Wednesday, December 29, 2021

A Worthy Time Sink? Assassin's Creed: Valhalla Review

First off--Happy holidays to everyone out there!  I've spent my time over the holidays hanging out with family and trying to complete Assassin's Creed: Valhalla.  After 191 hours (yikes!!!!!!!!), I've adequately wrapped up the adventures of Eivor.  Trying to wrap my mind around my entire Valhalla playthrough is a bit mind numbing, but I will do my best to sum up my thoughts.

How did I play?  Like the stupid completionist that I am.  I did ALL the damn glowy dots (there's about 5 billion--just kidding, but there are a ton), completed the main storyline, completed the Order storyline and assassinations, upgraded my settlement to max level...my completion % is sitting at 99% (I have no idea what the last 1% is....I didn't put much effort into completing the hunting and fishing deliveries though, so it might be that).  Since I purchased the "Gold Edition" my playthrough also included both DLC's ("Wrath of the Druids" and the "Siege of Paris")--both of these probably added another 60-80 hours of gameplay.

Pros:

+ Like all the past AC games, the world is big, beautiful, and just begging to be explored.  The story starts off in the snowy wonderland of Norway and then proceeds to the lovely green forests and hills of Dark Ages England.  My poor GPU needs a break after straining through almost 200 hours of gorgeous landscapes.

+ There's no nautical combat in Valhalla, but my personal favorite part of the game (and something I wish they had developed a bit more) was cruising Eivor's longship around the multitude of English rivers (are there really that many rivers in England?) and looking for targets to raid.  Certain bandit camps, military camps, and, the absolute highlight--monasteries--can be raided by Eivor and his/her crew of Viking warriors.  Blowing the horn, storming off the ship with your crew and then plundering the riches of the unfortunate Christian denizens of fake England is an absolute blast.

+ Ravensthorpe starts off as a tiny Viking settlement and then can be gradually improved throughout the course of the game.  It's fun to see your settlement grow into a fully fledged city.

+ Less stealth.  Yeah, I said it, and it's something that not everyone will agree with.  There's considerably less sneaking in Valhalla, which made sense to me.  The Vikings in the game are all about brash combat and pillaging...sneaking and stabbing just doesn't fit in well with the general vibe.  That doesn't mean that you can't do stealth...you definitely can, but it does feel like they put much less of an emphasis on that particular playstyle.  I appreciated the fact that I could sneakily assassinate some people, but that if I messed up (which is almost inevitable) that I didn't have to waste a bunch of time fleeing from guards and trying to hide--I just had Eivor pull out her handy axe and smash some heads in.  There is a very low risk of alarms/signal fires being lit (there aren't many alarms in the game) and getting absolutely swarmed with enemies.  I know that AC purists have bemoaned the de-emphasis on stealth in the more RPG oriented versions of the series.

One of the best looking armor sets in the game.

+ Do you like shiny, sparkly things?  I mean, who doesn't!  If cosmetic items are your jam, there is a virtual Viking banquet of items to help make Eivor feel like your own, customized Viking raider.  Personally, I got a lot of eye joy from the many armor sets in the game--they're (mostly) beautifully detailed and give off a fun, Viking vibe.  Lighter sets have a more stealth feel, while the heavier stuff consists of plate armors and chainmail.  Eivor's look can also be further customized by purchasing differing hair (and beard) styles (which includes the option to change hair color) and with tattoos (designs can be found throughout the world by completing the parkour sequences to chase down the floating pieces of paper--like in Black Flag).

If customizing Eivor isn't enough, you can also unlock new decorations that can be placed at certain locations around Ravensthorpe to give it a unique look.  Eivor's longship design can also be altered by finding new longship plans scattered around the world.

+ Each region in England has its own story arc and some of the stories are fun.  Eivor gets to meet many influential figures from Viking and English culture.  There are many colorful characters to befriend (or kill...depending on how things play out).

+ There are some choices to be made--many revolve around choosing specific characters as leaders and they could possibly impact some minor story outcomes.  Some choices are better than no choices, right?  (I will say, it's a bit hard to tell exactly what impact your choices have)

+ I'm a sucker for mythical settings and Eivor gets the opportunity to spend some time meandering around Asgard and Jotunheim.  It's fun to see mythology recreated and retold through the game.

+ No bounty system.  Depending on a choice you make during a certain story sequence, you can avoid being chased down by the big baddies of the Order.  I greatly enjoyed not having to flee at inopportune times (like while stealthing through a military camp)

+ There's a great built-in photomode and it's easy to access your screenshots.  I wasn't as enthralled with England as I was with Greece or Egypt, so I took fewer screenies this time around, but it's nice to have the option.

Lighter armor has a stealthier feel.

+ Finishing sequences are fun and don't get old.  There's nothing as fun as impaling an obnoxious pikeman with his own pike.

Cons:

- Inexplicable crashing to desktop.  I experienced more of this with Valhalla then either Origins or Odyssey (which I believe I had zero problems with).  Basically, I was guaranteed one random crash per play session.  Sometimes I could play for hours with no problems and other times I would have one crash and then another 15-20 minutes later.  There was no clear pattern as to when/why this happened and I had hoped that the recent big "optimization" patch would fix it.  The crashing is mostly a minor inconvenience as the game autosaves frequently, but it can be quite annoying if it occurs in the middle of a combat area, raid, or story mission.  (I was playing on the graphics setting that my GPU defaulted to--if I were to go back and play again, I might turn down the settings or cap the FPS to see if that helps). 

- The question that everyone seems to be asking these days is whether the Ubisoft formula is getting stale and their games have become overly bloated and/or intentionally designed to steer players toward microtransactions and other cash grab schemes (Ubi has expressed some regrettable interest in the obnoxious field of NFT's).  I enjoy the AC games, but I always find myself walking away from them with a sense of relief--I'm just glad to be done with them.  I think that the games that are truly great are the ones that leave you wanting more--I've never felt that about the AC games and Valhalla has made me feel like I should throw a party to celebrate completion and that I don't want to play for a very, very long time.  It always feels like there are a million things going on in the game, but those things rarely feel worthwhile--for example, at the end of my playthrough Eivor had enough leather and iron to construct her own version of England from it.  What exactly was the point of gathering all of that (it was crossing some glowy dots off a map...that's it)?

In a perfect world, I would like to see an AC that was trimmed down and more focused on a few core storylines (like assassinations) rather than its current sprawling, bloated form.  (*It has been interesting reading articles about the number of creatives leaving Ubi--I've seen it described as an "exodus"--and wondering if maybe new blood could mean changes?  I guess it remains to be seen and I'm not holding my breath for any major changes...after all, they've already announced ANOTHER DLC for Valhalla)

- While some of the storylines and characters were memorable, the size, scope, and scattered nature caused me to forget who or what exactly was going on.  Each region has its own story arc, there are Order members to be assassinated, and then there's the main storyline that revolves around Eivor and Sigurd...oh, and there's also a few sequences related to the modern day story.  There's just too much going on and the main story in particular suffers from huge gaps between sequences.  It's hard to care when you can't remember who people (and, I suppose you do have your handy-dandy codex) are or what happened 50 hours prior to the events.

The modern day story is, of course, just as confusing as it always is.  Fortunately, there's quite a bit less of it than in previous games (something I've weirdly seen a few people lamenting).

- The "Grand Magister" of the Order was completely predictable.  It has been this way in every game and I wish there was more of a twist or greater mystery around your #1 target.

- I applauded the options for customization, but found tattoos to be a cool, but disappointing feature.  Unless you're planning for your Eivor to run around naked, you can't even see all those beautiful tattoos.  

-Playing as a completionist negates the need for any "builds."  I had ALL the talents + 29 points of mastery in each "class."  

Recommendation:

I think that if you're a fan of the newer iterations of the AC series that you'll find something to enjoy in Valhalla.  I found the combat and raiding to be quite fun.  I do think the game has become too bloated and that playing it in a completionist style (like I did) is almost guaranteeing that you'll burn yourself out on it--maybe my experience would've been better had I focused on the main storyline more and less on pointless gathering tasks.  If you're comfortable with a 100+ hour adventure, go for it.  If you want something shorter and more streamlined...give it a pass.


Saturday, December 18, 2021

Two Legends Co-Exist

I purchased Assassin's Creed: Valhalla (Gold Edition) as part of a pre-Black Friday sale and--unsurprisingly, given the utter insane size of recent AC titles--Eivor's adventures STILL don't look close to being over.  I've guided Eivor through the various demands and dramas of regional leaders around Dark Ages England as I cobble together alliances for the Raven Clan.  Heck, I've even managed to rescue the wayward Sigurd from his harrowing experience of being kidnapped and tortured by a semi-loony member of the Order of Ancients (Valhalla's group of conspirators who need some light killing).  Even 100+ hours in, there's still much left to do.  (*The real question--is it too much?)

Kassandra and Eivor in the same place!
This week there was a huge update that required players to re-download the new version of the game (80G worth...which is down from the whopping 130G initial download)--this new update has promised better optimization (including shorter load times--something I have noticed) and has also added in some new story content in the form of crossover missions that bridge Odyssey and Valhalla.  There's a fun cinematic fight sequence when Eivor and Kassandra initially meet and it's great to see both characters together.  One thing I did notice--Kassandra's voice is different!  Guess they couldn't get the OG voice actor to come back, which is too bad.

Disappointingly, the update doesn't seem to have fixed the random crashing issue that I've experienced with Valhalla.  I had no problems with Odyssey, but am almost guaranteed to get at least one crash per session (which is a minor annoyance as the autosave works well--but can be more annoying if it occurs during a raid or set story mission that then requires you to start all the way over from the beginning).  I really wish the crashing would be fixed.

There was also an announcement this week for another DLC for Valhalla that is called Dawn of Ragnarok.  It looks to be centered around Eivor's activities in the mythical realm of Asgard and boasts of new enemies, weapons, armors, skills...and EVEN MORE FREAKIN' VALLHALLA!  I don't know exactly what to think about this announcement--in general, I like the content that is set in mythical zones (the Elysium/Hades content in Odyssey was cool) but am boggled by just how much more time I want to spend on my monumental Viking adventure.  The good news is that the DLC doesn't drop until March, so maybe by then I will be done and in the mood to pummel more enemies.

Just how much Valhalla is too much?  I've seen some discussion around the Ubisoft formula (and the fact that the most recent FarCry game--a franchise I've never played--hasn't received positive reviews) and if their games are becoming too bloated.  I'm trying to wrap my own mind around this question as I continue to chase down all those glowy dots and complete every objective placed before me.

Saturday, December 11, 2021

The Plot Thickens

(**This post contains some light spoilers for Assassin's Creed: Valhalla.  Since I cannot pry myself away from the glowy dots, they don't deal with the ending or anything too serious...but be forewarned!**)

Eivor's adventures in Assassin's Creed: Valhalla have now grow to include a brief foray into North America and even some mythical wandering in Asgard.  The main story (something that's mostly ignorable) has also veered off into some semi-serious drama.  And, Eivor has murdered waaaay fewer people than Kassandra did in Odyssey--so that's fun!

Asgard is a beautiful, mythical detour.
Choices....or were they?
Several times the story has presented moments that seem somewhat choice based.  One of those moments popped up during the Sciropescire quest chain.  Ivarr the Boneless (who you meet on an earlier campaign) plays a central role in this story arc...and he's a tough character to like.  From the beginning, he presents as an overly cruel, brash, and violent character.  In essence, he's the perfect Viking warrior--a raider who crushes his enemies.  Ivarr's brand of Viking brashness doesn't suit the delicate political situation that Eivor and others are trying to navigate while negotiating alliances.  Things really come to a head when Ivarr decides to impulsively kill the brother of a powerful noble while various parties are trying to hammer out a peace agreement.  Immediately, things boil over into war...stupid Ivarr!

The rest of the arc involves trying (and failing) to re-negotiate a peace agreement and eventually coming to the conclusion that the only way to accomplish peace is through more war--basically sabotaging the troops and supplies of the powerful lord thus weakening him and forcing him to leave.  Once you've guided Eivor through all the sabotaging, the lord finally agrees to leave...it looks like things will work out.  But...it's not what Ivarr wants (Ivarr has a vendetta against this particular lord because of the fact that he received a nasty scar from the guy in an earlier battle), so he takes the murderous step of killing Ceolbert (the Saxon son of a noble who was to become the next ealdorman of Sciropescire) and making it look like the Britons did it.  Eivor is none the wiser and accompanies Ivarr to storm the castle and capture the lord.

The English countryside is quite beautiful.
Ivarr's deviousness becomes apparent when he has Eivor accompany him while he tortures and then violently kills the lord.  It's here that he starts prodding Eivor to fight him (something that is stupid...) and then drops the bombshell that he's the one who murdered Ceolbert (who was just a kid...and a kid who Ivarr was supposed to be mentoring) and framed the Britons.  There's nothing left to do but to battle the idiot.  The fight itself isn't too difficult and it ends with Ivarr being defeated and Eivor left with the choice of giving Ivarr his axe so that he can wind up in Valhalla or to kick it away.  While it's true that Ivarr is the very model of a Viking warrior...he's also a sadistic asshole who murdered his ward for no reason other than fulfilling his own need for revenge.  I had Eivor kick the axe away...Ivarr doesn't deserve the glory he craves.

I'm not sure what impact this choice will have--if any.  It has been one of the more memorable story scenarios that seem to give players some options.  Since AC generally doesn't have a story that is impacted by player choice, I really don't think it will matter.

Eivor also encountered more conflict with Dag--her longtime crew member--who had started questioning her lack of progress in finding and returning Sigurd to Ravensthorpe.  The conflict culminated with Dag challenging Eivor to a battle to the death...something that I'm not sure can be avoided.  After a brief battle, Dag is defeated and Eivor is once again presented with the option to give him his weapon (and an afterlife in Valhalla) or not.  This decision is particularly difficult as there's strong nudging that allowing Dag's disrespect to stand will make Eivor look weak.  Since he was a longtime crewmate of Eivor's (even though his repeated and seemingly pointless confrontations about her actions were annoying) I gave him his axe.  The other Ravensthorpe villagers didn't seem so thrilled about the entire confrontation and there seems to be quite a bit of building tension.  Will this have an impact on the story?  I guess we'll find out.

Saturday, December 4, 2021

Losing the Battle of the Glowy Dots

Unsurprisingly, I'm still guiding Eivor through adventures that have now spanned Norway, England, and Ireland.  Ubisoft very edgily decided to replace map symbols with glowing dots and I just can't resist finding and completing them all.  Handily though, they also provide a sort of checklist that helps hopeless completionists like me know if we've found all the wealth, mysteries, or artifacts in each region.  And the main story--well, after about 76 hours played, I've progressed the main story a whopping 32%.  Am I upset about this fact?  Nope, not at all!  I'm still enjoying Eivor's adventures and the main story has started tipping toward major plot drama.

One of my beautiful cairns.

Since I decided to complete the Wrath of the Druids DLC early on, it seems like a good topic.  This DLC sees Eivor travelling to Ireland under the pretext of establishing trade in exotic items.  Eivor's long lost cousin has managed to become one of the many regional "kings" in Ireland and is excited to have him/her aid in making Dublin a new trading hub.  The plot thickens once Eivor is in Ireland--there's a new king who wants to unite all the lesser kings.  This task is even more complicated due to the fact that there are competing factions of pagan druids who want to continue their traditional practices rather than converting to Christianity.  One group are the "good" druids and the other are the "bad" druids (you know...the traditional forbidden magic use and whatnot).  The story introduces a new mini-Order to find and slay and some interesting characters.

What's fun/what I liked:

1.) The side part of the DLC is built around establishing Dublin as a trading hub.  This means finding, liberating, and then improving various small trading posts around Ireland.  Each trading post has been taken over by various baddies (bandits, Children of Danu--the bad druids...).  Once Eivor has cleared out the trading post, he/she then has to find a deed in random areas (which, if you're a completionist, you'll be checking out).  With deed in hand, Eivor can establish control of the trading post.  Each post specializes in one of four commodities--delicacies (mead and honey), luxuries, clothing, or texts--and will begin producing them once under control.  Eivor can also raid monasteries and find special supplies that can be used to add new buildings and features to the trading post that will increase the amount of goods they produce.

In Dublin, Azar (Eivor's trading connection) has her own store and Eivor can periodically swing by to collect the accumulated trade goods from a special chest (the goods accumulate on a timer depending on the improvements that Eivor makes to each trading post).  Azar provides a list of demands from various foreign leaders for differing products and there are special rewards for fulfilling each one.

The trading aspect was a fun addition and I enjoyed the fact that it was easy to accumulate and satisfy the trade demands.  The rewards for satsifying Azar's list are worthwhile--there are numerous armor sets, cosmetic ship items, tattoos, and valuable items (like metals to upgrade your gear).

2.) The DLC adds in many new armor sets (some from Azar's trade list and others from exploration/story missions) and most of them are pretty cool.  There's only one that really requires you to suspend reality (an Egyptian themed set).

A shrine in Ireland.

3.) Ireland is beautiful in a different way than England and I found myself taking more screenshots.  Maybe it's because there are fewer trees...or maybe it's because there are random rainbows (no one can resist taking a photo of a beautiful rainbow).

4.) New enemies--the Children of Danu (the "bad" druids) include magic wielding foes who can turn their wolf minions into fierce werewolves and a few other varieties.  This provides some more challenging combat.  One of the new mystery locations (Trials of Morrigan)  in Ireland requires fighting off a group of druids and can be somewhat difficult.

5.) Azar is introduced as a gender fluid character.  It's nice to see games taking a stab at introducing a more diverse set of characters.

What I didn't like:

1.) As part of the storyline you get introduced to Ciara (pronounced kyr-uh)--the court poetess and a still-practicing member of the druidic sect in Ireland.  Ciara represents an important link between the new king and the ancient practices of the druids...but she's one of those characters who is definitely pushed toward Eivor as a romantic interest and, in a way that I found clumsy and offputting (for example--at one point in the storyline, Ciara wants to meet Eivor at a beautiful waterfall...and somehow that meeting ends up with the need for Ciara to bathe in said waterfall).  Sure, Ciara's got a traditional Irish attractiveness (red hair...green eyes), but I hate it when games push a specific character onto the protagonist.  I had Eivor politely refuse and ignore Ciara's flirty hi-jinxs.

2.) I found the ship cosmetic items to be way too over-the-top for my personal tastes.  They're pretty bonkers (a giant, flying eagle or charging horse) and to me, ruin the Viking aesthetic.  I will be keeping a more traditional look for Eivor's longship, thank you very much.

Overall, the Wrath of the Druids DLC...adds more, I guess.  To me, the trade aspect was kind of fun (although some people might find it annoying to have to periodically return to Dublin) and I appreciated the fun armor sets.  The main storyline was okay (nothing great, but nothing horrible).

Saturday, November 27, 2021

Putzing Around in Merry Ol' England (..and also Ireland)

The season of sweet, sweet holiday shopping deals has fully arrived in all its consumerist glory.  I fully indulged in this tradition by snatching up Assassin's Creed: Valhalla (Gold Edition).  I've also briefly glanced at my Steam wishlist to see if there's anything begging to be bought (I've got one in the cart, but there's nothing else jumping out at me).  Interestingly enough, Cyberpunk 2077 (a game that I quite enjoyed) went on sale for 50% off and it seemed to spark an uptick in people buying, playing and then leaving positive reviews.  Maybe, just maybe, it will be gloriously redeemed?  If you're a fan, like me, we can hope!

The bulk of my Thanksgiving break has been dedicated to cleaning my house (boring) and clumsily guiding Eivor, the Viking protagonist of Assassin's Creed: Valhalla, on adventures throughout dark ages England.  AC is one of those franchises that releases frequently and you can generally expect a consistent experience--as I've been playing, I've been chalking up my current likes and dislikes about the newest entry.  Overall, I'm having a fun time and am happy with the sale price I paid.

Eivor, in her ruined childhood village.
Deep Thoughts about Valhalla:
1.) I was fairly confused when the game started and I wasn't immediately presented with the option to choose a gender for my Eivor.  Waiting through an introductory cutscene that illustrated the origin story of Eivor (*side note:  can we get a happy origin story...just one time!) finally presented the option to choose.  Of course I picked female Eivor (duh), but there was an interesting third option that I don't remember from the other games--you can play as both (at least, I think...I was confused by it) at certain points in the game.  I am a bit boggled by this option and personally feel like it would slightly ruin the sense of immersion from having one character.  But, I guess it's there for people who don't want to choose or who want a more varied experience.

2.) The first few hours of gameplay take place in Norway--an icy, rocky, Viking wonderland.  There are tons of jagged, snowy peaks just begging to be scaled.  However, I immediately noticed that one staple of Assassin's Creed gameplay was missing...the leap of faith.  Dammit, if I'm going to force poor Eivor to scale a huge mountain I want to be rewarded with a graceful dive into a suspiciously well-placed body of water, pile of leaves, or wagon of straw!  (**Sort of dumb spoilers here) Eivor does eventually learn the "leap of faith" as part of the more assassin oriented storyline, but I cannot remember any earlier game where you couldn't immediately leap of faith.

3.) I also have some lore-related questions (even though the lore of AC is a complicated, nigh-impossible twisting pathway) that may or may not be cleared up with more focus on the main storyline (something that's lurching along at a snail's pace thanks to my desire to do all the glowy dots).  It was strongly implied in the DLC for Odyssey that the line of assassins was all from the same bloodline--originating with Bayek and Aya, moving to Kassandra/Alexios (controversially) and then through their descendants.  I was confused when early on in the story a couple of foreign looking fellas turned up and promptly offered Eivor the signature assassins blade.  Maybe they decided to back off the bloodline concept after the Odyssey DLC backlash?  I don't think that's a bad thing, but it just adds to the confusing lore narrative.

4.) There's less stealth than in previous games...and I don't feel like that's necessarily a bad thing.  I'm enjoying the fact that certain camps (the ones located close to rivers) can be raided with your crew of Vikings.  Of course, if you're feeling particularly sneaky, you can always sneak into the camps yourself.  That's not to say that there aren't plenty of other stealthy opportunities (there are many other locations where you can be stealthy).

5.) No bounty system or bonfire alerts.  As someone who, in previous games, would almost always mess up stealth areas and wind up in a pitched battle with five bajillion guards, I'm happy about this change.  There was nothing more irritating that screwing up, being chased by all those guards, and then, to top it all off, a nasty bounty hunter turning up to hunt you down.  I'm sure some AC purists will bemoan this seemingly less difficult change.

6.) So...many...cosmetic items.....it's a bit nuts.  But, I seriously have to question some of them--namely tattoos.  Remember those fun (or is it?) parkour sequences from Black Flag where you'd have to chase a floating piece of paper?  They decided to bring those back, but now instead of sea shanties, you find tattoo designs.  The designs themselves are Viking inspired and are actually very cool.  However, even if you ink your Eivor up from head to toe, very few of those cool tattoos are actually visible.  Sure, it's an opportunity to make your Eivor feel more unique (*you can also purchase additional hair and beard styles) but what's the point when you can't even enjoy the fruits of your parkour-related labors?

The Viking longship is a transportation staple in Valhalla.
7.) Eivor =/= Kassandra.  Yeah, I said it.  I've grown attached to my gravelly voiced, imposing Viking warrior, but I still like Kassandra more.  Kassandra seemed to have more of a personality and the other story characters were just more interesting.  

8.) **Minorly spoilery thing here!!!** It's one of my video game pet peeves that in games that present "relationship/romance" options there's always a strong imbalance between the number of male and female choices players are presented with.  So far, my Eivor (who is female) has encountered three potential female options and only one male option.  Since AC relationships seem to have zero (or very little) impact on the story, I generally opt to let my characters bang their way across the ancient world.  With that said, Eivor was presented with a very troubling romantic option...namely Randvi, the wife of her adopted brother/best pal Sigurd.  In this situation, I just had to say no...I mean, Eivor's already had a vision that implied that she will betray Sigurd...and what better way to add to that betrayal by sleeping with his wife!  But, back to my pet peeve...devs, please add more male options!

9.) There's an awful lot of drug-induced situations--munching on some mushrooms and then completing odd puzzles (with the un-helpful prompt "observe the clues to solve the puzzle"); drinking odd concoctions to have visions; or breathing in some strange gases and then chasing a mysterious, talking white elk.  I am enjoying these situations and the levity they bring between bouts of head-smashing.

10.) And, I will finish up my deep thoughts with my personal enjoyment of the wide variety of absurdly violent finishing moves.  I love an overly-violent finisher and Valhalla adds in some great ones--grabbing a spear from a downed enemy and then impaling him with it or grabbing a shield and using it to separate an enemy head and body...or grabbing a sword and shoving it through someone...there's a whole violent buffet to chose from...and they bring me the darkest, most horrible joy.

UPDATED:  *Because I forgot to mention it!
11.) Something that's definitely worth mentioning as a big dislike is the number of random crashes that I have experienced.  I had zero problems with Odyssey!  I have no idea what is causing them--at first I thought they were mostly happening during raiding sequences and potentially caused by the amount of fire, smoke, and action all taking place at the same time.  Unfortunately though, they also occur when I'm doing noting more taxing than riding through the countryside.  They're a minor inconvenience, but nonetheless annoying.

I plan on spending many, many more hours chasing down all the glowy dots (they replaced map symbols with glowy dots...but there's still a ton!) and barely progressing the main story.  It's just how I do things.

Saturday, November 20, 2021

Glutton for Punishment

After a particularly stressful pre-Thanksgiving break week, I've found myself trying to engage in a mixed bag of coping mechanisms--some are healthy (rage deep cleaning my house...which desperately needs it) and some are not (I feel a strong urge to shop...at the most consumerist time of year with all those sweet, sweet deals...).  What does this have to do with gaming?  Well, my impulse buys tend to be largely gaming related.  So, last night I found myself grabbing the gold edition of Assassin's Creed: Valhalla (*it's on sale, plus there's a promo code deal for up to 20% off) and then gawping at the 137G download (ouch....).  It's downloaded and just waiting for me to dive into a world of Viking fantasy.

Viking energy!
My feelings about Assassin's Creed are complicated and I've been warily side-eyeing the newest entry for a number of months.  I love the historical settings and attention to detail in the game world, but man oh man, have the newer iterations of the series become the poster children for open-world bloat.  I know myself and I'm a sucker for a map covered in all those beautiful symbols (and I can't resist my own completionist nature to COMPLETE EVERY GD ONE even though the logical part of my brain fully understands the futility of this task).  It's a weird relationship and I'd call myself a fan, but with some wishes for a more streamlined and meaningful experience (that isn't really Ubi's can o' worms...so it's a dream on kind of situation).

I've also been puttering around with Hades and I've finally managed to finish the "main" story and make it to the credits.  Man, is Hades a great game!  I do not feel like I've had a great amount of success, but it has kept me coming back to lead poor Zagreus to his untimely demise time and time again.  A few relationships have started to play out in an interesting way--apparently, you can "romance" several underworld denizens (namely Dusa, Megaera, or Thanatos).  100% team Megaera here...there's just something weirdly hot about Meg.  Maybe it's the voice?  Maybe it's having to frequently fight to the death?  Hell, maybe it's the whip and general "punishment" vibe she gives off (...okay, this is getting weird).  I'm interested to see how things will play out in the Zag/Meg dynamic.

I'm looking forward to spending my week off needlessly stabbing a lot of video game people in dark ages England (and maybe periodically trying to escape the underworld).  Happy Thanksgiving to all!

Saturday, November 13, 2021

Cozy....Killing?

I guess that sometimes you just want to be cozy (last week I wrote about how my internal gaming clock draws me back to the ol' familiar, heartwarming kind of games during the colder fall and winter months) and sometimes your brain does something weird and tells you that you really just want to rip, tear.  For some odd reason I found myself downloading Doom: Eternal and deluding myself into believing that I was fully in the mood to merrily demon-punch my way through multiple levels.  This delusion was fully-formed and also included thinking that I could raise the difficulty level and have some success (something that I've never been able to do in Doom).  It's no surprise that I quickly found myself floundering and regretting the 80G download.  Since the Doom failure, I've been flitting back and forth between Two Point Hospital, where I'm trying to do a full re-play with all the DLC included, and Hades.

In my TwoPoint re-play, I've discovered that I am truly not a fan of the wave-based levels.  There are several sprinkled throughout multiple DLC's and I weirdly found myself struggling with them this time around.  Some of them are relatively simple--increasing the percentage of patients that you cure during each wave--and some of them just throw random goals out during every wave (like accumulating so many research points or upgrading machines).  Beating them requires players to pause and plan at the beginning of each wave and also not to over hire staff (financials on wave levels are very wonky due to the fact that you run out of patients at the end of a wave and won't make much money--it's very easy to bankrupt yourself if you aren't careful).  I think I've finally beaten them all...and I am relieved.

Check out some cool Hades art featuring the goddess Artemis.
Being drawn back to Hades has made me re-realize what a great game it is.  I'm no fan of roguelikes, but Hades manages to make the repetitious nature feel worthwhile.  Since I hadn't played it in over a year, I'm pretty rusty and my first few escape attempts haven't gone well.  My first iota of success came last night when I managed to finally full clear with the damn Coronacht (my least favorite weapon).  I don't think I had played Hades since its full release and I'm noticing some features that I don't remember.  Currently, I'm having a ball with Hades and plan to continue trying to unravel the story of Zagreus and his underworld pals.

Saturday, November 6, 2021

Fall Means Relaxing with Cozy Games

The weather where I live has transitioned into rainy, cold fall weather.  This means that outdoor activities are out and its time to cuddle up in the indoors.  What better way to stay cozy than with some soothing, comfy games that are perfect for sipping a hot beverage and relaxing?

There's one new game that has my cozy radar piqued--it's called Unpacking and it's a casual puzzle game that takes one of the least enjoyable real-life experiences (moving) and turns it into a challenging and fun experience. I'm a bit hesitant to pull the trigger on it due to the fact that many user reviews (it's currently sitting at "very positive" on Steam) have mentioned the short length (many reviewers on Steam have less that 10 hours).  It is priced at $19.99 which feels a bit steep for a short game, so I'm going to wait and hope that it goes on sale during the autumn/holiday sales.  Here's the trailer, for your consideration:


My favorite comfy, fall games are Two Point Hospital and Stardew ValleyTwo Point Hospital is a silly, management game that features a reverse difficulty curve (the beginning of the level is always the most difficult part) that eases into a relaxing, managerial experience.  I like it because you can turn off the in-game music (and DJ's) and throw on your own music (or podcasts) and try to manage the chaos.  The especially nice part about Two Point is the fact that you can pause the game at any time.

Stardew Valley is the perfect fall/winter game.  Even if you've played hundreds of hours, there's always some way that you can improve your farm.  Not to mention the fact that a somewhat recent update (if you're like me and haven't played in awhile) added in the ability to randomly mix up the bundles required to rebuild the community center--a nice way to offer some variety for players who want to return to the game but have played through it a few times.



There's also some good news on the horizon for fans of Stardew Valley--Eric "ConcernedApe" Barone, the creator, announced that he's working on another game and released a short, early gameplay video.  The new game is called The Haunted Chocolatier and gives off some serious Stardew vibes.  Since I (and so many other people) adore Stardew, it's something to look forward to. 

Here's to wishing you a cozy, fall day playing your favorite comfy game!

Saturday, October 30, 2021

Those Endings Tho--Kara's Story **Detroit: Become Human Spoilers**

Of the three android protagonists in Detroit: Become Human, Kara doesn't have a lot of clearly defined conflicts within her story--Connor and Markus both have diverging paths based on player choices.  For some reason that's hard to understand, I enjoyed Kara's story arc the most.  One way that Kara differs from Connor and Markus is that her story seems to have more options for how it ends (although, I feel like I've possibly missed some content due to the choices I made).  **Serious story spoilers ahead!**

Kara's story starts off on a dark note; she wakes up inside a store that sells and repairs androids.  Her system is rebooting and it's obvious that she has recently been reset.  After a few moments spent looking around at humans shopping for new androids, Kara is approached by a salesman and another man.  The salesman asks an odd question that helps to provide some more background on Kara--why pay for repairs instead of just buying a new android?  Now players know that Kara has been repaired and had to have been seriously damaged.  The salesman prompts the man to inform Kara of her name--he also drops the fact that his daughter was the person who named her.  Players learn that the man's name is Todd and that Kara belongs to him.  Todd and Kara head to his truck for the drive home.

The drive home is part of an introductory cutscene, but it also reveals information about the game world.  Todd drives Kara through the city of Detroit--a city that is undergoing a dramatic rebirth thanks to the android industry.  The city shows evidence of being massively revitalized and that it's returning to its days of industrial glory.  While much of the city is a sparkling wonder, Todd lives in a rundown area that looks to be in danger of falling victim to the modernization sweeping through the city.  The drive ends in front of a battered, multistory house--Todd states that they're home and players can spend a few quick moments taking in the dingy neighborhood surrounded by signs of growth.

Once inside, Kara sees a young girl sitting on the stairs--this must be the daughter that Todd mentioned in the store...the one who named Kara.  Todd informs Kara (not nicely at all) that the girl's name is Alice.  It's obvious from Todd's tone that he's not overly fond of Alice and his behavior sets an ominous tone.  Kara can try to say hi to Alice, but she's oddly distant and seems to be trying to stay away from Kara.  Todd, who players should have clearly pieced together is a grade A asshole, demands that Kara start cleaning up the house and that it's pretty dirty from Kara being away for two weeks (another hint at how seriously Kara was damaged).  Players can direct Kara through a series of household chores that help shed more light on the entire situation.  As Kara gathers up abandoned laundry from the clothesline in the backyard, players can make another attempt at trying to befriend Alice...but, again, she's weirdly quiet and resistant.  Kara heads back inside to put the laundry in the washing machine and accidentally stumbles across a small packet of red ice (a new drug that uses ingredients derived from the android industry) hidden in the laundry detergent.  Todd angrily grabs Kara by the throat and violently shoves her against the washing machine--he threatens her to keep out of his business (which is apparently drug related), but fortunately nothing else happens.  It's confirmation of the potential violence that Kara has been subject to in the household.

After all the chores have been completed downstairs, Todd prompts Kara to clean the upstairs too.  In Todd's bedroom, Kara discovers more information as she's tidying up.  She finds a handgun and a bottle of antidepressants in the nightstand--so, Todd struggles with depression.  A stack of "past due" notices also sheds light on Todd's difficult situation.  Kara heads to Alice's room and gets the chance to try to approach Alice again--if players choose a friendly manner, Alice will give Kara a key to a small, locked "treasure box" in her room.  Upon opening the box, Kara is able to learn more--a photograph of Todd, a woman (Alice's mother?), and Alice--what happened to the mother?  Under the photograph are a stack of childish drawings that finally solidify Kara's backstory--there's one of a Alice standing over the shattered android corpse of Kara.  Even though Kara can't remember anything, it's obvious that Todd is violent and has brutally damaged her in the past.

Kara returns downstairs to find Todd frantically searching for something on a bookshelf (and tossing books on the floor where Kara just cleaned...sigh).  A few seconds later players hear the sound of a flicking lighter and realize that Todd's just enjoying some red ice...in front of Alice.  Todd prompts Kara to get dinner ready, so players head back to the kitchen.  Kara manages to find some food (the fridge is very bare) and announces that it's ready.  Todd and Alice sit down at the table and Kara stands by, ready to help.  Todd, who has been smoking red ice, is very worked up--he begins ranting--about Alice and how she hates him; about Alice's mother (who left him for an accountant); about not having a job and being a failure....things escalate rapidly as Todd flips the table and grabs Alice and slaps her!  It's shocking and disturbing--he starts crying and Alice flees upstairs.  Todd storms back over to his red ice...still ranting, and tells Kara not to move.  Players can choose not to move, to try to reason with Todd, or to become deviant and resist Todd's order to head upstairs and check on Alice.

If players choose not to move, both Kara and Alice are killed by Todd.  Choosing to reason with Todd results in Kara being strangled by Todd and briefly being disabled--she wakes up in time to chase him upstairs and find him menacing Alice in her room.  Opting to become deviant means that players can make it upstairs before Todd--from there, you have a couple of different choices--you can head to Todd's room to grab the handgun from his nightstand (at least Kara would have something to defend herself with) or to head straight to Alice's room and try to protect Alice.  Either choice results in Kara having to defend Alice and fight off Todd--however, the outcomes of the fight can be different if you opted to grab the gun.  In the gun scenario, Kara winds up shooting Todd and killing him--this allows she and Alice to escape, but now there's a murder hanging over her head.  If you don't grab the gun, Kara fights off Todd and manages to disable him using various objects in Alice's room.  He's bloody and bruised, but alive--he can still chase Alice and Kara through the house, but eventually they can find a way to escape.  They board a bus and are able to finally get away.

Kara and Alice.
Kara and Alice are awakened by a city employee who informs them that they have to leave the bus.  They make their way off the bus and the difficulty of their situation becomes staggeringly apparent--Kara is a deviant android with a human child...they don't have many options and nowhere to go.  It's raining and cold, so Kara's first concern is trying to find someplace to keep Alice warm and dry.  The part of the city that they've arrived in presents a few options--there's a motel, an abandoned car, and a boarded up, abandoned house.  Before choosing, players can also search around the area--there's a laundromat where players can choose to steal some clothing (Alice needs some warmer clothes and Kara needs to cover up her android uniform) from a sleeping customer.  Alice doesn't approve of any illegal activities, so stealing the clothes will result in a negative relationship outcome.  There's also a twenty-four hour convenience store that is open.  Looking around the store reveals a few potential actions--players can ask the clerk for help; they can choose to rob the story; or they can try to steal a few items for Alice.  Robbing the store will help Alice and Kara have enough cash to stay in the motel...a much more comfortable (but less discreet) option than either sleeping in an abandoned car or hiding out in a creepy house.  If Kara has the gun, players can simply choose to have her holdup the cashier...this also has the potential to bring unwanted attention to Kara (and robbing a store in front of a child...probably not the best example).  Players can also opt to have Alice provide a distraction so that Kara can covertly grab some cash out of the register...again, not the most upstanding moral behavior.  While searching the area, Kara is approached by another android who tells her that there's a safe location across town--unfortunately they have no way to get there.

The best options for Kara and Alice are the least desirable ones--either sleeping in the abandoned car or staying in the abandoned house.  Choosing the house introduces Ralph, a damaged and slightly nutty deviant android, who is the current occupant.  He's more than happy to accommodate Kara and Alice, but he seems unhinged.  Inside the house, Kara can search to find materials to make Alice a bed and start a fire to keep her warm.  She also gets a chance to discover more about Ralph--he is busy in the kitchen obsessively writing RA9 (the mysterious android god) on the wall.  He shares that a group of humans attacked him and damaged him and that he has been hiding out in the house for a long time.  Kara can explore upstairs and discovers some clothing to change into.  She also finds the bathroom and decides to cut her hair, change its color, and remove her LED to disguise herself.  From the corner of her eye she notices a bathtub surrounded by a shower curtain...there's a slightly ominous vibe.  Players can choose to open the curtain or return downstairs (of course you want to open it!).  Opening the curtain reveals the body of a dead human...could Ralph potentially be dangerous?  With that bit of unsettling information, Kara heads downstairs to check on Alice.  Players can choose to curl up on the floor with Alice or to have Kara settle in a chair nearby (keeping an eye out for Ralph seems necessary).  (*Choosing the car means that players don't encounter Ralph, but Alice isn't happy.  Kara still finds new clothing and will disguise herself)

Ralph wakes Kara and Alice with an announcement that he has found some food for Alice...a dead opossum.  He's thrilled and begins spitting it so that he can roast it on the fire.  Alice is mortified, but Kara understands that upsetting Ralph might not be the best option...maybe it's just best to play along with him until they get a chance to get away?  Ralph presents the barbecued rodent to Alice and demands that she eat it--he's getting agitated.  Kara is faced with a choice; she can choose to force Alice to go along with it or she can confront Ralph about the dead body upstairs.  Confronting Ralph causes him to break down (fortunately, not to freak out though) and back off, but by this point there's a knock on the door...someone is outside!  It's Connor and Hank who are responding to reports related to sightings of Kara.  Time to run!

Kara and Alice manage to slip out of the squat (and Ralph even helps to provide some brief level of distraction), but Connor is hot on their trail.  One of the potential downsides of choosing the squat is that players are not presented with an option of hiding from the police--instead, they must play through the pursuit sequence between Connor and Kara.  Kara and Alice frantically flee and Connor gives chase--Kara's forced to make a potentially fatal decision to cross a high speed freeway.  Players must correctly mash buttons in QTE sequences to help Kara and Alice avoid getting run over.  Depending on how players choose to play Connor, they can either stop at the fence to the freeway or hop over in pursuit.  If Connor pursues onto the highway, he will manage to grab Kara...players can have her fight free though.

Now that Kara and Alice know that they're being pursued, they have no other option than to look into the mysterious source of help indicated by the android near the squat.  They arrive outside an old brick mansion surrounded by a wrought iron gate (the exterior screams "haunted house").  The creepy vibes are readily apparent, but they desperately need help--despite Alice's entreaties to Kara to leave, Kara rings the doorbell.  Nothing happens....so she rings it again.  Finally, a man cracks open the door and asks what they want.  Kara informs him that they've been told that he can provide help...but he doesn't seem interested and starts to shut the door.  It's only when he finally notices Alice standing behind Kara that he changes his tune and lets them in.

Once inside, a very large android (who gives off definite "you'll never escape" vibes) takes their coats and escorts them into the sitting room.  The interior of the mansion is just as creepy as the exterior...but it's too late now.  The man introduces himself as Zlatko and he says that he can help.  First though, he needs to removed Kara's tracker to keep her location hidden.  To do this, she'll need to follow him to the basement--Kara demands that Alice be allowed to come along and Zlatko reluctantly agrees.  If the rest of the house gives off creepy vibes, the basement is a sure sign that things are about to go very, very wrong.  Alice stops and tries to see behind the slotted doors that line the basement corridor--there's something in there, but she can't clearly make it out.  Kara has to reassure Alice in order to continue toward the location of the machine that will remove her tracker.  Zlatko hooks Kara up to the machine--she's fully restrained as a probe enters the base of her skull.  It's then that Zlatko decides to reveal his true intentions--as a deviant, Kara's tracker has already been disabled, instead, he's going to erase her memory and turn her into one of his android slaves (like the big one).  The big android holds Alice back as the machine starts to erase Kara's memory.  Alice briefly breaks free and manages to hold onto Kara--Zlatko grabs her and knocks her to the floor.  Alice bites him and he angrily drags her around the corner and tells the big android to lock her up and that he'll get to her later.  Things are looking very bad.

Kara can't move much while hooked up to the machine and the ticking counter that indicates the percentage of memory that has been erased is a bit panic inducing.  If players carefully look around, they will see a few objects that can be interacted with--a small table and electric light can be kicked over--there's also a cable that can be yanked to knock an opened bottle of vodka onto the floor.  The combination of vodka and sparking lamp will produce an electrical malfunction in the erasure machine and cause it to release Kara without her losing her memory.  (If you fail to release yourself in time, Kara's memory will be erased, but she can find triggers that will help her remember Alice).

Once loose, Kara has to find Alice and escape.  She hurriedly heads through the basement--but this time you can have her look into those mysteriously cell-like enclosures.  Inside, there are numerous androids that look monstrous.  They inform Kara that Zlatko likes to capture androids and "play" with them--he does grotesque experiments for his own enjoyment.  Kara leaves the cell open and heads upstairs.  She hears Zlatko tell the big android that he wants to see the girl (Alice) in 10 minutes.  Players have 10 minutes to try to find Alice...and it's a big house.  Kara goes from room to room looking for Alice--in a room that appears to be Zlatko's bedroom she finds an unloaded shotgun...but no Alice.  A bathroom connects the bedroom to another room...unfortunately for Kara, one of Zlatko's experiments (that is just a torso) lies in the bathtub--it's still functioning and threatens to yell--Kara can make a deal with it or choose to kill it (it's blue blood pump is exposed and can easily be removed).  The next room is a large storage area--in one corner, there's a large cage that contains a partially deconstructed android polar bear (Kara can choose to open the cage)--a couple of "experiments" in various states of function lurk in the storage room (they're creepy to look at, but don't do anything).  The next room is a kitchen...and there's still no sign of Alice.  Kara heads back into the corridor and finds a small closet at the end.  She opens the door and finds Alice inside.  Once you've found Alice, Zlatko prompts the big android to bring her to him.  Kara and Alice have no choice but to try to avoid the big guy.  Players can have Kara and Alice hide in the next room--you can duck into a large cabinet and wait for the big guy to pass by.  Once the big guy discovers that Alice is missing, he yells for Zlatko.  Now both of them are searching, so Kara and Alice have to move carefully and not be seen.  The goal is for players to evade both Zlatko and the big android--this is more difficult than it sounds (running into the bathroom android again means that it will alert Zlatko to your location) and if either sees you, Zlatko--who has now armed himself with that shotgun Kara saw earlier...oh, and it's loaded now--will fire away at Kara and Alice.  Once seen, players have to execute QTE sequences to avoid being shot.  If done correctly, Kara and Alice can escape out the backdoor of the mansion.

Outside the mansion it seems like Kara and Alice have made it to freedom.  Unfortunately, Alice stumbles and falls and Kara has to stop and go back for her.  This slight delay allows Zlatko and the big android to catch up.  Zlatko has his shotgun pointed right at Kara and is ready to shoot...it's here that the big android unexpectedly grabs the shotgun and pulls it from Zlatko's grasp.  Zlatko yells at him, but there's no way he's getting the gun from the big fella.  Seconds later, a shambling group of Zlatko's experiments makes an appearance and begins taking out their vengeance.  Zlatko gets what he deserves at the hands of the androids he has tortured.  The big android still has the gun and it's not completely clear what his intentions are...but, he throws the shotgun down.  He introduces himself as Luther and tells Kara that seeing her protecting Alice allowed him to break free of Zlatko's programming and become deviant--he tells Kara that he knows someone else who might be able to help...but after this fiasco with Zlatko, trusting anyone else is going to be tough.

Luther, Kara, and Alice take a car from Zlatko's and head toward the new potential source of help.  The weather has turned and it's snowing heavily.  Kara has a few chances to talk to Luther and try to learn more information, but doesn't learn much.  Sadly, Zlatko's car breaks down, leaving the group stuck on the side of a snowy road.  There's nothing they can do to fix it, so they have no choice but to try to find somewhere for shelter and to make their way on foot the next day.  Kara looks around for shelter and doesn't see much--she does see a sign for an abandoned pirate-themed amusement park though.  Luther carries Alice as Kara looks for a place to sleep--the androids can withstand the cold temperatures, but Alice needs somewhere warm.  The park is very derelict and the search seems futile until Kara finds an abandoned restaurant.  Luther uses his muscle to break the boards off the door--the restaurant is falling apart, but it'll have to do.  Kara sets off to find materials to make Alice a place to sleep and Luther makes a fire.  Once Alice is settled in, Kara and Luther have a few moments to talk.  Kara can try to learn more about Luther.  The conversation is brief and Luther asks Kara a pointedly odd question--has she noticed anything weird about Alice?  Kara can't respond to that question because an object suddenly breaks one of the windows--has somebody found them?  Players can choose to grab a gun out of Luther's bag or to stand in front of Alice to protect her.  The door bursts open--and it's a horde of androids who used to staff the park.  Players can choose--to fire away or to question the androids.  Questioning the androids reveals that they are simply curious about the sight of a human child--they love children because that was the core part of their programming.  By this point, Alice is very much awake and frightened.  The androids inform Kara that their name is Jerry and ask Alice if she wants to see something cool.  Alice is thrilled and implores Kara and Luther to follow the Jerry's.  The Jerry's lead them to an abandoned carousel and offer to allow Kara to power it on.  Kara powers it on and it cheerfully lights up.  She helps Alice onto it and all the androids watch as she finally cracks her first smile of the game--it's a nice moment in the midst of all the chaos.

The next morning, Kara, Luther, and Alice arrive at the location where Luther says that they can find help.  They come across a young man who is chopping wood and Kara hesitantly asks if he can help (and reveals that she's an android).  He says no and seems standoffish.  Fortunately, a woman comes out of a nearby greenhouse and reveals that her name is Rose and that she can help.  She invites the androids to come into the house--Luther asks if Kara is sure that they should trust Rose (the Zlatko situation being what it was), but the group has no other choice.  Unlike Zlatko's creepy mansion, the inside of the farmhouse gives off warm vibes--there's even a Christmas tree in the corner of the living room.  Rose says that she can help and offers to allow Alice to rest upstairs--Alice appears to have a fever and to not be feeling well.  Adam agrees to show the group upstairs and Kara tucks Alice into bed while Rose prepares some food and finds some antibiotics for Alice (Rose is a good, kindly woman...nothing like Zlatko).  Kara leaves Luther to watch over Alice and heads downstairs--she's confronted with the sound of Rose and Adam fighting.  Adam thinks his mother is taking too many risks by helping the androids (and, by this point, Markus's actions mean that the android revolution is in full swing--things are much riskier than normal).  He and Rose argue and Adam eventually angrily storms off.  Kara and Rose have a chance to sit down and talk.  Rose tells Kara that she can find someone to escort them across the river into Canada, but that she'll need to leave to arrange it and that things are dangerous.  There's a ruckus in another room and someone calls for Rose--there are other people in the house?  Kara follows Rose into the laundry room and finds an android holding another android.  He tearfully explains that the female android has shut down and that he loved her.  Alice (who is supposed to be upstairs sleeping) comes through the door and upon the very emotional scene.  Kara escorts her out of the room.  Rose feels a sense of urgency and decides to go arrange transportation for the group--she heads out, leaving an angry Adam with the androids.  Kara can try to reason with Adam, but he's acting like a moody teenager and won't listen.  The doorbell rings...and it's a policeman!

Players have about 30 seconds to quickly act--Kara can prompt Luther and Alice to hide somewhere in the house.  There are also numerous signs of android activity in the house that need to be hidden (if players move quickly they can find them all before the timer ends--even if you can't, you can still cover them up while the policeman is looking around).  Kara, being an android, is cool as a cucumber--she calmly opens the door and lets the officer in.  He, of course, is looking for signs of runaway androids and asks if they've seen anything suspicious.  Kara tells him no and offers to make him a cup of coffee.  He looks around the living room for any signs (and has a handy "suspicion" meter which indicates how close he is to finding the androids) and asks Kara about who is in the house--Kara can easily lie.  Things go swimmingly, but Adam is acting twitchy and the officer definitely notices.  He questions Adam, but Kara can deflect his attention away.  As the officer heads for the door, there's a sudden thump--uh-oh, Kara has lied about who else is in the house!  Luckily, Kara can come up with a believable excuse and the officer will finally head out.  Another narrow escape!

Rose returns, but the appearance of the police has made it apparent that trying to wait until nighttime to leave is too dangerous.  Instead, the group leaves immediately--while they make the trip, Rose informs Kara that she can catch a bus to Canada but that the last bus leaves at midnight.  The group will also need forged passports to make it across the border.  The best place to find something like that is at a place called Jericho (the derelict container ship and deviant android hideout).  The trip back into the city reveals that the conflict within the city has escalated significantly--depending on the choices you've made for Markus (to keep the revolution non-violent or violent), androids are being rounded up (or shot).  Rose drops the group off near Jericho and says goodbye.

At Jericho, the stories of all three protagonists finally overlap.  Kara finds a warm spot for Alice amid the bustling crowd of deviants and leaves Luther to watch her.  Before she goes to find Markus, Luther wants to talk about Alice--but there's really no time, they need to reach that last bus and they've only got a couple of hours.  Kara starts searching for Markus and finds him sitting in thought on one of the upper decks--she approaches him and asks if he can get her passports.  He says that he has an android who worked for the state department who can get get the documents for her.  That was easy!  Kara heads back down to meet Alice and Luther.  As she reaches the bottom of the stairs, she sees a child who she thinks is Alice.  The child turns her head and reveals a bright LED indicator...Alice isn't human, she's an android.  Luther appears at Kara's shoulder and tells her that he was trying to tell her and that she knew it all along, but just ignored it.  A convenient flashback triggers and Kara remembers dropping an ad while cleaning Todd's house...an ad for Alice's android model.  (*I've got to admit that I didn't see this one coming.  It was a surprising twist.)

A big question looms--does Kara care less about Alice because she's not human?  Players can actively choose to have Kara act more distantly toward Alice.  There's not much time to dwell on the issue because the police (and military) have arrived at the ship!  A mad rush ensues as everyone is making a run for it--Kara, Luther, and Alice try to make it off the ship but Luther is wounded.  Players can make a decision about whether to leave Luther behind (Alice begs Kara to save him).  If you choose to save Luther, Kara can help him get to a side room, but he still has to stay.  Kara and Alice continue to move toward the exit (and players can chose whether they want to help other androids) and eventually make it.  Sadly though, the soldiers are right behind them.  The choice this time involves trying to keep running (if you do this, Kara gets shot and wounded), playing dead, or choosing to surrender.  This choice has a big impact on which ending players will get.

If Kara played dead (which happens if you try to run or if you just choose to play dead from the start)--she and Alice wait until the soldiers leave and then can escape.  The next part of the game sees them trying to navigate through a very tense city full of police and soldiers who are trying to arrest (or kill) all androids.  To make it to the bus station, Kara and Alice will have to sneak past without getting caught.  As they're sneaking, Alice catches sight of a large figure--it's Luther!  He managed to get off the ship and is being held at gunpoint by a soldier.  Players can either leave Luther or save him (Alice, of course, wants Kara to save him).  Kara grabs a brick and manages to sneak behind the soldier and knock him unconscious.  Luther joins Kara and Alice as they continue to make their way toward the bus station.  Another significant choice presents itself--the straight route to the bus station involves passing through a military checkpoint--it's very risky because they are doing temperature checks to look for androids.  The less risky option is to take a detour around the checkpoint--it's slower and if the group chose to stop and save Luther, they have even less time than before--there's a good chance that they will miss the last bus.  (*Passing through the checkpoint is very tense and success seems to hinge on a few other choices that players have made.  Luther is very jumpy and offers to disable the guards so that Kara and Alice can escape...  At an earlier point in the sequence, players can choose to have Alice turn off her temperature detection--she's an android after all, the cold doesn't affect her.  While the guards are questioning the group, they notice that Alice is shivering and Kara wisely uses that to tell them that Alice is freezing and needs to get home.  It works and the guards let the group pass.)

The trio arrives at the bus station just in time--the last bus is loading and they still have a chance to make it.  The bad news is that only passengers with tickets are being allowed on board...and they don't have tickets.  They desperately mill around the busy bus station and run into a human woman with a small baby.  Alice is curious about the baby and the woman lets her approach and look at it.  The woman's husband appears and prompts the woman that it's time to get on the bus.  As the woman gets up to leave, a paper falls out of her bag and onto the ground.  It's their bus tickets.  One of the worst moral decisions follows--Kara can grab the tickets off the ground.  The woman and man frantically appear a few moments later looking for the dropped tickets--they ask Kara if she has seen them...you can lie and say no.  With tickets in hand, Kara, Luther, and Alice board the bus and head toward Canada.  (*You're a monster though!)

The best ending...but at what cost?
As the bus approaches the busy border crossing, everyone is prompted to leave the bus and pass through border security.  It's inside the security station that Kara realizes that they're checking for androids...and there's no way forward except to make it through security.  While standing in line she sees one of the Jerry's in another line.  She also sees the familiar face of Rose!  Kara is desperate and needs to come up with a plan--she pulls Alice out of line under the guise of needing to use the restroom.  She catches Rose's eye as they walk by.  Rose takes the hint and meets them in the restroom.  Rose is heading to Canada too (things have gotten too tense in Detroit) and offers her brother's address to Kara--they can hide there until they get things figured out.  The challenge of passing through the border still remains though.  As Kara and Alice return to the line, an android is discovered and is shot!  That's the fate that potentially awaits them if they don't make it past security.  Luther understands the stakes and offers to provide a distraction.  Or, Kara can ask Jerry to do it.  Or, option three, the group can take their chances and try to make it past security (up until this point, Kara's skills at getting them through tough situations has been spotless).  If you choose Jerry, all three characters will make it through.  If you choose Luther, Kara and Alice will make it.  Depending on the type of revolution that you've chosen for Markus, there's also a chance that the guard at the checkpoint will let the group through (*only if it's a peaceful revolution).

Let's rewind a bit--back to the choice between passing through the military checkpoint or taking the longer, but slower route.  If you choose this option, the group misses the bus.  Things look pretty dire, but as the trio is trying to leave the bus station they find Rose and Adam waiting in a nearby parking lot.  Since they've missed the bus, the only option left is try try to attempt the dangerous river crossing.  Rose drives the group to the meet up spot--as she pays the man who is providing the boats (Rose is a real gem), Kara can approach the water and finds out that it's brutally cold--falling in would be fatal...even to an android.  They say their final goodbyes to Rose (who again, proves what an angel she is as she hands Kara $50 to help when they get to Canada) and push off into the river.  They have to row out a bit before they can start the engine, but they're getting so close!  They start their engines and the opposite shore is in view--then, a sudden group of lights approaches.  It's the Coast Guard and they're in a shooting kind of mood!  Players have to make a quick decision (Kara can stand and protect Alice--this results in Kara being severely injured; they can all lie flat in the boat--this results in Luther being killed and Alice being severely injured; or they can quickly dive into the water next to the boat--this results in Luther being severely injured).  If Alice is injured, she will only have a short time until she shuts down--Kara can jump into the water (sustaining serious damage) and push the boat to shore.  In one of the saddest scenes in the game, Kara holds Alice as she shuts down.  Players can then choose whether Kara will shut down too or if she will continue on alone to Canada.  If Luther is injured, he will shut down (the river option means that there's no way that all three can make it to Canada).  Kara has to jump into the water and push the boat to shore, but she manages to survive the ordeal.  Things look bad as Alice appears to have shut down, but Alice finally wakes up and Kara is able to tell her that they've made it--a happier ending.

But that's not all folks!  Say we go all the way back to Jericho and Kara chooses to surrender rather than play dead.  Kara and Alice find themselves in one of the android detention camps with all the other androids that have been caught.  They're ordered to strip naked and to also turn off their skin--it's eerie seeing them both as androids (also, the camps have a very Holocaust-esque feeling that is very bad).  Kara desperately clings to Alice as they're forced to stand in long lines in different holding areas.  An android makes a desperate dash toward a fence and is shot down by a guard.  Kara sees an opportunity and offers to drag the body to the disposal area--the guard tells her that she has to do it alone though--this means she'll have to separate from Alice.  If you choose to move the body, Kara sees an opportunity to hop aboard a truck hauling away the bodies of androids that have been shut down--she can play dead and get away...but Alice will die (and, again, you're a monster!).  Kara heads back to the camp area but now she can't find Alice.  She desperately asks the others where Alice is and sees her standing in a different, fenced off area.  She also stumbles upon the hulking form of Luther who is easily recognizable due to his size.  They both head toward the next area which is even closer to the "recycling machine" that is killing the androids.  Soldiers and a drone are patrolling the area, but Alice is just a few lines over--with some careful timing and distractions, Kara can make it over to Alice.  Alice is extremely frightened, but is overjoyed at seeing Kara again.  Luther has also managed to move nearby, but now they're stuck in the lines that are steadily moving forward toward the recycler.  It's here that Kara receives a friendly message--it's Jerry and he's willing to help them escape.  Similar to the border station scenario, players can choose to have Luther or Jerry provide a distraction--whoever you choose will be shot and killed, but it does buy the rest of the group time to make it over a fence and on to safety.  The final scene in this scenario is of the android forms of Luther, Kara, and Alice hugging amid the mountains of android bodies.

Kara's story presents a different kind of internal conflict--should we play Kara differently after we find out that Alice is an android too?  Should Kara care less?  I found it difficult to play Kara that way--I think part of Kara's journey is her maternal instincts and need to protect Alice at all costs.  It shouldn't matter if Alice is an android--don't android lives matter too (which is THE issue at the crux of the game)?  One of the more difficult parts of Kara's story is the fact that the best ending (Luther, Kara, and Alice make it safely to Canada) is only possible through making some morally dubious choices--essentially sacrificing the human family (*you don't really know for sure what happens to them, but we can assume that being left in the city while the revolution is happening isn't safe) and possibly poor Jerry (who does volunteer....).  And, I hate to admit it, but I've never found myself getting too attached to Luther (he really doesn't get any backstory and there's no chance to learn anything about him).  

Saturday, October 23, 2021

Those Endings Tho--Markus's Story--Detroit: Become Human **Serious Spoilers**

Of the three android protagonists in Detroit: Become Human, Markus has a positive relationship with humans.  His owner, the famous painter Carl Manfred, is lovingly cared for by Markus and views him as a son rather than a simple android.  Unfortunately for Markus, the rest of the world doesn't have as much appreciation for androids--Markus's first mission forces player to confront the reality of life in the fictional android manufacturing capital of Detroit--there's a very conspicuous number of people begging on the street with signs stating that they're unemployed thanks to the introduction of android labor.  Markus walks by hostile vendors who berates him if he simply stops to look in their direction; an angry man preaches to a small crowd of people gathered around and confronts Markus if he stops to listen.  After Markus has completed his task of buying paint for Carl, he is forced to walk past an anti-android protest and gets attacked by the crowd (luckily a police officer is nearby to break it up).  He manages to make it to the bus and return back home, but this mission cleverly reveals the fact that life with androids is complicated.

Things for Markus go from being great to catastrophic in a very short timespan.  Carl's somewhat estranged son, Leo, shows up suddenly--he's strung out and clearly on drugs and is demanding that Carl give him some cash.  Carl refuses and sends Leo packing, but not before Leo can accuse Carl of only caring for Markus...an android who's not even alive.  It's a painful moment, but it seems to have resolved peacefully....that is, until Leo decides to sneak into the house when Carl and Markus are gone to a party.  Upon arriving home they discover that the lights in the studio have been turned on and they find Leo rooting around.  Carl has Markus call the police and they confront Leo--things get heated when Carl forcefully tells Leo to leave.  It's here that Markus is forced to make a choice--does he break through his programming and fight back against Leo or do as Carl wants and remain passive while Leo attacks him?  Choosing to fight back means that Markus pushes Leo and Leo trips and falls onto a piece of Carl's painting equipment--Leo strikes his head and it doesn't look good.  If you choose not to fight, Carl becomes very agitated and suffers a heart attack and dies.  Either option ends in tragedy for Markus--the cops show up and it looks bad (Markus is either standing over the fallen body of Leo or the the body of Carl).  They don't hesitate to open fire.

When next we see Markus, he's waking up in the hellish landscape of the dumping ground for androids.  He's badly damaged and barely functional, but able to run a diagnostic and figure out what's wrong.  Luckily, he's in a place that full of potential replacement parts and he's still functioning well enough that he can locate and replace the parts that have been damaged.  Even though it's creepy af in the android dump (semi-functioning androids shamble around like zombies or slump on piles of their dead brethren), Markus manages to find enough parts to reset himself to working order (he can't find an eye that matches the same color, but his differently colored eyes give him a unique look).  In a very Shawshank Redemption-esque type of re-birth scene, he scrambles up a mountain of android corpses and out of the dump into pouring rain--he finds a jagged piece of metal and removes his LED...he's going to have to figure out how to live in the human world from now on.  His next step is trying to find the location of a mysterious, secret safe zone for runaway androids--Jericho.

Players help Markus follow the hidden clues and find Jericho--a derelict container ship.  Markus navigates the darkened passages and after the floor collapses, he finds himself surrounded by a small group of androids.  They reveal the fact that life on Jericho isn't great--they're basically hiding and trying to survive.  Many of the androids who do make it to Jericho are extremely damaged and in need of repairs that the group can't provide.  Markus is frustrated by the passivity of the group and decides to take the lead--he comes up with a plan to break into a CyerLife facility to steal much needed supplies.  It's here that players get the first inklings of Markus being a leader.

Markus's story revolves around leading the android revolution and players can choose to either play Markus as a non-violent, pacifist or as a more violent revolutionary.

Markus--leader of the android revolution.
Markus's Story
On Jericho, Markus meets a group of three androids who have become a sort of de facto leadership council--Josh, an android model used as a college professor; Simon (who you don't really learn too much about); and North.  Josh is a pacifist and encourages Markus to pursue non-violent measures.  North, on the other hand, believes that the only things humans will respect is violence and reacts favorably to any agreement about fighting back.

Markus encourages the group to head to a nearby CyberLife facility to steal much needed supplies and it's here that players are able to begin making choices about what kind of leader Markus will be.  During the attempted heist an android worker stumbles across the group as they are pilfering blue blood from supply crates.  A human worker appears shortly thereafter looking for the android--players can choose whether Markus grabs the android and keeps him quiet or kills the android.  If you choose to save the android, he will ask to join the group and return to Jericho (*this choice also has consequences later on).  The android also informs the group that it would be possible for them to steal an entire truckload of supplies--all they need to do is break into the guarded gate and steal a key for one of the automated trucks.  Josh and Simon think they should leave, but North pushes Markus to seize the opportunity.  Choosing to steal the truck means that Markus has to sneak into the guard post and figure out a way to distract the guards while he steals the key.  Players can choose to cause a blackout in the guard post by sabotaging an electrical panel or to grab a gun and threaten the guards.  Non-violent Markus causes the blackout which distracts the guards and grabs the key while they're distracted.  He has to sneak out before they realize that he's hiding in the building (it's easy).  Markus returns to the group in success and gets to head back to Jericho with enough supplies to really help the androids.

The success of the CyerLife heist thrusts Markus into a leadership position.  He finds himself frustrated that the androids are living a pathetic life of hiding in the dark and decides that they should take their fight to the public.  One of the best missions in the game involves playing through an elaborate plan hatched by Markus to break into the office of a local television network.  The androids want to broadcast a message to humans asking for equal rights and better treatment.  It's during this mission that players are given multiple options to either stay peaceful or use force (Markus can choose to disable the guards outside the broadcast room--or hesitate and have North shoot them; he also has to make a quick choice about shooting a human who manages to flee out of the broadcast room).  The type of message that Markus chooses to broadcast also influences how the public feels about the androids--if he chooses to stay calm and deliver a less forceful message, public opinion will rise and humans seem more sympathetic to the androids.  The downside of staying peaceful during this mission is the fact that the human who escapes the broadcast room quickly alerts the police--a SWAT team arrives just as the androids are preparing to make their dramatic exit and Simon is wounded.  The team is faced with another difficult decision--Simon can't make the jump, but if they leave him there's the possibility that his memory could be hacked and the location of Jericho could be revealed.  North proposes that Markus should kill Simon to prevent that scenario from occurring (a non-violent Markus says no).

Markus has now become the face of the android resistance and he proposes another dramatic action--he plans a coordinated liberation of androids from CyberLife stores around Detroit.  It's during this mission that players get to decide the nature of the android uprising--after Markus and North have liberated the androids from the store, North tells Markus that they're following his lead and that his actions will influence how they act--players can choose to have Markus destroy property around the store (including toppling a large statue of a human creating an android) in a very riot-y kind of way or they can choose to make a statement while keeping things peaceful--tagging stores with pro-android messages or creating a large electronic symbol of the android resistance.  The positive vibes are short-lived as the police arrive on the scene...they immediately open fire and many of the newly liberated androids are killed.  Markus has fallen behind the group and turns the corner onto a scene of carnage--dead androids litter the street--North might be among them...but luckily she is alive.  She tearfully spurs Markus to take revenge for the deaths of the androids.  He makes his way through a large group of androids to find two human policemen who have been disarmed.  One of the androids hands him a gun and tells him that they want justice...players can choose whether or not to shoot the cops.  Non-violent Markus chooses to walk away while sharing the famous "an eye for an eye makes the whole world blind" quote.

By this point the androids have started getting a lot of attention, but Markus still feels that the humans aren't really listening.  He convinces Josh and North that they should participate in a march through downtown Detroit.  This mission involves using Markus's ability to convert androids (freeing them from their programming) to grow the numbers on the march.  Once players have converted a large number of androids, they can choose to have the group chant different slogans (things like "freedom" or "equal rights").  After the ruckus from the CyberLife break-in, the police decide to send in the heavily armored riot squad to disperse the march.  They threaten the group and tell them to leave or that they will open fire--there's a very dramatic scene where Markus can have the entire group hold their hands in the air.  The riot police open fire on the group and many androids are killed--players can choose whether to stand firm, fight back, or run away.  It's during the violence that Markus is shot and wounded, but this is where a previous decision pays off--the android from the docks that Markus allowed to join the group will intervene and sacrifice himself, keeping Markus from being killed.  Markus narrowly manages to survive the march and make it back to Jericho.

After the violent end of the march, it's apparent that the humans have little interest in parlaying with the androids.  Back on Jericho, Josh, North, and Markus meet to discuss the fallout from the march.  News broadcasts reveal that androids are being rounded up in camps and then are being destroyed.  Things are getting dire...and they're about to get even worse--(*this is slightly dependent on the choices you make in other stories) the police (and Connor) have discovered the location of Jericho.  Josh, Markus, and North argue about the best way to address the camps--should they try to fight and liberate them or should they march to the camps and demand that the androids are freed?  It's at this point that Connor makes himself known and players choose to turn Connor deviant or keep him a machine (this could potentially change the ending as Connor is vital to converting thousands of androids at the CyberLife headquarters).  Either way, the police show up and the androids are forced to flee from Jericho.  Markus makes a mad dash through the ship (where players can choose to rescue various groups of androids being confronted by the police) and decides to blow it up--destroying their base, but potentially giving the androids time to escape.

The finale of Markus's story takes place with the surviving androids either marching or fighting to liberate the detention camps.  The non-violent option sees the androids marching closer to the camp, but being cut down by fire from the army troops that surround it.  They're being decimated and things don't look hopeful--a small group that includes Josh, North, Markus, and about 20 others makes it to the point directly in front of the camp.  They create a barricade and plan to hold out--even if it means that they'll all be killed.  Fortunately there's a large amount of press attention (and, if you've chosen for Markus to remain non-violent, public opinion will be with the androids) and the humans finally seem like they're concerned about looking bad for slaughtering the androids.  Perkins (the asshole FBI agent who makes appearances in Connor's story) asks to parlay with Markus--it feels like a trap, but players can choose whether or leave the barricade and speak with him.  He offers Markus a deal--they'll let Markus go (and be free) if Markus agrees to withdraw and stop the march (*I've never taken the deal because I don't believe that clown for one second).  If Markus says no, he heads back to the barricade and prepares the androids to withstand a final push by the army troops who are now back in position and readying themselves to charge.  Shortly after that the troops do charge--there's a frantic QTE sequence where Markus tries to protect the remaining androids.  The androids are totally outnumbered (and trying to be non-violent) and the few survivors--which include Josh, North, and Markus--find themselves surrounded.  It looks like the end for them, but players can choose for Markus to take a final action--he can sacrifice himself, he can kiss North (*if Markus has entered into a romantic relationship with North), or simply surrender.  I've only chosen to kiss North and that action has the effect of the president calling off the army--it also happens to coincide with Connor's arrival with the thousands of androids he has converted from CyberLife (*If you've chosen that option).

Non-violent Markus's story has a happy ending--the camps are liberated and public opinion seems to back the androids.  There are some variations if you choose to launch a violent revolution--there are many more QTE sequences where you get to fight with the police or soldiers (and, they're pretty fun).  Simon gets to live during the broadcast heist mission, but he and all the other leaders (Josh and North too) are killed during the final assault on the camps.  Choosing the violent option means that the androids have no public support--this is something that can have an impact on Kara's story--but the endings aren't terribly different.

I personally preferred the non-violent option for Markus and felt like the story ends in a much more positive place (if there's a second game that ties-in).  It's a bit of a brutal option because choosing not to fight back while the androids are being slaughtered is difficult. Part of Markus's story that I found a bit baffling was his relationship with North.  Somehow I wound up in a romantic partnership with her during both my non-violent and violent playthroughs.  She seems to disapprove of Markus's non-violent options but his actions as a leader somehow keep her friendship level high enough that she'll engage in a relationship.  Part of me wishes that her behavior was more nuanced depending on player choices.