would personally say that Disney 2.0 was the best version of Infinity. The Marvel character playsets were decently fun and had some replay value. Unfortunately, the Star Wars playsets don’t really have that replayability. The 3.0 figure lineup has been drastically cut short. So, we may never know what was in store for us.

Overall

I can handle playing Infinity in small doses. The only playsets that I somewhat enjoyed were the Spiderman playset from 2.0 and the Star Wars playsets from 3.0. Everything else is just pointless. Even still, of the playsets that I actually liked, they were very short and more than occasionally boring. The combat is okay, but the stories are just not much fun overall. In fact, I found some of the Marvel playsets frustrating due to the nature of what they want you to do.

Opening up the capsules to release the colored sparks was just not much fun at all. Yes, they did add health or power or whatever, but chasing down the sparks was just annoying. Sometimes, many of them fall out of reach ending in frustration. Why not just pick up all of the sparks as soon as the capsule is opened? Why am I required to go chase them down if they fall off of the edge of a building?

Why am I writing this review now?

I only write this review in remembrance of what was Disney Infinity. Disney should have never entered into the video game business if they had no plans of staying in it. You just don’t jump into producing something like Infinity unless you plan at least a 5 year commitment. Unfortunately, Disney Infinity was only available for ~3 years (1.0, 2.0 and 3.0). This is far too short to know if this series might have had some staying power.

Additionally, I’m writing this review now to state that if you are on the fence and want to play one of the playsets in this game, buy it now! It’s actually too late to buy into Disney Infinity. If you can find the starter pack for less than $5, maybe. Otherwise, you should go pick up another game. If you already have it, play it while Disney’s servers are still online, let you log in and it still offers whatever is left of its online features. Once Disney closes down its Infinity game servers in 2017, the game may literally be over. On the other hand, if you’re thinking of giving this video game to your child for the holidays, know that it has no future and you are investing in a dead video game product with no life left. In other words, don’t give this as a gift to your child. Choose a different gift, such as Skylanders or Amiibo.

If your child already has this game, you might want to prepare them for the time when they attempt to start up the game and Disney has killed their game servers. This may prevent playing the game entirely, or at least the multiplayer parts of it. This may ultimately be disappointing for your child. You might want to find a way to pry Infinity away from your child now to avoid this disappointment in the future. If your child has this game and they are no longer playing it, be thankful and send it to Goodwill quickly.

If you’re thinking of buying a Toys-To-Life game system, the Skylanders franchise is still very much alive and kicking and will be releasing a new set this year (Skylanders Imaginators). It might be worth trying to get your child to switch. I know that that series doesn’t offer playing as Ironman, Spiderman, Han Solo, Luke Skywalker or any other Disney owned character, but it will be of little concession when Disney cuts off their interactive servers for Disney Infinity on March 3rd, 2017.

Have you recently purchased?

If you’ve recently purchased the Disney Infinity 3.0 starter pack and you are still within the return period, I’d strongly suggest returning the set to your retailer. You can only expect about 6 months more of real play value from this system. For a Toys-To-Life purchase, I’d recommend buying into the newest Skylanders Imaginators set which will offer a 8-10 months or more of play value. The only reason to keep the Disney Infinity set is if you really must play the Star Wars playsets. They are reasonably fun, but don’t sit on playing it. Play them (or give them to your child) now while Disney’s servers are still online. If you wait even just a few months to play the system, you might find that Disney has limited what the game can do.

As tempting as it is, I’d also highly suggest not purchasing this even if it goes on sale for 50% off or more. I’d also strongly suggest not purchasing this set to hold as a holiday gift. This video game is tied to Disney’s network servers remaining online for network play (and possibly for any play). If you buy it now to give in December, you may find your child disappointed on the big day. Be wary if you decide to buy into the Disney Infinity 3.0 Starter Pack as there’s not much time left for usable play.

As long as you understand that the clock is ticking on the longevity of Disney Infinity and you can find the game and figures for 90% off, that would be the only reason to buy into this set. Otherwise, steer clear and choose Skylanders.

Amiibo

So as not to be remiss in discussing the other Toys-To-Life system out there besides Skylanders, let’s talk about Nintendo’s Amiibo system. Nintendo’s Amiibos only work with Nintendo systems. This means you’ll need to invest in a Wii U or Nintendo 3DS/2DS game system to use an Amiibo or Amiibo cards. If you already have a Wii U or 3DS, then by all means I’d suggest buying into Nintendo’s Amiibo system over Disney Infinity, to be sure. On the other hand, Nintendo has had a lot of troubles handling its Amiibos. Either Nintendo floods the market with a ton of figures that no one wants (I’m looking at you Animal Crossing) or they make so few you can’t even find them (looking at you King Dedede, Palutena, Samus and Gold Mario). Nintendo’s ability to consistently deliver its Amiibos in sufficient quantities is a problem. Unless you enjoy continually seeing your child’s disappointment, in spending a lot of money for a toy (i.e., $50 or $100 for a single character) or running all over town looking for that elusive Amiibo, the Amiibo system may not be what you want as a parent.

Worse, your child can’t keep the Amiibo toys in the package and still play them, unlike Skylanders which can be played in the package. Nintendo has intentionally placed an RFID blocking card in front of the RFID chip. This requires that you rip the toys out of the packages to play (or at least rip open parts of the package to get this blocking card out). Ripping them out automatically reduces the collectibility. So, expect to buy them in twos. One to rip open, the other to store as a collectible.

Amiibo characters are also firmly limited to Nintendo franchises (Mario, Luigi, Kirby, Smash Bros., Animal Crossing, Metroid, Zelda, Yoshi, Fire Emblem, etc). If your child is not into Nintendo characters and franchises, buying into the Amiibo system might not be wise. With Nintendo’s Toys-To-Life system, don’t expect to see any Marvel, DC or Star Wars characters (or any other non-Nintendo characters).

Suffice it to say that the Amiibo system is cumbersome to use and has massively limited play value. The toys are mere afterthoughts to each game rather than being truly integrated like Infinity or Skylanders. For this reason, I don’t recommend the Amiibo system over Skylanders unless your child has a strong affinity for Nintendo’s characters and games and you already have a Wii U or DS.

Toys-to-Life longevity

While the Toys-to-Life system was a novel concept when Skylanders first hit the shelves, it has now become a dwindling fad. I believe that’s part of the reason Disney is now chucking its Infinity franchise in the bin. For this reason, I might suggest avoiding any Toys-to-Life products as gifts for your child. Yes, they are reasonably fun to play, but it is also costly to invest in each and every one of the figures, the playsets and the add-ons. As a parent, it’s an expensive never-ending trap

Worse, I believe that this game system fad is now ending. Infinity is the first to fall, but I believe that Skylanders may be next. Skylander’s Trap Team was arguably Activision’s best effort to date. Skylanders Superchargers was just not nearly as much fun, primarily because the racing was horrible. Nintendo’s Amiibo lineup may continue onward for a bit longer, but I believe that Nintendo is already feeling the pinch considering they are now starting to release duplicated figures in different poses and outfits. You can only do that for so long. In fact, at a time when the most Amiibos should be released all year, we’ve not had any Amiibos released so far. We’re only 2.75 months from the end of the year now and we’ve still not seen any new Amiibos since mid summer. You can’t sell what you don’t have on the shelves.

Skylanders Imaginators is the next in the Skylanders series, but I believe that this latest set will see lackluster sales, perhaps to the point of Activision rethinking toys-to-life systems as a whole. All things must end and I believe that the toys-to-life systems are now at the end of their run. If we have both Skylanders and Amiibos franchises still active by 2018, I’d be surprised. Though, I do expect to see both Amiibo and Skylanders live through to the end of 2017 (with far fewer figures released).

Once bitten, twice shy.

If Disney decides to jump back into the video game business again soon, I’ll definitely be one of the last people to buy into it. I just don’t trust Disney with video game franchises from a fun perspective or for its longevity. So long Disney Infinity, don’t let the castle door hit you on the way out.

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