I still so much respect for Alexander Blandon. And to make all of this in a module, Impulse Tracker format (.it) if I remember right. Wooow! So much musical quality at such a low file size and low cpu consumption. Nowadays we take mp3 decoding for granted but i remember back then on my CPU there was a 5-10x difference in cpu usage between the two.
No, not the movie, the game, confusingly carrying the same title though being quite different.
+, +, + amazing visuals through a beautiful graphics engine, beautiful artistic sunsets and the dunes, looking at times spectacular
-, – infantile often downright stupid story with not credible world, and adolescent namings. I wanted to believe in the world, and I could’ve totally seen made it at least half credible in a Fallout kind of sense but it seems just down right silly
+, +, +, + amazing level design, by that I mean many camps and locations which although reusing assets are each lovingly designed in a way that invites exploration and discovery, each having it’s own specific character.
+, – passable but “meh” music
-, – the occasional frustrating “boss fight” locking you in and not allowing for open world solutions or alternatives
+ decent progression and leveling
+, + some genuinely interesting and memorable locations
Overall I’d simply say the world looks great and the level layout with a beautiful engine but destroyed by a worse than mediocre story. I’d give it a 1 on a -5 to 5 scale: worth playing for the world and discovery but showing many other problems. Still i think it’s a game worth mentioning because i suspect behind the unidimensional almost caricatural world is a team of people who put a lot of love into the game and it shows.
It is the year 1912, and you’ve somehow found your way aboard the largest man-made mobile structure on Earth. Naturally, because it’s a plague-free couple of years, you find time to wander around the ship, bask in its beauty, and overall enjoy the view.
Oh, wait, all of this is about to be on the ocean floor in a matter of hours (spoiler alert).
The dedicated people at Vintage Digital Revival LLC are hard at work recreating the Titanic, down to every last watertight[citation heavily needed] bulkhead. Seriously.
The project is still in its infancy (the game engine seems to be at default settings based on some glitches caused by detail culling in UE4), and at this stage (much like Cameron’s “Titanic”) is devoid of characters. Gameplay should feature both a ship exploration mode, and a story mode.
It is estimated to be available for purchase somewhere in 2018, so sit tight.
There are 2 demos available for download on the developers’ website (alongside a beautiful gallery of in-game shots). The devs recommend having a whopping 8 GiB of system RAM, but it’s worth it.
It’s amazing it took me like 8 months to finish this game despite loving it so very much from the launch date. Here’s my quick thoughts:
+, +, +, +, + Aaaaaaaaaaaaaamazing world, so very very big and open and fascinating to explore and beeeeeeeeautiful!!!
-, – too bad it didn’t had voice over. I mean in a way the primitive old language is charismatic, but on the other hand it breaks the immersion a bit not to understand it and it makes it feel a bit like a more “indie” budget title, which it totally doesn’t feel otherwise
+, +, +, + deep and complex story with a lot of moral grays. Many times I was surprised how they dared to be so “politically incorrect” with the kinds of things they said in the game, and the story. I’m used to seeing stories in which the hero is camouflaged for modern tastes and values yet in this game the story and the world is much more unapologetically tribe-vs-tribe, and even in this the game manages to surprise with complex tensions and interests, and even the major villain being presented in a way that made me go “WOOOW”, humanized through his child and brain illness, and even in the mutual deadly hate there is a place formed for mutual respect
+, +, + a nice variety of approaches, locations, from stealth to using animals and to full on spectacular action
– after the initial 20h of great discovery my interest plateaued for a while because of same world, yet what a world
+, +, +, + beautiful graphical engine, beautiful day-night cycle
+, +, +, + spectacularly realized vegetation, in looks, in color spectrum, in variety, in organic distribution
+, + an interesting approach of handling cold weather resulted in wonderfully dynamic experiences and emergent gameplay situations. I remember this one time when I was trying to silently take a village in the snow, yet I was freezing, so i would try to sneak past bonfires
+, +, +, + great variety in the terrain and locations
+, +, + a masterpiece in handling the animals, they are beautiful
+, + I was very surprised how many interesting and unique places to discover they’ve managed to create, with unique looks and atmosphere, world events, caves, ritual sites, villages…
+, + gripping level-up system with a lot of skills and objects to acquire while learning the land
Overall I’d say this is an underrated masterpiece of which i hear way too little of. I’d give it an amazing 4.5 on a -5 to 5 scale. I wish it had had dialogues but otherwise this is a one of a kind experience that totally took me by surprise, I really reeeeeeeally hope they’ll make a Primal 2 or even better further experiment with translating the formula through history.
Finished it. It was a just one day experience, but it definitely was a memorable surreal one. We got the game not knowing what to expect, possibly nothing special, but after 1h of play I was so impressed with the quality of the historical elements in the environment that I went and got the addon on the spot (haven’t played it yet). Here’s quick thoughts while the credits are rolling:
+, +, + , +, + some amazing surreal moments of dream and paradox that I think would’ve had both Escher and Dali impressed. And some changes are so subtly and beautifully integrated that it’s amazing, like one moment you’ll be looking around a room and the next seeing it’s got an endless ceiling, but wonder if it was like that before, or turning around a room to find doors where you remembered walls… or things floating, just amazing moments.
+, + interesting mystery atmosphere, told through small things, placements of things, indirect letters, that kind of stuff
– there were also moments however when it felt like it had too many “booo!” scares… though I got quickly immune. The suspense stuff was better though.
+, +, + at times amazing soundtrack
– Though some story was there I wish there was more story and a bit less of the ‘gore’… just a bit, it mostly worked but it could’ve used IMO more monologue or something
+, +, + loved the historical household objects
+, – the classical paintings in the game were a perfect disturbing fit and wonderful in their ways. The only problem was there was too few of them and they repeated breaking a bit the great immersion.
+, + at times it looked technically very impressive, both as engine and at times even in terms of environment asset quality, there were moments I felt I was playing Bioshock, which is an amazing achievement for what I assume is a team/budget that’s much smaller
Overall I’d give this game a grandiose 3.5 on a -5 to 5 scale: a truly unique and extraordinary experience. Had it’s moments when it was harder to push on but overall it surprised and delighted in a way in which games rarely do and tends to be more the domain of movies: a constant journey of change, change in subtle ways, story always advancing almost without failure and failures turning into development and surprise. This game has greatly surprised me.
PS: though lacking that amazing tech this game is I think a worthy inheritor of the title of what P.T. might have been had it actually been developed into a (good) game. I definitely felt Silent Hill echoes in the game and a ton of ton of H.P. Lovecraft influences. What an impressive pedigree!
As usual, my thoughts are just for the singleplayer as I don’t care much for the multiplayer (might try it out at some point for 30 minutes, but not what I bought it for). So, here’s my thoughts:
+ decent music
+, -, – Really big open spaces. This is beautiful at times, but most of the times it feels “a little empty”.
– sometimes it lacks direction, easy to get lost in what you’re supposed to do next. At one point I spent many minutes (even in high story tension) trying to figure out what arbitrary thing I’m supposed to do next.
+, +, + some quite fantastic setpiece moments
+, +, +, + great variety of environments
– otherwise feeling a bit generic
+ a bit of a between soldier story
-, -, – I already mentioned how the world feels pretty empty and uninteresting (or rather overstretched), this is reinforced by lots of time spent in lock counter fire, easy to die, you’re forced to advance very slowly.
+ I guess with the right frame of mind (but I only managed to get it sometimes) you can enjoy the realism of slowly advancing
Overall I found it a generic AAA war fps, goes through the expected steps, in a kind of formula, with art assets that are passable but not incredibly memorable Still, decent enough to play and finish it which says something, so I’d give it a 1 on a -5 to 5 scale. The artwork may not be great/incredibly original but it’s consistently good and with some setpiece moments and great engine it sometimes even made me go “wow”, and the other times it was interesting to see all the military equipment which I’m assuming was research based on the real world.
Got it like 5 days ago… dooone :D
+, +, +, + quite a decent length for such a linear story. Played every day/evening quite intensively + extended weekend. I was expecting it to finish in half the time, given how we were constantly advancing, running through the story.
-, + very linear. Occasionally it’s okay/nice to have a game like this (presuming I didn’t pay as much for it as an Oblivion), but this is made okay by the fact that there’s ALWAYS something happening. It’s even hard to talk during this game (unusual), as there’s always some commentary or dialogue happening. I find this is great and relatively new/cutting edge for games which tend to be a lot of repetition.
-, +, + normally i dislike vehicle sections, but in this game they were the most open of the whole game, and that was great, to see this level of polish and a bit more open. I fondly remember for example the big riverside muddy terrain, that looked faaantastic
+, +, + the best photography system I’ve yet seen in a game. It has filters and options, but most importantly it allows blending out of all characters to take photos of the environment, loved that. I only wish I could move my camera a bit more
+, +, +, – the world looks a couple of times faaaaaaaantastic. It particularly exploits the wonderful formula of ruins + overgrown vegetation + great sunlight/shadow spots. This looks at times fantastic. My complaint is something harder to put my finger on, … all the plants and many stones felt… I don’t know… plastic/mass produced/somehow cheap. But the formula is still fantastic
+, +, + a bunch of really reeally fantastic interiors, old furniture and many interesting props
– there’s no choices or any meaningful stuff to explore, anything to leave a personal mark on the experience, it’s just a better than movie experience
+ manages to tell a decent pirate story
+, +, + the soundtrack had a couple of quite fantastic moments
+, +, + the story writing is quite good, with nice personal moments (as well as the facial capture) and a nice variety of events, from different moments in time, childhood, adulthood, even… Nice jumping back and forth, even a surprisingly well done prison break
+, + the game was so long and with so many settings and moments it feels like multiple games.
+, +, +, + there’s that one moment… with the pirate village… maaan, that looked goooood.
Overall: I’d give this game a 3.5 on a -5 to 5 scale, making it a great, even excellent game with great overall polish and lots of varied content. It manages to bring to life some amazing places and moments. The reason I wouldn’t go higher is the linearity of the story and the lack of meaningful personal memories. Still, I would say this is for this generation something at least as good as Indiana Jones was for the previous one, so a milestone in entertainment.
Got to this area yesterday, I was just amazed how foto-realistic it looked.
While this area
made me think they could totally sell VR postcards of the place for virtual tourists who wouldn’t otherwise play the game just giving them the 3d locations to look around in.
This place reminded me of the amazingly beautifully cluttered streets in AC Unity https://www.youtube.com/watch?v=ZK2375XG9po for which i have the highest respect.
Btw, their foto-mode is the best i’ve seen in the game so far as it enables getting rid of characters and interface (there’s a bit of a bug with some flashlight bits though, but still great)
Well, finally finished it, but only like 1-2 years after starting it, with a big pause due to its difficulty spike(s). Here’s my brief thoughts:
+, +, -They take a lot of the tried and proven mechanics of the Souls games, this gives it some boosts up but also some of its worst sides
+, +, + quite interesting visual art style. Overly ornate and often a bit generic in that, still sometimes beautifully decorative and showing sometimes beautiful vistas, lighting and colour
+, – the ornate decorations of the armours and weapons make them visually memorable and striking but also rather implausible and impractical looking
– , -, – , -, – horrible difficulty spikes, like really horrible. I hated the game many times, and though i was curious to continue it the unreasonableness of some bosses was just too much. I ended up after a lot of trials and frustration in actually selling the game and abandoning it (a very hard thing for me, especially due to curiosity and appreciating some art content) and only recently continued it as it was given ‘free’ on PS+. I think this kind of difficulty is a huge betrayal of the customer, not giving him the choice of having his experience and in fact cheating him out of his money because he never gets to experience the full content. For example by the end of the game i saw by achievements that like 4-7% of people had gotten to the last enemies, meaning all the others never got their money’s worth, and as an artist I’m sad that they missed out on content that was actually pretty good in terms of visual and even some story. As such I judge the developers strongly and find this behaviour inexcusable. Of course people who want to experience a high level of challenge should be given this opportunity, but not at the cost of the others (hmm, how libertarian an idea!).
+, + overall decent music. Maybe not incredibly fantastic top of the line, however always original and in big quantity! Respect
-, – ,- ,- The level design i found to be by far worse than the souls games. Among the problems were also rethreading of old grounds, pretty much absent directions to next objectives, and that kind of self-mutilating “feature” of an open world where respawning enemies combined with lacking directions lead to the openness of the world just leading to a ton of wasted time and cursing in confusion at the waste. This is made particularly bad by their level designs lacking what the Souls games one do: a unique and memorableness to them: they thus feel often like mazes and are hard to remember in clear terms. I think good design should have places that you can easily describe verbally like “and then i went over the bridge and up the castle”, instead of “and then you take a left and then another and the rune that’s similar to the other rune is …. “. Such clear and well thought out level design I think becomes necessary in a game that insists to being so difficult and involve backtracking. The lack of this turns complexity that should occasion joy of discovery into complexity that just makes things unnecessarily difficult.
Overall I’d give it a -1 on a -5 to 5 scale. They took a very risky path of actually believing the short-line descriptions of why people like dark souls/bloodborne “because they’re hard” and missed the subtlety that people are only willing to put up with the difficulty if the quality of your product is truly amazingly unique and fantastic, thereby they lifted their standards to be judged on to impossible measures. Though I liked the artwork the pain I had to go through to enjoy it was too much for me to recommend this game to anybody else to actually buy it.