The Witcher 3: Part 1

Read more “The Witcher 3: Part 1”

Developer: CD Projekt RED | Released: 2015 | Genre: RPG, Third Person

This may very well be the prettiest game I’ve ever played so far. The texture detail is really out of this world. The faces of the 3D models are extremely detailed, with stubble, pimples and birthmarks accompanied by realistic facial animation that fits the lines of dialog well. The clothes really look like clothes, whether it’s dry or wet from rain – it’s almost like I can feel its volume at times.

Graphically, this game sure is a feast for your eyes.

Screenshot

But as is typically me with big and complicated RPG these years, it didn’t actually grab me until the third session or so. It felt too overwhelming to begin with. Tons of screens, skills, inventory tabs, a tutorial that frequently paused the action, and words on the internet about enormous maps with a never-ending amount of question marks to find and reveal. I persevered because I knew it would be like this for me in the beginning and it turned out to be the wise thing to do.

Eventually it finally managed to grab me because of how meticulously it was designed. Although I didn’t agree with all of the gameplay mechanics, it was clear that the developers really tried to do their very best in many areas. If one part of the gameplay made me frown a bit, five other things made me grin like a child being offered an ice cream that needs to be held with two hands.

Especially the side quests have been really impressive so far. So many RPG pile this up with quests about acquiring ten bear asses, but in The Witcher 3 they are almost all interesting and varied, with lots of dialog and often a bit of detective work. Borrowing from games such as Rocksteady’s Batman series, I can turn on my Witcher senses (a fish eye effect then occurs) to spot evidence in red, examine it with comments, then perhaps following a red trail of footprints or a thread of smell meandering through the air. Surprisingly many side quests have this part built into them and it’s a nice digression from smacking monsters.

Completed: The Witness

Read more “Completed: The Witness”

Developer: Thekla | Released: 2016 | Genre: Adventure, First Person

I finally managed to complete The Witness after six sessions. The last save game said I solved 359 puzzles, and according to Steam it took me 26 hours. It has a tendency to exaggerate, but somewhere in the early twenties is probably right. Only 7 out of 11 lasers needed to be switched on in order to enter the mountain and I decided to settle with that. I never had any intentions to be a completionist about this game.

Another good reason for not wanting to solve everything in this game is that I actually didn’t like many of the later puzzles. I never cheated or read any hints and I can honestly say I figured it all out on my own, but some of the puzzles were too difficult for me to find them fun. I really had to be on the nails of my toes with some of these. Especially inside the mountain the puzzles got really vicious, mixing existing rules with damaged or combined panels. Some where inventive, some very difficult to observe at all, and many were combined across smaller and bigger puzzles.

Screenshot

Without spoiling too much, I almost thought I found my final nemesis puzzle in the bottom of a big shaft inside the mountain. It was another one of those where several smaller puzzles were combined with a big one to make everything come together. I had such a hard time with that one that I actually had to draw the board and pieces on paper, cut them out, and spend hours puzzling them together at my dinner table. I imagine many other players would have given up here and found the solution on the internet, but I was very stubborn. I got this far and I wanted to complete the game without cheating. Eventually I did succeed in finding the correct combination of pieces, flipped the answer, and the door went up.

The Witness: First Impressions

Read more “The Witness: First Impressions”

Developer: Thekla | Released: 2016 | Genre: Adventure, First Person

After completing Pneuma, one of my friends gifted me this game on Steam – removing it from my wish list. He spoke of his endeavors in this game and it got me enticed. I installed and started it almost immediately and played it for more than 5 hours yesterday. Enough to dish out my first impressions about it.

I completed Jonathan Blow’s puzzle platformer Braid back in 2012 and have had an eye on his next game ever since. It seemed like quite a quantum leap from Braid – from a 2D platformer to a completely open world puzzle game in a pretty 3D engine. I didn’t care much for the pretentious story and ditto quotes in Braid, but the gameplay was truly awesome. It had so many time manipulating ideas that really surprised me by how ingenious they were. And just as I thought I had seen it all, Jonathan Blow managed to conjure up yet another fresh approach.

Suffice to say, I was very curious about The Witness.

Of course The Witness just had to be one of those modern games that starts immediately without a title screen, just like e.g. Limbo. You could say that as long as the spot is as secluded and safe as it is, but I don’t know. I’m probably old fashioned, but I actually like a title screen up front as the first thing.

Then again, ten years ago I didn’t care much for digital games and stubbornly wanted a disc in a box, and look at me now. Why waste shelf space on a box when you can have it on Steam?

So maybe in a few years, title screens will be the annoying thing.

The game started with very small baby steps indeed. Almost all puzzles seemed to be based on using the mouse to draw a line through a maze on a panel, and it started with the basic straight line, then an angled line, and so forth. Soon mazes appeared with dead ends, and the starter area made it clear how the panels turned on more panels through wires now lit up, meandering through the grass and over walls. So, lots of following wires and finding new panels with puzzles to solve.

Pneuma: Breath of Life

Read more “Pneuma: Breath of Life”

Developer: Deco Digital | Released: 2015 | Genre: Adventure, First Person

I spent this Saturday morning playing through this charming first person puzzle adventure game. It took only about 2 hours to get through it, but I was fine with that. I’ve actually been yearning for shorter games lately. Of course, the length depends on the genre but especially platform, puzzle and adventure games can easily overstay their welcome in my book. (Maybe it’s because I’ve completed so many of them?)

One thing that puzzled me about this game was a warning I was shown when starting it up. Fraps has been known to crash D3D11. Okay. I’ve been using Fraps as my loyal companion for years on end, snapshotting screenshots for hundreds of games without trouble – but that message was probably pointed towards video recording (which I almost never do).

Warning

Either way, the message felt out of place. It almost looks like a personal vendetta against Fraps.

As a first person puzzle it used the recent fad of having an eloquent narrator comment on a lot of findings, sometimes philosophizing his existence as the god he clearly believes he is. He reminded me quite a lot of the narrator in The Stanley Parable. Sometimes entering a room triggered a long debate which went on a bit too far, but for the most part he was entertaining. Especially towards the end, where he became extremely paranoid. I won’t spoil it for you, but it was certainly interesting.

Risen 3: Titan Lords

Read more “Risen 3: Titan Lords”

Developer: Piranha Bytes | Released: 2014 | Genre: RPG, Third Person

I decided to round off with the third game in the series now that I was on a roll anyway. Again, it was from Steam and included all DLC. This played like the quite the best game of the three. Yes, it reused a lot of assets and ideas from the second game (which probably also explains the development gap of only two years) but it felt more refined and it also grabbed me a lot better in the beginning, especially because I visited Fog Island first where plain old exploration was in the lead.

The game was more colorful and overgrown than ever. Truly Caribbean “Bounty”-land and lots of weird plants. For some strange reason the guy in my control was now Patty’s brother, without any explanation about what happened to the previous nameless hero with the eye patch. Maybe they simply didn’t want gamers to see that eye patch anymore? Alas, the siblings really left a skewed first impression. Patty now looked like a porn star with tits right in your face. I love tits as much as any man, but her outfit was really ludicrous. Similarly, the new nameless hero had a deep and dry voice that was just contrived.

I was already missing “John” and his normal voice. Two games and he was out.

The human models were much better now and added a lot to the overall impression. Eyes now moved properly to the sides, lip sync was slightly better, and although gesticulations were still a bit exaggerated, they seemed more focused now. Dialog was the same old. It still had that feeling of superfluous information that I often had to skip to get to the point, or maybe the interlocutor passed that point long ago and just kept on blathering anyway.

Risen 2: Dark Waters

Read more “Risen 2: Dark Waters”

Developer: Piranha Bytes | Released: 2012 | Genre: RPG, Third Person

I decided to start Risen 2: Dark Waters right after the first game in the series, while I still had fresh memories about it. I bought it on Steam including all DLC, so there will also be something about those. One contains pirate clothes and two are actual adventures lasting about one hour each.

The title screen music was quite nice but also revealed that it wasn’t the same composer as in the previous game. In fact, a lot of things had changed. The nameless hero, now drunk in the beginning and without access to magic, had a big mullet and no longer resembled Wentworth Miller. His voice actor was also different. From a tower in the very tiny harbour town, Caldera, Commandant Carlos and our hero watched a medieval ship being trashed by a Kraken. The only survivor swimming ashore was Patty, the pirate daughter from the first game, and she also looked and sounded totally different.

Typical Piranha Bytes – no regard for continuity there. The Gothic series also had the same problems.

The interface was also handled quite differently in the sequel. There were absolutely no window panes anymore. All looting, inventory, attributes, logs and whathaveyou were shown in dark, separate screens. How very 2010’ish. Even looting a chest showed a separate screen, and looting corpses just grabbed whatever. Along with the vastly improved textures, sharp lighting and the larger font for dialogs, all the improvements made me think of a similar jump between the Two Worlds games. The first one was also crude in many areas that the second game improved upon in much the same way.

And this time they even allowed me to rebind the quicksave key.

Risen

Read more “Risen”

Developer: Piranha Bytes | Released: 2009 | Genre: RPG, Third Person

This was a third person open world RPG in control of a predefined male human – no character customization in this one. It had ruthless beginnings, unforgiving combat, expensive training, no loading in and out of most houses and dungeons, a great sense of verticality in the form of steep cliffs and meandering paths, and NPC that sometimes wouldn’t restrain themselves from calling you a moron and optionally kick your ass if need be.

In other words, a typical Piranha Bytes RPG.

In fact, it felt so much like the first Gothic games that it could almost have been called Gothic 2½. I’ve completed the first three Gothic games a long time ago. (Well, actually I’ve completed all four if you also count Arcania, but it wasn’t made by Piranha Bytes and had a different feel.) The first games in the Gothic series had very ruthless beginnings. I actually never quite enjoyed starting that far down the ladder and it taking so long to get the upper hand, but there is something to be said for finally getting powerful enough to stand toe to toe with the tougher enemies of the game. It gives a very palpable sense of progression in the later parts of their games.

The Piranha Bytes RPG have always felt crude to me in a strangely charming way – kind of like the Paul Norman games on the Commodore 64, such as Forbidden Forest and Aztec Challenge. Lots of cut corners everywhere. Roasting a stew without meat in the pan. Animations where items are just conjured out of thin air. Sound effects that sometimes feel like they don’t belong. That sort of thing. Even though Risen was a reboot with a new publisher in 2009, it still felt totally like a late part of the exact same series. It also still had all the strong trademarks too, like a solid AI for NPC going about their own business.

Valiant Hearts: The Great War

Read more “Valiant Hearts: The Great War”

Developer: Ubisoft Montpellier | Released: 2014 | Genre: Adventure, World War I

This was a really charming adventure game with minor stealth and action elements. I’ve always been fond of European graphic novels and thus the comic book art style, the multiple parallax layers and the cute animation was right up my alley. Most of the time it was strictly side-scrolling with exits (like a doorway) to another plane closer or farther away, but there were also healing mini-games, minor QTE, and pursuits in a car driving towards the camera. The game was also educational. Sometimes a piece of history could be popped up with a paragraph about what really went on in the first world war.

While the game itself was charming and had relatively easy puzzles, the story and the depiction of the first world war was anything but. It followed the story of Emile and Karl (both drafted into the war on each side), Anna the nurse, and Freddie the American that joined voluntarily after his wife was killed. They met up and got separated repeatedly on several occasions, and sometimes they even got captured or wounded. There were many grim sequences with lots of blood and death. Bombs falling, explosions, shooting from afar, planes, tanks, armies – lots of pain and despair to be seen and felt all over the place.

Alien: Isolation

Read more “Alien: Isolation”

Developer: The Creative Assembly | Released: 2014 | Genre: FPS, Horror

As a first person horror action/adventure, this game was quite true to the first movie and really managed to exude the same atmosphere. Especially the prefabs and corridors were an amazingly close call. In the beginning it also felt like a spiritual successor to System Shock 2, in part because of the ominous graffiti on the walls. And it was quite a looker. Lots of details, all high resolution textures, and a solid lighting style with small whiffs of smoke here and there.

The gameplay was mostly sneaking around, avoiding androids or the alien using various tools for opening doors and a bit of crafting for e.g. creating distracting bombs and health syringes. I could hide inside lockers or crawl through vents. Weapons were weak and ammunition sparse, and most of it would barely scare away the alien anyway. The androids in the game were also tough bullet sponges. Fighting one felt just as absurd as when Ripley fought Ash in the movie, just as it should be.

The levels were quite linear to begin with, but the later areas got bigger and with adjoining corridors. If the area felt particularly open with lots of options for moving around, chances were that the alien would be tagging along there as well. There was also a lot of backtracking, either to get back to a hub (such as the tram stations) or to open previously blocked doors with newly acquired hacking or cutting tools.

But it’s true what they all say – it was way too long (a whopping 19 missions) and sometimes relentless. I heard the rumors and prudently selected one of the lower difficulty levels, but still. There were actually a lot of levels where the alien wasn’t even present, but when it was, it felt like it was tethered to me. Sort of like if it could sense my aura and know not to go too far away.

Papers, Please

Read more “Papers, Please”

Developer: Lucas Pope | Released: 2013 | Genre: Simulation, Puzzle

This was a mix of a simulation and a puzzle game as an immigration officer at a border checkpoint for the fictitious country of Arstotzka in 1982. Inspecting the passports and papers of the arrivals from a massive queue was split up in days. In between a family had to be supported with the income, and if I had too many validation errors then maybe they would starve, be cold, or even die.

On various new days there were a change of rules, possibly introducing a new tool. Sometimes it was just additional papers, at other times confiscating passports, detaining, searching for hidden weapons after a couple of snapshots, even using a key to open a locker with a weapon and shooting a runner.

I didn’t expect this one to grab me as much as it did. Normally I’m not always keen on these simulation kind of games, and I had prepared myself for one of those that I played for one hour (the unwritten backlog rule) and then abandoned. I even selected easy mode with an additional income to avoid having to break too much of a sweat supporting my family. But within just a few minutes I was really hooked.

One reason was the terrific atmosphere – the dark, dystopian scenario, with perfect muffled talk sounds. Another reason was that checking up on details in passports, papers and fingerprints spoke to my tad of a perfectionist gene that I made good use of in my 12 years as a software tester. Not that I didn’t get quite a few error receipts. Sometimes the game did feel a bit unfair as if it wanted me to be downright wrong about a decision no matter what I chose. But that feeling of nailing a wrong piece of information and maybe even detaining someone, it was mysteriously fascinating.