May 15, 2016

One Last Time

There's a moment early in Uncharted 4 where Nathan Drake, newly retired from treasure hunting, is at home in his attic. Scattered across various shelves are many of the artifacts he has amassed during his adventures; Nate can interact with them and reminisce, in a somewhat solemn tone, about his past. In the corner is a toy gun. If picked up, Nate begins to roleplay as if countless enemies have invaded his attic. There are numerous targets hanging from the ceiling, and you can dive, roll, and shoot your way across the attic. The classic Uncharted battle music plays while Nate makes his famous quips. After a bit, you hear his wife Elena calling from downstairs, beckoning him to come down to dinner. Nate puts the gun down, heads downstairs, and returns to his normal life.

At this moment, I realized this was going to be a very different Uncharted game. Everything you've come to expect from an Uncharted game is here for sure; shooting, exploration, puzzle solving, and traversal are all here in spades, and done better than any game in the series. But what sets A Thief's End apart is its strong focus on story and characters. It's still as swashbuckling and entertaining as fans of the series have come to expect, but the stakes have never been higher. Not only is countless treasure on the line, but so is Nate's personal life. He puts his relationship with those he loves at risk because he simply can't ignore the call of adventure.

The plot rolls into action when Nate's long-lost (and thought dead) brother Sam shows up at his office (Nate now works in marine salvage). Sam owes a huge debt to a very dangerous man, and in order to pay it off he needs Nate to help him finally find the lost treasure of famous pirate Henry Avery, something the two of them have been chasing since they were kids. Hesitant at first, Nate succumbs to the call of fortune and glory once again, and the two head off on a globe-trotting adventure.

The theme of the story is simple: letting go. Both Sam and Nate can't let go of their desire to find ancient treasure. The game's main villain, Rafe, is tired of living in Nate's shadow and is obsessed with forging a legacy greater than his. This theme of letting go can also pertain to the player, as developer Naughty Dog has stated multiple times that this is the final Uncharted game. Whether or not that proves to be true, A Thief's End brings satisfying closure to the series. Without spoiling much, the game's ending is as unexpected and emotionally satisfying as they come.

The influence of The Last of Us is felt heavily throughout the game, both from a mechanical and storytelling standpoint. There's more of a focus on stealth during action sequences this time around, as the game's new massive open-world sections allow you to tackle enemy groups in any way you please. But it's obvious that Naughty Dog has taken everything it learned while making The Last of Us and applied it here. In addition to the various collectible treasures scattered around levels, you can stumble upon various letters that expand the game's lore. Optional conversations also pop up from time to time, providing you with some very intimate and beautiful character moments.

A Thief's End was not the game I was expecting, but in a good way. It's everything I ever wanted from an Uncharted game, but much more grounded. Sure, there's pirate treasure to be found, but the focus isn't on that. It's a very human story about some very human issues. Are we truly willing to sacrifice everything because can't ignore our own selfish desires? This is the real struggle we get to see Nate, Elena, Sam, and Sully go through. We've gone on countless adventures with them but this time they're at their most vulnerable, stripped down to their very core. They may be digital, but they feel real. Their struggles and emotions feel real. In the midst of such an over-the-top adventure lies a very simple, believable tale of love and loss.

From its opening moments to the final, beautiful closing shot, I loved every second of Uncharted 4. It has immediately taken its place among my all-time favorite video games and is one I will return to again and again. As a huge fan of the series, I'm incredibly sad to see it end, but I couldn't think of a better way to send it off. The performances, visual design, gameplay, soundtrack, writing, direction, pacing, thrill, and mystery of A Thief's End are all perfection. I can't say enough about it, other than it's something that must be experienced. It's truly a treasure.

November 21, 2015

The Endless Magic of Fallout 4

I am currently about 30 hours into Fallout 4 and I have seen and done more things than I can count. I've totally lost myself in post-apocalyptic Boston, exploring every corner of the map, completing numerous quests, liberating and upgrading settlements, and modding every gun I can get my hands on. As someone who sank way more hours into Fallout 3 than they would like to admit, my anticipation for Fallout 4 was off the charts. I'm happy to say that every ounce of hype I piled on it has been justified. It's an absolutely massive game, and as much as I feel I have accomplished in those 30 hours, I know I have just barely scratched the surface of what it has to offer.

I've currently hit the halfway point in the game's main story, and as simple and straightforward as the plot has been, it's the characters and their stories that make Fallout 4's world come alive. The main plot is just fine (and gets really interesting thanks to a pretty cool mid-game twist) but the real draw narrative-wise are the moment-to-moment conversations you have with companions or other NPCs. Getting to know the characters and learn about their history in the wasteland is one of the best things about Fallout 4.

Needless to say, the gameplay here is fantastic and ever-so addicting. The gunplay has been vastly improved, so much so that I've been using V.A.T.S. less than I did in Fallout 3. However, there have been plenty of combat encounters that I had to take a step back and be more tactical. Be careful though, as V.A.T.S. no longer completely stops time; I've actually died a few times while using it. It's a welcome change and adds a new level of challenge. The RPG elements have been toned down a bit, and I really like how leveling up works now, as it's much more streamlined (not to mention that the Perk Chart is absolutely adorable).

A lot has been made of the game's crafting and base building aspects, and though I haven't really dabbled in them as much as I would like (I'm totally afraid I'll lose myself in them) they are a really cool and welcome addition to the Fallout series. While there are a few instances where crafting or modding is required, it's a totally optional part of the game.

If it's immersion and atmosphere you want, the Fallout games have them in bunches. One of my favorite things about Fallout 4 are the character interactions that occur in real-time. You could just be walking around Good Neighbor or Diamond City and stumble upon NPCs engaging in conversations about events that have already or are currently unfolding in the Commonwealth. It just makes the world you're exploring, even as over-the-top and barren as it may seem, more lived-in and believable.

One of the staples of the Fallout series are the various radio stations you can tune into with your Pip Boy; Fallout 3's Galaxy News Radio was perhaps my favorite thing about that game. Wondering the wasteland and murdering countless people/animals/creatures while listening to The Ink Spots and Billie Holiday is one of the most satisfying things in all of gaming. Fallout 4's Diamond City Radio contains a fantastic song list, though has a rather uncharismatic DJ, especially when compared to Galaxy News Radio's Three Dog. Regardless, it just wouldn't be a Fallout game without a robust and varied song list. (Tip: don't ignore the Classical Radio station, as mass murder is much more enjoyable when Chopin is playing in the background).

Perhaps more than anything, the most magical aspect of Fallout 4 is exploring. If you're able to ignore the multitude of quests and crafting/modding opportunities that the game presents you with, just being able to wander around the wasteland, discovering new places is just indescribably cool and surprisingly relaxing, when you don't stumble upon a Super Mutant camp that is). With Skyrim, I completely ignored any and all quests just to wander around marking new places on my map. I'm not doing it as much with Fallout 4, but that sense of discovery still powers my experience. The Commonwealth is so varied (and colorful!) that I have to take time out from my exploring and murder to take in the sights.

Out of everything the Fallout 4 offers (and there's a lot), it's the little moments that make this the best game I've played all year. Whether it be stopping to take in a view, finding that one piece of rare scrap you really needed, blasting off a super mutant's face in slow motion with just a sliver of health left, delving into the backstories of your companions, or watching the little mushroom cloud that happens when cars explode (they're SO COOL!), Fallout 4 is full of intensely satisfying moments that you just can't experience anywhere else.

What a S.P.E.C.I.A.L. game it is.

Now, if you'll excuse me, I'm gonna go play more Fallout 4.

November 14, 2015

The Game Awards 2015 - Nominees and Predictions

This has been an great year for gaming, filled to the brim with fantastic titles that spanned various genres and earned the acclaim of critics and gamers alike. I can't tell you how great it is to able to say that, especially considering how barren 2014 was. Now that we're reaching the end of 2015, awards season has begun its slow crawl towards us. Last year's aptly named Game Awards returns again this December, and the list of nominees has recently been released. While I enjoyed last year's show, I hope that the 2015 version moves closer to a more traditional awards show format, forgoing the out-of-place interviews and announcement of awards off camera. Regardless, it's nice to see gaming starting to get the recognition it deserves.

Here is the list of this year's nominees, as well as who I think should win (highlighted in yellow):

September 10, 2015

A Look Back at 20 Years of PlayStation

Image courtesy of Sony
On September 5th, 1995 the original PlayStation made its way onto U.S. store shelves and into the hands of hungry gamers all across the country. Sony's original machine was considered a huge underdog, especially considering how much the gaming industry was dominated by Nintendo and Sega at the time. But here we are, twenty years later, and the PlayStation brand stands tall as a pillar of the industry. I can't imagine this industry without PlayStation, and shiver to think how I could have ever developed such a deep love and respect for gaming without all the countless hours I spent way too close to my television, late at night, powering through games like Shadow of the Colossus and the Uncharted games. I love all things video games, but PlayStation remains closest to my heart.

While I have a rather long personal history with PlayStation, I actually didn't own the original system. I was a Nintendo kid growing up but had a lot of friends who owned PlayStations, so I got my fix going over to their houses whenever I could. I drooled over games like Castlevania: Symphony of the Night, Crash Bandicoot, Final Fantasy VII, and Metal Gear Solid, all experiences that I could never get on my N64. Regardless, my allegiance to Nintendo was so strong that when the next generation of consoles arrived, I chose a GameCube over the PlayStation 2, a mistake that I would finally rectify a few years later.

The summer after I finished 8th grade, I saved up enough money and finally bought myself a PS2. I was now fully caught up in the phenomenon that was PlayStation. My first two games were Enter the Matrix and Burnout 2: Point of Impact, two games that admittedly weren't the best way to introduce myself to a PS2. I later picked up classics like Metal Gear Solid 2, Grand Theft Auto 3, Ico, Jak and Daxter, and Ratchet and Clank. The PS2's library of games was absolutely massive, and even though I had my GameCube and (eventually) an original Xbox, the bulk of the games I played during the 6th generation of gaming consoles were on PS2. I kept my PS2 powered up long after its life cycle had ended, and still go back to it occasionally to this day. In my eyes, the PlayStation is the greatest video game console to ever exist.

When I started college, I bought myself a PS3, along with Resistance: Fall of Man and Motorstorm. Like most people, I was somewhat letdown with the PS3 after the amazing experience I had with the PS2. I had the original "fat" model of the system, and it was bulky, loud, and constantly overheated. Though I spent a fair amount of time with it, my PS3 eventually fell by the waist side as my gaming attention turned to the Xbox 360 full-time. It wasn't until my junior year of college that I decided to give the ol' PS3 another try. My original model was dead by that point (I could never figure out why) so I picked up the smaller, remodeled version that was released in 2009. Consider this point in time the "PlayStation" renaissance for me. Games like Uncharted 2: Among Thieves, God of War 3, Heavy Rain, Infamous, and the phenomenal The Last of Us relit the fire in my heart for all things PlayStation. As the 7th generation of gaming console was winding down, the PS3 seemed to be finally finding its footing, a kind of resurgence that would carry over to the PS4. Even though my experience with the system was uneven, I'm glad I owned one.

I was also an early adopter of both a PSP and PS Vita, two machines that deserved much more than they got. The PSP has a remarkable library, and the PS Vita is perhaps the best way to play indie games, but it was clear that Sony didn't know what to do with them. I still have a strong admiration for the PSP and spent a lot of quality time with in on long car rides and sleepless nights. My PS Vita still gets some love from time to time but is still second to my 3DS. It's a powerful and impressive machine that doesn't deserve the cards it is being dealt.

I currently own both a Xbox One and a PlayStation 4, but it is clear which I prefer more. Sony's latest console corrects all of the mistakes that the PS3 made and improves on all of its successes. Not since the PS2 have I been this excited about gaming, as the PS4 has once again recaptured my love for Sony's trademark gaming brand. Its UI, online functionality, game streaming, social interactivity, and exclusives (Bloodborne, Until Dawn, The Last of Us: Remastered, Infamous: Second Son, and Resogun come to mind) make the PS4 the clear frontrunner in the race for the 8th generation crown.

So what does PlayStation mean to me? Simple: video games. I've spent a good amount of time during my life playing them, and though I share many great memories across all systems, some of the best I've ever had occurred on a PlayStation system. It's insane to think its been over 20 years since Sony first staked its claim in the gaming world, and even crazier to think about how far they've come since then. Sony's trademark gaming platform has had numerous stumbles, but there's no denying that the gaming industry would have not grown as popular if that little square box wasn't dreamed up by Sony over 20 years ago. The best part about all of this? It seems as if PlayStation is just getting started. So here's to 20 more fantastic years of gaming bliss and unforgettable memories!

Thank you, PlayStation. I owe you a lot.

September 8, 2015

20 Hours in the Wasteland: My Early Thoughts on Mad Max

Mad Max was released to absolutely no fanfare whatsoever last week, as it was covered in the massive shadow of Metal Gear Solid V. Being the fanboy that I am, I decided to pick up the Mad Max game instead of The Phantom Pain, ready to explore the wasteland and live out my fantasy of being Max Rockatansky. I've spent a good chunk of time with the game and have barely even scratched the surface of what it has to offer. There's no other way to say it: Mad Max is a HUGE game. The map stretches on for miles and miles, and there is side content covering nearly every inch of it. Like any good open world game, you are constantly pulled away from the main storyline to complete a side quest, collect scrap, compete in races, or take down outposts. It takes the better bits from games like Assassin's Creed and Far Cry and mixes them up into a pretty solid post-apocalyptic package. Critics are mixed on the game, but personally I've been having a great time with it.

For the uninitiated, Mad Max is an open-world game that focuses on vehicular and on-foot combat. It features all of the trappings every open-world game does, including vantage points, a robust upgrade system for both Max and his car, numerous side quests, hidden collectibles, and more. The main plot revolves around Max's quest to rebuild his car so he can escape to the "Silent Plains" and finally find peace. Early in the game, Max (reluctantly) teams up with a master mechanic named Chumbucket, who, with Max's help, promises to build the "Magnum Opus", a new and improved version of Max's classic Interceptor. Throughout the course of the game, Max forges other uneasy alliances with various leaders in the wasteland, completing side quests and helping them rebuild their strongholds. There is a LOT to do in this game, which serves as its strength but also its greatest weakness (but more on that later).

First off, Mad Max absolutely nails the atmosphere of the George Miller films. The world is filled with the most awesome cars and bizarre characters you would expect from the Mad Max universe. It's also a visual feast, with some of the best graphics I've seen this generation. Voice work is solid, though Max tends to talk a bit too much for my liking. From a purely audio/visual standpoint, Mad Max is incredible.

Control-wise, the game does a nice job of balancing a lot of different schemes. Driving does take a lot of getting used to, as it feels a bit sluggish and heavy at first. Nothing has ever been too problematic, but considering how much time you spend in a car, the driving should feel better. In addition, driving and shooting gets a little convoluted as you have to press multiple buttons at once that can result in cramped hands. Regardless, I never felt that the game's controls were bothersome, and the longer I played the easier and more fluid they became. Max controls well when he's on-foot, but is somewhat sluggish as well.

Combat, both in a car and on-foot, can be exhilarating at best and middling at worst. Battling against multiple enemy vehicles while blasting across the dunes at 100 mph is super fun, especially considering how amazing the explosions look in this game. The on-foot combat system is stolen right from Rocksteady's Batman games, so you spend the majority of your time countering and attacking. There are some special moves you can unlock as you upgrade Max, but the core combat remains the same. After a while of beating down the same enemies in the same fashion, the hand-to-hand combat can get a little grating. Car combat can as well, especially when you're trying to complete various objectives and a group of enemies crash your party, forcing you into combat. However, other than the visuals, combat is the game's biggest strength and provide plenty of explosive (pun intended) and memorable moments.

Max's health can be replenished with water, which is scarce enough to cause urgency but is still readily available to avoid frustration. Same goes for gasoline, which is needed to power your car (of course). However, gas can also be used as a weapon to use against enemies as well as outposts, so you have to decide how to use it.

Your car is the main attraction here, as it can be outfitted with numerous weapons and defensive features. You can choose to build and customize your own car, or steal others from around the game world to use. In addition, Chumbucket also has blueprints for cars called Archangels, which are super powerful vehicles that each have their own strengths and weaknesses.

The main currency of the game is scrap, which can be used to upgrade either Max or his car. In addition to scrap, hidden "part pieces" are scattered all across the wasteland which can be used to build various projects within strongholds. For example, if you find all of the pieces for an oil drum, each time you visit that particular stronghold your car is automatically filled with gas. Scrap is the single most important collectible in the game, so make sure you're constantly on the lookout for it.

As I've said before, this game is massive, so much so that it constantly feels somewhat overwhelming, as the map is littered with seemingly endless things to do. While there maybe a lot tasks to complete, very little of it actually feels unique. This brings me to Mad Max's biggest problem: repetition. In order to progress through the story or gain upgrades, you have to drive around the map completing the same side content over and over. It's not as grind-y as you may think, but it does take time and patience if you want to get the best stuff. Even the combat can get repetitious, though not as much as the side content.

At its best, Mad Max is a thrilling ride that pays fantastic tribute to the universe George Miller created. At its worst, it's repetitive and sluggish. Despite my gripes, I've had a really fun time with it so far. I'm not sure if the need to grind and complete the same tasks over and over again will diminish my positive feelings towards in as I continue playing, but for now I give Mad Max a passing grade.