Disapprove: The Incredible Adventures of Van Helsing: Final Cut

Almost 5 years ago a completely unexpected action RPG came out. The genre was back on the rise after the success of Diablo 3 and Torchlight 2, but people wanted to see it evolve even more. Add more little weird touches, more curious takes on the same basic mechanics and gameplay loop. Darksiders 2, an action adventure at core, had lots of action RPG elements to it and Borderlands were a huge success at mixing FPS and action RPG. So there was The Incredible Adventures of Van Helsing, from rather unknown NeocoreGames, who had previously released rather mediocre series King Arthur: The Role-Playing Wargame. And the game was surprisingly fun. I mean, it wasn’t stellar, it didn’t revolutionize the genre or anything, but there were small touches that made the game work a bit closer to how a story driven action RPG would, like The Witcher, yet it remained at its core a pure monster killing loot gathering aRPG in all its simplicity.

But it was meant to be the first of 3 games. And the games that followed… well… Let’s just say, I’m not exactly sure the Final Cut of the series, that mixes all 3 games into one, is the cut I would’ve went with.

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Happy about: Zero Escape Trilogy

I’ve been curious about what became Zero Escape Trilogy for a while now. Original 999 (Nine Hours, Nine Persons, Nine Doors) was released back in 2009 on Nintendo DS to very positive reviews on how it tackled the mix of visual novel and “escape the room” puzzles, while also using it’s branching narrative, common for visual novels, as a plot point for many worlds interpretation influenced plot. It was also one of the first attempts, to my knowledge, to bring the Cube (the movie) ideas to video game format, mixing horror, thriller and mystery novel and becoming somewhat of the “What if Cube, Saw and Agatha Christie’s “And Then There Were None” were anime”. Virtue’s Last Reward followed 3 years later on PS Vita and 3DS, and then in 2016 Zero Time Dilemma was released as a final chapter of the plot on the same systems, but also on PC. However, it wasn’t until Zero Escape: The Nonary Games release last year, that updated and re-released the first two games in one package, that I finally had a chance to check on them.

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Thoughts on: Dishonored 2 & Death of the Outsider

I’ve re-read what I wrote 6 years ago about the original Dishonored (and 2 years ago about the DLCs) just to refresh my memory, and find myself a bit surprised about how similar what I’m going to write about Dishonored 2 & Dishonored: Death of the Outsider is going to be. In both all the right ways, and all the wrong ways. It is blindingly obvious how much improvement work was done, how pretty much every single most voiced issue from the original game was completely eliminated in the best possible way and how everything that worked was improved. Yet, it’s also a shame to see how the weakest, the most disappointing, but not bad, things got even worse.

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Thoughts on: Xanadu Next

While I never knew it until first experiencing Ys series 4 years ago, but Falcom (Nihon Falcom Corporation) were essentially responsible for the creation of action RPGs and evolution of jRPGs. Specifically the second game in the Dragon Slayer franchise, Xanadu: Dragon Slayer II, wasn’t just popular, but actually remains one of the best selling titles on older PC systems. Despite that, Xanadu didn’t become it’s own thing in the same way The Legend of Heroes did until this Xanadu Next from 2005. And the easiest way to describe Xanadu Next would be – a mix western aRPG (Diablo) and eastern aRPG (Ys) that, surprisingly, mostly works.

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Happy about: Tacoma (and 2 free games)

I like a good story exploration/ambiance exploration game. Good is always subjective, of course, so my preferences not always were similar to what I heard from others. I like Dear Esther, for example, even prefer it to Everybody’s Gone to the Rapture but was mostly really bored in Gone Home. So I wasn’t really that excited for Tacoma when I first heard of it. Damn, am I glad I decided to check it out, though.

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Late thoughts on: Metroid: Other M

For years, there have been several Metroid games that I couldn’t get around to playing due to the systems they were on. Now, since I was lent a Wii, I finally can. And I decided to start not with the games I will surely like (the Prime trilogy), but instead with something that I’ve attempted to play several times before and always got frustrated really quickly – the infamous Other M. Now that I have given it a proper 100% run, is it any better than you might’ve heard?

Haha, no, of course not.

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Disapprove: Prey (2017)

Prey went through some really troubled development times. Original game of the same name has been one of the longest games in development, announced originally in 1995, and finished in 2006, retaining a lot of the original ideas and a lot of core 90s FPS values (and if you can get it, get it, by the way). Then, a sequel Prey 2 was in development as a more action adventure-type game, closer to Deus Ex or, probably even closer, The Darkness in the mentality and design approach, by Human Head Studios. Yet, after years of development, it was quietly cancelled before being re-announced as Prey, now developed by Arkane Studios. And being a completely different game, highly influenced by “Shock” games and immersive sims. Still taking on the topic of alien invasion, but now from a more psychological thriller angle, similar to the cancelled XCOM FPS title (later completely remade into mediocre The Bureau: XCOM Declassified).

It set out to be something amazing – a very freeform “Shock” title, with all the metroidvania/survival horror exploration focus and even more on top, with interesting setup, with aliens who can look like normal items, with multiple approaches to everything, with nicely written small NPC stories and with the music by Mick Gordon. If only all of this worked.

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O tempora: System Shock 2

O tempora is a series of retrospective posts where I play games from ages before to see if they stood the test of time.

This has been a long time coming. I’ve attempted to play System Shock 2 ever since 2001, when I first got my own modern (for the time) PC. And even back then, just few years after the game release, it already worked with issues. After that for the longest all games on this in-house game engine made by Looking Glass Studios, along with the Thief 1 and 2, were borderline unplayable on most PCs. Until one day a mysterious person (often believed to be one of the ex-Looking Glass employees), released an updated version of the source code of the engine, which made things work again. Ever since then, all 3 games on the Dark Engine have been receiving updates and fixes making games not just playable again, but often better than they were originally. And several years since I had a chance to replay all the Thief titles and a year and a half since I’ve first experienced the innovative undying beauty of the original System Shock, I finally had the chance to finish System Shock 2. And I can sum up my experience in a very short review: Wow…

For more in-depth analysis, read on. :)

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Happy about: Bulletstorm: Full Clip Edition (and a few words on Nex Machina)

It’s been a while since Bulletstorm has been released and yet, no other game since then has tried to successfully combine the best elements of style action titles like Devil May Cry, classic FPS games and modern scripted FPS games in one nice package. The only title which tried to go for at least something similar in speed, but not in tone or stylish action, was the pretty good DOOM (2016). Although, it does feel like the FPS games in general are trying to recapture the speed and simple joys of the earlier days of the genre recently, so maybe things aren’t that bad and we’ll get more fun titles. But for now, we can also finally replay Bulletstorm on PC without the goddamn GFWL in the updated Full Clip Edition. And that’s, mostly, good.

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Disapprove: Mirror’s Edge Catalyst

Mirror’s Edge was a complete surprise when I first saw the trailer for it back in 2008 or so. My imagination on the concept pictured it as a highly non-linear adventure, where you follow the bag as different Runners grab it. So you would play levels as different characters, crossing paths with characters you followed before and seeing glimpses of some interesting character lives. No one made game stories like that, to my knowledge (hell, even not a lot of movies attempted this). While I was wrong about that, I actually also had a game idea at the time,  which was different overall, but one aspect of which was incredibly close to that of Runners and the movement in Mirror’s Edge, so I was excited to see someone attempt to implement that in a real game. And while it certainly wasn’t great due to numerous frustrating flaws, I loved it and still do, occasionally replaying it. And then a reboot was announced…

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