Tag Archives: FPS

Chivalry II Review

Wow. It’s been a long time since we’ve seen a game from Torn Banner Studios. Their first major release; Chivalry: Medieval Warfare was a fantastic, if buggy game that blended the Push mode gameplay of a Battlefield game with an innovative swinging mechanic unseen up to that point. And it had just enough janky animations to give us some unintentional comedy along with the depth of the combat.

PROS: Expanded mechanics. Cross-Platform play. Large scale maps. Upgraded visuals.

CONS: A bit light on launch content. Unlockable things involve a huge time sink. Bugs.

EPIC: Exclusivity will turn off a substantial amount of potential PC players.

Torn Banner followed that up with a fun expansion pack based off of the Deadliest Warrior TV show, which gave fans some combat tweaks, and deathmatches. Sadly, it didn’t have the Objective mode that made the base game famous. Most recently they tried their hands at making something newer with Mirage: Arcane Warfare. That game used Chivalry’s sword fighting combined with some light RPG elements and magic spells in a competitive team game. It was a really good game that didn’t sell well and was quickly abandoned. Something many buyers still haven’t forgotten. This, and the fact that the publisher of Chivalry II, Tripwire Interactive did a timed exclusivity deal with the Epic Games Store will undoubtedly mean some people will have some trepidation here.

Fortunately, Chivalry II seems like it has already done infinitely better so far than Torn Banner Studios’ last game. So it doesn’t look like it’s going to suffer the same fate. Be that as it may, there are still going to be a lot of people who may decide to wait for the game to show up on Steam or GOG in a year or get the game on their PlayStation or Xbox console of choice instead.

If you do decide to nab this one, I don’t think you’ll be disappointed with the gameplay though. Chivalry II is fantastic. Especially if you were a fan of the original release. For starters, almost everything you would have loved in the first game is here. You get the swing manipulation that made the original game famous. Chivalry II again has three primary attacks. A horizontal swing, a vertical overhead swing, and a stabbing motion. But unlike most games, you don’t simply end it at pressing an input. On PC, you’ll use the left button on the mouse to do a horizontal attack and the mouse wheel does the other two attacks. Rolling up stabs, and rolling down does your overhead. But it doesn’t end there. Immediately upon doing one of these attacks you’ll, be able to “steer” them by moving the mouse (or thumbstick on a controller). This opens up a ton of possibilities by letting you turn an overhead into a diagonal slash. Or a horizontal swing into someone’s leg. The right mouse button can be used to parry or block attacks. In the old game you needed to equip a shield to block. But in this new entry anyone can block by holding the button down. This makes handicap situations where it’s you up against 3 opponents a little bit easier though, you’ll still likely die until you get in a lot of experience.

Parries are done by pressing the right mouse button just as the enemy weapon is about to hit you, and you also have to “steer” the parries as if it were a weapon. If you do it, you’ll open up other combat options like ripostes where you can get a free hit, or a window for something evasive. Some other changes are to the class system. Now every character can do a dodge. In the original this was reserved for a Man-At-Arms class. This along with the blocking addition gives everyone more options and allow you to get within the side view or even behind an opponent if you’re good enough.

Both of these options use a lot of stamina though, so you’ll have to do so wisely. If you over do either of these you can expect people to easily figure out ways to make you exhaust yourself, and get yourself into a situation of helplessness. You can become disarmed both figuratively and literally. Another mechanic they’ve added is the inclusion of shield damage. In the original game, you could equip all sorts of shields and it was cool. You could use them to protect yourself from arrows, and incoming strikes. This is still true in Chivalry II. However, now shields can take damage which means you can’t completely hide behind them. Eventually, they will start to degrade, losing pieces as you continue to use them. That isn’t to say they’re like glassware or paper though. They can take a lot of punishment, and even in disrepair they can still be effective. But the days of crouching in a corner behind a tower shield barely taking damage are over. Eventually the shield will break to the point of uselessness.

But, the game has a few other mechanics that have been added or retooled. Two of the ones that jumped out at me were the charge ability and the throw ability. You can hold down the attack inputs to trade off a long windup with a more potent swing. That means that although you will be more vulnerable, the swing will do more damage. You’ll still need to play mind games though. If you ONLY go for these high powered swings you’ll be easily cut down as people can see it coming and either stab you before it comes out or evade it then attack you. The best of the best will parry you or interrupt you. Throwing weapons and other items is another cool new feature. You can throw your sword into an archer before they can line up a shot, or you can throw a disembodied head at opponents as a message.

And with so many objects you can pick up on the battlefield the possible projectiles become endless. Flaming chickens, branding irons, wagon wheels, cabbages, and more await your baseball arm. And in the case of foods you can eat them for health replenishment. Everyone also starts with a bandage too, so if you come out of a skirmish near death you can use it and replenish yourself faster than trying to find cover and wait. Another health update in the game is the inclusion of being downed. If you’re a big Fortnite fan, you’ll already know how it works. For the rest of you it’s a second chance mechanic. If you are defeated on the battlefield you won’t always die in the fight. Sometimes you’ll eat a hatchet and end up 99.7% damaged. In this state you can’t fight and have to crawl to a teammate to help you. In most cases you’re going to be finished off though. Unless you know you have 10 or more people directly behind you to pick you up, opponents will stab you as you try to escape. It’s not uncommon to see some players intentionally seek out those on their hands and knees to get some quick scavenger kills.

Beyond all of that, you’ll still be able to do feints, a quick cancelling of a move input at the beginning of its animation. This will fake out a lot of opponents who will try to counter or parry early and allow you a free hit. You can still combine moves together by swinging at just the right time during a previous movement. But sometimes you’re going to find opponents who know what you’re going for. So there are also now interrupt moves where you can get in a cheap punch to flinch them and allow you a minor chance at a comeback.

They’ve done a great job with all of this. And it continues into the game’s different modes. As of now the game has its classic Free-For-All Deathmatch and Team Deathmatches which are a nice way to practice the combat. And within that realm you can also find Duel servers, where you’re going to get into one on one fights. Again, another great way to get a handle on the melee combat. But the biggest reason to play this game is the returning Team Objective mode. This essentially works like it did in the original. It’s a Push mode where the attacking team tries to push back the defending team to different points on the map until they get to the final one and hopefully win the day. Unlike something like Battlefield or Call Of Duty though, players usually aren’t going to sit at a flashing letter for 60 seconds and then move to the next flashing letter. Each of the points is a tangible objective the attackers need to accomplish. Sometimes it involves razing a farm to the ground. Sometimes it involves stealing the Kingdom’s riches. Other times it involves using siege weaponry to gain passage into a castle. Things like towers, and battering rams. Often when attackers do push their way to the final point the game assigns a defender the role of a major character the attackers must assassinate and thus the defending team has to coalesce around them to wind down the remaining minutes for a last second win.

It’s really engaging stuff, and you’ll likely be really addicted to the gameplay on offer. Feeding into that is the revised class system. In the old game there were four: Archer, Knight, Man-At-Arms, and Vanguard. In Chivalry II there are four base classes, and then within each of those four are another three you’ll unlock over time as you play.

This is where some of the game’s shortcomings start to come into play. There’s a big focus on customization here, and so you’ll have to unlock things by playing. The grind to do so is pretty real though. You won’t take long to get the subclasses unlocked, but the weapons, and cosmetics are a much different story. You’ll have to put in an obscene amount of time to get a certain texture for your outfit unlocked. The weapons aren’t as bad in this regard. But it’s still a grind. Of course, like a lot of modern games there’s a pretend currency you can buy with real money to buy the cosmetic items early. But even if you do, you still have to be a certain level before you can equip it. So you probably won’t ever want to do this.

Created with GIMP

To it’s credit, there are a fair amount of things you can alter here on your different characters. Multiple faces, costume accents, and other skins. And you can also tweak the look of your classes between your time spent on the Agatha Knights, as well as the rounds where you’re assigned to the Mason Order. Plus you can do a set of characters with no affiliation for the FFA rounds you find yourself in.

Going back to the classes a moment, one thing I also didn’t get to mention is that in combat each of these has a special move that they can use to help their team. Think of these like the ones in Nintendo’s Splatoon games. Over time, frags, and objectives you pull off you’ll fill a meter. When the meter is full you can perform the move. Some classes like the archer class can build braziers so your team can set projectiles on fire before shooting them. Others like the knights can blow a horn that heals the team. Or place a banner for an area of effect healing circle.

Created with GIMP

In addition to that, Chivalry II has a host of new abilities for each of the classes that add more depth to the combat. Some of them can do a shoulder tackle, causing an opponent to get knocked over and rolled around a second or two before being able to get up. The Vanguard’s charge attack returns, leading up to a powerful leaping strike. In the massive crowds of opponents these can be quite the spectacle. And while I personally find it more complicated, you can play this game in third-person by pressing P on the keyboard. Some of you may prefer it in third-person as you can see more of the combatants, and those prone to motion sickness may also prefer this viewpoint. For me, first-person just felt more natural.

Now, Chivalry II is going to draw some obvious comparison with a competing game: Mordhau. And some of you may be wondering which is better. But it isn’t a cut and dry, or open and shut case. Both games do similar things, but do them differently in ways that aren’t always a better or worse scenario. Some things in Chivalry II are better in my opinion. Chivalry II has better servers. And this is a BIG edge because it means you will have far better online matches. There are more of them, and they (as of this writing) seem to have far more stable connections. I’ve had more rubber banding, ghost swings, and slowly degraded performance experiences in Mordhau. Now that said, Triternion has recently upgraded their servers, and promised more updates to fix this. But as of this writing, Chivalry II has (in my experience) better performance.

In terms of content, Mordhau does have a few things Chivalry II either doesn’t have or has less of. Off the bat, Mordhau has horseback riding. And on the large scale battlefields in Chivalry II, horses would make things far easier to navigate. And while horses in Mordhau can feel a bit overpowering at times, their existence is something that is still welcome. Torn Banner Studios has talked about adding them in future updates. But as of now this is a point for Triternion. Triternion also gets a point for having far more customization options in its create-a-character feature. You can reshape faces, do a lot of individual part swapping in the costume designer, and overall it just does more.

But Chivalry II has generally better performance, and the animation seems smoother in my opinion. If you haven’t played either, this is instantly noticeable and will catch your eye far faster. Models are a little bit more detailed, and the overall look is just a little bit more refined. Chivalry II also has a lot of performance options throughout the menus. You have a multitude of different lighting effects, texture quality settings, supported resolutions and more. On my system (AMD Ryzen 3900X, 32GB RAM, RTX 2060 SUPER, Seagate FireCuda 1TB M2 and a T-Force 1TB SSD) I’m able to run the game maxed out around 1080p with a high frame rate. There are MANY settings you can tinker with though, and the game still looks good on the lower settings. If you haven’t been able to upgrade a CPU, RAM, or a graphics card (which is completely understandable at the time of this writing as chip shortages have driven prices through the roof.) the game should still be a fun time for you on the computer with lowered fidelity. Of course, if you’re near the minimum requirements ( Intel I3 4370, GeForce GTX 660, 8GB RAM) you may want to wait or go with the PlayStation 4 or Xbox One version. I didn’t have a machine that old to test the game on, but I suspect using a nearly 10 year old card will involve tweaking files beyond the scope of the in-game options. Your mileage may vary at that level.

But there’s nothing like the feeling you get when you survive a fight and throw someone’s disembodied head into an opponent’s face. Chivalry II also gets up to 64 players in a game at the same time! But when it comes to the gameplay, both games are fantastic at giving you a melee system that will take you plenty of time to master. Mordhau’s chambering system gives it a different feel than Chivalry II’s despite being similar on a surface level.

Both games have great dismemberment effects. Both games have situations where you’ll be able to fight on a few seconds longer upon losing an arm until you bleed out. Both games have great archery mechanics. In Mordhau, holding the bows back too long will make you sway wildly. In Chivalry II holding the bows back too long will drain your stamina and result in an almost recoil sort of effect. But in both cases finding that perfect blend of distance, and hold time results in a satisfying hit or kill on an opponent. In both games you need to lead opponents. Now some of you will find you like one more than the other, or one deeper than the other, but at the end of the day they’re both excellent in their own way.

Chivalry II is an absolute blast to play, and the only thing keeping it from perfection are some nagging issues that are going to annoy people. Most of these are the result of bugs. Chivalry II features other cool features I didn’t mention yet like cross-platform play. If you’re on a computer or a console, you’re going to run into players on either of the formats. Which is really cool. What isn’t cool is when you try to pair up with friends to find that the party system doesn’t place you on the same team! And while they’re FAR less common (at least in my experience) than they were in Chivalry 1, models still can be found jittering around after you die in rare collision bugs. There are also some occasions where your character doesn’t charge into battle with everyone else at the start of a match, and you have to choose your character again to get into the game. Things like this along with the microtransactions creating a grind hold back an otherwise fantastic game.

Chivalry II is a lot of fun, and it’s one I can highly recommend checking out. The objective based maps are some of the most fun I’ve had in a new multiplayer game in a while. The added lore here even benefits things as you can understand the motivations of both the Agatha Knights as well as the Mason Order in the game’s storyline. It’s told in some menu texts, as well as a couple of really well made videos. But then the game does a great job of referencing it throughout its environments and world building. And as in the first game, neither of the armies come out smelling entirely like roses. Both do some really nefarious things in the various missions, but for the sake of simplicity the Agatha Knights are sold to us as the Heroic Warriors and the Mason Order are the Evil Warriors.

The basic gist is that 20 years have passed since the original game and things are leading to an uprising. In the original Chivalry, the kingdom of Agatha was thrown into upheaval when King Argon led a crusade mission in which their mightiest warriors were defeated. With the King dead, his right hand General, Malric Terrorwin grew enraged as he believed they were put on a fool’s errand. After the defeat, Malric would form The Mason Order with those who agreed with his view. And before heading back to Agatha, would betray the remaining knights along with his group. But the Agathians had a fill in leader in interim King Feydrid Kearn. The events of that game led to a war for the crown between Malric Terrorwin’s Mason Order, and Feydrid Kearn’s remaining Agatha Knights.

By the events of Chivalry II, Malric has won that war, the Mason Order has become the de facto leadership, and Malric is now its despotic King. Killing people for questioning him as he sees his rule as absolute. However, Argon’s offspring Argon II emerges with a claim to his father’s throne. The Civil War between the Agatha Knights and Mason Order is reignited as the Agatha Knights hope to overthrow Malric and restore the kingdom to its former glory.

In the end, whether you end up fighting for the Agatha Knights or the Mason Order, you’re going to feel really invested in the world and its large scale 64 player battles. Torn Banner Studios did put out a roadmap which claims they’ll be supporting this game for years with fixes and content. Hopefully they can live up to those promises because Chivalry II is an excellent game. It’s just a shame it came out of the proverbial oven just a little bit too early. If you can look past the more egregious issues like the glitched party system, the microtransaction grind, and the limited number of maps at launch, you’ll find one of the most fun multiplayer games of recent years.

Final Score: 8 out of 10.

Hellbound Review

Well coming off of a round up of old-school inspired shooters coming soon, this time out we’re looking at relatively recent one. Hellbound is a game that wears its DOOM fandom on its sleeve. Almost to a fault. But can it hang with id Software’s long-running demon slaying series?

PROS: Visual Fidelity, Rock solid controls. Fast and fluid combat.

CONS: Lack of personality. Bland vocal performances.

MOTHER#$%#^*: Our hero loves to cuss for the sake of cussing.

Hellbound has a lot of really awesome things going for it. It looks spectacular, almost as good as the recent DOOM games. It plays as fast-paced as the recent DOOM games. It has some pretty great locales. It’s got a pretty good variety of enemy types. And there’s all kinds of little nuances in it you’ll likely appreciate.

In short, it’s very fun, and the majority of people who pick it up will likely enjoy their time with it. But there are some caveats with that statement.

Before I get into them though, Let’s go over what you get here. Hellbound as you can probably tell by now, is a shooter inspired by DOOM. Its protagonist isn’t a Space Marine stopping an invasion from Hell through a teleporter experiment gone awry on Mars. Instead you’re a being known as Hellgore who was a soldier killed on Planet Hell, and was resurrected for the sole purpose of revenge. The entire populace was wiped out by a being known as Ferlord, and his army of demonic minions.

With that quick setup Hellgore begins his mission of carnage and bloodlust. While the game definitely references the original DOOM and Duke Nukem 3D in its marketing, it clearly feels more akin to the 2016 version of DOOM. The level designs are pretty good and do offer some of that classic colored key hunting. But much like DOOM 2016, the overall size and scope of the maps are much smaller than they were in 1993. And while you will have to backtrack to a few previous areas to use that red key you just found, the jaunts are much shorter, leading to a more linear, modernized feel.

That in of itself isn’t a bad thing. The stages do have a nice flow to them, and there are even a couple of puzzles that will likely stump you. But it isn’t the same thing as it was in the old games that inspired it. In the original DOOM there were stages you could conceivably spend two hours on looking for secrets alone. That isn’t to say there aren’t some clever secrets in Hellbound because there are. A good number of them too. And while things aren’t as free as they were in DOOM 1993, that doesn’t mean there’s no exploration. This isn’t the hallway, cutscene, hallway formula of some of the blockbusters of recent years either.

Where the game begins to fall short is that there isn’t a lot of its own personality. While the main character (voiced by Artie Widgery) puts out some nice delivery, the dialogue at times is just crass for the sake of being so. I know there was a lot of shock value in some of the glory days of early PC FPS games. But something about it doesn’t seem genuine. Even though it’s very clear that everyone involved in making this poured their hearts and souls into doing so, in some ways it feels tied a little too close to DOOM. In the best and worst of ways.

In the best of ways, it’s that it nails the action. As I mentioned it has a very DOOM 2016 feel although you don’t have a melee attack or skill tree system. But all of the guns are DOOM style mainstays. You have a pistol, a shotgun, a beefier shotgun, a minigun, a plasma rifle, and a rocket launcher. They also have one weapon, the Head Crusher which is basically a baseball bat in lieu of the Chainsaw you’d have in DOOM. Of course if all else fails, you can still punch demons. The game also has soul orbs that are basically the super health orbs from the original DOOM. These give you up to 200% health. Then they veer a little bit into QUAKE territory by giving you a Hell Damage icon that is effectively Quad Damage. So a lot of enemies will explode, and harder targets go down faster for a time. Then there’s the Hell Skin which is basically the armor version of the damage icon. Finally there’s the Hell Speed which makes you run even faster.

On the flipside though, the character designs are largely DOOM stand ins. And while that wouldn’t be a bad thing, the characters are clearly meant to resemble their DOOM counterparts. The former humans are probably the biggest divide in design. But the Vladers, Karnals, and Pygons are very clearly Imps, Pink Demons, and Cacodemons from id Software’s frontrunner. So much so, at times you might find yourself wondering why you’re not playing DOOM 2016.

I don’t want to make it sound like this game is a bore though, it truly is not. It is good. The gameplay is exceptional at times. I only wish it differentiated itself just a little bit more. One thing some people won’t like however is the short length. It’s about the length of a single episode of one of those games it takes its inspiration from. Fortunately the gameplay is there. So for many, you’ll want to go back and replay it on a higher setting for more of a challenge. And if you still need more after that, there is a horde mode where you can choose an arena and see how long you last.

Ultimately, it has enough entertainment value to keep you going through it. By the end of the game I found myself hoping there was more. And that’s a good thing in a way, because it held my attention. It’s a really fun shooter. Unfortunately it doesn’t have the personality of something like DUSK or AMID EVIL. Yes those games were also inspired by old games, but they had environments, characters, and designs you can more easily get behind. DUSK had great horror elements in its simplistic look. Even though it took its shooting cues from QUAKE, it still felt very much like its own thing. Hellbound doesn’t. It feels more like a glass of RC to DOOM’s glass of Coca-Cola. There’s nothing wrong with that. But the best of these titles can stand on their own merits. And while Hellbound is excellent at what it does, it isn’t going to be something you might play over the game that inspired it. Even with voice samples, Hellgore isn’t as interesting as Doomguy.

I know I’m talking in circles now, so to recap: Hellbound is a very fun DOOM-like that you’ll really enjoy if you’ve already played DOOM 2016 and DOOM Eternal to death and want something very close to their template. But I wouldn’t get it over DOOM 2016 if you haven’t played that already. And there are other retro-themed shooters with more personality, games that stand out more than this one to consider. My hope is that they’ll continue Hellbound though. Perhaps a sequel that expands upon the excellent gameplay here, and comes back with some more original characters and locales. There’s a fantastic foundation here. It just needs a little something to stand out from the crowd of similar games also inspired by the games that inspired it.

Final Score: 7 out of 10

Retro Shooter Preview Round Up

Man, I know it’s been a frustratingly long hiatus. I’ve been working overtime at my job most weeks over the last several months. This has limited my free time, so I’ve ended up focusing more on my Twitch channel over the blog. Over there I play a wide variety of stuff as well as a fair amount of Splatoon 2. But lately I have been going through a number of FPS games in Early Access. Some interesting preview builds of games that hearken back to the early days of Apogee and id software. Being that they aren’t done, I can’t wholeheartedly recommend getting them right now. One of the risks in buying anything in Early Access is that there’s no guarantee the games will be done. And this isn’t the most original idea for an article as several bloggers and YouTube creators have made similar ones. Be that as it may, these are some of the ones I’ve found pretty interesting upon buying. Games you may want to keep your eyes on.

Of course, the resurrection of what many consider the original shooter formula isn’t new. They’ve been slowly coming out for a while. New Blood Interactive has been hitting it out of the park with games like DUSK and AMID EVIL, but we’ve seen plenty of other games too like the Rise Of The Triad 2013 remake, Ion Fury, and others. Anyway, these are of the preview versions I rolled the dice on, and some of my thoughts on them after playing them.

Prodeus

This is one of the most promising of the bunch here. If you really enjoyed the DOOM 2016 remake or it’s DOOM II: Hell On Earth inspired sequel DOOM ETERNAL, but wished it hearkened back to the old games a little more, this could be for you. What makes this one stand out? Well it has the DOOM 2016 look in terms of its world. It also has a similarly streamlined layout in terms of maps. Things are a bit more linear than they were in 1993, but it still retains some of the colored keys and secret hunting. But it also blurs the line more than the official Bethesda/id/Microsoft property does because you can have the enemies represented as either fully rendered models or you can choose to see 2D sprites! And while there isn’t quite enough there for a full campaign yet, the game does have a level editor and many fans have already done a bunch of fantastic community maps. The game also does an interesting Super Mario World style overworld map, showing you what you’ve beaten, and if you’ve found specific exits for secret levels.

ULTRAKILL

New Blood Interactive is one of those publishers that does appear to finish their Early Access projects, and all of them have been must play experiences so far. DUSK and AMID EVIL are two acts that are going to be tough to follow. But ULTRAKILL seems poised to do pretty well for itself. Where DUSK combined Quake’s aesthetics and gameplay and Deliverance’s unsettling backwoods horror, ULTRAKILL pushes the low polygon retro look further. Where AMID EVIL brought back the Heretic/Hexen feel that has languished, ULTRAKILL brings in elements seen in all kinds of games, old and new. It has a melee system that is tied to its health system. You punch away projectiles. Punch enemies so they’ll bleed on you and fill your health meter. But it also has a creative kill system in the vein of PlatinumGames’ Mad World, or People Can Fly’s work on Bulletstorm. You continually have to dash out of the way of projectiles one moment, and find creative ways to take out waves of enemies the next. If all of that isn’t enough for you, stages are chock full of secrets and the game already has several secret stages that each play absolutely nothing like the rest of the game. It’s also got an interesting yet popcorn storyline. Mankind is dead. Blood is fuel. Hell is full. The soundtrack is also this nice rush of industrial metal and techno subgenres.

Viscerafest

Like ULTRAKILL this game also has an importance on dashing and punching. But for different reasons. Instead of being creative for point awards, and continually refueling your health meter, this game has you doing it for survival and resource conservation. You see each stage only has so many ammunition pickups. So if you go full Lundgren on every alien you see, you won’t have the buckshot you need to kill a larger enemy type, or destroy a damaged wall to get that secret item you spy on the other side through a window. Another cool thing about this game is the save system. Instead of going full old-school and giving you a quick save function or rather than go full new school and implement a checkpoint system, they give you beacons. These beacons are limited, and found throughout levels. You can then plant one on the ground to create your own checkpoints. This is to keep you from cheesing your way to the top by quick saving every time you kill something. And it also keeps you from having to redo something you had trouble with clearing. You have to be careful though, because you can plant one too early and still have to redo a tough monster closet, or too late and miss something important. The game also has a unique art style as like Prodeus before, you have sprite based enemies and pickups. There’s no option to switch to models, but it works for the anime and Blake Stone: Aliens Of Gold pixel art blend they have going on. (Well I was reminded of Blake Stone anyway.) Cut scenes are done in these fantastically done animatics (Think Street Fighter V’s cinemas) while in-game graphics have everyone looking fresh out of an Apogee PC shooter circa 1993.

This one also throws in some sarcastic one-liners with its protagonist. Like Shelly in Ion Fury, Caroline here will do the same. Unlike Shelly, Caroline is far more psychotic. She relishes blowing away bad guys, eating the hearts they leave behind when they’re punched into giblets, and causing mayhem. There’s a lot more dark humor here, and the game never tries to be something it isn’t. It also has a rather fantastic Industrial Metal and Electronica soundtrack. This one by Michael Markie. The game only has one episode done, but the final game looks like it will have three based on what the current build’s hub level looks like. There are also a ton of skulls to collect throughout the stages, and it looks like there will be a place in the hub level for you to use them at some point. I really enjoyed playing through this game’s build. So I’m hoping the full game lives up to the first episode. The one bug I ran into (one that disables all of your weapons except the pistol) is apparently already being worked on. So the developers have been going out of their way to talk to players which is a positive sign.

Maximum Action

Maximum Action is an odd case. It started out nicely enough to intrigue New Blood, even getting partnered at one point. Then they were mysteriously dropped and the updates seemed to trickle. The game was picked up by Balloon Moose Games and carried on. A few days ago a major update finally dropped, adding a new stage and cleaning up a few things as well as changing composers. The game hasn’t excited me the way the others have, but there is a really cool hook here, and that is each level is a different movie scene. You basically play through the stage as pretend Dolph Lundgren, and at the end you can watch the replay. Which is pretty cool. And so the scenery of each stage is inspired by different action genres. Some have you doing James Bond style stealth missions. Others have you blowing away 80s drug dealers like the protagonist of a 1987 direct to VHS vehicle. And each stage also works as a sort of puzzle game as you have to figure out which bad guy to take out in which order. Or where certain bad guys enter a scene. Or when a vehicle will tear through. So it’s like a cross between Hotline Miami and Duke Nukem 3D. There are some goofy bugs though, particularly in the game’s playback feature where you can watch your performance. Here’s hoping this one can come out with some major fixes, because there is a really fun idea underneath it all. The Goldeneye 007 era blocky enemies are also entertaining.

HROT

HROT is another game that takes inspiration from the original Quake. It’s got the similar brown, drab palette. What really sets this one apart though isn’t just the Eastern European horror show it puts on display. It’s set in Czechoslovakia during the 1980s and the story centers around some mysterious activity. It’s entirely coded by one guy in Pascal. That in of itself is quite impressive. It’s also got some fantastic level design, on par with the classic id game. And like DUSK it does a lot with very little. It’s a bit on the short side as of now, but it’s one hell of a short ride.

WRATH: Aeon Of Ruin

3DRealms is publishing this one by KillPixel and what stands out on this one is that it is actually being made in id Software’s original Quake engine. But it does diverge from the Quake mold a bit. After all Quake II skewed the series purely into action, while Quake set things up in more of a dark, foreboding adventure mold for a possible continuation of its story. While Wrath doesn’t completely do that as it still has plenty of monster closets to deal with it does change things up a bit. Similar to Viscerafest you’ll need to collect items to create checkpoints. You’ll find a wide variety of different weapons to dispatch monsters with. The game also takes the hub world approach with different areas opening up levels to go through. Think in the vein of something like the original RAGE. There’s a fair amount of variety in terms of the different environments too. And despite the focus on exploration over action, there is still plenty of action. You’ll come away from many firefights on your last legs, praying you’ll find some health and ammo before finding another group of bad guys. Like Viscerafest and ULTRAKILL, Wrath also adds a dash attack. This function is quite useful navigating some of the vertical sections here as well as allowing you to conserve supplies by stabbing low level enemies instead of shooting them. It’s a pretty feature rich game too with a lot of customization options for all types of PC configurations. However, I have never gotten it to play nice with screen overlays, so I haven’t been able to livestream it myself. Still, it’s another interesting one you may want to look into.

And with that I’m off. I do have another few shooters in my Steam wish list so as I get to them I may do another one of these preview lists. And when some of these are completed I may be doing full reviews of some of them so stay tuned!

Serious Sam Collection Review

The Nintendo Switch has had a track record of being like my niece when she was a toddler. “I CAN DO IT MYSELF!” she would exclaim when she got interested in trying something. Like when she flew a kite for the first time. She’s a teenager now (Time flies)but she would never give up on anything at 4. Much like her, the Nintendo Switch has been running video game software most would not have thought possible. While visual concessions were there, we still saw Panic Button port DOOM (2016), we saw Shiver port Mortal Kombat 11 last year, CD Projeckt Red migrated The Witcher 3 with all of its DLC content onto the thing, and now Croteam has migrated Serious Sam Collection.

PROS: Customization options. Performance enhancement options. Bonus content.

CONS: Minor performance issues. No gyroscopic aiming. No physical editions as of now.

BONUS CONTENT: A Horde mode, and Split-Screen multiplayer added.

While this bundle is on all of the current generation platforms I’m focusing on the Switch version here since that’s the one I bought. But I can compare the games with the original PC releases as I explain how well the transition to Nintendo’s tablet system has gone. I imagine the PlayStation 4, and Xbox One versions will look a little bit better as they share some technology with the PC in components. But the content will be pretty much the same, so if you plan on looking into either of those versions this review may still help you.

It’s hard to believe but Serious Sam has been with us for almost twenty years already. I can still remember working at an OEM when I played a demo for the first time. I would get computer game magazines and read up on new releases and this was at a time when often times demos of new games would come on CDs bundled with magazines. PC Gamer had given away one such demo disc with the Serious Sam The First Encounter demo along with the free Seriously Warped Deathmatch mod for those who bought the full game. It was one of the demos that hit home (along with the poor performance of UT, and SIN on my current machine at the time) that I would need a new computer.

Fast forward over the years and Croteam would make The First Encounter, The Second Encounter with GODGames, then go to Take 2 Interactive (2k) where they would make Serious Sam II, leave Take 2, and go to Devolver Digital (Founded by ex GODGames members) where they would put out HD remasters of The First Encounter and The Second Encounter before giving us Serious Sam 3 BFE, and The Talos Principle. These all ran on updated versions of their Serious Engine. Serious Sam II on Serious Engine 2, the remasters on Serious Engine 3, and SS3 on Serious Engine 3.5.

Since this collection runs under Serious Engine 3.5 you won’t be seeing Serious Sam II. Previously, Croteam did put out a similar collection on the Xbox 360 that came with one of the indie spinoff games normally on digital stores like Steam. So if you don’t have a respectable computer these days, but you do have that 360 collection and one of the current consoles, do you need to get this collection? Well this collection gives you a DLC that collection did not. So you may want to indeed if you’re a big fan of the franchise. But there’s more to it than that.

Serious Sam Collection for Switch, Xbox One, PlayStation 4 here includes Serious Sam HD The First Encounter, Serious Sam HD The Second Encounter with its Legend Of The Beast DLC, and Serious Sam 3: BFE with its Jewel Of The Nile DLC. It doesn’t include any of the indie spinoff games like the 360 collection did, but you do get the DLC for the second title here that that collection did not include. So this feels a bit more complete.

Of course on the PC, there is Serious Sam Complete Pack which also included Serious Sam Fusion which acts like a similar launcher hub as the one built into this collection. So in either case you can play these three games from one executable program. But the PC collection also does give you the indie spinoffs as well as Serious Sam II. If you just have to have every canon game in the series, that’s one edge to getting these games on Steam.

On the other hand, while a few of the games and spinoffs have been on previous video game systems many have never heard of these games or played them outside of Europe. This is despite their massive popularity on computers and those previous ports and iterations Stateside. So getting these again on consoles gives people who have played them in the past a convenient way to play them again in their living room. The fact that the Switch is a tablet means it’s also an easy way to enjoy yourself while terrorizing patrons with the sounds of headless kamikazes when you get your morning coffee. But more importantly, it potentially introduces these games to an entirely new audience preparing them for the eventual day when they play Serious Sam 4 or try to track down Serious Sam II out of curiosity.

So for those who have never played these games, what do you do? Serious Sam is a series inspired by the id Software and 3D Realms games of old. Games like DOOM, Quake, Wolfensten, Duke Nukem 3D, and Blood. However, many make the mistake of coming into these games and playing them like those games. Serious Sam may be inspired by those old shooters of yore, but it plays nothing like them. It plays more like a First-Person version of a 1980s or early 90s twin stick arcade shooter. Games Eugene Jarvis made for Midway, like Robotron 2084, Smash T.V., and Total Carnage.

In all of these games you’ll be placed in long, intricate levels that feature massively open rooms, fields and arenas. You’ll explore rooms and areas looking for secrets, killing a couple of enemies here and there before getting into one of these battlefields. You’ll immediately be swarmed from all sides with hundreds and hundreds of enemies. Survive these onslaughts, pick up some health, and ammunition and continue the cycle over 15 levels or so. But that’s just the barebones version. These games do a lot with so little. Just when you begin to get the hang of fighting low-level enemies, the games introduce new enemies. Each enemy type has to be dealt with a certain way. The Kleer Skeletons are best dealt with by using a shot gun at just the right moment as they pounce at you. But get more than five of them and you may want a minigun. But while you’re dealing with those, the game will quietly send in Harpies from the heavens that require different tactics to defeat. By the middle of these games you begin to very quickly juggle different weapons for different threats while fighting them all at the same time. It’s crazy, stressful, and a lot of fun. On the downside, some might find it too repetitive. But honestly, the combination of 80s arcade gaming and late 90s PC FPS action is a winning one. You’re always doing something. When you’re not killing monsters you’re resupplying. When you’re not resupplying you’re hunting for secrets. And despite the name of our hero, these games do not take themselves seriously at all. Even the grittier newer releases with their more realistic graphics are still about being over-the-top arcade action. With funny one liners that could be in a Dolph Lundgren vehicle, and plenty of hilarious Easter Eggs.

So that’s a summary of what you do in general. I’m not going to review each game individually here as I’m talking about a collection. Though I will talk a little about the differences in each before getting into how well these games have made the transition from computers to consoles. The two Serious Sam HD titles are remastered versions of the original games that came out in 2009, and 2010. While Serious Sam 3: BFE was originally released in 2011. The DLCs for the second HD Remaster and Serious Sam 3 came about in 2012.

The two HD remasters have a slightly less realistic look to them than the third game does, being older. But the general play style is the same. Here’s where the series began in a sense of releases. Sam is sent back to ancient Egypt to defeat Mental in the past so that in the future the alien race is unable to conquer the Earth. You’ll spend hours in each of them and it’s important to remember these are technically two halves of one game. The second half has a much wider variety of settings than the first half, and really perfects the formula set up in the First Encounter. Moving onto Serious Sam 3 you’ll learn you’re playing a prequel. the BFE stands for Before First Encounter. So in that game you’re playing the events just before the original game. There are a number of visual effects that the third game has over the remasters. But that does come at a price of performance.

Serious Sam Collection does give you a remarkable number of options for a console release. And while the number of options are not as deep as they are in the PC releases over the years, it’s impressive. Very few console games give you any customization. Many of the core game options have made their way over as you can tinker with your crosshair, turn gibs on or off, change the color of the blood from red to different colors or even use the hippie texture which changes the blood texture to flowers. You can also turn the blood off entirely. You can change the order of weapons when cycling them, and you can pick which character you want to use for multiplayer modes.

But it doesn’t end there, the game will also let you choose from a number of preset button mapping settings including some that will swap the thumb sticks’ roles to accommodate left handed players. You can also disable auto aim and you can tinker with the sensitivity of the thumb sticks for your aiming. Croteam also migrated the color scheme graphics options here. So like on PC, you can change the tone of the colors to be brighter, darker, richer, or softer with different presets and then tweak the individual brightness, contrast, saturation, and gamma of each. But probably the coolest thing here is the fact you can optimize the game for graphics settings or performance. When you go into the actual game it doesn’t seem to make a dramatic change in visuals either. But you do feel the difference while playing the games. This is especially true in Serious Sam 3.

On Nintendo Switch the games look comparable to a computer running with lower and medium settings enabled. Things like shadows and Antialiasing are obviously set lower as you can see jag lines along things like cables or palm trees. Performance with the graphics set to optimize graphics over performance seems pretty similar to setting it to optimize performance in the HD remasters. The frame rate seems to hover around 60 most of the time, though when things got hairy with hundreds, upon hundreds of enemies setting it for graphics could sometimes see a split second dip in framerate into the 20s where things would chop up a second before going back to normal. Setting it to performance made this even rarer, and it would come at the cost of some less defined shadows, AA, and draw distance. Not that big a deal. Serious Sam 3 however, almost requires you set it to performance as the bump in graphics requires more from the Switch’s Tegra. It never gets unplayable on Graphics, but it does kick way down to the 30s in frame rate.

And while you may not physically see it with your eyes, you can feel the difference in your hands. Things are much less responsive and the dips that are uncommon in the remasters are more common. The performance setting seems to uncap the frame rate (I’m not a coder, I can’t say for certain) but it feels much closer to what it does on a computer. It still dips once in awhile, but it feels much better. And visually, it doesn’t look that much different. You can really analyze it and then notice some of the things I mentioned when talking about these settings on the remasters. But it’s not a massive difference save for the rare occasion you might notice something in the far, far, distance sprinkling into view.

While there will no doubt be some who downplay having these games on the Switch due to the lower settings, they’re missing another marvel. Serious Sam Collection joins the likes of Mortal Kombat 11, The Witcher 3, DOOM (2016), and Wolfenstein: The New Order, as games that probably shouldn’t have been possible on the system, not only running on the system but running well. And while concessions in the graphics were made, these games still look pretty great. And tweaking the color options can actually compensate a bit for taste. I tinkered a bit by starting out with the “Vivid” setting, and then moved the contrast, brightness, gamma settings around a bit and found it really made some of the moments in the third game look a bit more lively. The settings get shared across all of the games though, which is a little disappointing when you consider that the earlier games are more colorful, and so what you do for the third game may not work out as well for one of the other games for you. Turning off the blood, and gibs can also help you slightly with performance as it’s a tiny bit less for your Switch to draw and animate during the massive battles. And so if it saves you a couple of frames per second here or there, those who want the best speed possible may just do that.

To this day, there are some video game players on the PC end that will run games on the lowest settings possible, even on a new system with bleeding edge parts because they do not want a sub 60 FPS experience under any circumstances. And while there’s certainly a point where you can become so obsessed with framerate it keeps you from enjoying a game, there’s something to be said for having a framerate that stays high so that when intensive things happen and it has to drop, it drops from really high to high. That way as a player you’re not seeing or feeling it the way you do when it goes from high to low. Even some of those who buy this for one of the other consoles may consider this. I didn’t notice enough of a change to warrant leaving it off for myself. But your mileage may vary.

When compared to the PC versions of these games, obviously the PC versions are going to come out ahead, as they’re more feature rich on the computer and unless your computer is well over a decade old, they’ll probably perform better there. But that said, it is interesting to see how close these get to the computer versions. In terms of content, everything is here. The same stages, the same number of enemies, the DLC is here in its entirety. Everything is here. And it looks and sounds terrific by the standards of the Nintendo Switch. As I said earlier, that they squeezed all of it onto the little tablet that could, and had it perform as well as it does and still looking nice really speaks to the talent at Croteam. The console versions all also add split-screen co-op campaigns, horde modes, and deathmatches to the mix. Which is fantastic for anybody who has friends, family, or roommates as you can play together without everyone having to buy the game and a console plus a subscription. But like the computer versions, it supports online play as well. So you can still go through the campaign, or play deathmatches, or horde games together that way.

Be that as it may, there is one sticking point with the multiplayer and that is draw distance of enemies. Whether you’re playing the game online with friends or strangers or you delve into split screen you can expect this issue to crop up. It seems that enemies will draw into view six feet in front of you at times. This can be an issue because when you play the game normally, you may have harpies coming from the distance, or a large herd of werebulls gunning for you. Not being able to see them until they get close increases the difficulty a lot. Even if you’re playing on a lower setting with less enemies, it’s something to be aware of. This is presumably to keep the game’s framerate from tanking as it has to draw everything multiple times. And while it doesn’t break the game, it does increase the challenge beyond what was intended. It’s still going to be fun, but you have to expect some unfair moments. Fortunately, you can spawn right where you died during a multiplayer match, and you have unlimited lives unless you set it otherwise. So co-operatively beating the campaign is doable.

And while this isn’t going to look nearly as good as a computer running everything maxed out in 1080p, 1440p, 4k or 8k, it does look the part. Again, compare it to a 7 year old machine with a midrange card of the era in it, running at medium or low. It’s following the trend of those other PC games, and Mortal Kombat 11 I mentioned before. If you’ve never played these games before and only have a console, you’re probably going to love them on your Switch or PS4 or XB1. They’re fun games on any platform really, and they’ve made the transition to consoles pretty well. I do however have one major issue with the Switch version. In spite of all of the customization that made its way over, and amenities made for consoles it would have been a slam dunk to have motion controls be the icing on the cake. Splatoon 2, DOOM, Wolfenstein, and even Overwatch have gyroscopic aiming. This is one edge the Switch has when it comes to shooter games. While some might deride motion controls, when it comes to shooters on controllers, it has always been far superior than using thumb sticks. Because it’s much closer to the movement of a mouse on PC. It would especially benefit these games considering just how many enemies are thrown to you at any given time.

Still, in spite of the lack of motion controls, and some technical workarounds stifling multiplayer a little, I still recommend Serious Sam Collection. If you’ve never played these beforehand this is a fantastic way to become introduced to the series. If you have played them, this gives you the perfect opportunity to replay them in the living room, and in the case of the Switch version you can conveniently play them on the go, which is great because you can play these for five hours or five minutes. The occasional performance dip is disappointing but these are still very playable versions that perform very well most of the time. The lack of motion aiming on the Switch is a missed opportunity, but the games are still so fun its worth dealing with their omission. Plus you get all of the DLC expansion packs and you’re getting the bonus of couch co-op. Sadly, as of now there are no physical versions, so video game collectors might feel a little disappointed by that. But these are nevertheless worth picking up even if they won’t be booted from a card, or Blu Ray. For some it will be a new experience, and for veterans it’ll be fun reliving them and comparing them. And who wouldn’t love hearing the loud chorus of “AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAARRRRRRRRRRRRRRRRRGGGGGGGGGHHHHHHHH!” emanating from your Nintendo Switch during your morning coffee run at Starbucks? If the coffee doesn’t wake you up, the explosions of headless kamikazes will.

Final Score: 8 out of 10

Serious Sam 4 Review

It’s finally here. It’s hard to believe, but Serious Sam 3 is almost 9 years old as I’ve started typing this. Over that time there has been a lot of concern with many fans. Many wondered if it would see the light of day after Croteam had such luck with the beloved Talos Principle and then their VR efforts with Serious Sam VR games like The Last Hope, and ports of The First and Second Encounter to VR. From there it was a sporadic blip or two. A quick quip to say it was coming, or news that the writers of The Talos Principle would be writing the storyline to this game. A couple of years ago we got the first trailer, then not much of anything. But then leading up to the release, we suddenly saw several trailers.

PROS: Legion System. Writing. Added Features. Classic gameplay is retained.

CONS: Bugs. Uneven optimization. Inconsistent visual quality at times. Unbalanced segments.

RIDE: Piloting Werebulls and Khnums is one of the most fun things you can do here.

Those trailers got a lot of people psyched. And shortly after I began my initial play through, I saw a few people lamenting the game. And I couldn’t understand why. When first starting the game I had a pretty exceptional first impression. The game has a slew of options for tweaking graphics, performance, audio, and more. The game does a pretty good job of pre picking options based upon your hardware configuration when it does its initial scan. But if you want to lower things for performance, or raise things to make them look as good as things allow.

That said, the requirements for Serious Sam 4 are a little bit beefy. While they’re nowhere near the level of hardware you’ll need for some of the AAA multiplatform blockbusters from the likes of Activision, EA, or Ubisoft, you won’t be able to get by on a potato machine. You’ll need at least a 64-bit quad core processor running 2.5Ghz or better, 8GB of memory, an nVidia GeForce 780 or better on the graphics end. If you prefer AMD graphics you’ll need a Radeon 7950 or better. The video cards have to have at least 3GB of Video memory on them and even that might be a bit anemic. The game will take 40GB or more of hard disk space. According to the game’s Steam page that should let you run the game at around a 720p resolution at 30 Frames per second (approximately 1280 x 720). Things may not look so sharp for those with an older computer but a 1080p monitor resolution or higher. Particularly if you want to run it full screen.

My computer (the one I played the game on) contains an AMD Ryzen 9 3900X, 32GB of RAM, and a 1TB M2 SSD along with an nVidia GeForce RTX 2080 SUPER. So I actually exceeded the recommended requirements a little bit. Be that as it may, I did have a couple of issues I’ll get to later in the review. But most of the time, things seemed to run the way they ought to. At least through the first half of the game anyway.

When the game begins we’re treated to an interactive introduction where the characters in the story can be seen talking. Or rather their reflections of themselves talking on broken satellite panels and spaceship debris floating above the Earth’s atmosphere. Things then shift down to the surface where we see a massive battle going on with the tens of thousands of enemies that Croteam promised us we would see. And to their credit, it’s one of the coolest things you’ll see in a video game. As I said, this is an interactive scene. In engine. Not a cutscene. You move around, fighting the hordes of Mental’s minions. It’s a short-lived moment though because you’ll be knocked out by a giant monster. Once this happens, we’re sent back a few months before this scene takes place.

This sets up the storyline by The Talos Principle’s writers Jonas and Verena Kyratzes. And if you thought that the deep, philosophical writing style of that game would be repeated here, and overshadowing everything you would be wrong. Here they go for a Direct-To-Video Dolph Lundgren vehicle, and it fits the series’ mix of violent, gristly action, and tongue in cheek effectively. Much like Serious Sam 3, this game dabbles in expanding the world of Serious Sam by introducing some newer characters as well as fleshing out some background ones a little bit more.

But the game never makes you delve into any of it if you don’t care to. You can skip every single cutscene the game has to offer if you choose to do so. One of the earliest characters you’ll meet is Kenny, who is basically like the Orko to your He-Man. He’s a comic relief character but almost in reverse. What I mean by that, is when the game introduces the other members of Sam’s team over time, you’ll find most of them have the 1980s action movie vibe about them. They crack one-liners while blowing away hordes of enemies. Kenny is more like a traditional rank and file soldier. Not a chiseled, gritty veteran (Though the game has one of those), but a character with an almost straight-man comedy role. Over time, the characters become an Expendables-like ensemble. The storyline basically starts right before the events of Serious Sam 3 so we have another prequel. A prequel to a prequel. But the story is honestly pretty entertaining.

One of the highest ranking officials in Mental’s army, Lord Achriman has all but conquered Earth. But he is constantly being annoyed by the small uprisings around the globe that keep him from putting a period on the end of his proverbial sentence. Throughout the game’s cutscene’s and in game background audio he fills the role of Half-Life 2’s Dr. Breen. Appearing on TV and Radio to spout off his propaganda and thinly veiled attempts to get the human race to just give up and let him have the last 10 percent of Earth as well. Sadly, as of this writing the character doesn’t seem to have a credit for the voice actor. But it’s easily one of the best performances here. Obviously, John J Dick reprises his role as Serious Sam, and he does it as well as ever.

Over the course of the game you’re tasked with helping a Priest, Father Mikhail get to the Ark Of The Covenant, so that the human resistance can use the Holy Grail to defeat Mental’s forces. This is another fantastic character who is well-written and somehow both grounded and over-the-top. A lot of the humor they sprinkle in is also over-the-top. Over-the-top without doing anything that very many would find too offensive either. Not that I’m debating comedy here, rather saying I didn’t see anything very sensitive people on any spectrum would be too bothered by. And honestly, when it’s funny, it’s really, really funny. I genuinely laughed several times during my playthrough. The characters are all likeable, even the villains, and the story even throws you a few curveballs here and there. Some you’ll see coming. But some will honestly catch you by surprise.

But don’t think this is going to be a game of escort missions, or boring fetch-quests. Well fetch-quests that don’t involve getting a key or other item you don’t really need. This is still very much a Serious Sam game. Though we’re given a number of new features here as well as find a few other features from previous games expanded upon. First off, Serious Sam 3 introduced a melee kill system that DOOM 2016 perfected in the eyes of many. It’s returned here, and it feels like they’ve given iD Software the kudos here because this will feel very similar. That said, some of the melee kills here are more involved than you might expect. They’ve also implemented a point system similar to DOOM 2016. Over the course of the game you can find these blue glass orbs. You can then use these to access a skill tree, and you can use the points to unlock abilities. And its used to great effect here. You’ll want to use these too, because Serious Sam 4 is the most challenging installment yet.

That’s because of something Croteam calls the Legion System, a software engine enhancement they’ve created that (as I mentioned earlier describing the intro) allows the game to display tens of thousands of enemies at once without a massive resource drain (most of the time. more on that later). As such there are a number of times throughout the game where you’ll be killing more aliens than ever. And while they are only that insane number a handful of times throughout the campaign, most of the time you’ll still be going up against more enemies than you did in the older games.

For those new to Serious Sam as a series, many have made the mistake of thinking of these games in the same vein as classic twitch FPS games like DOOM, Quake, or Duke Nukem 3D due to the fast gameplay, crazy weapons, and wise-cracking protagonist. But while those certainly inspired elements of the games Croteam’s series shares more in common with classic twin stick arcade games when it comes to level design. Where DOOM often has tight corridors, monster closets of a dozen to thirty most times and few massive arenas, Serious Sam does not. Serious Sam’s missions and maps share more in common with something like Midway’s Smash T.V..

You’ll often start in an area that gives you health items, and perhaps a weapon. You then leave that area and enter a large arena or vista. Here, you’ll be swarmed by many, many enemies. Often times it numbers in the hundreds. That’s not to say the games only put you in giant maps or sections with enemies. Each of them do, in fact put you in smaller structures, or areas with thin hallways, or mazes with a smaller number of enemies. But unlike other FPS games, it’s almost relentless. There aren’t very many moments where you can let your guard down in Serious Sam games, and Serious Sam 4 is no exception. Serious Sam’s enemies are also more vulnerable to some weapons than others. So it’s a constant management on the fly requirement as you’re always switching weapons as you confront different enemy types in the same massive wave.

Serious Sam stages are always quite large when you take into account the fact that with the exception of the second game, you can go almost anywhere within reason to hunt for secrets and other items. You can still very much do that in Serious Sam 4. But instead of just blindly roaming around for hours, this time stages have alternate missions that going off the beaten path will lead to. The game does mark these, and puts up little descriptors telling you what lies in store for you if you succeed in finding it. Often times it pays to take the risk, and go for these. They’ll have little cutscenes often times to set things up in the story to explain why Sam isn’t just going for the goal. Sometimes you’re getting something for a citizen, other times you’re trying for some meta storyline stuff. But in any case you do get useful things for doing so.

Among these are some of the new items you can use in combat. One of these is a thermos that basically gives Serious Sam super speed like the shoes in the other games did. The difference here is its been combined with Serious Damage from the older games. So you’ll outrun enemies, and have four times the stopping power. Another one of these items is effectively bullet time. So you get a splash of Max Payne in your Serious Sam 4. And it benefits you greatly when you’re fighting in some of the larger scale events and you need that extra time to dodge the 486 rockets from the 56 Scrapjacks that just warped into the battle. Then there’s the Black Hole Bomb, which like Mega Man 10’s, sucks all of the on screen enemies into a black hole. A fun, and well-executed take on the classic smart bomb. Finally there’s the tactical nuke which is more or less a flashy smart bomb.

Throughout the game you’ll also find audio logs, text files, and other things that fill out some of the story details the cutscenes and voiceover might miss. They do manage to do a couple of funny fourth wall breaking jokes here too. But by the end you’ll probably find a lot of it endearing. They’ve done a great job in the action and comedy side of Serious Sam.

Beyond that, they’ve once again retooled many of the classic enemies, and given them some noteworthy updates to their looks. In most cases, they’ve built upon their Serious Sam 3 counterparts, blending some of the more contemporary horror and sci-fi feel with these fantastical characters. But at the same time, they’ve brought back some of that classic, silly feel from the old games here, reminding us of just how not serious, Serious Sam is. This is reflected in the bright colors, and crazy designs of some of the newly introduced enemies. There are vampires that scream at you like Sindel, the Draconian Pyromaniacs that shoot fireballs with flamethrowers, and The dreaded Processed, a bunch of mutant Prisoners who swarm you and shank you with knives.

Combine it all together with far more numbers than you’ve ever seen previously and we’re talking quite a few dicey moments. Especially if you find yourself in an area with very limited ammo or health drops. Which happens a couple of times at dire moments in this game. It’s one of the handful of issues I had in my initial run. There are a couple of large scale fights where you simply will not have enough supplies on hand to survive. While this can happen to you even in the old games, in the old games it’s usually the result of you being a little too callous and free wheeling with your ammo. Here, these fights are going to be especially hard if you come into a situation with only four rockets, and find that there is a scant two, rockets flashing in the field waiting to be picked up. Now don’t misunderstand me. This is not a frequent problem. But when it happens, it really hurts. To remedy this the game does have a couple of options to help a little bit.

The first thing you can do, is save, and save OFTEN. That probably goes without saying. But if you can go back three or four rooms, pick up the right ammo again, then try to get back to the point you’ll have trouble with without using it, that’s something. The second thing you can do is use the aforementioned perk system by choosing options that will make enemies drop ammo for your currently held weapon when you kill them, or give you 1 to 5 percent health back if you dispatch them with a melee attack.

The third thing is one of the newer features, and that is headshots. If you can hit the enemies square between the eyes it does big damage. Most of your small enemies like the Processed, and Octarian foot soldiers will die in a single hit. Some of the medium enemies will take four to ten. Like the Scrapjacks. Large enemies like the Khnum will have you admitting you’re boned no matter what you use. Though you can use the perk system to allow you to ride some enemies like Werebull or Khnum as vehicles. This is honestly pretty cool.

Other ways to try to work around that are to save the aforementioned Black Hole Bombs, Bullet Time, and Nuke for the most dire situations. There’s also a health syringe I forgot to mention. It falls under that category as well as the enemy on enemy gas canister I also forgot to mention. This gas makes the enemies fight each other for a short time. So if you find some of those be sure to save them up for when those undefeatable waves turn up. One last power up I forgot to mention is the decoy, where quite humorously, a hologram of our hero skates around and fakes out the enemies causing them to shoot at it instead of you.

Some may complain that these are ways to make some of the game easier. But considering the fact that you’ll often fight several hundred to a thousand enemies, you’ll be glad they’re here. Despite ALL of those workarounds, there will be some moments where there just won’t be enough extra ammo or health lying in the area. So try to conserve ammo wherever and whenever possible.

One of the other things Croteam mentioned is just how large they can now make maps as well as their new vegetation system. Well there is one massive stage where you’ll be able to see it in action as it does indeed display a bevy of bushes, flowers, and trees. Unfortunately this is the stage where a lot of the technical problems reared their ugly heads in my initial play through. The first of these was a strange A.I. bug. I ran into an encampment of enemies where none of them moved around at all whatsoever until I shot one of them. Not a major problem in the grand scheme of things, but still odd enough. And it could make things a little too easy. This is also the stage where you’ll get to use a few different vehicles. These are some truly fun moments, especially when you can use them in combat.

Near the end of the stage, I started to get some of the other issues. There were a couple of weird pop in issues where the game seemed to suddenly have issues loading higher quality textures, and I also had some brief stuttering in a large scale battle. This wouldn’t have raised an eyebrow had it not been the one and only time I really saw it happen.

While I’m talking about the look of the game here, I’ll address one complaint I’ve seen come up a few different places online, and that is how the game allegedly doesn’t look much better than Serious Sam 3. That, in my opinion, isn’t entirely true. While the main characters look slightly better than the ones in the last game, the enemies here look FAR more detailed, and varied. The lighting here is greatly improved, and one also has to remember that this game renders an obscene amount of enemies at any given time, which likely requires as much power as rendering some of the Hollywood visuals present in some other new releases.

Some of the revised characters like the Gnarrs, Headless Kamikazes, and Scorpions look markedly better than they did in the previous game, and a lot of the new combatants have a level of detail that will simply amaze you, especially when there are 25 of them among the 400 other creatures charging at you. like the flying Kalopsys’ Brain stems or the wrinkles in the Processeds’ orange jumpsuits. Even the weapon models have some really nice textures on them that add a sense of realism to them. Environments also look noticeably better than they did in the last game. Especially thanks to the enhanced lighting effects.

Now that isn’t to say, that the game looks on par with some of the AAA games out there, but again, that is offset somewhat by the impressive animation and enemy counts. The other thing to consider is that development did stall for the creation of The Talos Principle, and the VR Serious Sam games. So it’s likely that they enhanced their existing software technology rather than create an entirely new iteration of their Serious Engine.

One part of the game that is undeniably fantastic however is the soundtrack. Damjan Mravunac really outdid themselves this time, giving us not only a lot of awesome new songs that fit the motif of each stage they appear in, but some remixed versions, and reimagined versions of classic songs from The First Encounter, The Second Encounter, and Serious Sam 3. One of the ones that especially stuck out to me was the Vatican Fight music that played during the lead up to an epic boss fight involving a Gundam in Italy.

Boss fights in Serious Sam have always been these grand scale, larger than life fights and the ones in Serious Sam 4 really up the ante. Almost all of them involve fighting skyscraper sized behemoths, and even the ones that don’t will still require some level of puzzle solving skills. This is especially true when you get to the last couple of them where mere brute force won’t be enough to take them down.

Once you do clear the game, there are a couple of factors that will likely lead to replays if you find you really enjoyed your run. The first of these are the side missions. Any of the ones you might have missed are still there for you to experience. So if you’re the type who likes to do everything a game has for you to go for, this gives you a great reason to play it again. The other thing is the multiplayer. Like previous Serious Sam games, you can go through the entire campaign in Co-Op. This makes an already fun game even more so. Unfortunately , this time around you can only have four players. This is likely a concession for performance concerns. But coming from previous titles where sixteen people could play together, it can be a little bit disappointing. Still, this is the perfect kind of FPS to play with friends of all skill levels as everyone can contribute to slaying down the hordes of skeletons, kamikazes, scorpions and harpy menace.

In closing, Serious Sam 4 is a terrific entry in the franchise that mostly follows the familiar formula that made the series beloved. It’s simplistic but brutal blend of arcade mayhem and difficulty is as fun as it ever was. And most of the new ideas, imported features from other games, as well as the clever writing and voice acting really accent the proven formula nicely. It really will give you some moments that will wow you, and it will genuinely make you laugh when it throws some humor your way. That said, the bugs, and performance problems that crop up three quarters of the way through the game can be pretty annoying at times. If and when you run into any of them you’ll either have to try to tweak the game settings, and settings on your computer to compensate if they happen to get pretty bad for you, or (In the case of A.I. inconsistency) you’ll have to find a way to cheese your way through. As of this writing, Croteam has said they’re looking into these problems and hope to have patches out to fix them. But as it stands they can mar an otherwise wonderful game. The other thing I would be remiss to not mention is that if you’ve played one of the older games and didn’t enjoy it for whatever reason, this won’t change your mind. While I feel they really improved on some things here, it’s again, still very much a Serious Sam game. The core concept is centered around clearing large waves of enemies to advance, and if that isn’t your thing, this probably won’t change that.

Problems aside, I still found this game incredibly enjoyable. It’s easy to recommend to franchise fans because of how fun it truly is, and I can even recommend it to newcomers who are looking for a fast-paced action game experience. Serious Sam games have their own unique flair and feel. They’re not in the Doom, Quake, or Duke Nukem 3D area of classic shooter despite the large amount of action they provide. But they’re nothing like any of the various military themed shooters, or the popular hero arena shooters out there either. This one also has a number of new additions that you may find yourself wishing the older entries had. Serious Sam 4 is a bad ass game hampered by some hitches that will hopefully be ironed out sooner than later. But even with its problems, it’s more than worth playing through. Especially if you have a couple of friends looking for a co-operative experience who are also willing to buy a copy for themselves.

Final Score: 8 out of 10

PROJECT WARLOCK Review

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Well I know I’m once again way behind schedule and probably hemorrhaging eyeballs faster than Ric Flair would bleed in his wrestling matches. Not that it is anyone’s problem other than my own. But when there’s a scare, you’re told you’re essential and said essential gig is the one that pays regularly, online endeavors have to take a back seat. Well, that or you quit. But that wouldn’t leave me with many prospects. So we have to count our blessings, prepare for the worst while hoping for the best.

All of that said, I pray for everyone affected by this pandemic and hope those who haven’t contracted it never do. Personally, I know a few people locally whose relatives were infected and it hasn’t been easy for them. It’s been said a billion times, but unless you’re completely out of food, don’t leave the house. And if you are, go to the store, buy two months worth of stuff and go directly home. It isn’t worth the risk. I had a customer complain they had to spend time with their kids. I couldn’t believe it. I told them to appreciate the time with them now rather than regret not having the time when they’re in their 90’s lamenting the fact they never spoke to one another.

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Anyway, I was fortunate enough to find some time to stream a couple of nights last week. So I managed to play through two games and I thank any of you who dropped in. Whether you chatted me up or just lurked. The first of these was today’s game. PROJECT WARLOCK. While the second was BLAZING CHROME which I will get to in a future review. PROJECT WARLOCK (Which demands an all-caps introduction. It really is a cool sounding name. Like something out of the B movie selection in the action movie section in the video store, we had back in 1993. But I’ve gone on a tangent.) is another in a line of games that pays homage to First-Person Shooters of yesteryear. But this one takes a little bit of a turn by going way back. Way, way, back to the earlier games put out by id Software and Apogee.

PROS: Great level design. Great characters. Great aesthetics. Customization!

CONS: Some people aren’t going to like having a lives system.

SURPRISE!: The game loves to throw a few curve balls from time to time.

Many games, of course, are inspired by DOOM, Quake, or Duke Nukem 3D. Some of these have even gone as far as run on those games’ classic engines. But this one goes back even further. Back to the days where every room was designed with cubes and 90-degree corners. Catacomb Abyss, Wolfenstein-3D, Blake Stone: Aliens Of Gold are the types of games this one takes much of its inspiration from. However, the game runs on Unity, and as such isn’t completely bolted down to those games’ limitations. However, it sticks to most of them while allowing for different ceiling and wall heights as well as elevators. Plus there are some nice skyboxes and interactive sprites and textures. The end result is something that feels like a combination of the aforementioned games and Rise Of The Triad. A classic that was born of a heavily modified Wolfenstein-3D engine.

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Unlike Rise Of The Triad, there aren’t any bizarre cultic terrorist organizations portrayed with digitized actors in the vein of Mortal Kombat. But you will be gunning down many, many enemies, collecting boatloads of treasure, and looking for many secrets. For those who have never played any of the First-Person Shooters prior to DOOM, this game may seem fairly restrictive at first. This hearkens back to a time when FPS games only had one set height for the floor. There were no stairs. There were no cliffs. It was rare to even see a puzzle involving switches. Secret areas were accessed by physically moving cubes of the environment back so many paces. In short, these were mazes like you would see in an early arcade game like Berzerk or in Muse Software’s Castle Wolfenstein (A game inspired by Berzerk that in turn inspired Wolfenstein-3D) but in the first person.

That meant hours of pushing on walls for those who wanted to find every conceivable secret in between blasting enemies. A lot of that experience has been recreated here. But it also has a couple of modern conveniences that make the experience a lot more interesting as well as enjoyable. For starters, this game has a contemporary control scheme. Back before Quake gave us this control scheme, most FPS games were controlled by using the arrow keys to move forward, backward, and to turn. You would fire by pressing CTRL, and if you needed to strafe you had to hold the ALT key while pressing left or right. The Spacebar opened doors. Even today, many people will download a source port when they buy a classic game like DOOM because going back to that setup feels archaic. Even to many veterans who are used to it.

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Project Warlock eschews that and retains the WASD, and a mouse control setup we’ve enjoyed since 1998. Be that as it may, this is still very much inspired by those pre-DOOM years so you won’t be jumping or crouching. But don’t worry, because these limitations actually forced the developers to get far more creative. Which is quite common when creating anything. Intentionally limiting yourself means inventing new ways to implement ideas you really believe in and Buckshot Software has done a phenomenal job with this game.

While the limitations may sound like a bad idea to some, they’re done very well here. Level designs are quite elaborate here and can get really deep. You may think you’ve hit a brick wall in finding the exit, then retrace all of your steps to find a door that was hiding in plain sight. Or you may think that secret you discovered was a monster closet because it was, but getting through it got you a weapon earlier than expected.

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The art design goes along with very well. They have done a fantastic job with all of this. Each of the game’s episodes has a completely different setting with a cast of enemies to go along with it. When you first start the game you’ll go through an initial stage that gets you acclimated with everything while being a surprisingly challenging stage. Frankly, it’s one of the toughest parts of the game. But you’ll want to press on and defeat it because things will become more manageable over time.

Eventually, you’ll find yourself in a small fortress stage that acts as a hub level where you’ll be able to level up your abilities, weapons, and choose missions. It feels a lot like the system in Bioshock, except you don’t have to choose to harvest Little Sisters and tick off Big Daddies. As you play through the game you can find stat building icons and you’ll also level up by mowing down hundreds of enemies. After so many stages you’ll find yourself back here, where you’ll be able to spend those upgrades on beefing up weapons, spells, and abilities.

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The game gives you two styles of assault. Traditional weapons you’d expect like guns or grenade launchers and Magical weapons like you would see in a game like Heretic. The magical weapons and spells use mana while the traditional weapons use their own ammunition.  Over time you’ll begin to make yourself bigger and better as you increase your health bars and add crazy enhancements to your arsenal. For instance, you can turn one weapon into a rail gun, or make a wimpy handgun go from a pea shooter to a hand cannon.

This actually means that earlier stages in many ways can seem more difficult to clear than some of the later ones. But this doesn’t make things feel insurmountable, rather it gives the game an RPG like affair in the sense that when earlier enemies that felt unkillable go down in a far more reasonable amount of time. Project Warlock also calls back to the old id/Apogee days by having episodes. Each episode has a few ranges of stages within them and culminates with a boss fight. Each episode also has its own particular look and feel. The first episode features a lot of horror and fantasy themed characters and settings. The episode after that goes for an icy tundra theme with winter stages, and enemies like abominable snowmen and creatures stuck in panes of ice. Other episodes have ancient Egyptian themes or industrial sci-fi themes. The final episode homogenizes all of these together.

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After a predetermined number of stages within each episode, things will take a break to send you back to the hub for more leveling up. Keep in mind the episodes have to be played through in sequential order. You can’t play them at your leisure the way you can in Wolfenstein 3D. At the end of each episode, the related aforementioned boss stage opens up and commences. Some Boss fights in this game do move beyond the typical “Shoot the Cyberdemon until it dies” meme battles you remember from games like DOOM. All of them are visually creative and have a number of things going on. One of the battles takes place against a giant Sphinx that goes in a different direction you might expect it to. Another boss implements a switch mechanic in its combat. Overall, these all come off as very memorable due to the combination of terrific character designs, sound effects, and attack patterns that really make them stand out.

In between episodes, the game takes some influence from DOOM by giving you a full-screen essay on what happens with your character’s following exploits. The game also does have a few really interesting options to go along with the entire package. One cool feature the game has is something that has also been done in other indie games. But usually, they’ve been completely different genres. That feature is the ability to put on different filters to emulate the look of older platforms. There are palates for the Commodore 64, ZX Spectrum, Amstrad CPC, Nintendo Game Boy, and others. The game also has a CRT filter for those that want it. But rather than a simple on and off toggle, you can set a number of meters for the level of detail you want. You can also set variables for how pixelated you want the game to look.

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Admittedly, some of the retro settings can actually make some of the enemies harder to see, so in some cases, the game can become more difficult than it otherwise might be. You can also put on some more contemporary special effects like Ambient Occlusion. In short, the game does give you a lot of options if you’re into customizing the look and performance of your games.

This is also another game that has a fantastic soundtrack. Jerry Leha and Luke Wilson have put together a list of songs that fit the world of the game perfectly with a mix of Heavy Metal, New Wave, Industrial Electronica, as well as some orchestral elements blended into each of them. It’s a great game!

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Not everything in the game is as good as it could be. As I said, the optional filters can sometimes make things hard to see. The other thing some might not like is that the game retains a lives system from the days of Wolfenstein 3D. So, unfortunately, you won’t be able to press a button to quicksave the way you’ve been doing since the days of Quake. If you die, you’ll have to redo everything you have in that stage up to that point. Fortunately, there are ways to find extra lives, and updating your arsenal will definitely mitigate that.  Still, these won’t be considered transgressions by everyone. Especially for those that might point out how a quicksave feature could be abused by constantly pressing it after killing each and every enemy.

Ultimately though, this is worth picking up. It’s a great blend of Pre-DOOM conventions and modern conveniences of the genre. One that you really have to see to believe. A number of games today take inspiration from DOOM, it’s less common to see them take it from Wolfenstein 3D. The fact that this one does and does it well makes it really stand out. With it putting in current things like a WASD and mouselook control scheme it makes it still feel like a contemporary game when playing it. It’s got awesome art design, great characters, imposing bosses, and a solid leveling system. But be aware it does have a couple of early conventions you may not be used to if you weren’t around for the glory days of early id Software and Apogee.

Final Score: 8 out of 10

 

The trouble with tier lists

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Any game with a competitive setting in mind will have a host of tools for players to choose from. Okay, well most competitive games anyway. You really don’t get to select from a variety of paddles in PONG. But throughout the history of video games, many games have given the players who’ve enjoyed them some variety. By the time the Commodore 64 rolled around we had games like Mail Order Monsters where we were choosing which giant twisted creatures we were going to command and level against one another.

Of course, by the mid-1990s we had reached a point where games didn’t have to give both competitors carbon copies of one another. This was also the period when fighting games would truly evolve beyond the usual martial arts competition games we’d seen before. Data East had given us Karate Champ, Epyx had given us World Karate Championship (a.k.a. International Karate), but Capcom’s Street Fighter would move the needle a bit. It had the same approach as Nintendo’s Punch-Out!! in the sense that you were going to essentially be playing a boss rush. To a lesser extent, one could point to Konami’s Yie Ar Kung Fu.

But Street Fighter would spawn Street Fighter II and SNK’s Fatal Fury. and before long the genre would see a slew of contenders. This is the point where fighting games gave players several characters to choose from. Mortal Kombat, Virtua Fighter, Killer Instinct, Tekken, and a host of other contenders would also enter the fray. All of them would put their own spins and tweaks on the fighting game formula.

While this was going on in arcades, in the PC Gaming side of things another major genre we love today was coming up: First-Person-Shooters. Obviously, we think of games like Wolfenstein 3D and DOOM for wowing everyone by putting us in the head of a hero. But DOOM, Rise Of The Triad, Duke Nukem 3D, and Quake brought us the Deathmatch. And while most of these games gave us all the same character, they all had different weapons strewn throughout their maps. Before long, the FPS would be bringing us multiplayer-focused experiences like Quake III Arena and Unreal Tournament. 

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But these genres’ options in characters and weapons both led to something. Something called the tier list.

Tier lists are most referenced in fighting games but they also show up in First-Person Shooters due to the possible weapon matchups that can occur at any given time. Within a few weeks of release, you’ll begin to see them pop up in their respective game communities. Showing off brackets that group the combatants or the weapons into different levels or “Tiers” of effectiveness in battle.

These lists change continually over the lifespan of their respective games. As new strategies are discovered, new content is added via DLC, and when patches are created by the developers to fix bugs or rebalance the game they’re redone. Who makes these lists? Usually, it’s the absolute best players of any given competitive game. The top 1% of the top 10% of tournament level players. Here, they lay their opinions down at the feet of everyone in the community. And to be honest, at that level of play it makes some sense. It gives the absolute best players a good idea of which matchups are going to be the most difficult, or most balanced among two players of equal skill.

The problem is that these lists are not gospel. Even among the top bracket, there will be a lot of debate because one player might intricately know a supposedly lower-tier character or weapon has a technique or talent that isn’t being given enough credit by the author. And sometimes these debates may change the writer’s mind.

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Be that as it may, the unfortunate trend in recent years has been that average people have been taking these lists as concrete law. Leading to a swath of people entering into a game like Street Fighter V, going on Eventhubs to find Karin on the top of the list and immediately choosing to use them. Because they want to win, and in their minds being number 1 on their list means they should always win.

It doesn’t take anything else into account. Why did the authors think Karin was the best character in the game? What does the character have over the other characters? How complicated are these advantages to learn? Are they really *that* much better? Because if one pays any attention they’ll notice that some matchups are nearly even, and there are even a couple of characters that give them some trouble.

And whether you decide to believe a list or not, these were generally made by people who have tens of thousands upon tens of thousands of hours in experience in it. Those who have mastered most of the fighters in a game or weapons in a game as well as arenas and maps. What they’re talking about pertains to a very small portion of the audience playing the game regularly. Although with things like Tiermaker, pretty much anyone can make one about anything. I made a joke list for a private group below.

 

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The reality is that if you take any of the best players in a given game, and force them to use the tools they haven’t written a lot of fondness for they’ll still likely win even if they think they’re using inferior tools. Because they have enough of a handle on the ins and outs of that weapon. They know exactly where the best sniper locations are, and they’ll still take you out with the pea shooter. They know when you’re going to try to use that awesome super and they’re going to make you whiff it. And when you do they will absolutely punish you.

Until you get to that kind of a level of talent in your favorite competitive game, pay no mind to these kinds of lists. Instead, find that character you like, or that weapon you feel comfortable with and try to go as far as you can with them. Along the way, you may just discover things even some of those who are objectively better than you haven’t yet. Then use those things to your advantage. To truly get better at any competitive game you’ll have to get used to losing and analyzing those losses. Eventually, you’ll start finding those holes in your plans and patching them. You’ll change strategies. Something far more effective than looking at a list and changing a character or a weapon.

ION FURY Review

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In recent years we’ve had a few high-profile games that hearken back to the early days of the PC FPS. There was a pretty great Rise Of The Triad reboot, a few years ago. Bethesda brought back DOOM, and New Blood Interactive has hit it out of the park by publishing DUSK, and AMID EVIL. But where all of these games bring back the elements of old using modern technology, Voidpoint went for the new game in the 1990s mold a different way. They actually went with technology that was released in the 1990s.

PROS: An excellent use of the 1996 3DRealms Build Engine in an all-new game!

CONS: There isn’t much for you beyond a terrific single-player campaign.

JON ST. JOHN IS BACK: But not as the gun-toting action hero he made famous.

Ion Fury had a few swerves on the lead up to release. When I bought it in Early Access eons ago it was called Ion Maiden. And it was one bug-ridden demo level. Once the issues were hashed out, it was one excellent demo level. But it hit other speedbumps like a potential lawsuit from a major record label and Iron Maiden because of the letter “R”.

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But a lot has changed since then and now that the game is officially out we have a new name, full-fledged campaign, and some other bonus content for good measure. Voidpoint also built this entire game on the very same technology 3DRealms used itself for Duke Nukem 3D and Shadow Warrior.  The game runs in a modified version of Build Engine that works under the modern Windows 10 environment. No need to fire up DOSBox, or write a batch file. It runs natively.

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But they didn’t just reskin a bunch of Duke 3D content. Everything here is all new. A cast of wild and inventive new enemies. A bunch of fun and interesting new weapons. A plethora of crazy new enemies to turn into gibs. A slew of stages that will have you really thinking about how things work in between volleys of enemy waves and hellfire.  They did a lot to push 23-year-old video game engine technology beyond what was thought possible. It even simulates some room over room scenarios with some clever tricks as Build technically was never designed to do so. We wouldn’t see that until iD Software created Quake.

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So the game is technically impressive, but how is the gameplay? Honestly, it’s quite good. If not for a few things I’ll get to later on, this could be the game people wanted Duke Nukem Forever to have been. You play as Shelly Harrison, the protagonist of the little-known twin-stick shooter Bombshell. Ion Fury is technically a prequel to that game. In any case, Shelly is after a mad scientist Dr. Jadus Heskel. Like many fictional insane villains with a Ph.D. Heskel has an army of twisted designs and is bent on taking over the world. He also has many acolytes in his group. So you can expect to go up against every sci-fi, and Saturday Morning Cartoon enemy trope you can think of.

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There are the cultists, zombies, cyborg ninjas, terminators, demons, death bots you would expect to face in a game like this. But there are a lot of other hidden surprises. But the game also gets points for being a bit more original with the designs of most of its rogues’ gallery. You’ve seen these kinds of enemies in many games over the last four decades. But they do have terrific, original costumes most of the time. Though there are a number of them that do not differentiate themselves from the henchmen in the late-night B-movies that inspired them. Though the ankle-biting enemies in this game will likely infuriate you as it can be impossible to see these heads with spider legs when they’re clipping behind 2D scenery sprites like trash cans or trees.

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Regardless of that annoyance, the stages in this game are very well thought out. As you get further in the game they become pretty intricate, rivaling some of the biggest maps from DOOM, Duke Nukem 3D, and Shadow Warrior. In late-game stages, you’ll often find the familiar color-coded keys bring you back to earlier areas or open up previously inaccessible paths. Simply trying to complete some of these can take you close to an hour. Possibly more. Then there are the secret areas. Some of them are obvious. If you’re going down a hallway, and see an air vent you may as well shoot the cover off and climb into the air duct. But others can be rather obtuse.

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If you’re just looking to blow through the game without worrying about finding every last secret and Easter egg, it will still take you a considerable amount of time to do so. As I’ve mentioned before, these levels are quite large with intricate paths. Then there are the set-piece moments peppered in. These are the times where you’ll hear Dr. Heskel taunt Shelly while the game introduces a major puzzle, new enemy group, or a boss encounter. These are done exceptionally well by the actor who brought Duke Nukem to life in Duke3D; Jon St. John. Here, he does a fantastic job of portraying a stereotypical supervillain. Even if the rest of the game doesn’t do much to flesh out the character, Jon St. John makes up for it a bit with some great delivery.

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And while Jon St. John isn’t reprising his most famous video game role, there is someone bringing you the snarky one-liners. That’s Valerie Arem. She’s the voice behind Shelly Harrison and Harrison brings the B movie quips as well as Duke Nukem did. Whether she’s blowing up cyborgs with bowling bombs, discovering new weapons or interacting with things in the environment you’re going to hear some great line delivery. Sometimes the game may replay them a bit too much. But that doesn’t mean they aren’t good. It really does feel like you’re playing a Duke Nukem 3D spinoff.

Of course, the modern standards that have been added here also make the game much easier to play than the old Build Engine games in their vanilla forms.  But it won’t be an easy game. When you’re not facing hordes from recently opened monster closets, you’ll rack your brain trying to figure out which path to take in the maze you’re currently in. And again, the visuals are all new in spite of running on modified old tech. The gritty textures and sprites will feel both new and familiar. For younger players who never experienced Duke Nukem 3D or Blood or Shadow Warrior back in the day, it might just give you enough understanding of why those games are considered classics while giving you a fantastic new experience.

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All told you’ll spend anywhere between 7 to 20 hours clearing the campaign, and for the completionists out there you’ll spend even further trying to get every last secret. All while jamming to some pretty great Electronica by Jarkko Rotsten that hearkens back to those 90s DTV films that used to adorn the video rental store walls.

When you clear the campaign there is a horde mode to play, but honestly, it feels pretty weak compared to the main game. Even if it can’t compete with the massive player bases of things like Overwatch I think a Deathmatch or Capture The Flag mode would have been much more fun. Barring that, an actual Co-operative campaign option would have been even better, giving players more replay value as they could play with friends on a second or third playthrough.

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Still, for what it is, it is a fun ride that gives you what it advertises; a fun, modern shooter built to appeal to the classics on a classic engine. If that sounds like something you’d be interested in playing, you’ll undoubtedly enjoy your time with Ion Fury. It’s a very well-made game that does what it does well. It pushes old tech to the limit while providing FPS fans with a new game. You’ve seen a lot of what it does before, yes. But it somehow doesn’t feel derivative. It’s a fun game with a cool protagonist.

Final Score: 8 out of 10.

AMID EVIL Review

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New Blood Interactive is quickly becoming known for the publisher keeping 1990’s FPS design alive. One of their top guys Dave Oshry helped bring Interceptor’s reboot of Rise Of The Triad to market when he worked with them. As did composer Andrew Hulshult. Since then, both have been involved with New Blood. The company published the excellent DUSK last year, and recently Indefatigable’s AMID EVIL finally released.

With DUSK the concept seemed to be a celebration of Resident Evil, Deliverance, and the original QUAKE. All rolled into a mind-blowingly creatively designed shooter wrapped in retrospective trappings and design. AMID EVIL too, is an old school shooter at heart. But with a wistfulness for the old Heretic and Hexen games. But is this new game just a new coat of paint or is there something else going on?

PROS: Visual design. Level design. Responsive controls. Scalable experience.

CONS: Enemies sometimes blend into backgrounds. Inconsistent A.I.

EARTH: Will be blown up tens of thousands of times.

While it’s true AMID EVIL (I can’t help that they wrote their title screen with the Caps Lock key turned on.) does evoke memories of those classics ID produced with Raven way back in 1994, it doesn’t give you the whole picture.  Fighting monsters with magic-themed weapons are only one small part of the game. This game gives you a lot of elements that come from a number of places. In most cases, these elements work surprisingly well together.

The storyline in AMID EVIL isn’t really its strong suit. Most of it is buried in the game’s menu system where you’ll get a cliff notes version. The gist of it is you’re called by a mysterious voice to be the Grand Champion of the universe. There’s been an evil being referenced only as an “Evil Force.” So much like the Avatar in the Ultima series of RPGs, you leave the comfort of your life to take up a magical Battle Axe and become a slayer of evildoers.

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From here you start out in what look like ancient ruins whereupon further inspection reveals a few paths. Depending on the one you take, you’ll find each is tied to a difficulty level. All of the paths ultimately take you to the same physical place. But the harder paths will give enemies greater strengths and numbers. Once you’ve chosen your path you’re off on your quest.

When you begin your quest, you’ll find it actually starts in a hub world. At first, the game will make you play the episodes in order. But after you clear the first two episodes of levels, the hub world changes. Several walls come down, and you can play the following episodes in any order you wish. Once you play through all of them, the final episode opens up for you to embark upon.

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This is why I said there is a multitude of elements earlier. This is the sort of thing often seen in platformers like Super Mario 64. It’s less common in FPS games. But in this case, it’s done rather well. You’ll find that each episode also follows a strain of Super Mario logic: giving each place you visit a distinct motif. AMID EVIL never repeats a theme. Each of these lands is themed after a different rogue gallery of villains. So every episode has a completely new area to explore. Don’t get me wrong, there are still some common settings here. There’s a volcanic area filled with tombs. There’s a space-age area where you may be reminded of games like The Conduit. But the overall, point is that aesthetically, each set of stages is set apart from one another.

Tying into this, are the enemies you’ll face. Each set has its own group of villains. Some of them may share a strategy or two, but their behaviors are still just different enough to keep you on your toes. For instance, one world pits you against flying enemies that feel somewhere between the Angels Bayonetta fights, and the Harpies Serious Sam has been shooting since 2001. But you can’t assume you know how to fight them off. They still have their own attack patterns going on. Even within this game’s worlds, going into the volcanic temple regions throws forth a floating rock with a face on it. A face that breathes fire. A fire breathing face you can’t attack the same way as the sun-worshipping winged guys you fought five stages ago.

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That’s what makes things feel different in each area. The fact that while you still may have enemies that charge you, enemies, that fly, or enemies with a great arm in each region, they have nuance. It’s never a 1:1 feeling across the board. As such, AMID EVIL has a lot of personality other games do not. It keeps you going because you always want to see what else is in store for you. Pairing along with all of this is fantastic level design. The fact that Indefatigable cut their teeth making mods for those classic ID and Apogee titles really shows. Each of these levels has a lot of emphasis on exploration. Partly because you’ll need those keys to get those color-coded doors open. But also because it incentivizes you to go off the beaten path for secrets.

Often the secrets will get you more powerful weapons earlier, or get you big boosts of health orbs and mana. The weapons in this game are about what you’d expect. You’ll have your starting ax and you’ll find magic wands early. As well as a sword. Most of the weapons in the game still operate as guns. However, there are a few really creative ones here. The morningstar is really fun to use. It shoots spikes at enemies, and if you get that critical hit with it, it will actually nail them to the wall! Another one is a wand that shoots planets like rockets. It may sound silly, but this game finds a way to make the silly plausible. Each of these weapons uses a different color of mana. Much like the weapons in the old Heretic/Hexen games. You’ll need to keep an eye on levels for each of these especially later in the game where they become more scarce. Resource management is a much bigger deal in these types of games than one might think. There’s nothing worse than an opening monster closet when you have 5% health and only 30 magic bullets for your wand.

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The stage layouts are terrific even if you’re not planning on 100%ing all of them. Many of them have some very challenging puzzles in between taking out squads of monsters. Sometimes you’ll have to go to a previous area to find a room you couldn’t enter before and have forgotten about. Then you’ll find something in there leads to that latest room you had left, only now you’ll have an item you need. Other times it’s less complicated than that, but might expect you to think vertically as opposed to horizontally.

At the end of each set of levels, you’ll fight a boss. A lot of these are your standard GamePro Cyberdemon “Shoot it until it dies.” meme. But a number of them involve puzzles. One fight, in particular, stood out to me because it involved forcing the boss to walk into a trap in order to make it vulnerable. Obviously, the final boss encounter is something of a grand challenge. Thankfully, the game has a slew of power-ups to help you out. You have an invisibility power up to keep enemies from seeing you for a short time. There’s an invulnerability power-up to make you temporarily invincible. There’s also one that allows you to fly like the one from Rise Of The Triad. Beyond all of that, if you collect enough souls from fallen enemies, you can also temporarily boost the power of your weapons with a right mouse click!

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AMID EVIL is a glorious game. Like DUSK before it, it keeps this style of shooter alive. Yes, it involves a lot of twitch gameplay as you’re blasting anything that moves. But there’s a sense of exploration modern games often don’t have as the focus is putting you through a linear set of areas to evoke a sense of being involved in a story. There’s definitely nothing wrong with this, but bringing back the classic formulas from the genre’s infancy is going to feel fresh to those who’ve missed it, as well as those who never experienced it. The important thing is AMID EVIL does it very well. The character designs, level designs, and unique themes for each area all go toward making this game a compelling one.

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Be that as it may, some might notice some of the blocky N64 era models, and wonder about them. This game was made using Unreal Engine 4, and so it does a lot of modern effects many newer games would have. And yet, the characters are much less complicated looking than nearly anything else you’ve seen from other games using the engine. AMID EVIL doesn’t go with contemporary trends. It goes with a retro look with contemporary touches instead. This makes the game look not quite contemporary, but not quite retro either. It beats to its own drum, and it works to its benefit.

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Andrew Hulshult comes back from DUSK to do the OST to AMID EVIL, and it’s far from the typical hard rock sound he’s known for. There’s a slew of ambient tracks that suit the mood of the visuals in any situation. Occasionally the music does pick up the tempo and begins to rock a little bit harder during firefights. But when you’re not killing things, you’re getting some very eerie sound effects, and tones. Especially during the final episode where the audio marries the visuals again leading to some of the strangest stuff you may have seen in a game. Stuff that can hang with the likes of American McGee’s Alice, or Disney’s Epic Mickey. When you clear the mainline game you can go back and play it again on a higher difficulty. But there’s also a horde mode included here to keep you a little busier for a little longer.

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AMID EVIL is pretty amazing. Whether you loved the era of early DOOM games or not. It has a great blend of action and puzzle-solving. It has a great soundtrack. It does, of course, have a couple of tiny issues I have to nitpick a bit. First off, some of the enemies have the same color schemes as some of the backgrounds. So occasionally, you’ll be hit by something, and won’t realize what it is until you’re just about to die. Second of all, some of the enemies aren’t always consistent in their behavior. Sometimes you’ll be getting hit from a mile away, but other times enemies may not see you even after you’ve snuck upon them. I also wish the story could have been told more through the gameplay, instead of just throwing it into a submenu. Because there are some cool things in there that could make for a better storyline. Still, it all takes a backseat to the action anyway, so it’s a minor thing to pick at. Overall though, I highly recommend checking this game out. If you love the classics, you might have looked into this already anyway. But if you’re looking to try something out of your comfort zone, this is also a solid choice. Take up the call! Pick up that ax.

Final Score: 9 out of 10.

Mordhau Review

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Every so often a piece of media comes out and becomes so inspiring it makes a group of fans attempt to improve upon it. Back in 2012, a scrappy upstart indie developer composed of modders created Chivalry: Medieval Warfare. Built off of what they had done with their Age Of Chivalry mod they had made with Half-Life 2‘s Source Engine, it was a cult hit. It gave Team Objective based FPS multiplayer fans a new setting. It was the modes Battlefield style fans loved in a Medieval setting where two fictional kingdoms waged war. What really set it apart was an innovative sword fighting control scheme. It went on to make Torn Banner Studios a noteworthy small business.

PROS: Improves on Torn Banner Studios’ idea in many ways.

CONS: Some of the new ideas could use some fine-tuning.

FOR THE ORDER: How shall Triternion compete with their inspiration?

But Torn Banner Studios had their own steps and missteps with their new I.P. It was frequently updated, but some of the patches introduced minor glitches or competitive imbalances that would have to be worked out with follow-up patches. Their expansion pack project with the folks behind The Deadliest Warrior improved the combat but was light on modes. Then their last game Mirage: Arcane Warfare went in a completely different direction. While it was an excellent game, the built-in Chivalry audience didn’t gravitate toward it, not enough newcomers became interested in it and it sadly went the way of the dodo within a year.

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During this time, a group of European Chivalry fans quietly worked on their own project between classes and jobs. Initially, called Project Slasher, it evolved into the game we have today. Mordhau builds on nearly everything Chivalry was known for while bringing in some elements of its own.

As in Chivalry, there is a big emphasis on melee combat. Just like that game, you’ll have an overhead swing, a horizontal swing, and a stabbing motion. Unlike Chivalry, there are no alternate swing buttons. Instead of pressing a different button to swing left instead of right you have to pay attention to a cursor. Depending on where exactly you’re facing there will be a line next to the dot. This indicates the direction of your swing. The swing always goes toward the dot. If you’re a long time Chivalry player coming into this, it will take a little while to get used to. But it is an improvement over what Torn Banner Studios’ cult classic started out on.

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In addition to this, there are other additions and alterations. In Mordhau you’ll find a new mechanic called Chambering, where if you time the same attack just at the right time you’ll actually get a prolonged parry effect allowing you to potentially get a combo attack going. You’ll also find if you can get the right angles and connections going in your swings it’s possible to disarm your opponent. Don’t be the least bit surprised if after a chain of blocks, and parries you drop your bow or melee weapon.

Speaking of bows, even the archery has had some improvements over what was introduced in Chivalry. For starters, drawing the string can’t be held quite as long. So you’ll really have to get better at leading targets. If you do hold it too long not only will your arms need to rest, but just before that happens you’ll see your arms wither and shake leading to very inaccurate targeting. Fortunately, you can still cancel the draw and start again. Also, bows, are projectile based again, while crossbows are hit scan again. Meaning bows move like rockets while crossbows fire like lasers wherever the crosshair is aimed.

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What is different now is that skilled opponents can now swat arrows away. If you can get the timing down, you can actually hit arrows with your sword like a baseball. Archers also have to take arrow drop into account. So for long distances, you’ll have to figure out what the angular curve is. And while that might not seem so bad for stationary targets, it’s much tougher to master when they’re on the run. On top of that, you don’t want to stay in one place too long because in any mode you can be flanked at any given moment.

One significant change Mordhau makes is the inclusion of added classes. Not only can you roll with equivalents to Chivalry’s four classes, but there are also entirely new ones. Most notably, the new Engineer class. This class allows you to build structures to help your team and hinder your enemies. You can build arrowslits for your archers or block chokepoints. You can build a ballista for your teammates to defend your line with or to cover your attackers with. This class also has very low health though so you have to be pretty stealthy to use it effectively.

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But speaking of classes, one of the coolest things about this game is the ability to create your own custom classes. Here you can spend the gold you earn in battles on customizing characters for your own specific play styles. You can unlock cosmetic items, armor, weapons and more with your gold to build some fearsome warriors. You may want to have a tank-like character with a lot of armor and a mighty billhook. Or you may want a nimble assassin armed with knives and a crossbow. Or you may want to make a class that lies somewhere in between. The game can even get pretty zany with comedic weapons, and improvised weapons too. You’ll see people swinging pans around. You’ll see people playing the lute before smashing someone over the head with it like a Medieval Honky Tonk Man or (for you more contemporary fans) Elias.

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Mordhau has the modes you would expect from a Chivalry inspired game. You’ll have servers set up for 1 on 1 dueling. These are a great way to get a handle on the mechanics of the game’s basics. The thing is, in other modes, you’ll be attacked from all sides so you’ll want to at least try the more traditional Deathmatch, and Team Deathmatch servers in order to get used to facing two or three enemies at once. These work like you think they do, with the former being a Free-For-All you’ve experienced since the original DOOM. But as you improve in these fights you’ll be better prepared for the game’s main attraction.

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There’s also a fairly robust tutorial in the game as well. This will give you a respectable handle on the basics of the aforementioned combat. The tutorial also covers some basic archery to give you some experience using a bow. The third major part of it goes over how to fight while riding on horseback. It then ends after briefly showing you how to use battlefield weapons like catapults. Overall, not too bad. While it doesn’t go over all of the nuances, it does go over the core concepts well. It also explains some of the more complex mechanics even if they’re something you’ll still have to learn by playing in matches online.

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The main mode in Mordhau is a mode called Frontline which is the objective mode of the game. To its credit, it really does a lot right. It adds a new vehicle to the formula: horses. You can take control of a steed and ride into battle, lancing people and flanking enemies using catapults or ballista structures. The mode works an awful lot like the conquest modes in the Battlefield games. You want to take control of points on the map by holding them which in turn drains enemy tickets. While in control of certain points the game then assigns your army objectives. You might have to go destroy a specific target or push a cart to a certain part of the map. If you can pull that off you’ll win the day. But if you lose the control point in the process you’ll also face a major setback in that you have to take it back to continue.

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This is really the one thing Chivalry did a little bit better. In the older game, the Team Objective mode took these mini-missions and worked them into something more akin to Battlefield’s Rush modes instead. This made it feel more centered around the missions themselves and made you feel more accomplished if you pulled it off. And it felt multi-tiered. First, you might have gotten dead bodies into the aquifer. But then you had to go break into a camp to find the enemy monarchs in hiding and assassinate them. But that part of the mission would prove far harder due to the tactical advantage the enemy team had. That sort of emotional ride isn’t here quite as much. It’s an absolute blast to play, make no mistake. The new mechanics, classes, and steed combat really mix things up in a good way. But knowing your progress can be completely shelved if you lose a control point takes a lot of the emphasis away from the missions. So in some rounds, you’ll find neither army goes for the objectives in a significant way, playing heavy defense on both sides in a war of attrition. It’s a bit disappointing since performing objectives can be so much fun.

That said, the developers have said they plan to continually support the game so something more akin to the Rush style of an objective mode could show up at some point. And again, what is here is a lot of fun especially with the tweaks on the combat. Plus the aforementioned create-a-character feature adds a lot of personality to the entire experience.

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Obviously, Unreal Engine 4 means better graphics and sound technology. Mordhau looks like a significant leap over the game that inspired it. The texture quality is highly detailed. Even on the lowest settings (which you’re seeing in these screenshots), the game looks great. Lighting effects, shadows, and pretty much every environmental effect are wonderful. And while the models themselves could look a little more realistic, it ultimately won’t matter to you because the action is non-stop. You won’t have time to analyze facial animation when you’re trying not to get stabbed.

The sound effects are right on par with those in Chivalry’too. The clanking of clashing weapons, the screams of anguish, the taunts all create a sense of immersion. The music is very good too, though not many of the tracks really leaped out to me. They just kind of felt like the sort of thing that fit the motif. I would have liked something a little bit more distinctive. Be that as it may, it really does fit the castle siege movie motif everything else in the game is going for.

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Ultimately, I’ve absolutely loved playing Mordhau, but I do have a few minor points of contention with it. First, I wish the time between switching weapons was a smidge shorter. If you’re using a bow, for example, you may hear those footsteps sneaking up behind you. You need to defend yourself! You quickly go to grab that dagger and your head gets chopped off. If you only had a split second more, you could have gotten in a parry. Assuming you’re good at steering the block. Again, this game does allow you to steer your swings and blocks so if the opponent is more skilled in this example you’d still be decapitated.

Another thing that I wish was executed a bit better were player counts in some maps on some modes. Deathmatch is probably the worst offender in this regard. It’s an excellent and fun mode overall but some of the maps are too small for a full server. It ends up making for a spammy match where blindly attacking will get you at least a kill or two. Again, not the end of the world and many games suffer from this. But it is a minor quibble.

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Frankly, Mordhau is an absolutely astonishing first effort from a rookie team. It succeeds in its mission to build upon the foundation their heroes at Torn Banner Studios started. The expanded melee combat truly does make the sword fighting more compelling while also cutting back on some of the unforeseen weirdness of Chivalry: Medieval Warfare’s exploitable mechanics. That doesn’t mean everything here is perfect. But you won’t be seeing people kill you with their backs to your eyes in Mordhau. Steed combat is a lot of fun too.  It’s just so great being able to lance enemies or shoot arrows from horseback. And even some of the stuff that’s detrimental to you is still entertaining. Getting knocked on the ground from a door then eating a claymore will make you laugh at yourself. Falling off of a horse from taking an arrow, or getting slashed in the leg feels out of a film. The added immersion really does deserve some worthy praise here. Really, the main thing holding it back slightly is the disjointed feeling in Frontline. Hopefully, that will be remedied in an update in the not too distant future. As it stands though, Mordhau is still a keeper. It will be interesting to see how the fans of Chivalry: Medieval Warfare do against their inspirations next year when Torn Banner releases Chivalry II. But whether you’re a huge Chivalry fan looking for something new, or a big multiplayer shooter fan who would like a different take on the idea Mordhau may just be the game you’re looking for.

Final Score: 9 out of 10