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Wednesday, June 10, 2020

Disintegration Review – A Strategic Misstep 

Publisher: Private Division
Developer: V1 Interactive
Release: 2020
Reviewed on: PC
Also on: PlayStation 4, Xbox One

Halo was first conceived as a real-time strategy game, but it evolved into a first-person shooter over the course of development. I've often wondered what might have happened if Bungie had stuck to those strategy roots. Developer V1 Interactive – which is helmed by one of Halo's co-creators – has given us a window into a possible alternate reality with Disintegration, a sci-fi shooter that blends first-person combat with real-time strategy. But, if Disintegration is any indication of what might have been, then I’m glad the original Halo switched genres in development. 

Conceptually, I like Disintegration. You spend the entire game aboard a gravcycle, which is basically a floating tank that gives you a birds-eye view of the action, allowing you to issue orders to a small squad of grunts while engaging in combat yourself. That idea is solid, and I appreciate how your combat hovercar adds a vertical element to first-person combat. However, Disintegration's gravcycle also makes you feel removed from the action, because you are literally floating above it. 

Spending the entire game in the sky has a few unexpected consequences, like hampering your sense of speed. The gravcycle has a decent base speed for a ground vehicle, but since you hover overhead, you feel like you’re puttering across the battlefield in a golf cart. What’s more, since you float a story or two over your enemies’ heads, you often don’t have options for taking cover when things heat up. The action rarely gets that chaotic, and when you’re removed from the center of the battle, it feels like you’re shooting tiny fish in a big barrel. 

 

Another problem is the lack of evolution in Disintegration’s moment-to-moment action. Your gravcycle's loadout for each mission is predetermined, which limits your options in combat; you’re typically outfitted with one offensive gun and one defensive tool, like something to heal the squad. This fixed loadout means that you spend long stretches going through the same motions, which makes encounters blend together. 

Issuing orders to your squad offers a fun twist to combat, but doesn't fix Disintegration's larger issues. At any point, you can direct your team across the field, highlight targets for them to focus on, or deploy their special moves, which are set to cooldowns. These abilities range from simple grenades to disruption fields that briefly incapacitate enemies, but they’re almost always useful. I had fun firing abilities off each other for combos, like when I dropped a slow field on a group of enemies before hitting them with a mortar barrage. While Disintegration’s strategic elements are a highlight, they don’t feel important enough to turn the tides. Your squad members do a fine job of taking care of themselves, and they don’t hang around where you direct them for long, so you have little reason to micromanage their movements. 

Some of the biggest flaws in Disintegration’s action are curtailed in multiplayer, where you encounter foes that maneuver around the environment like you, which provides a more engaging challenge. Disintegration’s multiplayer maps are smaller than the single-player campaign levels, which reduces the illusion of sluggish movement. These maps also offer places to hide and make use of your verticality. I got a thrill out of hiding in some overlooked corner of a map and then descending on a foe from above. Even so, Disintegrations first-person shooting remains barebones given your limited loadout. I also had a harder time corralling my troops in multiplayer; they often seemed eager to run into the fray and instantly die in larger firefights. 

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At release, multiplayer only features three modes: team deathmatch, king of the hill, and capture the flag. That sparse offering hurts Disintegration’s staying power, and I quickly felt like I had seen everything multiplayer had to offer. At the beginning of a match, you can choose from one of several teams, such as the shotgun-wielding Militia or the clown-themed Sideshows who fire sticky bombs, but these are just variations on the single-player loadouts, so the only real difference is the weapon you're using. Even Disintegration's progression system is lacking. You earn coins as you play, but the only thing to spend them on are new cosmetic options. These aren't even new costumes – they are simple color variants of the existing character models. 

Disintegration’s core idea of blending a first-person shooter with a strategy game is neat, but it takes so many missteps that the promising concept gets lost. The action is repetitive, and the basic mission design is tired – you can’t even save the game mid-mission, which is particularly baffling. Amid the tedium, I had an occasional moments of fun in Disintegration, but those moments were fleeting.

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Score: 6

Summary: Jump aboard a gravcycle and issue commands to a small number of units in this mashup of the FPS and RTS genres.

Concept: Jump aboard a gravcycle and issue commands to a small number of units in this mashup of the FPS and RTS genres

Graphics: Some of the environmental textures take a while to load, but the framerate usually stays steady

Sound: The voice cast does a solid job with a forgettable script, but the musical score is largely mediocre

Playability: Controlling the gravcycle is easy and intuitive, and the first-person shooter controls are fairly standard

Entertainment: Issuing orders to your team is fun, but your movements are sluggish and the combat encounters are uninspired 

Replay: Moderately Low

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Wednesday, June 3, 2020

Golf With Your Friends Review – Shoot Your Shot

Publisher: Team17
Developer: Blacklight Interactive
Reviewed on: Xbox One
Also on: PlayStation 4, Switch, PC

I’m on the 11th hole and the pressure is on. Getting a par here is going to take good judgment, skill, and a little luck. Besides the normal golf stuff, gravity-bending black holes also stand between me and the cup, but I just have to take them in stride; I know I can do it. Golf With Your Friends is an enjoyable minigolf adventure because it balances the absurd, the expected, and the unknown.

Combining a ball, a putter, angles, obstacles, and physics isn’t what makes this game stand out. What does is that on any given hole I was rewarded for my patience, planning (look around for different paths), and skill nailing the power gauge, but could also be surprised, both pleasantly and unpleasantly. However, I usually came away feeling that I could do it with more practice at the hole. The fine aim function gives you minute control when you need it, the underlying ball physics are reliable (both in how the ball bounces and the importance of angles), and holes’ pars are mostly realistic. Of course, it wouldn’t be minigolf if you could easily chart your way past every axe-wielding ghost, Indiana Jones boulder, pachinko-style tumbler; sometimes you just have to hit the ball and suffer the consequences, good or bad. 

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Golf With Your Friends

Platform: PlayStation 4, Xbox One, Switch, PC Release Date: January 29, 2016 (PC), May 19, 2020 (PlayStation 4, Xbox One, Switch) Purchase

The game can work against the carefree feeling of blasting into the unknown, especially when holes’ level designs are predominately reliant on luck. Sometimes you have to rely on chance straight away with your first shot. Other times even when you know what you have to do, and you select the right power and path for your ball, your chances at par are still down to luck.

The PC version of the game includes a course editor and user creations, which are absent from the home consoles. However, the default 11 courses offer plenty of challenges, and if corkscrew ramps, tilting floors, and jetpacks of the levels aren’t enough, Golf With Your Friends adds extra spice with optional power ups (some help you, others hurt your opponents), mode variants (such as hockey with a moving goal/goalie over the hole), odd-shaped balls, and even alterations like sliders for gravity that can be mixed and matched for custom online or offline sessions. 

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Some of the variables are fun additions to a regular round, and they help spice up a game that doesn’t otherwise have a career mode/progression arc. Customization objects are awarded randomly based on a timer.  In the end, however, I was more interested in the aids such as being able to add  ball spin or more time to how much you can use the freecam to scout out holes. Things like changing the ball shape are fun when it’s against your friends in multiplayer, but are overpowered because they render shooting straight useless.

Golf With Your Friends captures the spirit of minigolf – you’re going to have some laughs, frustrations, and at the end of the day, not take it all too seriously.

Score: 7.5

Summary: The ball might not always go exactly where you want it to, but it’s a fun time getting there.

Concept: Combine inventive and challenge minigolf courses with a hearty selection of custom modifiers

Graphics: Golf With Your Friends is colorful, but the whole package looks pretty basic

Sound: Each level’s looping soundtrack is simultaneously forgettable and catchy, which is to say it’s perfect for a minigolf game

Playability: The camera can get frustratingly locked close to the ball when it’s pinned against rails

Entertainment: The ball might not always go exactly where you want it to, but it’s a fun time getting there

Replay: Moderate

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Friday, May 29, 2020

Crucible Review - A Slow Struggle

Publisher: Amazon Games
Rating: Teen
Reviewed on: PC

Hero shooters are all the rage these days, so games in the middle or bottom of the field struggle to compete against the lead dogs. Crucible is one of those games, where its mediocrity only earns dismissal. Crucible is like a bland and forgettable meal – inoffensive going down, but quickly passed over for something with a little more flavor and spice.

Crucible’s heroes fail to entertain on the personality and character level, but they often have memorable and interesting moves that cater to perfection and learning. With the exception of the adorable robot Bugg, most of the cast lacks appeal. With color-by-the-numbers characters like Military Man, Berserker Lizard, and Fish Sniper, the heroes feel like they were ripped from the pages of a rejected comic book.

On the loadout side, learning a character’s nuances is highly entertaining. For example, the militant Sazan has a set of skills that's easy to understand on the surface, but has lots of room for growth and skill. Discovering how to distance myself to juggle my assault rifle, shotgun, and throwing knife cooldowns was a fun exercise. Mastering a moveset, both partial and perfectly, is satisfying and applicable to many of the heroes.

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The map, with its event spawns that help drive the action, is a suitable environment with plenty of spaces to play in. While there is only one map, it's constantly changing with different spawns to mix things up, and you can learn the locations of various landmarks to duck behind cover or jump off a ledge. Event spawns differ from game to game, but many are simple NPC enemies. Other events like power capsules enhance your whole team, but much of the time you may not see another soul as you complete these tasks in an arena largely devoid of activity.

Team clashing is the best part of the game, with skirmishes that pick off players and small-scale engagements taking the spotlight. True 4v4’s are interesting, but there’s a distinct lack of teamplay elements. The combat is weightless outside of a few big attacks, with little feedback or punch to most weapons and abilities. Everyone simply does the same thing they would normally be doing in a 1v1 scenario and hopes things shake out. Crucible lacks any in-game voice communication, which forces you to connect with people you already know via other services. For example, letting teammates know you're sacrificing an objective to glean an edge elsewhere is an important memo to relay, as they may go and fight otherwise and end up putting the other team even further ahead. A ping system attempts to mitigate this, but it’s not practical. Depending on the game, you may not even see the other team much, as you both farm dinosaurs and pick off stragglers in 3v1s or trade control of points of interest.

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One of the larger issues is the PvE component, which tasks you to essentially spend time dunking on dinos and spitter creatures between encounters with the other teams. The battles against these NPCs are fun for a few games, but then they become an absolute bore and a chore. The PvE component does everything it can to tear you away from fighting other players, instead forcing you to slaughter uninteresting one-note blobs of XP wholesale instead of actually playing the game.

Of the three game modes, the only one worth mentioning is Heart of the Hives. If you’re going to play, this is the mode to check out. Two teams of four battle over PvE objectives, so you have cool decisions to make, like when to engage with the somewhat dangerous PvE entity or if you should cede a flag capture to the other team so you can grab some levels and powerups for an easier win. Like many other aspects of the game, this mode provides fun for a few games, and then fades from memory altogether. Eventually you realize that you could be doing something else or playing something more fun than being slowly dragged across the map on a dino-chain for what might be a slightly satisfying team fight.

Crucible isn’t a bad game, but it’s not a good game either. In the context of today’s hero-shooter environment, that makes it a lost soul, struggling to find a strong sense of identity. With time, perhaps Crucible can find reasons to stay on the menu, but right now the recipe is diluted and dull.

Score: 6.75

Summary: The hybrid PVE/PVP experience has cool concepts, but many of them fail to resonate in a meaningful way.

Concept: Play as a variety of heroes in a third-person shooter, team-based environment

Graphics: The environments can look slick and colorful, but a permeating sameness prevents the details from making an impact

Sound: The effects and music are competent, but they can’t carry the experience by themselves

Playability: Highly accessible to new players, with room to grow in terms of mastering timing, skills, and strategies

Entertainment: Crucible has genuinely interesting character movesets, but is dragged down by a lack of combat impact, PvE that turns into a rote chore almost immediately, and sluggish pacing

Replay: High

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