Tag Archives: XBox Game Pass

Prey (2017)

For all that it’s five years old, Prey is one of the best games I’ve ever played, and certainly the best one I’ve finished in recent memory[1]. (I need to get back to Pillars of Eternity. And also Horizon Zero Dawn.)

It is approximately like, what if Half-Life, but extremely modern and therefore with the ability to have and track quests and side quests, and the survivors you meet are actually able to, on occasion, take care of themselves a little bit instead of solely serving to keep you in a somber mood. You can play guns blazing, or extreme stealth, or anything in between, while being as kind or cruel or unconcerned as you prefer. In a different world where I didn’t have an infinite number of massive games I wanted to play, nevermind the smaller ones, I might be inclined to play this again with a different focus. I happen to know there are things I never saw because I played differently than what would have allowed me to see them.

As far as the plot: go in as blind as you can. All I knew was a) praise and b)… actually, I can no longer swear what I knew about b), so it would be unfair to say anything, wouldn’t it? But the game starts off on your first day joining your big brother in the family business. Wake up, get ready, fly across town in a helicopter while the credits roll, then take the evaluation tests you need to pass to go up to the space station where the real magic (by which I mean science) happens. Only, the tests don’t really make even a lick of sense? And why is that table running around, and why are the alarms going off? And then things get weird.

In conclusion, I liked it really a lot. The plot twists never really stopped, no matter how far into the game you think you’ve gotten. I am uncertain about the expansion? But I would play the hell out of a sequel.

[1] “Okay, but what about Hollow Knight?” It’s like this. They are both exemplars of their respective types of game, but Prey has the better plot. HK has the better mood, if that makes you feel okay about things.

The Gunk

For the first time in probably literally ever, I have played a new game, to completion, within a fortnight of its release[3]. Even accounting for its being a relatively short game, my counterpoint is that I didn’t play it for about a week in the middle, what with Christmas and having a child and all that this entails. My points are a) wow and b) look for this to never happen again, like, ever.

The Gunk is the story of a pair of… long haul truckers? junk traders? if I’m being real, what they actually do is not perfectly laid out, except that they for sure do it in space and in the future. But then they pick up an energy reading from an otherwise dead planet, and the idealistic exploratory character (as opposed to the hard-bitten cynical character or the helpful, low-vocabulary character) insists on checking things out. What follows is an exploration platformer game where you quickly discover that there are these piles of purple, bulbous, well, gunk all over the place, and that if you hoover it up using your power glove[1], all of the plant life recovers from a dormant state, and weird pools of energy that are for sure some portion of what the readings were and which have additional uses in the moment are also revealed.

And then you explore around, trying to figure out why and what everything is, and not incidentally make some money along the way, due to your semi-apparent day job overlapping with this kind of discovery. Later still, there are conflicts.[2]

As this kind of game goes, it is clearly not as good as your Marios and your Banjos-Kazooie for the fact of the game play and collectiony bits. But it has probably a better, more engrossing plot than those have, and also only plays for like six to eight hours rather than sixty to eighty. Those facts may be related, come to think of it. But also, they don’t handhold you. I thought I explored everywhere, and I certainly tried to, but even though I got the scan everything achievement, I could not manage the build everything achievement.

I’d play a sequel game with these characters, though, so.

[1] Where it ends up is not particularly a topic of interest to the game writers, who, to make two points in one footnote, were clearly enamored of but never owned a certain late ’80s NES accessory.
[2] What??? I know, right.
[3] And then forgot to post for nearly another week. *sigh*

Hollow Knight: Voidheart Edition

I still don’t understand why games that are roguelike are named after the original game of that style, Rogue, while games that are Metroid-like (ie, exploration-platformers with boss fights and power-ups) are named after more than a decade later when Castlevania did the same thing, and someone decided they were equivalent and everyone else agreed. It’s just not right.

All of that to say, Hollow Knight is a Metroidvania in which you play a silent[1] protagonist come to the dying city of Dirtmouth above the dead-but-treasured-filled kingdom of Hallownest, and also everyone is bugs. And that’s it, that’s the whole plot as presented. Everything else you learn on the way. Questions like “why do I have such a shitty weapon? why are some of the bugs cool and chill and want to sell me things or discuss philosophy, but some of the bugs just run at me to kill me, but some bugs do both? why is this referred to as a platformer when I can barely jump at all?”

There are three important things to know about this game. The first is that, if you are okay with the genre, with having to go back and forth and remember where you left things to do later and explore until you find places you can’t go but trust that you’ll be able to later and until you find fights that you cannot win but trust the same thing about that, if you’re okay with these things: this is a spectacular game. Arguably the best one of its kind ever made.

The second is that it’s incredibly long. I played for 83 hours to get the credits, and there are still a number of things that I know are left undone, not counting that there are probably things I don’t know also.

The third is a corollary to the second. It is 97% melancholy, with only the briefest of divergences from this theme, and those countered by moments of much stronger sadness to still balance out at 100% adjusted melancholies. And there’s nothing wrong with a melancholy game! Most walking sims are, and I play lots of those. But here’s the thing: 83 hours of melancholy is a lot to get through, even for a truly amazing game.

Oh, and also Voidheart Edition is because there were eventually several small expansions, and all of them are included in the Game Pass version. According to the meter, I got 106% completion out of an implied possible 112%. Almost all of what’s left are harder versions of things I’ve already done, which makes it hard to feel like I should practice my ass off to accomplish them. Plus the melancholy.

In the unlikely event that I do more, and that the more I’ve done changes my impressions significantly, I’ll report back.

[1] I mean, yes, most video game protagonists outside of dialogue-tree RPGs and shooter cutscenes are silent. But the other characters in this game make a point of noticing your silence.

A Way Out

I found it difficult to classify A Way Out. It’s nearly a walking simulator, but too interactive for that. (It does frequently occupy the same story-telling space, though.) It’s on occasion a shooter. It’s definitely a light puzzle solver, going back almost to the middle days of your Kings’ Quests. I guess the best way to describe it is as a two player split screen[1] interactive movie, about breaking out of prison.

It’s also about more than that, in much the way that the TV series Prison Break was. I think it is fair to say that between watching all five(?) seasons of that, consuming two versions of Shawshank, and playing this game to completion, I will have no problems if I ever find myself in, er, diminished circumstances.

Downsides: antihero types. You are, after all, playing one of two people who wants to escape from prison, seeking revenge. But it’s rarely a dark take; mostly, in fact, it is kind and humanizing of everyone involved. It’s like, some people in prison are a danger to society and need to never come back. But some people in prison just, y’know, do crimes sometimes, and that doesn’t automatically make them bad people, even though probably you don’t want to have a crime done to you.

I bet that doesn’t make sense.

[1] Even if you play it online[2]! I found this at first pretty annoying but ultimately it grew on me. Thanks to illness in the house, we weren’t going to play couch co-op anyway. But at least it affirmatively worked, so now we can play Borderlands not on the couch, which means I won’t hate everything while trying to play it.
[2] Which is why even though I finally got a Series X, I played this on the XBox One. Mary, on the other hand, got the fancy treatment.

Gears 5

Back at the dawn of time, I played Gears of War. Later, I started to play Gears of War 2 and got maybe two chapters in, and then… never touched the series again, except in multiplayer. Even though I liked it! They were good games! But I did a thing I maybe do with frequency (in games especially), and let the perfect be the enemy of the good. Because these are two player games, and they are explicitly different in two player at times, so you feel like more is going on if you get the full experience, and since I was not at that time getting said full experience… well, here we are.

Fast forward fourteen[1] years, and I have now played Gears 5, which for one thing is no longer “of War” apparently, and for another thing is the second(!!) entry in a new trilogy, the original Gearsing having apparently been completed with volume 3 until they decided they could make more money, and for a third thing is now a three player game.

I know you’re asking. “Well how do you have three players to play a game with when you haven’t had two for over a decade?”, and that’s a fair question. But this new Game Pass dealie has drawn people out of the woodwork, is what. The important part is, I did have three players, and the game seriously uses them to good effect! Because one character is something something that’s a spoiler for this game and probably way more of a spoiler for volume 4 which I have not played, and one player is a hoverbot with a lot of cool non-gun-based powers, and one player drives sail skiffs, and together you wander around doing the kinds of things people expect out of War Gears, which is mostly fighting indigenous underground aliens. But now with occasional open world exercises instead of non-stop rails.

Long story short, it’s pretty cool still, and except for being allergic to third-person shooters or characters who have necks the size of an average American’s waist, there’s basically nothing not to like here.

[1] god help us

Donut County

The thing about Donut County is, it’s barely a game at all[1].

But if you can get past that, it’s pretty fun and funny. It’s approximately a knockoff of Katamari Damacy, but instead of rolling things up, you are a hole in the ground, and you are swallowing said things. Donut County is a county somewhere near alternate Los Angeles I guess?, inhabited by all manner of sentient animals and also for some reason this one girl. The only problem is that everyone and everything keeps disappearing into holes in the ground.

Who could be causing this? And why? And will you ever get to fly the sweet quadcopter that you can unlock if you reach level 10?

Anyway: as two hour games go, I definitely got my money and time investment’s worth.

[1] This is not entirely true. The last third adds more game elements, such that by the end, there’s some game there.

Star Wars Jedi: Fallen Order

It’s not uncanny valley levels of weird, but it is nevertheless weird to see digital animation versions of real actors that you are already very familiar with. To wit, Cal Kestis, who is played by the Joker from Gotham and one of the Gallagher kids on Shameless. And he’s, like, just extremely recognizable, both character and voice. And in Jedi: Fallen Order[1], I’m controlling his jumps and pushes and lightsaber swings, and it’s weird, is what, in a way that a random character would not have been at all.

The game itself is… fine? As has been said by others elsewhere, it’s basically a modern Tomb Raider ripoff, but without that part of the gameplay being as polished. Tradeoffs are that the Force skills parts are in fact pretty cool, and that the plot eventually slides from generic to compelling, somewhere between the halfway and two-thirds point.

If you feel like those tradeoffs (especially the second one) aren’t good enough to make up for the initial complaint, well, I will not try to convince you otherwise. Even for me, as happy as I was to be doing a new Star Wars game for the first time in forever, I occasionally wondered if it would really kill the high and mighty Jedi to pick up a blaster sometimes, instead of fighting through another four or six hand to hand storm troopers.

But the Force skills are pretty cool, except when your Force meter runs out and you can’t use them anymore. And except for wishing you had access to them for the whole game, instead of only starting to get to the good stuff right at the end. (But that’s a problem with all games of this type. See also Ezio re-learning how to be an assassin in two sequels.)

[1] which EA would like to helpfully remind you is a Star Wars property, no matter how awkward it makes the title of the game

The Turing Test

Because I am extremely timely, have another review of a game that’s leaving Game Pass today! The Turing Test is a sci-fi puzzle game[1] in which Ava Turing wakes up from cryosleep above Europa and is tasked by her AI companion, TOM, to go to the surface and find out why communication from the crew has ceased. Not as in “why aren’t they answering anymore” (although that too), as in “why is the communication link down?”

Upon arrival, however, the mystery deepens when the rooms of the base have been repurposed into puzzles that require creative solutions to proceed deeper, apparently to keep someone (or something?) out. Whereupon follows 77 rooms’ worth of puzzles combined with an ongoing discussion between Ava and TOM on the nature of consciousness plus occasional clues as to what happened down there.

The puzzles are very occasionally ridiculous, but mostly the right amount of difficult[2]. The plot is deeper and ultimately stronger than I gave it credit for. On the whole? Pretty impressive game; recommended, even.

[1] If you’re thinking “poor man’s Portal“, well, that’s a fair comparison. Happily, there’s a lot of room to go downhill from Portal and still have an enjoyable and plot-dense experience.
[2] Well, for me at least, and not counting the rooms that were extra simple, just to teach you new rules.

Untitled Goose Game

I’ve been vaguely aware of Untitled Goose Game for some time, in the sense of, oh, hey, someone made another game like Goat Simulator, but for geese. Which sounded, you know, fine. At the same time, even though GS is on Game Pass, I have not really been itching to give it another try and finish this time, for whatever reason. Maybe I’m wrong? UGG is what was going to convince me I was wrong, if anything would.

So you’re this goose, right? Or, these geese, if you play multiplayer, as I did[1]. And you have a to-do list, some of which are things that might be fun for you and mostly harmless, but which really seem to annoy the humans around you, while others are, uh, pretty clearly designed to annoy the humans around you with no other particular benefit, except that it’s funny. Eventually your to-do list has an event that causes a new area (with a new to-do list!) to be unlocked. And so on, until you finish the game. Some of the bits are complicated to figure out, while others are complicated to execute, but it’s mostly a light puzzle game that you can breeze through in a few hours.

Which Mary and I did on Friday night, including the list of bonus to-do’s you can accomplish[2], some of which don’t even make sense to try until you’ve won once. And almost all of which are just purely mean, meaner than most of the previous mean things you’ve already done. …I did mention this is a game about geese, right?

Near the end of the night came the cruelest goose trick of all: even though we were both logged in on our accounts, Mary was not getting any of the achievements credited to her gamer score. This was especially painful because she was the one who wanted to cross off all the extra items in the first place; I had already been satisfied.

But I mean, it also ended up being fun, which is much better than if it had been grinding for points.

[1] Multiplayer is mildly annoying in that the screen only gets so big, so the geese have to stay together and can maybe get each other stuck. We played on a shared screen, but I assume that the same limitations apply to a remote multiplayer game. I also assume that remote multiplayer even exists.
[2] And not including the speed runs, which are all we left undone. I understand intellectually that some people are really into speed runs, but ain’t nobody got time for that.

What Remains of Edith Finch

I played another entire game over the past few days. This is so so weird. (Which I say every time I finish a game, I know. But it is! Especially relative to how long it’s been since I finished a book[1].)

This time, What Remains of Edith Finch, which is another plot-heavy / game-light exploration game in which … you know, I’m not sure I’ve ever seen a game like this, except, minimally, Gone Home. Edith Finch has, um, returned to her ancestral dwelling after the death of her mother and the receipt of a mysterious key, which grants her access to the majority of the house, which has been sealed up and inaccessible since before her earliest memories.

What follows is an exploration of generations of Finch family history and the simultaneous exploration of a truly ridiculous plus awesome house, with mysteries galore. There are elements fantastical, elements tragic, and elements personally very uncomfortable. If you want trigger warnings, you should expect that most things people get triggered by (besides inflicted violence) will be in play.

It’s barely a game in the way that all the things which fall into this genre are, in the sense that there are minimal choices to be made; you only move forward through the sparse and lonely plot. But it was a plot full of people and events I cared about, which is what I was looking for.

[1] Outside of a specific reading schedule