Category: Contemporary Reviews

Reviews about mainstream games released in the past few years.

  • Magrunner: Dark Pulse – Now you’re thinking with polarity!

    Magrunner: Dark Pulse – Now you’re thinking with polarity!

    It really cannot be overstated how much Portal made an impact to video games when released in 2007. Valve snatched up a few Digipen students with an ambitious project, gave it that high quality Valve polish and released it as part of The Orange Box. The game was considered tertiary to the rest of The Orange Box – the more hyped games being the long-awaited Team Fortress 2, and Half-Life 2: Episode Two, the continuation of the Half-Life 2 saga – but Portal somehow became that surprise smash hit that started making small waves in the puzzle platforming genre.

    In the years following, a fair share of games would copy Portal’s first-person perspective but try it with different ideas. Antichamber did puzzle-solving in impossible spaces. Quantum Conundrum involved shifting between dimensions to affect objects in the world. Even something like The Ball had the titular ball be used to solve tricky puzzles. But I couldn’t think of a puzzle game that involved gravity and polarity. Until now.

    He looks like Cole MacGrath from inFAMOUS‘s dorky half-brother. (Cover courtesy of Mobygames.)

    Enter Magrunner: Dark Pulse. A first-person puzzle platformer that involves polarity and gravity to solve puzzles. Released in 2013 for the PC, Xbox 360 and PlayStation 3, it’s another one of those puzzle platformers that involve shooting objects to solve puzzles.

    This was developed by 3AM Games, a small development studio based in Kyiv, Ukraine. They had done contract work with Frogwares, the developers of the myriad of Sherlock Holmes games. Funded on the crowdfunding site Ulele, they received €110,000 in funding, just barely hitting their €100,000 goal. With some help from Frogwares and distributor Focus Home Interactive, they were able to make this game a reality. As far as I know, this would end up being 3AM’s last known project, as most of the team joined Frogwares proper not long after. 

    I had gotten this for free on GOG not long after its release, and had mostly thrown it into The Pile that is my neverending backlog. Struggling to figure out a game to play, I let The Backloggery’s Fortune Cookie feature do its magic, and it picked this. Though I opted to use my Steam copy, of which I don’t remember when I got it. Maybe around the same time as I snagged the GOG edition. So if you’re wondering why this game might be in your game library, that might be it.

    2 Unlimited not included. You gotta go to BioMetal if you want that.

    You play as Dax Ward, an orphaned child whose parents died rather unexpectedly. Being mentored by a mutant scientist named Gamaji, Ward enters a contest to be one of the first people to use MagTech’s space training program, sponsored by LifeNet, a major social media conglomerate. The whole Magrunner event is broadcast and shown, featuring Magrunners from all walks of life.

    Everything starts out smoothly, where Magrunners are solving the puzzles within. Parts of Magrunner start out feeling very Portal-esque at first. Dax moves from test chamber to test chamber through elevators, the test chambers are very clean and scientific like Portal’s Aperture Science test chambers, stuff like that. So far you’d expect that it’s gonna be similar to that, right?

    Then the power starts malfunctioning and people slowly are dying. Dax must survive and get to the bottom of this mess by solving puzzles involving polarity. Which sounds silly, but hey, it’s a puzzle game, those things don’t need that strong of a plot.

    The polarity in action, with a fancy cube. Yes, it does look like Christmas by default.

    If you’ve played Portal, most of Magrunner’s mechanics will make sense pretty quickly. Dax has two polarity colors – Red and Green by default, though they can be changed to any color – of which he can put onto objects highlighted in yellow. Much like magnets and polarity in real life, two objects of the same polarity color will often stick together, while two objects with different polarity colors will repel them away from each other.

    Throughout Dax’s journey through the catastrophe, he’ll solve a multitude of polarity puzzles, flinging boxes, using platforms, trying to avoid turrets that’ll shoot him on contact – sorry, these ones don’t talk with a cutesy voice – all the typical puzzle platformer stuff.

    This section required me to bring three platforms to an ideal height so I could jump off the box at the top. This… took a while to complete.
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  • Doom Eternal: Time to Rip and Tear once again.

    Doom Eternal: Time to Rip and Tear once again.

    Something I’ve constantly talked about on this blog is how eternally behind I am in games. Procuring a massive backlog, buying games thanks to Humble Bundles, cheap Steam sales, and gifts of spare keys from friends has been the primary causes of my never ending back catalog.

    Yet, I try to keep myself in arms’ reach of the current video game landscape, even if I’m not a fan of the direction the industry is going sometimes. This results in me playing the newest games usually years after their release. Anyone who’s been a reader of this site has seen me write about big popular games after their popularity, such as BioShock Infinite last year. But this time around I kept myself a bit closer to the zeitgeist this time, by playing a game a year or so after its initial release. And it’s from one of my favorite game developers.

    Still fun as heck to this day.

    Let’s talk a bit about id software. They’re the absolute pioneers of the first-person shooter realm: Wolfenstein 3D, Doom, Quake. Important games that really made an impact on the industry as a whole. However, there was a sea change by the late 1990s. When John Romero left id on less-than-pleasant terms to form his own studio, there was a very clear change on how id Software worked as a company: Pushing technology at the cost of making games that while good on a technical level, were kinda boring to play.

    Any excuse to use this screenshot again.

    I’ve talked about Quake II a few times on here, and while my opinion has softened a bit in recent years, I still think that while a technical marvel was just boring to play.This was id’s MO during the age of John Carmack. Stuff like Quake III Arena, and Doom 3, while solid games, didn’t have the massive highs that their early works did. Indeed, their competition – Epic’s Unreal Tournament and Valve’s Half-Life 2 respectively – were making more of an impact on the industry in a way people could easily see.

    Rage was sort of the lowest point of this era, the unremarkable first-person exploration game of which the only good things about it were John Goodman voicing a character and its reload canceling mechanics, of which I wrote about way back in 2016, and that was around the point id was no longer the amazing developer it once was. Hell, I even had doubts id Software were ever gonna release an awesome game ever again.

    Then John Carmack left, a bunch of people got shuffled around, canned a version of Doom that was more like a big-budget shooter like Call of Duty, and gave us the 2016 Doom reboot. While the multiplayer beta was enjoyable but boring, the rest of the game turned out to be the return of id Software as an awesome company that could make good games. With an amazing game like Doom 2016, it’d be pretty hard to follow up. But in 2020 they decided to give it another try, with Doom Eternal.

    Not to be confused with Eternal Doom, a pretty alright megawad for Doom II released in 1996.

    The story of Eternal is a bit more pronounced than in the previous game: The Doom Slayer has noticed that there’s been Hell on Earth with demons destroying what’s left of the planet. In typical Doom fashion, the Doom Slayer must travel around Earth and Mars to eventually stop the Khan Maykr’s hell demons from invading everywhere once again. Pretty simple stuff.

    It doesn’t help that you can customize the look of the Doom Slayer, thus making them look like an absolute goofass in serious, emotional cutscenes.

    It’s kinda weird to see Doom Eternal go all in on story. While Doom (2016) had a story, it was just about enough of it to give motives on why the Doom Slayer must rip and tear and it worked. In Doom Eternal, they go all-in, with cutscenes that take place in third person, giving diatribes that would seem in line with many contemporary games. It’s not bad per se, but compared to the previous game where there was basically one motive — Stop the demons by any means necessary — it just feels a bit ridiculous here.

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  • Weekend Writing: BioShock Infinite, the polarizing third installment.

    Weekend Writing: BioShock Infinite, the polarizing third installment.

    It’s been about several months since I last wrote a Weekend Writing post. Admittedly me playing games has slowed down considerably in 2021, due to a multitude of personal factors. Fed up with playing Bingo Story and Call of Duty: Black Ops – Cold War all the time, I decided to tackle a game in my backlog. One that has sort of an infamy among gaming circles. A game that’s particularly very polarizing, to a point where people who praised it as the “Game of the Forever” and considered its creator a genius now consider it the worst game in the entire franchise. And since I talked about BioShock 2 back in 2019, I feel it’s fitting to play the third – and as of 2021, the most recent – game in the BioShock series.

    So. much. bloom.

    BioShock Infinite is one of those games that I heard had sort of a legacy behind it. When released in 2013, the game was unanimously praised for its storytelling and gameplay, and won a myriad of awards. As time goes on, though, the general consensus has taken a 180 – damning criticism and people calling creative director Ken Levine a talentless hack. Even when I wrote about replaying BioShock 2 a few years back, that sentiment seemed to still be true, with some people even re-evaluating BioShock 2 as probably the best game in the series.

    But hey, I always believe in playing things for myself rather than blindly going with what others say, so let’s see if this is infinitely amazing or infinitely terrible.

    (Content warning: Plot spoilers for BioShock Infinite follow. While the game is eight years old as of this writing, I always assume that someone who’s reading this might not have played the game yet, much like me.

    In addition, this game does go into themes of racism and political movements, of which I’ll also talk about here.)

    Must these games always start with a lighthouse?

    The plot of BioShock Infinite starts thusly: Booker DeWitt must go to Columbia – a magical city in the sky, via lighthouse – to rescue a girl by the name of Elizabeth, for a bounty. As the game goes on, it turns out the goal is not that simple as we think, partially due to Elizabeth’s magic ability to create “tears” in the world that go to alternate timelines and worlds. Thus Booker and Elizabeth must stop Zachary Comstock and the world of Columbia he’s made, while also figuring out the mystery of why Booker’s there in the first place.

    As I went through the intro world of Columbia, there was a rather unsettling sense of christian white supremacy in the early story beats, which is a rather strong but somewhat upsetting start. Before Booker even gets the chance to visit Columbia, he must be baptized. Eventually Booker starts seeing the Vox Populi, the rival group of people demonized by the Founders that basically hate the cleanliness that Comstock’s Columbia brings. You would think that since there’s a clear hero/villain dynamic to the world that Booker would just be able to work with the Vox Populi and cause a revolution, right?

    If only this was a reality. Well, technically it is, but… it’s complicated.

    Well, technically no. Booker just wants to get out of Columbia with Elizabeth, being rather selfish. There’s a point in the plot where through a special ability that Elizabeth has brings the two of them into a timeline where Booker was the Vox Populi leader who became a martyr, but the rest of the plot tends to lean that both the Founders and Vox Populi are evil in their own distinct ways. I couldn’t roll my eyes any harder when they got to that point in the story.

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  • Covering the end of Battleborn: A MOBA with an identity crisis.

    Covering the end of Battleborn: A MOBA with an identity crisis.

    I never thought I’d be starting 2021 with an article about a game that’s shutting down. While I’m often behind the curve and don’t play games until years after the fact – some of last year’s posts being about games that are 5-10 years old – this particular game is one of the rare times I was at least fairly current with.

    When I’m reminded that a game that I paid money for is shutting down, I might as well give it one last hurrah. It’s a shame the game in question is a bizarre genre mashup, made by one of the more infamous game studios of the 2010s.

    If only the game looked nearly as cool as this introductory cutscene.

    We’re talking about Battleborn, a game by developer Gearbox Software. At the time, Gearbox was mostly known as the makers of the fairly popular Borderlands series of first-person Diablo-like looter shooters. Battleborn would end up being their first original franchise made by them in the 2010s.

    This bundle was released around July of 2016, not long after the game’s release. Being part of the $15 tier, the highest one, was already a warning sign.

    My experience with this game was getting this in a Humble Bundle. To be specific, the “Humble 2K Bundle 2,” a collection of games published by 2K, such as The Bureau: XCOM Declassified, NBA 2K16, Mafia II and Duke Nukem Forever. Battleborn was unlocked at the $15 or more tier — the highest tier, and a few friends of mine decided to chip in that $15 and give the game a try.

    We eventually tried a bit of the game’s campaign mode, then we all dropped the game and moved on to other things. For me, I had forgotten about the game’s existence, even as recent as 2019 when I wrote about a Loot Crate featuring the infamous “Thanos Oven Mitt,” which featured a Battleborn pin as part of that month’s theme. The game just faded away into obscurity.

    Honestly, I wouldn’t be writing about the game had the news not broke in 2020 that 2K was shutting the game down on January 31, 2021. In early 2020, they had already shut off purchases for premium currency in the game, and the announcement of the game servers shutting down seemed to feign as much interest as the game did when it was released.

    So let’s take a look at the game touted as being “badass,” when in reality it was just bad and ass.

    This was available one week early for those who pledged at least $1 to my Patreon. If you wish to be one of those supporters, check out my Patreon here.

    A lot of action going on at once. Hope you can follow along.

    Battleborn is a rather unusual game. It’s a first-person MOBA — think League of Legends or DOTA2 — with some elements of real time strategy and tower defense. 

    The gameplay mostly involves killing enemy minion bots and protecting your own minion bots to destroy an enemy sentry drone. Throughout your journey, you’ll kill said enemy minion bots that’ll drop shards which you can use to build turrets or drones, or to upgrade gear to give you and your squad buffs. Defeating enough minions or other players will give you the chance to level up your character with passive buffs for your character’s abilities. Kill enemies without yourself getting killed. Fairly commonplace stuff for the MOBA genre.

    These cutscenes really feel like concept art repurposed for the final game.

    There is a story mode, split between eight episodes that last about 40-60 minutes apiece, which consist of a bunch of rag-tag soldiers trying to stop an evil villain from destroying a planet for materials. Or something like that, the plot is mostly doled out through an introductory cutscene before the episode starts, and a lot of the plot is told throughout the game, but I couldn’t really tell you what happens in it. All I know that there are multiple enemy types and a few warring factions, which probably remind me a lot of different factions from other games like Destiny 2 or Halo.

    The MOBA elements still come in play in the story mode, as you can select a character, upgrade their abilities upon leveling up, and even purchasing a set of gear items with shards that can buff certain character and team abilities. Even the story missions are designed similar to the standard multiplayer, where players are basically defending minions or a boss to get to an objective while killing enemies throughout. 

    Players share lives and accumulate points through random crates strewn around the game world, and the points seem to really only matter in giving experience for your character and your overall rank in the mission. Exclusive to the story missions are power-ups you can pick up that can lower your ability cooldowns, boost your overall speed and give you extra shields.

    A bit of the “Meltdown” mode in action. Naturally played with bots since finding matches these days is impossible.

    Since it’s a MOBA, the game has a versus mode that plays more like traditional MOBAs: Squads of five shepherding minions through enemy areas to destroy sentries, while trying to protect their own. There’s not a whole lot else to say about this, it’s no different than other games in the genre, but it has more of a shooter/slasher bend like Smite.

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  • Some Weekend Writing about Far Cry 4.

    Some Weekend Writing about Far Cry 4.

    I rarely abandon games. Mainly because of the infamous “sunk cost fallacy”: I spent money on this, thus I must play it in its entirety to get all of my money’s worth. Even for a person like me who doesn’t buy a lot of games these days, there’s that fear of wanting to not let even a game I bought on deep discount go to waste. With that thought process in mind, I would drag myself through a game that I wasn’t thoroughly invested in, just to see the ending and sit through a 30 minute long credits sequence.

    This post talks about my most recent case of suffering from that sunk cost fallacy. Amusingly, it’s a sequel to a game that I’ve written about on this very blog in 2014, the year that game’s sequel came out.

    One of the rare occurrences the fourth installment isn’t as good as the third.

    Far Cry 4 is a game that basically pulled a bait-and-switch on me and a friend, and in many cases did things backwards compared to the previous game, which I thoroughly enjoyed. How can a sequel bungle so many things that the previous game got right? Well, let me explain why this game is a disappointment to me.

    This was available for Patreon supporters one week early. Want to see this stuff early? All it takes is a dollar. Check out the Patreon here.

    There are a handful of games I own that fall into this category of “here to play it in co-op with friends” than to be invested in the story or the characters. This doesn’t mean I don’t care about the game’s world, but I tend to use it more as a social experience to talk with friends rather than anything to be deeply invested in.

    For me, Destiny 2 is a good example: While there’s a unique, interesting world with a rather neat amount of lore to it, I honestly couldn’t care less about any of it. Thus I just roam around areas and kill enemies with friends. Most “looter shooters” fall into this format with me, but at least Bungie makes up for it with cool designs and some rather picturesque visuals.

    Friend of the site Bobinator from Hardcore Gaming 101 suggested that I get Far Cry 4 way back in mid-2018 as it would fit that criteria of “playing it in co-op with friends.” It being on deep discount for $13 probably helped too. The two of us have played games like the Saints Row series entirely in co-op and we had a fun time playing through them. Far Cry has a similar free-roaming nature of causing chaos in a digital world, so I took the plunge. What could possibly go wrong?

    One of the few highlights during our co-op session. Don’t ask me why he has a shovel handle stuck in his arm.
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  • Some Weekend Writing about Battle Royale and Call of Duty Warzone.

    Some Weekend Writing about Battle Royale and Call of Duty Warzone.

    Please note: This was written in April 2020 and reflected what the state of the game was like around launch. In the years since, the game has added events and such not mentioned here. I’m adding this disclaimer since I wrote about a live service game, and thus some things mentioned here may not reflect what Call of Duty: Warzone is currently. Thank you.

    For a long time, I never really liked the battle royale game mode. There was some things about that mode that put me off in various ways. Over the years I’ve tried some of the notable ones, and even some of the off-shoots. Most of them were enjoyable for a pinch, but then I’d drop off of them for some reason or another. But then another battle royale game came out recently. And for some reason, this is the one that got me.

    This post was available on Patreon one week early. You can join the Patreon to see this post first and see some exclusive-to-Patreon posts for just $1. Check it out here.

    I honestly found 2019’s Call of Duty: Modern Warfare entertaining, yet rote. While I didn’t play the campaign, I did play the multiplayer beta before launch, and while I was having a blast like before, it just felt like I’ve been here before. To me, it seems like Infinity Ward has given up creatively, with this current effort trying to recapture that lightning in a bottle that they did with the original Modern Warfare.

    There were still attachments, perks and killstreaks, many of the same game modes, even maps I’ve seen in past entries started cropping up. It seemed the biggest innovation the game had at the time was basically ripping off Battlefield’s long-standing Conquest mode. Yet despite the game being fairly derivative, it was still fun to play.

    At this point, Call of Duty as a franchise has been a glimmer of nostalgia more than something I get incredibly hyped for. To me, Modern Warfare 3 was when it started going downhill, what with its busted multiplayer and ham-fisted conclusion of a campaign mode. I was so disappointed with it that I advised people shouldn’t play it way back when I played it on a Steam free weekend in 2012.

    This is pretty much WWII‘s multiplayer in a nutshell: People randomly watching others open lootboxes. To think this was so common a few years ago.

    The only Call of Duty game I played with regularity after that was, surprisingly, WWII. All the others might as well just exist in my mind, something where I play the campaign once, play through some of the multiplayer for a while, then move on to something else that piques my interest.

    Love how this is front-and-center. Probably annoying to those who play the standard multiplayer.

    In late March, Activision announced something I was worried they were gonna repeat: They were adding battle royale mode in Modern Warfare. I figured that with multiplayer, singleplayer and a zombies mode being in every yearly installment, that trying to make a yearly battle royale mode was the easiest way to kill battle royale’s popularity faster than something new taking its place. After all, this is Activision, a company that clearly sticks to what works until it stops making money.

    I was not really interested, until they announced the surprise: Warzone was free to play for anyone, Modern Warfare was not required to play. Now they’ve caught my interest, as I wasn’t really interested in spending more than $20 on a Call of Duty game in 2020. So I tried it, and somehow… it all clicked. After playing several battle royale games, I found the one that worked for me.

    Hey, this looks kinda familiar…

    Warzone really doesn’t need much explanation if you’re familiar with other battle royale modes. You drop as a squad of 3-4 or play on your own and try to be the last one standing. Search buildings and areas for armor, weapons, grenades and some of the Call of Duty hallmarks like killstreaks and the new field upgrades. Kill, try not to die yourself, seems simple. So you’re probably wondering what makes this different from the others you’ve played. Well, it’s complicated.

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