Rezzed 2015 – Zombie Vikings

You know, I’m happy I didn’t just keep to my schedule. Otherwise, I wouldn’t have had the chance to try Zombie Vikings with Zoink Games PR-Man Mikael Forslind. When I approached him and asked about the game, he immediately said, “Want to give it a go?”

How could I say no to that? So I took the 2nd gamepad and played a two-man coop with him, with another person joining us afterwards as we cruised through a couple of the demo levels killing monsters as our zombified Viking warriors while we spoke about the game and its development and everything else!

Zombie Vikings is a 2D sidescrolling beat-em-up in the same vein as Final Fight or Double Dragon where you control up to four undead Vikings, called into service by Odin himself. Loki has stolen his remaining good eye and made off with it for some nefarious purpose so he needs you to go get it back for him!

Loki and company discussing Odin's last eye! I love the art style! Loki's Guybrush Threepwood's Evil Twin!
(Image Credit: Zoink) Loki and company discussing Odin’s last eye! I love the art style! Loki’s Guybrush Threepwood’s Evil Twin!

The game is very easy to pick up and get into, with the familiar control and game style. Each of the zombies has a basic attack and a signature one and you can charge both of them. For my zombie, a burly female Viking, her charged main attack was a spinning one that reminded me so much of Link in The Legend of Zelda. Her signature was throwing out her arm like a hookshot if you allow me more Zelda comparisons, dragging her towards enemies, but when you charged it, it made her big muscles get even larger and then blow up, causing area of effect damage. She would then pop-up without losing her health.

In fact, there is no health in the game and as zombies your characters can’t die. They will however lose body parts. During our playthrough, Mikael’s character lost his head quite often and it was my responsibility to pick it up and bring it back to his body to get him into fighting shape again. In fact, picking other characters up is a valid playing strategy as there are some escort side-quests (more on that further down) and you don’t want them to get hurt. Besides, when you pick things up the characters will raise their weapons and the objects or people will just hang from them. It’s quite hilarious.

Mikael and our third man's Zombies: Caw-Kaa and Seagurd!
(Image Credit: Zoink) Mikael and our third man’s Zombies: Caw-Kaa and Seagurd!

The two sidequests we did were an escort mission and a fetch quest. The first one was to find a blind witch’s cat, or what she thought was a cat, and the reward was a nice sword shaped like a skunk’s tail. I really enjoyed this quest because it wasn’t just escorting the witch and finding the cat while wading through enemies but there was also a PVP element to it, as you need to deathmatch for the weapon. With zombies not dying, this meant fighting until someone lost their head. We were playing a 2-man game at the time so it was a simple match, but it left me wondering how fun it would be with all four players there in a free-for-all. Oh and by the way, I won!

The second mission I found to be even more enjoyable. First, it was rather short, just getting a jar of medicine from a goblin. We had our third player with us at this point and while Mikael and he distracted the creature, I quickly snatched the jar and took it to the doctor waiting for us.

Here's my Zombie, my girl Gunborg! She's ripped!
(Image Credit: Zoink) Here’s my Zombie, my girl Gunborg! She’s ripped!

The second reason I liked this quest much was because it tied to and demonstrated something Mikael mentioned when I asked about the characters: the four of them are unique, each with their own personality, and personal goals and stories. During the campaign, the players would experience those different stories. In this case, the person the doctor was asking the medicine for was one of the vikings’ mothers, their estranged and almost forgotten mother, and seeing the mother speak to her undead child was both weird and funny and very touching.

One of the things Mikael was very keen to point out was that this wasn’t just a random button masher. There are cutscenes, side-quests, exploration and subplots to help break up the pace of the game and help it not become monotonous. Adding the colourful art-style, it also gives the game plenty of personality and charm, something to raise it above others in the genre.

During our playthrough we saw a few of the cutscenes, the first one with Loki speaking to a mean looking troll and the others being mid-mission and serving as side-quest and NPC introductions. The scenes themselves aren’t animated, just still images with text, but they work wonderfully for the game’s style. I’m not sure if they have audio—we didn’t have any headsets and I couldn’t hear anything over the rush of people in the venue.

The ‘cinematics’ also helped tell you about the zombies’ personalities. One of the characters told the witch with the skunk ‘cat’ something like “Lady, that isn’t a cat!” showing his perhaps brutal honesty or just bewilderment at the weirdness of it all, but he was quickly interrupted by my character berating him, “Shut up! She’s giving us loot!” I couldn’t help but laugh at this.

Seagurd's special skill is badass!
(Image Credit: Zoink) Seagurd’s special skill is badass!

As we played through the demo we collected loot from the quests and gold from enemies and chests and when I asked what the gold was for he told me there would be upgrades between stages, from more damage to special actions like double jumps. I followed it up asking if those special abilities would allow for greater exploration, maybe find hidden areas and he replied that of course, but also certain characters would have access to specific areas tied to their story and the same applied to the side-quests. If he hadn’t been playing his particular Viking, we wouldn’t have gotten the medicine side-quest, as it was a character arc quest.

In terms of exploration, I was very pleasantly surprised to see that the stages themselves aren’t completely flat, but have several layers. At one point, to get the witch’s side quest we crossed a bridge I thought was pure scenery, and it took us to a new area, a new foreground, with everything else moving into the background. The only thing I could say was, “This is awesome!” It’s such a simple element, such a tiny mechanic but it adds so much to the exploration, as I’m sure I’d be looking around for every branching path for secrets!

Gunborg fears NOTHING!!!
(Image Credit: Zoink) Gunborg fears NOTHING!!!

The game’s inspiration, for me, was clear. Norse mythology with some variation on the Einherjar myth, but Mikael told me there was more to this. Sure, there was the Norse myth connection and there would be Norse characters popping up throughout the game, but the real inspiration was old buddy-cop and road-trip movies, where the journey itself is the important bit, as well as all the strange things that happen on the way.

While we played, I wondered about what game modes there would be on release, thinking it was perfect for an arena-type mode, where you get waves you need fight off. He said it was a good idea but they didn’t have plans for that yet. He did mention, however, a secondary mode and it caught me off guard. It was something I didn’t really expect: soccer. But this being Zombie Vikings, it’s not a ball and you won’t be kicking it. Instead, you’ll compete to pick up goblins from the ground and chuck them into dragon mouths. Not exactly soccer but hey, it works!

Both the Zombies and Loki will meet a ton of interesting characters. I wonder who she is!
(Image Credit: Zoink) Both the Zombies and Loki will meet a ton of interesting characters. I wonder who she is!

Zombie Vikings is set to release later this year on PS4, PC, Mac and Linux and is currently in development using Unity, which was the tool of choice for most developers in the event. This is one I’m keeping an eye out for—I can’t wait to play it with my friends online. It would also make an awesome party game with local multiplayer!

Rezzed 2015 – SkyScrappers

Ground Shatter’s SkyScrappers was a lot of fun to play.

Starring a group of adrenaline junkies with no greater joy than beating the crap out of each other while racing up buildings in the middle of demolition, the game is fast-paced, acrobatic and extremely fun to play with others. I believe they have plans for online multiplayer but the local was fantastic, as I played against 2/3 of the team. They thoroughly kicked my ass of course, but at least I won 2 rounds. This is a four-on-four race and combat, and you need to win 3 straight rounds against your opponents.

You have two ways to do this: you either race to the top and reach the roof or you beat up everyone else. Having a lead on the race to the top is also a valid combat strategy because the one at the top determines how fast the screen scrolls up and if you fall under the lower screen limit, you take massive damage and respawn further up. It’s very similar to how Super Smash Bros. works in terms of leaving the stages.

The controls are fairly simple but it takes practice to master the movement and combat. You can jump and attack, but the jump distance and momentum depends on the angle of the debris you’re using as support. With the right angle, you can shoot up past your enemies and take the lead or an ineffectual little hop before you die, as I did for most of the match.

This game had one of the funniest inspirations of any game I saw at Rezzed: the art, plain and simple. The development team were big fans of the artist’s work and just created a game that would let them use it. To be fair, the art is pretty awesome.

With a game like this one I asked what game modes there were, as I figured some people might get tired of the frantic combat and it turns out there is a secondary pure racing mode, without HP and where you just need to make it to the top. You can still fight and kick and throw things at your opponents but they won’t die, which to me adds a lot more tension.

Speaking of throwing things, one thing I loved doing while I fought them was hit debris their way. When I did it right they tumbled way down and had to make their way back up. The downside was they then went after me because of it! Too vindictive these guys! They later told me I was right in hitting debris, and that it was one of their favourite strategies because if you pulled it off it was incredibly rewarding.

The game’s still in Alpha Stages but I loved what I played of it. And I will definitely organise a tournament as soon as I get my hands on a build, so we can all enjoy it and have tons of fun!

Rezzed 2015 – Fireproof Games – Omega Agent & The Room Three

When I read what Fireproof Games had to offer at Rezzed I immediately jumped at the chance to interview them about Omega Agent. VR games have always interested me and I couldn’t wait to try this one out as well as the Samsung Gear VR, to compare it with the Oculus Rift experience. They were also showcasing The Room Three, but at the time I had no idea what the series was about, though that changed rapidly. Continue reading Rezzed 2015 – Fireproof Games – Omega Agent & The Room Three

Rezzed 2015 – Sublevel Zero

I’ll say this: I hated Descent, the original big daddy of the Six Degree of Freedom genre (6DoF). I found it confusing, dizzying and uncomfortable. Then again, at the time I had no choice but to play it on a keyboard only setup, so that might have had a lot to do with it.

So as I sat down to play Sublevel Zero by SIGTRAP Games I thought I would thoroughly hate it. There were two versions on show: the first using gamepad or keyboard + mouse and the second using dual joysticks and the Oculus Rift. There was someone on the Rift version so I took a couple of shots at the demo with the K&M…and I liked it. I really did. It wasn’t even disconcerting to change pitch and inclination and roll around and change my perspective. It all felt really cool and I had a blast, no pun intended.

(Image Credit: Sigtrap Games) Pew-pew-pew! I can't believe how much fun I had with this.
(Image Credit: SIGTRAP Games) Pew-pew-pew! I can’t believe how much fun I had with this.

By then the Oculus version was free so I jumped on it and I sucked at it. The VR worked wonderfully and one of the coolest things they did was alter your point of view depending on how close you are to the sensor. If you moved away from the screen, you would see more of the cockpit, and if you moved closer, it was like leaning over the edge—very interesting and adding a lot to the immersion.

I tried my best with this version but the turning/pitching stick was a bit too over-sensitive for my clumsy hands and I spent most of the time in a constant barrel roll and not the fun laser-deflecting kind. By the end, I did catch my bearings and started progressing but the VR version had a time limit and I’d gone way past it.

As I stood up, Luke Thompson—one of the developers and SIGTRAP founders—asked me, “So, what did you think?” And I told him everything. His reply to my barrel roll was simply, “Yeah, it might be a bit over-tuned, but that one’s a really good and precise joystick…the other one is just complete crap and it’s much stiffer!”

(Image Credit: Sigtrap Games) You wouldn't believe how many times I bounced around this hallway!
(Image Credit: SIGTRAP Games) You wouldn’t believe how many times I bounced around this hallway!

When I asked him how the title came to be, he told me it was something that came naturally from a conversation between the team members. One of them had just come out of making a procedurally generated dungeon crawler. Speaking about it and being big Descent fans, Luke tells me he said, “Wouldn’t it be awesome to have [a procedurally generated] Descent?” The idea caught on quickly between them and when a third friend suggested the underground theme, Sublevel Zero was born.

SLZ was one of the few VR-focused games I saw at Rezzed and like all of them, this was a title conceived for the technology. According to SIGTRAP Games, the right way to play it is with the Rift and the dual joysticks, with single-stick and keyboard being the second best. As much as I enjoyed the Keyboard & Mouse controls, they made it perfectly clear that this was the wrong way to play it, but didn’t judge me too harshly.

I won’t lie to you, SLZ was a hard game and now I know it’s going to be even harder on release because of its rogue-like mechanics. If you die, that’s it, start from the beginning with another ship and give it a go. Luke did say, however, that there would be some hard checkpoints at various intervals in the game so you could start from that point instead of from the beginning, and like other rogue-likes, your earnings and collections in one play would carry over to the next so you can craft new items and systems. There will also be a New Game+ and I had to ask: “If you die at New Game+, can you start from NG+?” I was worried he’d say no and in that case, the game would be BRUTAL, but thankfully, he didn’t say that!

Technology and the pursuit of it are at the core of Sublevel Zero’s plot. The game’s setting is that far into the future where the universe itself starts collapsing and no one can figure out why. Your character and his teammates find an unused research station that might have all the answers and perhaps a solution to the crisis. Collecting technology then not only becomes a mechanic but part of the game’s story and progression. Enemies will drop random loot mostly in the form of weapons—with variable stats—and items, and bosses will drop larger pieces of ancient technology, unusable by the player but part of a plot collection.

(Image Credit: Sigtrap Games) One of the first rooms I got tossed around in while using the joysticks!
(Image Credit: SIGTRAP Games) One of the first rooms I got tossed around in while using the joysticks!

Luke went a bit further on the upgrade mechanic and how it tied to the loot system. Using the crafting system, once you’ve collected the corresponding blueprint, you can combine some of your weapons into new ones. This adds a level of strategy and risk/reward management to it because you might not want to combine weapon A with B until you find a higher valued version of the two of them.

One thing that I didn’t see in the demo version was the inventory system. I mentioned to Luke that there were items you collected by interacting with them and others you just had to touch. He explained that the former go to your grid-like inventory, and the others are just consumables. He admits they need to make it a bit more clear, though.

When I asked him on funding and if they would attempt any form of early access or crowdfunding, he said no because Mastertronic had already picked them up straight out of the game-jam where they first built a demo for the game and have been funding the development ever since. In his words, “They’ve been amazing and I really have nothing bad to say about them!”

(Image Credit: Sigtrap Games) The enemies in this game hit hard!
(Image Credit: SIGTRAP Games) The enemies in this game hit hard!

Sublevel Zero is coming this year to Steam and the Rezzed build will be available soon for download and testing, and I’ll be sure to let you all know when that happens! It might be time I get my hands on an Oculus Rift (or a Samsung Gear VR)! And it might be wrong, but I think I’ll stick to Keyboard & Mouse for this…sorry SIGTRAP but I suck at dual joysticks!

Rezzed 2015 – Machiavillain

Machiavillain was a game I was incredibly curious to see. I’ve always liked the role reversal games, where you’re the villain. My friends know how much I love the Overlord series. And while I’ve never played it, I’ve always wanted to give Evil Genius a shot. So when I saw what French studio Wild Factor Games were doing, a Dungeon-Keeper style game but featuring classic horror monster and horror film rules for killing teenagers, I had to check it out!

Machiavillain makes you the mastermind behind a monster mansion. At the start, you’ll have a façade and gold to buy, but only Mummies and Zombies to do your bidding. The first thing you need to do is build your house, add furniture and make sure to add accommodations for your monsters. They might be minions and possibly soulless but they deserve room and board just like anyone else!

Do NOT disrespect the rules!
(Image Credit: Wild Factor Games) Do NOT disrespect the rules!

Then it’s time to start bringing in the victims, ranging from jocks and cheerleaders to geeks and virgins. Killing them drops loot and materials you can use to craft and feed your minions. Your zombies like Geeks very much because of their big brains! The more you kill the better your reputation is and you can recruit even more monsters to your mansion. But if too many victims escape, you get too much notoriety and then the authorities show up, followed by hunters if things get worse.

Monsters shuffle around rather slowly, but you can increase the game time to make time go faster, but you need to be careful because overworked monsters will abandon your mansion.

Each of the monsters has a different power. Zombies infect, Dracula can turn into a bat and hypnotize victims, The Werewolf is fast, etc. When I went through the monster list I saw there was a Freddy Krueger one and I immediately turned to face Wild Factor Founder and Lead Programmer, Alexandre Lautié, and Zimra the artist, and asked them “What does he do? I’m a massive Nightmare on Elm Street Fan!” They beamed at me for this but then gave me an embarrassed “We don’t know!” Poor Fred had just been added to the roster and they still weren’t sure what to do with him. And being big fans just like yours truly, they wanted him to be special. I can respect and applaud that. Only the best for that depraved monster Freddy!

DIE TEENAGER!!!!
(Image Credit: Wild Factor Games) DIE TEENAGER!!!!

On their inspirations, they mention Dungeon Keeper on the gaming side, but Joss Whedon’s Cabin in the Woods as well. For the Horror game rules, a mix of classic horror films and the Scream series. I joked with them, saying, “Rule, don’t ever say ‘I’ll be right back!’” and we shared a nice laugh between us film geeks.

My turn with the game was terrible, but I had a ton of fun losing. I built a simple 1-room house and made the mistake of rushing to get victims in before my minions had finished. A couple came in and caught my monsters brick and carpet-handed and they both escaped to fight another day, while my minions kept at their original tasks completely embarrassed. I’d seen screens of them cleaning up blood and I didn’t even give them that!

You get victims into your house by putting up ads, and they range from generic ones that bring you random teenagers to specialised ones to bring in some of the bigger fish, such as the virgins and geeks! Then you just need to make sure your monsters are prepared and you have enough traps to lure the stupid teenagers away from each other. Remember, you can only kill them when they’re alone, unless they’re having sex! For this particular scenario, Wild Factor have even included a bed that folds on itself, as seen in Freddy vs Jason. You can’t imagine how delighted I was to hear that!

From what the team told me, you can build as large a mansion as you want, there’s enough space for it. The only limitation is you can’t build upper floors, though they did tell me the finished version of the game will have basement for the house’s spirit energy generator. To prove their point they loaded a previous game and the mansion made everything you’ve ever built on any of The Sims to shame! Compared to that, my little murder shack was sad and pathetic, but they assured me I would one day have my own monster murder mansion!

The little white tiles are the spots your monsters will put down flooring and stuff!
(Image Credit: Wild Factor Games) The little white tiles are the spots your monsters will put down flooring and stuff!

I found the visuals quite charming. Everything, including the monster carnage looks just so bloody cute! The first thing I did with my mummy was make it hide as a lamp by wearing a lampshade. It was too cool!

I can’t wait to know more and will be keeping an eye on this game and try to get as many previews as possible as they move from Alpha to Beta to release!

20150313_112301
Shoutout to Alexandre Lautié and Zimra!

Rezzed 2015 – Mighty Tactical Shooter

Mighty Tactical Shooter isn’t the most subtle of names for a game but the directness of it is certainly charming. When I first read the press release and arranged for the interview with the nice people of Sock Thuggery, the concept of a Turn-Based Shoot’em Up (SHMUP) intrigued me. I’m used to the fast-paced nature of SHMUPS and the thought of stopping them for moment-to-moment decision-making was really odd for me.

But I had to give it a shot. The game opens with the presentation or a new type of fighter ship, the first of a fleet of millions. But just as they’re getting ready for the test flight, the space station they are in falls under attack and life support systems fail. Here is where you regain control and the first choice you have in the game is to pick your would-be pilot. The problem is there isn’t anyone qualified around, just clerks, janitors and in my case, an accountant. The ship’s AI quickly gets you into the cockpit before the ship falls and crashes into the planet below.

I didn't have access to all of these...awww
I didn’t have access to all of these…awww

This is where the game really starts and works as a tutorial stage. The controls are fairly simple: there are two reticule around your ship, you drag the larger one to where you want to move and you use the smaller one to add curves to that path. With a right-click you access your weapons menu and select what kind of attack you’ll do, from a normal shot to even a V-shaped and a back shot, or none at all.

But how does the firing work with the turn-base? Well, as you move, and he longer you do so, you’ll see horizontal lines branching off from the path one, these are the moments your ship will fire and you’ll need to carefully plot out your trajectory so the shots fire at the right times and places to hit enemies. In fact, these predictive lines don’t just show how your stuff will work but will also predict enemy movement and fire, allowing you to either kill them or avoid them by taking advantage of the predictions.

It's really cool to path your way instead of dodging like crazy an crashing!
It’s really cool to path your way instead of dodging like crazy an crashing!

It’s actually quite difficult to master but incredibly fun, turning the reflex-based SHMUP into a deep thinking strategy game. I was blown away by it. Better yet, once you’ve finished the level, you can watch a real-time replay of it. I saw mine, it looked like an effortless level clear instead of the hard-earned battle it was!

Beyond the flight and firing, there are other supporting mechanics. First of all are the buddies, the ships AIs, each with their own distinct personality, one more outgoing and aggressive and the other much more protective, almost maternal. It’s a nice bit of characterization, giving game mechanics a voice and personality. One takes care of your weapons, and makes sure they keep recharging, while the other does the same for your shields. They work automatically and you don’t need to worry about them, just enjoy their commentary.

Your shields represent your health and as you take damage, you start losing systems, which means you lose your weapons until your health recharges. As I didn’t know this at the start, it confused me a bit because I just kept losing access to the cool weaponry, and no one likes that, right? Johnny admits he needs to put a bit more of an explanation in the game, but once I knew what it was about, I took better care of my health!

Your weapon energy level determines just powerful your shots are. If it’s high enough you’ll fire three parallel lasers for a boost in damage but if you let it get low enough (by continually firing) then you’ll get one measly little laser. This adds another layer of strategy to your play…unless you’re me in which case you’ll just go through it with the single shot, because patience is not one of my virtues!

See the predictive lines for enemies? I still crashed into most of them!
See the predictive lines for enemies? I still crashed into most of them!

I really liked the visual design, which the artist tells me was like that because they wanted the old-school Atari or Amiga SHMUP feel. It really looks old school, with only the turn-based mechanics betraying that. In particular, the level design reminded me not of a SHMUP but of Super Metroid, something about the greenery in the jungle stage.

As we spoke about the release plans, they mentioned they weren’t sure it would make it to Mac, as there are elements in the time-travelling story that were perhaps too dark for Apple to consider, and they didn’t like the idea of having to change the story for that release. Following up on his, Johnny told me the plot involves several points of time travel but he wouldn’t reveal much more than there are five zones with a few stages each and that you would be able to re-visit them at any point.

I so want to play with the missiles!
I so want to play with the missiles!

The stage revisit is also to work with the objective system. Each level has a set of checkpoints separating different areas and waves of enemies, and there are objectives listed at the start of each, such as killing X enemies with Y shot, or take Z damage. If you complete the objective, you get elements that you can use to upgrade some of your ship’s systems. Some of the objectives however, are ludicrous, like beat a boss in under a second. It’s for these you’ll need to revisit later on when you’ve unlocked better weapons as you progress through the story.

As of now, the game is still early in development and there are still things they need to work on. The latest addition was the upgrade system, the one you use the elements for, but it’s at a state where they still don’t know how it’ll mesh with the rest of the game. I personally thought the auto-scroller could use a little boost in speed, but overall I loved Mighty Tactical Shooter and would keep playing it. I don’t have the best reflexes in the world but I love puzzles so this seems like the best way for me to enjoy a SHMUP. And I only played a level using the basic weaponry. I’ve seen videos of missiles and gravity wells and so much cool stuff that I can’t wait to try out.

Where it all begins!
Where it all begins!

The Sock Thuggery team are confident they can release it this year on Steam (PC, Mac & Linux), but you won’t be seeing it on Early Access because they already had a successful Kickstarter campaign!

There are also discussions for a Vita release, but they’re still discussing the legalities of it.

The team behind this awesomeness!
The team behind this awesomeness!

The Rezzed 2015 Experience

I have to say, after the past three days, I like Rezzed. I don’t have any point of comparison though as I’ve never before been to any gaming convention/expo. This was my first time and it was fantastic. I didn’t know what to expect to be honest. Continue reading The Rezzed 2015 Experience

Classic Play – Tomb Raider Series

As I wrote the past two articles about the Tomb Raider series and where it’s going, I got the urge of playing the old series once again, to relive the fond memories of playing these awesome games. I’ve already started with Tomb Raider: Underworld, the last in the original Lara series.

While I played the game and wrote this week’s article, I decided not to stop here and instead keep playing all the classic Tomb Raider titles in reverse order. I’ll start with Underworld, then Anniversary, Legend and then move on to Last Revelation—skipping the two crappy games I hate: Chronicles and Angel of Darkness—and finishing it all with Tomb Raider 1, 2 & 3.

This will be a weekly series I call Classic Play, and below you can see the first of these videos. As I decided to do this after I started playing the game, the Underworld series picks up from the Croft Crypt level.

Check out the video below, sit back and enjoy watching me die over and over to random stuff and stupid mistakes! Considering how much I screw up this might as well be a blooper run!

If you like it and would like me to play Chronicles and AoD as well, let me know in the comments or the poll below!

Tomb Raider: Rising or Crashing?

In my last article I spoke about my low expectations about the upcoming Rise of the Tomb Raider, sequel to the 2013 reboot simply titled Tomb Raider. But since then, I’ve been wondering about the reboot itself and the tone they chose for it, the style of gameplay and in fact everything about the damn thing.

Before I go any further though, I do wish to say it ticks me off that they chose to name the reboot simply Tomb Raider. For one it shows a definite lack of imagination, and there was already a game called Tomb Raider, the original, the one that started it all, the one remade into Anniversary. In a way I get it, it’s marketing to make sure that when people think Tomb Raider they think of the new one and not those that came before, not that it’s even possible. The reboot was just a droplet in the vast waters of the franchise. They do it to build their new series on the bones of the previous one, almost forgetting it ever existed. You can tell this by the interviews with the developers, at no point do they ever reference the previous installments, not even to say how it inspired them or how much fun they had with them. No, those don’t exist anymore, now you have Tomb Raider (2013) and the upcoming Rise of the Tomb Raider…what a silly name for a game.

This segment alone has more interesting gameplay across the board than all of TR2013
This segment alone has more interesting gameplay across the board than all of TR2013

As much as people complained about the Devil May Cry reboot, at least they paid homage to the predecessors and even called the game DmC to make sure it stood out as a different game.

Recently I’ve been playing Tomb Raider Underworld, the last in the old-Lara saga and I’ve been having a ton of fun with it. From the puzzling to the challenging platforming (I say challenging because there is an actual chance of failure) to even the combat, which is as much part of the game as everything else. It never takes center stage and is just added there for a nice adrenaline boost before you go on your way crypt robbing.

Playing the game after writing last week’s article made me wonder: did we really need a reboot? Underworld marks an end to the storyline they had built for the original Lara, finding the answers she’d been looking for. It was a very personal and emotional quest and perhaps future games wouldn’t have been able to top that. So perhaps we did need a reboot, but then again, they could’ve gone on to expand the lore and world, and give Lara even more adventures, maybe even retcon some of the worst moments in the series—Angel of Darkness for example.

This is what amounts to a 'puzzle' in this new series...
This is what amounts to a ‘puzzle’ in this new series…

In some way, the new Lara Croft isometric games have continued the original series, but they’re watered-down Tomb Raider games in the best of cases. Not slagging them off, they’re fun games, but not true TR experiences.

But the true question on my mind is if the reboot we got was the one we deserved, the one to push the series into new heights. A lot of game media outlets seem to think so, but I am still not convinced. I’m an old school gamer, I remember every title I’ve ever played and I always know what I like about certain series. For Tomb Raider it’s the adventure, the discovery and mysteries and all of those are missing from the new series. You have a wonderful location in Yamatai, with locations untouched for maybe centuries and at no point did they manage to instill that joy of discovery, that sense of pure awe and wonder about this strange place. They were too busy instilling within you a sense of panic and fear, two emotions that couldn’t be further from the core of what makes Tomb Raider what it is.

And for a game titled Tomb Raider, there were very few tombs and the ones present were so shallow in content they have always seemed like afterthoughts to me. This is even more apparent when you realise they were mostly optional—you could ignore them and it’d be the same—and the only thing you got from them were more parts for upgrading your gear. And inside these tombs you would find one puzzle at best, so simple in its design it bordered on lazy. In just the start of Tomb Raider Underworld I saw three puzzles that surpassed everything the 2013 reboot had to offer me and in doing so left me even more disappointed in the new series.

So much potential, so incredibly underused!
So much potential, so incredibly underused!

I expected a Tomb Raider to have combat, but also exploration, puzzling and, to some degree, secrets to uncover. Out of those we received mostly combat, in increasingly creative and gruesome ways. The puzzling is mostly missing, unless you call cranking shafts and spinning valves puzzles, and the exploration is too shallow. The only thing you’ll explore for is for the hundreds of collectibles that in the end do little but give you experience points (and the GPS caches that lead to one of the most underwhelming ‘reveals’ in history). I mentioned in the previous article that the only collectibles to add anything worthwhile were the artefacts, which ranged from “Made in China” fakes to a few genuine antiques. Still, I felt these could’ve been much more important. They could’ve been used to drive the game’s narrative in addition to the island’s backstory, as Yamatai’s history during wars and occupations isn’t really relevant to the plot. But if you had artefacts on the cultist antagonists, they could’ve enhanced the storytelling by giving you a bit more insight into their motivations.

https://twitter.com/JHNTWEETS/status/573816436356968448

That tweet got me thinking about another possibility. Could it be what we know now as the Tomb Raider reboot started its life as something else entirely and just got the name slapped on it to help boost sales? It’s been done in the past a lot, from Doki Doki Panic getting an American release as Super Mario Bros. 2 to Devil May Cry 2 being another game entirely with character model changes. It would explain the drastic departure in style and tone from the series’ predecessors.

This is what the game is all about: Hurting Lara!
This is what the game is all about: Hurting Lara!

JHNTWEETS also said something interesting about Tomb Raider last week. He said the reboot was a misery fest and it’s a point I mentioned in the past article and one of the things that I find most jarring about the reboot when you put it as an entry in the overall series. They tried to sell us a story about Lara learning to survive but she already knew how to do that! It’s made pretty clear by her and everything else in the game that Roth taught her everything she needed to know to survive. The only thing she learned how to do in Tomb Raider was how to kill people! Well, that and she learned how to take a punch, a kick, a stab, gunshots, spikes, a fall down a ravine and almost drowning. This is the game that took every opportunity to hurt Lara, because they seemed to have taken the “hardship/pain builds character” thing a bit too literal. I’ve played thousands of games where characters start out as innocents and become hardened badasses by the end and Tomb Raider 2013 is the only game where I’ve seen the character subjected to such a degree of punishment. It’s almost as if they took an unhealthy amount of glee in beating the crap out of her.

On a final note, I find it laughable how they keep pushing this new Lara (or Nu-Lara as I like to call her) on us as the new strong female lead, the new badass. We already had one and her name already was Lara Croft. I already knew how amazing she was as a character and they didn’t need to give me a misery-filled experience to prove that. Here’s a tip for all the developers aiming for this new wave of grittiness (Neo-Gritty basically): you don’t need to do it. Be gritty if it serves your world, but don’t fool yourselves by saying this is the only way to develop characters. Second tip: Misery is only effective if there are good moments to counterbalance it! Tomb Raider 2013 had waaay too much misery, to the point where the audience just stops caring.

This classy lady!
This classy lady!

Rise of the Tomb Raider is coming and not only have I low expectations but I feel the series as a whole isn’t rising as the title suggest but digging a deep hole for itself. I’m sure Rise will be a good game on its own, but with everything that’s been said about it I’m almost completely sure it’ll be terrible as an entry in the Tomb Raider series. The new games aren’t taking the series to new levels, they’re not evolving the concept and making it better but instead they’re slowly eroding the identity of the Tomb Raider series and I fear it’s only a matter of time until it’s there’s nothing left but another generic third person action game just carrying the franchise’s name. Dear lord I hope I’m wrong…

We Are WoW Players

All MMO players have their quirks that sometimes separate them from the overall gamer population. We’re a weird bunch no matter how you cut it.

I’ve played a few MMOs over the years, from Ragnarok Online to The Old Republic but by far the strangest and funniest bunch I’ve ever played with have to be the World of Warcraft crowd. Continue reading We Are WoW Players