Now that I’ve
gotten all the positivity of gaming in 2018 out of the way, it’s
time to go into the games that left me unsatisfied. As per usual,
just because a game is on this list doesn’t make it necessarily
bad. All it means is that, either or technical issues or questionable
design choices, it left a sour taste in my mouth.
That being said, the
disappointments of 2018, presented in random order, are:
Artifact
Holy crap, we’re
starting with this? Okay then.
As someone who plays
and has played a lot of different card games over the years, the
monetization model for Artifact was so obnoxious, and colors the rest
of game so much, that despite hearing how fun it is to play, I never
want to hand over the $20 necessary to get started. Will Partin over
at Waypoint penned an unintentionally damning criticism of it, and to
avoid copying his points I would instead encourage you to check it
out. In short, there is no way to try the game for free, and no way
to acquire cards without spending in some form, either on packs,
draft tickets, or on the Steam marketplace.
This is a barrier
that not even physical Magic the Gathering puts in place. If you, the
reader, went to a local game store, you could ask for a Welcome Deck
in MTG, which would be provided to you for free. It’s a starter
deck, so it doesn’t have many great cards (as one could say of any
starter in any TCG/CCG you could imagine), but it gives you a chance
to try the game out before you commit money to it.
I’m not surprised
Valve took this approach with Artifact, but I’m certainly
disappointed.
THE QUIET MAN
Good lord. Let metell you about… THE QUIET MAN.
I genuinely have no
idea how or why Square Enix greenlit this game, and chose to publish
it. No matter what point I am in the game, there is something wrong
with what’s going on on screen.
The decision to
remove audio from most of the game, while an intriguing idea, is
badly executed. Unfortunately, the rest of the package doesn’t do
enough to make up for the loss of audio, and I spent most of my first
run confused. While spoken lines are strictly necessary to tell a
story, other, non-verbal, communication skills like body movements
and hand gestures would have gone a long way towards improving the
experience. Even worse, this choice was supposedly made to help
players empathize with the deaf protagonist, which would be fine if
he didn’t clearly understand and respond to the people speaking to
him.
On top the that, the
game is just sloppy, with loose controls, animations that frequently
phase from objects in the world, and a mildly incestuous story that
barely makes sense when the audio is introduced in the second
playthrough.
At least it was fun
to riff on it for a few streams.
Overwatch
I had been playing
Overwatch on and off since it was released in May 2016, but as of
this summer I have permanently uninstalled the game from my PC. And I
have no further interest in continuing to play it.
At a core level, I
disagree with many of the most recent design choices, the final straw
being what they did to Symmetra. In a full confession, I have
difficulty with precise aiming in fast paced shooters, which is why I
tend to gravitate towards characters like Reaper, whose shotguns have
wide close-range spread, and old Symmetra, whose beam locks onto
targets. As of June 2018, this characteristic of Symmetra has been
adjusted so that precise aiming of her beam is required, and it no
longer locks-on to targets.
As a player, I could
overcome my aiming weakness and get better with practice, or choose
another character like Mercy or Moira to play a different role using
the skill set I already have. However, that’s not what I wanted out
of Overwatch. I wanted to play Symmetra because they style, even if
not competitive, was fun for me. Similar reworks seem to herald an
awkward homogenization in Overwatch’s design in an effort to make
every character “viable”, and I cannot continue playing the game
if that’s the intended direction.
But more than that,
I remember a Rock Paper Shotgun piece that came out right around the
announcement of the rework. They referenced a YouTuber names Latif
who reviewed the original release of Overwatch from an accessibility
standpoint, as a less-abled gamer. He praised how “innovative”
Symmetra’s lock-on was for people like him, so that they can still
contribute to the team, even if they don’t have the physical
ability to aim the way most people can. Not through lack of practice
(like me), but due to the way their own body functions.
I think about people
like him, and how Overwatch seems to be leaving them behind, and it
makes me genuinely sad in a way that hinders my ability to enjoy it
anymore.
Fallout 76
This is another one
of those games like Artifact that, while I haven’t played it, I
exist in a space adjacent to it and I would be remiss if I didn’t
take the opportunity to at least talk about it here.
Listening to people
I know play Fallout 76, and reading/watching the stories of people
playing, make me question what is going on at Bethesda, and whether
or not they truly understand what people enjoy about their flagship
games, and that’s before we even get into its many technical
issues.
I was already
bouncing off the Bethesda bandwagon after Fallout 4. Like Jeff
Gerstmann in Giant Bomb, I was growing tired of the bugginess that is
common to their games. Further, I was starting to bounce off
Bethesda’s core design ethos. When I play one of their games, I
want to go on varied and interesting side quests, much like I
remember from my time in Oblivion and Fallout 3. Somewhere along the
lines, that shift towards a more procedural, systems-driven design
focused far too heavily on character growth and fetch quests.
My best experience
weren’t the ones hacking away at skeletons or ghouls. They were the
moments where I was using a high sneak skill and invisibility to rob
bystanders of all their valuables, or voting out the eponymous
president of the Republic of Dave. Fallout 76 (and even Fallout 4 to
some extent) was made out of the filler, not the meat.
So not only do I
look at Fallout 76 with apathy and disinterest, Fallout 76 makes me
look at the next Elders Scrolls game with apathy and disinterest.
The Inpatient
I feel bad for
Supermassive Games. After Until Dawn, it sometimes feel like they
aren’t sure what else they can do. Their follow-up, Hidden Agenda,
was an interesting idea built on heavily flawed technology.
With The Inpatient,
they attempted to leverage a different tech, Virtual Reality, to tell
a prequel story explained why the asylum in Until Dawn exists in its
decrepit state. Unlike Moss, I didn’t find that the addition of
virtual reality did anything to add to my experience. In fact, I was
often taken out the experience thanks to fairly unwieldy controls for
navigating the 3D space.
Like A Way Out, this
story wasn’t anything to write home about. Unlike A Way Out, it’s
gimmicks and characters did nothing on top of that to keep my
interested for its relatively short 2-hour runtime.
I can’t help but
feel disappointed, even though I probably shouldn’t have been.
Detroit: Become
Human
I praised Detroit
earlier for the portions of the game revolving the android Connor and
his human partner Hank. If their third of the game was all the game
had to offer, as they try to solve the cases of Androids going rogue
and rebelling against their owners, it could easily be one of my
favorite games this year.
Unfortunately, there
are the segments with Kara, an android who is trying to escape an
abusive owner with his daughter in tow, and Marcus, who leads the
android rebellion. Kara has the problem that every playable female
character in a David Cage games does: She is a perpetual victim, and
exists in an uncomfortable space as a result. Considering how
tertiary her entire storyline is to the game’s overall themes, it
makes me wonder if there was a point to including her beyond “she’s
the lady from the tech demo”.
As for Marcus, the
game leans on, and honestly abuses, imagery from the Civil Rights
Movement in American history. Everything from Malcolm X, Martin
Luther King Jr.’s “I Have A Dream” speech, to the Million Man
March are misappropriated in used in contexts simultaneously pay lip
service to their meaning, while disavowing them to “tell a story
about Androids”.
To top it off with a
ton of unpleasant Holocaust imagery used in a similar manner, it’s
no wonder my friends and I were left speechless at the end of our
stream series.
Dissidia: Final
Fantasy NT
It absolutely hurts
to put Dissidia NT on my list of disappointing games. While I
certainly had my share of fun playing it casually for the first month
or so after release, but I couldn’t help but think of how much more
fun I had with the PSP Dissidia games the entire time I was playing.
Bluntly, the
decision to move the 1 v 1 combat in the PSP games to a 3 v 3
multiplayer system took a lot away from what made those games
enjoyable. It feels terrible to lose a game because someone on my
team wasn’t pulling their weight, or the enemy decided to 2 v 1 one
of my friends, leaving us exposed.
What made it worst
was an incredible cluttered and cumbersome UI, and the on-screen
action can be hard to read due to the number of enemies and attacks
going off at the same time. Even when I got used to, I still found it
difficult to keep focus on any one object/character in view, as the
UI takes up most of the screen real estate.
I still want to see
a Dissidia on home consoles, but this isn’t the way I want to see
it.
Sea of Thieves
I really enjoyed the
2 hours of so I spent playing Sea of Thieves, and I wonder if I’ll
ever go back to it now that expansions have been released for the
game. Sailing the high seas with my friends, exploring uncharted
islands, plundering treasure, and singing sea shanties all the way.
The problem is that,
at least when we played it, that was all there was to do. I have no
doubt that if I had played much more, my playgroup and I would have
quickly grown bored of what was there. Without any sense of reward or
progression to sustain what limited content there was, I had no real
reason to keep with it.
There was a solid
core here, but not enough to do with it.
Shadow of the Tomb
Raider
At the risk of
repeating myself, I think back how much Sam and I loved the 2013 Tomb
Raider reboot, compare that feeling to my thoughts on the sequels,
and wonder just what the hell happened to this IP.
I didn’t realize
at the time, but my praise of the 2013 reboot, and my tolerance of
its gratuitous death scenes, was contingent upon an unspoken promise:
That afterwards, Lara would take up the reigns as Tomb Raider, and
begin to grow into a capable and confident hero, similar to her prior
incarnation, albeit more grounded.
Yet this never
happened. Instead, the third game was billed as the “end to her
origin story” and I’m still waiting for Lara Croft to become the
Tomb Raider that the box claims her to be. Considering how many
unique and interesting directions they could’ve gone with a modern
interpretation of one of gaming’s most famous heroines, having
three origin stories in a row makes it clear they never intended for
her to be anything more than what she was in the 2013 reboot.
What a waste.
Far Cry 5
Well, well, well....
What a game to end this list on.
I’ve already
spoken at length about how I feel about Far Cry 5’s core message
(whether or not Ubisoft intended to have one), so I won’t speak on
that further.
What I will take is
how formulaic and mediocre the game felt, even divorced from that
context. I can’t think of a single moment in the game’s runtime
that I could call a highlight of the experience. Aside from the
abysmal ending sequence and the aforementioned article I wrote on it,
the first thing that comes to mind is how I mistaking calling the
female herald Faith Seed’s name for “Grace Seed” on accident.
With a standalone
DLC expansion on the horizon, I find myself wholly disinterested in
the Far Cry brand as a whole at this point. It’s just another
standard Ubisoft open-world games, and I’ve honestly played enough
of those to last a lifetime.
And there you have
it. Compared to previous year, I feel like I have more meat for this
list than I’m used to. I hope that’s not a sign of years to come.
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