Sparky

Jun 072016
 

Status: Completed. Unlike Billy Joel, I lit the fire. Most Intriguing Idea: Armor doesn’t really work anymore. Best Design Decision: Really, just the main idea of the way souls still work Worst Design Decision: Armor doesn’t really work anymore. Summary: As I mentioned in the previous post, Bloodborne fosters an aggressive, hit-and-run combat style by a push-pull approach. The push is that there’s no real way to block attacks and almost any enemy can stunlock the player. The pull is that the player has considerable capacity to interrupt enemy attacks, can dodge at low stamina cost, and can regain lost [Read more…]

Jun 072016
 

Status: Finished DLC up to Maria, got tired of it, completed main game (Moon Presence ending) Most Intriguing Idea: Guns don’t kill people, they stun them. Best Design Decision: The health-regain mechanic Worst Design Decision: Vast, overwhelming grayness Summary: I bounced right off of Bloodborne‘s introductory segment—a textbook case of tedious bullshit passing as difficulty—the first time I tried it, but I returned to the game after Dark Souls 3 because the games seemed to be communicating on a mechanical level (seemingly to DS3‘s detriment). Bloodborne favors pairing conservative strategies of engagement with aggressive tactics of combat, and playing DS3 [Read more…]

May 312016
 

Status: Campaign complete Most Intriguing Idea: Don’t stop can’t stop gotta go fast Best Design Decision: Enemies drop health when you snap their necks Worst Design Decision: Mistaking itself for Dark Souls in the boss fights Summary: The fundamental effect of automatic health regeneration in a shooter is to encourage the player to turtle up. In these systems defensive play, centered around finding appropriate cover and only exposing one’s self judiciously to attack or move to new cover, becomes dominant. DOOM hearkens back to the shooters of the ’90s by using low-cover level design, non-regenerating health, dangerous melee-range enemy units, [Read more…]

Apr 182016
 

Status: complete / platinum Most Intriguing Idea: Taking the open-world shooter away from actual shooting Best Design Decision: Well-chosen achievements Worst Design Decision: Bullet… er, arrow-sponging bosses Summary: After the combat bow was one of the better parts of Far Cry 3, 4 and Blood Dragon, we finally get a game where it’s the star. Far Cry Primal rolls the series setting back to Europe 10,000 years ago so there are no guns, only arrows, spears, clubs, and flint knives. There’s no camera either, so the main character Takkar quickly gains the ability to summon an owl that can “tag” [Read more…]