Tuesday, 30 October 2018

PC Game Review: Quake

GAME: Quake
RELEASED: 1996
DEVELOPER: id Software
PUBLISHER: GT Interactive (Original release), Bethesda
AVAILABLE ON: PC, Mac, Amiga, N64, Sega Saturn


Screenshots are from the DarkPlaces source port of Quake on PC.


Back in 1996, it cannot be understated what a massive influence id Software had been on the entire gaming landscape at that point. Their shareware hit Commander Keen had gotten some attention, sure. Wolfenstein 3D had become an even bigger shareware hit. But their 1993 game Doom was the game that truly made id Software into game development legends. Suddenly these guys were on top of their game. Doom was installed on more PC's than Microsoft Windows and by 1995 Bill Gates announced a Windows 95 specific version of Doom.

But Doom could only take them so far. Ever since the days of Commander Keen, the team had tossed around the idea of "The Fight For Justice", a VGA RPG side scroller featuring the hero Quake, wielding thunderbolts and a Ring of Regeneration. And while this original idea was scrapped, the team picked up the name Quake once again after finishing Doom. Quake would become the final masterpiece from id. And personally to me, Quake became the end of an era for id. After Quake, John Romero left the team, and id's games would become increasingly tech focused, to the point where Quake II did little to innovate over its predecessors on any gameplay or story level. Quake 3 forewent any story entirely and was purely a multiplayer game. In many ways, Quake was the final game in id's masterful classic FPS trilogy of Wolfenstein 3D, Doom and Quake. This (un)holy trinity of shooters not only were excellent games in their own rights, but also provided tools and engines for other developers, with remnants of Quake's code possibly remaining in engines that are still used today. Quake was the game that tore id Software apart. The game that marked the end of their incredible streak. Ladies and gentlemen, it is my honour to present to you, Quake.

The slipgate awaits...
An Introduction To Madness

The moment you start up Quake, you might be lured into thinking the game is another Doom. Industrial rock music, courtesy of Nine Inch Nails' Trent Reznor fills your earspace, pumping you full of adrenaline and getting you ready for the adventure ahead while a demo of gore and explosive weapons plays. Then... the music dies down, becoming a series of drones and ambience. The shift in tone the Quake theme has perfectly symbolizes Quake's subversion of expectations. Of turning the familiar into the unfamiliar and unknown. Of taking what you know and love and may even expect, and twisting it into something different. 

Nothing about Quake is as you would expect. Instead of a simple menu like you would get in any other id Software FPS, you're placed right into the world, instead using portals to choose your desired difficulty from Easy to Hard respectively (with a fourth Nightmare difficulty hidden from the player). From there you are given four episodes to play, each with their own themes and gradual increase in difficulty. While you can play the episodes in any order you desire, you will no doubt have the best experience playing them in order on your first few playthroughs, due to the rise in difficulty and because the first episode serves as a tutorial of sorts. 


Quake's levels are at times abstract to the point of making you feel like you're playing inside someone's dream.
Once you enter your episode of choice through any of the four slipgates, your adventure begins. And yeah, the first level of each episode begins in a base of sorts. These levels are extremely deceiving as they feature rather weak enemies and have almost more of a Doom feel to them, focusing on fast action. It's very easy to be mislead into thinking Quake is just another Doom upon playing the first level alone. In a way this is a genious move though as most players of Quake would no doubt have played Doom beforehand and having the first level be more of an easy Doom-esque FPS romp eases you into the world of Quake. And into the world of 3D, seeing as Quake was id Software's first game utilizing a true 3D renderer. No more sprites and fake trickery to achieve a 3D effect, this is the real deal.

It is only when you enter the slipgate at the end of the first level that the true nature of Quake starts showing. The music becomes increasingly menacing and terrorizing, levels take on an otherworldly feel as you enter a different dimension entirely. The effect of this is achieved by not re-using ANY of the enemies from the base levels, none of the same textures or architectures or music theme. This theming is what sets Quake apart from practically every other id Software shooter before or since. Each episode, each level and even the way the game is structured is done with incredible attention to detail and gives you the feeling of stepping into a world you should not have stepped into. And this is what brings me onto the horror aspect of Quake. Because Quake is nothing like Doom. Gone is the fast paced combat against hordes of enemies. Gone is the fun heavy metal music. Gone are the colourful levels inspired by real life buildings. 


...crap.
Existential Dread - The Gameplay of Quake

Quake in many ways is id Software's game that truly explores horror. Its Lovecraftian influence is particularly strong in some of its levels. Quake goes out of its way to make you feel alone, vulnerable and constantly struggling for survival. Supplies are finite so careful play is rewarded over running and gunning. Enemies are no longer plentiful and weak, but few and strong and each of them can ruin your day if you don't watch your step. Particularly the Shambler and the Vore are exceptionally powerful enemies but even regulars like Fiends and Ogres with their clanking grenades can be a bitch to deal with. I don't think I like any of the enemies in Quake. Instead, they make me feel anxious, panicking at times. They induce a feeling of unease and fear that so far is unparalleled in id Software's catalogue. The only enemy that comes close is the Arch Vile from Doom 2. The gameplay in Quake has a disjointed feel to it where you're often required to be fast and nimble when combat does break out, but also careful and meticulous in your approach to avoid taking damage. Especially on Hard difficulty the game becomes incredibly tense and truly brings out the survival horror aspect with much stronger enemies assaulting you.

As a side note, Quake may have been the first game where the WASD+mouse control method originated. While the game originally did not have any mouse look option in the menus, you could enable it by typing "+mlook" in the game's console. Up until WASD though there was really no standard for how people played Quake and people would often come up with their own ways of playing. Personally I played Quake with a keyboard only, much like Doom when I first played it in the late 90's (with my dad not knowing I did), and it did take a while for me to adjust to WASD+mouse controls, but nowadays of course it's impossible to play it any other way. Most modern source ports however come with mouse look enabled and buying the game on Steam or GOG will have the game come with WASD controls preconfigured.

Something about Quake feels otherworldly beyond what even Doom achieved. Because nothing in Quake feels familiar. The levels often have heavily abstract layouts that would make no sense in reality as we know it, but make perfect sense in the game itself. This gives Quake an almost dream-like quality, a feeling of exploring a nightmare as you play it unlike any other game I've played. The levels are never too maze-like though, and you can find your way if you spend enough time exploring them. If there ever is a Quake remake, I would love this dream-like aspect to be explored even further. And each episode features unique level textures and designs that help each episode feel unique, with Episode 1 featuring an almost medival theme, Episode 2 continuing that theme with castles and forts, Episode 3 having more of a nightmareish feel with numerous traps that invoke all kinds of phobias and fears, and Episode 4 being the most difficult with the most dream-like quality of all of the episodes. The biggest moment where Quake made me feel like I was playing a dream was when I exited from a pool in a castle into a graveyard outside. This would make no sense in reality, but in the game it makes perfect sense to suddenly be in a graveyard. The only way I can describe the level design in Quake is that it's incredible and still holds up today.


He seems pissed I grabbed his rune.
The Armory of Quake

While Quake does a good job instilling a feeling of fear and vulnerability, you aren't completely defenseless. The game features some pretty classic staple weapons such as the Shotgun, Super Shotgun and the Rocket Launcher. However it does have its own spin on things with the Nailgun and Super Nailgun, both using nails as ammo (with the ammo boxes bearing the Nine Inch Nails logo in a tongue in cheek reference to Trent Reznor's band), as well as the Thunderbolt which fires a constant stream of electricity (although its ammo is incredibly rare in all but the fourth episode where it's definitely needed), and Grenade Launcher which fires bouncing grenades. 

You can also pick up items such as Quad Damage (which multiplies your damage by 4 as expected), Pentagram of Protection (makes you invulnerable and sets your armor value to 666), Environment Suit (allows you to swim without drowning as well as swimming through slime without taking damage) and Ring of Shadows (makes you invisible). All of these activate upon pickup and expire after a while.Most of these are hidden in secret locations though, so exploration is often greatly rewarded.


Mandatory Dopefish cameo
Graphics

It's often said that Quake is not the prettiest game to look at. And there may be some truth to that. The colour palette in Quake is often incredibly drab and with very little colour variation. Levels are often painted in tones of brown and grey, with some episodes having more of an azure theme. However, this does aid the atmosphere in Quake, adding to the feeling of dread and alienation you feel. It's really hard to imagine Quake would be a better game if it had more colour as that would almost ruin the entire feel of the game.

It's very easy to say Quake has aged a bit in terms of fidelity. The low poly models tend to look slightly like papermache figures at times, and the choppy animation of the original builds of the game definitely makes the game feel like it at times suffers under its limitations of the time. However with a decent source port like DarkPlaces or DirectQ, or even the original GLQuake port, you can achieve some pretty good results. DarkPlaces in particular offers some stellar lighting effects and smoother interpolated animation and is the port I recommend playing for the best experience on modern PC's.

Quake running in DarkPlaces with max lighting effects. While this dips the framerate considerably at times, it does look amazing and brings new life to the game.
Sound

Of course it would be a crime not to compliment the sound in Quake. With all of it done by Trent Reznor and the Nine Inch Nails, Reznor has managed to craft a soundscape that is entirely unique to the game. From the moment you hear that opening theme, those droning ambient soundscapes that creep in on you like a blanket of pure terror, you really feel immersed in Quake's otherworldly atmosphere. And it doesn't stop with the amazing soundtrack either. Quake's sound effects are equally terrifying with the Shambler's roar, the Vore's alien shrieks, and the Ogre's animal-like grunts and groans making you feel like you're facing creatures born from nightmares with no shred of humanity to them. It is hard to imagine Quake without its sound as it helps give it so much of its identity. If you can I highly recommend ripping the game's soundtrack to .ogg files and running them from the hard drive in DarkPlaces to get the music playing without the need to have the game CD inserted. If you bought the game on GOG or Steam there are also ways to get the soundtrack online and add it to the game yourself.


While it is easy to say Quake has a very boring palette, it has a beauty all of its own at times with its dream-like architecture and design.
Final Thoughts

The only bad thing about Quake is that id Software never fully resolved its story or fully realized a lot of its potential. A lot of things are explored in Quake but never completely fleshed out. And the fragmented development of the game does show in how Quake feels pieced together by so many different ideas and concepts. But I wouldn't have it any other way.

Quake is a masterpiece in every sense of the word. It may be easy to dismiss Quake as a Doom clone but that would be doing it a disservice. With meticulous attention to detail, Quake gets your adrenaline going in ways that Doom never came close to. Quake is about true horror, about exploring the unknown and facing creatures beyond your capability of understanding. About exploring impossible places, places that could not exist in our dimension. They exist in dreams, in our nightmares, in the space between death and life itself.  Quake explores themes that seldom are explored in games and for the time and even today remains entirely unique.

And perhaps, we all are in the end, figments of some creature's imagination. The very thought itself sends shivers down my spine. 

SCORE

STORY: 8/10
GAMEPLAY: 8/10
GRAPHICS: 9/10
SOUND: 10/10


FINAL SCORE: 9/10

Sunday, 21 October 2018

PC Game Review: Call Of Duty - Black Ops 4


GAME: Call Of Duty: Black Ops 4
RELEASED: 2018
DEVELOPER: Treyarch, Beenox
PUBLISHER: Activision
AVAILABLE ON: PC (Battle.net), PS4, XBox One


Even before Black Ops 4 was released, I was disappointed. The news that Black Ops 4 would ship without a campaign hit me hard. I’ve always been one who enjoyed the campaigns in the Call Of Duty series. Especially in the latest games where the facial capture and motion capture has been unparalleled. It’s something I’ve always been excited about, as the campaigns has been the mode that most efficiently puts the money on the screen. They have showed what a AAA game can do in terms of storytelling on a grand scale.

I also heard that like with WWII, the game would be boots on the ground. No exo suits. It seemed in all honesty like they were removing everything that the franchise had done to re-invent itself over the years. It felt like several steps back and no steps forward. And having gotten my hands on the game and given it a few hours, I feel I am finally ready to give my honest opinion on Black Ops 4.
This review will focus on each of the three available game modes. Multiplayer, Blackout and Zombies, as well as the Specialist HQ training mode. I will also give my thoughts on my experience as a whole. So let’s get started.

Multiplayer

Call Of Duty Black Ops 4 Multiplayer Best Player
At the end of each match, rather than showing final kill, it shows best play.
If you’ve played any Call Of Duty in the past, then multiplayer should be familiar to you. That is, if the last Call Of Duty you played was Black Ops II. In terms of abilities, scorestreaks and weapons, everything has been massively scaled back. The most obvious change is that you no longer have exo suits. You’re firmly grounded, literally, and while you can slide, mantle and climb ladders, any verticality from the previous games is entirely gone. I know it was an unpopular change among some of the fanbase, but I see no reason why they chose this direction.

The maps feel like they were originally made with these abilities in mind. Not to mention coming from Black Ops 3 and Infinite Warfare makes it feel like someone clipped your wings. It’s not a very nice feeling at all. And this is still a fairly futuristic game with the specialists from Black Ops 3 returning, so why they chose to scrap the exo abilities is beyond me. It feels like a blatant attempt to satisfy the fanbase, instead of sticking to what I felt reinvigorated the franchise.

Scorestreaks have been scaled back to the point where they almost feel trivial. You no longer have memorable ultimate streaks like the nuke that would turn the entire battlefield into ruins. Or the exploding balls of doom. As the ultimate scorestreak you get to shoot people from a gunship. I’m pretty sure this was a lesser scorestreak in earlier games. All in all the entire scorestreak selection feels laughably pathetic. There’s no real sense of doom or danger from the final scorestreak and everything just feels kind of there. The sniper nest is annoying and frustrating when anyone calls it in, but it never feels threatening since you can just shoot it out with a couple rocket launcher rounds.

And speaking of Specialists, you get 2 females and 8 freaking males. The ratio of males to females is absolutely insane and what you often end up with is that people who wish to play as a female all pick either Battery or Seraph, while the rest are stuck with the male cast. Say what you want about Black Ops 3 but at least it had 3 females so there was one more to choose from. Look, I have nothing against males, but some equality in the gender representation would be nice. I really hope more female characters will be added in the future because this is pathetic and feels like they’re trying to avoid getting flack for having too much focus on strong female characters. What they end up with is the other extreme, that females are hideously underrepresented in the game.

Call Of Duty Black Ops 4 Multiplayer
The game is hardly good-looking by any standards and mostly just looks bland.
On the other hand, the specialists do have abilities that synergize very well with each other. There is a sort of rock, paper, scissors feel to the dynamic between them and how they interact when put against each other. For instance, in a recent match I was playing Battery (as I tend to do, given she’s one of only two female characters) and threw her sticky cluster grenade on someone playing Ajax. Ajax’ ability is that he has a riot shield that makes him pretty much invulnerable to any incoming damage from the front. Of course, Battery’s cluster grenade made that shield entirely pointless. It’s that sort of feeling of being able to completely out-smart your enemy with your abilities that brings some fun to the gameplay.

There are several playstyles as well. If you want more of a support role you can play as Crash who supplies the team with buffs. If you want to be a tank you can play the aforementioned Ajax. And if you wanna be a complete asshole you can play Firebreak. Nobody likes Firebreak. There are several other specialists to choose from, all with their own abilities so if you wanna read more about that, check out my article on them. And do you want more outfits for the specialists? Tough luck. All of that is locked behind a massive paywall as only people who bought the deluxe edition have access to extra skins for the specialists. Presumably more is to be added in the future, but, as I have stated before, the selection right now is bloody pathetic.

Another notable change to the formula is that players now have a lot more health than in previous games. While this does make the game feel more fair, as you are less likely to be insta-killed (unless you face someone who love sniper rifles and quickscoping a bit too much and have probably spent far too much time playing the game), it can also make combat feel a bit spongy. Players tend to soak up a lot more bullets before going down than in previous games, and can even heal themselves on the fly with stimpacks. This isn’t really an issue for me as it does make the game feel less about getting kills and more about staying alive.

Call of Duty Black Ops 4 Multiplayer Glitch
Where’s your head at? No seriously, where is it?
Another thing I find a bit lacking is the weapon selection. You have 5 SMGs, 5 assault rifles, 3 tactical rifles, 3 light machine guns, 4 sniper rifles, 3 pistols, 2 shotguns, ONE freaking rocket launcher and ONE freaking melee weapon! I assume more weapons will be added later but as of now this is a genuinely lackluster selection. And guess what, none of the pistols can be dual wielded. Dual wielding has been a staple of the franchise for a good time now. With games like Advanced Warfare and Infinite Warfare providing ample amounts of them. And in Black Ops 2 and 3 you could akimbo pretty much every pistol. But not here.

I’m not sure why this was done, if it was because everyone complained about akimbo weapons, or because they felt it was unrealistic. Regardless this is extremely disappointing and makes it feel very boring to use the weapons. One of my favored playstyles has always been running up in people’s faces with dual machine pistols and unloading on them. Granted, one of the operator mods allows dual wield for the Saug 9mm but you don’t unlock that weapon until level 52 which is 3 levels from the level cap. Which means you will spend most of the early game unable to use a single akimbo weapon.

Oh, and multiplayer is a hot mess at the moment. I’ve had more crashes and glitches than any of the previous games. Whether the game crashes because I use a broken attachment (specifically the FastLock attachment for the rocket launcher) or whether it just crashes for no good reason, Black Ops 4 seems to crash almost every session for me. The worst part being it doesn’t crash to the desktop. Oh no, this baby freezes so you have to force quit it in Task Manager. Which locks up my computer for a solid minute before I can do anything again. Yeah, not so much fun. Some glitches have been funny and harmless like Battery suddenly missing a head in multiplayer. Some have not been, such as my game crashing during a training mission in the Specialist HQ training mode.

And if your connection dies and you wanna play some offline bot matches or training missions… well f*** you. The game refuses to even show the main menu unless you have an online connection. Meaning that if your connection dies or the servers shut down, you can’t play the game. It’s entirely bricked. Over 50GB of data locked behind a connection error. Welcome to 2018.

If I were to describe multiplayer in a nutshell, then I would say it just feels par for the course. It’s not memorable or amazing, but it is fun. The specialist HQ training mode has some funny voice over lines by Frank Woods, and some impressive cutscenes, but overall feels pointless.

Blackout

Call Of Duty Black Ops 4 Blackout Airdrop
Time for the somehow mandatory Battle Royale mode.
So let’s get to their excuse for having no campaign. The Battle Royale inspired Blackout mode. I was completely indifferent to this when I heard about it as I don’t exactly play Call Of Duty to play Battle Royale. I’d play Fortnite or PUBG for that. And yeah, Blackout just feels… out of place. It feels like someone took PUBG and slapped a Call Of Duty skin on it. And so far it’s not even particularly fun to play.

You often face people who have snipers, rocket launchers and otherwise way stronger weapons than you. People love to kill people on their own team since friendly fire is on by default. And yeah it has the biggest map in CoD history. But that kind of leads to spending most of your time on it just hiding from people and trying not to get killed and it often just feels kind of empty. Sure it’s fun if this is your thing. But it’s not my thing and never will be.

The worst part about Blackout however is the lack of customization. You can choose between 4 heads per gender, and that’s it. That is seriously it. Oh, you have a LOT of characters to choose from but… GUESS WHAT! THEY’RE ALL F****ING LOCKED! You have to complete really specific challenges and go through hoops to unlock them which feels entirely unnecessary. WHY have extra characters when your players most likely cannot even play them? And why have such absolutely pathetic customization options for players? Have some hairstyles, have some different outfits. Just… SOMETHING! This is 2018 for f***’s sake! We have better customization in other games and have for years. Jesus Christ.

Call Of Duty Black Ops 4 Blackout Gameplay
Blackout. The mode where you either die quickly because everyone else have better weapons than you. Or you die slowly because everyone else have better weapons than you.
Blackout just feels uninspired. It feels like a cynical attempt at excusing a lack of campaign, and selling more copies to people who are hooked on the mode. The game blatantly rips off games that already do Battle Royale way better than it does. It does a good job at it, sure, but that’s just it. It’s still a knockoff. A good knockoff is still a knockoff. Regardless, it’s there. If this is your thing you’ll probably love it. But the lack of customization options and the unbalanced gameplay just kind of ruins it for me. It would be nice to have the option to vote for friendly fire. And it would be nice to have more customization options. I am not very likely to spend a lot of time in this mode at all.

Zombies

Call Of Duty Black Ops 4 Zombies Titanic Map
Welcome to Titanic. Now with zombies.
Obviously a major reason people buy the Black Ops games is the staple Zombies mode. And yeah, it is here and surprisingly the most fun I’ve had in the game. Probably because it doesn’t really need exo suits to be enjoyable and it offers a co-op option in a game where two of its game modes are competitive. Yeah you know how Black Ops 3 had a co-op campaign which meant it had 2 co-op modes to choose from and one competitive? Wasn’t that great?

Anyway, you have two maps to choose from at the moment. IX which is set in a gladiator arena during the roman empire and Voyage Of Despair which is set on Titanic. You also have a third map called Blood Of The Dead. But you can’t play it unless you buy the season pass. Another example of how something is locked behind a paywall. And I highly doubt you’ll be able to play more zombies maps without paying for that season pass. As it stand right now, both maps are fun to play and can last for hours if you play with good people. But you’ll probably get pretty tired of them eventually. I know I do. Especially given the repetitive nature of constantly shooting the same enemies over and over as they get increasingly spongy and you die more and more.

Look, Zombies is not my thing. It has never been my thing. While I enjoy the co-op aspect it simply gets too boring and monotonic for me to really enjoy. It’s fun for maybe 5-10 minutes but after that it begins seriously outstaying its welcome. But I know a lot of people buy Black Ops 4 for Zombies and if you wanna do that, then you won’t be disappointed.

Call Of Duty Black Ops 4 Zombies Gameplay
If shooting the same enemies over and over with weapons that feel out of place from the era, then Zombies might be your thing.
Graphics And Sound

Graphically the game looks alright. I won’t say it looks amazing. It has really great pre-rendered cutscenes but it often just looks kind of bland. On my Ryzen 7 1800X PC, running the game with an RX 580 8GB GPU gave me a very solid framerate that never dipped below 70 fps. It definitely runs pretty well, that is when it doesn’t crash or lag due to bad connection. Due to the nature of multiplayer you won’t really be able to enjoy the scenery much. I think the zombies mode definitely looks the best of the 3 modes. The effects on the Titanic level are seriously cool to look at. But for the most part, it looks average.
I would probably say the same about the sound. It’s average. The voice acting is pretty good, I like the dialogue in the zombies mode and some of the banter in multiplayer. And Frank Woods as the training instructor is a stroke of genius, and pretty much saves that entire mode. But overall, the music is forgettable, the sounds feel typical and nothing stands out.

Final Thoughts

Call Of Duty Black Ops 4 is a colossal disappointment. It’s not a bad game by any stretch but it misses so much of what used to make Call Of Duty fun for me. I was looking forward to the campaigns, I was excited by the new stuff they added. Black Ops 4 has one new thing, it has a battle royale mode. But everything else feels scaled back just for the sake of scaling back. It’s reached the point for me where the entire experience just feels mediocre. It’s fun, when it doesn’t crash. But it’s so lacking. It lacks customization options, it lacks weapons, and it lacks a lot of what I enjoyed about the previous games.

Most of all, I miss a co-op campaign. I miss a story and being able to experience it with a friend. If there is one single thing I would want back then it is a co-op campaign. I don’t care if the exo suits don’t come back. If Activision wants to keep everything “boots on the ground” then that’s fine. It feels even more lacking than Titanfall. Because Titanfall was a new IP, there were no preconceptions of what it should be like.

But as it stands, Black Ops 4 is NOT, by ANY STRETCH OF THE WORD, worth $60. It’s worth it at a 90% discount. Because most likely you are getting the game for only one of the modes. I cannot recommend this game unless you are either a hardcore fan or have too much money to spend.

Because if that is a legit problem you have, then Black Ops 4 is literally the same as burning money.

SCORE

STORY: N/A
GAMEPLAY: 5/10
GRAPHICS: 5/10
SOUND: 7/10

FINAL SCORE: 5/10

Sunday, 16 September 2018

PC Game Review: Alpha Prime


GAME: Alpha Prime
RELEASED: 2007
DEVELOPER: Black Element Software
PUBLISHER: Bohemia Interactive
AVAILABLE ON: PC (Steam)

Alpha Prime is a game that I've had in my library for a while. I probably picked it up at some point due to its low price (it's pretty much a $1 game at the moment on Steam). So I figured it was about time I gave the game a playthrough. Here are my thoughts on this 2007 FPS from the Czech Republic.

Looks like we've got ourselves a corridor shooter. Oh boy.
The game starts off on a mining colony on the distant titular planet of Alpha Prime, where a group of miners are unearthing what seems to be Hubbardium, a powerful substance that when injected into a human being has the effect of slowing down time for the user (similar to the drug SlowMo in Judge Dredd). Rumors begin spreading of the drug coming from some kind of living deity on the planet, which the miners have dubbed Glomar, and it seems the use of Hubbardium is turning a lot of the miners insane. Soon all hell breaks loose when what is said to be the Heart of Glomar is found, which seems to be the source of Hubbardium. Your mission as Arnold (who I have a suspicion is named after a certain action star) aka Arnie is to stop the wrong people from getting their hands on the Heart of Glomar while also finding out who the bad guys is as you're caught up in a conspiracy involving your ex girlfriend Livia.

The story isn't really that well written in the game. It is told mostly through lengthy cutscenes that aren't particurarily engaging nor well acted and through conversations that are equally lengthy and boring. For most of the game I had difficulty paying attention to what was going on story-wise as the story just seemed to not really go anywhere until the latter part of the game. It involves an Italian (who is fittingly voiced by an Italian with a very lacking grasp of the English language), a black dude who couldn't be any more "bro", and a scientist, as well as Olivier, the leader of the mercenary group sent to retrieve the Heart of Glomar, who turns out to be the game's main villain. The side characters in the end only serve as reasons for you to go after Olivier, who may or may not be on the same side as your ex girlfriend. I dunno, it just seemed like the story tried way too hard to add twists that you could see coming a mile away or that didn't make much sense.

"So. You got any porn on that computer?"
The gameplay in Alpha Prime feels like very much a product of its time. There isn't much that is particurarily original about it, and a lot of it feels taken from other better games. The main gameplay feels heavily influenced by F.E.A.R. with the slowdown mechanic that was already used in games like Max Payne, the aforementioned F.E.A.R. and Doom 3 Resurrection of Evil. The slowdown mechanic becomes something you'll rely on a lot due to the game's rather unforgiving and unbalanced difficulty. Even on Easy mode enemies can fire at you with pinpoint accuracy no matter their distance and deal a lot of damage which can easily kill you within seconds of engaging the enemy unless you're taking cover. This makes the slowdown mechanic come in handy since it allows you to react faster to enemies firing at you, though it doesn't seem to boost your health in any way, meaning that you can't really rely on it too much for close quarters combat.

Unlike a lot of modern shooters, you aren't limited to only 2 weapons though, and can carry an entire arsenal, similar to other oldschool shooters, with ammo for weapons being dropped by enemies and found in lockers and other parts of the levels. You start out with an axe as a melee weapon, but quickly acquire a pistol, a shotgun, an assault rifle (which fires like a miniature Gatling gun), a sniper rifle, a rocket launcher, a flamethrower and grenades which you toss at varying distances depending on how long you hold down the trigger. Most of the weapons feel kind of underpowered and lack any sort of "oomph" to them. The shotgun is fun to use but requires you to be somewhat close to the enemy, which as mentioned already might not be the best idea given how easy you die, so most of the time I used the assault rifle or the sniper rifle and just kind of leaned out of cover to avoid taking damage. The shotgun and flamethrower probably became some of my least used weapons in the entire game due to how pointless close range combat is in the game. The rocket launcher is probably the most useful weapon since it can easily dispatch groups of enemies and take out heavily armored ones in a couple hits, although ammo for it doesn't become common until the latter parts of the game.

Leaning out from behind cover is the best tactic when engaging the enemy in Alpha Prime.
Also unlike modern shooters, there is no regenerating health, but also unlike older shooters there is no armor either. You have to rely solely on refilling your health using health stations and medkits to stay alive. Personally I feel the game could've used an armor system similar to Quake 4 to at least make it more balanced given how some of the later enemies can take multiple magazines from your assault rifle while you go down quicker than a horny teenager at a stag party.

One of the game's somewhat more unique mechanics is that you can hack certain objects using what the game calls the ReCon (short for Remote Controller). By simply aiming at what you wanna hack, the ReCon does everything for you, making it more akin to something like Watch_Dogs where all you do is pretty much aim at something while the game hacks it for you at the press of a button. This mechanic is highly contextual though and doesn't come into play for a lot of the game, only during certain parts where you may have to rearrange objects using a lifter robot, or increase pressure in pipes to blow them up close to enemies.

The game technically lets you hack some things, but not everything and it's not exactly letting you actually hack something...
Some of the faults of the game come into play with the controls and physics. The game's physics can best be described as... floaty and slippery. Stairs in particular seem to absolutely hate you in the game and will refuse you to stand still on them, making it impossible to aim at enemies while standing on stairs since you will automatically move down the stairs even when you're not moving. Jumping on things is also a huge pain, given that the collision detection seems way off for how you land on things and you end up slipping and sliding all over the place. This can be particularly painful when trying to jump on top of objects like boxes to reach higher places where you may overshoot or undershoot the jump since there is no good feedback from the game on how you will jump due to how unpredictable the physics can be.

Most surprisingly the final boss is... kind of a pushover. You shoot him with the rocket launcher until he becomes weak then turn on the generators in the area to fry him while he's recharging and then fire some more. His rocket projectiles are incredibly easy to avoid since they aren't hitscan weapons like the soldiers in the game are using. Given how utterly devastating the common enemies in the game can be, the final boss fight felt almost insultingly easy at that point.

The movement in general feels a bit weird, especially when you have to ride anything that's moving. There is a part of the game where you have to take trams, similar to the ones in Doom 3, except in these ones, while the tram is moving, you don't seem to really follow the tram's speed very well and kind of move all over the place, which makes it particularly difficult to aim at enemies attacking you while you take the tram. Similar to Doom 3 there are sections of the game where you have to preserve your oxygen. Thankfully oxygen dispensers are plentiful during these sections.

During conversations with other characters, you cannot do anything but listen to it as the game goes into third person.
I was also not a fan of how whenever a character talks to you via your com, the game, for no good reason that I can tell, takes away control from you, forcing you into this view behind the character during the entire conversation. I would prefer a more fluid way of delivering exposition, again I would prefer if the game was more like Doom 3 or Quake 4 in this regard, giving you exposition without taking control away from the player. Having to sit through conversations without being able to move is really boring. I was also not a fan of how lengthy the cutscenes were. Thankfully you can skip them but if you want the story, be prepared to sit through some really awkward and lengthy cutscenes with pretty terrible acting.

There are also sections of the game where you are required to control robots and vehicles and the controls for these are just awful. Straight up awful. Controlling the loaders feels really stiff and unnecessarily sensitive at the same time. The same goes for the vehicles you drive on the surface of the planet. A simple press of a direction will send you flying in that direction and the slippery physics makes driving a nightmare. It was an enormous chore getting through the driving sections, especially when having to drive on top of any object. Involving the horrible driving controls AND the wonky physics when moving on top of objects at this point in the game just seemed like a horrible idea...

Dat skybox tho.
Luckily there are some good things to say about Alpha Prime. Graphically the game is gorgeous and follows a similar aesthetic to games like Doom 3 and Quake 4 with a heavy emphasis on very metallic industrial corridors and brown/greyish surface surroundings. The game is fairly heavy on bloom like a lot of games from the mid-late 2000's, but the texture work is really good and the detail on the guns are also really well done. The game is no Crysis, but it definitely feels on par with other mainstream AAA shooters of its era. I was seriously loving the art style in Alpha Prime, despite it feeling at times like somewhat of a straight up ripoff of Doom 3/Quake 4 and even F.E.A.R. to an extent. But I do love those games and I guess it's true that imitation is the most sincere form of flattery. If anything the game could be considered a lesser homage to classic sci-fi shooters.

I did encounter some minor graphical glitches, especially during some of the surface parts where the draw distance seemed very low, and parts of the terrain would glitch out into weird shapes. Also during the cutscenes, it has to be said the facial animation is not the greatest. It's not even on par with Doom 3 and Half-Life 2 which launched 3 years earlier, with characters often having a very dead eyed stare and robotic lipflaps. But for the most part, it's a really nice looking game, especially if you are into that 2000's sci-fi aesthetic of industrial corridors. With everything maxed out and running at 1080p, the game still runs at a smooth framerate with hardly any crashes or hickups. It definitely feels like a rock solid engine most of the time.

I feel like I've done this before...
On the audio sound of things, things could be better. As mentioned before, the weapon sounds feel a little on the unsatisfying side, and the voice acting leaves a lot to be desired. A lot of the time, the actors feel like they are simply reading a script and not really acting, and while the script isn't the best in the world I feel they could have done a better job. For a lot of the game I just didn't feel invested in the characters at all, especially Arnie who is meant to be the protagonist and the one you relate to. Rule number one for any FPS game with a talking protagonist is to give the protagonist a strong personality. This is why games like Duke Nukem 3D, Sin and Shadow Warrior are so fondly remembered, because they had memorable one-liners and trash talking protagonists who didn't take everything too seriously. Sure, Arnie has his moments now and then but for the most part he's just boring and completely silent during the gameplay which makes absolutely no sense given how talkative he is whenever a cutscene or conversation happens. I just feel giving him some more personality and making him more of a badass would've helped make him a lot more likeable. Especially when the rest of the cast are equally forgetable.

That being said, the soundtrack is definitely one of the strong parts of the game. Ranging from orchestral ambient music that perfectly builds atmosphere as well as some pretty asskicking industrial rock tunes that play during some more intense moments, I was really enjoying the soundtrack for most of the game. It was definitely a strong point of the game for me.

The game gives you a ton of ammo before the final boss fight against an enemy that is easier than even the basic soldiers you fight in the game, making the final boss fight a joke.
Alpha Prime is kind of a mixed bag. It doesn't have any strong memorable story or main protagonist. It ends on a sequel-baiting cliffhanger that leaves what story there is unresolved since there has never been a sequel, and the gameplay feels both uninspired and misguided with it being too difficult to really be enjoyable since the difficulty feels incredibly cheap. It also suffers from numerous issues with the engine's physics and controls. But on the other hand it's only $1, is piss easy to get running in 1080p on any modern PC and looks really good for its time. But you could probably spend that dollar on something more worthwhile since in the end, Alpha Prime doesn't really satisfy anything for me.

SCORE:

STORY: 4/10
GAMEPLAY: 5/10

GRAPHICS: 6/10
SOUND: 5/10


FINAL SCORE: 5/10

Saturday, 15 September 2018

PC Game Review: ZIQ

GAME: ZIQ
RELEASED: 08/01/2018
DEVELOPER: Midnight Sea Studios
PUBLISHER: 3D REALMS
AVAILABLE ON: Steam
3D Realms are probably best known for their action titles. With games such as the Duke Nukem series, Wolfenstein 3D, Commander Keen, Max Payne and the recent FPS Ion Maiden in their catalogue, it's kind of easy to miss that some of the early 3D Realms/Apogee games often explored other genres as well. And with the recent releases of Graveball and this game, it seems that 3D Realms are doing just what they did in the past. Picking up talented developers making fun games in all genres, and giving them some attention. ZIQ is by no means an action shooter like a lot of 3DR's library, but it does still fit in, in its own quirky way. Let's find out exactly how ZIQ can be called a 3D Realms title.
ZIQ is all about grabbing orbs in the right color sequence.
ZIQ is straight up an arcade game. While there has been confirmed to be a definitive end to the experience by the creators, the goal is still to attain the highest score possible and rise up the leaderboards. You of course do this by accumulating points through gathering orbs on a track, avoiding obstacles along the way. The caveat is that you need to gather the orbs in a set sequence of two colors, orange and cyan. Once you've gathered one the sequence will count down before it resets until you get the next one, but the timer is fairly slow.
The good news is that you yourself control the color of the orbs around you, with being able to switch the color of your runner on the fly. And thus you have full control over gathering the right colors in the sequence. The bad news is that the obstacles require you to be a certain color to pass through them as well, meaning you have to both focus on which color the orbs are, and which color your runner is when passing through an obstacle. It creates some very tense gameplay situations that require a lot of focus.

You basically have 3 lanes on the path you run, at times you are required to stick to one field when there's a pool of acid on one side or either side. Pressing left on the controller moves you to the left lane, pressing right moves you to the right lane and not pressing any direction keeps you in the center lane. You can also jump to avoid acid pits or certain obstacles. As has been described by one of my friends, it can be difficult adjusting to the control scheme and I have to admit in the beginning it took a while to adjust to it, but it's something you do get used to after a while.
 

Being the right color on the obstacles is key to surviving.
There is an exception to the color rule however. If you have completed enough sequences in a row, you get supercharged for a brief period, in which you can blast through obstacles at the opposite color and gain a destruction bonus to your score. But you also run faster making you have to react quicker to obstacles and orbs which is the tradeoff for increased power. The game does a pretty good job of rewarding skilled players while punishing players for failing, and also having a voice that berates you when you do badly, and sarcastically praises you when you're doing well. It makes you kinda want to punch the guy, but also kinda makes you want to prove to him you're good, so I suppose it works as intended. Of course, from his perspective I can kinda see why he's gotten so rough, seeing an infinite amount of runner clones fail again and again.

The game is very good at not being too punishing though. If you die, you do not reset to the beginning but continue where you left off. And if you fail a sequence you instantly get started on a new one. You of course lose your chance at getting supercharged but you're not terribly punished for it. However once all of your extra lives are spent, it's game over and you're presented with a leaderboard showing your final score and given the opportunity to retry from the beginning. But all in all I feel the difficulty curve is just right and I would consider it a hard game, but not unfairly so.

Great. Obstacle course.

Graphically the game looks pretty good for an indie title. I would probably personally like if the path wasn't constantly straight forward but maybe had turns and loops, more akin to a racing game. It probably wouldn't impact the gameplay any differently but would give you more of a sense of not just going forward but also following a path. And some variation on the things around you could also add some flair to the game. The game looks a bit boring and uniform at times, and staring at the same walls, the same patterns and the same structures over and over does get a bit repetitive. But the graphics serve the gameplay and it looks alright, especially for the cheap price the game asks. The game is made in the Unity engine and I've definitely seen worse come from it.

The sound is probably the game's strong point. It features a really nice synthwave score with some trap elements, perfectly fitting the game's futuristic sci-fi aesthetic. I also love the voice actor who plays the overseer creature. While I do want to punch him at times for being such a dick, it really helps edge you on to do better. The sound design in general is pretty good though I noticed that if I turn the volume down, some sounds still play at max volume, which I think should be fixed in a future patch.

Passing through gates like a boss.
All in all, ZIQ is a really addictive arcade runner. The price is also really nice, being around $10 on Steam right now. There's also already a pretty competitive community surrounding the game, giving you plenty of competition when getting high scores. I definitely recommend ZIQ if you are into these type of games, though ZIQ is anything but casual, giving you a bit of a learning curve before you can dent the leaderboards.

SCORE

GAMEPLAY: 8/10
GRAPHICS: 8/10
SOUND: 9/10

FINAL SCORE: 8/10

Wednesday, 15 August 2018

The 10 Best SNES Games Of All Time - Honorable Mentions


2 weeks ago I posted my list of the 10 best SNES games of all time, and I still want to clarify it was more of a personal favorites list, rather than a list of the 10 best games by popular opinion. So a lot of games had to be left out of the list either because I hadn’t played them or for other reasons. So here’s a list of games that didn’t make the top 10, and the reasons why that game wasn’t on there. Hopefully this should answer some questions you might have to my list and specifically to my opinion on these games. So without further ado, let’s get started.

DOOM
Doom
I really wanted to put this on the list due to it being an incredible port. Just the fact this is Doom running on a console that was never intended for this style of game is amazing. Granted it’s not running that fast, the resolution is extremely limited and there’s a lot of missing textures on the ceiling and floor due to the console’s limitations. But the music sounds awesome, it has all the levels from the original PC game and is running on a 16 bit console that shouldn’t be able to run it. So this port is more notable for its technical achievements than the game itself as it is a seriously inferior version of Doom and thus why I didn’t want to list it. But it’s definitely worth checking out if you’re curious.

TMNT – TOURNAMENT FIGHTERS
TMNT - Tournament Fighters
The 16-bit era was the golden age of fighting games. With the release of the seminal Street Fighter II (and its ton of re-releases) by Capcom, a slew of imitators popped up. One of these that I definitely recommend checking out is TMNT Tournament Fighters by Konami. Much like TMNT IV – Turtles In Time, a lot of attention and care was given this game to make it a fun competitive brawler and in my opinion it works perfectly as a companion game to TMNT IV.
You have a roster of characters from the TMNT franchise to choose from and it’s to this day one of the few games where you can play as the badguys. Much like other fighting games of the era, it’s even more fun with friends, so if you’re looking for a Street Fighter II alternative for your next multiplayer session, this might be a good pick.

BLACKTHORNE
Blackthorne
Blizzard are known for a few titles, such as World of Warcraft and Diablo. But before those franchises became their bread and butter they delved into some other genres. Their cinematic platformer Blackthorne is definitely worth checking out if you are into games like Prince of Persia, Another World and Flashback. It’s a sci-fi fantasy game where you play as a shotgun-wielding badass named Kyle Blackthorne who has to save his people from the clutches of an evil satanic figure known as Sarlac. I grew up with the PC version and to this day I still play it regurarily.

ALADDIN
Aladdin
The main reason I kept this game off the list and several other Disney games like Lion King was that I wanted to highlight Magical Quest. But of course, this one is also worth checking out and it came out during the era when multiplatform titles could actually be vastly different from each other. The Sega Genesis version of this game was developed by an entirely different team and Capcom was behind the SNES version, giving it a unique character. It has some solid gameplay, stellar music and some great visuals, so as far as Disney games go, Aladdin is up there among the best on both systems.

MEGA MAN X
Mega Man X
Of course it’s hard to talk about the SNES without mentioning Mega Man X. While I personally don’t have much attachment to this game and have never completed it, I can totally see why so many people hold it in high regard. It definitely feels more “evolved” compared to the earlier NES titles and helped Mega Man stay fresh for a new generation. I think personally it adds a bit too much for my taste and while it isn’t a bad game, I just can’t really get into it as easily as the NES titles. Which is why I didn’t include it.

THE LEGEND OF ZELDA – A LINK TO THE PAST
The Legend of Zelda - A Link to the Past
I’m only including this game as a mention because I feel someone’s going to kill me if I don’t. So, full disclosure, I have played this game. I just didn’t find myself very engaged in the story, sorry to say. I have the same problem with Ocarina of Time. Look, both of these games are good games, there’s nothing wrong with loving them and I totally respect that people do. I just… don’t connect with them. I don’t click with them in the same way others do. I just find myself just not really caring much for them. And that’s why you won’t see ALTTP on my list.

ARKANOID – DOH IT AGAIN
Arkanoid - Doh It Again
If you’re looking for something to use that SNES mouse for beyond playing Doom and Mario Paint, this game is a perfect choice. I didn’t include this game because I don’t really see it as necessarily a SNES exclusive experience, and it’s not really THAT playable on the system without a mouse or paddle controller. But if you have a mouse, then it’s still an excellent version of Arkanoid, which is still one of my favourite games to play.

FINAL FANTASY VI
Final Fantasy VI
Amazing music, a great story and a really cool combat system are common descriptors for Final Fantasy VI which many regard as one of the best games in the franchise. And yeah I’ve played a bit and what I’ve played, I enjoyed. Do I enjoy it enough to put it among my personal favourites? Probably not. I don’t really have much nostalgia for the game nor has it really been fun enough for me to really love it. But I like it. Enough to mention it.

F-ZERO
F-ZERO
I’ll be honest, if I could, I would put both F-Zero and Super Mario Kart on my list as recommended racing games because I love both of them almost equally. I just happen to have more nostalgia for SMK and I personally consider it the superior game due to being more playable and having more variety. But F-Zero is a very different experience so comparing them is like comparing apples and oranges. It’s up to you what you prefer. F-Zero definitely has some great music and gameplay and utilizes mode 7 amazingly to create some sweet pseudo-3D graphics for the time.

EARTHBOUND/MOTHER 2
Earthbound
So… why wasn’t this on the list? Well, honestly? I haven’t played it. I have played plenty of Mother 1 because I was intent on finishing that game before tackling its sequel. And I have played little bit of Earthbound and yeah, it’s great and I’ll probably love it once I have played it and will consider it worthy of being in my list but until then I can’t really speak much about it.

NES Game Re-Review: Mother/Earthbound Zero


GAME: Mother (Earthbound Beginnings on WiiU)
RELEASED: 07/27/1989
DEVELOPER: Ape
PUBLISHER: Nintendo
AVAILABLE ON: Famicom, NES (unofficial release), GBA, WiiU


SPOILER ALERT! This review will spoil the story of Mother. If you haven't played the game yet, I strongly urge you to do so! If spoilers do not bother you, please go on.

Recently I was attacked by a nasty cold and have been out for a few days. I took the opportunity to revisit a game that's been on my mind for well over a few years now. Back in 2013, I reviewed this game on my blog without having really finished it. But already then it left a pretty lasting impression on me and it's always been sitting in my backlog since then, always having been that game that I knew I had to finish some day. And it seems that day has come as I have finally completed Mother. Granted, I have only completed Earthbound Zero Easy, a romhack of the fan translation which decreases encounter rates, increases XP gained and overall makes the game more managable so my review will more reflect this version of the game than the original, just so it's said. But I will still be keeping the original game in mind. So here's my full review of Mother after 4 years of trying to get back into it.

This game knows how to ask the important questions!
Mother tells the story of three characters who's fates intertwine as their world falls victim to an alien invasion. Set in a somewhat off beat 1980's America, you start out in the town of Podunk when young boy Ninten is awoken by a loud noise. He runs to his sister's room to find her doll posessed, moving on its own, and after fighting it, the doll stops moving. But not without revealing something incredible, inside it is a music box that plays a little melody, which Ninten remembers. Unknown to Ninten, this melody is part of a puzzle he has to solve in order to stop the invasion.  After finding the key to the house's locked basement on his dog, he discovers a diary from his great grandfather, George, revealing that Ninten posesses special psychic powers.

At some point on his journey, he ends up in a faraway land called Magicant, where in a castle Queen Mary resides. She mournfully tells Ninten that she cannot remember anything. She can vaguely remember a song but seems to have forgotten this as well, and beckons Ninten to find all eight pieces of this song which seem to have been hidden around the world. Together with Lloyd, a nerd with a knack for science and Ana, a seemingly fragile girl with extraordinary psychic powers.

The story of Mother is driven by the eight melodies and your search for them. Because as it turns out, these hold a significance beyond what you can imagine as they are the weapon you need to defeat the leader of the alien invaders, Giegue, who as it turns out, was once the adopted child of George and Maria and the melody is the lullaby she would sing to him. Reminded by the love of his surrogate mother, Giegue is forced to leave the planet and let go the people he has abducted.

To me, the story of Mother is really what got me coming back to it. It's one of the games that somehow creates an entirely unique narrative and uses the game mechanics to tell the story in a way that gives it a unique feel I've never seen in other games. And I find the way you defeat the final boss incredibly ingenious. Since you play as children, despite your powers, there is no way you can defeat a foe that is so infinitely more powerful than you can ever imagine. The only weapon you have is love, and you have to intentionally not attack him to beat him which I find amazing. It's easy to see why this game has been an inspiration to so many modern game makers such as Toby Fox who made the amazing Undertale, since this too kind of took the RPG genre and did something new and interesting with it, even if it also fell victim to some of its more outdated perks. So let's get on to discussing the gameplay shall we?

Mother, despite its cute first impression, has many dark heartfelt moments.
Gameplay-wise, Mother honestly plays like a traditional RPG for the most part. You level up through battling enemies in turn-based combat, and each of your characters have different stats and different talents which you need to get accustomed to in order to fully be efficient in battles. Ninten uses mostly melee weapons such as bats and has mostly defensive PSI. Ana has a lot of offensive PSI, but a low health pool and cannot use most weapons other than frying pans (bit of stereotyping there). Lloyd doesn't deal a lot of physical damage and can mostly use guns and items such as bottle rockets, bombs, plasma beams and flamethrowers, but can dish out a lot of damage with those items.

Much of Mother requires you to utilize the game's powerups correctly for these characters. Getting the right items can be crucial to easing the game's harsh difficulty, and there is a lot of grinding involved to make sure your characters are strong enough to tackle the road ahead. Granted I was playing the EB0 Easy hack, which cuts down on the difficulty a great deal and allowed me to appreciate the game more so I highly recommend playing this ROM if you can get it, but be prepared to deal with a lot of the typical tropes of early RPG's. This game definitely benefits from using a walkthrough so don't feel bad if you have to pay Starmen.net a visit. I used their walkthrough for EB0 for my playthrough and do not regret it as the tips and strategies in it helped a lot with easing the game for me. Granted you can play the game however you want to but the walkthrough saves a lot of time and grief from wandering around aimlessly.

It's very hard to recommend Mother on its gameplay, because it is sadly very outdated and not always in the best way. It requires a lot of patience, and requires that you find that drive to keep playing even when it feels tiring. To me that drive was the Eight Melodies. As stated in my original review, when listening to the eight melodies I would feel inspired to play the game, to see it through. And I felt that the eight melodies I picked up were valuable treasures that were almost lost in the world, it drove me to finish the game and bring peace to the world. The game feels bigger than the world you see, it feels like you're on an epic quest to save the world from a threat you at first cannot even understand. And your enjoyment of the game will definitely depend on how engaged in the world you become.

Well... fuck.
Graphically, Mother isn't impressive. But it definitely has a style. Heavily influenced by the Peanuts comic strip, it uses a style that feels really easy to like. It's bright, colourful and uses the NES palette to greatly enhance each area's look and feel. From the green fields of Podunk and Merrysville, to the snowy plains of Snowman and the cold industrial designs of the factories and laboratories, the world of Mother looks as varied and diverse as you would imagine it to look. The only thing I don't really like the look of is the battle screen. It's mostly just a black screen with enemy sprites on it, which granted are really detailed and great to look at, but having a background would probably help a lot here in my opinion.

Musically... this game has the best soundtrack of the entire NES library in my opinion. From the get-go, Mother bombards you with some of the most emotional and some of the most catchy music you may ever hear from an 8 bit system. From the mellow and soothing opening theme, to the driving beats of Pollyanna and Bein' Friends, to the dark disturbing industrial moods of factories and the sheer emotional power of the Eight Melodies, Mother's soundtrack is unforgetable. The soundtrack is varied too. There's everything from rock'n'roll tunes, to ballads, to menacing industrial atmospheric music. It feels like it never gets boring and perfectly fits every area you go to.

Every time I hear the Eight Melodies, I cannot help crying, because the melodies feel like they represent pure love. The kind of love you've felt from your mother. It feels like a genuine lullaby. And it soothes me in a way few things can. When I am angry at my friends, when I feel down and depressed, the Eight Melodies can soothe me like nothing else I know. It's become one of my favourite tunes in all of gaming really for this reason and it's why I can truly believe it can make even an alien menace like Giegue break down in tears and leave. In its simplicity, in its eight little melodies, it holds immense power and hits harder than anything I've ever heard. It was one of the things that truly stuck out to me about the game and the reason I've kept playing through it.

Thank you for your nice song indeed <3
Mother is flawed. Incredibly flawed. Even with a guide, the game is brutally difficult and at times is confusingly vague. It can be an infuriating game without knowing the right strategies and what the different items do. And yet, with its flaws, it holds one of the best stories of its generation, one of the best soundtracks, one of the most important messages and some of the most memorable worlds ever in a video game. It's an experience I will never forget, one I will keep with me until I die. Those moments when I sat there, singing along to Ninten, Ana and Lloyd as their song brought Giegue to tears, brought me to tears as well. The fact an 8bit game could make me feel so many emotions to me is amazing and if you're at all a fan of RPG's, or even better, Earthbound, you definitely need to play this game some day.

I guess it's time to finally tackle Earthbound next. A game which has eluded me for a long time and I swore I would finish Mother before playing it. Now I have no excuse not to.

SCORE

STORY: 10/10
GAMEPLAY: 6/10
GRAPHICS: 6/10
SOUND: 10/10

TOTAL SCORE: 8/10