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Thursday, November 7, 2019

Planet Zoo Review – Wearing Down Barriers

Publisher: Frontier Developments
Developer: Frontier Developments
Release:
Reviewed on: PC

A good simulation game has the power to make micromanagement exciting instead of laborious. Watching your empire grow and seeing the fruits of your decision-making is what drives these experiences, making the overwhelming feeling of pulling so many strings rewarding. Planet Zoo captures a lot of that appeal, trying to take its simulation elements in more meaningful and complex directions. Unfortunately, it spends far too much time on the tedium.

From the creators of Planet Coaster and billed as a spiritual successor to Zoo Tycoon, Planet Zoo doesn’t hesitate in throwing you to the lions. It’s a challenging simulation due to all the areas you must excel in, and being lucrative isn’t your only concern. Angry protesters run amok if you’re not giving your animals excellent care. Customers turn into vandals if they aren’t enjoying themselves. The animals always need something, and they are clever enough to escape if you don’t repair your barriers often enough. All of these factors force you to constantly balance the happiness of animals and people against your pocketbook. I enjoyed the challenge of this juggling act, even if the animals sometimes exhibit diva-like behavior with their high demands.

Since animals are the main attraction, they take up most of your resources. You must research different species and study the basic attributes and tendencies in an expansive encyclopedia. You need to pay attention to things like temperature and terrain type when building your exhibits, and regularly add new toys to keep your animals interested. Even adopting the best-fit animal available within a species can change things drastically. For instance, choosing the timber wolf with a higher fertility rate is in your best interest, even if the cost is high and sets you back from getting other animals to exhibit.

Your level of care has a huge ripple effect on your success, since high animal welfare means no protestors and a higher chance of procreation. I was impressed by the scope of the animals, from Komodo Dragons to Japanese Macaques, but learning about them quickly became like taking a boring open-book test. You must constantly reference the zoopedia to succeed, as research often unlocks and records new details, which allows you to improve animals’ welfare. The amount of detail and specificity for each species is impressive, but it’s presented in such an unappetizing way; spending the majority of your time with your head in a book isn’t exactly a fascinating way to learn about different animals in an interactive format. At the very least, Planet Zoo does touch on conservation and the importance of releasing animals into the wild to repopulate areas, giving you incentives, such as currency bonuses, for finally setting them free. 

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Building my own zoo and managing the cash flow held the most allure. Zoo themes (like India and Africa) help you create cool designs, and I enjoyed the strategic elements, such as placing souvenir shops by popular exhibits and putting animals’ food trays near glass windows so guests get a better view. Training staff members, running marketing campaigns, and selecting pricing are also interesting things to consider. Planet Zoo certainly provides a challenge, and having so many different things to weigh kept me on my toes, but it also took a lot of experimentation to actually learn about all the elements. Planet Zoo doesn’t offer adequate guidance for its complexities, with a lot of important things not being explained well or at all. This is a shame because the game is packed with so many different areas and aspects to consider. I learned the hard way about the importance of exhibit size, using non-climbable fences for specific animals, and how animals fight for dominance and space if you don’t balance the male to female ratio accordingly.

Learning through failure and looking up topics in a glossary aren’t the only ways to master the complex mechanics, but it’s far more fun than the frustrating career mode. That path is basically a long tutorial through various zoo types to help teach the basics, but it’s awful to play through. On top of listening to bad dad jokes, you get a checklist of tedious tasks to complete, like increasing animal welfare to an extremely high percentage, placing objects and buildings in specific areas, and adopting a certain amount of different species. I started with the career mode to learn how to play the game, and it left a terrible first impression. The problem is you need to play some of it to have even the slightest idea of how to navigate the game; with several different systems and elements to consider, this is a huge issue. I couldn’t believe how much more fun Planet Zoo became when I stepped into other modes where I had the freedom to do things as I pleased, as there’s everything from economic challenges to just a sandbox to build the zoo of your dreams with no restrictions. 

While swapping to other modes mitigated some of my frustrations, it doesn’t alleviate the extremely menu-heavy interface. I always felt like I had to go through one more hoop than necessary to find information or take actions. For example, if I researched a new enrichment for my animals, I had to go back into the zoopedia to even see what it was, then back out and go into another menu to find said item and put it in the habitat. At times, I even wrote things on paper so I didn’t forget them as a way to avoid the hassle of going into extra menus. 

Planet Zoo put up a lot of obstacles to my enjoyment, but once I broke through the majority of them, I found that engaging loop of mastery and success that makes simulation games fun. I enjoyed trying to one-up my last creation and surpass my previous revenue and years in business. Unfortunately, Planet Zoo requires an unreasonable level of patience that creates a barrier around its best qualities.

Score: 7

Summary: Planet Zoo requires an unreasonable level of patience that creates a wall around its best qualities.

Concept: Construct and manage your own zoo, catering to your animals’ and customers’ needs while staying profitable

Graphics: The building and animal variety allows you to create majestic zoos, all with their own flair thanks to real-world inspirations

Sound: Sound effects and music add to the atmosphere, especially the noise of crowds, protesters, and distinct animal vocalizations

Playability: With its menu-heavy interface and poorly explained management tools, Planet Zoo is too obtuse for its own good, leaving it hard to recommend to anyone but hardcore simulation fans

Entertainment: Planet Zoo has a lot of ambition and depth, but it often comes at too high a cost

Replay: Moderate

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Wednesday, November 6, 2019

Plants Vs. Zombies: Battle For Neighborville – Mindless Mayhem

Plants vs. Zombies: Battle for Neighborville

Publisher: Electronic Arts
Developer: PopCap Games
Release:
Rating: Everyone 10+
Reviewed on: Xbox One
Also on: PlayStation 4, PC

After the Plants vs. Zombies: Garden Warfare series gave players two games full of exciting heroes and intense battles across fun multiplayer modes, Plants vs. Zombies: Battle for Neighborville rebrands the series. However, despite the new name, make no mistake: This new entry carries forward the enjoyable multiplayer suite from those enjoyable Garden Warfare games while experimenting with PvE modes to mixed results.

Regardless of what mode you want to dive into, you can expect zany, over-the-top action from start to finish thanks to the roster of 20 playable heroes. Rockets whiz past you to annihilate your teammates, drone-style onions and zombie parrots provide air support, and sentient oak trees emerge from the ground. Thanks to a wide range of hero classes to choose from, from a basic foot soldier and a shotgunning healer to an agile mushroom ninja and a fire-breathing snapdragon, you can approach every situation how you want. Picking the right class and equipping perks (like health regeneration and the ability to move and dodge while reviving a teammate) to suit your playstyle is endlessly rewarding as you experiment to find the right loadout for your playstyle and characters.

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Learning the skills of the various plants and zombies is daunting at first, but simple controls and abilities make it a breeze to jump into any mode with little to no practice. While you have a plethora of options available from the start, the robust competitive multiplayer suite is the main attraction.  My favorite modes return from Garden Warfare 2, like Vanquish Confirmed, offense-versus-defense Turf Takeover, and control-point-based Suburbination. I also love the tense new Battle Arena, where two teams of four duke it out in an elimination mode. In addition to no respawns, when you choose a character at the start of each round, you are unable to choose that specific character again for the rest of the match. These restrictions lead to strategic team compositions and white-knuckled firefights you rarely encounter in other modes.

You can also dive into PvE options with the wave-based Ops mode and three open regions full of missions to complete and collectibles to gather. While laying out your defenses and protecting your point from the increasingly difficult waves of enemies in Ops is a blast, the PvE in the three open regions is hit-and-miss. While I liked some of the more straightforward missions and boss battles, others fall flat, delivering an uneven experience. This inconsistent enjoyment propelled me back toward the multiplayer suite on several occasions, as I worried about whether the next mission would be fun or frustrating.

The part I dislike most about the PvE regions is you can’t change characters mid-mission or without backing out to the hub, which is frustrating since certain heroes are not well-suited for all situations. This means that if you get to the end of a long, multi-part quest and find it unbalanced for the hero you chose, you have to go back to the hub and lose all progress on the quest, starting again with the hero better suited for the challenge. It’s an unnecessary headache that saps the fun from some missions.

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No matter the mode you choose, you earn coins to spend on cosmetics and experience to level up your heroes. Experience points are used to level up and promote individual heroes to earn upgrades for their abilities. These upgrades are useful, like giving the Peashooter’s bullets a homing property, or increasing the rate of fire for the Foot Soldier zombie. I like the straightforward nature of the promotion mechanic and wish it carried into the cosmetic items, but unlocking those is more complicated and less engaging.

In-game currency is primarily used to purchase random pieces of cosmetic equipment from a giant capsule toy machine. The randomized nature of this method of unlocking is annoying, with the brief moment of excitement from seeing what you got usually giving way to disappointment. Because many of the items are underwhelming components or customizations for characters you don’t often use, the act of progressing through the cosmetics you want feels throttled. However, Battle for Neighborville also runs themed events that let you chart paths to specific customization components by spending prize bulbs you earn with experience – just don’t expect to earn the top prizes of an event without investing some serious playtime or saving up over multiple events. I like the idea of having multiple paths to earn customizations, but this convoluted method is unrewarding and unmotivating since there’s rarely a clear path to getting the exact piece you want. The team does have a soon-to-be implemented solution to this problem, but here’s the bad news: It’s a premium shop using real-world currency.

Those looking for zany multiplayer fun can find it here, but that also comes with an unnecessarily complicated economy and inconsistent PvE components. Plants vs. Zombies: Battle for Neighborville lets dedicated soldiers dive back into this long-running conflict, even if everyone else has moved on to other battles.

Score: 7.75

Summary: Battle for Neighborville delivers exciting competitive and cooperative multiplayer, but an overly complicated economy and inconsistent PvE elements take away from the experience.

Concept: Take sides in the seemingly endless conflict between plants and zombies in a third hero-based shooter

Graphics: A cute-but-unremarkable visual experience with bright colors, delightful animations, and unique character designs

Sound: Series mainstay tracks react to the action on the battlefield and amp up the action

Playability: While the prospect of learning the unique loadouts of 20 different heroes is daunting at first, the controls are easy to pick up for anyone who has played a shooter before

Entertainment: Despite strong competitive and cooperative multiplayer action, the PvE elements fall short of those marquee modes. The progression leads to more frustration than satisfaction

Replay: Moderately high

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Friday, November 1, 2019

Death Stranding Review – The Wanderer

Publisher: Sony Interactive Entertainment
Developer: Kojima Productions
Release:
Rating: Rating Pending
Reviewed on: PlayStation 4
Also on: PC

The mystery around Death Stranding has piqued everyone’s curiosity as to the game’s true nature. Part of this is down to the creator himself, Hideo Kojima, who has consistently obfuscated his titles with complex stories, themes, and the personal fancies of an auteur. It’s also due to the incredulous feeling that there must be more to the game than what we’ve seen so far. Surely players must do more than transport cargo – a video game trope in and of itself. But Death Stranding (whose main character is named Sam Porter Bridges, no less) is unable to muster significance.

In order to rebuild America after a mysterious event that has blown a crater in the middle of the country and destroyed society as we know it, Sam treks across the land delivering supplies and connecting pockets of survivors. Doing so requires loading Sam up with packages of various sizes, weights, and possibly mission-ending stipulations – such as breaking fragile equipment and even delivering a pizza correctly.

I was initially frustrated by the teeter-totter nature of keeping my balance while traversing rocky, moss-covered landscapes. As I leveled up and became proficient in my movements (the terrain is thankfully consistent in terms of what does and doesn’t trip you up), I realized the fight to stay upright isn’t the fundamental problem with the core gameplay concept. The real issue is that Death Stranding’s gameplay really is as simple as it appears to be, and the elements around it – the story, combat, and lackluster mission objectives – aren’t satisfying enough to anchor the title and get players invested.

Death Stranding has optional side missions and ways to build up the infrastructure of the world, such as making roads and other helpful structures, but the core delivery loop doesn’t branch out in more interesting directions. Your objectives are straightforward and unsurprising; they don’t expand Sam’s interaction with the world, nor do they require novel resourcefulness. It’s all about the journey, as they say, but when the journey feels dull, that’s not a good thing. 

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Combat is also part of Sam’s travels, but it’s not demanding or engaging. Multi-dimensional spirits called BTs rise from the ground and apparate from the air, but they feel more like nuisances than challenges – similar to random encounters in an RPG that cause you to swear more than lick your chops. Marauders called MULEs get physically tougher and have guns and trucks to hunt you down, but defeating them is easy, whether using guns, melee blows, or stealth. Don’t expect the ingenuity or problem-solving required in the Metal Gear series; enemies’ A.I. routines and reactions don’t enliven your interactions with them or encourage experimentation.

Sure, it’s fun to knock marauders down with a piece of luggage in your hand, but you can’t drive them from an area, their encampments are basic, and their loot (unless tied to a specific mission) isn’t particularly enticing since the items can be found elsewhere in the world. Combat is non-essential to the point that plain hoofing it is as effective as any weapon when dealing with both BTs and MULEs. Even the boss battles, if they can even be called that, are simple encounters of shooting and evading over multiple rounds. They lack the inventiveness and thrill of Kojima’s previous efforts, to say nothing of other games. This is a shame, because you can fabricate some pretty useful equipment, like grenade launchers and camouflage rocks you can hide under, despite an absence of compelling situations in which to apply them.

Overall, Death Stranding’s intertwining systems are well thought out. Rain and snow (called Timefall) damage everything they touch, so I like the sense of urgent survival when the weather report shows precipitation on the way. Building zip-lines and safe houses in useful areas is satisfying, especially since they augment the overall network of nodes that keep you supplied and aid your travels.

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Death Stranding’s online connectivity is one of the game’s strengths, not only because other real-life players add useful items like ladders and warning signs to your world, but because it achieves what it tries to do: It creates bonds. I liked knowing I was helping others when I erected a bridge or anchored a rope at a key location, and enjoyed giving others praise for their efforts via the like system. Regardless, this sentiment wanes amidst the larger morass of routine.

That the game ultimately comes up short is unfortunate, because there were times when I was spurred on to complete my delivery mission. Coming over a ridge, reflecting on how far I’d come and knowing that I just had to make it across one final expanse before delivering my cargo felt like sweet relief at times. The game is also visually stunning, which helps when spending all that time traveling from one place to another.

Try as it might, Death Stranding’s story doesn’t shore up its faults. It’s the normal Kojima mix of twists-and-turns, tropes, and overbearing themes, but at least I like that it explores real-world topics like the theory of multiple dimensions and key events in the history of the planet’s biodiversity. Like Sam himself, I often wasn’t sure why I kept going in Death Stranding. Maybe there was a little bit of pride in another task checked off the list, another job done. Unfortunately, this added up to little reward in the end.

Score: 7

Summary: The game bears the unmistakable mark of its creator, but doesn't leave enough for players to enjoy.

Concept: Transport cargo to and fro in a beautiful-but-convoluted world from Metal Gear creator Hideo Kojima

Graphics: The details on everything from the logos to the environment are amazing, bringing to life this strand of the multiverse

Sound: Most of the triple-A voice talent does a great job. I also enjoyed the relatively incidental sounds such as a blaring alarm or the rustle of Sam’s gear

Playability: Apart from an occasional delay in bringing up a newly equipped weapon’s reticle, combat works fine. This includes melee combat, which does not have an enemy lock-on

Entertainment: The pillars of gameplay, combat, and story all bear the mark of creator Hideo Kojima, but none of them stand out or carry the experience

Replay: Moderately High

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