Showing posts with label Comic. Show all posts
Showing posts with label Comic. Show all posts

Monday, October 3, 2016

The Darkest Dungeon (PC): Taking me to a very dark place.

Grrrr... This fucking game... So ok, when you hear about games that are funded through kickstarter, you usually think one of two things: A.) it is grossly over funded and either never comes out or is poorly released. Or B.) ends up being a clever little indie darling with some seriously passionate fanbases. This one tends to fall more into category B.

Much like my now beloved Undertale, I had started to hear some rumblings from my friends about this title and the challenge it presented. During the most recent steam summer sale, I saw that it came down in price. As someone who is always looking for something to play and willing to test games that inherently "hard", I cracked my knuckles, clicked purchase, downloaded, and sat down with.....

THE DARKEST DUNGEON (PC)
Image result for Darkest Dungeon box

Darkest Dungeon opens with a monologue from one of your relatives lamenting the ruined state of your family. Basically recanting the lavish manor they used to dwell in. Enjoying wealth and decadence ad nauseam, he began to tire of traditional luxuries and started to seek out the depths of the rumor plagued estate. Digging underneath he began to find dark tombs, tunnels, and eventually what appears to be a gateway to something otherwordly and unholy.

He writes his letter, imploring you to return to your home. That the madness from his work has spun out of control, and the manor is ransacked with corruption and it continues to spread to the surrounding area. You are begged to reclaim your birthright, take back the manor, descent the darkest dungeon and put an end to all of this. And as he finishes the letter, he takes the cowards way out and eats a bullet for lunch.



Whew. Well, there is a chipper start to this game and honestly it doesn't even stop there. The moment the cut-scene ends before you get to the title screen. the game gives you a small paragraph about the difficulty.  It's not even a gentle "hey this game is a little challenging" kinda thing. It comes right out and tells you "Darkest Dungeon is not for the weak. It's going to grab you, it's going to fuck you, hurt you, kill you, and then do it again. Don't like it, sissy? Piss off." (I'm paraphrasing.)

Allllll right then, good to know. So the game begins after your name your estate, with you on a small tutorial map to travel to the hamlet where your manor resides. This little map basically runs you through the basic mechanics of the game. From a technical standpoint, the control is very simple. The entirety of the game is played through mouse controls and for the most part they are pretty intuitive. This is good because on a number of occasions, I would have really appreciated the game to explain some of its rules to me.


Basically you are presented your characters on a screen in a location in party order, you are presented with the stats and abilities of your selected character directly below them, and to the right of that you have the carried supplies with you, and a map of all the locations to visit. On this beginning map, its a straight line. You are basically directed to select an adjacent square on the map to indicate which direction you would like to go, Indicated by 4 squares connecting the two large ones.

The screen transitions to a different area and now you are on a path. The entirety of the game is essentially 2.5d so you can only click and hold ahead of you to move forward, or behind you to trudge back. As you press forward a small torch icon will indicate your movement along the map. The majority of the time, all of these spaces will remain darkened out until you investigate them. During this introductory stage you are taught the basic game mechanics and combat which we'll get to in a minute.


Eventually, You will get through this tutorial stage and be brought to the hamlet outside of your manor. This essentially will be your base of operations in preparing for the darkest dungeon. It starts off meager and small. Basically a stage coach to bring in new warriors, A graveyard to see who you lost and how, place to see unlocked cut scenes or hear monologues, and a church and tavern to relive stress. As you play through the game though, you will unlock a blacksmith for better gear, a guild and survivalist to get you new and upgrade skills, and caravan who sells trinkets for bonus effects.

Once you have done what you need to in town, you can embark on the surrounding areas to complete quests for loot and levels. There are really only 5 levels in the game: The Ruins of your manor, the Cove by the water, The Warrens surrounding the hamlet, the Weald beneath the hamlet, and the Darkest Dungeon. When selecting, you are prompted with a quest goal, the length of the dungeon, and what your reward will be for completion. At the start they should all be level one, but as you increase you will get level 3 and level 5 dungeons to explore. Warriors who reach these level marks will find the lower ones beneath them and won't explore. So don't over grind.

I apologize to all my friends who are going to die on this crusade.

When you assemble your team and pick your dungeon, you are taken to a small shop to outfit your group. This can make your break your mission right from the start. Here you can buy food, torches, and expendable items such as herbs, bandages, shovels, keys, and anti-venom. All of these can be critically important depending on where you go or who you fight, so you want to be able to stock up. The problem is you only get 16 item slots so you may not want to over do it, otherwise you will have no room to take any loot back with you. I tend to overload on food, grab a few torches, and handful of each supply and maybe a key.

There are some important aspects about dungeon crawling in this game you need to be aware of. This game isn't just difficult due to the fights in the game, there are a lot of little mechanics that play into how all the dungeon crawling works, and all of it effects you in different ways. First and foremost it isn't called DARKEST Dungeon just to be cute. As mentioned above torches are one of the things you can buy before entering the dungeon. These are very important to survivability. As you progress through the dungeon your light gradually decreases, as the light decreases the enemies hit harder and they are more likely to score a critical. So naturally you want to keep the light up, but on the flip side, when it is darker you tend to cash in on a lot more loot to pick up as you travel, so dark runs aren't bad depending on level.

As you might expect, these assholes can infinitely respawn if you don't put them down.

The major problem though, is your stress level. Stress can fuck right off. Seriously. This mechanic has me ripping my hair out. As light dwindles or certain enemies attack you, your character will be to become stressed. once the stress hits 100, your character has a chance to show virtue or more than likely freak out. Depending on how they reacted they become harder to control such as becoming fearful, masochistic, or paranoid. Sometimes they skip turns, sometimes they hurt themselves, or get negative debuffs. In addition to that, they will continue to spout negativity and stress out your party as well (something I can more than relate to.).

But that isn't even the worst of it. If the stress level becomes too high (as in filling your stress bar again), your character has a heart attack and will be immediately dropped down to "death's door". What this means is if you take lethal damage you basically get one shot to hang on, but you have severely reduced stats. If you ANY kind of damage at all, you basically have a chance to die and lose that character for good. So this has two sides. On one hand you always have a chance to survive a lethal shot, but on the other once you are in this position it becomes very dangerous to pull yourself out of. I've had situations where blight(poison) or bleed damage did just enough to off one of my best characters.

Stress can send a good run completely to the shitter. It can be more deadly than the monsters.

As you travel you will sometimes come across events called "Curios". These can range from chests to loot, effigies to inspect, graves to raid, statues to praise, and so on. Many of them have random effects, some are good and some are cripplingly bad. Many of these can altered to serve you better given you spend the correct supply with you to activate it. Some of these can have devastating to life saving effects to your party or loot, so this is a game where there really is no shame in having a wikia handy to have an idea of what it is they actually do.
A lot of the curios that you come across you will find as you travel between rooms, most of these you can encounter freely. However, for rooms that contain special curios or treasure, you can count on fighting some monsters. So let's talk combat. Fighting in this game is fairly one click combat as you can get, but that doesn't make it easy because there are lots of little things to know. Each character has about 8 abilities that they can learn, and only 4 that you can use in battle so you will want to choose wisely. Abilities vary from attacks, heals, and buffs/debuffs. So clearly you want decent blend depending on your party.


However, one of the big factors of battle is yours and your enemy placement. Just because you took an ability doesn't mean you just get to use it. No, giving your crusader melee attacks and then sticking him in the back isn't going to let him swing at much. So while choosing your abilities you want to look at the lighted circles above your abilities to see where is the best placement for this member, and where they will most likely focus their attacks. Again, balance is going to be everything.

So aside from team placement, ability selection, light and dark, stress, and death mechanics, you'll remember as I said earlier there is blight and poison damage. Outside of debuffs, these are the only status effects of the game. Most of them start off non-threatening enough: 2 damage a round for 3 rounds for bleeding, or like 4 damage for 2  rounds for blight. The problem comes in if groups of enemies compound on you, the negative effects stack and it resets the round counter. So say you are on your last round of a blight and you are set to take 4 damage. A spider spits and gives you blight again. Now you are taking 8 each round for 2 more. That very same turn you get hit with another spit and are blighted again, now its 12 damage. If you don't have the HP to survive the start of your turn or have another member who can heal you, that character is as good as dead.

Image result
Make sure to actually read what your abilities do, Some status effects in battle can save your ass.

If by some grace of the random number generator you somehow manage to complete your mission, you are given your reward and tally how much loot you left the dungeon with. You are given experience for surviving, and have the possibility to gain a quirk... Oh jeez, I haven't even explained quirks yet. At bare bones they are basically positive or negative effects that affect that specific character, and if you don't save the good ones or remove the bad ones, you can lose the positives to new ones, or lock some of the more negatives to that character. You also run the risk of contracting illnesses which also function like negative quirks. As you can no doubt tell there is a shit ton of different mechanics in this game.

Some of the loot you gather are heirlooms, these are used as currency to upgrade the shops inside the hamlet so you can get better equipment cheaper, and get better selections. So the early portion of the game will be you trying to grind this up to full so you can then focus on your party. The only downfall is once you have completed the hamlet, there is no use for the heirlooms. Its a shame these can't be sold to help equip your team.

Levels are important, but not as much as your gear is. Load up.

The objective of the game is to manage to build up a party strong enough to enter the darkest dungeon and complete the quests there. There are other quests along the way to help you get money and rarer items. The boss levels will hear more story from your relative explaining how his hand in things made everything go so bad. He also sort of comments along as you play. Its a subtle touch and it varies just enough to not annoy me.

So I'm not going to lie, this game is fucking brutal. They aren't lying when they say this is a game of loss and you will lose characters. That shit will happen a lot. There is almost always the possibility of a fight going south on you quickly, be it someone stressing out to the point to fracture your party to taking a critical hit and scrambling your strategy to keep them alive. The first thing you need to learn is that you are going to lose characters. They are going to die and there is very little you can do about it. Until you accept that, you will never progress in the game.

Image result
Sometimes fortune can shine during a stress situation, but don't count on it happening often.

That was the mistake I made. Desperate to not let characters die, trying to keep their stress down, boosting their gear as I could. It ultimately kept me in this circle of not being prepared for dungeons and being forced to escape with high stress, having no money to prepare for the next mission. I too late learned you need to have a series of throw away teams to exhaust. Send em in, gather loot, get rid of them, bring in a new 4. You need to detach from the mindset that everyone has to survive, because they can't.

My biggest problem with the game is that while it plays under the guise of being a relatively simple to control game, I feel there is a bit of poor design because it throws so much at you without explanation. Just a multitude of numbers and statistics that aren't inherently explained.  Hell it took me like 2000 something words to barely cover most of the adventure mechanics. I had to go to a wiki to figure out just what everything meant. Without them, I was missing out on some pretty critical information that would have helped me survive such as hit percentages, dodge, and enemy protections.

Usually only takes one shot to put you on the ropes.

Darkest Dungeon also grossly undersells the importance of certain upgrades, many of which are pretty expensive. Slowly I grinded my way up, beating levels and some bosses till I had what I thought was a solid team of level 6 characters (the cap). An event mission appeared that forced me to defend the hamlet. It was a level 6 dungeon and if I had to escape, someone was going to die. So I rallied up what I thought to be my best 4 characters to try to take this mission down. By the time I made it to the very first room, all 4 of my characters were near death, stress already pushing maximum levels.

Why? Because I hadn't maxed out my gear or abilities because the lv3 dungeons didn't need it. Because of this, my hit percentages were significantly lower and when I did hit my attacks were weaker. In the first fight, I could barely land a hit and since I didn't see the %'s I had no idea why. Their front ranks cut me to ribbons and their back continued to cause stress. There was nothing I could do. I lost my best fighter and was forced to escape, causing me to lose my best healer. I almost put the game down for good. Thankfully I discovered the Riposte ability and that sort of put me back on track.

The right arrangement of trinkets can make or break your team.

The game does do some things very right though. For example for a game that is billed as a trek through stress and darkness, the kind of gothic comic visual design feels right at home here. All of the characters and enemies have very awesome designs that look very comic, yet rugged and terrifying at the same time. Since there isn't a lot of environment to design outside of some parallax for movement the characters have to look good, and I really like what they did here.

They also nail setting the scene. There is only a handful of levels, but each one has their own unique tunes for traveling and battling. But what I specifically love about music is that it starts off slow and simple, almost droning at times. But as you travel through the dungeon and the amount of light starts to fade, the music becomes more menacing and intense. This happens in the battles as well and that's where the music really shines because it really layers on the feeling desperation while you fight. If the music sounds intense, you're gonna have a bad time. I've been listening to this OST for weeks now.

The occultist is a gamble on healing, but can be more
potent than the vestal and has decent attacks

Following the music cues, the narration can also sometimes throw out a line when you do something well that just adds to the intense music. For lack of a better word it can give you a bloodlust and really help you engross in the game, you know until the battle turns on you and you start cussing out your PC screen.

So here are my tips for the fresh faced player. Building up the Carriage in the hamlet is a priority, followed by the Abbey. You want to expand your roster quickly so you can have a series of throw away characters while grinding up a main four. The Abbey is safer for stress relief compared to the tavern. Always take a few torches, Even if you are doing darkness runs its better to keep you at near low light then darkness, because in total dark you run the risk of a random boss fight with the hardest baddie in the game.


Load up on Vestals and Occultists for healing, and Man-at-arms and Highway men for their use of the Riposte ability. You will be able to quickly dispatch enemies with multiple attacks with those. Lastly the trinkets you take are very important to the survival of the dungeon. The handy thing to know is the 4 main dungeons each have one major enemy focus, so its a good idea to horde up on common rings for man slaying, eldrich slaying, beast slaying, and unholy slaying. They give a 25% damage buff with no negative effects. with the the right combo you could be dealing up to 50% extra damage going into a dungeon.

Ok, I'm not going to lie here. I haven't beaten this game. I don't even know if I can. Every time I start to build up a stable of decent fighters I try to tackle a boss mission or an event mission, or a lv6 dungeon and get completely wiped out. Forcing me to regroup and grind again to try to find the right combinations of characters and items to take another swing at it. It's been a grueling slog. I think I've clocked something like 90 hours trying to get through it and I seem to be at a bit of a stalemate with the game.


Do I like the game? Yeah I would say for the most part I am really enjoying my time with it, although admittedly it took some time for me to get there. Am I having fun? That can sometimes be difficult to tell depending on how fast a mission goes to shit on me. Did I get my money's worth? I felt that 24$ full price was a little expensive for this game, but I've played 60$ games for way less time than I've sat down with The Darkest Dungeon.

Can I recommend it?..... Whew..  Look this game is not for everyone and the game itself will tell you that right off. It is going to test you early, often, and will do so till the very end. This is one of the most punishing RPGs I have played in a long time and it really is a battle of attrition. It finds a way to present itself in a unique fashion while at the same time not really doing much to break the mold.  If you enjoy a challenging slog The Darkest Dungeon will deliver on that front, but I wouldn't blame anyone for putting it down after they start it. We all have stress limits.


Oh yeah. And FUCK the Collector.
Asshole appearing in the room right before a boss.
Fuck you.

Wednesday, April 23, 2014

Infamous: Second Son (PS4): Short but Sweet

So if you've read in the subtext of this blog, you'll note that I have some pretty positive feelings towards the Infamous series. Just a good set of sandbox games that are well built, fun to play, and have a decent story. Neither of them ever really got a full write up on this blog.  Now, I was pretty excited about the idea of a new Infamous on my shiny new PS4, but I wasn't crazy about the look of the main character and the story seemed all but wrapped up with nowhere to go. But why stop a good thing right? So with the first major PS4 exclusive I've been waiting on, lets knuckle down with...

INFAMOUS: SECOND SON (PS4)


It's been 7 years since the incident in New Marais back in Infamous 2, where Cole MacGrath fought back the Beast and used the Ray Field Inhibitor to kill the Beast, cure the plague sweeping the nation, and sacrifice himself and everyone carrying the conduit gene. Cole was given a hero's viking funeral and all seemed to be restored to order.

Now the conduit gene begins to resurface, and activated conduits are heralded as Bio-Terrorists and being rounded up and arrested by the DUP (Department of Unified Protection). The DUP is run by Brooke Augustine, a conduit with the power to control concrete at her whim, and has used said power to forcefully detain other conduits. 

Delsin Rowe is an Akomish Native American, graffiti artist, and a small town delinquent. While tagging a billboard to harass his brother Reggie (the local sheriff) and his subsequent arrest by his brother, the DUP military convoy carrying a number of conduits crashes in front of them. While Reggie immediately goes into police mode and tries to pursue two of the escapees, Delsin finds a fallen conduit named Hank in the wreckage and tries to help him out, but by grabbing his hand the contact from an activated conduit activates his own conduit gene and awakes Delsin's latent abilities, allowing Delsin to copy the ability to absorb and use smoke like powers.

Reggie is obviously the straightman and moral compass to Delsin's "tude".
He's a bit of a D-bag but his heart is generally in the right place.

In a panic, Delsin pursues Hank try to get himself fixed, but they are stopped and confronted by Augustine. She encases Hank in concrete and confronts Delsin about what he had heard, stabbing through his leg bones with spears of concrete. Delsin blacks out from the pain, and comes to to realize Augustine tortured many of the Akomish tribe, leaving them with painful and terminal concrete shards in their bones. After a brief confrontation with his brother, Delsin realizes the only way to fix this is get Augustine (or her power) and bring her back.

I was somewhat curious if this game was going to follow along with the story line from the previous Infamous titles or not because it seemed like the story to the previous titles pretty much had a definitive ending, which is something you don't really see anymore these days. While it does find ways to link the stories together, Delsin's story really should be taken by its own merits since there is a significant portion of timeline between Cole's death and the events that start the Second Son story.

There is sort of a dystopian feel to the overall story and setting. It takes place
farther in the future so it makes sense, but I don't know if I care for it.

Infamous has always been a beacon of solidly built and fluid control in gaming, and for the most part I would say that remains consistent here. There are no wasted buttons for the most part, flying around town is easy, combat is fast and fun. Its pretty much everything that I would like in a sandbox title. If I had to nag on something, I would say that its climbing controls feel a bit more sticky this time around. Infamous 1 you could fly around and climb with relative ease, but you were occasionally only stopped by a chain link fence. Infamous 2 added the addition of the Ice Launch which would rocket you up the building making things even easier.

And to be fair Infamous: Second Son has something similar for rocketing up buildings depending on your powers, but if there are moments that require precision climbing or a ledge that might just be out of reach you will be falling to the old mash the jump standby to keep springing off the wall, and for whatever reason Delsin never seems to grab the section that I would like him to or I get caught in this loop of kicking off the same area of wall trying to get to the ledge I'm aiming for like 40 button presses. Its annoying, but not a common problem through game play to make it a jarring flaw.

Climbing is not as tight as before, but still fast and functional.

The powers "bases" seem to be a bit more abstract this time around. Cole had the lighting which was a good base and fun to use, and the addition of fire and ice powers made sense in a logical standpoint. But Delsin didn't get something so cut and dry. After coming into contact with Hank, he absorbs the ability to manipulate smoke. Which is cool in concept, for example one of the fast ways to scale a building with smoke is to find a vent near the bottom and pass through that in smoke form, allowing you to rocket up the building a fire out the top like a cannon.

Although, with smoke a few liberties are taken as a good portion of his attacks could have easily been "fire" instead and had the same kinda effect. But since that was done with Nyx in Infamous 2 I suppose they didn't want to copy it straight off. There is a cool ability that nearly breaks the game in his smoke grenade. It does non-lethal damage but stuns that whole area for a few seconds. So instead of engaging a firefight you can smoke the area, charge in and then execute or subdue the enemies in a single pass. It may not get all of them but you can tear through the fodder with ease.


In addition to the smoke abilities, as you progress through the game you will also be able to harness the abilities of Neon and Video, which each have their own cool little tricks to it. A number of the main differences between them are more or less how you get around. Neon is weaker than smoke but it makes you move super fast and also functions as your snipe ability, and the grenade puts enemies in a stasis so you can pick your shot.

Video is more of a stealth options where you can leave an after image for the enemies to shoot at while you sneak behind them and pin them down with digital swords. They all have their varied strengths so you can opt to level them as you please if you put in the work to find the blast shards to level them all. There are melee attacks too with a chain, but they cease to be useful pretty much after the first few encounters. While they do enough to play differently, I felt some wider variance to the abilities might have been nice.

The neon effects in this game are really fucking cool.

Like the previous Infamous titles, the story is also followed by a moral choice system. As you travel around the city, there are various little "to-do's" you can do to affect your alignment. You can fly around the city and stop drug deals from going down or released captured suspects for a moral boost, or you can just attack random street musicians or protesters descend into infamy.

But as you play through the game, there a handful of major story events where you have to make a moral decision, this will have a stronger affect on your alignment and it alters how the story conversations play out giving it either a more feel good or darker tone. Replaying the opening mission and then choosing different options showed me that the story can take two incredibly different vibes depending on how you chose, which is great because this means multiple play throughs.

What bugs me about it though is in the weeks up to the games release there were news rumblings on sites like Kotaku, Destructoid, or QJ saying that Sucker Punch Games "wanted you to really think about the decisions you made". Guess what, you failed.  Each decisions that you make its literally sugar coated with GOOD and EVIL dressings. Aside from having bright blue and red text, the decisions are like "Turn yourself in" or "Sell out your tribe."  Or when you are at points are about to get a new power, the options are "Redeem" or "Corrupt".

Along the way you will meet other conduits for abilities, and they play
the main factors for the game's moral choice system.

I love the concept of a moral choice system, but so far I don't think I have ever played a single game that has ever gotten the system actually right. There are two major problems for this is: One, you are rewarded for going all one direction or the other. If you make one good or bad decisions, you better be prepared to make all of them go that way because if you don't you are going to be stuck with middling abilities that are lack luster while all the real powerful gear or abilities are locked away because you tried to make your choices naturally. If someone chooses to play neutral why not just make their current abilities stronger, just having less of them?

Two, there is no fucking grey area with the decisions. Like I said a paragraph ago, there is no thought process required in making these decisions. For example, say in a game like this an elderly woman falls down in the street. The moral choices in a game like this would be something like "Stop all traffic and then help them up, carry them the hospital and cover the medical expenses and mow her lawn while she recovers" or "Strangle her brand new puppy to death in front of her while pissing in the face crying grandchild before walking away to back her car over her." Couldn't I just walk away? Why can't there be a middle ground, why is always the worst of two extremes? Or at the very least make the two options that you have viable but difficult for different reasons.

I guess you have to look like a smug mother fucker for a super move.
Because when you hit the ground you ruin a lot of people's days.

If you look at something like TellTale games The Walking Dead that is a game that at least gives you some difficult decisions to make that have some serious impacts on the game at large, and gives you varied degrees of middle ground in each case. It likes to put you in situations where you are basically fucked either way you pick so you have to deal with consequences regardless, and that never seems to be the case in moral choice games like these. Mass Effect has gotten close but again, its better to be all paragon or renegade than middle ground. Since we are getting to the point where games are taking up 50 gigs of space, I really want to see some serious thought coming in on future moral choices.

The game is visually stunning. I'm never one to throw a hissy fit when my game isn't constantly running at 60 frames a second, and the only time I every actually complain about it is when it gets as bad as Mugen Souls got. To the point where game play is so choppy it makes it almost unplayable. For the most part all of the animations and transitions are smooth, and the game never slows down. This is impressive with all the smoke and neon effects as you are constantly absorbing abilities and firing off beams and explosions.

When looking over the visualscape (which I think is a word I just made up), I did have concern that things were going to be dark and gritty since that appears to be the trend in games. There was also a concern that because the game was set in Seattle, I was afraid we'd get just a generic city setting and a constantly rainy atmosphere. To be fair, there is a fair amount of that, but when you are skimming the rooftops you will also be treated to beautiful sunsets, a glimmering coast line, and colorful neon lights around the city.

You can often find yourself just looking around at things. The game is stunning.
I think graphically the only thing that I am kind offset by is the actual character models. The Infamous games are actually pretty notorious for this in the fact that the characters somehow manage to look incredibly lifelike or cartoony at the exact same time. It is very strange to me and I can never seem to put my finger on why it is it just feels so... off. This game was mo-capped like Beyond: Two Souls was, but has a very different look. This was compounded by fact that I was already a little sketchy about Delsin's overall look. The beanie, the jean jacket it, the skinny jeans. Bleh.. that is so not my look, I don't care how punk rock he is supposed to be..

But then he spoke in a very familiar voice, and I think its official: I'm totally gay for Troy Baker. This guy's voice is in everything. Kanji from Persona 4, Joel from The Last of Us, Vincent in Catherine, Booker in Bioshock Infinite, Male voice 1 in Saints Row, even in roles I didn't much care for him in (James in Silent Hill 2), Baker just continues to knock it out of the park in every role he portrays in every video game he is in, and Infamous: Second Son is no exception. Inside of two or three cutscenes I went from "Delsin is a douchebag punk" to "Delsin is the coolest guy ever". Yeah, perhaps that is biased journalism but I don't care. Troy can have the lead role in every video game for the rest of ever for all I care.

I think we are reaching a point where video game motion capture is becoming a legitimate
form of acting. Like Onimusha before, characters are modeled after the actors portraying them.

I suppose the biggest problem in this game, is the one that everyone has already bandied about. The game is short. REALLY short. Like can beat in a 24 hour span kinda short. I received the game later on a Tuesday and by Wednesday evening I was pretty much already done with the story. Sure there were a handful of additional missions and collectibles to do but for the most part I had completed Infamous: Second Son. I could go back and play it again making the other decisions but essentially for a single play though I didn't feel the length a 60$ game should be. There is some additional content like the paper trail DLC missions but I don't know if that is going to grab me the way I would have liked it to. You know what this game needs? An online mode. CTF or deathmatch with conduit abilities on a massive map? Sign me up.

Here's the deal: Infamous: Second Son is one damn good game. They have the sandbox formula pretty much down pat and if they keep creating content for this series than all the better. They teased some very cool ability ideas that I would have loved to see put into practice here, but as it stands right now, we get a very short but fulling experience. This somewhat feels like a game that was rushed out a bit to try to start moving Playstation 4 units and to that end it is succeeding. But you are really still paying 60 bucks for a 5-8 hour experience. A really good experience mind you, just a really short one too. If that price tag for that length is too hefty, I wouldn't blame you for holding off on this one.


I really need to find a better name for this blog.
I haven't raged at a game in fucking months.