Game Review: Red Dead Redemption 2
I was so wanting to like Red Dead Redemption 2 right out of the gate. For Rockstar, this game’s lengthy intro and dragging pace is a total misfire. Let’s explore.
A Horrible, Horrible Intro
The whole slow snow covered mountain terrain opening is an incredible fail for a game series like Red Dead Redemption. It’s so slow as hell and rail based that I just want to toss the disc in the trash. This insipid opening doesn’t inspire me to want to “wait it out” for the “rest” of this game. All I desperately want to do is skip this opening and get through it as fast as possible. Really, why does it require 3 hours to teach me to ride a horse, shoot a gun and fire a bow? Unfortunately, not only is it unskippable, it’s ….
Slow, Slow, S L O W
When following the rail based opening “stories”, even when you do manage to follow the correct path (a feat in and of itself), it’s entirely far too slow of a pace. I could run to the kitchen and make a sandwich in the time it takes to get from point A to B in this game.
The horses run like they’re drugged. Even worse is the forced stamina meter on horses. This isn’t a simulation, it’s an RPG style “Old West” game. We don’t want to water and feed our horses so they can run fast. Then, have to stop and feed them again when they run out of “energy”. That’s akin to making us fill our GTA5 cars up with gas at in-game gas stations. Thankfully, they didn’t make us endure that stupidity in GTA5. Unfortunately, that stupidity is included in RDR2. We also don’t want our horses to run out of energy while running at full gallop. A stupid concept made stupider by the mere inclusion of it in this game.
The game seems like it’s running in slow motion. I’m not sure what’s going on here or why R⭑ thought this opening play style would be okay, but it isn’t. At least with GTA, when you got in a car, it was fast. Here, everything moves at a snail’s pace and the rail based gang quests are sheer torture. I just want this part to be over so I can finally get to the meat of the game.
R⭑, let us skip these insanely boring, long and insipid intros. I don’t want to endure this crap. This opening is a horrible misfire for a game in a franchise like Red Dead Redemption. It’s fine if a tutorial opening takes 15-20 minutes. But, when an opening takes 2 hours or more to get past, it’s entirely WAY TOO LONG. Cut it down… seriously.
Failed Intro Setup
I understand what Rockstar was trying to do with this opening. Unfortunately, it just doesn’t work. It’s fine to see the gang camaraderie being built, but it doesn’t take 2+ hours and snail’s pacing to do it. This dragged-out opening is a horribly unnecessary.
I realize the opening of any game is typically tutorial city, but let me skip most of it. I don’t want to be told how to open a cabinet or how to sit down. I can figure this out on my own. Just show me the screen icon and let me do the rest. I don’t need little black boxes appearing in the corner telling me how to do the most simplistic things. It’s like Rockstar thinks we’ve never ever played a video game in our entire lives. Shit, it’s RDR 2 for crisake. It’s a sequel. We’ve likely already played RDR. I have.
Condescending treatment to gamers by hand-holding even the most basic of actions is as torturous as this far-too-slow-paced intro. Whoever greenlit this intro should be removed from producing future video games. Just get to the game already, Rockstar!
Camera
Batter Batter Batter… swing and miss. And, what a miss this one is for R⭑! Let me start this section by saying there is no “photo mode” at all in this game. Instead, you have to obtain an “old timey” camera from some hack who’s in a bar. Then, you have to equip it from your satchel. Only after you obtain and equip this camera can you actually take pictures in-game. Uh, no. I realize this is supposed to be some kind of immersion tactic, but having characters take photos for quests with an in-game camera should be entirely separate from having a photo mode built into the game for player use and sharing. A photo mode should be available from the moment the first gameplay begins. It shouldn’t be something that’s “found or earned” later in the game.
Rockstar again swung and missed on this one. Rockstar, next time, just add a photo mode into the game as part of the UI for the player to use from the start. If the player character needs a camera to take pictures for a quest, just make it disposable and disappear after the quest is completed.
The reason for having a photo mode is so you can add features like exposure, filters and get bird’s-eye views of the environment. Limiting the photos to the perspective of the character holding the camera is stupid and wasteful. We want to use an actual photo mode, not a character acquired and limited camera.
Lighting and Graphics
I was actually expecting a whole lot more from the RAGE engine here. While Grand Theft Auto wasn’t perfect in rendering realism and didn’t always offer the most realistic results, the lighting did offer realistic moments, particularly with certain cars and with certain building structures under certain daylight lighting conditions. With Red Dead Redemption 2, I was actually expecting at least some improvement in the RAGE engine for 4K rendering. Nope. It seems that Rockstar simply grabbed the same engine used in GTA and plopped it right into Red Dead Redemption 2.
So far with Red Dead Redemption 2, I’m entirely underwhelmed with the indoor lighting model being used. “Wow” is all I can say, and that’s not “wow” in a good way. I am not only underwhelmed by the realism of the character models themselves, but of how the lighting falls on the character models. When a character opens his/her mouth, the teeth read as a child’s attempt at a drawing. It’s bad. B.A.D! Let’s take a look at RAGE’s poor quality indoor lighting:
The wood looks flat and dull. The clothing looks flat and dull. Metal doesn’t look like metal. Glass doesn’t look like glass. The faces just don’t read as skin. The skin on the characters looks shiny and plastic and, at the same time, flat and dull. The teeth look like a child’s drawing. Part of this is poor quality lighting, but part of it is poor quality models and textures. The three main character models in GTA5 (Michael de Santa, Trevor Philips and Franklin Clinton) looked way better than this, likely using the same RAGE engine. The RAGE engine is not aging well at all. Even the “sunlight rays” here look forced and unrealistic. This game looks like something I would have expected to see in 2004, not 2018. Let’s compare this to Ubisoft’s AnvilNext engine which is night and day different:
Wow! What a difference… (click to read Randocity’s Assassin’s Creed Odyssey review)
Screenshots vs Camera
And speaking of teeth… trying to get these Red Dead Redemption 2 screenshots is like pulling teeth. I have to attempt to position the gameplay camera just so. I can’t use the “Old Timey” camera for the above in-game shots as there’s no way to get that “Camera” into the proper position using the player character. Using the actual gameplay camera is always hit or miss. If the camera moves a little bit too far or too close to a figure, it pops over the character and you can’t see them.
The point to adding a photo mode is positioning the camera exactly where you want it, to get the best shot. It also allows you to use depth of field. I can’t do that in Red Dead 2 and I’m limited to playing tricks with the camera placement and hope it turns up with a shot using the PS4’s share button. Not to mention, I have to spend time running to the menu to turn off HUD elements (the reason the map and the money is visible in one of the RDR2 screenshots).
R⭑ , get with the program. It’s time to add a real photo mode to RAGE… a photo mode that offers so much more than the player character holding and using an “old timey” camera. It’s fine if the character needs an in-game camera for quest reasons, but it’s time for a real photo mode… which is how I captured all of these Assassin’s Creed Odyssey screenshots above. I should also point out the reason for having photo mode in a game is for the game player, not for the benefit of the in-game character. Adding a photo mode means you’re thinking of the gamer and how they want to use the game to capture and share their gameplay. By not including a photo mode and having such poor quality graphics, it shows that R⭑‘s interest is more in making money and not in advancing their RAGE technology to provide a next gen quality experience.
Red Dead Redemption 2 is a huge step backwards for realism in video games.
Meat of the Game
I’m finally past the torturous intro and I’m sad to say that the game itself is absolutely nothing like Red Dead Redemption. Red Dead Redemption was open prairies, tumbleweed and Arizona-like environments. These environments worked tremendously well for “The Old West”. This game is lush green valleys with trees, forests and streams. It’s not so great to set an “Old West” kind of ambiance. Ignoring the wrong environmental settings in which to place an “Old West” kind of game, the game’s pacing is sheer torture to endure. The pacing in Red Dead Redemption was near perfect.
Here, the leisurely slow pace in how the player character moves and walks and how slow the horse runs is totally wrong for this game and is *yawn* b.o.r.i.n.g. Again, this is nothing like Red Dead Redemption. I’m not looking for Lamborghini speeds, here. But, I am looking for a much quicker pace than the la-la-la leisurely pace of this game. In fact, this game’s pacing is so arduous, it makes you want to pop the game out and go do something else at a faster pace. Again, another total Rockstar misfire.
Town Bounties and Game Interference
Just for the sheer heck of it while trying to relieve the boredom with the game’s slow pacing and lame story activities, I decided to have a shoot out in Valentine, the first town you’re supposed to reach in this game. As you progress in dying and getting a higher and higher bounty, the game stupidly pushes your character farther and farther away from the town with each respawn. Game, if you don’t want the character doing this in a town, then just prevent it. Don’t respawn my player character farther away from the town each time. Respawn the character where he fell and let me choose whether to leave or stay. This intentional interference is not only an asinine game design mechanic, it makes me want to break the game disc in half.
I’m merely trying to make the game at least somewhat more interesting and tolerable than the forced slow pacing… but then the game feels the need to frustrate and interfere with my efforts by sending my character farther and farther away from town. On top of that, once you get a bounty, the NPCs that come after you are practically unkillable. I’ve hit them with perhaps 5-10 shots of a shotgun (many times in the head) and they’re still getting up and shooting at me. There is absolutely no way that’s possible. I realize this is a game, but that’s taking the unrealistic nature of this game way too far. It’s not like they’re wearing Kevlar. If I shoot an NPC twice, they need to die. This includes any character, deputy or otherwise. These are not SWAT characters in Los Santos wearing police armor. It’s asinine how the game works this bounty mechanic by protecting the town residents.
If this game is truly supposed to offer RPG style open world play, then I should be able to go into any town and have a gunfight with the entire town if I so choose… and the characters in the town need to die with a realistic amount of bullets. It might make my character wanted, put a bounty on his head, turn him to the “dark side” or whatever, but I should be able to play this game on my own terms without the game interfering with my choice of play. By interfering with my choice of play, the game is specifically telling me that this isn’t what I’m supposed to be doing and that I should be following the story path laid out by the game developers. That’s the very definition of a rail based game. That’s NOT an open world make-my-own-choices game.
Now, I do realize this interference is intended, but this interference takes away an important gamer choice… to play the game in any way the gamer chooses. If you’re going to offer guns and bullets, you need to make them count in the game. Bullets can’t act deadly in some situations and act as mere bee stings to other NPCs. Bullet damage must remain consistent against ALL NPCs under ALL conditions unless you implement a visible character level system.
Because of the boring slow pace, the lame story elements (Really? A tavern brawl is the best you can do?), the absolute crap hand-to-hand combat mechanic, the unkillable-NPC-bounty situation, the lackluster lighting, the game’s meddling interference in my choice of play, the poorly created character models and textures, the lack of photo mode and the broken Social Club site, my 2 out of 10 stars firmly stands for this game.
An Utter Disaster
This game is a disaster for Rockstar. I guess every game studio is entitled to a dud. Most times I can give some creative advice on how to improve a game. I’m at such a loss for improving this game’s disastrous design, I can’t even begin to tell Rockstar how to get this hot mess back on track. I think it needs to go back to the drawing board. Oh well, my high hopes for this game have been utterly dashed. It’d be nice to get my money back. This game is crap. Avoid.
Graphics: 5 out of 10
Sound: 7 out of 10
Voice Acting: 2 out of 10
Brawling: 2 out of 10
Gunfights: 5 out of 10
Pacing and Stories: 1 out of 10
Stability: N/A
Overall Rating: 2 out of 10
Recommendation: Don’t buy. Avoid. If you must try it, rent only.
I’d actually rate it lower, but I’m giving it 2 stars for sheer effort. Let’s just forget all about this game and remember the fun we had with Red Dead Redemption.
Agree or disagree? Please leave a comment below and let me know what you think about Red Dead Redemption 2.
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Game Review: Assassin’s Creed Odyssey
Truly, 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:
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.
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.
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.
Whole Foods: Everything wrong with Amazon in a store.
When Amazon bought Whole Foods in 2017, I wondered exactly what that meant for Whole Foods as a brand and as a store. In 2018, I have found out, and so have the store employees. It’s not exactly what you might have predicted. Let’s explore.
Drastic Changes on the Aisles
One thing is clear, Amazon isn’t keeping Whole Foods stagnant. No, sir. However… are the changes being made inside the stores great? In many cases, no.
At one time, Whole Foods had a huge aisle of bulk tea ingredients. Today, they have maybe 10-15 jars total. Most of the jars are of the caffeinated varieties. Other than loose Rooibos, there was very little in the way of herbal tea ingredients. Whole Foods was the only real place where you could go get bulk tea ingredients. I was sadly disappointed at the state of affairs in visiting Whole Foods this weekend. The sad handful of jars seemed off, but I guess that’s what Bezos wants. In fact, the whole store seemed a little off.
Another department that has undergone drastic remodeling is the health and beauty area. Where they once carried clothing, scarfs, plush toys, mounds of loose organic soaps and various other eclectic HBA goods, today the area is nearly barren with only tiny amounts of certain items. They’ve also decided to do away with the HBA counter and rebuild a new kiosk for Customer Service there, so they can put in more cash registers. As if they need more registers… they barely man the ones they already have.
One other area of HBA (and other products) is product reformulations. I had been using the Whole Foods house brand of 365 glycerin bar soaps. Recently, I purchased new bars only to find a new label. After opening one of the soap bars I noticed a change in the fragrance. Clearly, Amazon is trying to cut costs by changing manufacturing of some of their house brands to new manufacturers.
I’ve also found other brands of products which have now changed. Where once Whole Foods had carried specific brands for years, these are now gone, no where to be found. Whole Foods was really the only place that stocked these brands. I can’t imagine what this has done to those brand sellers. Whole Foods was likely their lifeblood. Without Whole Foods, they’re dead in the water. Safeway has never considered ordering those brands and likely never will. Good luck trying to find those brands ever again as those manufacturers are likely out of business.
Also, Amazon has started adding in small lockup rollabouts stocking Echos, Fire Tablets and Kindles, among other electronic and gadgety things. This is a grocery store, not Best Buy.
Checkout Lanes
Another change is that the Express lanes were always open with at least 1 or 2 people manning them. In the last 2-4 months, this no longer is true. I’ve walked in in the morning or in the evening and the Express lanes are always closed. Now they are keeping a few regular registers open. Not sure what’s going on with this change, but it seems odd considering the majority of people unloading their carts had less than 10 items to buy. Express lanes make more sense.
Not All Changes Are Good
I never performed my whole house grocery shopping at Whole Foods. It was always too expensive for full cart shopping. I only visit Whole Foods for very specific items that I cannot find at Safeway or other supermarkets. Today, I do most of my grocery shopping at Target, to be honest. Since Target has fully built out a respectable grocery section, when combined with Cartwheel discounts and the extra 5% RedCard discount, it’s usually worth my while to grocery shop at Target. They may not be the cheapest at everything, but considering the amount of discounts I get there, it’s more than worth it in the end.
Why this diversion about Target? Because Amazon and Whole Foods are trying something similar, except they’re mostly failing at it. Certain sale items and items with blue cards give extra discounts if you’re an Amazon Prime member. Considering how few items actually end up on actually discounted with Prime, it’s really not worth it. If Amazon could see fit to offer something like Target’s 5% off the entire basket + extra discounts like with Cartwheel, it might be worth it. Even then, I still find Whole Foods prices to be well above where they should be and nowhere near competitive with Target.
Worse, while Amazon seems to have cut some quality products down in an attempt to make even more money, nearly all of the dry goods still suffer from what I call, “highender syndrome”. What that means is that these items are sold at prices that are intended to entice buyers of a certain affluence level or above and feel make them “special”. However, what I’ve personally found after trying these products is while the price is well above where it should be, these packaged foods when prepared are lackluster and mostly taste of cardboard. Anyone willing to shell out that kind of dough for cardboard food, I got a bridge to sell ya.
As this section began, not all changes are for the best. The changes that Amazon has been making to Whole Foods have been questionable and seemingly geared toward selling Amazon products in a retail store environment. Amazon, if you really want to open an Amazon store, then just open one. Don’t ruin Whole Foods to make it a platform for Amazon products.
Workers Seem Disenchanted
I spoke with one worker at Whole Foods recently who is just as disenchanted with Amazon’s changes as I am. One thing he mentioned was that before Amazon’s purchase, the store could restock individual items as necessary. This meant that items were almost never out of stock and aisles were always full. I certainly noticed this change recently. When I visited to buy my glycerin bars, I noticed the unscented bars were out of stock. I purchased a couple of the other bars to hold me over for a bit. I then visited a day later and they were still out of stock. I’d say all told, I visited the store about 3-4 times before I finally found them in stock.
This employee told me that after Amazon took over, Amazon’s changes stopped allowing individual item reorders. This leaves shelves bare of products until the next whole shipment arrives. This is one of the things I always liked about Whole Foods before Amazon. I could walk into the store and nearly be 100% certain that the item would be in stock. In fact, I can’t even remember a single time when I visited Whole Foods and those soap bars (or pretty much anything else.. especially house brand items) were out of stock before Amazon’s involvement.
Hot Food Bar Changes
At the hot food area, I spoke with another worker who was disenchanted to see the home cooked prepared meals area has disappeared. No longer can you find the hot foods like mashed potatoes, cooked lamb shanks, meat loaf, grilled veggies and other staple foods they carried there every day. Now they’re gone and have been replaced by a Pizza display area. If the food isn’t on the hot food buffet area, too bad, so sad. I always liked buying those mashed potatoes there. They were the best in the store. The mashed potatoes on the buffet bar were plain and flavorless, as is most of that hot food bar food. The home cooked food they made at the food counter was much, much tastier.
Shopping at Whole Foods
Amazon has made no efforts to reduce Whole Food’s overall prices. But, Amazon has done much to remove, change, reduce and limit availability of items. I’m uncertain of this chain’s longevity. One of the things about operating a higher end gourmet grocery store like Whole Foods is attention to customer service and attention to product detail. Amazon doesn’t get it. Draeger’s gets it. Piazza’s gets it. Bianchini’s gets it. I realize these are SF Bay Area high end gourmet markets, but I’m sure you have some like these in your area, too. Whole Foods used to get what it meant to be classed as a gourmet grocery store, but since Amazon, they don’t.
As for the store proper, the reduction in products, the change in brand formulations and removal of mainstay brands doesn’t say Amazon knows what Whole Foods is really about. You can’t just begin gutting the fundamentals that made this gourmet grocery store and expect it to survive. Amazon is playing with fire making these changes to Whole Foods this fast. So far, I still see a fair amount of people shopping here. With each and every product removal or switch, the store will lose more and more customers. Those customers who once frequented looking for that specific item only available at Whole Foods will end up over at Draeger’s, Bianchini’s or Piazza’s (or any of a number of smaller high end markets).
I know I’m not the only person who stops shopping at places when they kill my favorite brands and products that I relied on. Amazon hasn’t yet fully killed my last remaining reasons to visit Whole Foods, but changing soap manufacturers doesn’t bode well for at least one of those products. Let’s hope I can use the new formulation without skin problems. We’ll see. They’ve also changed their brand of unsweetened ketchup. Yes, they still carry it, but the new brand jar seems quite a bit smaller for the same price. So far, they still carry the Stevia liquid brand that I use and at a “reasonable” price.
Feedback and Thank You
If you’ve gotten this far into this article, I’d like to thank you for spending your time here reading Randocity articles. In this YouTube age with people putting their faces out there as hosts, I have also contemplated setting up a channel for Randocity. Each time I have considered this, I realize that writing this blog is what I enjoy about blogging. Vlogging has its own set of constraints, time sucks and technical problems that to me don’t seem very enjoyable, particularly buying all of the necessary equipment and spending hours editing videos together.
If your shopping experiences have changed as a result of Amazon’s purchase of and changes to Whole Foods stores, please leave a comment below explaining what problems you have encountered in your shopping experiences. I will consider extending this article to include quotes from various reader’s recent shopping experiences. I’m always interested in hearing reader feedback. If you work at Whole Foods and are willing to speak up, please leave a comment below.
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Rant Time: MagicJack – Scam or Legit?
The magicJack company offers a voice over IP phone service. You can use it with an app on your phone or by a device plugged into an actual landline-type phone. It does require Internet to function. Either way you go, it’s VoIP and they have very questionable and deceptive billing practices. Let’s explore.
Internet Phone Service Choices
If you’re in need of phone services on a device that only has access to WiFi, then a voice over IP service (VoIP) is what you need. There are many different VoIP services available on the Internet. You can even make audio and video calls via Facetime on iOS, via Skype on pretty much any mobile or desktop computer or even via Google Hangouts. For this reason, magicJack is yet another VoIP phone service in a sea of choices.
Why would you want to choose magicJack? Initially, they were one of the lowest priced VoIP phone services. They also offered a tiny computer dongle that made it easy to plug in a standard home phone. That was then. Today, mobile devices make this a different story. Lately, this company has raised their prices dramatically and they’re performing some quite deceptive and questionable billing practices.
911 Service
As with any phone service that offers the ability to use 911, the service must tack on charges to the bill by the municipality. You’d think that part of the invoice that magicJack is already collecting in payment of services would also cover for those 911 services. I certainly did. Instead, magicJack isn’t willing to part with any of their service revenue to actually cover services that, you know, they provide as part of your phone service… like any other phone company does.
MagicJack seems to think they can simply pass on said charges right to you in an email invoice and have you pay them separately. Here’s where magicJack gets firmly into scam and deceptive billing territory.
I’m sorry magicJack, but you’re forcing the 911 service when we don’t really need it or want it on that magicJack VoIP phone line. If you’re going to force this service as part of the overall service, then damned well you need to suck it up and pay the expenses from what we pay you. There is no way in hell I’m going to pay an ‘extra’ bill simply because you are unwilling to use the collected service fees to pay for those bills, like any other carrier on the planet. It’s not my problem that you choose not to do this.
You, magicJack, need to pay those bills to the 911 service. It’s your service, you forced 911 onto my line and now you must pay the piper. If you can’t do this, then you need to go out of business. This means, you need to collect the 911 service fees at the time you collect the payment for your services. And you know what, you already collected well enough money from me to cover those 911 service fees many times over. So, hop to it and pay that bill. This is not my bill to pay, it’s yours.
MagicJack Services
Should I consider magicJack services as an option when choosing a VoIP phone service? Not only no, but hell no. This service doesn’t deserve any business from anyone! This is especially true considering how many alternatives exist for making phone calls in apps today. Skip the stupidly deceptive billing hassles and choose a service that will bill you properly for ALL services rendered at the time of payment.
MagicJack is entirely misinformed if they think they can randomly send extra bills for whatever things that they deem are appropriate. Worse, magicJack is collecting payments for that 911 service, but you have no idea if that money will actually make it to the 911 municipal services in your area. That money might not even make it there and you may still receive a bill. In fact, if the municipality does send you a bill, you need to contact them and tell them to resend their bill to magicJack and collect their fees owed from magicJack, which has already been collected in the funds to cover any and all phone services. If magicJack claims otherwise, they are lying. If you are currently using magicJack’s services, you should cancel now (even if you have credit remaining).
Is magicJack a scam? Yes, considering these types of unethical and dubious billing practices. Even though their VoIP service works, it’s not without many perils dealing with this company. As with any service you buy into, Caveat Emptor.
MagicJack Headquarters
Here is the absolute biggest red flag of this scam company. MagicJack claims their corporate headquarters address is located here:
PO BOX 6785
West Palm Beach, FL 33405
Uh, no. Your headquarters cannot be inside of a PO Box.
Yelp claims that magicJack’s US address is here:
5700 Georgia Ave
West Palm Beach, FL 33405
Better, but still not accurate. This is not their corporate headquarters. This is simply a US office address. Who knows how many people actually work there? We all should know by 2018 just how many scams originate from Florida.
When you visit magicJack’s web site, no where on any of the pages does it show their actual physical headquarters address. This is a HUGE red flag. Where is magicJack’s actual headquarters?
magicJack Vocaltev Ltd (opens Google Maps)
Ha-Omanut Street 12
Netanya, Israel
As a point of consumer caution, you should always be extra careful when purchasing utility and fundamental services from any Israeli (or other middle east) companies. Worse, when companies cannot even be honest about where their corporate headquarters are on their own web site, that says SCAM in big red letters.
Class Action Lawsuit
Here’s another situation where this company needs to be in a class action lawsuit. I’m quite certain there are a number of folks who have been tricked into this scammy outfit and are now paying the price for their unethical and scammy business practices. However, because they are located in Israel, setting up a class action lawsuit against this company may be practically impossible. Better, just avoid the company and buy your phone services from U.S. based (or other local) companies where they are required to follow all local laws.
Rating: 1 star out of 10
Phone Service: 5 out of 10 (too many restrictions, limits call length)
Customer Service: 1 star out of 10
Billing: 0 stars out of 10
Overall: Scam outfit, cannot recommend.
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TV Review: Wayward Pines
Note: *** Contains Spoilers ***
Here’s yet another M. Night Shyamalan thriller, this time in the form of a two season TV series. Let’s explore.
Comparisons
This show has a similar premise to Stephen King’s Under the Dome. However, it is based on novels by Blake Crouch. Basically, it’s a small town that’s been cut off from everything and everyone. As a result, the town must live by its own rules. These two premises pretty much match up.
The way in which the Wayward Pines diverges is how the plot unfolds. With Under the Dome we come to find that the town is encased in a huge dome that, when the dome wishes, allows some exchange of air with the outside. In the case of Wayward Pines, we come to find that it’s supposed to be set in the year 4028, after a great holocaust mutated the human population. Both Under The Dome and Wayward Pines have populations that are cut off from “the outside world”, but for differing reasons.
Both towns, however, fundamentally operate in very similar ways with the exception that Dome runs out of resources a whole lot faster since they were cut off from the world without any resource planning. The dome town’s resources wear thin much, much faster. Wayward Pines, on the other hand, has the benefactor, David Pilcher, who not only had foreseen this event, but seemingly planned for it well in advance by building infrastructure and storing limited food rations to sustain the small town. We’ll come to find that Pilcher didn’t quite think ahead much or have planned for all contingencies.
Characters
The Wayward Pines town is inhabited by a number of adults and children including a sheriff, a nurse, a doctor and several primary families who become part of the series. It’s a similar kind of makeup as there was in Under The Dome. There’s also a faction of disenchanted citizens looking to escape from the city… so they can get “back home”. The characters change over time, particularly in season 2.
Weak Opening Premise
The show starts off entirely on the wrong foot indicating the “making it up as we go” syndrome. Meaning, the show begins by making no sense. Burke wakes up near a creek, beat up, bruised and injured. The question is, why stage this 2000 years in the future? What purpose does it serve?
If he had just awakened from cryosleep, why take him out of his cryosuit, dress him back in business attire and place him in the woods? Is it simply stage his awakening as though he had just crashed from a car? Why not start the episode off with Burke in a hospital bed recovering from his car injuries. That’s just as easily explained and shows us the Wayward Pines hospital right from the start.
If they want Burke to accept his life in Wayward Pines, why spend that time and effort staging his awakening? Did they stage other reawakenings in this way? They didn’t do it for Burke’s wife and kid. Staging reawakenings like this also means that someone at Wayward Pines needed to be 100% up to speed on exactly how Burke (or anyone else) was abducted into cryosleep to know exactly how to restage the reawakening. There are so many better things to worry about in a burgeoning town than dealing with staged awakenings.
Trapped in the Past
As with the isolated town premise in Wayward Pines, I find that there are a lot of stupid ideas, particularly from the supposed creator of the town, David Pilcher. According to his telling, the first time Pilcher tried to set up Wayward Pines, he chose to reveal the 2000 year old truth to the residents. While the children seemed to accept their fate, the adults couldn’t face life in this way and eventually the town self-destructed. This forced Pilcher to commit genocide by using the indigenous mutated humans to clear the population. This idea is stupid from the go. If you’re trying to repopulate humanity from limited pool of people, why kill them? You’re going to need that genetic diversity to repopulate… as much of it as possible.
David Pilcher has his (very large) crew (including his sister Pamela Pilcher) clean up the town, only to reset it all and restart it for a second time with group B. For group B, instead of revealing the truth, this time Pilcher decides to only tell the children the whole truth and withhold that information from the adults. This led the adults to believe they are still in 2014 (or whatever time period they came from). It also meant the adults believed they could leave the town and get back to their families… the idea that would inevitably become the town’s undoing. This keeps the adults in the dark of the reality of the world. This second time up to bat, Pilcher decides to incorporate corporal punishment in the form of town center lynch justice as a means to control order in Wayward Pines. If someone gets out of line or breaks rules, they are summarily brought to town center and executed by slitting their throat in front of the town mob. This is called a reckoning.
Here’s where I dislike this plot idea, where I feel this part was entirely unnecessary and sent the story premise off the rails. Pilcher is indeed correct to be worried that his group B town is degrading into chaos and destruction, just has had group A. It is. There is an underground movement that is growing and sowing the seeds of a second town self-reckoning once again. However, the reason for this is primarily because of Megan’s ideas she fed Pilcher. Megan’s ideas were the poison seeds that fueled Wayward Pines’s destruction, every time. Megan is a cancer on Wayward Pines.
Cryonics and The Past
To give a bit of backstory here, Pilcher foresaw the destruction of the 2014 world due to a DNA mutation he found, a mutation that would lead to humanity’s destruction in the future. He tried to alert the attention of the scientific world, but failed. Instead, Megan Fisher (eventually becomes the teacher at Wayward Pines school), urges David Pilcher to take whatever means necessary to ensure survival. This was the primary piece of bad advice David Pilcher took in securing his vision and the piece of advice that single-handedly ensured Wayward Pines’s demise. Megan would go on to not only continue giving bad advice, but poison the children and jeopardize the entire project.
Anyway, Megan’s continual bad advice leads Pilcher (being all wealthy that he is) to use his great wealth to hire people to nab random folks off of highways and put them into cryosleep. One set of unwilling participants is our protagonist Ethan Burke, his wife Theresa Burke and his school age son Ben Burke (season 1). Ethan Burke was sent to the area by the secret service (?) to investigate the disappearance of two of his colleagues. Ethan becomes the eyes of the audience as the great mystery of Wayward Pines unfolds. Of course, the premise includes everyone else in Wayward Pines, who were all unwillingly abducted and cryofrozen. The only people willingly there are those that who David Pilcher hand picked to operate the mountain complex to keep Wayward Pines functional as a township.
The Philchers (Pam and David) call Wayward Pines the Ark.
Aberrations
In season 2, we find out more about the original awakening of group A via C.J. Mitchum. He was the advanced cryo engineer who was the first to awaken and who awakened group A. He was also the person who found the aberrations and alerted Pilcher to them. This is also where the story takes a bad turn. Instead of staying and killing off a bunch of indigenous humanoids, C.J. suggests heading back into the pods to wait more time for them to die off. In fact, there were so many ways this story could have been handled, Wayward Pines might have worked as a simple utopia. Pilcher decides not to wait… yet another dumb idea from someone who’s supposed to be very smart. Anyway, Pilcher clears the area and erects an electric fence.
Outside the electrified fence, the indigenous humanoids (called Abbys … short for aberrations) inhabit the countryside. They also inhabited the area where Wayward Pines has been built. This means that David Pilcher kicked them off of their land. The aberrations are the remnants of humanity left over after the DNA mutation and the event that David had predicted. The aberrations are vicious carnivores that eat any animal flesh they can find, including any 2014 humans that happen along the way.
However, we come to find in season 2 is that Pilcher cleared out the area where Wayward Pines was to built by killing all off the indigenous folks. This action effectively starts the war between the aberrations and the humans and ensures all of the problems for Wayward Pines going forward. A problem that could have been avoided had Pilcher taken CJ’s advice and waited longer.
Keep It Simple Stupid
The first problem I have with this premise is that Pilcher kidnapped folks without consent. He also didn’t vette them for suitability or compatibility for living in a utopia city project. He yanked them out of their life and put them into cryosleep. After unfreezing them in the year 4028, he has two options. Tell them their reality or make them think it’s still 2014. After all, the town looks like it did in 2014 so it’s not that hard to convince those who are unfrozen.
There are lots of reasons why this town won’t ultimately succeed. The primary reason it is doomed to fail is that these folks didn’t consent to be there, the problem treated by Megan. They still think it’s 2014 and they think they can leave and get back home. Yet, they are being told never to talk about that. That idea won’t work. You simply can’t tell people to suppress their desires to go back home to their families and loved ones. If he had explicitly kidnapped folks who didn’t have loved ones waiting, then perhaps he could have used that. David didn’t think the kidnapping idea through very well.
Another secondary reason why this township won’t work is limited food and medical supplies. While he did stockpile food to get the town started and maintain certain levels of conveniences like ice cream, liquor, fudge, toy shops, hair stylists and various amenities offered by the 2014 standards, that cannot possibly last. There is also simply not enough food resources to maintain a growing community of people. Pilcher also failed to foresee the need for medicines in the future. While he did bring some medicine forward in time, it simply wasn’t enough (season 2). Over time and with enough generations, there would be no way for 2014 humans to survive, particularly without access to modern medicines. It’s not like he also brought along a pharmaceutical company and people to run it.
This lack of foresight sows the seeds of destruction for any forced community at some point in the future. The corporate punishment only serves to double-down on this destruction by, along with microphones and cameras monitoring everything in the town, eventual dissent and violence. If David stays this course with each successive town reset and restart, he’ll eventually run out of people to inhabit the town. Thankfully, Pam puts a stop to that, but too late to really save Wayward Pines.
Survival
Even if there had not been any indigenous population to defend against, the community would still have failed. As I said above, Pilcher didn’t bring along enough medications, vitamins and food to last indefinitely.
If the town had been able to survive without the threat of attack, the population would have eventually overgrown the town. They would have had to either institute population controls or force people to leave and settle elsewhere. There were so many better and more horrifying story avenues than the aberrations, the aberrations simply ended up as a convenient copout distraction from all that was missing when actually trying to build a utopia.
Season 1 versus Season 2
Season 1 started out promising by offering hope that the town might survive and morph into something useful. By season 2, not only had the show jumped 3 years into the future, which robbed us of the internal struggles, we come to find that the first generation is now running the town. While this is a fairly stupid premise to begin with, it effectively turned the show into a Young Adult novel.
On so many levels for a TV series, this change doesn’t work. You can’t start out with adults running the show only to turn it into a teen fest. That, in and of itself, caused too many problems going from season 1 to season 2.
Additionally, season 2 introduces a lot of foreign concepts that take the show in a direction that really doesn’t make a whole lot of sense. While I have not yet read Crouch’s novels, I’m assuming that the two seasons follow the novels to some degree. Ultimately, I can see why this show was not renewed after season 2. It just wasn’t strong enough of a premise to survive such jarring changes between season 1 and season 2. By jarring changes, I not only mean the survival concepts, but also the never ending cast changes, particularly the teen fest.
Overall
This was not a great show. It had a lot of promise when it began, but it quickly degraded into a story place that couldn’t work. Additionally, there were so many unaddressed mistakes made by Pilcher, these made the show’s story entirely weak. For example, where was the livestock? If you can cryofreeze humans, why didn’t Pilcher cryofreeze cows, pigs and chickens? They will need protein and vegetables as food sources… particularly if they’re to repopulate the earth.
Also, if Megan’s population birthing initiative was so all fired important, then why didn’t they cryofreeze a bunch of babies or pregnant woman to immediately restart the repopulation process?
Additionally in season 1, it was never addressed where all of the food was coming from or how much food there was. By season 2 and three years later, the town was already running out of food and needed to build farms to sustain the population. However, the valley soil where Wayward Pines is situated is supposedly tainted and cannot grow food with no real explanation of this. If food was an important thing to consider, why didn’t Pilcher cryofreeze some farmers and botanists? Also, why wasn’t this idea addressed in season 1?
Also, if Pilcher wanted his Wayward Pines town to thrive as a small town circa 2014 style, he must have packed enough rations to last for well more than 3 years. I’d suspect he’d brought along enough to last 10 or 20. If you don’t bring along enough rations to last 10 or more years, then why lure people in with all of the ice cream and hot dogs when in 1-2 years they’ll be starving or subsistence farming? Also, ice cream is made from milk. Where was the livestock to keep it all going? What about clothing? What about making cloth? What about growing cotton to make yarn to make cloth? What about sheep to make wool for winter clothing?
Clearly, the show’s writers weren’t thinking ahead. They might be able to blame some of this on Blake Crouch, but the show’s writers should have been able to read the book material, see the problems and fix them in the series. Overall, it’s a generally weak show that appears better than it actually is. It’s easy to see why it was cancelled after 20 episodes. In addition to being only half-assed in concept, the stories were simply not thrilling enough. The story needs a whole lot more thought and work.
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Game Review: Detroit — Become Human
I’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.
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
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 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.
Movie Review — Star Wars: The Last Jedi
[Alert: This review may contain spoilers. Though, I have done my best to not to reveal critical plot points and only discuss the technical merits of the film as a whole, you should decide for yourself what is a spoiler. If you are interested in seeing this movie, you should stop reading now, bookmark this review and read it after.]
The Last Jedi is a very long film. Clocking in at 152 minutes, it seems like a marathon. After trailers, your time spent can easily exceed 3 hours sitting inside of a theater. Giving up 3 hours of your life for a mediocre Disney romp is a very tough indeed. Movies with run times close to 3 hours also need an intermission. Let’s explore.
The Force Awakens
I want to like The Last Jedi. I really do. This film begins pretty much where The Force Awakens leaves off. If you’re interested, please check out both my The Force Awakens review and my The Force Awakens Analysis from 2015. If you haven’t seen The Force Awakens recently or at all, see it first. I will also state that my review of The Force Awakens is generally positive touting the look and feel. That look and feel is still retained in The Last Jedi, but I also expected The Last Jedi to have grown and matured this story. Unfortunately, it hasn’t matured nearly enough. With that said, The Last Jedi features lots of battles both in ship and out of ship with blasters and with lightsabers, but no battles of consequence. This film typifies what’s wrong with Hollywood writers. They have no vision. This problem is no more evident than in the many stories that unfold in this romp. There are certainly lots of plot contrivances and save-the-day tropes, but nothing new or notable to see (or say) here. It doesn’t expand on the Star Wars universe in any new or compelling way. It just uses the universe and abuses all of its existing George Lucas tropes, but never feels fresh, new or exciting. It doesn’t even feel like the writers truly understand or ‘get’ this universe or its inhabitants. It almost feels like professionally made fan fiction.
Middle Film Dilemma
Of course, this is a middle film. So, it can’t exactly resolve what was started, but it does its level best to make a dent in what will close out this trilogy. Unfortunately, this film is far too ambitious, trying to interweave too many side stories and not telling any one of them particularly well. There’s the Poe-as-a-rebelious-officer thread. There’s the Finn vs Nobody-Mechanic love interest thread that appears out of nowhere. There’s the Luke vs Rey thread. There’s the Leia vs Poe thread. There’s the Snoke vs Kylo vs Rey thread. There’s the topsy-turvy Rey and Kylo force connection thread. There’s the Millenium Falcon thread. There’s the useless Moz Kanata thread. There’s the new general who appears out of nowhere and gets killed thread. There’s the Phasma vs Finn thread. There’s the Luke vs Kylo thread. There are even more threads than that. There are far, far too many different story threads all competing for precious screen time.
For a middle film, the primary story arc should have been front and center. The rest of the story arcs should have been side stories for character development purposes. You know, stories to flesh out a character’s backstory, likes and dislikes, ruthlessness, charisma, scoundrelness, etc. These are why there are side stories. We need to get to know the characters while the main story is unfolding. And this is the problem with this new trilogy.
We still don’t know anything about Rey or Poe or Finn. Yes, we know Rey was a scavenger based on The Force Awakens, but there is no information immediately before that? Was she a scavenger her whole life? Clearly, she knows how to handle herself with that staff. So, that means she’s seen combat before. What other adventures has she had? What about Poe? He’s been in the Resistance for quite some time. He’s got stories. Where are those? And Finn, he was in the First Order. He’s definitely got stories. His field trip to Jakku in The Force Awakens can’t have been his first time out with The First Order. Yet, it’s like these characters began their existence at the start of The Force Awakens. We still don’t know anything about them even after The Last Jedi ends. Come on writers, give us stories that develop the characters.
Hack Writers
This story needs to be simplified, reduced, rewritten and refocused. The Last Jedi is all over the place and, at the same time forces the writers to cut too many story corners to make ends meet. It also sacrifices character development for unnecessary action scenes and CGI. It’s the typical Hollywood blockbuster writing team that cares less about making sense and more about writing too many threads and then cheating to close those threads because they’ve simply run out of time. It is, for example, killing off much loved characters like Luke, not in glorious battle, but alone on a remote planet using some extraordinary force power he has never once exhibited before. It is tying Kylo to Rey with some kind of force sensitive connection that allows them to communicate over vast distances, which isn’t explained and wasn’t even hinted at in The Force Awakens (the hallmark of bad writers). It’s Poe and Rey and Finn all running off on their own missions, not working together. It’s Finn and Nobody-Mechanic off on a mission to save the fleet with no backing and who are destined to fail (and they do) because of a cheap mole trope. And, to top off the cheesiest of the cheesy plot devices, Leia being blown into the vacuum of space and then exhibiting a force power she has never once even hinted at to inexplicably pull herself from space (with no oxygen) back into the ship, flying like Superman. Wait… what? Am I watching a Marvel superhero movie? C’mon writers, at least throw us a bone with Leia and set this up beforehand.
I’m torn. I want new original story ideas, but not like this. On the other hand, I’m almost now wanting to see copycat stories from the original trilogy because at least copying those formulas might actually work better than this disjointed romp of a movie. Let’s hope that whomever they get to write the last installment can get their head out of their ass and actually produce a cohesive focused ending that makes more sense than these too many unnecessary and unfocused dead end threads in The Last Jedi.
Cliché Story
The story starts off with a rag tag fleet of rebels on the run in space trying to find a new base. Unfortunately, the long of the short of it is, the fleet can’t get a break. Every time they think they are ahead of the game with the First Order, somehow they are found. In the opening of the film, the First Order fleet begins beating the crap out of the Resistance fleet and destroying their ships one at a time. Poe in an extraordinarily brave and stupid move, decides to order the last few bombers of the Resistance to attack a Dreadnought (a glorified battle cruiser). After that ship is destroyed and everyone celebrates for an instant, Leia looks at the amount of ships that were destroyed to make that sacrifice and figuratively face palms. Then they hyperspace jump.
Suffice it to say, this face palm sets the tone of the entire film to come. The scene switches to the planet Luke is on and we continue the story just as The Force Awakens left it. Rey does a whole bunch of nothing with Luke. At this point we’re back with the fleet. We continue with more yelling, screaming, blowing up ships and posturing from both the First Order and from the Resistance. This cat and mouse game continues throughout the entire run of the film until the Resistance thinks they’ve gotten a break on an old fortified rebel base planet. But, that’s just a pipe dream because the First Order, yet again, comes knocking. At this point, the First Order deploys a logic probe (oops, this isn’t Tron)… er, I mean an energy weapon that knocks down the base’s big metal door.
By this time Rey and Kylo are friends and Snoke, well, let’s just say he’s having a divided moment. Back on the new rebel base, Luke chimes in with his new improved ‘magical power’ and begins to taunt Kylo (after Rey runs off) into doing stupid things based on emotion. Rey is nowhere to be found as yet and Finn has decided to ram his speeder into the energy cannon when Nobody-Mechanic knocks him out of the sky for a love-story-then-pass-out trope.
The whole thing comes to a close while Kylo is occupied and the Resistance makes their way to some place safer.
I’m leaving a lot of stuff out.. It’s almost 3 hours. Overall, the contrived storytelling of the rag tag fleet barely making it to the next step each time is an old twice told trope. It’s already been done in Battlestar Galactica, but so much better. There are so many ways this story could have unfolded, but this is not how I would have written it. The fun of Luke, Leia and Han is that they worked together most of the time… only splitting up occasionally. Finn, Rey and Poe are almost never together in a scene. If you’re going to write for a triangle of characters, at least put them together at some point for a together adventure.
The final scene is of a foretelling. It’s of a child holding a broom like a lightsaber. Let’s just hope that by the time this child makes it into the final film that he isn’t still a child. No child actors in the final act, please.
Star Wars Droids in the Story
One thing that has been totally lost on Disney’s Star Wars writers is that the Star Wars story is, more or less, told from the point of view of the droids (R2D2 and C3PO). Meaning, the droids are in almost every scene because they are both helping the heroes and recounting it from their droidy perspective. Since Disney began their version of Star Wars, that idea has been almost completely lost. I say almost because The Force Awakens and to a far lesser extent, The Last Jedi, tried to keep this idea alive with BB-8. However, in both The Force Awakens and The Last Jedi, there are long stretches of story where there were no droids present at all. When BB-8 is included as a main character or even a plot element, the scene works well. When not, the scene is dry and boring. For example, in The Last Jedi, it’s funny when we finally get to see BB-8 driving an AT-ST walker. Unfortunately, it’s just a token gesture from the writers. They don’t keep it going. The reason it’s important to include the droids in the scenes is that they 1) make for excellent comic relief, 2) they help the heroes get things done with computers and 3) they are the perfect storytellers for such a romp. Unfortunately, BB-8 really had no substantial role in The Last Jedi other than being used as a trope to tie up loose ends. The original Star Wars trilogy showed us just how important droids are to the success of not only the missions, but to the film’s success.
Story Misnaming
This is the second film of, I am assuming, a trilogy. The Force Awakens was the first. However, even at the end of The Force Awakens, we still didn’t know who that awakening referred to. Was it Rey? Was it Finn? Was it Poe? Was it someone else?
At the end of The Last Jedi, we exit the theater asking the same exact question of both this title and of The Force Awakens. Who is The Last Jedi? Who really awakened? In fact, the film postulates the question that there is no such concept as a ‘last Jedi’. Luke explains that even if every last Jedi falls, another will rise on their own because the Force so wills it. I would assume this to also mean that there will be at least one Sith because the Force wishes to remain in balance. This means that there can be no last Jedi ever. So, why call this film that? Why call the first film The Force Awakens? If the writers cannot definitively answer the question posed by the title of the film, why produce a film with that title? If the ending of this film is foretelling of the rise of a new Jedi (and/or Sith), then a more apt title for this film should have been The Rise of the New Jedi or The Balance of the Force or The One Jedi.
A New Hope clearly refers to Luke. The Empire Strikes Back is as clear a title for that movie as there ever could be. You clearly understand exactly what the title means by the time you finish the film. Return of the Jedi is, likewise, the perfect title because you know exactly who is returning 15 minutes into the film. There is no question about why these films are named the way they are or what the titles mean. Even the prequel film names worked properly in this way with The Phantom Menace, Attack of the Clones and Revenge of the Sith. Leaving the theater after the prequels, there is absolutely no question as to why each film was given its respective title.
These Disney Star Wars films, on the other hand, are entirely misnamed. You leave the theater not knowing what the title means or who it refers to. If your writers can’t answer the question that the title poses within that film’s story, then the writers have failed or the title has. This series definitely needs to choose better titles.
Overall
This film is overproduced and the story is clumsily heavy-handed. The film is way too long and unfocused. The Last Jedi is definitely not any better than The Force Awakens. I give this film 2.5 stars out of 5 or in RottenTomatoes grading: 50%. The film is way too long, way too disjointed and it doesn’t congeal into a cohesive whole by the end. I realize this is a middle film and will be somewhat of a cliffhanger, but still, the way that The Empire Strikes Back was handled as a middle film was classic. This film, on the other hand, is entirely mishandled. Though, in some ways it is marginally better than The Force Awakens and in other ways it dearly sucks. The one thing I will say is that the 3D version of The Last Jedi is well done visually, but it doesn’t make the story any more palatable.
Why I’ve not yet bought a Nintendo Switch
I’m usually all over every new Nintendo system by making sure to pre-order it the first moment it’s available. This time was different. Let’s Explore.
Tablet Gaming
Let’s start with the obvious. The primary reason I didn’t purchase a Nintendo Switch is, let’s face it, it’s a tablet. Thanks to Apple’s very aggressive obsolescence of iPads, I now have at least 4 iPad tablets in my house. One that I’m currently using and 3 others that are older models. I also have a Samsung Galaxy Tab S 8.4 and an NVIDIA Shield for gaming … along with an Amazon Fire of some sort that I almost never use. I also have a PS Vita which is tablet-like.
So, let’s just say, I already have enough tablets floating in my house, most of which never get turned on. Buying yet another tablet, even if from Nintendo, that tablet must offer something so compelling it’s a no-brainer. So far, the Nintendo Switch tablet doesn’t have anything compelling to offer. When I buy a computer of any variety, I need to know that it will provide a useful benefit. For example, Android and iOS tablets are at least useful for browsing, email and various other apps (including games) in addition to gaming. For being a general purpose device, Apple and Samsung have the tablet market sewn up.
Nintendo, on the other hand, is a newcomer in this area. Since Nintendo is first-and-foremost a gaming company, the Switch will almost assuredly be a dedicated gaming tablet with limited general purpose apps, if any. For example, I’m fairly certain we’ll see Netflix and a handful of other streaming apps, but that doesn’t necessarily make the Switch a compelling buy. All of my other tablets and devices support these same apps… more, in fact. Because of the lack of real general purpose apps (or indeed a general purpose operating system), it’s almost impossible to justify purchasing a Switch for non-gaming reasons.
Dedicated Gaming
This leaves dedicated gaming the sole means to justify a Nintendo Switch. Unfortunately, this side also leaves a lot to be desired. Just like the NVIDIA Shield, the battery life of the Nintendo Switch is atrocious (2-3 hours). Worse, like the Shield, you cannot play and charge at the same time. The battery of the Switch still runs down even when playing while plugged into the wall. You’ll get a better gaming experience buying an Xbox or PS4.
On top of the tablet’s design problems, there’s the game round up so far. The only really compelling title is Zelda: Breath of the Wild and even that game is available on the Wii U. This means that if you already have a Wii U, there’s no reason to buy a Switch. This was Nintendo’s primary mistake. The most exclusive and compelling title to force you buy into the Switch… and they make it available on the Wii U.
Wii U, 3DS and Gimmicks
At this point, the Wii U is arguably a dead platform. Nintendo’s newest platform, the Switch, is what I dub a tabsole. It’s not a console, it’s not a tablet. So, tabsole fits. Unfortunately, what should have been the exclusive game was inexplicably made available on the Wii U preventing a compelling reason to buy a Switch. The one and only one compelling reason to buy the Switch is if you truly want a portable faux-HD Zelda gaming experience. Today, 720p is at the very bottom end of an HD gaming experience. In fact, I’d really reclassify 720p as not even HD. HD really starts at 1080p and goes up from there. It’s just a matter of time before 4k gaming becomes the norm and people look back at 480p and 720p as archaic reminders of formats past.
For Nintendo to introduce a 720p gaming experience today shows just how far behind Nintendo is technologically. Nintendo has never been known to push gaming boundaries by including high res display technologies, like on Apple’s tablets. Instead, Nintendo’s boundary pushing has been by adding more-or-less gimmicks to their consoles… like the addition of dual screens to the Nintendo DS, adding no-glasses 3D technology into the Nintendo 3DS, creating the Wiimotes for the Wii or adding the two screens to the Wii U through the combination bulky controller + tablet. Nintendo’s gaming claim-to-fame has never been about pushing technical boundaries, it’s always been pushing gimmicks and fads. While these gimmicks may have worked for some games, most of these gimmicks have limited useful value and end up rarely used.
I find that I rarely ever use the 3D technology built into the 3DS. The added head tracking made the 3D even worse, rather than better. Sadly, most 3DS games being created today rarely ever enable 3D even if the slider has 3D enabled. Even the game developers don’t see the 3D as something useful on the 3DS. Same goes for the gamepad on the Wii U. Few developers ever properly used the two screens on the Wii U. Most times, the screen on the gamepad was relegated to being a map. That’s a perfectly good use for that screen as it’s rarely needed, but when it is needed, it’s right there without having to open up a new screen. On the Wii, the Wiimotes were cumbersome to use and twitchy. Because of their twitchy nature, it made using the Wiimotes for any type of precision almost impossible. For example, Red Steel required using the Wiimote as a sniper and moving the Wiimote in and out as if to zoom. Because of the twitchy and unpredictable nature of the Wiimote technology, it was almost impossible to aim and zoom properly. This forced the game to become a challenge, but not in an intended way.
For each of these technologies that Nintendo has employed, they are not there to advance gaming, but to add a new gimmicky fad that quickly wears off. This gimmicky nature extends yet again into the Switch with its Joy-Cons and the dock.
Tablet Computers and Gaming
A tablet is old-hat at this point and isn’t really a gimmick. I mean, it is kind of a gimmick, but it has at least found a place in societal norms. A tablet offers easy and fast access to search Google or read an email. That’s what’s great about a tablet. It’s good for quick access to information using apps on-the-go. The downside to a tablet is its screen size. It’s bigger than a phone, but still just small enough to cause eye strain. For this reason, a tablet is not really the best for trying to read large amounts of text.
However, for gaming where it’s a visual medium, a tablet sized screen is probably a great size. In fact, I know that it’s a great size for certain types of games. Though, I’d still rather game on a 55″ TV rather than on an 8″ tablet screen. I mean, certain puzzle style games work great on an 8″ tablet when all of the icons and buttons are large and easily readable. It’s only when a game developer is trying to jam a bunch of small indicators and info onto a tablet sized screen does the gaming start to break down. Tablets are good for large touchable buttons with large readable icons. Tablets are not good for 8 point fonts and tiny pixel-sized health bars… design those for 55″ TV displays.
Additionally, games are designed for long duration usage. Tablets are intended for quick bursts of use, limited by small batteries and Eye Strain City. By their very different natures, tablets and games really aren’t a good pairing. That Nintendo thought it would be a good idea to pair the two shows just how out of touch Nintendo is with current technology concepts.
Launch Titles
Unfortunately, the few launch titles released with the Switch is yet another problem. While Zelda: BotW is the most compelling title, it’s not exclusive to the Switch. Meaning, I can play this game on the Wii U without even buying a Switch. That means I need to look to the other Switch games to see if those can justify a Switch purchase. Here’s the list:
- 1-2-Switch
- Just Dance 2017
- Skylanders: Imaginators
- I am Setsuna
- Snipperclips
- Shovel Knight: Treasure Trove
- Shovel Knight: Specter of Torment
- Fast RMX
Should I buy a Switch for any of the other launch titles?
- Both Shovel Knights will be released on multiple platforms… No
- Just Dance 2017 … on a tablet? Really? … No
- Skylanders: Imaginators is already on multiple platforms … No
- I am Setsuna is a JRPG available on other platforms … No
- Snipperclips … ugh, definitely a NO!
- Fast RMX is yet another vehicle racing game … No
- 1-2-Switch is a throw-away party game … definitely No
Out of all of the above titles, there is not one single game that is compelling enough to invest in the Switch. In fact, far too many of the games are already available on other platforms. In other words, most of them are has-been ports. Ports are typically games that avid gamers are likely to have already played. You would definitely not buy new hardware just to play a game that you’ve already played.
Problematic Joy-Con Controllers
The general consensus is the Joy-Con controllers are a problem. Apparently, when used wirelessly, they frequently lose connectivity to the Switch making gaming a chore. There’s nothing worse than losing connectivity while playing a game. I would frequently encounter this same problem when using the PS3’s early controllers. I’d been in the middle of a heated battle only for the controller to drop its connection. I eventually had to invest in a Logitech controller with a dongle to solve that problem. I’m pretty sure the Switch has no other options other than attaching the Joy-Cons to the tablet and using them ‘wired’. This design problem is pretty much a show stopper for using the Switch when docked.
Multiplayer Gaming and Nintendo Transfers
Today, multiplayer gaming is a must have option for any new console. Unfortunately, Nintendo has been so far behind the times with this feature, I really have no idea if they can even rectify multiplayer gaming on the Switch. It seems that Nintendo is likely to require a monthly fee to join a ‘new network’ that may or may not offer proper multiplayer options, but we know how well Nintendo typically executes on these features. It will end up has some half-baked thing that barely works, just like Miiverse.
Plus, Nintendo has some really archaic ideas about how to manage portable devices. For example, the 3DS still requires transferring your data from one handheld to another upon replacement. If you happen to lose your device or if it breaks irreparably, you have to make a call to Nintendo support to have them authorize transfer of that data to your new device… an incredibly manual and time consuming step.
I really don’t relish the thought of spending an hour or two transferring data from my Wii U to my Switch. That’s just a ridiculous ask in this day and age. I understand why this may have existed in the past, but with Nintendo’s store, they can simply store your info there and let you download all your stuff to your new device. Having to backup and restore your data from one console to another manually is just insane. As the saying goes, “Ain’t nobody got time for that”.
Roping in Developers
Nintendo has had a severe problem enticing big game developers into their most recent platforms. The Wii U is a prime example. When the Wii U was released, a bunch of large developers like Ubisoft and Activision were on board with producing games. However, due to the lackluster launch of the Wii U and the less than stellar numbers sold, this led to these large developers jumping ship. This meant that Nintendo had to rely on using its own franchises to sell (or not sell) the Wii U. While Nintendo does have a few relatively strong franchises like Zelda, Mario, Wario, Luigi, Kirby, Yoshi, Super Smash Bros and Fire Emblem, it’s really hard for a single company to produce enough games in a year to keep people coming back, let alone sell even more consoles.
So, the full capabilities of the Wii U were never fully realized. Nintendo tried, but were unable to fully utilize the potential of the Wii U. On top of all of this, Nintendo really never did raise the bar of the Wii U beyond its introductory operating system. The carousel was a complete waste of screen space. On the 3DS, at least the upper screen was used to show what item you were working on. On the Wii U, it was always that stupid carousel with talk bubbles popping up from random Mii. It’s not like Mii’s were that compelling anyway. In fact, that whole carousel idea was Nintendo’s idea of multiplayer social interaction. I digress.
The point is, with as gun shy as most developers are with Nintendo these days, it’s almost assured that third party support for the Switch will be non-existent for the foreseeable future. This means that we’re not likely to see much in the way of big new titles. Though, some developer has promised to release Skyrim on the Switch by year end. I’m not entirely certain that that conversion is coming from Bethesda / Zenimax. It’s more likely that conversion project has been handed over to smaller studio for release on the Switch. This probably means bug-city, but more than that this game is already 6 years old. To bank on a 6 year old game ported to a console with lesser capabilities than a PS4 is almost insane to consider. If Nintendo thinks that Skyrim is likely to spur a whole lot of new Switch purchases, they might want to think again. Bethesda would have to ensure some brand new and exclusive Switch DLC before gamers would buy not only a brand new console, but also buy into a 6 year old game they’ve likely already played.
Overall
There isn’t one single compelling game (or reason) that justifies purchase of the Switch. In combination with Nintendo’s lack of general functionality that a tablet needs to offer to remain competitive in an already saturated tablet market, the Switch doesn’t even stand up to its competition. When docked, the Joy-Cons do not reliably work wirelessly. How multiplayer games will work is still up in the air. In effect, Nintendo has yet to give us a solid reason to buy into the Nintendo Switch.
Perhaps with a few more exclusive games titles and a solidly built and robust multiplayer gaming network, Nintendo can turn that tide and bring the must-buy factor up. For now, there’s just not enough compelling reasons to bring yet-another-tablet into my house… considering how many tablets I already own. I know I’m not alone in this situation. For all of the above reasons, the Switch is not on my list of must have gaming consoles.
Movie Review: Fantastic Beasts and Where to Find Them
I’m so glad J.K. Rowling decided to bring us to the U.S. with the next installment of the Harry Potter universe (I say with some sarcasm). Unfortunately, Fantastic Beasts is also kind of a mess. Let’s explore.
NOTE: SPOILERS AHEAD. Stop reading now if you want to watch the film.
Timid Characters
One thing I’m never a fan of in storytelling is setting up your main character as both timid and intimidated by nearly everyone around them. However, if there had been just one timid character in Fantastic Beasts, I might have given this trope a pass. Unfortunately, the timid characters extend to practically every role in the film. The timid characters include Newt Scamander (the timid oddball hero from Britain who randomly shows up in New York), Porpetina Goldstein (the demoted Auror who’s as timid as the day is long), Credence (a timid teen with a surprise), Queenie Goldstein (outgoing yes, but timid) and Credence’s witch-hating adopted sister (didn’t even catch her character’s name, but still timid).
I’m fine with a story using a timid trope if the character eventually emerges from their timid cocoon to take on the world. Unfortunately, that doesn’t happen in Fantastic Beasts.
Unlike Hogwart’s, where you plainly expect the students to be timid and intimidated by the teachers (who are clearly years ahead in magical learning), this trope fails to work in Fantastic Beasts where these magical folk should all be pretty much on even footing. Because these are adults and not children (with the exception of Credence and his adoptive sister), this trope fails so badly as to drag down the entire first half of the film.
No. When I see a movie, I expect the leading characters to eventually emerge as take charge individuals. Not only do they need to express conviction in what they are doing, they need to stand up for it and take charge of their actions and of those around them. This is especially true of the hero. In Fantastic Beasts, that never really happens. Which leads to…
Character Development
Because this story is so light on character development, we are lost with character names, what most of them do and why they are even there. While the place has been established pretty much up front (i.e., New York City), the film can’t help but break one of the cardinal wizarding rules, made so abundantly clear in the Harry Potter films, within the first 10 minutes of Fantastic Beasts… exposing the wizarding world to muggles and letting them go without ‘fixing’ it.
Worse, they start off by discussing nomenclature (“muggle” versus “non-mag”) as though we should run into all sorts of these Americanisms. Yet, later in the film, Percival Graves (the on-again, off-again villain) clearly uses the word ‘squib’ without thought. One could argue it wasn’t Percival Graves during any part of the film. However, if the US folk are calling muggles “non-mag”, then clearly they should be calling “squibs” some other word.
Story
Let’s just say that the first half of the film was a mess. It was all over the place. First, it was about Grindelwald terrorizing London. Then it transitions to be about finding and catching Fantastic Beasts that Newt accidentally lets loose in New York… after he bumps into a non-mag named Jacob who he exposes to magic, first by wand, then by disapparating. And, that’s not even the half of it. Because one of his beasts bites Jacob, he befriends Jacob and takes him ‘home’ (to heal him) and then into his suitcase (which is one of those spaces that’s larger inside than out).
Again later, it transitions to be about an Obscurial (a witch or wizard who doesn’t know it, usually a child). The repressed magic becomes a dark force that can damage or kill.
We’re exposed to many different concepts all at once, but that keep being thrown at us without any full understanding of why any of it’s happening. On top of that, we have all of the timid characters who refuse to take charge of their own situation. They just sit back and watch from the sidelines only occasionally becoming a participant in the action around them when it’s absolutely necessary. Otherwise, they stand there with head hung low like they’re waiting for a scolding.
Halfway Point
At about the halfway point, the pace starts to pick up as some of the pieces finally start falling into place, not just for the characters, but also for the audience. Yet, even though we have a rousing pace that’s pretty much relentless until the end, you still feel more like you’re watching something from the Marvel universe than something in the Harry Potter universe. It just felt too disconnected and too distant from what we came to know of Hogwarts. Is the American wizarding world that much different?
Overall
I liked the second half of the film, but the neat and tidy ending combined with the timid characters left me flat on the characters, the character development and ultimately the hodge-podge story. If it was all just a setup to expose Grindelwald, then that could have been accomplished in so many better ways. For this franchise, I’ll reserve my judgement and hope that a second film might turn out better. For a franchise opener, I guess it’s alright. I was just hoping for a lot more. I certainly got a lot more out of the first Harry Potter film than I got out of Fantastic Beasts and Where to Find Them. Your mileage may vary.
Rating: 3.5 out of 5 stars
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