Showing posts sorted by relevance for query video game review. Sort by date Show all posts
Showing posts sorted by relevance for query video game review. Sort by date Show all posts

Monday, April 7, 2014

Video Game Review: Thief (2014)

One thing is certain, Thief is pretty.

Thief is the sequel to the classic first person stealth games developed by the now defunct Looking Glass studios. This is a series frequently cited to be among the greatest games of all time, so the expectations for this new title, which is a reboot, are high. Like the Looking Glass games, you control Garrett, a master Thief who has the ability to disappear in darkness, and who disdains combat as a sign of amateurism. The game, however, still leaves you capable of dispatching your enemies with a variety of arrows, though combat is certainly discouraged. Sneaking up behind enemies and bopping them on the head with the blackjack to render them unconscious is a better idea, or just avoiding them all together. Though the previous games let the player use the blackjack, I wish the game would differentiate between knocking a guard out and killing them, since, in both cases, the end result is the same. Guards could wake up after about three minutes and resume their search, and if the player knocks them out again, it could be lethal. But alas, that might make a hard and unforgiving game, which Thief can be.
 Hey, a Keeper Library. But where are the Keepers?

For a game that wants the player to pay attention to its story, Thief's narrative sure is incomprehensible drivel. During the prologue, Garrett loses his protege, an unlikable noisy, murderous thief named Erin, when she falls to her apparent doom from a roof top into a mystic ceremony involving a magic MacGuffin called the Primal and the city's leader, a totalitarian old fart called the Baron. Garrett is knocked out, somehow for a year, and when he wakes up, he's got a piece of the Primal lodged in his eye, which is the game's explanation for his Focus ability, which lets you see traps and loot easier. Soon, he's involved with Orion, a populist leader who wants to recover the Primal for some reason that's never explained. Nothing gets explained with this game: the only character that isn't a half-written cliche is Garrett's fence Basso, who disappears before the game's third act. The narrative reeks of rewrites and stitches; I wonder how many times they tried to cobble this story together from disparate parts. The end result is an unsatisfactory tale. So what, you might say. This is a video game, not a novel. As long as the gameplay is good, who cares? Well, it matters because the original Thief games had excellent plots with well-developed characters, and it's a shame the reboot is such a mess, and, as I stated before, this game takes its plot seriously, and its discombobulated narrative affects gameplay. Their are plenty of cutscenes which take control away from the player, as well as odd free running sequences in which you aren't certain whether or not you are controlling Garrett. These sequences will be hard to tolerate if you're a fan of the Looking Glass games, for the previous titles emphasized player choice and agency. In the old Thief, Garrett usually had to find his way out after infiltrating a bank or castle; in new Thief, the game pushes you along during its missions, and back tracking is usually impossible. 
Hey, a Hammerite Cathedral. But where are the Hammers?

In-between missions, Thief places you in the City, which is intended to be a playground for Garrett, full of side missions and secrets. This doesn't work like the Assassin Creed games, however, because the City is divided into numerous loading zones, each represented by a glowing window or a pile of stacked debris. Navigating the City, which should be a blast, is therefore a tedious chore. You have to figure out which zone connects to which zone because it's not always apparent on your map. The original two games did large levels very well; Thief 2014 takes after Deadly Shadows, the third entry in the series, which featured a higher level of detail but shoe-box sized environments. I'm assuming this was a concession in order to fit the game on the last generation consoles. In any case, the City is a failure, although many of the side missions are fun and more reminiscent of the previous games' style. 

Hey, burricks. We haven't seen a live one since 1998.

Despite their numerous sins, the developers did get the essential feel of Thief right. The stealth systems work well; you have a light meter with three different settings, and you're only safe (relatively) in complete darkness. Garrett will be heard if he runs or if he steps over broken glass or alerts a caged bird. Guard AI is impressive, and on Master difficulty, challenging. They investigate opened doors and thrown objects, and with a couple slashes of their swords, take Garrett's life. Swoop, a new addition that allows Garrett to glide quickly with a push of the space bar, feels powerful and satisfying. Garrett always moved like a lumbering tap dancer in the previous games; here, he feels more like a master thief. Guards are pretty much your only enemies besides Freaks, supernatural monsters who are blind but have heightened hearing. They are also vulnerable to light, which is a cool reversal of usual gameplay. 

Basso, I wish the entire game was about you and Garrett's adventures. That would've been interesting.

Thief isn't a terrible game. It's a solid modern stealth game that you'll enjoy if you're able to look past its many faults. But we have to compare it to its excellent predecessors, and average doesn't quite cut it. It's a shame they got rid of the dark fantasy lore that was the series hallmark. The Hammerites, an industry-obsessed religious order, are no more, and the Pagans, a creepy bunch of woods people who worship the Trickster God, are never mentioned. There are no Ratmen or Haunts or zombies. Thief has been stripped of its outlandish elements, and what remains is gritty and grim-dark, but ultimately less interesting. 

Final rating: Red Delicious--tastes like cardboard, mushy texture, yet will do in a pinch.

An explanation of Pointless Venture's rating system: We use a five apple system here. A classic is Gold Rush, excellent is Honeycrisp, average is Golden Delicious, poor is Red Delicious, and awful is Winesap. Try the aforementioned apples and see if you don't come up with the same rating.


Monday, October 21, 2024

Video Game Review: Space Marine 2

 

I was fairly certain that Warhammer 40,000: Space Marine 2 would end up being a 6 or 7 out of 10 after playing the single player campaign, but after several hours spent in its Operations multiplayer mode, I'm giving it higher marks. This is a game designed around cooperative play, and although the AI isn't terrible, you really need another human player to make it interesting. For the campaign, you play as Titus, an Ultramarine serving penance for the events of the first game, which I didn't play. Titus is called out of obscurity to help fight against a Tyrannid invasion, and the plot soon centers around a Mcguffin that Chaos forces are bent on acquiring. The only semi-interesting beat is Titus's distrust of his squadmates, who also view him with suspicion, but they all come-around in the spirit of manly fascism. Space Marine 2's bulky boys don't have any criticisms of their imperial techno-hell; they're all too-ready to sacrifice themselves for the Imperium. There's none of the underlining criticism of totalitarianism that powered Gears of War--this is a straight up power fantasy about giant space marines squashing xenomophs and demons. And that's fine, really. I don't need a whole lot in a video game story. But something a little stronger thematically might have saved Space Marine 2's campaign from being as boring as it is.

Operations mode is a cooperative gametype where you play with two other players and accomplish objectives parallel to Titus's squad from the single player. This basically boils down to holding a point for a while while a timer ticks, although there are several boss fights that require player coordination. The Tyrannids are nasty aliens that'll swarm you, while Chaos forces have turned Space Marines as well as demonic hordes to deal with. You'll have a decent collection of bolt rifles and melee weapons to wield. The multiplayer is class-based, and the two classes I've spent time with are the Vanguard, which has a grapple hook as their special ability, allowing you to grapple onto enemies and pull yourself toward them, and the Assault marine, who specializes in melee combat utilizing jetpack-powered ground pounds. The shooting feels similar to Gears of War, whereas the melee combat is more hack and slash. Enemies can be countered, which results in either an execution or a temporarily stunned alien, lined up for an auto-aimed pistol shot. Heavier enemies like Tyrannid warriors and Chaos Space Marines will have to be countered to be killed swiftly, and the game quickly becomes complicated, with your character struggling to manage the horde while dueling with bigger threats. Average difficulty was appropriately challenging with my low-level characters. You can be revived three times before you have to wait for a respawn. You gain experience with every game, allowing to your unlock more perks for your character, as well as armor customization. It's a pretty entertaining multiplayer game, and although I don't think it'll have as much legs as Helldivers 2, developers Saber Interactive have already released a new Operations mission, bringing the total number of multiplayer maps up to seven. There's also a player-versus-player mode that I haven't tried. The single player campaign took me about ten hours to beat on Hard difficulty.

If you're looking for a good hack and slash horde shooter, you can't go wrong with Space Marine 2. Just don't expect a compelling single-player experience. One other note: this is a pretty demanding game. With settings maxed out and DLSS set to dynamic with my frame rate target being 60, Space Marine 2 keeps right around the 60 to 70 mark, with maybe a few drops into the high 50s at 1440p. I'm not sure if there's a lot of scalability, since it seems to be CPU-bound. I played at 4k a couple times and had about the same frame rate, so depending on your CPU, you probably won't get ultra-high frame times unless you're sporting a top end processor.

Screenshots:













 





Sunday, January 24, 2021

Video Game Reviews

 

 Here's a shot from Amid Evil, because it is a video game.

Here is an ever-growing list of all of the video games I have reviewed for Pointless Venture. There are a few of the Esteemed Critic's reviews here, but I've taken him off of reviewing games, mostly because his insufferable attitude is better suited to cinema and the small-screen. The latest reviews are at the top. Pointless Venture's Best Games of the Year are at the very bottom. 2020, being the very special year that it was, does not have a Best Games list, but instead has a Best and Worst of the year.

Game Reviews 

Quake Dawn of the Machine 

Devil May Cry 5; Halo Campaign Evolved: Doom Revelations DLC 

Forza Horizon 6; MOUSE: PI For Hire 

Resident Evil Requiem 

Metroid Prime Remastered Thoughts 

Slay The Spire 2 Early Access 

Clair Obscur; Doom 3; Metroid Prime Remastered 

Battlefield 6 

Indiana Jones and the Great Circle 

Mullet MadJack 

Slay The Spire; Hades; Returnal; Arkham Knight 

Doom The Dark Ages 

Spider-Man 2

Disco Elysium

God of War: Ragnarok: Addendum

Vampire Survivors Versus God of War: Ragnarok

Some Thoughts on Tomb Raider 2 (Remastered)

Tomb Raider 1-3 Remastered

Resident Evil 4 (2023)

Ion Fury

Space Marine 2

Black Myth:Wukong

The Callisto Protocol

I Was Wrong about X Box Game Pass

Still Wakes the Deep

Gears of War Ultimate Edition

Alan Wake 2

Senua's Saga: Hellblade 2

Doom 2

Evil West

Cyberpunk Phantom Liberty; Warhammer Boltgun; Helldivers 2

Star Wars: Dark Forces Remastered Impressions

The Value of Game Pass; Resident Evil 2 Remake; Vampire Survivors; Lies of P

Sunset Overdrive

Halo Infinite Season 5

Starfield Doesn't Make a Good First Impression

Balder's Gate 3, 25 Hours in

System Shock (2023)

Jedi Survivor

Atomic Heart

Prodeus

Hi-Fi Rush

Halo 3

Half-Life 

Deadspace (2023 Remake)

Shadow Warrior 3

I Finally Finished Elden Ring

Elden Ring: Thoughts after 97 Hours

Plague Tail: Requiem Screenshots 

Plague Tail: Requiem 

Warhammer:Darktide Impressions

Spider-man Remastered

Check out Ray-traced Quake

Quake 2 RTX

Elden Ring 

Assassin's Creed Odyssey 

Halo 5

Guardians of the Galaxy

Cyberpunk 2077 Review

God of War

Cyberpunk 2077 Impressions

Halo Infinite

Halo: CE verses Halo 4

Thoughts on Deathloop and the Halo Infinite Beta 

Hades Versus Assassin's Creed Odyssey

Resident Evil Village 

Control; Crysis Remastered

Additional Thoughts on Red Dead Redemption 2 

Red Dead Redemption 2

Doom Eternal: The Ancient Gods Part Two

Resident Evil 3 Remake 

Shadow of the Tomb Raider

Amid Evil 

Doom Eternal: The Ancient Gods Part One 

Doom Eternal

Doom Eternal First Impressions 

Black Mesa Review 

Rise of the Tomb Raider

Metro Exodus 

Wolfenstein: The New Colossus 

Jedi Knight: Dark Forces 2 

Star Wars Jedi: Fallen Order; The Outer Worlds 

Subnautica 

Edith Finch, Prey: Mooncrash, Turok 2 

Quake Champions 

The Esteemed Critic Reviews Dishonored 2 

The Esteemed Critic Reviews Doom (2016) 

Jedi Knight 2: Jedi Outcast 

Witcher 3 First Impressions 

Fallout 4 First Impressions 

Turok (2008) 

The Esteemed Critic Reviews Civ 6, Shadow Warrior 2

Dusk Versus Turok

Deus Ex: Mankind Divided Impressions 

Unreal Tournament Series Retrospective

Doom 3 Retrospective in List Format 

Thief 2 

Thief (2014)

 

Essays and Guides

Jedi Survivor Optimization Guide

An Essay on Why Broken PC Games Aren't New

 

Pointless Venture's Best Games of the Year

2025 

2024

2023

2022

2021

Top Ten Games of the 2010's

2020 (Not Restricted to Gaming) 

2019 

2018 

2017 

2016 

2015

2014 

2013

Friday, April 25, 2025

Video Game Review: Disco Elysium

 

Yeah...

I am very late to the party, for Disco Elysium is already famous for being a modern classic of RPG genre, and so my review, coming years after its release, has little reason to exist other than to tell you, my hypothetical reader, what I think of it. Quite simply, it's a marvelous game. A role-playing experience with heavy adventure game roots (you will spend all of your time reading, listening, pointing, and clicking) Disco Elysium is about an alcoholic police detective who awakens in a hotel room with no memory of his self or past life. After a few conversations in the Whirling Rags (your hotel), you discover a personal path of desolation and destruction that points to one hell of a night. Your detective was sent to the ruined city of Revachol, a post-war ghetto still suffering from a war that happened almost fifty years ago between the Communists and the Loyalist factions, to solve the murder of a hanged mercenary. In the present Revochal is controlled by the Coalition, a neoliberal government that adheres to a centrist philosophy the game calls Moralism. Politics and political ideologies are very relevant to Disco Elysium, but the game's main theme is the heavy burden of the past. Your detective is unable to recover from a broken relationship; similarly, Revochal cannot transcend its history of civil war and conquest. The disco dancer in the hotel whom you soon discover is very important to the case is running from past transgressions, and the murderer, without revealing too much, is a former deserter who cannot let go of a failed revolution. I played the detective as an empath and a physical being, the four main attributes being Intellect, Psyche, Motorics, and Physique, with six secondary skills being associated with those four. You'll have to pass various skill checks during lengthy conversations, and what skills you choose are important, for Disco Elysium is a game almost entirely about talking. Said conversations are fully-voiced and well-acted, and I often found myself listening to many of them instead of hurriedly clicking past to the next option. The dialogue is poetic and very well-written; here's a little sample from the end of the game, when you're speaking to a sentient cryptid that seems to have a completely alien perspective.

"I am the end of a narrow tunnel. Weightless. So light it only feels like "something" to be me. In truth--perhaps I'm nothing? I certainly do not have a soul. And if I did, it would never ache."

Disco Elysium's main designer is Estonian novelist Robert Kurvitz, and the game is based on the same setting as his novel Sacred and Terrible Air. According to Wikipedia, Kurvitz is a communist, and the history of Disco Elysium is dependent on Marxist theory. Class warfare, corrupt Union bosses, citizens taking the law into their own hands, governing forces attempting to hold what little is left together--this is a dense stew that doesn't necessarily point the player in the direction of the Comrade, although my cop managed reconcile his hustler drive with his occasional support of communist socio-economics. These ideologies can be researched and equipped under Thoughts, and they provide gameplay bonuses, as well as penalties. Thoughts such as Hobo-cop are nestled right next to Traditionalism and Radical Feminist. Disco Elysium wants you to be as invested in your political ideologies as your character's bizarre quirks and addictions.

My only real criticism of the game is there are a couple of skill checks that'll prevent your progress unless you increase them. One is pretty early; you encounter a racist Union henchman named Measurehead that'll kick your ass unless you've invested heavily in the Physical Instrument skill. You can steal a Union card and bypass him, if you see it--I didn't, and had to do other quests until I level up the aforementioned skill enough to put the behemoth in his place. I also had to reload a save because I progress locked myself on the first night by not having enough cash to pay for my hotel room, which was a pain, because I had to redo several quests, which meant clicking through a lot of dialogue that I'd already read.

Minor quibbles aside, Disco Elysium is a classic RPG adventure, and highly recommended to anyone who enjoys unconventional, well-written games. It's a true piece of art and up there with Baldur's Gate 3 as one of the best examples of the genre I've played.










     

Thursday, June 5, 2025

Video Game Review: Doom: The Dark Ages


 Doom: The Dark Ages is id Software's third game in their reboot trilogy that started with 2016's Doom. Technically a prequel, The Dark Ages shows what the Doom Slayer (uuggghh) was up to with his pals the Night Sentinels before he was sealed in a sarcophagus and opened in the first game. The tonal shift that occurred in Doom Eternal is back; unlike in Doom 2016, the narrative vibe is more Saturday morning cartoon than grindhouse horror rip and tear. And that's okay, I guess--John Carmack himself stated that a story in a video game is like a story in a porno--but the first game in the new trilogy hit the proverbial nail on the head so well with its contempt for bullshit narrative (the Slayer interrupts a droning monologue on how to carefully remove a piece of tech by just ripping the fucking thing out of the console) that it's ironic how far id have abandoned that approach. There's a turret setpiece, multiple giant Mech fights, and a cybernetic dragon to ride on in The Dark Ages, along with cutscenes featuring po-faced musclemen droning on about plot details no one in their right mind will care about. However, nobody is here for the story, and what's really notable is that The Dark Ages has pivoted its combat loops from Doom Eternal, which was a significant complication compared 2016's Doom. You no longer have to juggle armor, health, and ammo with the flame belch, glory kill, and chainsaw respectively, for fodder enemies will drop all three consumables when they die if you are low. Through the upgrade system, you'll eventually unlock a armor drop ability for the shotgun, as well as health drops for the ravager skull weapon, and an ammo drop for the mace. That's right, a mace--The Dark Ages's main selling point this time around is a melee system that features a throwable chainsaw shield that can parry projectiles back at the demons. The shield is a hoot, I will admit, and parrying doesn't feel that out of place in a Doom game, although fodder enemies probably shouldn't emit projectiles, since it's a little too easy to die from some little bastard spawning behind you as you battle the big baddies. The arsenal has also been tweaked, with two weapons of each type located in each slot. For example, you have two plasma rifles: the accelerator, which is inaccurate but fast-firing; and the cycler, which is slower but emits shock damage that can travel from enemy to enemy. Although all the weapons are useful and cool, you'll find yourself gravitating back to the basic shotgun for its armor shedding ability, as well as the plasma cycler, which just destroys mobs. The skull weapons (ravager and pummeler) are also good for crowd control, and the chainshot destroys armor, which really comes in handy. The super-shotgun, rocket launcher, grenade launcher, and nail gun weapons were used sparsely in my playthrough. As for the enemies, they have also been redesigned to fit the medieval theme. There are armored versions of the hellknight, macubus, and arachnotron, all of which need to have their armor heated up by damage and then busted off with either a melee shot, a shield throw, or a blow from the chainshot. It's a fun and challenging system, but not quite the FPS chess from Doom Eternal. While I liked Eternal, I think the Ancient Gods DLC pushed that combat system as far as it could go. Doom was never about difficulty, a la Dark Souls, and The Dark Ages represents a return to a more manageable challenge, although you can really customize and crank up the difficulty, if you're that sort of masochist.

The level design is pretty good, with the Night Sentinel maps being the worst and the Hell and Lovecraft-influenced ones being the best. Spoiler: Cuthulu himself makes an appearance and you even get to kick his ass, that is, after you battle your way out of his guts. Giant monster, Giger-influenced tentacles, non-Euclidean geometry--The Dark Ages has some creative imagery and wonderfully grotesque aesthetics comparable to Eternal's ruined cityscapes. Ray-tracing is mandatory for the game, although its effects were pretty understated, which is probably why it runs so well. With most settings close or maxed out, The Dark Ages manages a frame rate of around 70 to 80 frames per second on an RTX 3080 at 1440p using DLSS Quality upscaling. It doesn't seem to be in any way CPU-bound, and unlike your average Unreal Engine title, frame time graphs are smooth with not a stutter or hitch in sight. This is a nice-looking game that runs well, a true rarity in the PC triple-A space lately (I'm thinking of Oblivion Remastered and Spider-man 2, two titles I've played this year that have their share of performance issues). The Dark Ages might not be the best of the series, but it's a really good single-player FPS, and you got to hand it to id Software for changing things up again instead of simply putting out Doom Eternal 2. 

Screenshots below:

















    

Weightlifting: A Minimalist's Powerlifting Routine for the Middle-aged Lifter

  Here's some greasy old fucker deadlifting At 41 years of age, some might say that's it's time to take it easy and leave those ...