Showing posts with label disappointing. Show all posts
Showing posts with label disappointing. Show all posts

Monday, April 11, 2022

Doom Eternal (PS4) Review

Doom Eternal (PS4) Review

Date Released: 20 March 2020

Date Played: 7 April 2022


Introduction:

As I was playing Doom Eternal, I kept thinking something was wrong with me. After playing Doom reboot back when it released in 2016, I was thrilled to play this sequel.  This enthusiasm was only bolstered when I saw the rave reviews upon the game's release.  Not only was it pretty much universally acclaimed by critics and the public alike, it made many top 10 games of the year list and even has a loyal group of followers that hail it as the best first person shooter of all time.  Needless to say, I felt like I was doing something wrong while I was playing.  I kept dying repeatedly when I would dive into the fray against Hell's legions, I found myself constantly out of ammo, the story was convoluted and full of too much terminology, there were long platforming segments that felt out of place, and there was a sort of resentment and distain building up inside of me as I played.  I couldn't put my finger on it at first, and would find myself playing for an hour and then being thankful when I could find a stopping spot so I could go play a different game.  It took me months to work my way through Doom Eternal and in the meantime I completed 11 other games.  

In a moment of frustration, I decided to do an internet search to see if there was anyone out there that felt the same as me, and unsurprisingly, there is a significant selection of gamers that felt exactly the same as I do.  After watching several video reviews and essays detailing the flaws of this game, it finally came together in my mind why this game fails to live up to the standards of 2016 Doom and falls rather flat in terms of game design.

Gameplay:

Doom 2016 was a fast-paced slaughter fest where you played as a god-like superhuman called the Doom Slayer who wants nothing more than to annihilate the denizens of Hell. You would enter these mini-combat arenas that were filled with waves of enemies and you just went to town having your way with them.  After dealing enough damage to an enemy, it would flash and allow you to perform a glory kill.  This would allow you to refill some of your health while you strung together kill after kill after kill.  The enemies stood no chance and you were a literal killing machine. It felt almost liberating being so overpowered in that game that you were essentially untouchable.  All along the way you find these bits of lore that the demons have written detailing how you are their coming apocalypse and how much they fear you.  It was an amazing power trip and I had a really good time with it.  



This time around, you play as the same character with basically the same premise. Like all of the other Doom games, Eternal is a first-person shooter where you explore different environments while searching for collectables and upgrades until you enter a combat arena where you square off against waves of demons. The gory and gruesome glory kills from Doom 2016 return that will allow you to refill your health while you battle.  You still have your array of weapons like the shotgun, chain-gun, BFG, rocket launcher, etc., and they all have multiple upgradeable firing modes and secondary abilities.  You can jump, grapple, and use launching pads to bounce all around the combat arenas that are more designed as a fun playground for combat.  At first, it seems like a continuation of Doom 2016 with more of a good thing.  However, everything isn't exactly as it seems this time around.  This leads me to my first issue with Doom Eternal.

1) Doom 2016 was so good and well thought out that the developers, ID software, didn't know what to do to improve upon it so they just started adding a bunch of new abilities.

Not only do you have to glory kill enemies to refill health, now you also have to chainsaw them to refill your limited ammo.  The chainsaw uses gasoline that you can find scattered around the levels. In order to kill larger enemies, you need a full gas tank of fuel to saw them apart, but lesser enemies will have to be killed constantly to keep your other weapons loaded with ammunition.  Luckily, the chainsaw always has a minimum amount of fuel that will replenish over time, but you'll need to keep an eye on its timer.  You also have a flamethrower that also works on a timer that you use to make enemies drop armor.  There's the super punch that allows you to instantly melee kill enemies if it's charged up.... There's the grappling hook that pulls you toward enemies, multiple shot modes for every weapon, multiple type of grenades you can cycle through that are also on a timer, a sword that you can collect charges for to instantly kill enemies, and probably several more that I'm forgetting. 

Overwhelmed? Me too. This is a whole lot of mechanics at your disposal that you would think would be really fun to use after you get the hang of things, but they honestly feel like they get in the way of what would make the game fun. This leads me to my second issue with the game.

2) Doom Eternal wants you to play it the way IT wants.  Not the way you want.

In Doom 2016, you got thrown into these awesome combat arenas where you felt like this overpowered machine that could just mow over waves of enemies in the most awesome ways possible.  You were constantly trying out new weapons, getting in close and killing enemies, and stringing together these awesome kill chains.  In Eternal you're constantly low on resources to the point where you spend a lot of your time running AWAY from enemies instead of running TOWARD them. You run out of ammo, so you can't kill anything.  So you have to run around until your fuel for your chainsaw recharges.  Then, you chainsaw an enemy, get some ammo and dive back in.  But you take a few hits and your health is low, so you try to glory kill an enemy to get more health, but you get swarmed in the mean time so you run away.  You use your flamethrower to get some armor to stay in the fight, but now you're low on ammo again, but your fuel hasn't recharged.  You get low on health, but you can't damage the enemy because you have no way to deal damage with no bullets, so you run away from them waiting for your fuel to recharge so you can get some ammo... so you can shoot them... so you can glory kill them to get more health... rinse... repeat...   It starts to feel more like a puzzle game where you need to figure out the correct order to use your skills and which optimal weapons to use in every fight if you want success.  This leads you to dying a lot where you're thrown into situations that seem overwhelming unless you already know what's coming.  This leads me to the 3rd fault of the game.

3) The game feels like you need to memorize the combat encounters rather than improvise your way through them.

That's what made Doom 2016 so fun.  All the mindless killing and the awesome flow state you get into when you're in the thick of the battle.  Now, there are enemies that appear half-way through combat encounters that summon infinite baddies (the Archvile for you old school fans) until they're eliminated and there are totems that buff all the enemies that are hidden around the arena.  Both of these you'll have to search for in a frenzy to destroy them before things get too out of hand.  Almost every time one of these archviles appeared, I died because I had no idea they were coming and flooded the area with too many enemies.  I got tired of repeating the same combat scenarios over and over again until I slowly memorized where everything was and the correct order to kill everything.  It was exhausting.  It artificially adds a lot more difficulty to the game that's rather off-putting.  A lot of people will say the game is "harder."  It's not really much harder, it's just a lot less forgiving if you don't play each scenario in it's most optimal way.

I guess the developers realized how demoralizing these combat encounters were because they decided to book end them with a ton of platforming segments. These were the worst part of the game and almost made me quit several times. They often require the use of swinging from suspended poles, dashing through the air, hitting air currents, and wall grappling and climbing.  Many times, I would waste several of my extra lives during these platforming segments that were supposed to be easy... but I never felt like the controls were good enough.  This is the next issue.

4) Precision platforming in first person needs better controls than Doom Eternal provides.

Having to swing from bar to bar, dash to a crumbling wall, jump off it and dash through the air a number of times before going through a ring to replenish your dashes, etc., feels like a parkour obstacle course and would be better suited for a 3rd person action game rather than Eternal.  It just never feels like it works and I'm shocked that such a large portion of the game is devoted to it.  Not only that, but there are some swimming segments in the game that evoked an audible groan and eyeroll from me. I like exploring in Doom.  In fact, that's one of the big draws of the franchise.  But, I don't want to Ninja Warrior my way over giant bottomless pits in every level.

The last issue I have with the game doesn't involve gameplay.  The game requires a day one patch to add a bunch of content and Bethesda, the publishers, require you to make a Bethesda account before they'll let you play the game (even in single player) unless you completely disconnect your console from the internet.

5) Don't add DRM to single-player games.

Some of us gamers go back and replay their games 5, 10, even 20 years later.  You don't need to add online components to prevent players from accessing the single player content years down the road.  Bethesda's recent practices with requiring you to be online to play single player games has been so bad that it's actually deterring me from buying anymore of their games. What are you supposed to do when the online servers go down a few years from now.  At least you can still access the game by turning off your internet connection, but you shouldn't even have to do that.




In general, the game isn't as much fun as Doom 2016 and feels very tedious and like a chore to play. When I play Doom, I want to charge into the fight and wreck some demons.  I don't want to run away from combat waiting for abilities to recharge and looking for weak enemies to kill to heal myself or to get ammo.

Story:

Like I mentioned, you once again play as the Doom Slayer.  After the events of the reboot, you find yourself on a space station and realize that Earth is being consumed by Hell.  You have to find all of the Hell Priests that are hidden not only on Earth, but also in other dimensions and kill them to prevent all of this from happening.  It's a serviceable story and does a good enough job of carrying the action forward.  But, unlike the reboot, this time you're inundated with a ton of lore that's full of zany terminology that recounts the history of the Earth, the demons, the Doom Slayer, space exploration, and alien race, energy consumption, and a whole bevy of ideas that ID software have decided to include to try to fill in every nook and cranny of all the cracks in their story.

6) Show me the story, don't tell me.

There must be over 100 pages of text that you can collect in the game that recount all of this complicated information about what's going on and how everything came to be.  Now, don't get me wrong, I like lore in games.  The Dark Souls games don't tell much of a story but do some fantastic world building with the lore you gain from the clues you find around the world.  Even Doom 2016 did a great job building the mystique of the Doom Slayer by leaving fragments of information hidden around the maps.  But, this time ID software jumped the shark with the amount of information they dumped on us.  It feels like all of this should have been compiled into some sort of fictional history of DOOM and published as a novel (a la Tolkien's The Simarillion) or something similar.  Most reviews I read and watched said they stopped paying attention to the story after a while.  I'm no exception.

Presentation:

There's not much to find fault with in this case.  Doom Eternal is probably the best looking of all of the PS4 games.  I was playing this game at the same time I was playing some PS5 games, and Doom Eternal holds up against them and even looks better in a lot of cases.  The graphics and textures are sharp and clean and the game runs at a pretty steady framerate.  Some of the areas like the hub area between levels and Exultia are beautiful and a nice departure from the heaviness of the rest of the game.

The music is industrial with a bit of a Djent flair and is right in line from what you would expect from a Doom game.  It serves its purpose, but I didn't especially find it memorable or catchy. This is coming from a life-long metal fan, but I found the riffs and chord progressions to be banal and almost intentionally pedestrian. At times the music lifted the experience, but mostly it felt phoned in.



Conclusion:

Doom Eternal is a great looking game that is bloated and inferior to the game that came before it.  The combat isn't as fun and has a really repetitive gameplay loop that sucks all the enjoyment and enthusiasm right out of me.  I could rarely play more than an hour at a time without getting frustrated or bored and it took me many sessions over several months to finish the experience.  While the game did start to pick up in the second half as I became more experienced with the mechanics and reconciled myself to play the way the game wanted me to, it never reached the grand highs that the critics lauded in their reviews.  It's still a decent game and there is some fun to be found there, but it doesn't hold a candle to Doom 2016.

Final Status: Beaten

Final Score: 7/10 (disappointing)

 

Sunday, February 13, 2022

Cadence of Hyrule: Crypt of the Necrodancer Featuring The Legend of Zelda (Switch) Review

 

Cadence of Hyrule: Crypt of the Necrodancer Featuring The Legend of Zelda (Switch) Review

Release Date: 23 October 2020

Date Played: 13 February 2022

Introduction:

Cadence of Hyrule: Crypt of the Necrodancer Featuring The Legend of Zelda is not only the longest title I've ever seen for a video game, it's also one of the biggest disappointments for any game that I've played in the last few years. 

If you've ever read any of my other reviews, you would know that I try to be pretty objective with my critiques of the games I play.  I'll go over a brief history of the game, talk about its mechanics, detail the aesthetic choices of the game, before finally giving my opinions in the end.  Well... this time I'm not going to do that. I'm going to give my feelings right up here at the top of the review because I'm having a difficult time objectively discerning just exactly what it is that rubs me the wrong way about this game... because on paper, it's seems like it should be magnificent.  My only option is to just spew my feelings in some pseudo-stream of consciousness method as I point out all the things the developer did well and why I don't like them for no good reason.  



So what exactly is this game?  The absurdly protracted title seems to try to answer this. It's Crypt of the Necrodancer featuring characters from the Legend of Zelda, obviously (please insert sarcastic eye-roll).  Which means we've got a mash-up game on our hands.  Crypt of the Necrodancer was a popular rhythm-based rogue lite game developed by Brace Yourself Games that was released in 2015.  While I haven't personally played it, I watched a lot of streamers who did, and it seems like a really fun game.  You work your way through procedurally generated dungeons and fight enemies using a music mechanic.  You and the enemies all move on the beat and if you can attack them with good rhythm, you get attack bonuses and become more powerful.  You collect items to help you build a good run and gain meta progression to make your character more powerful in future attempts.  So, pretty standard rogue-lite stuff with a rhythm element.  Sounds awesome, sign me up!

So, the title of this game leads you to believe that you are playing Crypt of the Necrodancer with Legend of Zelda characters in it.  Right?  It literally says Crypt of the Necrodancer Featuring The Legend of Zelda, after all. But what we were given was a straight up lie if you're to go by the title.  This game isn't Crypt of the Necrodancer with Zelda characters in it.  Instead, it's The Legend of Zelda featuring Crypt of the Necrodancer combat.  I'm nonplussed by the whole situation and actually feel a little cheated.  There's nothing wrong with what they did with this game, but it's not what I wanted, nor is it what I thought I was getting.  I feel the title is specifically misleading despite its verbosity and I don't know why they chose to lead with Crypt of the Necrodancer instead of Zelda as that would have been a much more fitting description.  Let me invent and example to further illustrate my point.  Say I made a game with this title,  Fatality in the Mushroom Kingdom: Mortal Kombat Featuring Super Mario Bros., anyone with a head on their shoulders would think this game was a gory and violent 2D fighting game like Mortal Kombat with Mario characters in it.  How could you not?  It's clear as day what this game is supposed to be just from the title alone.  Now imagine that you're a complete idiot, like I am, and when you pop in the game instead of seeing Yoshi tear out and swallow Peach's heart with his bulbous tongue when he does a fatality,  you're instead given a standard side-scrolling Mario game but with Mortal Kombat characters in it. It's just Raiden running to the right across the screen while collecting coins, breaking blocks,  and stomping on goombas, koopas, and the occasional miniature Baraka.  Still awesome... but not at all what was advertised. Still, I think there might be a little bit of confusion and more than a few upset kids on Christmas morning.

So, enough talking about 2 hypothetical games that would probably be incredibly radicle and fantastic.... and should totally be made someday (you should get right on that), let's get back to the game that actually exists by reiterating  my question from earlier, "So what exactly is this game?"  Sadly, Cadence of Hyrule is just a bog standard 2D Zelda game with the combat system from Crypt of the Necrodancer.


Note*** Brace Yourself Games must have had some big fans over at Nintendo, because by some actual miracle, they were allowed to use the Zelda license to make this game and I can only remember a handful of times that was ever allowed (looking at you CD-i Zelda games).  This must speak volumes for the actual Crypt of the Necrodancer game.

Gameplay:

I hate that I have to explain how a Zelda game works, but I guess I have no choice.  You wander around an overworld that's broken up into a grid.  Each screen is one block on the grid and as you explore around, you slowly fill in the empty blocks on your map.  You're trying to collect some handful of objects (this time it's instruments to go with the music theme of the game) to unlock the barrier to Hyrule Castle so you can go inside and beat the final boss.  Each of the instruments is located in it's own dungeon that has it's own theme like water, fire, ice, etc. They can usually be tackled in any order, and in the case of this game, the overworld is sort of randomly generated so you never know where they'll be once you start a new game. Once you locate one of them by exploring around the overworld map, you get to go inside and do the other half of the Zelda gameplay loop.  You kill enemies and solve puzzles (sometimes quite obtuse, mind you) as you wonder around the dungeon until you find the map that shows you all of the rooms.  Then you find the compass that reveals where all the important locations are on the dungeon map.  After that, you find an item that helps you complete the dungeon (like a grappling hook, raft,  power glove, etc.).  Then, you find the key to unlock the door that leads to the dungeon's final boss.  After you vanquish it (usually using the item you found in the dungeon), you'll get a heart container to increase your maximum health as well as one of the key items in the game (musical instruments in this case).  You'll often have to use the items you find in the dungeon to help you traverse the overworld and reach a secret location, or make it across a ravine, or a lake, etc.  But, you essentially just repeat this same process over and over until you clear all of the dungeons (4 in the case of this game) and then you go fight the final boss.

It's a classic formula and has passed the test of time because it's still as popular today as ever.  Heck I can remember seeing 4 different 
Zelda games listed as the "Best Game of All Time" during my life.  The original Legend of Zelda on the NES, A Link to the Past on the SNES, The Ocarina of Time on the N64, and Breath of the Wild on the Switch have all carried the honor.  And while I don't agree with any of them, I can certainly see why people feel that way and acknowledge their avid fandom.

Cadence of Hyrule follows this exact same formula with very few differences, which is really disappointing to me.  I've been playing Zelda games since 1987, and I'm kind of burned out on the formula.  Even going back and playing the ones I never finished have been less than stellar experiences and I can rarely push myself to beat them because I get so bored with the process and it's insistence on rehashing the same ideas over and over.  So, it's obvious I was frustrated to have to do it all again with this game.  Sadly, this game does things even worse than the standard Zelda games.  Yes, there are lots of items to collect that are supposed to help you on your journey, but the vast majority of them I never even had to use and really seemed to have no purpose.  You might have to use the hookshot to grab a heart piece, or grab and push the occasional block to clear a path.  But, in general, most of the items seem pointless.  The item locations are all randomized in a lame and half-hearted attempt to shoehorn in some rogue-lite elements, so you never know what it's actually going to be in that purple chest you're so desperately trying to reach.  You hope it's the item that will allow you to reach that heart container you saw earlier, but sadly it was just some stupid leaf that pushes away enemies and serves no other purpose in the game.  What a waste of 10 minutes.

You have your standard Zelda weapon assortment that you can collect and use throughout the game such as bombs, a boomerang, shields, and your bow and arrow.  In addition to this, you have different weapons that have various attack attributes.  There's the shortrange dagger, a sword that slashes in front of you, a spear that reaches further, and a flail that attacks to the side. These weapons are a departure from the traditional Zelda games and are a nice touch. You still upgrade your heart containers, gather bottles, uncover secrets, and buy items, like in all Zelda games but there isn't really any meta progression outside of unlocking new characters to use in subsequent playthroughs.  Dying in this game really only causes you to lose your rupees and a few assorted consumables and isn't much of a hinderance as you can usually restart pretty close to where you left off and regain any of the temporary items you lost rather quickly.

As for the Crypt of the Necrodancer portion of the game, everything hops around to the beat flashing along with the music and displayed at the bottom of the screen and are set to a tile based grid where every unit occupies once space. You attack enemies by walking into them and striking them right on the beat gives you an attack bonus (especially if you can chain them together).  The various weapons attack in different patterns that can allow you to take on multiple enemies at once or keep your distance if need be.  They are a nice addition to the game and being able to switch between them at will is very beneficial.  All of the standard Zelda enemies are here and they have specific attack patterns that coincide with the music, so you'll have to memorize their attack patterns and lean to counter them while also keeping the beat yourself. There are a lot of enemies on every screen and keeping track of all of their behaviors when you're in a tight situation can be difficult.  It's a good combat system and I think it works well even in the Zelda framework but can get a little tedious in some circumstances.  After you've cleared the same area for the 20th time, having to sit there and repeatedly tap buttons along with the rhythm can start to feel a little monotonous and like it's wasting your time. To counteract this, you have the Sheikah stones from Breath of the Wild this time around and touching one will turn it into a waypoint on your map that you can then warp to to have to save yourself from walking back and forth across the map.  

You'll initially only be able to play as either Link or Zelda, but you'll unlock more characters as you continue to progress and you can switch between them at any of the aforementioned Sheikah stones.  They each have their own special abilities that you can take advantage of, however, I found Link's charge slash to be the most powerful attack in the game, so I mainly stuck with him.

Story:

The story is pretty basic. A villain named Octavo has lulled Link and Zelda to sleep and stolen the Tri-force.  Cadence, the heroine from Crypt of the Necrodancer is teleported to Hyrule by the Tri-force at the last second for her to save the kingdom.  She has to awaken Link and Zelda to help stop Octavo before they can help her find a way to teleport back to her own world. It's a very basic plot and falls right in line with all of the other Zelda games, so that's to be expected.  Most people don't play these games for the story anyway.



Presentation:

This is the area of the game where Cadence of Hyrule excels.  The game is absolutely beautiful and and is my favorite looking Zelda game of all time.  It has a nice A Link to the Past look that has been rounded off and made more pleasantly cartoony.  Everything is bright and colorful and and has a real pop to it that is quite endearing.  The enemy models are well done and have a nice spin on the traditional Zelda baddies that we've all seen countless times.  The protagonists are absolutely precious and are unbelievably cute.  My 8 year old daughter is in love with them and just can't get enough.  This is cuteness is only intensified by the high pitched but serious grunts, hi-yahs, and yells that they all make.  Link's sounds, in particular, have always been appealing, but in this game they are really, really appealing and would be a treasure to have on your smart phone as a text notification.

Finally, we get to the best part of this game... it's music.  Danny Baranowsky knocked the music on Crypt of the Necrodancer out of the park and he was brought back for this mash-up.  He has provided 25 songs for the soundtrack and every single one of them is magnificent.  Many of the songs are remixes of classic Zelda songs (such as the overworld theme) and they sound just as fresh and catchy as ever.  It's really remarkable what he has done and he is by far my favorite composer working in the gaming industry today.  In case you didn't know, he did the music for Super Meat Boy and The Binding of Isaac as well, two of the best video game soundtracks of all time. 

What we're left with is the best looking, best sounding, and most endearing Zelda game of all time.  If you're into aesthetics, don't sleep on Cadence of Hyrule because it's really something quite special.

Conclusion:

I know, I know I spent the first half of this review ranting about how disappointed I was by this game and you don't need me to rehash all of that again.  But, just because I was disappointed and felt misled by the title of the game, don't think that Cadence of Hyrule is bad.  Because it's not.  It's actually a pretty good game that packs a fair amount of content and a decent challenge.  I just wish it had been more rogue-lite focused and not such a back-to-basics Zelda game like we've seen countless times already.  If you are a huge Zelda fan and can't get enough of that same gameplay style, you should play this game because you won't be disappointed. If, however, you were looking for something fresh and unique with a Zelda spin on it, you ARE going to be disappointed like I was.

As for me, I loved the way the game looked and sounded.  The Crypt of the Necrodancer style combat was just... ok, and wasn't nearly as fun as I thought it would be.  Maybe it's because I'm a musician, but I found it to be a little underwhelming in its execution.  Perhaps I would like the original Crypt of the Necrodancer better because I hear it focuses more on the combat and that there are a few more mechanics to flesh it all out.  Sadly, the Zelda gameplay loop has completely burned itself out in my eyes.  I've seen it done over, and over, and over during the course of my life and it just feels so stale.  It's been 35 years that I have been playing the same kind of Zelda game and if that were an old fashioned union job, I would have been retired... almost twice now.  I feel like Zelda owes me two pensions for my time put in.  Keep that in mind before you chase me into the nearest tower with your pitch forks.

This physical release of the game contains all of the current DLC and is the definitive way to play the game, so if you want to grab a copy, this is the one to get.

Final Status: Beaten 

Final Score: 7/10 (good, but not groundbreaking like I wanted)