43 reviews liked by DaMetalAge31


Nightdive hits it out of the park once again! The last time I beat this game, I had just come home from getting my wisdom teeth pulled and I was all doped up with a mouthful of bloody cotton. It was nice to get the chance to beat it again in full command of my faculties.

I was pretty impressed this time around at how well the game holds up. It's impossible not to compare it to Doom, and in that regard I think it makes an admirable showing. The enemy and weapon variety and design are pretty weak. Bad guys are basically all hitscanners with various levels of health, and several of the weapons don't really have a very well defined role. The thermal detonators and land mines in particular seem undercooked to the point of being missed opportunities.

Where the game really shines is in the level design. Here it is enormously helped by the setting and lore. The levels aren't naturalistic, but Star Wars movie sets themselves are rarely naturalistic, opting instead for a strong, unifying aesthetic that's instantly recognizable. It's that aesthetic that the game nails so well and made it feel like a genuinely authentic Star Wars experience.

Dark Forces came out at a really awkward time in the franchise's history. The Extended Universe existed, and there was a fanbase, but LucasArts wasn't really putting the series to work in any meaningful way. I liked the movies and had a bunch of the guys, but I was the only one I knew who was into it at all; the kids at my school thought of it as "old." It was far from a given that a AAA Doom clone in the Star Wars universe would sell, much less start a whole spin-off franchise. My memory is that this was the first 3-D Star Wars experience, and it delivered on that in spades. The authentic sound effects, extremely detailed sprites and beautiful interiors made it more immersive than anything I had seen from this franchise before.

The technical improvements over Doom are very impressive and do a lot to really open up the maps. Moving walls, conveyer belts, rooms over rooms and a handful of true 3-D objects really expand the desingers' toolsets and make for a lot of really great little surprises and help keep things fresh. This time around I did notice a bit more jank than I remember the first time; in particular a few instances of really badly misaligned textures that I thought were pretty disappointing in what was otherwise such a polished experience.

I'm mostly reviewing the original game here because as always Nightdive just nailed the remaster. The uprezzed (?) textures look great, controller play feels fantastic, the new look for the cutscenes is spot on, and the extras are all really interesting. Geezers like myself (and anyone interested in games preservation really) truly are blessed to have these guys doing such diligent, skillful work keeping these old classics alive, and I can't wait to see what they have coming next.

Never thought I'd see the day where Alpha Protocol would escape rights hell and reemerge available to legally obtain once more. I already had an old Steam copy long before the delisting happened, but I was quick to double-dip on GOG to show my support once I heard the news and it also gave me a good reason to replay the game after my last one quite some time ago. AP still holds up for me as one of my favorite games, flaws and all, though said flaws definitely are rather over-exaggerated I feel; it really isn’t that especially janky or buggy when it comes to ambitious WRPGs.

When I first completed AP more than a decade ago I was a bit lukewarm on it, I enjoyed it enough but some of the fights frustrated me, having not fully understood how to best utilize the builds and how to break the combat. Replaying the game not long after transformed it into one of my favorite games, because through that replay I realized how genuinely reactive AP was and how unrivaled it was and still is in this regard, nearly fifteen years on. While Bioware at the time was touting how Mass Effect was going to take all your choices into account, which they would inevitably flounder on that promise in the end, Obsidian quietly fulfilled that promise in reactivity with AP. ME was obviously a much taller order, being a trilogy and all, but Obsidian did the smart thing of just having AP be a standalone game which allowed easier and greater reactivity; and boy does this game have layers. There's so much to uncover depending how much you explore and your relationships with the characters. Finding dossiers on characters and factions have real tangible effects on the game. This information could also lead to very different outcomes and even a unique mission or two. Alpha Protocol’s dialogue system is a more fleshed out expansion of Mass Effect’s Paragon/Renegade dialogue system with three personality styles based off popular spy characters; Professional (Jason Bourne, this one being the more heroic one on average, as much as a black ops fed agent can be anyway), Suave, (James Bond, though like the biggest dudebro version of Bond ever who has got all the smarm and verbal sexual harassment but none of the class) and Aggressive. (Jack Bauer, complete aggro asshole who shoots first and asks questions never) There is some more nuance to these personalities so they don’t always adhere to that mold strictly and characters respond differently to which approach you take with them and the game encourages a varied approach because of that. The dialogue system is also a precursor to the Telltale formula, as you are timed in your responses unlike in Bioware RPGs of the time. The dialogue system is the best part of the game mechanically, really mastering what Bioware was working on at the time. Being able to use information you gleaned from dossiers in dialogue is also real cool and characters will even compliment on how prepared you are.

The gameplay outside dialogue is kinda jank though, but honestly isn't notably so compared to other WRPGs of the era. Like the pre-EA buyout Bioware games of the 2000’s and Mass Effect 1 didn't have great combat either, for example. And if people can forgive the sheer mess of Vampire: The Masquerade Bloodlines (I'm among them) AP can be forgiven too. The biggest FYIs I'd give when it comes to the combat is that the game demands that you need to wait for the reticle of the guns to tighten up in order to consistently hit enemies and that stealth is primarily used as a combat option, a very good one as you level it up more, but not as a means to ghost through the game. You can avoid combat with stealth but the game still throws a bunch of fights at you that you can't avoid, namely the boss fights. Stealth in AP is more meant to be used to become an invisible punch-ghost who throat chops everyone in the room. Combat can be rather fun though, mainly in that most of the stat branches are busted once you start getting midway through the tree. Pistols are the biggest example as Chain Shot is an amazing ability that practically deletes every boss in the game with just the second upgrade of it. Martial Arts is also a fun ability as you can give enemies a flying knee to the face to knock them on their ass and finish them off with a stomp. Also you should put like two points into Sabotage so it makes the hacking mini-games easier or you can just bypass them with EMPs, they get rather rough as the game goes on, though hitting alarms isn’t that big of a deal as the only penalty is that enemies in the area are alerted to you, its not like MGS where they can spawn in.

Narratively, I do think the game is quite good with more depth than you would initially think. AP's tone is actually kind of all over the place, but I think it still works despite any hiccups; it actually ends up being this odd combination of genuine spy thriller that dabbles in some rather bold political themes for a mainstream video game, mainly it how the game has such as an utterly dim view of American empire and the military industrial complex, but it’s also essentially an almost parodic pastiche of the genre, letting you be a big juvenile power fantasy fairly straight most of the time where you can bang most of the female cast while making snarky one-liners and fight a Russian mobster and full time Tony Montana cosplayer who gets superpowers from snorting coke. The game can be quite funny too, manly with how Thorton is just such a big asshole; though it definitely falls into some cringe outdated 2000’s jokes at times, mainly when it comes to Suave Thorton being a creep. When it comes to the serious themes, in contrast, one example is how the Islamic terrorist leader set up as the initial antagonist is actually a man who honors his word; he has a whole bunch of innocent blood on his hands but he's still a lesser evil compared to, as well as being a mere pawn to, the grand web of global capital and American empire. American intelligence, the so called "good guys" are actually a den of sociopaths who number crunch death tolls to determine acceptable losses for American interests, dipshit nepo babies, and patriotic dupes unwittingly giving their service to a military industrial machine that will easy discard them without a second thought. The corporations are the actual masters of the American state and they use global politics as their playground just to make Number go up. Even though I really wouldn't call the game leftist, that's more for the Obsidian games Josh Sawyer directed, the game still has a rather keen awareness of American imperial megalomania for a 2010 video game and one of my favorite examples of this is a dossier that reveals that one of the previous names for Alpha Protocol was Deus Vult.

When it comes to the cast I think AP’s is neat. They aren’t as fleshed out as say, the Mass Effect crew, and they can be rather standard spy story clichés like SIE for example, who’s the big German femme fatale who likes violence and Thorton being aggro with her, but there’s always usually something more about them beneath the surface that you can uncover and figuring out what response they’d approve of is fun. You can also totally just piss them off too and the game even rewards you for it just like it would if they liked you. One of my favorites among the cast is Conrad Marburg, who I think is one of the best video game antagonists because he is still the only video game villain who actually takes into account how you've played the game up until the point you first meet him and he will know if you’re just trying to manipulate him by getting under his skin. Speaking of villains, AP also has my favorite evil ending in a game because you can just win over all the people working under the main villain and just take his place, to do so requires some thought and not going the standard stupid evil path of just killing everyone, though you can actually kill pretty much the entirety of the named cast if you want! That’s why this game’s the GOAT, it is truly is one of the most reactive games I have ever played.

In conclusion if you have any interest in game reactivity and player choice and don’t mind a bit of WRPG jank I really do recommend playing AP as it is still one of the shining stars, even over a decade later. It sucks we never got a sequel or spiritual successor that ironed out the game’s flaws but I’m just real glad people can experience this game again because it still holds up.

An always-online singleplayer game that suffers from nearly every symptom of early 2010's "cinematic game design". Scripted, linear, animation-centric, sluggish and unresponsive. With unacceptable checkpoint design and ridiculous loading times even on very fast hardware. Half the story is conveyed via TV show episodes that are streamed from external servers instead of installed locally, and half the exposition of the rest is delivered via incessant overly verbose text-only readables. The only person I can recommend this to is a Sam Lake super-fan, and even then I advise only to watch a playthrough. It's not worth being an interactive product. Also, the day those servers go down, you will lose half of what you paid for.

I bet many players uninstalled in Act 4 part 1. A puzzle with multiple consecutive insta-death timing challenges, and a single failure sends you back before two ladder climbs, two walking sections, four cutscenes and an entire miniboss fight. It's obvious that the checkpoints didn't go through a single second of QA.

Holy based batman !
i came in barely expecting anything, but i found some pretty shiny gold, its short and sweet, its action packed, its a whole explosion of rule of cool, zero BS, zero gimmick, its short because its straight to the point, it won't deviate from gameplay and try to deliver what it promises right from the get go, it helps that its so fuckin cool.

also it should definelly be ported to steam, i forced 60 fps with 1080p and had a blast, this holds up surprisingly well.

for those wishing to try it on mouse and keyboard, here are my configs :
W,S : forth and back
A,D : turn left and right
Mouse 1 : shoot
mouse 2 : lock in (great to use when you gotta circle strafe a enemy)
E : grave sweep
Shift : run.

again i wish this was ported to steam, but emulating is still amazing in its own way

I found myself kicking a rock down the street for a while and thought, "Holy shit! I'm actually LIVING in this game."

WAKE!

A great and absurdly overwritten, overdesigned & ploddingly paced game. Gratuitous exposition beating you down & down & down until Garth Marenghi (Wake) can escape the darkplace, a dim Mauve Zone/Silent Hill analog. Drawing from Twin Peaks: The Return, The Night House, True Detective & a little bit of Vanishing on 7th Street(?!!), Sam Lake is so buried under the weight of his influences that he rarely finds his own voice.

Contained in here is an efficient, stripped-down survival horror game, full of winding paths, plenty of fleshed-out re-visitation of areas that make Bright Falls a real sick Place to be by the end. Saga’s mindplace asks you to build your evidence to produce your own objectives (often to an insane degree of detail, where you find out you must speak to someone, as you are in that very moment standing in front of them). Rendering every objective and clue a physical, tactile object does align the player with the characters - who are (especially Lake) idiots.

Remedy have inverted the small puzzle-intermissions from Control into the entire structure of this game, all winding, looping, shifting architecture (a trope they indulge in here with glee). Enemies are relatively bland but encountered infrequently enough it was almost a non-issue (compared to the excessive waves of Control). Many of the kitsch FMV sequences were underwhelming, but it was where they were layered directly into the world that it worked for me, transparent membranes of Max Payne’s Lake/James McCaffrey in silhouette just hanging out and talking complete nonsense (I love him).

Honestly this is a case where the energy, humour and confidence of this overwhelming mess tips into endearing. Not to mention the absolutely beautiful soft, dimly-lit spaces in here that I'd be happy living in (especially the retirement home and Nu York apartment). Between this, Death Stranding & recent RE titles I begrudgingly accept that sometimes photorealism is valid & not just dull marketing for graphics cards. WAKE

Edit: RIP James McCaffrey! <3

Thief is methodically mapping space from the shadows. Thief is exploring an architecture of absurd, arcane labyrinths. Thief is rotoscoped & roughly layered 90s FMVs scored with industrial beats.

The Black Parade, a fan campaign mod for the now 25 year old Thief: The Dark Project, brings Thief into the present as an act of alternate-history building. Within the tight restrictions of the Dark Engine, this imagines what Thief could be given decades of further contemplation, or in this case, seven years of development led by famed modder Skacky.

The Black Parade echoes iconic levels: here is a mansion, or a sprawling, vertical city, a rain-swept church, a plague stricken derelict district. But everything is now denser, more honeycombed, more varied. At times you’ll be lost, but they’ve paid special attention to every room’s volume, materials, light and colour, so that your mental map is as rich as your potential targets.

Thief separates itself from other Im-Sims by refusing to be an everything-game (Deus-Ex). You are a thief. You can’t fight for shit. You can jump from carpet to carpet and knock someone out if you’re good, but you can’t do much about two guards on your tail. Thief is narrowly designed to do one thing. The Black Parade knows this and is as close to Thief 3 (5?) that we’ll ever get.

Trivia Time!

WarioWare is actually canon within the Zelda timeline! After using the Sheikah Slate to activate the Divine Beasts before the Great Calamity, Princess Zelda became increasingly enamored with the device. As you may know, King Rhoam eventually banned the Princess from continuing her research of ancient technologies, commanding her to focus instead on awakening her sealing power in preparation for the conflict with Calamity Ganon. But what you may not know is that the final straw for Rhoam was when Zelda came to him and showed him something she had been working on.

On the Sheikah Slate, Zelda had discovered how to program "microgames", and created cartoonish characters based on people she knew. Dr. Crygor was based on Robbie, Purah became Penny, and the King himself (due to his gruff demeanor) was reimagined as Dribble. While upset that his daughter had drawn him as an anthropomorphic dog, Rhoam was especially incensed by the idea that his daughter was becoming a "degenerate gamer", and, between dry heaves, he immediately forbade her from using ancient tech.

Stay tuned for more Trivia Time segments in the near future!

I'm writing this review barely an hour after having Infinite Wealth. Normally I'd wait a bit and let it sit in my mind as I try to pick it apart, and I know I'll realise that the edges are rougher, I know that...but right now I want my memory of this to remain as untainted as possible. I know that sometime in the future I'll look at this review with tainted eyes, cringing at my self but I want to write this right now so I can look back and see that I genuinely loved this game deeply.

It took nine whole games to get here, and I'm at the end of it with my emotions being a complete mess. It takes so much hard work to sell a character, much less the same one around eight times over, and each time I've fallen in love deeply with Kiryu Kazuma all over again.

"They all treat you as if you're some hero. If we ended up just like you...the illusions of the yakuza life would be stronger than ever."

Piece by piece for eight whole games, we've been building up the legend of the Dragon of Dojima alongside him. Every admiration thrown towards Kiryu doesn't feel like just cheap talk, it feels earned because you yourself earned it.

Infinite Wealth isn't an erasure of every misstep this franchise has taken, it doesn't hide it but instead puts it on full display, it shows just how much you have impacted the world around you for so long to the point where at the end of Kiryu's life, the only question that remains was "Was it worth it? Was it a life worth living?"

It's hard having the courage to do something. It's even harder to be the one to give that courage to others but this common trait, this link that runs deeper than the dragons on their backs, is exactly why Infinite Wealth isn't just talk. You've seen that exact event take place time and time again, and now all that remains is the end of Yakuza as you know it. It asks you to be brave and head towards an unfamiliar future, and let the burdens of the past be a weight on your shoulders no more.

I wish I had something more meaningful to say, and in the future I probably will, but I want a record of my feelings as they are now. A public if not embarrassing declaration of my utmost love for this entry in the series, guess I'm taking a page out of Ichiban's book in doing this. Not that it matters, I think we can all benefit by being a bit more like Ichiban Kasuga.