Alan Wake 2 Thoughts

Morning Folks! I hope you had a most excellent weekend. This weekend I decided to take a break from my Path of Exile and Audiobook norms and play through Alan Wake II. Currently, the game is available on consoles or for PC on the Epic Game Store… given that EGS helped publish the game I am questioning if it is ever going to make its way to Steam. I guess some background… while I enjoyed the story of Alan Wake, I did not suffer through playing it all the way to completion until the Control DLC hooked me enough to want to see it for myself. I had issues with some of the fiddly gameplay more specifically the flashlight gunplay. At this point I have played Alan Wake Remastered, Quantum Break, Control… and because I was super hooked on the Remedyverse Alan Wake II was probably the game I was looking forward to the most this year.

Does it stick the landing? Yes very much so, but I will warn you the beginning of the game is a bit of a slog as you are going to be back in Bright Falls fumbling through the twilit darkness with a pistol and a flashlight. This time around you are alternating viewpoints between Saga Anderson an FBI agent and partner to Alex Casey (aka Max Payne but Rockstar owns that character), and Alan Wake while trapped in the dreamlike malleable reality of the Dark Place. You can in theory play ALL of the Saga segments aka “Initiation” or all of the Alan Wake segments aka “Return”, but I chose to shift back and forth between the two of them… essentially doing one Saga and then the next Alan Wake until I reached a point where the game warns you that you are reaching the end segment.

One of the things that Remedy has been playing with in all of their games, is the seamless integration of full-motion video with rendered action sequences. Alan Wake II is the game that finally nails this formula as you are constantly subtly blending video and game sequences constantly. Sure there are still world televisions and projectors showing short-form video, but the game goes so far beyond this. Unfortunately, I can’t really give you the most concrete example of this because it would likely spoil the experience. There is one Alan Wake level that might be the best thing I have ever played through in any video game. The Ashtray Maze from Control was a thing of beauty and a real masterclass in level design… but the “We Sing” mission takes this to a whole new level. It will be an absolute shame if this game does not take home several awards at the “Keighlies”.

Remedy learned a lot of lessons while creating Quantum Break and Control and you can see these out on display here. Sure the gameplay isn’t necessarily as tight as a dedicated shooter, but it works so much better than the fumbling attempts made in 2010 with the first Alan Wake. The set design, however… is phenomenal. The Alan Wake segments center around him attempting to rewrite a book in order to find his way out of the Dark Place. As a result, he can go to his “Writers Room” and change set pieces and motivations, which then trigger transformations of the scenes that you are playing through. While extremely surreal, this leads to some truly interesting puzzle-solving behaviors as you are trying to figure out which version of the world you need to be in to progress past obstacles.

Saga has something similar in the form of her “Mind Place” a spot you can return to at any time and sort through details she has collected. You place these on the wall in the stereotypical thumbtacks and red string manner, but correctly placing elements end up unlocking dialog elements and changes your current in-game objectives. This is either going to be something you find really cool or something that frustrates you endlessly, because without placing certain items on the investigation board… you won’t have specific interactable objects appear in the world. There are dialog prompts that will not appear unless you have done the work in your Mind Place in order to reach the logical leap that triggers Saga to ask it. I do somewhat wish there was an “autoplace” option, because if you have somehow fumbled your way to a solution without using the investigation board… the game will do this for you to close out a case.

The best thing for me personally about the game is that it continues to expand out the shared Remedyverse. For example, there is a lot of involvement in the plotline by the Federal Bureau of Control, which gives hints towards the current state of that game universe as I am sure we are heading to Control 2. There are plenty of name-drops from the history of the past games… and I am pretty certain that Sherrif Tim Breaker is supposed to be Jack Joyce from Quantum Break, and similarly Warlin Door is a reference to Martin Hatch from that game as well. The awkward thing about the Remedyverse is that some of the ties will always be a bit tentative because Remedy does not own the rights to a handful of games. Max Payne for example is owned by Rockstar and Quantum Break by Microsoft… and while everyone is pretty certain that Alex Casey is Max Payne that revelation will never quite be as concrete as we might want.

The highlight of the game for me however is the return of Ahti the Janitor. In Control, we ended that game pretty sure that Ahti was some sort of god or at least a multi-dimensional being. Alan Wake II does nothing to dissuade us of this line of thinking as Ahti appears both in The Dark Place and Bright Falls interacting with Saga and Alan. Ahti is a hero from the epic poem The Kalevala (also name-checked in the game) and Ahto is the Finnish god of the sea… so I feel like the Ahti we interact with is somewhere between these. In Control Ahti talks about wanting to go on a much-needed vacation, and I am wondering if the events of Alan Wake II are in fact that “vacation” because he knew he was needed here to see both sides of this tale to its conclusion.

So the question I have been asked already is whether or not I feel like you can enjoy Alan Wake 2 without having played through the rest of the Remedyverse. On a surface level yes, I think you could enjoy yourself or at least enjoy it from the aspect of a very well-designed game. However, it won’t mean as much to you as it has to me, given that you will be missing a bounty of subtle references to the greater Remedyverse and the events of the past. I don’t think this game requires the understanding of these to make your way through the story. It explains enough detail as needed because a lot of your perspective comes from Saga an outsider to Bright Falls and Alan Wake who has had his memory damaged and is very much an unreliable narrator. What you are left with is a very well-crafted and honestly scary game, but if you have bounced off other remedy games… then Alan Wake II might not be for you.

While I am taking this break from Audiobooks, I plan on playing through a handful of other narrative games but for the moment… this is absolutely my game of the year. I mean as I said before I am already sold on the Remedy style of storytelling and feel like this is probably their best game to date. While I enjoyed the action combat of Control more, the storytelling here is phenomenal. They really have nailed blending live-action sequences with game sequences and making the combination greater than the parts. The game as a whole is very much an experience that needs to be played to be truly appreciated.

Boltgun Initial Thoughts

Good Morning Friends! It was in June of 2022 that I first saw the teaser trailer for a new Warhammer game called Boltgun, and I could already tell that I was probably on board with its particular brand of nonsense. Very rarely is a video game so directly targeted at my soul. In the mid-90s when I was obsessing over making levels for Doom 2, I was also obsessed with assembling plastic “beakie” Space Marines with my friend Jason and waging epic battles on his ping pong table semi-permanently converted into a battleground full of scratch-built terrain. That Proto-Bel would have been all over this game… in fact I kept trying to pretend that the EA-released Space Hulk PC game was actually a Doom clone at the time.

About a week ago the Boltgun trailers started to make their way into my feed and I remembered how much I wanted to play this game. Yesterday it officially released and I picked it up over on Steam, but it appears to pretty much be available for all platforms. Having spent part of my evening playing through the first half dozen levels or so… it very much feels like more of an actual spiritual successor to Doom and Doom 2 than the extremely excellent 2016 Doom release. As someone who cut my teeth on Wolfenstein 3D, Doom, Blake Stone, Rise of the Triad, and of course Duke Nukem 3D… this FEELS like you remember those games feeling. Modern audiences probably won’t really appreciate this fact, but even the sprite work in this game FEELS like it is 2.5D in the way that the transition of the model animations is ever so slightly abrupt.

You start off with just your chain sword and a little way into the first level you pick up your holy Bolter seated on top of an altar… with the reverence one would expect a holy instrument of imperial might. The chain sword takes some getting used to because effectively it throws you into a sort of bullet time as you line up your attack. You charge your sword, which pauses the game and then your character leaps forward and attacks with the blade. Essentially low-level minions will be finished off in a single hit… for higher-level minions, you will need to wait until they only have a sliver of life before it becomes a really effective attack. Essentially it can also be used as a movement ability of a sort where you charge forward and can sort of do a mid-air charge if you time it just right.

While the game lovingly replicates the feel of “random doodads all over the place for you to pick up” that was common for this era of shooter, it also has a lot of modern messaging. For example, the Chaos Cultists have lovingly painted platforms with yellow paint so you can know where you should be leaping to in order to kill them more efficiently. The game also features a “ledge pull-up” parkour system so if you leap across a gap, you can catch on the lip and pull yourself over onto the next platform. This isn’t over the top but feels pretty natural even within the framework of a “retro-inspired” shooter. There will be no blinking arrow telling you where to go… but I feel like a game like this doesn’t really need it. In some of the larger maps, there will be a bit of fumbling around and looking for the exit, but that also comes with this era of the genre.

What is so pure about this game is the fact that you get an endgame summary screen just like you did in Doom. The only thing that I feel a little iffy about is what it seems to count as secrets are not what I would have called secrets back in the day. Generally speaking, so far it is finding your way to a hidden powerup or something that is just off the beaten path… and less opening up new chambers and finding new areas of the map. I guess gone are the days of “humping” the wall while spamming your open key looking for a hidden door… and instead, it is just efficiently clearing every corner of every level. I admittedly missed several secrets on each level so maybe there were hidden doors that I just didn’t find.

The story is a bit on the light side, but really… did we care about the story in Doom? The story was largely an excuse for us to kill more demons, and the story in Boltgun is the story of EVERY Space Marine game… PURGE! There is a lovingly crafted number of chaos mobs that you will end up fighting along the way from mere cultists to Chaos Marines… to Chaos Terminators… to even Chaos Daemons like the Great Unclean One. Basically don’t expect high art here… this is a game with just enough story to keep it from falling on its face… as it should be for any 90s-era shooter. If you are also of this era then you will probably love it. If you were NOT from this era… I have no clue what you will think about this game. It’s a relatively fast-paced retro shooter with weapons that feel powerful and combat that feels visceral. For me personally… it really hit the spot.

Anthem Demo Weekend Two

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Outdoor cat has officially been fed so I can now sit down and start trying to compose my feelings about Anthem Demo weekend number two.  The first “VIP Demo” weekend was for folks who had pre-ordered the game and I will assume a certain batch of influencers that were brought to that special EA event to record footage.  You can scroll through my thoughts about that weekend in a post I made last week, but for me and most of the AggroChat crew it was a buggy and often times unplayable mess.  However there was enough good there laying just underneath the covers to make me interested and quite honestly miss playing the game.  So while I was not on nearly as much as I could have been… I played a significant amount of Anthem this weekend.  I managed to get in a Stronghold…  this games version of a Strike and spent a significant amount of time just roaming around and doing World Events and the little mini-dungeons that are available off the segment of the map we had open to us.  It galvanized my desire to play this game… and largely reinforced my decision to keep playing the “shootymans” class the Ranger…  who appears to be a really amazing single target dps class.

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What I want to talk about the most however is what a difference there was between the first and second weekends.  During the first weekend it was a constant struggle to be able to play this game…  and in the second….  everything just sorta worked flawlessly.  Sure there were some minor glitches like for some reason our javelins would not load on the “reward” screen.  Additionally I have never actually seen the full suit prep sequence because the game kicks me over to a loading screen when I assume that sequence is designed to make us ignore how generally long loading into an area takes.  However what was gone was the need to keep closing the game with task manager and loading back in to successful get into a mission.  I could just play the game as it was intended to play and this made me way more open to grouping up with friends given that it was a predictable sequence rather than a struggle to get all four players into the same instance.

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I’m very impressed with how communicative Bioware has been during this whole sequence…  and more than that I feel heard.  We all for the most part universally complained about how bad Mouse and Keyboard Flight/Swimming felt….  and they acknowledged that yeah… it feels less than optimal.  These changes are apparently already in the “live” build of the game, but what is even better is that they have started giving us a run down of things that will be fixed before the initial EA Premier launch on the 15th and what will be in place by the 22nd.

  • UI Clicking on visible options in menus fixed for 15th Feb (except social which is 22nd Feb)
  • Navigating Menu tabs with Q and E instead of old keybindings fixed for 15th Feb
  • Forge rotation speed with mouse improved – 15th Feb
  • Scrolling with mouse wheel wont zoom your javelin AND scroll the menu (will be contextual based on where your mouse is) – 15th Feb
  • D-Pad will show as keyboard bindings – 15th Feb
  • Turning off Motion Blur in settings now works (decoupled from post processing) – 22nd Feb
  • HDR toggle available – 22nd Feb
  • Camera Shake slider added – 22nd Feb

I’ve said it before but I believe that Bioware feels the pressure that this launch has to go fairly flawlessly, given the perceived failing that Andromeda was.  The whole multiple launch dates thing does not do it any favors, especially considering that a lot of the issues that plagued Andromeda were fixed by the end of that first week.  EA has a bad habit of shredding game studios, and the whole teasing a Dragon Age game…  I think is more insurance than anything else to try and keep delaying that decision.  If launch goes like last weekend however I think we are going to be just fine, and what I really want is the same level of communication that they are giving the community to continue into the first year of the game.

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I really do think that Anthem might be the game that can finally blended the different looty shooty genre players together.  There is enough here to intrigue the Destiny players with a rich and interesting lore and the Ranger class being essentially a “Destiny” class where it is mostly gun play with a few abilities.  There is also something here for the Warframe players that want move movement and ability spam…  and the Storm and the Interceptor fill those roles nicely.  Then there is a class for the player who just wants to be a big freaking mech in the form of the Colossus.  What is better is that gameplay feels more enjoyable when you are running with a pretty decent mix of the four classes.  Ranger as far as we can tell is going to be the class that has the highest single target damage…  so great for boss killing.  Storm is the battle tactician that takes an overwatch position over the battlefield and can effect large swaths of it with its abilities.  Interceptor is the fact melee shredder that is probably going to be excellent at grabbing objectives and avoiding taking damage.  Then you have the colossus which is the king of staying alive…  as was seen this weekend when Ashgar absolutely saved the day by surviving long enough to start bringing us all back up during a stronghold.  They all have their key niche and all feel great when played together.

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Ultimately I progressed my character as far as it probably could have been during the Demo.  I managed to upgrade every slot to a level 19 rare item and my final build was an Light Machine Gun for my main weapon… a Marksman Rifle for my secondary to melt anything at a distance like snipers.  Then I would run poison darts to act as my primer… that also doubles as a debuff that causes me to just deal extra damage to that target.  Frag Grenades after trying a bunch of different options seems to be my detonator of choice, and also a decent crowd sweeper.  Then muster point is what I was running as a damage boost for helping to burn down those big mobs.  As far as components I was running one to increase Frag damage and another to increase LMG Ammunition, and it was a build I was pretty damned happy with.  I could in theory go for a max damage build by picking up the devastator sniper rifle, but I never got one of those to drop for me and did not see it in the crafting tables.  I also settled in on the above paint scheme which is pretty much the colors I tend to choose in any game that gives me the options.

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Towards the end of the weekend they started an event that caused Primals to spawn in large numbers and frequency… so I managed to get in and take down a few of the bigger ones.  In fact I was fighting one of the big primals when the servers went down, so no clue what loot might have dropped.  Weirdly the game let me keep fighting, so I am guessing part of the world is cached on the client itself?  This gives me concerns when it comes to what hackers are going to be able to do to the game…  but without a PVP element I am not entirely certain how much it will effect me.  I am a little saddened that it sounds like while my weekend was smooth and flawless…  others that had a flawless previous weekend…  started encountering disconnect problems during this test.  I’ve now played 16 hours worth of the Anthem demo and can say that I am looking forward to starting on the 15th.  If you have not already picked up the game…  you can pony up for a month of Premier…  which gives you a discount that you can then apply to your preorder…  and will also give you access to the full game on the 15th instead of the 22nd.

So my awesome readers…  are you picking up the game?  Will you be joining me on the 15th or are you waiting on the 22nd…  or are you just going to take a hard pass?

Embracing Chaos

There are games from my childhood that I will always have an odd amount of nostalgia about.  There are the obvious ones like Zelda and Mario… but then there are the ones where I latched onto with both hands and never quite understood why.  Chaos Engine is one of those games in the second column because by all rights… it was not really a popular game in the United States.  We never really had the massive Amiga Culture here that the UK did… and while I owned one… I didn’t get it until my college years for use with Digital Video production.  However I did own a Sega Genesis and we did get Chaos Engine released under the confusing re-branding of Soldiers of Fortune.  I played the hell out of the game but didn’t realize what I had been missing… because while a completely functional port it is in no way as good as the original.  I bought my Amiga 3000 second hand… and it came with a box of crudely labelled Amiga floppies.  One of which was called Chaos Engine, and when I fired it up… I felt immediately at home.  The original Amiga game was so much better in every way than the port I was familiar with, and most importantly was the music.  I’ve included a video I found of the game intro running on an A500.  The game was essentially an isometric shooter but a much more interesting one than say Commando or Ikari Warriors.  It allowed you to pick from a cast of characters…  the Brigand, the Gentleman, the Mercenary, the Navvie, the Preacher and The Thug.  Each with their own strengths and unique weapons, and also added a small bit of RPG style progression as you could use the money found in each level to purchase buffs to further customize the way the character played.  Even today I have purchased every copy of this game that has come out…  from a Windows 95 CD version that no longer functions to the more recent release on Steam.

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While roaming around the floor at Pax South I came across what I could only describe as the logical successor.  Tower 57 is a game that I didn’t even know existed before this convention.  It apparently was on Kickstarter during August of 2015 and managed to raise roughly 55k dollars.  Had I known about the game then I would have likely backed it, even though my track record with video game kickstarters is not that amazing.  The game website describes it as:

In a dystopian, dieselpunk world, where Megatowers are the only enclaves of civilization, a group of extraordinary individuals is sent to infiltrate the reclusive Tower 57. Their skills, clips’ capacity & the ability to cooperate will decide on their fate.

Tower 57 is a top-down twin stick shooter with 16-bit inspired pixel art, destructible environments and heavy focus on co-op. It is also a modern take on what made AMIGA games so great back in the days.

What it felt like was a sort of Shadowrun meets Chaos engine, with a similarly interesting cast of characters.  Unfortunately I didn’t actually get to start fresh when I gave the game I try… but it seems like I could largely pick  between a female detective wearing a trechcoat and using a shotgun, and the diplomat which is a guy that looks like Abraham Lincoln with a flame thrower.  The game has all the right quirky notes that Chaos Engine did, and a similarly Victorian Era meets Steampunk meets 1920s speakeasy feel to it.  The artwork is absolutely gorgeous and the movement of the characters felt fluid, with interesting and challenging monsters that you encountered.  In the Pax South demo it seemed to largely be locked to the sewer level, and I was amped to see the gameplay unfold very similarly to what I expected with Chaos Engine.  Essentially doing something in one area of the map might unlock a secret area in another corner of the map, but also spawned multiple waves of mobs that you then needed to clear.

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The game is functionally a twinstick shooter, and the demo was played with xbox one controllers.  After a short period of time though I adjusted and managed to play my way through the level and get up to the mini boss at the end of it.  Ashgar managed to beat it… I however managed to take out the main encounter… then got super careless and died to something stupid on my way out of the room.  There was a line of folks waiting to take the controllers, so I stopped playing… but I would have loved to have had another shot at the game and tried playing some of the other characters.  Reportedly on both the game website and the steam profile the final version will include seven different playable characters, each with their own weapons and traits.  Another thing that I thought was really fun was the fact that the majority of the world appeared to be destructible.  Sure this serves a purpose with explosive barrels, but even when it serves no real purpose it is glorious to see the entire screen erupt in a hail of debris without actually slowing down the frame rate.  Reportedly the game will support local and online multiplayer co-op gameplay, which is admittedly something I am looking forward to.  I am probably going to convince Ashgar to play through the game with me some weekend…  which usually means he carries me super hard as I fail miserably somewhere in the background while looking for loot.

If anything I have said sounds interesting, I highly suggest you check out the game.  I have a huge amount of nostalgia for Chaos Engine and this game is riding heavily on that fact.  However Ashgar seemed to enjoy it just as much as I did, and he had never even heard of that game.  Right now the game has an ambiguous “Spring 2017” release date…  which to me means “any time before May” but to Square Enix apparently meant June when they were talking about Heavensward.  Whatever the case… the game felt really polished and hopefully that means the game will be available shortly.  You can pre-order now on Humble for $9.99 but to be honest I am more than likely going to wait for the steam release since I believe right now… humble disqualifies you from giving proper feedback on steam because it is not an “official purchase”.  To be honest the whole “steam purchase” versus “key redemption” thing is a mess when it comes to reviews.  Whatever the case it is definitely a game I enjoyed and I am ready to get my Chaos Engine game play back on.