Wither GTA?

With the official trailer for the next Duke Nukem Forever Grand Theft Auto 6 finally being out and the game having a vague ‘sometime next year’ release date as of this post, I’m reflecting on how uh, “meh” a lot of people are about it. Since it’s been over a literal decade since the release of the previous installment, which is about as much time between GTA III and V. Back in the day, when we had to walk uphill both ways, for people’s consensus to be “ok, something to look out for” at best and dread at worst would be as unthinkable as the Cubs winning the World Series. But here we are.

So what happened?

  1. Diminishing returns in graphics making it harder to razzle-dazzle people with its visual brilliance.
  2. A decade of both seeing the issues in the series and seeing more open world games to the point where it’s arguably played out.
  3. GTA Online, a monkeys paw that brought Rockstar piles of money at the expense of reputation. GTA V was able to continue getting griefers and Xbox Live Kids to buy shinier and shinier gimzos with real money, at the same time making it a joke to everyone else. And not the good kind.
  4. The issue of what tone to adopt, where a mixture of blended ChatGPT-made (ok, I might be a little hard on the AI) scrambled crime drama mixed with juvenile ‘shocking’ Bart Simpson meets Dennis Rodman antics that were a little edgy in 2001 that the series previous had has aged horribly…. but with reasonable confidence that what’s left of Rockstar might not be able to do something differently better.

I still think it’ll be playable, make a gargantuan amount of money, and look good. But the old-time hype is just gone.

A Thousand Words: BeamNG Drive

BeamNG Drive

One reason why Fuldapocalypse hasn’t been updating much is BeamNG Drive. It is an automobile sandbox with realistic physics that allows someone to do so much. Now on its own the game does not look like much. You can drive around maps that range from tiny to several virtual square kilometers, do some challenges like races or time trials or seeing how far you can get on an almost empty fuel tank, etc…

But that is like saying like sports is just throwing/kicking a ball around. With just the stock game (and the mods for this are numerous and excellent), you can control everything from big truck fronts to tiny old cars. The seemingly mundane can turn into fun, like towing a trailer with cargo many times the weight of the car pulling it, and doing so on a dirt mountain road without mishaps (easier said than done).

You have to make your own fun in BeamNG, but there’s a lot of it.

Fake Mobile Game Ads

Most video game advertisements naturally show the gameplay at its most exciting, thrilling, and successful. Yet there is one common type that doesn’t. Imagine an ad for a platformer where the character misses an easy jump and falls into a pit, a fighting game where they try and fail to pull off a single special move, and so on. That is the changing but obvious world of fake mobile game ads, where the ‘player’ engages in either simple puzzles or a Space Invaders style descending enemy wave game and almost invariably loses pathetically.

See, there’s a reason for this and that’s because the actual game is nothing like the ads. Most of the games depicted in these commercials are city builders with everything taking forever unless you speed the process up with real money. Not very photogenic. The actual ad mode is relegated to a small minigame so that it’s not technically false advertising.

A Thousand Words: Big Fight

Big Fight: Big Trouble in the Atlantic Ocean

On one hand, the 1992 arcade brawler Big Fight can be viewed as nothing but a mechanically bland copycat of Final Fight and the like. While this is true, it’s also very hard to deny that the game is also a very weird and bizarre eccentric game with a premise that could have been written by Jon Land, graphics that fit said style perfectly, and translation terrible even by the standards of the day that weirdly adds to the charm.

See, the entire game takes place on a cruise ship/battleship/supervillain base called the “SKELETON CREW”. There are three protagonists with designs that aren’t anything to write home about the standard fast/strong/balanced differences. The normal enemies likewise are standard fare… but then come the bosses. They not only include a sumo-kabuki and an ancient Egyptian mummy-wizard, but the big twist is that after each defeat, everyone except the final boss becomes a playable character.

Every one has the same dialogue, repeated here verbatim: “[boss]: ‘Now I came to my sense. Can you take me into partnership? [character who beat the boss]: Sure.”

It’s not explained if they were mind controlled or whatever, but yeah. The sprites and backgrounds are not ‘good’ in terms of pure detail, but they’re bright and do exactly what they need to do. The ship has a variety of zoos, gardens, gyms, and the like to rival Spaceball One.

Is this a good game to actually play? No better than other ones of its time. Is it fun to look at? Oh yeah.

A Thousand Words: Double Dragon 3

Double Dragon 3: The Rosetta Stone

Double Dragon basically made the brawler what it was. Unfortunately, its position at the height of beat em ups was very short lived. By the third game, an externally developed one called “The Rosetta Stone” that replaces the postapocalyptic streets with a world tour, it had been left behind by the likes of Final Fight. Really far behind.

If Final Fight has fluid controls that only seem slightly worse or clunky now than they did over thirty years ago, this feels like someone at the time who played both would have noticed it. The characters just move like they’re pieces on grooved slots (maybe it was even programmed like that). On top of it, being able to buy power ups with real quarters made this one of the first games with microtransactions.

So yeah, there’s a reason why Double Dragon fell out of favor. It didn’t make good games, and this was definitely not a good game.

A Thousand Words: Hitman Absolution

Hitman Absolution

The Hitman series of stealth video games involves super-clone assassin Agent 47 hitting various men (and women). The games are centered around disguises. 47 can be a master of disguise despite being a bald near-albino with a barcode tattoo on his head who’s tall enough to be a viable basketball player. It’s just video game logic. Anyway, Hitman Absolution is regarded as one of the worst in the series, albeit in a way that spawned the absolute best let’s play series I’ve ever watched:

There’s far more focus on story in this game, which would be interesting if it was good, but it isn’t. So let me explain just one series of events:

  • 47 goes to “South Dakota” (the Danish IO Interactive devs do not know what South Dakota is and have apparently mistaken it with Texas). He’s there to pursue a genetically modified girl/hitwoman-to-be who’s been kidnapped.
  • 47 on the streets of the South Dakota town kills several anachronistic greasers who are the friends of the man who kidnapped her. The connection is incredibly tenuous.
  • 47 counter-kidnaps the kidnapper and kills him.
  • 47 goes through an amazingly precarious entrance in an Uncharted/Splinter Cell hybrid that’s nothing like previous Hitman games. He goes this way to get to a supervillain lair.
  • 47 kills three mad scientists in the supervillain lair, only one of which has the most tangential connection to the kidnapped girl.
  • 47 leaves the lair and kills the giant hulking man who doubles as a luchador MMA fighter. While up to the player, he potentially disguises as the man’s opponent, beats him in a semi-fair cage fight to death, and then like every true master of disguise, takes off his mask in front of a large crowd.
  • 47 stays at a hotel and fights off a group of hitwomen dressed as latex fetish nuns.
  • Finally, in an actually sensible plot plan, 47 finds the girl is in the hands of the sheriff and goes to the courthouse/prison/whatever to find her. In this part of the mission you can disguise yourself as a judge and beat people with a gavel.
  • This cannot last for master assassin 47 is (out of player control) surprised and captured by a creepy ineffectual sheriff. Instead of killing them the antagonists leave him tied to a chair like every good supervillain.
  • 47 then escapes (SPOILER ALERT) and battles/sneaks through a wave of stormtroopers sent by the assassin agency. He pursues the sheriff, who has been wounded by said stormtroopers, to a church and finishes him off.
  • Finally 47 leaves “South Dakota” for the final showdown. And thus ends the arc. Somewhere Jon Land is going “uh, I think that’s too absurd”.

All this is punctuated by some of the worst cinematography ever, long after most games had figured out the basics. This gets to the point where one of the lets players reasonably called a cutscene in it the worst ever. What makes this strange is that publisher Square Enix basically invented the use of cinema in games. Or at least perfected it.

As for the actual game, it is a strange combination of cargo culted stealth movement through levels, occasional platforming, and a simplified, often made too easy version of the Hitman formula. It’s not unplayable or broken, but if you want Hitman, either the earlier Blood Money or the later remakes are vastly superior.

A Thousand Words: Rogue Trader

Rogue Trader

I figured I’d beat all three main paths with the new Warhammer 40k Rogue Trader computer game before I formally reviewed it. Well, now all three are beaten and I can write this.

In short: Rogue Trader is the best and most fun I’ve had with an RPG since Fallout New Vegas. The grid RPG gameplay is good enough, the game does 40k’s setting justice, and the characters are incredibly memorable, from three-eyed princess Cassia to “Team Fortress 2 Heavy Weapons Guy only Scandinavian” Space Marine Ulfar.

So what’s bad besides bugs that have been (generally) fixed by the time of this review? First, one third of the route is tacked on. I refer of course to the Heretic route, which is a shoved-in mess that tries to either ignore or tiptoe around that zero of your characters would follow an obvious Chaos worshiper and where you do 97% of the same things as more heroic Imperial or independent characters without incident. Second, the endgame is a little worse in terms of plot and (more importantly) level design than the first act.

Still, this is an amazing game for those who want to be either uncharacteristically good for 40k or just want to boltgun down everything in their path. Either is possible.

A Thousand Words: Warriors of Fate

Warriors of Fate

Capcom’s Warriors of Fate is a Final Fight-type beat em up set in ancient China. Err.. except the American translation set it in a fictional place that just happened to resemble ancient China. And the simple and easy Chinese names got turned into complex Mongolian-inspired names. Yeah, it was a little weird.

That being said, it’s a Final Fight successor that plays like a Final Fight successor and has the fun of a Final Fight successor. Unlike Captain Commando, mounts (horses in this case, not mechs) actually are useful and usable. It doesn’t quite reach the heights of Battle Circuit in terms of pure technical ability, but there is a lot more depth than many other games of its ilk and it makes up for it in terms of spectacle.

Not a bad slightly forgotten arcade game.

A Thousand Words: Ultimate Epic Battle Simulator 2

Ultimate Epic Battle Simulator 2

Have you ever wished that you could just throw two armies against each other? Have your playthroughs of Command: Modern Operations or other wargames largely just consisted of setting up artificial jousts in the level editor? Don’t want any of that pesky “tactics” or “detail”? Then Ultimate Epic Battle Simulator 2 is the game for you!

There’s a campaign mode and the ability to play it as a makeshift real-time-strategy game, but the true meat of UEBS is to just line up a pair of armies on a map, like a literal million ancient soldiers against an artillery brigade with a contemporary infantry company screen, and watch as they charge at it. It’s not exactly deep but it is very fun.

In fact, it’s weirdly informative about actual battlefield dynamics, because taking away any kind of tactical management means you can see the other factors at play. I was pleasantly surprised to see a small number of melee units I put in making an outsize difference as they fixed the opposition and let the ranged units fire on them more freely. You can see terrain effects as your giant hordes struggle to make it through bottlenecks.

So there are a lot worse things to get than UEBS2, especially since mods mean you make even more fantastical clashes.