Showing posts with label discussion. Show all posts
Showing posts with label discussion. Show all posts

Monday, October 6, 2025

RAVE: Secret by Jonathan Hickman and Ryan Bodenheim.

 



    "Never Get Caught" - Secret

    At the beginning of this month, I have done my now patented review of all media I consume during 'X' month Rants and Raves. Spoiler if you have no seen read it or seen it but my tied number one piece of content for the month of September is 'Secret'. I say shared because it was tied with a Korean Drama me and my wife watched called 'Moving' which was just as amazing as 'Secret'.  'Moving' and 'Secret' also have earned a new distinction, something I have called the 'Golden' RAVE which means it is hands down my favorite content of the month so it'll differ itself from other highly rated content. 'Moving' however has got its flowers not just from me but from the massive amount of people who have watched it. It is critically acclaimed and publicly lauded as one of the best K-dramas of 2023 when it first aired and rightfully so, it is an amazing piece of media. However on the other hand I believe that 'Secret' does not get the accolades I feel it deserves so for that reason and others; I present to you, my RAVE for 'Secret' by Jonathan Hickman and Ryan Bodenheim.




    The Man with the Plan.

    After revitalizing the Fantastic Four; creating Secret Warriors with Brian Michael Bendis and his other slept on masterpiece S.H.I.E.L.D, Jonathan Hickman was called the new architect of the Marvel Universe by Marvel themselves. They put all their faith in him as they gave him full reign over Marvel's biggest property at the time, the Avengers. This was around the time the Marvel Cinematic Universe (MCU) was at the height of its powers so for him to be given the rein over the golden goose truly showed how much Marvel believed in him. A lot of the MCU biggest moments owes its very existence to Hickman and I often do that Leonardo DiCaprio meme when I spot his fingerprints in their films. Some of its biggest upcoming events still to come in the movies is again drawing a lot of influence from him, specifically Avengers: Secret Wars. So what I am trying to say is Hickman is a master of his craft and when he plans, he plans big. Over the last 10-12 years, when it comes to reading comics, I know if I pick up a Jonathan Hickman book, I am due for a good time. He is consistently the only writer I would go to a comic book store and pick up a floppy (aka a single issue of a comic) over what I normally buy because I can not wait for the trade. He is my favorite comic book writer of all time, easy. So I am saying all of this because I read anything he writes and for the longest time I had a book of his on deck but I never pulled the trigger. That book is called 'Secret'.

    I have purchased all of Hickman's creator owned/ independent work through the years after making him my favorite writer. When ether it be the hard sci-fi of 'The Red Wing', the thought provoking time travelling saga 'Pax Romana' or his magnus opus (at least so far to me) Western epic that is 'East of West'. I, however was missing two series, one was the 'The Dying and the Dead' and the other was 'Secret', ironically both drawn by Ryan Bodenheim. I have since corrected that and I now own both. Tragically 'The Dying and the Dead' was never finished and it looks like it never will be due to the passing of Ryan Bodenheim but 'Secret' was and what a story it weaves.

    Using all the hallmarks of a good Hickman story; 'Secret' combines witty dialogue, morally grey characters, a epic plot and a killer ending. It focuses on a private security firm stumbling onto the something much larger then them after the death of one of their own. As our main characters try to get the bottom of the titular secret and get some revenge a long the way it all explodes, literally. People die, uneasy alliances are exposed and betrayals most foul. I won't give away anymore because I honestly want anyone that reads this RAVE to read the book for themselves.

    Now here comes the crazy part. It is not super easy and I feel it is because 'Secret' has fallen in the cracks. The 'Secret' trade paperback which collects all seven issues is not available on Amazon. You can not even purchase the physical singular issues, everything concerning 'Secret' is only through digital means. As a collector/ fan of physical media especially for things I love, this was un-acceptable. Because of this I had to go outside of my normal haunts and I was only able to get my hands on it thanks to Ebay. This is not the first time Ebay has come in clutch for me and it probably won't be the last. Now I think about it, all my most recent purchase for this duo of Hickman and Bodenheim has been through Ebay. I purchased their previous collabo 'Red Mass for Mars' through them and their last collabo, the aforementioned 'Dying and the Dead' as well. Funny that. Because it slip through the cracks a lot of people do not know just how good this book is. I do not see any Youtube explained videos for it, or 'read this comic' videos and it is a shame and one of the reasons why this RAVE exists. The other reason is I want to draw attention Hickman's collaborator and the person who brought 'Secret' to life, Ryan Bodenheim.

This image is from 'The Dying and the Dead' Issue # 1

    Eyes Wide Open

    Ryan Bodenheim or as he like to be called Bode is a self taught artist from Oklahoma but he spent most of his time in Dayton, Ohio, which is wild to me because that is super close to where I live. Ryan peacefully passed away in Dec, 2021 and I must say the world has lost a prodigious talent in his departure. I found Ryan's art of course through Jonathan Hickman and their collaboration, 'The Dying and the Dead' and I was blown away by his talent. There is one splash page in 'TDD' that still to this day, takes my breath away and as I type this I think I might have it framed for my office. From that day onwards, my eyes were wide open. Sadly, 'TDD' was never completed and was plagued by delays so I never really got to experience it until last month when I finally bought all the available issues from... you guessed it, Ebay. My next experience with Bode's work was him and Hickman's first collaboration 'Red Mass for Mars.' Again I was blown away by how hyper detailed Bode's work was and whilst the story for 'Red Mass for Mars' is good, it is the art which truly made me like it. In 'Secret' I truly got the best of both worlds with both of them at their peaks. I mean look at the image above and say you are not in awe.

    Sadly, related to Bodenheim not getting his flowers while he was here, only 'Red Mass for Mars' is readily available for regular purchase easily (again not digital.) and there has never been a trade paper back for 'TDD'. I think this is criminals because instead of people seeing the praises of Ryan, we instead have hacks like Greg Land and AI artists clogging our internet feeds. Again, it is not much but here, I am using my platform and voice to elevate that Ryan Bodenheim might be the one of best artist you have never heard of and a gem for anyone who have discovered him. His beautifully detailed art, spot on reflections, complex storytelling techniques and way he was able to collaborate with frequently colorist Michael Garland is a sight to be seen. Speaking of.




    A Family Affair

    Using a style they started in 'Red Mass for Mars'; Michael Garland's coloring brings another dimension to Bode's art. All three projects collaborations of Hickman/ Bodenheim/ Garland use a distinctive coloring which is unlike anything I have ever seen and it is in full display in 'Secret'. This might take some getting used to at first but once you see it is part of the process; you'll grow to like it. This is use to perfection in 'Secret' and 'TDD' and I can not sing praises for 'Secret' without acknowledging the importance of its colorist.

    The color red is used perfectly and sticks out like blood on a monochrome figure, men's ties and a spook's glasses. It actually inspired my new profile picture on the side of this blog. The irony is not loss on me that in a world of blurred lines with no black or white hats, a world filled with spies and secret societies, a more subdued palette is used and to great effect. Also amazingly, Michael Garland is not known for coloring comics but as an author and illustrator of children's novels... like what?!

Is this was the cover I might have bought it day one.


    "I've always been the boss."

    Earlier in this RAVE, I discussed why 'Secret' was one of the last Hickman independent projects I have picked up. I mentioned how it is not mentioned in a lot of conversations of what Hickman has done. He has done three different books with the word 'Secret' in it, he has also written 'Secret Wars' and 'Secret Warrirors' with both getting much more attention then this, his independent project. I mentioned how hard it was to purchase through regular means and having to resort to Ebay of all things (which I have come to discover is amazing at getting my hands on niche things I enjoy) but I will not lie to you. One of the major reasons why I didn't pick up 'Secret' originally was because of the cover they picked for the first issue and the trade paperback. Yes, the very same image that started this RAVE. I'll admit it, I judged a book by its cover. Sure, the cover makes sense and in the same first issue it plays big into the story but I just could never escape how strange it was. All of Hickman's covers are strikingly unique with amazing use of negative space so for this cover to just be what it was, I didn't buy it. By sheer luck, I stumbled on 'Secret' during a library visit and borrowed it and as soon as I finished reading it I was like... I need this in my life and bought it. HECK, I am going to buy a second copy because my original copy is kind of in a bad shape (you get what you pay for I guess) so I'm going back to Ebay to purchase another copy and I am giving the beat-up one to my bestie because honestly, people need to know about Hickman, Bodenheim and Garland and if it falls on me to spread the message, consider me contagious.

    Beyond a shadow of a doubt; it is no longer a 'Secret' (to me at least) and it gets a massive RAVE.

AV

P.S Now I have completed my Hickman independents collections, I'll be making a LIST ranking my favorites to my not favorites because I do not have any least favorites when it comes to Hickman. It'll be out later this month.






Saturday, May 17, 2025

Rave: SteamWorld Quest: Hand of Gilgamech

     



    Imagine how cool this would be. You start a campaign of Dungeons & Dragons and you are familiar with the setting already. You know what orcs, elves and dragons are and the first game you play it is played to its strengths, roll the die, dungeon master, hero sheets and what not. However when you return the next week to play it again, the dungeon master says this week you are playing the game like a first person shooter instead of a dungeon crawler and asks you to play by completely different rules. Same setting tho, just everything else has changed and the week after that the rules changes again. Well this is what it is like to experience a SteamWorld game.


    Hailing from Sweden, the SteamWorld series of games are created by Image & Form in partnership with Thunderful Group. Each of the SteamWorld games share the same post apocalyptic setting, steam punk aesthetic and an old western look but every game that comes out through SteamWorld (unless you count direct sequels) are different genres every time. For example; SteamWorld Dig is a Metroidvania, SteamWorld Tower Defense is a *gasp* tower defense game, SteamWorld Heist is a tactical shooter and our game in this Rave is an turn based, deck-building Roleplaying Game. So far the SteamWorld games have made a decent impact and they are selling enough of them to warrant direct sequels to Dig and Heist and the games themselves have dedicated fanbases. I, personally stumbled into the SteamWorld ecosystem via SteamWorld Dig 2 and I enjoyed playing it for awhile and funny enough now I am enjoying Metroidvanias again I think I might even go back to it sooner than later. With SteamWorld Quest: Hand of Gilgamech through I decided to finally not only play it but to complete it as well and now we are done I must say it was a very fun experience. However I did have some gripes with some of the systems so I can only give it a Rave not a RAVE (which is the highest recommendation I can give). A Rave is still a 'you should play it' recommendation through and I think if you enjoy the RPG genre, this unique take on it will scratch that itch for you.

    First, it must be said that SteamWorld Quest (SWQ) keeps the setting from the other SteamWorld games but frames this one as a fairytale. This means steam punk-esque monsters, knights and more. The Western motif makes way for the typical swords and sorcery and it makes sense for them to do that. However it also changes the formula in some unique ways. The most obvious is that it goes the deckbuilding route and every character has a deck of cards they can pull from that you can change on the fly, upgrade existing cards and unlock stronger ones. More on this later but this difference changes the formula slightly and is one of the reasons I was attracted to this game since I am big fan of deckbuilding games such as Slay the Spire, Inscryption and many others. The second unique change is instead of a top down perspective that most RPG game use to traverse, SWQ decides to go with the side scrolling approach, more akin to beat 'em ups like Streets of Rage, Final Fight and other classics. This unique approach is another reason why it initially caught my eye and made me want to play it. It is funny now in hindsight that these two unique changes might be contributing to why this game only gets a Rave from me.


    Let us start with the elephant/ dragon in the room, the deckbuilding mechanic. So very quickly, you'll have a team of three characters and each of the characters have access to 8 cards they can draw from a collective pool. Some of the cards are free use and does not require the 'cog' mechanic which is what the system requires you to pull off stronger attacks/ cards based on how many cogs you have accumulated (if anything these let you add to your cog meter), most of the cards have a moderate cost of 1 to 2 cogs, that is fine as well. The very powerful cards tho require at least 4 cogs however more on that in a minute. My biggest issue with this mechanic is there were many, many battles where I will be stuck with useless cards that I could not use or because you have to constant attack and use up whatever cogs you built up you rarely get to use the powerful 4 cog attacks. Many times I put a 4 cog card in a deck hoping to use it at least once but by the end of the battle I just remove it because you never get the chance to use them. Sure, some characters can build cogs with certain cards but these require to use a turn just to 'power up'. Over the course of the 20 hrs I played I had many experiences where I was just spamming certain cards and get frustrated when certain cards did not show up even tho I built my deck around it. The game also allows you to 're-shuffle' not useful cards at least twice a turn but normally the RNG would not work in your favor and you'll get two more not useful cards. A lot of the times I would end a turn only playing one actual attack card, one buff card and not being able to use a third one because of all the bad options I was given. In extreme cases I even had whole hands where all I did was do some buffs with barely notice-able effects aka buff evasion and the enemy still hits you 90% of the time and I did no damage to the enemy. The enemy on the other hand always have attack options on deck and never miss their chance to attack you. Their attacks seem to have no cool down requirements and in one egregious example, would spam certain overpowered tactics over and over. The game also liked to encourage certain synergies as well, for example, if you use cards only from one deck/ character, the character will get an extra turn and perform what every skill is attached to the weapon they were wielding. However 90% of these effects are not even that great with an extreme examples being my favorite character Orik having 2 'chain' attacks which felt pointless. As mentioned before, the deckbuilding aspect is why I decided to give this game a try and after playing really good deckbuilders (Slay the Spire) and even competent ones (Tainted Grail: Conquest/ Indies' Lies) I was blown away by how un-finished this system felt. Personally I felt that each character should have a free cost block card to use if you ran out of card options. I built my decks, playing to my squad's strengths but due to the RNG nature, I seldom got the cards I needed, when I needed them and when that happens and you just hit have to move to your next turn after using only one attack card, it never felt good. This system SWQ implemented did not work as intended because this is the first deckbuilder where I constantly felt I had to just take hits from the enemies due to bad deck RNG. I know this is not just me too, I have seen many players complain about the same thing happening to them. I feel with a slight tweak and the addition of 'block' cards for every character (a mechanic used by pretty much every other deckbuilder) this could have been much less frustrating. So with this being the main hook of the game and it doesn't do it great, it is no wonder why I did not love this game as much as I wanted to.

All you need is Streets of Rage OST in the background

    The second change-up I was interested in was how you traverse in this game. Unlike every traditional RPG known to man, SWQ forgoes the top down perspective and allows you to explore the world in a side-scrolling perspective, much like the beat 'em ups of old. In this perspective, you can see the enemy encounters and you can either avoid them all together or if you are able to attack them before they see you, you can score a 'ambush' and deal some pre-emptive damage before the battle begins. The big problem with this however is there was a clear 'lag' felt when you hit the button in this mode to when it comes out and most of the swings come out way too late and the ambush mechanic just doesn't work as intended. The game also asks you to destroy scenery to earn extra money and open up pathways but even that felt weird and laggy. I would hit the button to swing at the log in front of me and many seconds later my character will do the action. Again, a good idea but it seems it was not implemented well at all. Also do not get me started on trying to avoid enemies, that never felt like that worked as intended either so you will find yourself fighting no matter what you try. Unlike the deckbuilding mechanics, I do not know what could be done to make these scenes less jank but in the end I just dealt with it.

    So with all the negativity so far, why does this game still get a Rave which is the second highest recommendation this blog can give. Well, the plain and simple part of it was I enjoyed myself. Whilst the story was not ground-breaking in any way, it still motivated me to play to the very end and complete it. It tells a simple tale of a rag bunch bunch of misfits finding the true hero inside each one of them and the game even pointedly at the end * spoiler alert * makes you fight your inner demons in one of the biggest example of bad difficulty spikes. The combat system whilst not the greatest as mentioned above is still competent enough that I kept playing and upgrading my deck and building strong strategies. Because this game is paced in terms of acts, I actually play one, sometimes two acts a day and I never got bored and near the end I even did multiple acts together because I knew I was getting closer to the end and wanted to see the credits roll and I am happy I did. I was happy to see the conclusion of the quest and see the outcomes for Orik, Galleo, The twins, Tarah & Thayne and Copernica. Anyone whom has played the game might noticed a notice absence from the roll call I just did and it is time to address my last big gripe about the game, its main character, Armilly.

    I am going to call myself out here, I really do not liked Armilly as the main character. I think it was a combination of most of her dialogue being obliviously day dreaming or generic hype manning (is that even a word lol), she seriously had no depth as a character and to top it off, her skill set was very underwhelming. When I learned early into the game I did not not have to always have her in my main squad I quickly changed her out and I never looked back. Also for the longest time I thought she was a male character because of the way she was designed but it turns out she is a female. I actually have no issue with a strong female lead character and even ones that don't look girl-ish, King from the King of Fighters/ Art of Fighting is one of my forever videogame crushes and I not threatened by Marvel's Captain Marvel in anyway for example but her design was just... weird. I think Armilly might be my least favorite main character of all time and sadly that also brings down my rating of this game. I actually started believing the mentor character (like Auron from Final Fantasy X) Orik was the main character and I stand by it and he had a much more exciting tool kit compared to Armilly's generic sword and fire attacks.

Who is this? The true main character? I believe so.

    SteamWorld Quest is also a pretty good looking game, nothing too fancy but it definitely keeps the SteamWorld steam punk aesthetic but tailors it towards fantasy as previous mentioned. It is cool to see a massive mecha dragon ( at least the first time we fought him... it became old after the third re-skin of them) and other classic fantasy archetypes re-imagined steam punk style and the music was suitably whimsical and suitable with the exception of an ending song during the credits that came out of nowhere that was actually really, really good. The controls were good enough tho as discussed earlier the weird lag during the side scrolling segments was a bit weird. I was however not a fan that the game was not fully optimized for mouse, having to use the keyboard to access a item/ healing menu which was also behind another click was not the business or to reload cards (which you frequently have to do). I feel both should have had an UI option on screen which you could have used the mouse to click on it but that is a minor gripe. A much more major gripe was the lack of tool tips aka what it does which are essential in deckbuilders. I played 20 hrs of the game and I can not tell you confidently what the skill 'Flinch' actually does. This could have been fixed with a simple glossary which I could not find in-game.


    Overall, SteamWorld Quest: Hand of Gilgamech was a fun experience, it was not too long but also had enough meat on it that it felt worthwhile to play. The story was decent but most of the characters (with the exception of one) had storylines I wanted to see to the end and the gameplay whilst it had many flaws was addictive enough that I kept playing it. If anything, this game has made me want to revisit other SteamWorld games like Dig because what Image & Form does is so unique I want to see what else they have under their sleeves. Not every Quest is an epic one but some are just a good time and enjoyable journey and a good enjoyable time was had by me hence why SteamWorld Quest: Hand of Gilgamech gets a Rave from me.

AV

    

Sunday, August 27, 2023

Rave: Remnant 2




PREFACE: Opening Salvo.

After two previous blogs about Remnant 2 (which I recommend you checking out since you are also reading this one) we have arrived at our 'review'. For people that is new to RANTS & RAVES, the way I review a game is after I complete it, I normally give it one out of 3 potential rankings. Not arbitrary numbers like 9 or 7.5 out of 10. No, I normally rank it if it is worth your time and if you are interested in this game, will you enjoy it. On that note, things can be either RANT; something I did not enjoy and if anything I am annoyed I invested time in it, OKAY;  as the name implies, it is good but at the same time there are some clear faults and flaws in it that takes away from the overall experience and the top ranking, RAVE. As you can see from the title of this blog, Remnant 2 gets a RAVE but at the same time, its not a high RAVE like some previous games we have played and reviewed. Remnant 2 gets a Rave hence the lowercase. Whilst I enjoyed the game and I am still enjoying it, it only met my expectations and it did not go beyond it. It is a shame because this was arguably my most anticipated game of this year and now I can say it was just good.





STORYTIME: Getting to the Root

Remnant 2 is the sequel to Gunfire Games sleeper hit Remnant: From the Ashes. It is a direct continuation of it in that it shares a lot of the same characters, same worlds and a lot of the same mechanics that made the first game so fun. I've previously discussed my history with the franchise so I will not go into it too much but the main point is I loved the first game. I enjoyed playing it co-op with good friends and I enjoyed playing it solo as well. It had tons of elements that appealed to me. I love Souls-likes, this was described as Dark Souls with Guns, I like post apocalyptic world settings, this had that in spades. I like fantasy elements but at the same time I like science fiction and some how this game was able to combine both. It was melding pot of everything I was looking for and every session I played either solo or co-op was a great time. I used to stream and I streamed it consistently for at least 10 or more long sessions. I still have the archives. It was a great time so when Remnant 2 was announced I was 100% down for it. A lot of this is already explored in my first blog 'Fire on High' about the game. Also as mentioned in those initial impressions, the first couple days with the game was rough to say it lightly.

Even through the game was 'Steam Deck Verified' (a rating that has since been removed due to the game not performing well with the default SD graphic card), starting out I had a rough time. The initial cinematic that used in game graphics was very blurry and areas lacked smaller details. The frame rate was very choppy and during the first boss fight I was surprised it did not crash. Worst was a nasty glitch which seemed to affect the default configuration buttons which caused me to not have a healing button. My character would heal once and then every subsequent heal I would have a melee attack instead. It was frustrating and also time consuming and as I looked for a solution to fix it, I fixed the graphic config where the compromise is good enough that it doesn't look amazing but it looks good enough and the frame rate is capped at 30 (which while not ideal is still playable despite what some folks say). Despite all this I am not giving it a low Rave because of that. I am the one trying to play a next generation game, Unreal Engine 5 powered game on a Steam Deck after all and I know despite its strengths it is nowhere near as capable as a top of the line PC or a PS5. First impressions do last through and it did sour my initial experience with the game especially since I paid full price for it which is something I normally do not do unless I really want the game day one and I was told it was 'verified' by Valve and Gunfire themselves so I did not expect all these issues.

However enough about my own personal storyline, the story of Remnant 2 (warning possible spoilers) picks up many years after the original. The world has moved on and characters have grown up before our eyes. One of the most important characters is Clementine, the star of a previous Remnant DLC 'Subject 2923'. She saves us and our companion Cassandra early in the game and brings us to Ward 13, her home. There we meet a lot of familiar faces from the first Remnant. Riggs; the armorer. McCabe; the mod expert, Reggie the merchant and many others. We even have some new faces and each person plays their role. Ward 13 has gone from a small hub to a full on environment of its own. It has secrets and multiple NPCs you can chat with. Some of these NPCs have even grown up in between games (despite some characters not aging at all, kind of weird but go along with it). We also meet Commander Ford again (from the original Remnant) and it is him that sets us off on our real journey, as we re-discover the World Stone; a device that allows us to travel between worlds, some crazy stuff ensues and before we know it, we are at the center of all the conflict and the main enemy from the first game, The Root has only got stronger and needs to be finished for good.

The story of the Remnant series (including its prequel game Chronos: Before the Ashes) has always been a well written, well planned arc. There are some good lore videos on Youtube which I highly recommend checking out if its your jam. It uses some Dark Souls story telling elements too by hiding some deeper lore in the item descriptions flavor text and it pieces together a good yarn. In regards to that, I have nothing but praise for it. The NPCs in this game all have detailed stories too and each main world has a long detailed quest for you to accomplish before you can proceed in the game. When ether it be killing a elf king or the protector of a world whom has gone mad, each character has stories (not just a story) to tell and it deepens the experience. The story is not why most people play Remnant through, it is the gameplay that is it's real draw.




GAME FEEL: So Anyway... I Started Blasting.

A lot of this 'review' will be focus in this area so grab some snacks. Remnant 2 embodies the old idiom 'if it ain't broke, don't fix it'. Everything that worked in the original Remnant is back, the dodge rolls, the shooting and feedback, the healing mechanic but they also kept some of the problems like melee attacks (where you can not lock on for some reason but when shooting you can, go figure) and some infuriating lag especially when trying to aim after a roll. They also kept the main appeal of the previous one. Exploring procedural generate worlds? yep. Different playthrough with different paths to explore and different enemies including bosses along the way? yep. Tons and tons of loot? Hell yeah. Puzzles with complex solutions and cool rewards at the end? Even better in this one. Not resting on their laurels, they changed some things though, mostly for the better. Remnant 2 has now classes and tons of them. They called it Archetypes and each one of them have their own unique benefits and customizable skills. There are even some hidden ones, one particularly one requiring you to 'see the Matrix' pun intended. These are great and really play into making your character you want to be, rings and amulets return and their are the extra pieces you need to really finish out your build. Later on, you can even combine two Archetypes and get a really strong character and the combinations are endless.  Armor set bonuses are no longer a big factor so you can mix and match sets like in most Souls games and not be afraid you'll lose some special bonus. Relics aka your healing item has been changed and now the game has multiple types of relics which you can use based on your build. You want faster healing but at the cost of less relic charges? The Enlarged heart is your friend. You want your relic to fuel your mods (special functions attached to your guns) instead of healing you? They have one for that as well. They also have added special add-ons for the relics called 'Relic Fragments' which work hand in hand with your relic to give you more ammo drops, less spread on your weapon, more health etc etc. The relics are not the only thing you can upgrade too with all weapons either having a built in mod or a custom mod you can put on it yourself and you upgrade it level by level to make it better. On top of that (I know its getting a lot but it make sense when you are in the game) each weapon has a 'mutator' slot which can be upgraded too and those give you extra perks like faster reload time, does more critical damage and other things as well. When it comes to instruments of destruction, you will have a big tool box however we now reach an big issue I have with it. The games upgrade economy.

Remnant 2 unfortunately has a real bottle neck way of making you focus on only certain things. This extends beyond the weapons too but we will come back to that later. I recall reading early on that the games upgrade materials at the very end is very stingy and that currency you need to upgrade them with ,which is called scrap also becomes a lot more scarce later on if you are not actively farming. Out of the 3 main weapons, I currently have a fully upgraded long gun, hand gun and melee weapon and that seems to be the best I can do in this playthrough. Even using the game's built in system to re-roll worlds to get different experiences and fight different bosses, I am not able to branch out and try different weapons or try new builds without feeling woefully underpowered. My current situation right now with 111 + hrs into the game is try my new build and weapons, get slaughtered in every new area but eventually get to the mini-boss (not even a main one) and barely touch them, after a couple frustrating tries, switch back to what had carried my whole game and go on my way. All this business of trying new approaches are gone because the game has now over-leveled everything to my weapon level and because I need to max them out to play the game, non fully levelled weapons don't stand a chance.  In a way, even though the game encourages you to keep going after you beat the final boss I feel it honestly pushes you into a new game if you want to try a new build/ weapons. Having under-levelled stuff will be to your determent. With the games limiting upgrade economy you are left with a very few fully leveled weapons and tons of cool alternative sitting in your menus like a museum of sorts. Its rather sad.

As previously mentioned, this bottle neck approach is carried over and one of the worst changes from the original Remnant, the games level up system, which is called traits. Traits are limited to 65 in any run. Remnant: From the Ashes had unlimited traits but Remnant 2 with infinite re-rolling system, multiple bosses and expansive areas only gives you 65 to work with. On top of that, these trait points must be found in world or by killing bosses and the game no longer levels you traits independently. Trait books used to be a new way of boosting your character in Remnant whilst in Remnant 2 it has becomes a necessity to find them if you want to really max out your character. This walk back from a previous, well received system is surprising and a lot of issues with this game are about how limited trait points are and how again we can see all these cool things that we can have but only in the menus. Sure unlike weapons, you can reassign the traits points at anytime with a now unlimited use Orb of Undoing (which previously costed your scrap and was changed in a Quality of Life update) but no matter what, your options now has walls and it is beginning to fill more like a closed garden then a wild wood. All this in a game with no PvP element. Remnant 2 is purely Player vs Environment/ Enemy aka PvE so why should anyone care if we break the system with overpowered builds? Its not like the world boss Sha'Hala is going to get upset and rage quit on us. We should be allowed to play how we like and unfortunately the game designers do not see it that way. They sound very adamant about the trait cap so I guess we should get used to restricted play styles.

Now I know, this can all be resolved with starting a brand new game and rebuilding but after a 111 + hr investment in my case, the prospect of having to go through all the growing pains of another playthrough where I am back to square one with under levelled weapons and traits all over again is not entirely appealing. I rather continue the run I currently have with all the cool stuff I have collected. However the restrictive upgrade economy (have I mentioned your healing relics are tied to your final upgrade material for your weapon? So you have to choose to either have more relics or maxed out weapons?) means in the end, a new game might be the only answer if you want to explore more builds and weapon ideas. You need good weapons too because the game becomes unforgiving in ways that are kind of strange and not player friendly at all. Buckle in, its time we talk about the bosses of Remnant 2.




BOSS DESIGN: Don't you know that Imma Boss? - NCT127 !MASSIVE SPOILERS AHEAD!

Now I know certain folks do not like discussions about bosses in video games and some people even consider it spoilers to talk too much about them but there is a spoiler warning above as clear as day so now we are going to talk about them.

Boss encounters are a hallmark of a good Souls-like. After surviving an area, exploring every nook and cranny, you discover a hopefully big wide area or sometimes a 'fog wall'. Sometimes, not all the times there is save point near-by as well. Now if you played a good share of Souls game or Soul-likes you know what is about to go down. One of my good friends and fellow Remnant: From the Ashes enjoyer Blythe lives for boss battles. Heck, he will sometimes ignore everything even on a initial playthrough just to get the boss so he can fight them. He know it, we all know it, a good boss battle gets the blood pumping and really helps with your enjoyment of the game. I can talk about my epic boss battles with Lady Maria in Bloodborne, or the Delver in The Surge 2 or even big spoiler for Souls-like Thymesia, fighting myself. Boss battles really need to deliver if a Souls-like wants to succeed with fans.

It is on that sad note, that I relay, for me, personally, 80% of the boss battles are annoying in Remnant 2, 10% are just not memorable and a whooping 10% of them are actually fun. It is a rather sad ratio but for me, most boss battles really feel short of the mark of being a good time. To not over-state my case I will explore 1 horrible boss, 1 decent boss, almost good boss and 1 very very bad boss.

The horrible boss is called Primogenitor. This bosses mechanic is simple, its a little parasite that hides inside bigger bodies which you need to kill to expose it. After that they attack you directly (very badly) and after a very short flurry of confusion, it will run away and than comeback in another big body and the pattern resumes. The problem with this boss is compounded by the fact it is a bullet sponge and takes a lot of damage before it exposes itself and when it is exposed your time to hit it is very limited. It is also very small making hard to hit and all the while it is creating more ads (aka enemy goons) that accost you and then you add random explosions its throwing at you and much later you have multiple flying goons so it becomes a balancing act of finding the boss in which of 3 big bodies it can be hiding in, avoid the goons, explosions and a arena with a lot of random climbing in and out of pit falls. It is a miserable experience and under-levelled it took me a long time to kill and the whole time I hated every moment of it. Unfortunately, the goon gank squads, the micro-managing of tons of elements like explosions and terrain and almost crazy damage a boss does is par for course for most of the bosses in this game. The goons have an unlimited spawn count too, so you can never take them all out and make it where it is just you and boss. No the game wants you to deal with all this. Now, in a co-op environment, this might be fun especially in a well put together team where everyone knows their roles but for a solo player which what I am and have been for 95% of my playthrough, it was not fun. It is simply not designed for a solo person to handle and not everyone likes playing co-op games. 95% of my Souls experience was solo and I like it that way. This game is marketed at solo and co-op players but I feel when it comes to bosses, it definitely skewered towards co-op only.

The decent, almost good boss is the Ravager. This boss is a call-back to Remnant and storyline wise it even makes sense why you find him like this. He is a challenging boss but has clear tells before big attacks, a cheap move where he tried to suck you into a vortex which can be avoided and limited (but still annoying) ad spam. His arena is large with clear places and pillars you can hid behind and catch a breath before he slowly takes them away as gets closer to the end and gets more desperate. Add that this boss has amazing replay-ability with 4 different options with different loot for each option when you encounter him which also affects your storyline going forward too. If we had more bosses designed like him, the bosses in this game would not be such a low-light to me.

Our final case study is the actual final boss and this boss is really, really bad. The arena is restrictive in the strangest ways where you can get hung up on terrain, now the first phase can be challenging but thanks to some tells, you can eventually get used to the timing and get some good hits in. However it was when he switches to phase 2 when the game throws all it can at you, too and things just get messy. The whole game becomes a washed in red and gets all 4th wall breaking because the game goes between a digital world and the 'real world'. The boss now has full screen filling attacks, there are hostile obstacles on the ground and there is a new danger of rolling out of the boss arena and insta-dying. The boss continues to be able to absorb everything you throw at it and you are always one or two hits away from being killed. Finally, as an extra insult, when you think it becomes a 'oh shit' moment and the boss goes into phase 3, it becomes a very lame, easily beatable 'siege' moment which could have just been summed up in a cut scene. Fight Sister Friede in Dark Souls 3... that is how you do a third phase properly. As the final boss in the game (so far) it does not leave the best impression and it kind of reminds me of another Souls-like Mortal Shell where the last boss was arguably the worst boss in the game and I dreaded doing a final run to the boss. I dread doing multiple playthrough of this game due to this boss too.

What should be the one of the stand-out aspects of the game stands out in a different way and unfortunately it goes back to what I previously said where the game feels definitely co-op focused which is a shame because we have arrived at another big problem. For a game who obviously want you to work together it has no built in chat function. You have to use a third party like Discord if you really want to have voice chat with friends or be stuck with the limited built-in pinging and emote system. It is a rather weird choice and definitely something I hope the developers address at a later time.

My Endgame build.


THE FUTURE: The Best is Yet to Come?

Speaking of the developers, Gunfire Games so far has a shown they are fully invested with making Remnant 2 the best game it can be. Remnant 2 unlike Remnant: From the Ashes is a certified hit with lots of critical and commercial success. They even recently celebrated 1 million copies sold which is amazing and congratulations to them. The studio also definitely has an ambitious plan going forward with 3 promised DLCs (as mentioned in the Ultimate versions) and maybe even more after that. Hopefully it can help them address some of the quirks I have with it and it can become a RAVE (all caps). Just a couple quick pieces of feedback from me would be taking the 'accessibility' trait which governs overall movement (climbing ladders, vaulting and running) and just making it a built in benefit that levels up as you play the game, that alone will put points back in limited trait pool. Speaking of, I am not part of the group whom says we need unlimited traits but maybe at least above 65 so we can do more different builds. Adding to that, keep adjusting the upgrade economy (which they have done before so we know it is possible) so we can use more weapons and have multiple choices instead of locking us into some maxed out weapons and some mid maxed ones. This would open up this previously mentioned museum and let you experience multiple builds and weapons without always having to start a new game. 

Now you might think after reading all of this I do not like the game and I do. My future with this game is not grim. I enjoy playing it and I will eventually play more co-op and maybe that'll change my feelings about it more about it. This will not be my last blog on Remnant 2 and I'll probably enjoy doing Archetype reviews like I did with Risk of Rain 2 content. This game might reach the point where it becomes an obsession like my previous RAVEs like Risk of Rain 2, Darkest Dungeon or Deadbolt and I am actually very close to getting 100% on all the achievements too so I got that to aim for as well. I want to try out the harder difficulties too and getting the cool unlocks that come with that so this game has legs. I just wished I was not so restricted with how far I can run.





CONCLUSION: In The End

So with all my gripes, you would think this was a negative review and in all honesty it is not. I have a couple reservations and issues with the game but overall I like it. The action is amazing and when you are in the heat on the moment and your hitting your critical hits and rolling right before a big blow will smash you and come out of unscathed, the game feel is intoxicating. The well thought out puzzles that are better than your average action games, Remnant's puzzles involved using the brain and your environment (and a slight knowledge of music theory in some areas). Even on a Steam Deck the game looks great and I can tell they put a lot of love into each environment. From the now Root infested jungles of Yaesha to the pulled out of Aliens/ The Matrix N'Erud, each biome is filled with sights and wonders. The sound design is top notch again too, maintaining the fine line between the sound effects of a real life Chicago Typewriter to the more out there weapons you can find that channels the powers of the stars. The voice acting cast is top notch and whilst your avatar does talk a bit too much sometimes and at weird times, even that had been toned back recently following feedback. And therein lies my hope for the future, Gunfire has shown that they are listening to feedback and making adjustments accordingly so we might get to a point where the game's open sandbox will truly be open.

For now, this game gets a Rave and a recommendation especially if you liked the first game and especially if you have so co-op partners to support you. Me, for one, will keep playing too. Even with more than 111 hrs I have still not fought ever boss or explored every area, which is amazing and I'll provide updates as they happen. The Root won't stop and neither shall I.

AV



Tuesday, April 18, 2023

RANT: Tekken 8

 As I think back on this weekend, I remember nothing but fond memories. I hanged out with some good friends, met some new people and met some new but not new people (Hi Cinn). You see this weekend specifically Saturday was Cincy Clash. Technically it was the second one but it was the first one at the new Arcade Legacy location in Sharonville and it had a great atmosphere for tournaments and everything.

There was multiple fighting games being played and even tho I am competent in a couple of them I only played one game and that was Tekken 7 and its the only fighting game I've been playing competitively for 8 years now. Before that it was Tekken 6 and Tekken 5, Tekken Tag 1 and 2. I guess the main point I am making is, I play Tekken. So it might come to a surprise to some people when I say this out-loud and with much authority, I will not be playing Tekken 8. I will not invest anytime in it and definitely will not be playing it competitively like I've done with every previous Tekken mentioned above, going ALL the way back to Tag 1.


I won't lie, this is not a decision I came to easily, after all I have dedicate a good chunk of my life to Tekken and for me to not be excited when a new installment comes out might sound a bit ridiculous but it is the truth. Every single trailer, every piece of information, every character art shared keeps telling me this game is not for me and it was not made for my sensibilities.

Breaking it down, we can go with the petty things first. I do not like how it looks. This upgrade Unreal engine has given the graphics an upgrade but I personally felt nothing was wrong with the graphic fidelity of previous Tekkens. Now all the men are grossly muscular in a way that I associated more with NRS games and that is not a compliment. On top of that, the default outfits they have are just overly busy with way too many accessories and un-necessary clutter. The women do not have the overly muscular look thankfully but their outfits too unfortunately suffer from the same aesthetic of being too busy and trying to do too much with the accessories. Before Tekken 8, we had some complex outfits but they were always reserved for special 'Player 3' slots. Now, Tekken 8 they make the overly messy outfits the default ones and if you want the regular outfits similar to the ones of Tekken past, you'll need to actual choose them they are not the defaults. I guess they want to again flex the graphic fidelity of the new engine but having more details but to me personally, it is too much and very off putting.


Cable for the 90s called. He want his belts back

Also in the same department, Tekken 8 seems obsessed with hit sparks and making them even bigger and more flashier then before. It is even a meme now and of course Tekken has always been known for it more visual flare wherein it's fighting game cousin Virtua Fighter steered away from it going all the way back to the original games but this one, they have gone into maximum overdrive with the particle effects, the hit sparks and just everything. Its a mess and I really feel it will detract from the game in a way competitors will not enjoy. Now I know, I know, there is supposed to be an option to turn it down coming with the game but I can only go with what I have seen and what I have seen, I do not like. The backgrounds now have an almost Dead Or Alive look to them with more hyper realism but that realism is thrown out the window when a man is flying at you with sparks coming out of every hole.

Particles Particles Particles

Some people are aware and some are not but Tekken 8 is the first Tekken to be out-sourced to other people. Normally the Tekken project handles most of the work but this time Namco Bandai has saw it fit to bring in Arika of Fighting EX Layer fame to 'help' and you can clearly see their influence in design and more. Now some people say its to help with online infrastructure which Arika has made progress with especially with their version of rollback netcode but you can clearly see Arika's influence has also rolled over (pun intended) to character designs and even how the game plays.


With that note; we have reached the crux of the matter and the main reason why I will not be playing Tekken 8. From what I've seen so far, I do not like how it will play and listening to the main head behind Tekken, Harada say he does not like footsies and proper spacing. Harada seems to looking at Tekken from a spectator's point of view so he wants more engagement, more aggression on both sides to the point where the new system 'HEAT' is focused completely on that. They want this focus to be so much on aggression that certain stapes of previously Tekken that stopped aggression are completely removed. Now counter hit wake up kicks no longer knockdown or cause a juggle, counter hit standing kicks (aka the Magic 4) no longer juggle for any character, all tools you could use to stop overly aggressive players from constantly pushing the advantage is now gone. It almost comical how they could remove such core elements from so many previous successful games and want us instead to play with a game that encourages a quick low hitting kick that can trigger Heat into more combo options into a juggle starter. This is the type of stuff that made Akuma and Eliza reviled and now they are giving it to everyone? I guess since they can't balance it for them so they will just give it to everyone else.

This focus on constant rush-down would have appealed to Phil of the past where I really liked to play a 'pit-bull' playstyle but as I got better at Tekken I realized how important spacing was, the thrill of a good whiff punish and most of all, the knowledge that I could now play both styles of an aggressor or a defender and I could switch on the fly. Tekken 8 does not want me to do that. It wants me to play the aggressor and push me away from playing a more compact defensive minded game. Heat on activation on hit or even block cause you to rush towards you opponent into a mix-up and you can tell it heavily borrows from Street Fighter 6 'Drive' system but again not something Tekken did before for all characters. Sure Claudio had something similar with his 'Rage Drive' but now everyone can do it and it takes away from Claudio's uniqueness. In the more extreme example, Akuma and Geese also had meter based offense that caused them to rush forward on activation and continue the offense and a lot of people did not like that so what does Tekken 8 do? Double down on it. You can see Arika's influence because their own franchise Fighting EX Layer also has a system based around rushing down on hit or block and gives more credence to my belief they are helping with more then just the netcode.

Now do not get me wrong. I was once very interested in playing Fighting EX Layer, heck I still want to pick it up one day eventually. However FEXL is its own franchise, its own beast and if I wanted to play with FEXL systems or Street Fighter 6 systems I would play those games. I do not need those systems baked into a game which did not have those systems before and only put in because the game director does not like footsies.  Just like how I do not mind Mortal Kombat's aesthetics in a Mortal Kombat game or Dead or Alive's wall explosions causing more extended combo routes. Those elements in those games give them an identity and I personally feel Tekken is losing its identity to keep up with these games. Instead of focusing on what made Tekken a great game and even a successful game (the sales figures for Tekken 7 do not lie) they are borrowing from others to keep up with the masses and it is clear and obvious Tekken 8 is a Tekken only in its name and characters.


Ever since I have resurrected my blog, most of my posts have been pretty positive with a lot of RAVES about games I have really enjoyed or are enjoying. However this blog series also had RANTS before and those were reserved for when I did not enjoy something or did not like something. It is sad but my first RANT for this new format is all about Tekken 8, a game series I have dedicated a lot of time and even enjoyed playing but now I can honestly say I will not anymore.

Will I change my mind once it actually becomes playable for the masses? Maybe but I also feel that is unlikely. This Tekken journey has been a ride but I believe with Tekken 8 I've reached my stop and I am fine with that.

AV