Wednesday, January 30, 2019

The Resident Evil 2 remake is great, but it flubs the two-character mechanic


So that Resident Evil 2 remake is damn good stuff, huh? Maybe that would come as a bit more of a surprise if RE7 hadn't demonstrated that, after generations of experimentation, Capcom finally remembers what made this series great to begin with. Nevertheless, the updated RE2 is a near-perfect cross-section of old and new. It's fluid, precise and gorgeous, but also confidently boasts the small scale that Resident Evil abandoned after this very entry. Most of the game is set in and around one (very iconic) building, and the claustrophobia is real - the more we try to claw our way out, the deeper into hell we fall.

The remake of RE1 famously consisted of roughly 70% new content, and while that doesn't quite seem to be the case with the new RE2 - the layout is mostly identical, and all of the major plot beats still happen in the same order - Capcom has rearranged enough of the familiar material that even those who have played through the original numerous times, as I have, will be on edge. I trust at this point that I don't need to explain why RE2 is a classic, nor do I need to detail how the remake preserves its legacy - the rest of the internet has you covered at the moment. Instead, I want to focus on one small but crucial way that the new RE2 misses its potential.

The original RE2 featured what was rather eye-rollingly referred to as the "zapping" system, wherein the campaign's full story was gleaned through two back-to-back playthroughs. You could choose to play as either Leon or Claire, and each would offer a slightly different perspective on the same general events. When you finished the game with one character, you had the option to start "Scenario B," a slightly abbreviated version of the same campaign depicting what the other protagonist was doing during all of this. Although Scenario B had you repeating many of the same puzzles and encounters, there were enough new beats to keep things relatively fresh, and the shared continuity between the two playthroughs manifested in surprising ways - say, if Leon doesn't pick up the machine gun, it'll still be around for Claire to retrieve.


On the surface, the remake offers the same feature - Claire and Leon are both playable, and you'll still need to complete what's now called a "2nd Run" in order to see the entirety of the story. Each campaign has a unique subplot, and the revisit is considerably shorter, mainly since getting out of the police station is a much simpler affair the second time. But the replay still felt a bit more arduous to me than it ever did in the original, and there are a couple of reasons for that.

Firstly, to be fair, the zapping system was just an inherently strongly sell to me when there were fewer games to play. There are games from my childhood that I haven't touched for 15 or 20 years that I still remember more vividly than stuff I played months ago. With more time, less money, and a smaller overall market, we had to get the most out of what we owned in the days of the original RE2. So part of my indifference to the remake's 2nd Run system is a bias in how I consume games now versus two decades ago. I'm not looking for excuses to replay games. If anything, I'm looking for excuses to put them down.

But I can't fault RE2 for giving committed players a bit of extra value. Even without the double campaign, we still get multiple difficulties, letter grading, an in-game achievement system used to unlock costumes and bonus weapons, and some additional modes in which you use limited resources to escape the station as either the last surviving soldier or a block of tofu. There's a lot here, enough to keep diehards occupied for ages while still sticking to what should have been a lean base game.

I imagine Capcom feared that a lot of modern gamers are like me, content to play through a game once and shelve it for good after the credits have rolled. That's probably why, this time, they've refused to tuck some of the game's best material into a return visit that many newbies likely won't be aware of.


The idea of Leon's and Claire's stories syncing up was never going to be airtight. Realistically, in Scenario B, all of the doors would be unlocked, all of the puzzles would be solved, and most of the enemies would be the permanent kind of dead. (Not all of them, of course - in the original RE2, you literally didn't have the means to kill every single enemy in the game.) So you already have to suspend your disbelief a bit.

But in the remake, Capcom seems to have altogether abandoned the idea of these two stories even unfolding in the same timeline. Every major threat that the first protagonist deals with returns for round two. Entire rooms get demolished only to be meticulously pieced back together in time for the second character's arrival. Leon and Claire almost never run into each other, despite following almost identical routes and often witnessing the same events from the same angles.

So what are the differences? Well, as with last time, each of them has a midpoint tangent involving a supporting character - Leon teams up with Ada and we get some setup for the broader lore, while Claire helps a girl named Sherry whose parents shed some light on how this disaster happened. That's the bulk of it. They also have unique sets of weapons, and each has a different final boss. That's about it. Disregarding obvious differences in dialog, the two campaigns are at least 90% identical.


Originally, the biggest incentive for playing through Scenario B came with a name: Mr. X. While Nemesis often gets credit as the progenitor for "stalker" enemies in horror games - nigh-unkillable menaces that routinely hunt the player, an idea perfected with the xenomorph in Alien: Isolation - Mr. X actually arrived one game earlier, hidden away as an extra goodie for anyone who braved Scenario B. Having just completed the game, you think you've got the pattern of things, and then every so often, the towering Tyrant smashes onto the scene and turns whatever you were doing into tense chase sequence. It was a genius way of making a familiar environment foreboding again.

Mr. X is currently the talk of the gaming community, and rightly so, as his upgrade in the RE2 remake is spectacular. In their original incarnations, encounters with Mr. X and Nemesis were heavily scripted affairs. You were meant to feel like you were constantly being hunted when the games were very much in control of when that happened. In the remake, the restraints are off, and Mr. X is a persistent threat. Once he enters the picture, he systematically and unrelentingly wanders the station looking for you. You can hear his lumbering footsteps even when he's in another room. And he can hear you, and will make a beeline for your last known location whenever he does. Since he can't be killed, the only response to seeing him is to turn around and run the other way.

It's sustained horror, made all the creepier by his stiff expression, interesting choice of headwear, and complete lack of a voice. He's pure, unavoidable death in a leather coat. He's good. He's really good. He's so good, in fact, that Capcom didn't have the stones to save him for the second playthrough this time.


And that leaves the 2nd Run disappointingly bereft of surprises, which is irritating, because the game still ends in such a way where there are clearly pieces missing. If you play through the game with Leon, he achieves what he largely sets out to do. But how come we barely heard from Claire this whole time? Who's this little girl she's shuttling about? Where's that one major villain that we never officially dealt with? And weren't there parts of the station that we never found the key for?

Those questions get answered, but only by chugging through a lot of the same material with only the slightest variations. This would have been a perfect time to introduce Mr. X. We spent the first playthrough fearing what was around every corner - even if we'd already played the original, because Capcom wisely shuffled the most memorable scares around. Once we know the layout, RE2 could have put our knowledge to the test with an unkillable enemy that can only be outmaneuvered by knowing detours. We kinda get that when Mr. X arrives in the first campaign, but by then, we've already almost finished our business in the station, and the game's best feature gets less than an hour in the spotlight.

I love the RE2 remake. It'll likely be one of my favorite games of the year, and anyone with even the slightest interest in Resident Evil or survival horror in general owes it to themselves to check it out. But whereas the remake of RE1 was better on every conceivable, leaving no reason to ever return to the vanilla game in given a choice between the two, RE2 actually does lose a couple of minor things in the conversion. Mainly the intricacy of the two-character mechanic, but also that fourth wall-breaking scare where you get attacked during a load animation.

Friday, January 11, 2019

Every 2018 release I played, ranked (and there were 100 of them!)


I've already posted my ten favorite games of the year on both GameCritics and my blog (both articles are identical, so I don't care which one you click on), but here I've compiled a list of every 2018 release that I played, ranked from worst to best. I played a hundred new games this year, which is probably a new record for me, and one that likely won't be topped unless I break my spine again this year.

* games I'm still working on
^ games I've shelved but may come back to
° games I gave up on

100: Immortal: Unchained (PS4)
99. Fallout 76 (PS4)
98. Extinction (PS4)
97. Castle of Heart (Switch)
96. Shadow of the Tomb Raider (PS4)
95. Metal Gear Survive (PS4)
94. Underworld: Ascendant (PC)°
93. Agony (PC)*
92. Lust for Darkness (PC)
91. Detroit: Become Human (PS4)^
90. Seeking Dawn (Vive)
89. H1Z1: Battle Royale (PS4)
88. Secret of Mana (PS4)
87. Ash of Gods: Redemption (PC)°
86. Rifter (PC)
85. Outbreak: The Nightmare Chronicles (PC)°
84. Ambition of the Slimes (PC)°
83. Omen of Sorrow (PS4)
82. The Perfect Sniper (Vive)
81. Darksiders III (PS4)
80. BombTag (PC)
79. The Flood (PC)
78. Tesseract VR (Vive)
77. Guacamelee! 2 (PS4)
76. Just Cause 4 (PS4)
75. Robo Boop (Vive)°
74. Ashen (PC)°
73. All Walls Must Fall (PC)^
72. Call of Cthulhu (PS4)°
71. Jet Island (Vive)°
70. Infernium (PC)°
69. Iconoclasts (Switch)°
68. Pokémon Quest (Switch)°
67. Dawn of the Breakers (Switch)^
66. QuiVR (Vive)^
65. Laser League (PC)
64. Cold Iron (Vive)°
63. Shadow of the Colossus (PS4)
62. Warhammer: Vermintide 2 (PC)°
61. Overload (PC)°
60. Conjuror’s Eye (Vive)
59. La Camila (Vive)
58. Earth Wars (Switch)
57. Kirby Star Allies (Switch)
56. Roguemance (PC)
55. Bloodstained: Curse of the Moon (PC)
54. The Messenger (Switch)°
53. Donut County (Switch)*
52. Sacred Four (Vive)
51. Sinner: Sacrifice for Redemption (PS4)
50. Vampyr (PC)^
49. Squidlit (PC)
48. Marie’s Room (PC)
47. Dead Cells (Switch)^
46. Sairento VR (Vive)
45. Ni no Kuni II: Revenant Kingdom (PC)°
44. Zone of the Enders: The 2nd Runner – MARS (Vive)°
43. Assassin’s Creed: Odyssey (PS4)*
42. State of Mind (PC)
41. Pokémon Let’s Go Pikachu/Eevee (Switch)*
40. The Missing: J.J. Macfield and the Island of Memories (Switch)*
39. Picross S2 (Switch)
38. Downward Spiral: Horus Station (Vive)
37. Attack on Titan 2 (Switch)^
36. Pixel Ripped 1989 (Vive)
35. God of War (PS4)
34. Candleman: The Complete Journey (PC)
33. Youropa (PC)
32. Subnautica (Vive)*
31. Moss (Vive)
30. Shenmue I & II (PC)
29. Dusk (PC)*
28. Paratopic (PC)
27. Black Bird (Switch)
26. Super Smash Bros. Ultimate (Switch)
25. Ghost of a Tale (PC)
24. Hellblade: Senua’s Sacrifice VR Edition (Vive)
23. Dandara (Switch)
22. The Council (PC)*
21. The Gardens Between (Switch)
20. Minit (PS4)
19. Fist of the North Star: Lost Paradise (PS4)*
18. Project Warlock (PC)
17. Return of the Obra Dinn (PC)
16. Octopath Traveler (Switch)*
15. Death’s Gambit (PC)
14. Gwent: The Witcher Card Game (PC)
13. Lumines Remastered (Switch)
12. Thronebreaker: The Witcher Tales (PC)
11. Dark Souls: Remastered (PC/Switch)
10. Tetris Effect (PS4)
9. Monster Hunter World (PS4)
8. Gris (Switch)
7. Spider-Man (PS4)
6. Firewall: Zero Hour (PSVR)
5. Far: Lone Sails (PC)
4. Yoku’s Island Express (Switch)
3. Red Dead Redemption 2 (PS4)
2. Into the Breach (PC/Switch)
1. Astro Bot: Rescue Mission (PSVR)

Monday, January 7, 2019

This is just my top ten of 2018 is what this is

Let 2018 forever be remembered as the year in which I was bed-ridden for several months due to a back injury and still couldn’t work up the energy to finish Assassin’s Creed: Odyssey. Indeed, 2018 was a year so full of misfires that I can’t even confidently state that Metal Gear Survive was one of the five worst games I played.

But enough about that. These are bad times, and it’s as vital as ever that we celebrate the escapism most successful in giving us much-needed respite from the horrors of the real world. I’ll get to my ten favorite games of the year in a moment, but first, a few honorable mentions:

 Beat Saber (Vive). Unquestionably one of the best things I played in 2018. Sadly, it’s still in Early Access, and thus ineligible. Maybe next year.

• Death’s Gambit (PC). I still say that this is the best Dark Souls clone out there. Surprised that more of the industry didn’t agree with me.

 Project Warlock (PC). Retro-style FPSs had a strong year, and this one gets to represent the pack for actually getting a full release. And yeah, Dusk is good, too.

 Return of the Obra Dinn (PC). A terrific game that I’m too stupid to appreciate. I had to look up about 75% of the answers.

 Thronebreaker: The Witcher Tales (PC). The one game that I’m gutted to omit from my top ten. Witcher 3-quality writing and characterization, though you gotta like Gwent.

10. Tetris Effect (PS4)

Look, I don't actually believe that Tetris Effect's much-hyped PSVR support makes or breaks the experience. Maybe it's because I'd already begun replaying the campaign on Expert by the time I'd bought my headset, and was thus more focused on the falling blocks than on audiovisual splendor I'd already experienced. And yeah, at the end of the day, this is just a game we've all played a billion times before, gussied up with swirling colors and cheesy songs about how we're all connected, man. But given that I've often claimed that Tetris is perhaps the only perfect video game, maybe this is genuinely the only way to improve upon it. Tetris is immortal, and if nothing else, I appreciate that Tetsuya Mizuguchi (combining the particle-heavy visuals of Rez Infinite's Area X with the dynamically synchronizing scoring of Lumines) has given us an excuse to rediscover that.


9. Monster Hunter World (PS4)

Despite being the entry that finally broke through in the West (and would go on to become Capcom’s best-selling game ever), Monster Hunter World wasn’t exactly the revolution some of us were expecting, and I know plenty of people who gave this title a shot and still find the series impenetrable. But even if it’s not the massive leap forward that I was anticipating, its many small (but crucial) quality-of-life enhancements make it that much easier to settle into a groove for dozens – possibly even hundreds – of hours. It’s by far the best-looking Monster Hunter to date and offers its most integrated multiplayer experience yet, even if the online functionality still needs some serious work. We’re at the point now where whenever a new Monster Hunter releases, we can just assume it’ll be my most-played game of that year. (Review.)


8. Gris (Switch)

There’s no way to describe Gris without sounding pretentious. With no real story or central gameplay gimmick, the selling point of Gris is its beauty. And I’m not just talking about the visual style, which itself is a breathtaking blend of pencil and watercolor that’s somehow even more stunning in motion than in screenshots. I’m talking about how the game feels, how it plays as elegantly as it looks, how each color that this girl restores to her world seems to bring with it some physical property that slowly morphs Gris’s 2D landscape into a breathing world which its own abstract-yet-consistent purpose. I spent most of this game wondering where developer Nomada was going with this, then stood awestruck during the final 20 minutes, when the music, animation, movement and exploration come together to create a climax that’s moving and uplifting without shoving a statement in our faces. Sometimes art is just lovely to observe and take in.


7. Spider-Man (PS4)

Insomniac demonstrated in their underrated Sunset Overdrive that they’re capable of developing fluid, rewarding open-world movement systems. So it’s no surprise Sony selected them to carry on the legacy of the franchise that more or less invented fluid, rewarding open-world movement systems. But while the webslinging in Spider-Man is absolutely ace – enough so that Insomniac could have forgotten to include a fast-travel system and I wouldn’t have cared – it’s everything else that makes this, retroactively, the only Spider-Man game worth caring about. The combat is full of dastardly toys that players find constant opportunities to use. The set pieces are wild and climactic. And against all odds, one of the most emotionally resonant stories to come out of the triple-A scene this year was in a Spider-Man (anchored by Yuri Lowenthal, doing a damn convincing job of playing a character half his age). It’s just the complete package that we’ve always wanted out of a Spider-Man game. It’s easy to see why so many people fell in love with it. (Review.)


6. Firewall: Zero Hour (PSVR)

This was the year that I got into VR, and while I was frequently awestruck by mechanics that wouldn't have been possible in another format, Firewall is proof that VR can also drastically improve some of what we already have. Really, this is just a low-budget version of Rainbow Six: Siege, yet ten times out of ten, this is the game I'd rather be playing, for the sheer thrill of physically peeking around corners, closing one eye and looking down my sights, and killing dudes by actually pointing a damn gun at them. Not everything translates fluidly to VR, but shooting absolutely does, and this tense squad-based experience (enhanced, as a cooperative experience, by the guarantee that everyone playing has a microphone) is one of the most revelatory examples of that to date. Just be sure to pick up an Aim Controller with it, because it's kinda silly otherwise.


5. Far: Lone Sails (PC)

There was a moment in Far when I’d just survived a violent hailstorm and my ship was barely still in one piece. My sail was broken, my tank was empty, and I’d run out of items that I was willing to burn for fuel. (I couldn’t sacrifice my beloved radio, just in case I’d happen upon another mysterious broadcast.) The engine wouldn’t budge, and I couldn’t even power my repair module without more juice. So I got out, unspooled the winch rope, and just pulled the ship, slowly, up hills and across barren landscapes. I think it was even raining. Few developers could bring their game to a halt like that and call it a win, yet that’s exactly how strong my connection was with this magnificent piece of machinery. Fittingly for a game about a two-way relationship, give Far your time and it’ll give back. (Review.)


4. Yoku's Island Express (Switch)

I’ve never been a pinball fan. I find it incredibly stressful. Things unfold at too fast a pace with too little of my own input to feel as though my failings are my own fault. Maybe I’m just awful at it, but that doesn’t make Yoku’s Island Express any less brilliant for finding a way to make pinball suit my playstyle. Although players are still expected to pull some crazy stunts with the flippers, the near-nonexistent penalties for failure and almost total lack of combat meant that I could finally enjoy these mechanics at a relaxed pace. The gorgeous titular island would be a joy to explore even with more conventional methods of getting around, but combining pinball with a Metroidvania is one of those ideas that sounds crazy until you’ve tried it, at which point you wonder why no one attempted it before.


3. Red Dead Redemption 2 (PS4)

While I can totally understand why not everyone gelled with RDR2’s, um, unhurried pace, I’m a little surprised that this is the Rockstar game that so many people turned on. This company has been itching to tell serious, long-form stories for a while now, but the satirical caricatures that fill the Grand Theft Auto universe demonstrably aren’t capable of exhibiting meaningful growth. RDR2, meanwhile, is populated with what may be the strongest cast of characters in any video game I’ve ever played. And since Rockstar recognizes that the conclusion is largely forgone – it’s a prequel, after all – they slow the tempo considerably, running the plot not on the suspense over its destination but on the strength of the relationships at its core. I maintain that RDR2’s monster-sized epiloque didn’t need to be there, but this is nevertheless one of the richest open worlds ever created, and I loved sharing it with these fascinating people. (Review.)


2. Into the Breach (PC/Switch)

You may note a conspicuous lack of Dead Cells on this list. That, to me, demonstrates just how played-out the side-scrolling roguelike action-platformer is, that we can get one as beautiful and polished as Dead Cells and it still barely makes an impression on me. Into the Breach, on the other hand, is precisely how to breathe new life into the oversaturated roguelike scene. The premise itself – a tactical game in which players see enemy moves one turn in advance – is wholly original, but the way it perfectly maps to procedural generation and permadeath takes Into the Breach to a whole new level. Every battle feels unique, every loss is fair, and every victory makes you feel like a tactical mastermind. I only stopped playing this game when I’d literally done everything there was to do, which should tell you how endlessly replayable it is. I nominate this for best roguelike of all time. (Review.)


1. Astro Bot: Rescue Mission (PSVR)

This game delivers the joy, purity and innovation of Nintendo’s best games with the one thing Nintendo refuses to almost ever give us: the excitement of an actual new franchise. While VR is still very much a niche scene on PC, Sony is doing its best to market PSVR as an affordable, accessible gateway into the technology for mainstream audiences, and the warm embrace of Astro Bot should be at the center of the charge. Every stage of this wonderful platformer is its own sales pitch on how the format can be innovative, absorbing, amusing, or (most often) some combination of the three. To spoil any of its many surprises would be criminal, so I will simply say that I came out of Astro Bot convinced that VR is the biggest leap forward in gaming since the transition to three dimensions.

Now, for the miscellaneous awards and stats.

Most overrated: God of War
Most underrated: Death's Gambit
Most overlooked: Youropa
Most visually striking: Gris
All-out best-looking game: God of War
Best story: Return of the Obra Dinn
Best writing: Thronebreaker: The Witcher Tales
Best character: Arthur Morgan (Red Dead Redemption 2)
Best performance: Yuri Lowenthal (Spider-Man)
Best moment: Entering Saint Denis for the first time (Red Dead Redemption 2)
Best original soundtrack: Gris
Best licensed soundtrack: Rifter
Biggest surprise: Attack on Titan 2
Biggest disappointment: Guacamelee! 2
Comeback of the year: Spider-Man
Best multiplayer game: Firewall: Zero Hour
Most enjoyable bad game: Just Cause 4
Least enjoyable good game: Paratopic
Best free game: Gwent: The Witcher Card Game
Game that I spent the most time with: Monster Hunter World
Game that I spent the least time with before dismissing: Outbreak: The Nightmare Chronicles
Game that I most wanted to play, but didn't: Frostpunk
Game I literally own that I most wanted to play, but still haven't: Usurper
Best game that I still haven't finished: Octopath Traveler
All-out worst game that I played: Immortal: Unchained
Best non-2018 game that I first played in 2018: Superhot VR
Best remake/re-release: Lumines Remastered 
Most anticipated game this coming year: Doom Eternal / Sekiro: Shadows Die Twice (tie)

2018 releases that I played: 100
2018 releases that I completed: 63
2018 releases that I'm still working on: 11
2018 releases that I've shelved indefinitely: 8
2018 releases that I flat-out gave up on: 18
2018 releases for which I've won every trophy/achievement: 4
2018 releases I've reviewed: 26