Pokémon Sun and Moon (2016)

Pokémon Sun and Moon are the most recent addition to the famous franchise. Sun and Moon take the player to the tropical islands of Alola which was a refreshing experience. As a whole, these games make some big changes to the series that I believe were desperately needed. The past couple of years the series has been getting stale; Pokémon has recently celebrated its 20-year anniversary and in twenty years the games have remained the same. Of course there has been some nice changes over the years, but the basic formula has been the same. Sun and Moon do a great job of breaking the stagnation and in my opinion they are the best Pokémon games in awhile.

The innovation is apparent from the start of the game as the region of Alola is a chain of tropical islands, which is radically different than any of the other six regions. Instead of Pokémon gyms and collecting badges, the player must complete various trials. These trials can be anything from searching for hidden items, playing spot the difference, or listening for a specific sound. The only similarity in these trials are the Totem Pokémon which are exceptionally powerful Pokémon that the player must battle. There is also a Kahuna on every island, a trainer chosen by the guardian deities of the islands, that the player interacts with and eventually has to battle. Another big innovation was the addition of regional variants of different Pokémon. These are variations of classic Pokémon with changed types, abilities, and appearance. I believe this was a very clever idea as it allowed Game Freak to make some tweaks to some older Pokémon to make them stronger and more appealing to use. It also added some great variety and it was interesting to see how different Pokémon adapted to Alola. Outside of regional variants, most of the new Pokémon introduced were also well designed and had some new abilities to play around with. The change of format in the games was a huge step forward and it allowed for a lot more creativity and variety.

When it comes to variety, I believe that the Pokémon series is held back by its desire to keep using the same couple of Pokémon in every scenario and game. This is by far my biggest gripe with the series and this game as a whole. It is incredibly frustrating that there are over 800 Pokémon in total and yet every game is plagued by the same couple of species. Every ocean is overflowing with Magikarp, and every cave is filled with mostly Zubat. This has being going on for years and I would really appreciate seeing some other Pokémon. I am fine with the occasional appearance of Pokémon from Generation I, but as a long time player of the series it gets extremely tiring and boring to see the same couple of Pokémon all the time. I would just like to see more Pokémon from Generations II-VII. There are also a couple of minor issues that I had with this game. The first being that frame rate does tend to drop when in chaotic battles. There is also the issue of strange move-set and evolution complications that were probably unintended by the developers. For example Kadabra does not learn a damaging move until level 28. Or the fact that many species of Pokémon do not have the ability to evolve until right before the end of the game. There were also a couple of big level spikes at the end of the game, going straight from a level 45 Totem Pokémon to a trainer with five level 50 Pokémon is kind of strange. The tutorial was also a bit lengthy and could have been slimmed down a bit. Lastly, leveling up Pokémon in the post-game is a painful process. Overall I feel most of these issues were pretty small but they do add up and hurt the quality of the game a little bit.

I cannot talk about Sun and Moon without mentioning the story quality. The past couple of generations Pokémon has had a larger focus on the story than it has in the past. I was not a huge fan of this approach in Generations V and VI as I just did not care much about the stories being presented. In Sun and Moon I believe this narrative-heavy approach was executed much better than it was in the past. This is mostly due to the constant interaction with the games characters and their lively dialogue. Characters such as Kukui, Hau, and Lillie are actually memorable and likable. Even the supporting and side characters were great; the hilarity of Team Skull and their ridiculous antics were certainly a welcome addition to the game. While I did enjoy more interaction with the characters, it did have a drawback. I felt a little overwhelmed and occasionally frustrated with how often my adventure was put to a halt to read some dialogue. There just was not enough time in between these story interactions and it made the game just feel slow.

There were a number of small changes in Sun and Moon that improved the experience. The new Pokédex made it easy to use the map and see where to catch different Pokémon. The battle interface was also greatly improved as it allowed the player to see more detail for each move. Poké Pelago was nice addition that made it easier to grow berries, collect items, and hatch eggs. It also lets the player interact with Pokémon that they have caught but are not currently using. The game also had a fairly good difficulty level; I turned the Exp. Share off and the game provided a couple of decently challenging battles. The PC storage system was also streamlined and made a lot simpler to navigate. One of my favorite changes was the disposal of Hidden Machines and their obnoxious existence. Overall these small changes really improved the game and I hope they keep these features in future generations.

Pokémon Sun and Moon brought some desperately needed innovation to the otherwise stagnant series and it was really a refreshing experience. There were some issues like lack of generational variety, the overall slow pace, as well as a couple of minor issues, but it is much more important to me that the series finally took a step out of its comfort zone and attempted to create a new experience. I am going to give Pokémon Sun and Moon a 8.5/10 as it breathed new life into the series. The region of Alola was unique and enjoyable and it felt like a breath of fresh air after years of stale and repetitive games. Sun and Moon for me are the best Pokémon games in years.

Owlboy (2016)

I have to admit that I am a sucker for indie games, metroidvanias, and pixel art. Clearly Owlboy was made for me, as it has all of these elements and more. This game was a highly anticipated indie title as it has been development for nine years and I was curious to see how it would turn out. I was more than pleasantly surprised, from the first moments I was gripped by the polished and charming visuals, as well as the heart-wrenching tale of Otus. The unique combat and movement systems were a boon and kept me engaged throughout the course of the game.

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Owlboy had a very interesting take on combat. Otus, the main character, is an owl and as such he cannot fight enemies by himself, but he can fly. He enlists the help of his best friend Geddy, a human mechanic and soldier to help him fight enemies. It felt extremely smooth and natural to carry Geddy around and both aim and dodge enemies at the same time. Otus also recruits a few other unlikely friends to join his ragtag band of heroes; all of these characters have unique combat mechanisms and utility to allow Otus to access different parts of the world. At first I was worried that carrying around these different characters would become tedious, but it was extremely easy to get a grasp on how the combat worked. Controlling Otus was a blast and his variety of movement options led to some entertaining fights as I dipped and dodged hordes of enemies.

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The dungeons in this game were fun and they all had unique concepts and ideas that made them enjoyable. I do think that they did seem to run on a bit too long and got a little repetitive at times, but for the most part they were very well designed, especially the boss battles. I absolutely loved all of the boss battles in this game; they were all fast-paced, challenging, unique, and intense.  Having the ability to fly seems like it would make any platforming non-existent, but that is not true. The game is cleverly designed to have challenging platforming sections despite being able to fly. There are also some stealth sections to add some flavor and variety to the game.

The gameplay was fantastic, but that was not the only thing that kept me interested in Owlboy. The hi-bit style of pixel art was masterfully done and it led to some beautiful visuals. There seems to be a trend in indie games to have great soundtracks, and Owlboy is no exception.  Calming and relaxing songs to match the aesthetic of Otus’ home of Vellie, and intense songs to match the high octane boss battles.  I was also very surprised by the quality of the story. Very few games manage to leave me wondering and interested even after the game has ended, but Owlboy did precisely that. Throughout the entire game there is an air of mystery, but not until the end of the game did I realize the scope of these small hints and mysteries. The game’s story is not that interesting in the beginning, but it is setting up and alluding to the wonder-inducing ending.

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The world of Owlboy is also very well crafted. It does not take long to travel from one point to another and every section of the world has a distinct feel to it.  I only wish that there was a map of the overworld to see how the world really comes together. I did not have a big problem with this because I have been navigating metroidvanias for years, but some players might be thrown off by the lack of a map. In a game that constantly revisits areas and branches out in many different directions I could see how it may be confusing to some people. There was also a couple of interesting side-quests to play and enjoy, the Boguin Cannon in particular was very fun. The characters in Owlboy were also interesting and were memorable. Even characters that I did not like at first grew on me. The game has a consistent motif of friendship that drives the story and adds to the lovableness of certain characters. The game also was plenty silly and funny, there were many moments that had me smiling. The silliness, backstory, and characters of Owlboy and its world is certainly interesting and worth the time.

Owlboy also has plenty of collectibles, in the form of coins. I genuinely enjoyed collecting the coins scattered across the world and reaping the rewards in the form of trinkets. Trinkets could be health increases, goofy hats, or upgrades for your partners. The upgrades were definitely powerful enough to warrant spending time collecting coins to unlock these power-ups. My only complaint is that some of the coins were hidden in really strange spots. Invisible passageways in walls meant that if you want to collect every coin you are going to need to run into every wall, ceiling, and floor in the game to see if there are any hidden hallways. Granted, most of the coins were pretty easy to find and you can get most of the rewards in the game just casually collecting the coins. There were also three Golden Disks which unlock a very interesting secret at the end of the game. I will not spoil anything, but it is 100% worth it to look out for those Golden Disks.

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Owlboy has so many elements that I love, and it was one of my favorite games that I have played this year. If you enjoy indie titles, hi-bit pixel art, metroidvanias, lovable characters, and mysterious stories I definitely recommend this game. I am going to give Owlboy a 9/10, it was excellent and I loved every moment of it. Do not hesitate to pick up this title as it is an absolute joy to play and experience.

Wolfenstein: The New Order (2014)

Wolfenstein: The New Order is a continuation of the classic shooter franchise. I have not personally played any of the other Wolfenstein games but I was able to easily jump in as the game was somewhat of a reboot for the franchise and built a new story. The game was solid and had plenty of qualities that I really enjoyed but there were also a lot of flaws in this game. I have played a lot of first person shooters (FPS) and this game attempts to differentiate itself but falls just a little short of creating an entirely new experience. The basic premise of the Wolfenstein games is that the main character, William Blazkowicz, is an American soldier fighting the Nazis. This installment of the franchise takes an interesting twist where the Allied powers lose the war and Nazis now control the world. The story was, in my opinion, the strongest portion of this game.

I was very surprised at the strength of the story in this game. The first thing that surprised me was how quickly and without hesitation the characters are killed off. It always seemed ridiculous to me that in other FPS games how infrequently characters actually died, but this game is not afraid to do so. The story starts off very depressing and makes the player make a difficult choice and at the same time builds up the villain, General Deathshead, to be one of the most evil and sadistic character  in any game. I usually do not feel such hatred for a character, but the game really did a fantastic job at actually making me want to kill the villain. Despite starting strong, I feel like the game is unevenly paced in which most of the story is packed in the beginning and the end of the game. The theme of the game was pretty unique, as it was futuristic and had plenty of advanced technologies but it did manage to keep the gritty feel of World War II. I do not want to spoil anything, but the ending of the game was a bit open ended and I feel like it tries to set up a sequel. On one hand this is a good thing as it leaves you wondering, but on the other hand some people could see it as a cop-out. Most of the major characters are fleshed out well, and the game does give you some small character biographies if you want some more information on any character. Also, there are two alternate timelines in the game that make very minor changes in the story and gameplay. I like this feature as it allows people to replay the game but have a slightly difference experience, but everyone who plays the game is going to have a very similar experience regardless of which timeline they choose. Overall I felt like the first couple missions and the last couple missions had phenomenal story telling but I just wish that the middle bits were also as strong.

The gameplay I also felt mirrored the story in which it started strong but faltered around the middle chapters. While the first thirty minutes of the game are slow and serve as a tutorial, once I began the first mission I was sucked in. The game gives the player four different ways of tackling it and has different perk trees to reflect these choices. While perk and ability trees are not a unique concept, what was interesting about this game was that the perks were not earned through experience or just giving you a skill point to distribute into whatever perk you want, but instead they were achievement based. For example if you stealth kill five commanders you get a perk that reveals the location of all the commanders on the map. I really liked this system as it gave me alternate objectives and tasks during missions as I attempted to complete the main goal. There are four different perk trees, Stealth, Tactical, Assault, and Demolition. Stealth was based on sneaking up behind enemies and taking them out silently. Tactical was about smartly engaging the enemy from a distance and from behind cover. Assault was just DOOM style running and gunning. Lastly, Demolition was all about using explosives to clear spaces. This mix of gameplay options led to some epic moments, for example when I snuck up behind a commander and stealth killed him, then took over the mounted mission gun and mowed down the rest of the enemies from behind before they could react. Unfortunately I felt like there were too many missions that limited all the options that there were supposed to be. Some of map designs felt really lazy and linear, making a lot of missions play out like every generic FPS where I entered a room, posted up behind some cover, kill all the enemies, rinse and repeat until the mission is over. Another issue was the lack of ammunition, there was a plethora of different guns and tools at my disposal but the only guns with reliable amounts of ammunition to find were the Assault Rifle and the Laserkraftwerk. Despite the fact that some missions were limited in the options to tackle it, there were also a lot of really well designed levels that had many different pathways that allowed me to use a mix of the perk trees. Chapters 1, 2, 3, 8, and 13 are in my opinion what the rest of the game should have been when it comes to level design. All five of those missions were very entertaining and allowed me to use a mix of all the different tactics.

Apart from the five fantastic chapters, the rest of the levels were either just too linear or just blatant filler. Chapters 5, 7, and 9 were the most obvious examples of this and they should have just been cutscenes instead of full chapters. All three chapters play out in a very similar fashion and really serve no purpose at all, there are no enemies to fight, no stealth, no puzzles, just walking around to pick up some random item. Some of the other chapters also had some filler sections but these three missions did nothing but lengthen the game. This is really unfortunate because Wolfenstein: The New Order only has sixteen chapters so at least 18% of the game is just filler.

While the level design of the game left something to be desired, the difficulty scaling of the game felt just right to me. I played on the second hardest difficulty “I am death incarnate!” and while the game started off pretty easy it did quickly ramp up and provide some challenge. At no point did I feel like the difficulty was unfair or the game was asking an unreasonable task, but at the same time I knew that if I screwed up I would be punished for it. Unfortunately, a lot of the difficulty in the later stages of the game comes from the overwhelming amounts of “bullet sponges”. These are enemies that have a lot of health and required me to shoot at them for a minute of two to kill a single enemy. I feel like bullet sponges can be implemented properly, but they were not in this case. Since enemies have no health bars I could not even tell if I was damaging the enemies, and since I was shooting at some enemies for a couple of minutes I questioned if some enemies were even killable with bullets or if I needed to find another way to defeat them. Fighting these bullet sponges was occasionally entertaining as I needed to dip and dive out of cover to try to out maneuver them, but they are used way too frequently and there needed to be some sort of indicator that they were actually taking damage. Also, a lot of the enemies just felt inconsistent to me. Some enemies could not spot me when I was standing right in front of them, but I remember in one mission where I was hidden in a vent and a guard twenty feet away spotted me while facing the other direction. Despite the amount of bullet sponges and inconsistent enemies, I really enjoyed the two late game boss fights. Both fights had a cat and mouse feel to them and they did not drag out to long like a lot of video game bosses do. All in all, the difficulty was solid and while it was challenging, it never felt unfair.

The last thing about Wolfenstein: The New Order that I want to talk about is the collectible system. I am somebody who loves getting all of the collectibles in a game, and this game had plenty of them, but I did not get even close to getting all of them. The game has the weird system in which it reveals some of the hidden items locations on the map, but not all of them. So if I wanted to find all of the items I would have to comb the entire map and break open every box and look in every cabinet for items that were frankly tough to spot. I do not mind if the collectibles are hidden and do not show up on the map, but they should at least be easy to spot if that is the case. Despite this issue I really did appreciate how many things there were to collect if the player chooses to do so.

I did not expect much when I first started this game, but it certainly did surprise me with the first couple of chapters in terms of the strength of the gameplay and the impact of the story. If these aspects were carried out through the rest of the game it would have been a phenomenal game, but it does fall flat in the middle, has too much filler, and it has some smaller gameplay issues. For these reasons I give Wolfenstein: The New Order a 6/10. It was extremely fun, engaging, and emotional for a couple of chapters; I just wish that the entire game was like that.