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Friday, December 21, 2018

Insurgency: Sandstorm Review – What's Old Is New Again

With our reinforcements depleted and the enemy firmly entrenched in its defensive positions, the outcome of this battle looks bleak. Rather than desperately charging headlong into the fire zone like lambs to the slaughter, before we respawn our commander urges the squad to hang back as he coordinates one last-ditch attempt to capture the objective. After flanking the control point with his observer to find a good vantage point, he orders gunship support to pick off exposed snipers and drive the remaining enemies indoors. The rest of us pop smoke grenades to cover our movement before infiltrating the building housing the objective. 

Some of us won’t make it out alive. As the smoke begins to clear, we stare unblinkingly into the corners of the bullet-riddled room in hopes of spotting the last few defenders before they see us. My finger hangs deliberately over the mouse button ready to unload, but they fire first. The room erupts with gunfire and two comrades grouped closely together shriek their last breaths, but their deaths are not in vain. The rest of us spot the muzzle fire and rain revenge, securing the objective and completing the improbable comeback. 

At its best, Insurgency: Sandstorm capably delivers heroic moments like these, where the tension would suffocate if it weren’t for the equal dose of adrenaline rushing through your veins. This tactical shooter demands precision and rewards teamwork, but it also expects you to do your homework and survive without the conveniences of modern shooters.

As the years have gone by, tactical shooters like Rainbow Six and Battlefield have slowly sanded away the rough edges from their spartan foundations to become more streamlined, bombastic, and inclusive. Insurgency is the old-school mercenary who fills that void for those craving the punishing realism of yesteryear. Bullets are deadly, and no medics are standing by to miraculously revive you after being downed. Grenades don’t have indicators when they land near your position, and the lack of mini-maps and killcams means snipers with good hiding spots don’t need to relocate. With no kill confirmations, you won’t even know whether you killed that soldier hiding behind cover until you see the dead body yourself. Those who prefer the more arcade-like approach to military games may find the lack of these quality-of-life systems frustrating. But if you embrace this more realistic combat and operate like your life is on the line, Insurgency comes alive.

Before you drop into a match, you must choose one of the eight classes. A few, like the commander and observer, have critical responsibilities, but the rest basically break down by weapon type. Developer New World Interactive smartly limits the number of players who can use the most powerful classes, which prevents matches from becoming frustrating due to too many snipers or rocket spamming. All the weapons and attachments are unlocked from the start, but your loadout is limited by weight so you have to make some tough choices. Do you carry extra grenades or fully invest in useful attachments for your primary weapon? The many combinations for each class encourage experimentation before you settle on a favorite loadout.

Each of the three competitive multiplayer modes focuses strictly on attacking or defending control points. Some require the attacking team to take them over sequentially, whereas others spread the fight out across multiple positions. Respawns come in waves, either based on a timer or gifted as a result of capturing a new control point. Patience is required, because you sometimes have to wait minutes rather than seconds before the reinforcements get deployed, and you’re often several hundred meters away from the hot zone once you drop back in. I appreciate respawning at a distance because it creates a natural frontline where you don’t feel constantly in danger of being flanked during your approach, but hoofing it as far as 300 meters brings to mind some of the boring treks in long-lost games like Delta Force. 

Over the course of battle, expect to see some technical glitches. Though my performance was generally stable, occasionally my soldier's hands would disappear or he would have problems vaulting through windows. The netcode also could use some refinement. There were times I made it safely behind cover but still took a fatal bullet mere nanoseconds after the fact. 

Though they lack the graphical polish of many modern shooters, Insurgency’s maps are well designed, with varied elevations, winding streets, and plenty of cover. But apart from the oil refinery, they all feel remarkably similar, as if they were adjacent war-torn districts of a no-name Middle Eastern territory. The game would benefit dramatically from some environmental variety; right now it doesn’t even include a map set during the night to mix things up. 

 

Some of the maps include a truck with a turret mounted in the flatbed, but the controls are lacking and the absence of more deadly player-controlled vehicles is noticeable given its modern military setting. Commanders can call in gunships, mortars, and drones to aid the cause, but each is automated once you choose the attack location. In a game so defined by skill and execution, it feels odd to take control of these devastating weapons away from the player.

New World scrapped its plans for a story campaign during development, so the only option outside of competitive multiplayer is a cooperative mode where your squad commandeers control points from an A.I. occupying force. Respawns only trigger after capturing the next objective, which adds much-needed tension to the otherwise generic mode. Playing through each map for the first time is a fun way to get your bearings and calls to mind Rainbow Six’s terrorist hunts, but there isn’t enough depth or variety here to encourage repeated playthroughs. 

The progression system feels similarly underequipped. Ranking up earns you currency to buy new cosmetics for both the security and insurgent forces, but the options are unimaginative and paltry compared to options found in other shooters like Ghost Recon Wildlands. With no accolade or medal awards, the only real reward for a well-played match in Insurgency is the pride you feel for a job well done. 

Insurgency: Sandstorm isn’t for everyone. Its steadfast commitment to realism may off put those who like to jump right into the action, respawn immediately after dying, and get showered with rewards for ranking up. At the same time, fans who lament the mainstream evolution of tactical shooters like Rainbow Six and Battlefield may find solace in this unforgiving, undeniably tense combat. Insurgency: Sandstorm may be spartan, but its limited package can still deliver memorable moments.

Tuesday, December 18, 2018

Below Review - Curiosity And Consternation

Below is an experience shrouded in mystery and discovery. Your character is a mere speck on the screen, with a zoomed-out camera providing a sense of scale that shows how tiny you are in relation to a vast, often-unforgiving world. The highly stylized art style combines with Jim Guthrie’s enthralling soundtrack to create an immersive adventure that’s easy to get lost into. No matter how strange, everything in Below’s world feels like it belongs, from meandering foxes on a desolate beach to the soft breakaway of blocks as your lantern’s light creates a path through the darkness. But Below’s gameplay can be debilitatingly frustrating, because despite permanent progression through shortcuts and other unlocks, death is swift and devastating, and it can leave you without essential resources to collect your corpse with a fresh character.

Arriving at a mysterious island, your tiny adventurer is armed with a sword, shield, and little else. You figure out how to manage many survival aspects (food, water, heat) while exploring your way to the depths of the island through many biomes and challenges. Sometimes the challenges are survival-based, like staying alive in a frozen cave. Others are more traditional dangers, having to battle off increasingly dangerous enemies, blocking with your shield, dodging out of the way of attacks, and letting fly a perfectly aimed bomb arrow. Or perhaps you need to solve a puzzle by landing an arrow, shining your lantern, or swinging a hammer.

Along the way, you find (and craft) new equipment that allows you to handle increasingly deadlier environments and enemies as you delve deeper into the heart of the island, including a pocket dimension that allows you to store resources for safekeeping. Each new special item you find, buy, or craft allows for satisfying experimentation. Below is unusual in that the deeper you go and the more interesting and wondrous environments become, the more the enchantment is stifled by the sheer weight of lethal traps and foes. From the darkness floors and beyond, death becomes an oppressive force that’s not just difficult or challenging, but oppressive and unfun.

 

It can be an absolute nightmare to recover your supplies from a floor that you haven’t unlocked a fast route to, and life without your lantern (which must be recovered from death each time, a critical item that many of the game’s mechanics hinge on) is bleak. By the time you get to take on a super cool boss, you’re left more concerned about your potential mortality than getting to really enjoy how precise and crafted the movements of the entity are. As you travel through the weird and wonderful, much of the enjoyment can be lost, channeled into death concerns, grinding for supplies to ensure that you can recover from loss, or simply running back through lengthy segments to get back to where discovery can begin again.

While every tiny unearthed secret provides a pip of inspiring joy, a singular misstep into a one-shot trap or dark creature can sap the fun in a heartbeat, creating a world where the fear of death reigns over all with an overbearing, heavy-handed truncheon. I also ran into a demoralizing bug where a critical progression item was unable to be recovered after death, leaving me locked out of advancing and forced to restart with a fresh save file.

Despite death’s cold grip threatening to ruin everything (a sense which grows the further you progress thanks to several significant difficulty spikes), the core concepts of discovery and exploration shine through. Finding out how to make arrow-bombs to take out tough foes, finding a shop, crafting a stockpile of elixirs, finding a critical elevator to the surface, and putting new gear to use in order to tackle new environmental hazards feels satisfying to figure out on your own. The first time you engage with new areas and mechanics can be awe-inspiring, as each area has its own special identity that feels like it truly belongs. Putting together the often-esoteric pieces of the puzzle and looking up at the sky from the top of the island is inspiring.

Below’s death mechanics can be devastating and off-putting, and caused me to bounce off the game several times. The survival nags are annoying, and the grinding for a safety net feels like a busy chore, but the overall combination of stylized graphics and soundtrack create an incredible universe that begs to be experienced. You need serious tenacity and perseverance to see the sights, but they are wonders worth seeing.

Monday, December 17, 2018

Battle Princess Madelyn Review – Retro To A Fault

Romanticizing the past is easy, but older games shouldn’t always be held up as examples to follow. The retro aesthetic has plenty of appeal, including a simplicity of concept and presentation that can be refreshing set against modern behemoths. But old-school styling and design can also add up to frustration, aimlessness, and exasperating difficulty. Battle Princess Madelyn nails the throwback vibe it’s shooting for, and in so doing, exhibits both the highs and lows of the games from which it draws inspiration. If someone told you this was a lost sequel to Ghouls ‘n Ghosts rediscovered after all these years, it would be easy to believe.

Battle Princess Madelyn unleashes the titular royal on a side-scrolling world filled with creeping undead, giant snakes, and demonic trees. Her family has been kidnapped by a malevolent force, and she flings an endless supply of spears and swords to overcome the threat. Through charming (if simply drawn) characters and cameos, the story takes on a personal vibe, and showcases a plucky, capable heroine with spark and panache.

The game features two different game modes, using the same environmental backgrounds, but with totally different level designs and approaches to progression. The story mode is a lengthier quest with lots of new items to unlock and secrets to discover, while the arcade mode is a more straightforward and linear path through challenging battles and platforming. These modes result in significant replay potential.

The story mode provides a satisfying progression of new weapons and armor, though I was disappointed that I ran out of things to spend my currency on well before the game’s conclusion. I encountered a multitude of side missions to tackle, but the absence of a quest log or directional aids makes them all blur together, and it’s often difficult to tell the difference between critical objectives or missions that just net you some extra currency.

I was continually impressed by the variety of monsters, animations, and environments to discover; the desire to see the next area helps motivate continued play. Simple but enjoyable fantasy combat kept me mashing buttons for hours, and the platforming is often difficult, but usually rewarding. Unfortunately, the levels are often confusing to navigate, offering little guidance on how to push the story forward. A smartly implemented hint system alleviates some of the worst offenses, if you check those tips out. In addition, your trusty ghost dog companion also barks and helps steer you toward important objects. Even so, the long checkpoints, frequent blind death drops, and extended vertical climbs that characterize many levels all add more frustration than enjoyment. Many story mode levels also demand backtracking after a boss fight or to find particular sub-levels; pacing would often be better if I was just teleported back to a dungeon entrance or quest completion.

The arcade mode offers a cleaner, more straightforward homage to the original formula. But players should be prepared for a devilish difficulty curve that might crush your spirit long before you see credits. I enjoyed the arcade style the most after first completing the story mode, at which point the added challenge felt manageable but still appropriately punishing.

Battle Princess Madelyn has a sweet, personal touch to it that shines through in the final product, as well as a message about the value of family. The game was built in part as a father’s message to his real-life daughter, and whether you know that backstory or not, it lends the story and gameplay a heartfelt and wholesome tone. The Ghouls ‘n Ghosts formula is a lesser-tapped classic that is reinvigorated here with skill, but some structural and design elements hold the experience back from greatness. I hope we get to see more adventures with Madelyn and her family; with some refinement, this whimsically macabre world would be a joy to explore again.