Saturday, 18 April 2020

Resident Evil 3 review (PS4 version, campaign only)


Resident Evil 3.jpg


In terms of quality, the original Resident Evil 3 would rank amongst the lowest in the series for me, not that I don't like it, it's just the one game in the mainline titles that I've replayed the least. Although it never moved the story forward as one would have expected from a sequel, we did find out the ultimate fate of Raccoon City, and what happened to some of the characters who were in the first Resident Evil. Most notably Jill Valentine who's the lead character, and a member of the elite special forces team, STARS.

I loved the Resident Evil 2 remake, it was my my favourite game of last year, I do however, still think the 1998 version is the definitive title. So I was always looking forward to an inevitable remake of the third game, although I never expected it to release so soon. Having completed it on both standard and hardcore difficulty, it leaves me with similar feelings to those I had of the original.

Resident Evil 3 begins before the events of the second game, just as the zombie outbreak ravages across Raccoon city. The main antagonist, Nemesis, shows up from the very beginning this time, chasing Jill through a block of apartments until she manages to escape onto the streets. Where a significant chunk of the first half of the game takes place.

From then on the game doesn't deviate too much from the typical Resident Evil formula, as you collect items that allow you to progress further. The burning chaos of the Raccoon city streets provides for a great opening location, and from a visual point of view the game looks splendid throughout as you go from one new area to the next, (the lighting effects mesh particularly well with the dark aesthetic of the locales).

For me it's the exploration in these games that I like the most, I love checking every nook and cranny, and finding things that will be useful for my survival. This is one of the first gripes I have with the game, as good as the locations are to explore, the game is far too linear for my liking.

There's not a whole lot of backtracking in the game, once areas are completed there's little subsequent connection between them as you move forward. This is further compounded by the lack of puzzles, now don't get me wrong, not all puzzles in Resident Evil games are fun to do, but they exist for the player to explore and manage their inventory. At the end of completing a puzzle you are rewarded with a new location or item that lets you progress, I haven't experienced too many games that provide such gratification after so much toil. Resident Evil 3 really could have been helped with a bit more exploration and puzzle solving to add to the game's length and dynamism.

**

The original Resident Evil 3 upped the ante in the action department, it was nowhere near the levels that future Resident Evil games would become. But you could argue that it was the first change in direction that the series took, and the remake follows the same pattern by having a lot more action than the Resident Evil 2 remake. The shooting in this game is fine enough, it's nothing special, but the guns feel weighty when they are triggered, and there's plenty of arsenal to pick up during the game.

Not only are the zombies grouped together more than I expected, I found them to be more aggressive than ever before. If you aren't careful you can really screw up certain sections quicker than you think. I have always found the best way to play a Resident Evil game is by conserving as much ammo as possible, and only use it when absolutely necessary. But the narrow environment designs and high number of onscreen enemies make this a little more challenging than usual. There is a dodge manoeuvre to help you if needs be, a feature that was first introduced in the original game and surprisingly never implemented again until now. It's a helpful tool to use if you can master it, but as I said, this is difficult to do in relatively narrow spaces.

   
Outside of your typical zombies, namesake enemies from previous entries do make a return, including the zombie dogs, the licker and the long awaited return of the Hunters from the first Resident Evil. New enemies include what can only be described as a grotesque worm/frog like creature on legs, as well as these tiny parasite insects that appear in one small but annoying section of the game. All of them are disgusting looking, and most can instantly kill you if you're complacent. As I stated earlier, the enemies in this game are extremely aggressive, sometimes to the point of being difficult in a too artificial way that prohibits the experience.

Which brings me finally to Nemesis, the infamous tyrant that will stop at nothing in your pursuit, as he was in the original. He appears at select times during the game, some of these moments will play out as quick time event set-pieces. I've heard a lot of people complain that he doesn't act like Mr X from Resident 2 remake, who continuously stalked you when he showed up. But I'm glad that's not the case, because while Mr X was thoroughly frightening on the first and second playthroughs, the novelty wore off soon afterwards. To be honest I found Nemesis rather abrupt and annoying, often choking up the pace of the game. I could only imagine him being even worse if he was an ever present stalker constantly on your heels.

I will praise his redesign which is far more intimidating and monstrous than before, and his continuing mutation in the latter half of the game is the thing of nightmares. He also provides some decent albeit bombastic boss battles at various points. Which is saying something because Resident Evil boss battles are a mixed bag, and I really disliked the way some of them worked in the Resident Evil 2 remake.

**

The worse aspect of this game, the one negative that stands out above all else are the locations cut from the original. These specifically include the park and factory that you explored towards the game's climax. There is a new location that wasn't in the original, and it's arguably the toughest and least linear section you'll explore, but omitting the park and factory is a strange move. Especially when you consider the length of the game is only between five and seven hours long.

Speaking of the game's length, I find it baffling that there are no multiple choice routes that were a unique feature in the original. At various points in the original game, usually when a dramatic moment was about to happen, you got a choice of two options to pick, each opening up a slightly different path forward. It's a mind boggling exclusion because the game could have done with more immersion and replay value. Because once you've completed the story the only unlockables of any worth are higher difficulties, and a shop where you can buy weapons and upgrades with the points you've earned playing the game.

**

Resident Evil 3 is a fun game, but only a decent entry in the series, that sadly ends up being a somewhat missed opportunity. I hate to say it but it does feel a tad half hearted when you compare it to last year's glorious Resident Evil 2. I can't honestly recommend this at full price unless you're a huge fan of the series. There is Resistance, a multiplayer game bundled together with the main game. But I have not tried it yet, and from what I've watched and the poor reviews its received, I doubt I ever will.

Verdict: 6.5/10

While writing this review it was announced that a Resident Evil 4 remake is in the works, which I find hard to understand because it really doesn't need one. However, I am open to it, I can see ways in which you can evolve the experience, but I don't think they need to make drastic changes overall. I believe a Code Veronica remake is more justifiable, it's the black sheep of the series, but the one that would benefit most from a compelling rework.








    

Tuesday, 7 April 2020

Enter the Scrub: My short journey in the fighting game genre




As I stated last year in my Mortal Kombat 11 review, I have never really delved too deep into the fighting genre outside of the original Super Smash Bros and Tekken Tag Tournament. To my surprise I really enjoyed Mortal Kombat 11, I have put over two hundred hours into the game, so it's fair to say that I have more than got my moneys worth. But it wasn't MK11 that got me interested in the genre, it was For Honor, which isn't a traditional fighting game to be honest. It's a completely different beast to the others, for one it isn't an arcade game, it's far more of a simulator fighter.

I liked For Honor because it wasn't about trying to smash out the best combo you've practised to death, it was about strategy and conditioning. It was also grounded in reality, with each fighter representing a particular form of historical warrior (knights, samurais and vikings, ). It was also a fun if infuriating online multiplayer game, I must have sunk over hundred hours playing online with my friends.

Towards the end of last year, having rinsed MK11 to death, I wanted to experience a new fighting game, and since then I have played most of the popular fighters that are available for the PS4. Some are better than others, but I came away with similar experiences with each title. From dealing with toxic players, a deep learning curve and stages of repeatedly deleting and then reinstalling a game over losing too many online fights.

Unlike other game genres, fighters generally have a big barrier to entry. They require a lot of what can sometimes be agonising practise before there is any chance that you're remotely decent enough to compete online (which is what I predominately want to do). And as much as you might practice, there is likely to be only a handful of characters that you enjoy using. These issues can be arduous, they certainly put me off of certain games. But once you have a significant number of hours under your belt, you eventually grasp the mechanics of most games.

I certainly believe the genre could be more accessible, there are indy games that try to simplify things, such as Fantasy Strike (which I have not played), but it's a rare example. Most require learning combos to the point that they become muscle memory, spacing adjustment to punish your opponent, and match up experience with each of the roster. But once you have grasped things it's rewarding to see your gradual progression from scrub to intermediate, and up to high level. 

**

Mortal Kombat 11 is daunting at first because it requires a lot of spacing and precision, and a lot of the fighters can feel really cheap and over powered. But the combos are relatively short, and the roster is a diverse bunch that are unique from one another. That's not to forget the rich story mode and single player content, and boy does the game look and sound fantastic. Unlike other mainstream fighting games, Mortal Kombat's aesthetic is very fantastical and it can be crazy violent. Of all the fighting games I've played this is the only one that I have really stuck with because the pace of the combat is just about right, and the combo juggles are not overwhelming. But don't think MK11 is easy, I would argue that it has a high skill ceiling, even if it isn't as technical compared to the others.

Dead or Alive 6 is a lot of fun, like Tekken 7 it's a 3D fighter, but it feels more kinetic and satisfying. The character models control and animate superbly, for example kicks feel like kicks, and joints move as you push the buttons. DOA6 is also one of the most balanced of all the fighting games that I've played, and every character in the roster has a moveset that can be used in a specific way according to how you want to play.

On the surface, the combat in DOA6 is intuitive, each button has one specific function (kick, punch, hold and throw), that makes up its triangle system. Strikes beat throws, throws beat holds, and holds beat strikes. This allows the combat to feel less restrictive, because unlike Tekken and MK, DOA6 is less of a dial a combo fighting game. 

The good thing about this is that the game is reasonably accessible to grab hold of at first. But the more you play the game, and the more you compete online, you realise that the combat is rather complex. More so than any other fighting game in my opinion.

The bad thing about the triangle system is that a lot of fights turn into guessing games. While it's fantastic to turn the tables on an opponent whose beating on you, your timing has to be precise if you want to hold someone's attack. There is also the problem of a fairly low player base, so it's going to take quite a while to get through the ranks. So don't be surprised if you end up fighting the same people over and over.

Street Fighter 5 is a strange one, it's a polished 2D fighter that I enjoy the fundamentals of, but it's the one that frustrates me the most. If you include the DLC expansions, the roster has a hefty forty characters, and each are different enough to find a handful that will suit your play style. 

At first the motion controls took some real getting used to, but I overcame this with plenty of experience. But I hate the way special moves are used in this game, unlike other fighting games where your specials are used sparingly, Street Fighter 5 is full of them. Along with the cheap movesets and overpowered jumping (that happens all too frequently), the game just became a chore after a while.

Tekken 7 is probably the most balanced of all the fighting games I've played. It is also the most satisfying to play once you've reached the higher level ranks. It's beginner friendly, with a diverse roster to choose from. However, it is the most technical fighting game on the market, fights play out like a game of chess where one mistake can cost you very dearly. There really is no room for error.

It has the highest skill ceiling of any fighting game that I have played. Not only are the movesets for each fighter expansive, you're also going up against an experienced player base. The gap between those at intermediate and high level play is huge, so expect a real slog before you're able to consistently compete online.

***

Competing in fighting games feels personal, more personal than a racer or a shooter. You are after all, beating each other to death, and there is great pride in using your skills to outmatch someone else.

The huge flip-side to this is the toxic community you will bump into, and I have experienced trolls in every fighting game I have played. There are three kinds of toxic players that I've come across, there are those that have sent me barely literate messages telling me how shit I am despite beating them. And then you get the opposite of this, when someone will message me telling me how shit I am after I've been thrashed in a match. 

I can ignore this form of toxicity, but I can't stand what I call the veteran wankers. These are experienced players that get joy in beating newbs, and they make sure you know about it. For example they might endlessly taunt you (unfortunately, most fighting games allocate a taunt button), or spam the same move that you have no idea of avoiding. Some might even teabag you. Tea-bagging in fighting games is when someone continuously presses up and down on the d-pad to create a stupid animation.

**


If you're willing to put the effort in and brush aside the never ending frustration, fighting games can provide a great way to play competitive online multiplayer. I would start with Mortal Kombat 11, it will teach you the fundamentals, and from there move onto Tekken 7 where you'll have a much deeper experience if you put in the hard work.

Side note: 

In the last month or so I have been playing a lot of Super Smash Bros Ultimate. At some point I'll write a blog on what other fighting games can learn from it. It is so much fun, although simple compared to other fighters there's a lot of hidden depth to it.        

Sonic Superstars review (Xbox Series X)

  Sonic Superstars came out of the blue when it was announced at this year's summer game fest, but it was a pleasant surprise. As a mass...