Black Mesa
Overall I'm really impressed with this fan remake of Half-Life 1. I think it's faithful to the original when it really counts, and deviates to make things better.
Specifically about the recently released Xen chapters, which are still in beta: They get off to a good start, but falter at several points.
The Pros:
- Some of the visuals are freaking gorgeous.
- The new enemy types are well done and fit well with the existing roster.
- Much of the gameplay feels like Half Life
- The introduction to the Gonarch is awesome! It starts a, mostly, great sequence that feels like it's inspired both by the original Gonarch's lair, but also by the antlion queen sequence in HL2.
- There are habitats, and other structures built by the scientists working in Xen, which not only provides gameplay, but makes a whole lot more sense than just having a few crates and tables with surveying equipment.
- The long jump module allows you to strafe dodge and also back pedal, which makes the fight with the Gonarch a lot more dynamic, and just is a fun movement mechanic in general.
- They give you freaking "landing jets" which, like Chell's long-fall boots, mean you don't have to worry about fall damage in Xen, which makes jump pads another exploration a lot less annoying. (Oh, hey HL1, I've found one of those alien bouncing boils, guess I'd better quicksave before I hop on and roll the dice on the game physics.)
- They made crystal clusters that recharge your HEV suit, in addition to the pools that recharge your health, which means they don't have to have you "conveniently" find a dead scientist with a pile of batteries every time they want to give you a recharge. The environmental storytelling actually does a good job of showing that the tech of Black Mesa is fueled by discoveries on Xen. It's not "hey, how convenient that this natural feature on Xen recharges my suit", but rather "OH! My suit, and a lot of the tech, is powered by materials from Xen." It also blends in a lot of echoes of Combine tech from HL2, making the connection between the two games, and the Combine's presence in Xen, more cohesive.
The Cons:
- I had huge performance issues. My system struggled to stay above 40fps for most of Xen, and adjusting graphics settings, even lowering the resolution, didn't help. During one sequence, near the end of the game, I couldn't get over 20fps, no matter what I did, and resorted to using godmode to get through.
- Some areas overstay their welcome. Like, holy crap, I got so sick of fighting those floating giant head aliens. Even the joys of <SPOILER> didn't make it fun to fight them.
- The visuals are inconsistent. There are clashes in both style and quality. Overall it's great, but some parts are just too much of a callback to the original muddy yuck that was the original Xen. Also, some of the objects and textures just look wrong; they don't fit with the rest of the visual style. I don't know how to describe it, but I"ll try: Some don't have the same detail to the textures, and some look like they're solely built out of post-processing effects, and others look like they've been procedurally generated out of fractals.
The performance issues mean I have no idea how the balance is for the final boss. I was getting slightly better fps by that point, so I could see what was going on, but I stuck with being invincible because I just don't need any more stress in my life right now. I will say that the final fight is a an amazing spectacle, and the mechanics seem solid; if they got the difficulty right, it's a pretty damn awesome finish. Especially compared to how awkward, frustrating, and visually bland fighting the Nihilanth was in the original game.
Dragon's Dogma: Dark Arisen
I just couldn't get into this. The starting plot is paper thin and poorly told, maybe it gets better, but at this point I'd rather replay Kingdoms of Amalur: Reckoning (Hey, THQ Nordic, can you hurry up and announce the remastered version?).
Short list of why I'm frustrated with DD: DA
- Bland characters
- Really brown and grey art style. This is not realism. The real world has bright colors! Even in a medieval time period. You let me give my character bright red hair and purple eyes. Why is everything else so desaturated?!
- Fiddly inventory system that's really focused on minutiae. Like, I get that some people will really dig how many different armor slots there are, and the crafting system that both invites you to gather tons of stuff, but also punishes you with a very restrictive weight system, and makes it tedious to transfer things to your party members, and... UGH! I just don't want to have to deal with food constantly going bad in my inventory. (I am glad it keeps track of crafting for you, and doesn't force you to combine things at random getting lots of completely useless results, but it's still more convoluted that I'm willing to put up with. If I'm tempted to pop out of the game, look at a wiki, and make notes, that means you've made bad UI choices.) Crafting feels more essential than it did in Fallout: New Vegas, too.
- Annoying menu system.
- Combat feels disconnected. Sometimes it takes two arrow shots and a goblin goes down. Other times it takes a half-dozen or more. I have no idea why. Boss battles drag on and how much the health goes down seems unrelated to my actions. My character can get stun locked and taken down to zero health in a matter of seconds, or get knocked over and pop back up with like a tenth of my health knocked off. I have no idea if this is dice rolls or what. It's not clear.
- Interacting with your "pawn" is fucking creepy! The whole concept is really disturbing, and makes it feel more like I'm traveling with a group of some sort of magical combat ready sex dolls than I am with any sort of actual characters.