Review: Broken Sword 5

Broken Sword 5 is the latest title in Revolution Software’s award winning Broken Sword series. It once again puts Nico Collard and George Stobbart on a world-trotting adventure, this time uncovering ancient Gnostic secrets that could destroy the world as we know it.

The Good

  • Strong voice acting
  • Strong puzzle design
  • Beautiful visuals

The Bad

  • Nico segments are uninspired
  • Poorly paced plot.

Just as all other titles in the series, Broken Sword 5 wastes no time getting you into the plot. You start off in an Art Gallery. George’s company is handling the insurance and Nico is around for an article. Things get complicated when the gallery is robbed and the prize of the collection, a strange painting called “La Malediccío,” is taken, a painting a priest in the gallery condemns as being heretical.

From there the characters spend the next half of the game tracking down the painting and its owner, while giving lengthy exposition on the painting’s history and possible meanings. The plot’s pace is uneven, from a sluggish first segment almost entirely dedicated to extensive exposition to a second and faster paced second act that pushes you towards the end. The plot itself is interesting in its mix of Gnostic beliefs with the hint of the supernatural the Broken Sword series is famous for, but the storytelling itself could’ve used some polish, especially during the first act. It’s one of those stories where you realize early on that the smartest solution would be to destroy the McGuffin so no one can abuse its powers, but no, you need to keep looking for it for “reasons.”

A stiff, a priest and an art gallery. Yep, this is Broken Sword
A stiff, a priest and an art gallery. Yep, this is Broken Sword

Characterization is fantastic, from the obvious romantic/sexual tension between long-time companions Nico and George, to the different secondary characters and even the villains, though the main one could’ve used some polish, as he comes off mostly as a raving lunatic with messianic tendencies, and the secondary one, a Russian with shady ties, gets too much screen time to be honest, even if he’s a Putin clone/critique. If that was how they wanted the villains to come off, good job then, but I wasn’t impressed. Classic characters Duane and Pearl Henderson come back for a short while near the end and they’re always a pleasure, as are George’s interactions with goats. But one of my favourite characters one of the villain’s very philosophical henchman. He was surprisingly funny.

I really liked the visual and sound design. The Broken Sword series has its own style of music, the use of certain instruments and tones and melodies that, if you’ve played previous installments, will make you instantly recognize this as part of the series. I was pleased to hear the familiar and brilliant voice acting for Nico and George, something I was worried about considering how long it’s been since Broken Sword 4. The rest of the supporting cast is very good and even their fake accents (for those who have them) are convincing. The visuals pleased me beyond just being pretty, though. I loved to see them go back to the 2D (or 2.5D) environments instead of the full 3D game that was Broken Sword 4, which I always believed was a bad move for the series. Character models are amazingly fluid and their movement feels real. The way they walk, talk and interact is smooth and feels natural, something that I’ve come to realize is extremely difficult to pull off in Point & Click adventures. The environments themselves are gorgeous, pieces of art with puzzles included.

One of the secondary villains (the pointless one), he's clearly a Putin lookalike
One of the secondary villains (the pointless one), he’s clearly a Putin lookalike

Speaking of which, Broken Sword’s true strength is in its puzzle design, which range from your typical and quite straightforward inventory puzzles to others that require deeper thinking and even a bit of creativity without ever falling into Moon Logic. Even the hardest puzzle is just a brain sizzler until you figure out the clue. If you can’t figure something out, it’s because you haven’t checked everything or you’re missing an item or a conversation.

During the first half of the game, the puzzles are mostly straightforward inventory-based, though there are some very good ones, such as building a new business brand for a merchant in exchange for his help, rearranging the letters on his busted down neon sign; finding a way to blow the fuses inside a painter’s studio by manipulating the environment and other NPCs in sort of a Rube-Goldberg machine, or my favourite, dressing up as a recently deceased man to have his drunk-off-her-ass grieving widow dance with you and spill the beans on where he might have kept a few things. George is nothing if not classy.

She's capable of much more than just seducing random strangers!
She’s capable of much more than just seducing random strangers!

Puzzles on the second half of the game are outstanding. There’s one where you need to help cheer up Pearl by giving her the sights, sounds and smells of a Christian Pilgrimage, so you have to use tools and scaffolding to play “Ave Maria,” while finding a way to illuminate the room’s centerpiece and add a bit of fragrance to it and while sights and smells I could figure out immediately, the sound part kicked my butt for a while. It was one of those good puzzles that make me quit and then come back with a fresh perspective. Then again, I’m really tone deaf so that puzzle might have been my kryptonite. Immediately after are a set of decoding puzzles that I found to be extraordinary, as you need to use clues you have and extrapolate them to find the answer. I thoroughly enjoyed that one.

You spend most of the game playing as George, and his segments have some of the best and most complex puzzles, while sadly, Nico’s segments insist on using her as man-bait. We all know Nico is attractive and has a lot of sex appeal, but it’s sad to see Revolution just have her rely on that when we know she’s just as capable as George when it comes to puzzle solving and inventiveness; though it’s fair to say that by Broken Sword 5, George can give MacGyver (dear lord I feel old for making that comparison) a run for his money.

Drunk grieving widow whose feelings you need to abuse? Check
Drunk grieving widow whose feelings you need to abuse? Check

Broken sword 5 is a fantastic conclusion to the series, giving us an outstanding adventure that finishes off George and Nico’s personal arcs. I hope we see more of this series, but if we don’t this was a fantastic goodbye.

The Mental Attic Score: Worth Buying. It has some pacing issues but you’ll enjoy every minute of the game.

Review: Contrast

Contrast is a platforming game developed by Compulsion Games. It stars a mysterious girl named Dawn who can meld into shadows and move through them. She uses these abilities to help little Didi, whose family is a bit of a mess.

The Good

  • Shadowmelding
  • Strong voice acting

The Bad

  • Very short
  • Shallow escort centered gameplay
  • Dawn is a non-character

When I first saw gameplay footage for Contrast I was excited because I could see the potential. As an adventure maniac, I could already envision complex puzzles using shadows and light, and while Contrast does deliver some of that, it doesn’t achieve its full potential.

Shadow puzzles mostly revolve around creating platforms to jump on or opening paths to previously closed-off areas. Near the end of the game you also get two or three instances of getting moving other objects through the environment using lights, such as carrying a box in a beam of light or using a clockwork mechanism’s shadow to lift a sphere to an upper floor. Some of the more ‘complex’ puzzles revolve around moving objects around a light source to change the shape of the shadows, but much like the previous set of puzzles, you only see a handful of them throughout the game.

Didi talking to her mother, just another disembodied shadow.
Didi talking to her mother, just another disembodied shadow.

The problem isn’t the puzzles themselves, but the fact that with such a short game, they feel like prototypes of ideas that never got fully developed. Contrast also makes the mistake of locking some of your abilities until the plot requires you to have them, further limiting the type of puzzles available and the overall difficulty of the platforming. There also aren’t that many shadows to jump in, with only the puzzle related ones and those needed for the mostly optional collectible-hunt.

Contrast isn’t a challenging game in any way, and I’m sad to have seen so many box-moving puzzles, even if it’s very fun to meld into shadows carrying a big box. It also suffers from some uneven controls. It’s said that the definition of insanity is to do the same thing over and over again expecting a different result; well, in Contrast it’s not insane. Very often I found myself performing the same jumps and getting completely different results. The most infuriating and frustrating ones where those cases when using the dash ability kicked me out of a shadow for no reason.

Sometimes shadowy characters not only advance the plot but also serve as platforming segments
Sometimes shadowy characters not only advance the plot but also serve as platforming segments

The plot revolves around helping Didi fix her personal life, with a cabaret singer Mom and deadbeat all-around loser Dad, whom you spend most of the game helping so mobsters don’t kill him and his latest harebrained scheme pays out so Did can have a full family again. It’s not the most complex of plots but it works and it’s emotionally satisfying.

The problem is that because of the plot, the game revolves around following Didi around. It’s one game-long escort mission. I wouldn’t mind the mostly closed-off levels if there was a bit more freedom in exploration, but instead you go from Didi’s current predicament to the next. You’re her personal superhero/handyperson and there’s not much else to do. Even the collectible hunt is shallow, with none of them being more than a few feet away, almost as if they couldn’t conceive of you wanting to explore their world, which, to be perfectly honest, is quite intriguing.

You spend the entire game helping this little girl, but at least she's useful!
You spend the entire game helping this little girl, but at least she’s useful!

The game takes place in a French town with a distinct Noir feel. It floats over nothingness, which you can see when like me, you make a bad jump and fall off, not that it happens that frequently. For much of the plot you don’t know much about this strange place, but near the end and with the help of the collectibles you begin to piece together the truth about this place where all inhabitants except Dawn and Didi are shadows on a wall. Up until the end of the game, you two are the only 3D characters in this shadow realm.

My greatest frustration with the gameplay was how Constrast constantly forced me into a walking speed when around the little girl. Dawn moves sluggishly when not running.

Posters and billboards like these are very Noir-esque!
Posters and billboards like these are very Noir-esque!

Speaking of our heroine, she’s the least developed character in entertainment. Hidden collectibles tell a bit of her story and fill out the gaps in the plot and in-game universe, but no effort is made in even giving Dawn a voice. She’s completely blank, a mindless minion to this very energetic little girl. I understand that part of the point is to make you wonder if she’s an imaginary friend, but even so, her lack of personality makes immersion very difficult, as you essentially control a mannequin.

The environments are beautiful and seem straight out of a 1920’s French movie, combined with locations and elements you’d expect from classic Noir films. The use of shadows for atmosphere and to portray characters and their stories is absolutely brilliant. The music itself helps anchor you in this strange French Noir town and the voice acting is outstanding, giving personalities and life to these disembodied shadows.

One of the VERY few shadow perspective puzzles. I wish there had been more.
One of the VERY few shadow perspective puzzles. I wish there had been more.

In the end, while Contrast does deliver a satisfying if short personal tale, it fails to live up to its gameplay potential, making this feel more like a prototype of the different concepts than a full game; and if so, I can only hope there’s a continuation. The world and in-universe concepts are fascinating, but much like the gameplay and the main character, they’re merely introduced but never fully fleshed out.

The Mental Attic Score: Wait for a Sale. It’s enjoyable but there’s simply not enough.

Review: Wolfenstein: The New Order

Wolfenstein: The New Order is the latest entry in the world famous Wolfenstein series. Set in a reimagined 1960s where the Nazis win the war, BJ Blazkowicz is back to kicking Nazi ass.

The Good

  • Challenging gameplay
  • A perfect fusion of Old-School and Modern design
  • Fantastic Characterization

The Bad

  • Massive Download/Installation
  • BJ’s musings can get a bit annoying

The last Wolfenstein game I ever played was Return to Castle Wolfenstein, a game I loved, no matter how unfair it was. I skipped the next release, having seen what it was about and not finding anything there to interest me. Before that I played the original Wolfenstein, the Freeware version. I think I might have replayed that first act more times than I ever play the Doom Freeware, or the full versions for that matter.

I avoided watching or reading anything about this new Wolfenstein. I had no plans of buying it. I felt the FPS genre couldn’t give me anything new anymore. But then the Steam Sale hit and I got it along with a few other shooters, including Crysis 2 & 3, Farcry 3 (and Blood Dragon) and Rage; and to be perfectly and truly honest, Wolfenstein: The New Order is the best of them. Hands down, no two ways about it.

For the record, I played it on "Bring'em On!" I don't need daddy's permission to play!
For the record, I played it on “Bring’em On!” I don’t need daddy’s permission to play!

Much like every other Wolfenstein, this one opens in the series’ own fictionalized account of World War II. This time around the allied forces, among them BJ, mount a final assault on Totenkopf, Deathshead, the highest ranking General of the Third Reich and head of the technology division. His castle is protected by all manner of security and automate technology, and from the introductory stage, you can see and admire the level of detail that went into this game. While the Nazi have improved technology and electric grenades (Tesla Grenades the game calls them), it’s bulky and feels and looks archaic, the same way advanced technology looks in Steampunk settings. Automated defense cannons are extremely large and take up a third of the rooms that contain them. The opening stage also gives us plenty of examples of Totenkopf’s technical prowess, from the supersoldiers and Panzerhunds (giant robotic soldiers) to the giant Mech stomping around the battlefield.

Things don’t go as planned though and BJ ends up in an asylum in Russia in vegetative state. You see years going past him, days going into nights and the only constant being his nurse, Anya. When Nazis come one day to close the asylum and kill all the patients they take Anya with them, but before they can kill him, BJ awakens from his conditions and (with your direct input) butchers every soldier around, rescuing Anya and taking her to her grandparents, where they tell him the war is over. The Nazis won the war and have been the masters of the world for the past 14 years. It is now 1960.

Seems legit, right? Especially when you reload and don't drop either of them!
Seems legit, right? Especially when you reload and don’t drop either of them!

I have to admit that when you first control BJ after he wakes up, I was pleasantly surprised, for a moment, that he wobbled when walking, as anyone in a 14 year old coma/vegetative state would. Muscles atrophied, he shouldn’t have been able to walk, or at least do it properly. But after a few minutes it’s almost as if BJ found the walking manual and you once again control him at his best. I can’t deny that this broke the immersion for me. I couldn’t see past it, it was too much. I went way over my suspension of disbelief, or as I like to call it, my Bullshit Tolerance Threshold.

I could have stopped there, and not kept going, but despite my reservations on his miraculous recovery, the story and BJ himself kept me going. Unlike other protagonists, BJ comments on his situation, the tone similar to a Noir character. He muses on his surroundings, on his mission, enemies and even allies and friends. Blaskowicz feels alive, not just some unknown soldier fighting his enemies. This is also the first time in Wolfenstein history where BJ is identified as Jewish but it’s not made part of the plot, it doesn’t take center stage, instead it’s just one of the many details about this man, just as if he were one of us.

Sneak kills are oddly satisfying! Or maybe I've played too much Assassin's Creed!
Sneak kills are oddly satisfying! Or maybe I’ve played too much Assassin’s Creed!

Sometimes though, the musings and internal monologue come too frequent and can get rather tedious. It frames the narrative from BJ’s point of view but it’s one case of less is more. What I do like is they’re never witty quips or one-liners but reflections made by a man fighting a war for a couple of decades.

Wolfenstein: The New Order is a modern shooter with firm classic roots. Selecting difficulty presents images of BJ dressed as a baby for the easier modes, meant to mock you if you choose them. Leaving the game presents you with a taunt, similar to those found in the original game of the series or the original Doom. Your health is presented as a number, but you can acquire health upgrades and if you take damage, your health replenishes over time, but just to the nearest ten (so if you drop to 43 health, it’ll stop regenerating at 50), if you want to heal more, get some health kits and food. You can overcharge your health by using healing items while at your maximum, but that extra health drains slowly. Weapons can be dual wielded, even assault rifles, as funny as that looks, and as long as you find a second gun of each type you can dual wield any of them. Except of course the LaserKraftWerk.

This game displays its roots proudly!
This game displays its roots proudly!

Early on, you get access to a laser pistol. It doesn’t damage enemies but is used to cut through grating, but later you acquire the aforementioned weapon. At first it only works as a stronger version of the laser pistol or a very slow laser cannon in its secondary firing mode, but then you start getting upgrades for it, from a scope to one that gives it full automatic fire.

Personally though, I never really did play this game guns blazing. As with many other games, I prefer the stealth approach and Wolfenstein handles that very well. You need to be careful how you move, trying to make as little sound as possible. If enemies see you, you need to make sure you silence them as soon as possible, even more so if they are officers. Often you will intercept radio signals, the amount of them telling you how many officers are near you. If an officer discovers you, they will sound the alarm and you’ll be constantly swarmed by reinforcements until you kill the officer and the alarm signal they produce.

I love the details in every locations. They really bring this alternate reality alive!
I love the details in every locations. They really bring this alternate reality alive!

To support the different playstyles, Wolfenstein: The New Order introduces Perks but you don’t acquire them by leveling; instead each perk is a challenge, complete it and you get the perk and an achievement. For example, one such Perk is the ability to regain health every time you perform a silent kill on an enemy, but to unlock it you need to perform five suck kills while being on health overcharge. It sounds easy but it’s actually pretty tricky. The good thing is that once unlocked, if you die and need to redo the section, you don’t lose the Perk. There are different Perk Trees, each with its set of challenges and rewards and over the course of my playthrough I acquired a bit of everything.

It’s a good thing you don’t lose Perks if you die during the section in which you got them as the game’s difficulty is considerably high compared to other shooters. There is no cover mechanic in this one, so you need to be aware of your surrounding and above all play it smart. Jumping into the middle of a group guns blazing will get you killed as much as insisting on stealth when you know it’s not the right way to go about it. Wolfenstein often forces you to adapt and change your strategies and I can only wish more games did that. It’s exciting.

Above all though, killing Nazis is fun, and did I mention there’s a Lunar mission? Yes, you’re killing Nazis in a moon base! Best of all though, and something that made me laugh, was the inclusion of the original Wolfenstein in the game. There’s a bed in the rebel base, and if you point at it, the interaction button appears, stating, Nightmare.” If you press the button, BJ will go lie down and dream of playing the original game. It’s the original Wolfenstein but your guns and BJ’s model stay the same, being a high-res character in a low-res nightmare.

The Perks system is weird, but it works, and that's what's important!
The Perks system is weird, but it works, and that’s what’s important!

I love this game’s characterization. Every single character has the same level of work put into them than the protagonist, even the Nazis you encounter throughout the game. I don’t mean the cannon fodder you gleefully go through but the major ones. Frau Engel and Bubi are one such case. Deathshead on the other hand stays the same for most of the game and he never gets fleshed out, but then again you only see him a couple of times. The rebellion is a mix of wonderful personalities, especially Klaus. There is so much depth to this character and his adopted son Max Hass that you can’t help but feel for them, to care about their well-being.

The plot itself starts rather simple, but over the course of the game there are added complexities in the form of the Dat Yichud, a Jewish secret society responsible for developing the technologies Deathshead acquired and appropriated to help the Nazi win the war and conquer the world. It’s a wonderful concept, a society that seeks to reach God by creating. The simple act of creation itself is enough.

One of the few times you see the bad guy, but it's a memorable one!
One of the few times you see the bad guy, but it’s a memorable one!

The story has a wonderful pace, and while even with the DY is rather simple, it’s only one part of the game, the wonderful characterization adding depth and character and complexity to this story. If the cast weren’t so outstanding, both in vocal performance and writing, then it wouldn’t matter how intricate the story was, because at the end of it, Wolfenstein: The New Order is a story about people.

Accompanying the outstanding vocal design is the terrific music, designed to match not the game and play style, but the Nazis, adding another layer to the storytelling. This is their world, so the music had to reflect that, but at the same time the music is based on 60s era style performances. As the music producer called it, it’s “a tribute to all things guitar.” And no track better represents the overall style of the game than the title song, the one you hear in the menu. It’s a full electric guitar track, but it has odd moments, the music seemingly distorted, playing on your sense of hearing.

I’m not a fan of big visuals. Let me rephrase that, I don’t put emphasis on them, but The New Order looks brilliant. For me it’s not about how realistic the people look, but the details, and the level of detail in the art design is outstanding. Every level is designed in such a way that even the most open of locations feels restricted and oppressive, the same way the characters feel in this world. I also loved how even 20 years in the future, Nazi aesthetics hadn’t changed much and everything had a distinct WWII vibe, from the vehicles to the Nazi soldiers themselves.

There is one big downside to the visuals however, is how large the installation is. It’s painful to see, download and see downloading. This game has the dubious honour of being the largest game I have ever installed on my PC, taking up to 40GB of memory. It’s nearly 5% of your 1 TB HDD, that’s a lot.

I think about 15GB went into that mech!
I think about 15GB went into that mech!

But having said so, I can safely tell you that it is worth it. Wolfenstein: The New Order isn’t just an outstanding entry in this long running series, but one of the best made games ever.

The Mental Attic Score: Worth Overpaying. I say it to keep my scoring standard, to give it the highest score attainable in The Mental Attic. In truth, it’s worth its asking price of $60. It’s worth every penny, more so than any other game released in the past few years.

Review: Crysis 3

Crysis 3 is the final game in Crytek’s Crysis series. 25 years have passed since the events of Crysis 2 and the CELL Corporation has taken over the world using Ceph technologies. Prophet is once again on mission, to stop CELL and the greatest threat of all, the Alpha Ceph. Continue reading Review: Crysis 3

Review: Rage

Rage is first person shooter, developed by id, the people behind Quake and Doom and fathers of the FPS genre. It puts you behind a random Ark survivor, someone with nanobots in his system, in an inhospitable post-apocalyptic environment. It’s id’s version of Borderlands, basically. Continue reading Review: Rage

Review: Among the Sleep

Among the Sleep is a survival horror game developed by Krillbite Studios in which you play as a toddler on the frantic search for his mother, with only his trusty teddy as company and support. Continue reading Review: Among the Sleep

The Nintendo Matter – E3 2014

E3 has come around again and with it, a slew of titles and systems and announcements and the hype trains have been going full speed in plenty of directions. The biggest surprise for me was how much hype came from Nintendo’s announcements. With two days down and one to go, Nintendo hasn’t only announced games and projects in its current franchises but also managed to shut up those that criticise it for not delivering new ideas. Continue reading The Nintendo Matter – E3 2014

What Games have given me

Every day you read news about some psycho in some part of the planet killing people or doing despicable things and then fall back on “a game made me do it” or some other game-blaming cockamamie excuse. And every time they do it, the media and politicians and even religious leaders raise the anti-gaming torches and pitchforks. Continue reading What Games have given me

Dark Souls II Review

Dark Souls II is From Software’s sequel to the critically acclaimed, highly popular and frankly addictive Dark Souls. The main character this time around is The Cursed, drawn by the affliction to the fallen kingdom of Drangleic. You are an undead and in time, if you do now gather souls, you’ll go hollow. Sounds familiar doesn’t it? Continue reading Dark Souls II Review

Orr Group – Roll20.net

I’ve been a roleplayer for more than a decade now, having discovered it in university and never looking back. I started with D&D, moved on to Star Wars and Vampire, then had my first GM experience in a seven year long World of Warcraft campaign, moving on to many other games and systems and GMs and groups.

The one constant in all those years was that we played around a table, be it a coffee one, or the one in the study halls, or even a dining room table. Sadly, I’ve moved to another country, and so our group has split. I thought I might have to find new people, but now thanks to my friends, I found a new way to keep in touch and keep our games going. Continue reading Orr Group – Roll20.net