Monday, May 11, 2020

Beginner's Guide to Elex: Tips and Advice (Updated Ver 1.1)

(Note: This article is an updated version of an article I posted in November 2017, with extra tips and a full embedded video of this article.)

Helping you get the most enjoyment out of Elex's sometimes rough and daunting beginning.

Elex is a third-person open-world action-RPG from Piranha Bytes, a small German studio, that blends traditional fantasy, science fiction, and post-apocalypse themes. Set on a world 200 years after a comet wipes out nearly all life on the planet, the survivors have split into three factions that use elex, a mysterious substance that appeared with the comet, in their own unique way to fulfill their own goals and agendas. You can be a Dungeons & Dragons-style berserker who wields swords and casts fireballs, or a Mass Effect-style cleric who uses plasma rifles and psionic mind control, or a Mad Max-style outlaw who makes their own gear from scrap and enhances their abilities with powerful stims. It's got a huge world full of diverse environments, tons of quests, lasting consequences for decisions you make, and three different factions you can join, all of which radically alter your gameplay experience by offering unique equipment and skills.

It's surprisingly good, but like other Piranha Bytes games, it has a lot of quirks and idiosyncrasies that can make it difficult for unseasoned initiates to figure out how the game actually works, what you should be doing, and so on, combined with a really steep difficulty curve that makes no effort to hold your hand. For many players, this can lead to a lot of confusion and frustration right at the start of the game, which is never a good thing, obviously, but is especially unfortunate because Elex offers an extremely compelling, rich, and rewarding experience for those who can get into it. As a long-time Piranha Bytes veteran, I still struggled with a few things in my first playthrough, and had some of my expectations subverted when I realized, dozens of hours into it, that I wished I had done things a little differently.

The purpose of this article, therefore, is to help new (or prospective) players with general tips and advice about how the game works and what you should expect, with a few basic, spoiler-free strategies to facilitate a better gameplay experience. A large part of the fun in these games is the satisfaction and reward that comes from exploring the world and discovering things on your own, so I won't be going into specific detail about "go here and get this item, then do this quest and pick these choices, build your character exactly like this, etc," because I want to leave you that room to figure things out for yourself. But some things are tough to figure out without doing a lot of trial-and-error and seeing how things pan out over the course of a 50-100 hour playthrough. So, here are some of my thoughts and observations after pouring 223 hours into four different playthroughs, which I think should be helpful to other new players.

Friday, April 17, 2020

Horizon Zero Dawn - Great Ideas, Boring Open-World


Horizon: Zero Dawn
is an open-world action-adventure game with RPG elements, set in a post-apocalyptic future after a cataclysmic event wipes out virtually all life on the planet, leaving humanity to start over as basically prehistoric civilizations while beastly machines roam the earth. You play as Aloy, an outcast orphan from a primitive hunter-gatherer tribe, who, while performing a Rite of Passage to join the tribe, gets attacked by a group of assassins who believe her to have a genetic link to one of the ancient ones who built the sealed metal vaults embedded in the mountains. The rest of the game sees Aloy exploring the world beyond her tribe's Sacred Lands, doing battle with fearsome machines, completing quests and favors for various people, gaining experience to improve her fighting and survival prowess, and collecting natural resources and machine parts to craft upgrades to her equipment or to trade with merchants, all while tracking down the assassins who tried to kill her, uncovering the mystery of what happened to humanity 1000 years ago, discovering her own identity and why she was orphaned at birth, and ultimately saving the world from another apocalypse.

There's a lot to enjoy in a game like this, with such a compellingly beautiful world full of interesting lore and backstory and a bunch of tactically exciting combat encounters against uniquely-designed robot dinosaurs, but there's also a lot holding it back and preventing it from reaching its full potential. The RPG elements and melee combat system feel underdeveloped and therefore a little underwhelming, for instance, but the bulk of the issues deal with its open-world design, where it feels like the developers relied a little too much on genre tropes when creating this world, while not putting a whole lot of interesting or worthwhile things to do in it. Admittedly, Guerrilla Games executed a lot more restraint with their open-world than some other developers, and the game is better for it, but I still had this lingering feeling throughout my whole playthrough like it wasn't quite as good as it could've been.

Saturday, January 18, 2020

Until Dawn - Review | A Uniquely Chilling Horror Experience


Note: Until Dawn is best enjoyed going into it completely blind. This review has minor spoilers for specific situations and outcomes but does not spoil any main plot elements or twists.

Until Dawn is a cinematic horror game in which you play as a group of teenagers attempting to survive the night in a snowy mountain lodge after their winter getaway takes a sinister turn. Returning to the same lodge where two of their friends went missing one year prior, the group reunites and soon finds themselves trapped on the mountain with a murderous psychopath who's trying to torture and kill them off one-by-one. You play as one character at a time, usually partnered with someone else, switching characters between chapters and even between scenes, with a main objective of trying to make every character survive until dawn. To do so, you'll have to make smart decisions with quick reaction speeds, as the game's "butterfly effect" system can create far-reaching consequences for seemingly innocuous decisions that could ultimately lead to a character's death. The game plays like an interactive movie, where the bulk of the gameplay consists of making decisions and reacting to quick-time-events during cutscenes, alternating with sequences that give you freedom to explore your surroundings for story clues while trying to complete an objective. While lacking conventional survival-horror mechanics like health bars or resource management, each character has various stats that can be influenced by your decisions and which can affect the outcome of certain interactions. Ultimately, the potential life and death of each of the game's eight characters acts as a sort of resource management system of its own, and it's here where the game derives most of its survival-horror tension, since you'll fail the game (or at least get an unsatisfying ending) if none of them make it out alive.

I'm a huge fan of horror in all forms of media, and yet despite my love for the genre I find that horror games can be really hit or miss, usually missing more often than they hit for me. Part of the problem is that I'm just so desensitized to the genre that the usual tricks of jump scares, violent gore, and spooky imagery just don't phase me much; while I appreciate a good horror aesthetic, I find that I need strong gameplay mechanics to invoke a sense of fear or dread in me, which often isn't the case with a lot of modern horror games that basically amount to "haunted house ride, jump-scare simulators" where you walk around creepy environments while scary things happen at you. With Until Dawn's heavy reliance on cutscenes, quick-time events, and gameplay sequences that border on "walking simulator" territory, I was a little worried this might be the case, but it turns out the game's central "butterfly effect" system, coupled with the fact that the characters can all die in a variety of different ways, at different stages of the game, actually made this one of the more tensely engaging horror games that I've played in a long time.

Sunday, December 22, 2019

Gothic Remake Playable Teaser - Feedback and Review


In a surprise news release that seemingly no one saw coming, THQ Nordic announced that they're looking to remake the original Gothic, and released a lengthy demo (or as they call it, a "playable teaser") as proof of concept, available for free on Steam to anyone who owns any of Piranha Bytes' games on Steam. This news follows seven months after THQ Nordic acquired Piranha Bytes, the small German studio responsible for the original Gothic trilogy, making them and all of their IPs official subsidiaries of THQ Nordic. The remake, however, is not being designed by Piranha Bytes, as they're presumably busy working on Elex 2 -- rather, it's being handled by THQ's Barcelona studio. The demo opens with a few slides of text from the designers stating that they're huge fans of Gothic and wanted to revamp some of its clunkier, more out-dated designs while "maintaining and strengthening" the "amazing atmosphere" of the original game, but rather than simply doing a straight one-to-one remaster, they wanted to treat the project like more of a re-imagining, adding a bunch of new content and expanding on existing ideas while putting their own unique twist on what they consider to be a "legendary game." The purpose of the demo is to showcase early ideas they're working with and to gain feedback from fans about the direction they're going with the remake -- upon completing the demo, it actually links to a survey where you can fill out responses and grade them on their efforts.

In essence, this development process feels like a more open form of Early Access and will hopefully provide the Barcelona studio the opportunity to shape the remake into something that will live up to the great legacy of Gothic, and which will satisfy fans of the original game while also introducing it to a new audience. While the demo showcases some promising new ideas, and I'm absolutely ecstatic for the opportunity to play a brand new Gothic game heavily-inspired by the original, the current version of the demo isn't really what I would want out of a Gothic remake, or even a re-imagining. Supposedly they're still very early in the alpha stages of development and nothing is set in stone -- a full release isn't even a guarantee at this point -- but early impressions suggest to me that, although they may have a lot of love and respect for Gothic, it seems like they don't fully understand what it was that made Gothic so unique and special in the first place, because there are a lot of design elements that seem to go directly against the core design philosophies of Gothic and which make it hard for this demo to truly feel like Gothic.

Tuesday, December 3, 2019

Metroid: Samus Returns - Classic 2D Gameplay with a Modern Finish


Metroid
is one of Nintendo's most iconic and long-running series, though its releases have been somewhat sporadic over the decades, with frequent gaps between major installments and with development largely being handed over to studios outside of Nintendo, starting in 2002 with Retro Studios taking the reigns for the Prime trilogy, Team Ninja handling Other M in 2012, and now MercurySteam (known for their Castlevania: Lords of Shadow games) developing Metroid: Samus Returns, a 2017 remake of 1991's Metroid 2: Return of Samus. Starring the usual series protagonist Samus Aran, Galactic Federation bounty hunter, Metroid 2 takes place after the events of the first game, and sends you to the metroid homeworld, planet SR388 to wipe out the rest of the metroids. With that simple premise, Samus Returns plays like any typical Metroid game, where you explore a series of complexly-interconnected levels while gaining assorted power-ups that grant access to new upgrades and new areas, in addition to opening up new gameplay possibilities, all in the form of a two-dimensional puzzle-platform-shooter.

Saturday, November 16, 2019

Risen - Review | A 10-Year Retrospective


Risen
is a fantasy-themed open-world action-RPG by Piranha Bytes, a small German studio who were previously responsible for the first three Gothic games -- the first two of which are some of the best RPGs of all time. Following the colossal mess that was Gothic 3, Piranha Bytes split from their publisher, JoWood, who retained the rights to the Gothic name, thus forcing Piranha Bytes to create a new series which would serve as a spiritual successor to their beloved Gothic series. As such, Risen sticks pretty closely to the formula set up by Gothic 1 and 2, so if you're at all familiar with those games then you should know pretty much exactly what to expect with Risen.

Monday, October 21, 2019

Link's Awakening: A 25+ Year Retrospective


The Legend of Zelda: Link's Awakening
was originally released in 1993, and I vividly remember playing Link's Awakening on that bulky, unlit, green-screened Game Boy while sitting in church and on long car rides as a young boy. It's probably safe to say that it was one of my favorite games in my early childhood, and I was overjoyed when it was re-released on the Game Boy Color a few years later with extra content. With the 2019 remake for the Nintendo Switch coming out, I figured it was time to go back and re-examine a classic that I used to love so much as a kid, and see how well it holds up 25+ years later.

As it turns out, Link's Awakening is still really good. Surprisingly good, actually, considering it's one of the oldest games in the series on one of the most primitive Nintendo devices. The only thing really holding it back is the sheer limitations of the Game Boy, only being able to render a very small resolution and only having two buttons to work with; otherwise, the actual game designs feel timelessly classic, which makes sense seeing as later games in the series seem to have taken a strong influence from Link's Awakening. Its impact on the series is especially noteworthy considering it originated a lot of elements that have now become Zelda staples, like playing songs on the ocarina for various effects, trading sequences, collectibles that lead to extra rewards, fishing, owl and companion characters, and more. It is, as far as I'm concerned, a quintessential Zelda game and ranks among the series' best, easily making my top five, and maybe even having a case for top three.