Kritigri’s Top 10 Games Played During 2017

Welcome to this years list of the top 5 10 games I played throughout the year! I’m adding 5 more onto the list this year because, well, I guess I played more games. Which is odd, considering I had less time to do so. As with last year, the games on this list were not necessarily released this year, they’re simply what I played. I do my list this way because I don’t often find myself playing the newest releases, so there wouldn’t be much of a list if I did! But before starting, I’d like to include a game that didn’t make it.

Honorable Mention – Chivalry: Medieval Warfare (5 hrs)

A standoff!

If you go into Chivalry expecting a sensible experience with knightly knights fighting knavely knaves, you’re going to be in for a surprise. Chivalry adopts the more Game of Thrones style approach to fantasy, with screams and mud and gore. But all of this is combined with a Monty Python-esque silliness. The war cries and death screams are sufferingly long and drawn out; the taunts wouldn’t sound out of place in Monty Python and the Holy Grail.

I picked this game up via Yogscast’s Jingle Jam 2017 bundle, and while I’ve known of the game for some time, it’s never been a particularly important acquisition for me. When I booted it up for the first time only last night, however, I found myself laughing and shouting at my screen for a good few hours before pulling myself away. The combat is chaotic and mangled, but it feels fair. The flash decision to wait and parry or go in for a slash makes duels intense, with moves such as feinting, blocking and dodging making close-quarters combat and tight and exciting experience.

The different choices of class and weapon loadouts ensure that you have a variety of opponents to face, and I myself favour the archer. There’s nothing quite as satisfying as hitting a lethal shot on an enemy swinging his sword directly towards a retreating teammate. Drawing your bow takes a decent amount of time and you can’t keep your arrow notched for too long, so making sure you hit your target feels all the more important. That being said, if you’re being charged you can always fall back on your trusty secondary weapon – saber for me – and try to outplay your likely stronger opponent.

The reason I added this as an honorable mention is because I can see myself playing a damn lot of this game, but with 5 hours of playtime I simply can’t weigh this up against the other games on this list. It’s an absolute blast, and I can’t wait to continue playing it, but I couldn’t quite bear to go without mentioning it simply due to the timing of my picking it up.

#10 – Dragon Age: Inquisition (23hrs)

Found a book nearby called “Plants versus Corpses”. Nice.

And thus begins the theme of this year’s list: Games which should have been higher up in the list, but weren’t due to me bouncing off of the game and playing something else. For Dragon Age: Inquistion, this was because I hit a certain point where I’d amassed a large amount of side quests, and after leaving my save file for a week and returning I felt overwhelmed and lost, like I had to re-learn the game and the plot. (This, to be fair, is a common RPG problem.)

I did play a sizeable portion of the main questline, though, unlocking Skyhold and filling out the roster of characters you can add to your party. I played this game way back at the start of the year, so you’ll have to excuse me for not going into detail, but I remember very much enjoying the story, the plot and mostly the environments. Despite eventually abandoning the game due to growing sidequests and subplots, I did appreciate the sheer quantity of quality content to be found in the lands of Ferelden and Orlais. During my time of play, I was fully immersed in the narrative and continued through my journeys not just because the game was fun, but because I wanted to progress the story and see how things played out. There were plenty of ‘oh shit’ moments and I don’t doubt that sometime next year I’ll reinstall and reacquaint myself with this expansive RPG.

#9 – Tower Unite (22hrs)

My workspace. For important work.

For many years, I’ve been on the lookout for games which let you simply play minigames and make a sweet little virtual life for yourself. Of course, there have been many, with varying levels of success, but none of them really grabbed me like the idea of Playstation Home. Playstation Home, as it turned out, was complete garbage, but a GMod gamemode by the name of GMod Tower popped up with many similar features and eventually, the developers decided to build this world from the ground up as their own standalone game. This was the birth of Tower Unite, and I’ve written more extensively about it here.

#8 – Minecraft: Switch Edition (15+ hrs)

I claimed this village! So I de-weeded and re-pathed it.

Yes yes, I can see you rolling your eyes. Let me explain.

I wouldn’t usually consider a console’s own edition of a game to be viewed as a separate game in its own right. I don’t consider Minecraft: Switch Edition to be separate to other editions. The reason I’ve put this here is because I consider this edition of Minecraft to be the perfect example of everything the Switch does right as a console.

Minecraft was my third purchase on Switch – my previous two being #6 and #5 on this list. I picked it up because I wanted something sandbox-y to mess around in while I waited for other releases, and I honestly didn’t expect much out of it. What I found instead was that all my worlds felt like little pocket dens, but without the restrictive touch controls and processing power of the actual Pocket Edition. The world I ended up settling on and playing the most was a survival-friendly flatmap with ores and caves. I set myself up in a village and have resolved myself to rebuild and expand it, alongside linking it to neighbouring villages via a nifty (but expensive) train system. This little project hooked me on survival Minecraft in a way that hasn’t happened in years, and the Switch’s portability and accessibility was key to bringing new life to a game I’ve already played to death.

Knowing that my own personal world is just a few seconds away at any given moment – and in any given place – is oddly comforting, and while my initial tunnel-vision focus on the game has passed, I often find myself picking it up to complete little projects to make life better for me and my villagers.

Animal Crossing can’t come soon enough for the Switch.

#7 – Destiny 2 (40+ hrs at a guess)

It’s not pink, it’s lightish red!

Oh boy, do I have a lot to say about Destiny 2.

So, as someone who got to level 7 in Destiny 1 on PS3, you can safely assume that my experience with this franchise is minimal. And when the sequel was announced to be coming to PC, I was excited. After monitoring the console release, the PC beta and the general direction of the game, I made a tentative preorder a few days before launch…

And I don’t regret it. Playing through the campaign was an absolute blast and I enjoyed it all – the gunplay, the cinematics, the story, and especially the level design. Not only did three of the four locations look gorgeous (sorry Titan), but the combat and the enemies were reminiscent of a series I’d always wanted to play but never got the chance to: Halo. And the endgame, while admittedly low on incentive to complete replayable content, was full enough for me to come back to for a good few weeks. I do not regret purchasing Destiny 2.

I regret purchasing the DLC.

Curse of Osiris had a campaign that lasted merely a few hours. The story had you returning to the recently damaged Mercury – no, not the damaged side of Mercury, don’t be silly and don’t bring it up – to fight the Vex and try to save longtime mysterious character Osiris and, ostensibly, save the universe. The evil robots are doing evil robot things, such as running multitudes of probabilities in a dimension called the Infinite Forest to predict all possible outcomes in a war against, well, everyone, I guess. Naturally, they can predict all of our movements and it looks like they’re going to win, except they didn’t predict us because we’re the Guardian and we’re special. Yep. Moving on.

Gameplay wise, Curse of Osiris is even more sparse than it appears. You’ll expect me to complain about the amount of repurposed content in the DLC; for instance, every other mission in the campaign sees you returning to one of Destiny 2’s vanilla worlds to rerun an old section of content. (The enemies are different. That’s about it.) But I’m also going to bring up the fact that the game puts you through the Infinite Forest multiple times, a randomised, procedurally generated set of combat sections which removes one of the key things Bungie does well in Destiny – top-tier, hand-crafted level design.

I won’t whinge for as long as I could though, as this isn’t a full review. Suffice to say that I greatly enjoyed Destiny 2, and the DLC probably disappointed me as much as it did because I was looking for reasons to continue playing the game, and was instead convinced to just uninstall it and wait until they’ve fixed things up later down the line. This game was originally in the #2 spot, but given the questionable design decisions that have marred this game’s progress since release, I’m comfortable placing it down in #7.

#6 – Mario Kart 8 Deluxe (5+ hrs)

What eldritch yellow demon has invaded my Mario Kart

My first Mario Kart game was DS, and up until Mario Kart 8 Deluxe it was my favourite. Sure, Mario Kart Wii and 7 may have had better handling, more characters, better tracks etc, but DS was the one I was most familiar with. In Mario Kart, you’ll be at your best when you know all the tracks and their turns, shortcuts and efficient power-sliding routes.

That being said, Mario Kart 8 Deluxe looks so good, has so much more content, and has such a good quality of said content that it even overtakes the familiarity of Mario Kart DS to claim the top spot in the franchise, for me. I’ve not really played enough of it yet to get fully stuck in, but I’ve played enough to know most of the tracks and to hold my own online – though I’ve always had a strange affinity with Mario Kart’s controls to rank decently against most people. My only real gripe with the game is that they didn’t choose some of my personal favourite tracks for the retro courses, but you can’t please everyone!

There’s not much more that can be said about Mario Kart 8 Deluxe. Yeah, it’s Mario Kart. It’s been too long since I played a new one. If you don’t play as Yoshi at any given opportunity, you’re dead to me.

#5 – Legend of Zelda: Breath of the Wild (10+ hrs)

Someone’s getting ready for Animal Crossing

Okay, so remember when I said that I hadn’t played enough of some of the games on this list to place them higher up? Breath of the Wild is the absolute epitome of this problem. It’s most people’s Game of the Year, and I don’t doubt it could be mine if I’d played more of it. Unfortunately, my attention span sucks, and as an example, I’d owned Skyrim for years and started many playthroughs before I finally forced myself to tunnel-vision it until I’d really latched on. From that point, I enjoyed it so much it took the top spot on last year’s list.

For the 10 hours I did play, though, I enjoyed it immensely. The influence of games like Skyrim on Breath of the Wild seem influential, which gives a fuzzy feeling inside given that games like Skyrim and the entire RPG genre originally took notes from prior Zelda games. That being said, it wouldn’t be Nintendo unless they took the idea in new directions, including weapon degradation, puzzle shrines and more, all wrapped up in a traditional Legend of Zelda type story we all know and love. (At least it seems that way from 10 hours in.)

So yes, I’m doing this game a disservice by placing it at #5 – but I’m also being honest with myself. This is a list of games I’ve personally played, not a list of games based on their objective merits as a whole. I’m sure I’ll get back to Breath of the Wild and fully focus on it in time. For now, here’s four more games that held my attention more than this one.

#4 – Quake Champions (29 hrs)

Ah, ragdolls.

I grew up on Unreal Tournament, but unfortunately the new game isn’t doing so well. Development seems to have all but halted while the devs are focusing on other games, and the lack of any kind of progression system (last I checked) and the limitations of the game being unfinished (lack of maps etc) have caused me to turn to alternatives.

So hey, Quake Champions is a thing.

And like certain other items on my list (see #3), it’s a little controversial. Some people, like me, are fine with the implementation of the champions and enjoy the game’s evolution as a service, with new maps and champions being added over time. Others do not. Others detest the notion of game-changing abilities and unlockable cosmetics. And that’s fine, because Quake Live is still a thing. So they can go back in that direction while we all have fun with what we’re enjoying.

I play a lot of Scalebearer and DOOM Slayer (forever plastered into my brain as Doomguy). Personally I find the gunplay very satisfying and while the net code was an issue up until recently, a recent patch has greatly improved issues on that front. The abilities feel balanced, for the most part, and knowing how to deal with them adds an interesting dynamic to the traditional arena shooter gameplay.

I just wish the majority of people didn’t vote for Blood Covenant every single goddamn time it came up. I get it, it’s a classic map, the Deck 16 or Facing Worlds of Quake. But sometimes I wanna play Burial Chamber or Ruins of Sarnath. C’mon, folks. I’m good at those maps.

#3 – No Man’s Sky 1.3 (42 hrs)

I name my spaceship The Arrowhead. It looks cool until you look into the cockpit and see all the discarded sweet wrappers.

No, I’m not mad, and no, I’m not trying to be controversial. The reason I put the game version in the title of this is because No Man’s Sky quite famously launched as a ridiculously overpromised and underdelivering game, and there’s no denying that this was a shitty move on the developer’s part. However, as someone who both loved the space stage of Spore and has a soft spot for bad games being patched until they’re good, I decided to give the game a try after hearing some good things from a friend.

No Man’s Sky is one of those few games that I found myself having to tear myself away from to go to bed, only to immediately play it the following day the moment I had some free time. The game is still plagued with a myriad of flaws and imperfections, but since 1.3 the content that’s available is well worth a look. The game has a main questline now with a decently written plot that gives depth to its strange universe; there are sidequests and motivations to push you forwards, and while the limited world generation does eventually become rote and stale, it still provides decent exploration incentive for a decent amount of time.

I’ve written more about the game here, but for now I’ll say this – the game’s desolate themes, found within its soundtrack, scope and story, is something which makes the wide emptiness of space something to be immersed in, and not driven away from. I had a good 42 hour stint back when I bought the game, and I now find myself looking to reinstall it and fire up my trusty Arrowhead to delve into the abyss once more.

#2 – Super Mario Odyssey (15+ hrs)

All in a day’s work.

I was as sceptical as anyone else when this patchwork quilt of a game was unveiled earlier this year. New York in the same world as the Mushroom Kingdom? Talking hats? Possession of sentient creatures? I basically wrote it off for a good few months. But then I reflected on some of the previous 3D Mario games I’d missed, and began to reconsider. And boy, am I glad I did.

Super Mario Odyssey is perhaps the most fun I’ve had in a 3D platformer since the Ratchet and Clank series. I’ve been yearning for a good 3D platforming collectathon for a while now, and have found that the older games aren’t as fun as I remember and the newer ones don’t live up to the past. I was actually thinking that this genre was maybe not for me after all, until I played this game.

Odyssey is as thematically spontaneous as the trailers suggested, and this has led not to a loss of unity of effect, but instead a brilliantly successful tour of the many wonders of, well, whatever Mario’s planet is called. Each level has a set of diverse and unique enemies, some returning from older games and some new. There’s usually one standout enemy that has a unique ability you can use once you possess them, from swimming in lava to lengthening your body across long gaps, and what’s amazing is that the game touches on each new mechanic for only a brief period of time before launching you into something completely different. It’s an Odyssey in every sense of the word.

What’s also impressive is the amount of content available to you after completing the main game. I won’t spoil anything, but there’s an absolute plethora of activities to keep you occupied after you confront Bowser and reach the end credits. I imagine that there’s probably more to do post-game than during the story!

#1 – Overwatch  (128 hrs)

Do you need a hug?

When Blizzard announced that they were developing a competitive, hero-based first-person shooter, I was very excited. My laptop couldn’t really run the game though, so I put it out of my mind until April of this year when I took the plunge and bought it. And I don’t think I’ve stopped plunging since. The longest period of time I’ve been absent from the game was for about two or three weeks, and that felt weird. I’m always playing a game or two, usually with my friend Reece. It’s so easy to pick up and play. So, where to begin?

I’m a level 177 all-rounder (thanks Mystery Heroes), though my most-played hero is Roadhog. Seeing the game from outside I always thought I’d main Reaper thanks to his dual-shotguns and his abilities simply appealing to me. After seeing my friend play Roadhog, however, I gave him a try, and pretty much mained him until his damage was nerfed and he could no longer one-shot most heroes after a hook. That being said, he’s still one of my more consistently played heroes to this day, followed by Ana (who I suppose I mained a bit after the nerf), Hanzo (who I admittedly suck as), Pharah (who’s fun depending on who you’re up against), Junkrat (who I seem to consistently get many kills with) and McCree (who scratches the same itch Unreal Tournament’s instagib mutator did, providing I get the headshots).

Overwatch doesn’t have a campaign, but it does a phenomenal job of characterising the heroes through a combination of voice lines and interactions in the spawn room, emotes, skins, and outside media. It has the most diverse roster of original characters I’ve ever seen, and the world they inhabit is as fascinating as it is familiar. The maps are thematically diverse in the best sense; one match you could be pushing a payload down a narrow London street, while the next, you could be trying to attack the point in a space base on the moon. The cartoonish style of the heroes and environments separates Overwatch from many other competitive shooters on the market, giving it a distinct style that makes it immediately recognisable, while not looking childish or naff.

As a longtime WoW and Diablo 3 player I’m already a big fan of what Blizzard create, and Overwatch is no exception. I don’t think I’ll ever quite get into Hearthstone or Heroes of the Storm (much as I like their aesthetic and cosmetics, respectively), but in Overwatch, Blizzard have cemented their place as my favourite and perhaps most trusted games developer so far. Their design philosophies, from “don’t ship it til it’s ready”, to their general release model for updates and patches has earned my consistent attention, and while they often make some questionable decisions (like dismissing the notion that their loot boxes should be included in the ongoing controversy), I always have faith that they’ll find the right path.

I hope.

Diablo 4 please.

Your Endless Virtual Vacation (Tower Unite)

Tower Unite is a social, minigame driven MMO which boasts the promise of no microtransactions to ruin the fun. It began life as a GMod server – called GMod Tower – and whilst it was an enjoyable experience, it was largely held together with sticks and tape, from what I could tell. Its successor, Tower Unite, is instead built in the Unreal engine, and is no longer free to play, to the game’s own benefit. The servers and developers will have proper funding, and everyone in the game is going to be on the same level of opportunity as opposed to donors holding certain privileges. Tower Unite is still lacking in content when compared to its predecessor, and is admittedly riddled with bugs from time to time (though not unplayably so). But I’m going to tell you why it’s worth picking up even in its current state.

Uh oh

I’ll address the level of content immediately. Lacking though it may be in comparison to its predecessor, it still boasts a fair amount of activities to keep you occupied. As far as minigames go, you’re able to choose from a wide variety of courses in Minigolf and Ball Race (a super-monkey ball style game). The newly released Little Crusaders is quite fun – lots of little crusader players versus one player driven dragon – though it currently only has three maps. Virus is a decent to mediocre shooter that some players may recognise from other FPS games, though this also has little in the way of maps. And I can’t speak for the final minigame, Planet Panic, because I’ve not found an open server the two times I tried to play it. I believe it’s a horde-mode game type. These minigames are all quite fun, each clearly having care and effort put into them. You’ll definitely play them for more than just the currency they award you for winning; I typically find the earning of Units to be a bonus rather than a motivation.

Get down here dragon. You do not belong up there.

That’s far from all there is, though. If you join a Lobby, you’ll be placed into the main world of Tower Unite. The Lobby, as well as being a rather pretty place to explore, contains multiple shops, a few activities such as the Typing Derby (a typing speed game) and Trivia, and some other locations such as the Cinema (almost identical to GMod Cinema) and the Casino. The Casino is where you’ll typically find most of the players in the lobby, and I’ve spent a few hours there myself. The existence of a Casino in modern day games typically sets off alarm bells but, as you’ll recall, there are no microtransactions in this game, and the machines in the Casino are actually rigged slightly in your favour. They’re also by no means the best way of earning money, with the grand appeal being the constant attempt to hit the jackpot on various slot machines. The last thing the Lobby serves well to do is preview upcoming pieces of content, with some buildings being shown as “under construction”. I’m personally hyped for the eventual completion of the Arcade.

Here’s what your starter house’s main room will look like. Behind me is a very generously sized backyard and beach.

One thing that drew me to this game, and to its predecessor, is the ability to own and extensively customise your own condo. This is what you’ll likely sink most of your Units into. Upon buying the game, you’re given a very generously sized and located player home, a modern building on the beachfront that’s decently sized and has more rooms than I’ve been able to furnish as of yet. You can place furniture literally anywhere you like, with complete freedom of placement and rotation, no matter how ridiculous. That means armchairs on the ceiling. You can paint your floors and walls different colours and textures, as well as save different house templates, meaning that you could theoretically have multiple different interiors depending on the occasion. And, most enticingly, the media services that allow the Cinema to be a possibility also apply to buyable televisions for your home, meaning you can invite your friends over to your virtual house and watch Youtube together, making it a brilliant virtual hangout.

This is the life.

None of my friends have picked up the game so far – not for want of nagging them – but even so, I find myself drawn to the social aspects of this game unlike any other MMO. I’ll happily talk to others gambling their souls away in the Casino, or start using voice chat in a particularly enjoyable minigolf lobby. I can’t quite put my finger on what makes Tower Unite different in that aspect to other games. Maybe it’s the second life nature of the game. Rather than focusing on gameplay and ulterior motives and goals, or finding hostility in open world interactions, I’m simply enjoying a virtual holiday-esque experience with those around me. Either way, it’s an aspect of the game that keeps me company, and prompts me to recommend it even to those who would be playing alone.


Despite all of this, I’ll admit that after 19 hours of playing, I feel like I’ve played a lot of what’s currently to offer. There’s only so many times you can pull the lever at that slot machine or fail to hit a par on most golf courses before you crave something new. There’s plenty of content that needs to be added, such as more clothing options, more minigames, and maybe some quality of life improvments when it comes to hosting game lobbies, like kicking people and being able to host a server for more than just the one round of a particular minigame. (And please, for the love of god, fix hair clipping through hats). But I doubt it’s something I’ll uninstall any time soon, and I’ll be following Tower Unite’s progress very eagerly over the coming months and – hopefully – years.

The Travels Ezio Auditore da Firenze (Assassin’s Creed: 2, Brotherhood, and Revelations)

When Assassin’s Creed 1 was announced as a launch title for the PS3, I remember being somewhat interested, but ultimately, I never ended up playing the game. In fact, I kinda forgot about Assassin’s Creed altogether. It wasn’t until I decided to watch a Youtuber do a playthrough of Brotherhood that I really became interested in the series, and I bought and played 2 on PS3 some years ago.

Since then, I’ve been keeping a loose eye on the series, and in the recent Steam Autumn Sale I decided to pick up 2, Brotherhood, and Revelations. This was motivated partly by the fact that The Ezio Collection has recently been released on PS4 and Xbox One, meaning that everyone was talking about my favourite Italian in gaming once again. (Sorry, Mario.)

Moments like this make me glad to not be afraid of heights!

From a narrative standpoint, it has been very interesting to see Ezio grow from a boy to an old man. I’m a sucker for lifelong narratives, and I’m currently halfway through Revelations and still finding great interest in the machinations of old man Ezio. (I could happily go on about my interests in lifelong narratives and life from the perspective of the elderly from here, but that’d be straying too far from gaming territory. Suffice to say it is a topic that interests me greatly.) But aside from Ezio’s story, I’m also greatly enjoying the story of Desmond Miles, the protagonist outside the animus who is using it to relive the memories of his ancestor, Ezio. Whilst some only care about the stories of past Assassins, I find myself drawn in to the sci-fi portions of Assassin’s Creed as well as the historical, though I hear this is significantly toned down in later games.

I have to say, I believe Assassin’s Creed 2 had the perfect amount of side missions and collectables. Whilst I’d not run around collecting 100 feathers myself, I found that outside of missions, the Subject 16 puzzles, the viewpoints, codex pages, Assassin Tombs and Villa management were enough to keep me satisfied. After 2, I feel that it gets a little out of control. I enjoyed the Borgia towers in Brotherhood, but they added Borgia Flags in addition to feathers, city management in ways of buying stores, investments, extra missions as rewards from 100% synchronisation, animus trials and more. And in Revelations, there’s still more to do. Though, I will admit that I am perhaps biased as somebody who is playing the games back-to-back, rather than as somebody who is waiting a year between games as they were developed.

Assassin’s Creed has boasted odd glitches since long before Unity.

I’ve never really been one for stealth games, but Assassin’s Creed is somewhat different with how you move around the city, between crowds and across rooftops. Anyone familiar with the series will know of its uniqueness (if you can call a game with 9 main titles and a remaster ‘unique’ anymore). It’s not all about stealth, though; Assassin’s Creed has some satisfying swordplay, though I’ll admit that it becomes maybe a little too easy when they introduce kill streaks in Brotherhood. You kill one guard, you kill the entire crowd, so long as you time it right.

Parkour is also a huge element in the games, and the completely parkour oriented levels (i.e the Assassin Tombs in 2 and the keys in Revelations) are probably some of my favourite parts of the series. I love being presented with something seemingly insurmountable and being able to work my way there through conveniently placed nooks and crannies, leaping from one deadly hazard to the next. And Revelations definitely kicks it up a notch in terms of how dangerous it looks; there have been many sequences where a ledge will crumble as you grab onto it, and suddenly you’re kicking off of a falling rock and onto the parallel ledge, barely escaping your terminal fall. It can also be a source of frustration in the general run of things, though, as many times I’ll find myself running up a wall instead of past it, or leaping off backwards when I meant to simply jump.

That’s, uh… that’s some good finger strength right there.

I only bought up to Revelations, but in a massive stroke of personal luck, Ubisofts free Ubi30 game this month is Assassin’s Creed 3, the very next game in the series. I very much look forward to playing it.

Kill, Loot, Die, Repeat (Overture)

In the recent Halloween Steam sale, I focused on looking for super cheap arcade style games that I could waste my time on in small bursts. This was partially because there wasn’t too much in the way of larger titles on sale this year, but also because I’m a little… entirely broke. But, regardless, I have come across a nifty little game called Overture for 40p.

Overture is an action-adventure roguelike which draws heavy inspiration from hits such as Diablo, Realm of The Mad God, Zelda, and The Binding of Isaac. Explore vast randomly generated dungeons and slay hordes of cunning enemies!

The mixed reviews initially put me off. I saw many complaints of people dying too quickly and unfairly and not even knowing what killed them, but having played the game for myself, I believe that these players have simply been running into enemy-spawning traps and failing to utilise the game’s running mechanic to evade the ambush. That being said, this game is a bit of a roguelike that you have to throw yourself into and die repeatedly to progress. If this doesn’t suit your playstyle, then this may not be the game for you, though I’ll add that the sense of progression is well implemented, and deaths feel more like a small hindrance than a punishment. The speed at which you can die if you’re not careful can make longer runs feel very rewarding.

Here’s how it works – you have four classes of hero to choose from, each containing some sub-classes that you can play individually. In the game, monsters and barrels and other assorted environmental caches drop gold, which fill your character’s XP bar for that run. When you level up, you get better stats. This gold also carries across runs, and can be used to purchase upgrades for your characters. These upgrades increase your character’s base strength when going into the dungeon, essentially guaranteeing you progress on even the most catastrophic of runs. So while this game may seem like you’re bashing your head against a brick wall at first, you’ll swiftly start to notice your character getting stronger and dominating the earlier stages that previously gave you trouble.

Loot does not carry over between deaths, but it is extremely easy to see what is an upgrade for your character on the fly. In Overture, you’re not going to be sitting in a character screen humming and hawing over which statistics you want to gain and sacrifice between two different sets of robes. Rather, you’ll run over a treasure chest at some point and a shiny trinket will drop with green bold text saying +ATT, +MRGN or something along those lines.

One issue I can understand is screen clutter. I often find myself running into an enemy and being damaged before realising what’s happening. I can fully understand the confusion about ambush traps and not understanding what’s attacking you under the sea of numbers and pixellated gore. But I also have to admit that I find that to be part of the challenge. This is a heavily action based game that relies on reaction speed, and realising that there’s a skeleton popping out of the ground to skewer you on a bone kebab is just one of the aspects of the game that you need to be on the lookout for.

My only other criticism in this game is the achievement system. There are four achievements – one for completing the game with a character of each class. There’s plenty of opportunity to give players achievements for upgrading their characters, reaching certain floors, collecting particular loot or slaying particular bosses. But this isn’t something that a lot of people will care about, and I’m aware that many developers don’t bother with achievements at all. Just a little personal gripe.

Anyway, the game is usually £3.99 (which I wouldn’t call unfair), but it sometimes goes on sale for much cheaper. If you want an easily pick up and put down-able roguelike to throw yourself into which isn’t a platformer or a tactical dungeon crawler, then I’d point you in the direction of Overture.

The Life of a Pretend Millionaire (Grand Theft Auto V: Online)

I bought GTA V on PS3 when it first launched back in 2013, and since then have kind of regarded that as a bad move, given that it was £50 and I didn’t even play it all that much around launch period. In fact, since owning it on PS3 I’ve hardly ever booted it up, save for when me and my friend want to fuck around in a private session. But he eventually upgraded to the PC version, and the game becomes somewhat significantly less fun when you’re running around a private session (or public session populated by 12-year olds with a Michael Bay fetish) on your own. But according to my Rockstar Social Club statistics, I’ve played over 50 hours of multiplayer on PS3, so I suppose that it did sort of pay off in the end.

Well anyway, I finally upgraded to the PC version last week and whilst I’ve still not had a chance to fuck around with my friend in a private session as is my usual go-to for the game, I did decide to give the actual multiplayer a try. Whilst I still prefer the relative safety of a private session to the insufferable explosive hell that is public sessions, I’ve found in GTA V the multiplayer racing game that I’ve always wanted. So long as the host isn’t a dick and the racing isn’t “GTA-style”. The recently released Cunning Stunts DLC has made up the bulk of my activity; for those of you who are unaware, it give players the option to race in the more arcade setting of loops, ramps, and mid-air racing rather than the typical street-racing that was in the game before. I’m willing to bet that this was a decision made after reviewing the popularity of similar-styled racing on hacked tracks back in GTA: San Andreas multiplayer. I certainly approve! Winning a hard-fought race of multiple players in this game is so rewarding, both mentally and in cash and RP.


One issue that people have with GTA Online is the microtransactions. I’ve heard it said before that they purposefully put the free new DLC at ridiculous in-game prices so players are forced to buy it via the purchasable cash cards. And sure, that’s certainly true to an extent, it’s their business model. But I’ve found that it also isn’t unobtainable through standard play. I’ve only got 5 hours played of GTA V on my Steam account, but I’ve already made over $250k just from chilling out with some Cunning Stunts matchmaking. And of course, it’ll take me a fair amount longer to reach the millions necessary for some DLC content, but it’s certainly not an unreachable goal for those who do play the game for fun and not to grind out money. And I’m not actually attempting to save up for any particularly expensive content; I’ve actually spent some of it on some car modifications and stuff, so maybe that’s why it doesn’t feel like such a grind to me.

Loading times and UI issues are legitimate criticisms, though, and they have been since the game’s release. There’s plenty of annoying nitpicky stuff, such as the inability to start a private online game unless you’re launching into it from the single-player campaign. When in multiplayer, I had a very hard job trying to find out how to simply play offical Cunning Stunts races with matchmaking, and there’s still no way of knowing whether the lobby you’re joining is going to be an active one with 10-16 players or one with 4-5 who then leave. And the waiting times between races border on frustration at the best of times. At the end of a race, you have to look at who won, wait for everyone to like or dislike the race, go back to the lobby, wait for the host to decide to start the game, choose your car / outfit or whatever, and wait for everyone to ready up before a final loading screen. This can take up to 5 minutes, based on personal experience, and depending on the length of the race, you’re looking at actually racing for about half the time that you’re online.

It is surprisingly difficult to get a picture of one’s entire garage.

One thing I do love about GTA Online is the progression of ownership. When I walk into my garage, I like being able to look at my vehicles and remember where they came from. Many people just have a collection of supercars, I’m aware, but my supercar shares a garage with my Bifta (off-road buggy style thing), my suped-up mini, my Banshee (favourite car in the game), my two muscle cars (one stylish and one for casual open-world usage), that free sports car they gave everyone (an Elegy), my original stolen and insured car that I began with, and more. The other day I walked into my downtown garage and found one of the slowest cars in the game that I’d hijacked and painted pink in a free-roam session a few years ago with my friend. The memory brought an instant smile to my face.

So yeah, I’m having a good time with GTA, and I don’t regret buying it a second time. On PC it looks gorgeous. I should probably play some single-player, too, because I remember being interested in the story the first time I began it. Plus, if I remember rightly, they give you plenty of the DLC multiplayer cars for free in a garage somewhere for a test-drive. So if you need me, I’ll be zooming off the edge of Mount Chiliad.

The Pimp Wagon, in all its glory.

Pokemon Sun and Moon Special Demo Version

Whilst I’m not exactly foaming at the mouth for the next Pokemon game as much as other people are (for I am still fully ensnared in the videogame crack den that is WoW: Legion), I decided to give the demo a go when it released today (see: 2 days ago, when this post was written). For those who are unaware, the modern Pokemon demos are typically standalone experiences that introduce the player to the setting and key game innovations for this iteration of the franchise. In this case, it document Sun’s (the main character who you’ll be able to rename in the main game) arrival to the first island in the game, and gives you some two main areas to explore: the town, and what would typically be called a route.

The first thing I noticed was the movement. In Pokemon X / Y, they allowed the player to move outside of grid-based movement for the first time in the franchise, although this was still restricted to roller-skates and bike riding. They expanded on this in Omega Ruby / Alpha Sapphire (ORAS), allowing grid-based movement only if you used the D-pad. In Sun and Moon, they graduate from this entirely, adding smoother running and walking animations and removing all remnants of the oppressive grid-based system.

But that’s only one minor improvement. From what I’ve gathered from the demo, one of SuMo (Sun and Moon)’s key selling points is its iteration. There are many quality-of-life improvements that are a great welcome from a game which has a tradition of following a set schematic, and the main game seems set to stray from tradition in more ways than the minor quality-of-life updates. But as far as they go, I was pleased to see they’ve added a way to check what stats have been buffed and debuffed during the battle. They’ve also added a system wherein you can see what moves are not effective, effective or super effective against an enemy if you’ve beaten them before. Part of me welcomes this change greatly, as the National Pokedex is getting too large to remember the types of every single Pokemon, though I do worry that this will devolve the game into less tactics and more mindless button-pressing.

I was never all that sold on the setting of Alola itself. I’m not a holiday island kind of a guy. But playing through the demo, I found myself pleasantly surprised by the cultural quirks which differed from the other regions. And that’s just as well, because they’re going all-out on this; the professor isn’t even a professor, because they want him to seem more laid-back. I’m a fan of what we’ve seen so far from Kukui and the, er, the rival dude who’s name escapes me. I even found myself enjoying Team Skull; there’s a big danger of them simply becoming edgelords, but they were actually somewhat amusing to me.

They give you a Greninja for the demo, and so far there’s been no indication as to whether you get to keep him or anything else from the demo to take to the main game (as was the case with the ORAS demo). At one point you get to use a Pikachu, and that was during the (frankly odd) trial where you had to go and sneak pictures of Pokemon, who would subsequently attack you. I have a feeling that that mechanic is going to be one of those features that Game Freak try to promote but ultimately ends up falling by the wayside. At the end of the trial, there’s a boss Pokemon, which is basically one of the earlier Pokemon but in a different form – which then assumes another, fiery form… it’s confusing. I’m not entirely sure I like that particular direction the game series is heading in.

Z-moves are cool, though. I’m not sure I was ever fully sold on mega-evolutions and having to mega-evolve your Pokemon in each fight to get the best out of them. Z-moves are SuMo’s mega evolution type game-changer. Whilst you only got a chance to use it once in a demo, I’m assuming that you can only use them once per battle, and that they do a hefty portion of damage. And the animation was awesome… though I can see it getting somewhat annoying once you’ve seen it a few dozen times, because it does take around 10 seconds to complete.

And then the demo ends but not really because New Demo Plus. You get to go back to the demo zones and ride a Taurus around, which is another feature coming in the main game that I absolutely love. It beats the bike by miles. Not only is it really fast – and has a charge move that goes even faster – but it also has utility, seemingly taking the place of Rock Smash as you barge past rocks and open up new areas. Speaking of which…

The area you can unlock with this charge is a kind of mini Safari-Zone. And I’m talking oldschool Safari Zone. There’s no time (well, step) limit, but they give you a certain amount of Pokeballs and chuck you into the long-grass, telling you to catch yourself some pocket monsters. However, demos being demos means there’s only three to catch – Pikipek, Yungoos, and Rockruff, so that gets stale pretty quickly.

And that about sums it up! I look forwards to playing the full game when it’s released. I should probably go and work on completing Pokemon Yellow so I can transfer those guys over…

“Hey Slowpoke, can I leave the demo area?”

Starting Dragon Age: Origins

So a year or two ago I bought Dragon Age: Origins and played through the first 3-4 hours of it, and while I did enjoy it, I ultimately got distracted by other games or things to do. However, since 100% completing Skyrim a few months ago (oh yeah, that happened), I’ve been on the prowl for another RPG that doesn’t have the letters MMO stuck in front of it, and I decided to give DA:O another go.

Whilst I originally rolled a mage character, as I typically do in most RPGs, I decided to go for something a little different this time. I’m a city elf warrior who specialises with dual-wielding, and I’m currently torn between whether I should put my upgrade points into strength, agility, or constitution – strength for the armour, agility for the abilities, and constitution for general all-round not dying-ness. But this little indecision only occurs for a small amount of time when levelling up, and isn’t even really a legitimate gripe with the game. I’m aware that as somebody who started PC gaming when they were 12 in 2007 (and even then favouring consoles until I was 18), I’ve had it easy as far as stat attribution goes, as most RPGs have watered it down significantly since the days of yore.

Anyway, as somebody who already played through the mage starting experience (it was a Harrowing time, geddit?), it was interesting to see the beginning of another character’s adventure and how it differed from before. They all funnel into the same place eventually, of course, but I actually found myself enjoying the city elf scenario more than the mage one, probably because I can identify somewhat more with a character who isn’t shooting fireballs every which way from the get-go. And from what little I’ve seen of Bioware’s storytelling so far, I continue to find myself easily immersed and thoroughly entertained by the characters and the response choices you can choose between. One day I will have to make a character who goes down the purely evil route, because some of those options are very intriguing.

My main character, Gardon, bears a striking resemblance to one of my closest friends and it’s getting to be somewhat distracting!

The combat is interesting. It feels to me between a combination of a tactical turn-based system and an MMO’s ability / cooldown system. And I have to say it works very well. I love that I have the ability to simply pause the game at any point and flick between my party members to determine what they should be doing and if they need to sip a quick potion. I do find the tactical view somewhat redundant due to the fact that in third person mode, I can see further ahead and around me, but that might be a perk of modern PCs that weren’t accounted for at the time of the game’s release in 2009.

Whilst Dragon Age: Origins is getting on a bit in age now, it’s aging well, both graphics and gameplay wise, and feels to me like a solid combination of WoW, Skyrim, and a Telltale style narrative. DA:O obviously preceded the latter two listed games, but I’m just applying my own experiences retroactively as similarities. If I manage to complete DA:O you can expect another blog post about it, and perhaps I’ll look into Dragon Age: Inquisition at some point too.

This guy was a bit of a bastard to kill. And he’s only the first boss in the game!

I’m putting this at the bottom of my blog post as it’s somewhat of a sidenote. Since I got this new PC a few months back, I’ve been going back and playing some games that I’ve already played on my laptop, and finding them inexplicably more enjoyable. I’ve come to the conclusion that my laptop’s constant struggle to keep a consistent framerate probably had something to do with it, and the smooth 60 frames I’m seeing all around nowadays is enabling me to focus on the gameplay rather than because subconsciously sidetracked by technical issues. And the ultra graphics options are always a nice bonus, too.