Review: Ryse: Son of Rome – Crytek – XBox One (2013)

Over my time off during the Christmas/New Year’s break, as well as doing a lot pf painting, I also traditionally try to play through a videogame that I’ve been meaning to get to for awhile. On Black Friday, I purchased an XBox One X and a PS4 Pro, followed by a 4k TV on the following day, but with life events snowballing in the subsequent timeframe I didn’t set them up until a couple of days before Christmas.

I was thinking about finally playing Horizon: Zero Dawn since I was holding off on it until I got the Pro, or Assassins Creed Origins on the X. So what have I been playing?

Ryse: Son of Rome.

W.T.F?

Well, it was a game I picked up when Marouda and I first got our (regular) XB1s so we could play the co-op. There wasn’t a huge library at the time, and it seemed intriguing. Because Gladiatorial fights are awesome. In fiction, anyway. Not quite so awesome for the actual participants. (I should probably get around to watching that Spartacus TV series, I guess.)

In many ways, the game is absolutely beautiful. I mean, it’s clearly not running at 1080p (900p!), but the design and environment is a lovingly designed facsimile of ancient Rome. Unfortunately, the framerate is horrible – so bad that I needed to stop playing every few minutes because it just runs terribly. Unless it runs worse on the XB1X? That’s possible, I guess, though I was hoping for a performance boost, if anything. Unfortunately, during fast movement, it’s janky as fuck. I haven’t played a lot of fast action games on this setup yet where the environment moves quickly, but I have played a few (on PS4P) and they don’t suffer in the same way, and the TV is a 100hz refresh rate model with a game mode, so I doubt the problem is there.

I mean, despite the low resolution and janky framerate, I still constanly wanted to stop and admire the scenery. Except it was janky, and therefore unpleasant to do, and the game basically wants you to RUN your way through the beautiful “corridor” path.

Combat was surprisingly decent. It’s not especially nuanced, but I found it enjoyable enough in it’s simplicity. Block being mapped to A (X on PS) threw me off for awhile since the combat feels inspired by Arkham, so I kept wanting to hit Y (Triangle on PS) to block, which resulted in me doing a lot of shield blows and getting whacked a lot. I’ve read that on higher difficulty levels that it becomes more challenging as enemies become more difficult, but that’s different to more nuanced. It’s not a deep combat system is what I’m saying.

The “Executions” that come up frequently provide a method of refilling your health bar, or giving you some bonus exp, or refilling your focus bar (I also continued to struggle with the similarities and differences from the Batman/Mordor buttons, probably due to some muscle memory). The executions continue to go off even when you choose the wrong colour from the very simple “Simon Says” prompts, and the canned executions start to be a bit tedious after you feel like you’ve seen the few on offer 10,482 times. Still, the combat system remains simple fun for the most part.

What is not fun is anything outside of the core swordplay. Throwing pilum is terribly clunky and there are segments of the game where it REALLY WANTS you to throw pilum. Since I didn’t find that fun and wanted to stab the barbarians instead, I found myself at odds with the game on a couple of occasions where it punished me for that choice. There are also some points where the game wants you to throw pilum while dodging arrows. Also not fun. At all. A good example where a design document overrides good execution. On that same note, using Scorpion ballistae provide the game’s turret sections – something that I actually often do find fun in games despite their formulaic nature. Not here, though. Loose controls and poor visual feedback make them once again, something to endure until you can get to the next stabby sequence. Oh, and there’s Kinect-voice sequences scattered throughout the game, where you can either bark out orders to your Kinect to have archers fire or whatever, or hold the LB button for a *really* long time. I do actually have a Kinect, which I got for Marouda in one of our initial machines because Just Dance, but it hasn’t been used in a couple of years now probably, and the XB1X doesn’t even support the thing without a special adapter. Which I do have here, but I’m hardly going to connect the thing up just for shouting at the odd sequence in this game.

The story is… well, it’s a story at least. It’s not the best videogame story I’ve played through, but it’s far from the worst. I mean, it’s *there*. It’s an incredibly predictable revenge story, presumably written for twelve-year-olds who can’t understand any other motivation besides revenge, “duty” and “honour”. As a snarky aside, I had no idea it was so easy to swim while wearing a Lorica Segmentata, but then, I’ve never tried it myself, so what do I know? I don’t think it’s too spoilerific for a 2013 game to mention that the game attempts to add in a “Normandy Beach Landing” sequence, and while it again looks good, the devs clearly chose cinematic over gameplay. But as can be expected from “2013 videogame”, the treatment of history is a right mess. To be fair it’s no worse than, say, Braveheart, though I was disappointed by the game’s initial milquetoast treatment of Bodicia followed by her ridiculously over-the-top later depiction. I’m surprised that they didn’t throw Hannibal into the mix as well, although, they kinda did… On a brighter note, the cinematics are very well done indeed, as are the facial models and animation. No Mass Effect Andromeda “my face is tired” mannequins here at least!

Now this might sound rather nit-picky, and perhaps it is, but I really would have liked the camera to be a little further back from your character as you play through the campaign. This is – again – because the environments are so nicely put together and executed, but your character (well-rendered as he is) blocks much of the scenery as you move through the game, and with the camera so low, it further amplifies this. I guess it *does* work to reduce the draw distance required to render. While it’s true that the player model’s size looks awesome in stills, it does restrict your view of these beautifully realised environments. Really though, I’d love to see a sequel or remake of this game using today’s technical know-how (yeah, I know it’s only a 2013 release, but in the past 4 years, devs have *really* learned to optimise this generation’s machines compared to launch titles!) Back to the remake point – it just seems a waste that all of these beautiful art assets were essentially wasted on this game, which does have it’s moments of fun, but was by no stretch of the imagination a commercial success.

Naturally, the game has a whole bunch of pick-up collectables of different types scattered around the stages. They don’t really do anything of note or interest as far as I can see, but after I figured out that they’re there after a little while I did attempt to collect any that I saw. One annoying thing about this is that there are quite a few places in the game where the path forks, and it’s not immediately obvious which one has the collectable in it and which one continues the story. These paths are often followed by, say kicking in a gate or vaulting a fallen tree or pillar. That’s fine, but when it then becomes obvious that the path you chose was the “story path” while the collectable was the *other* way, the game often then does not allow you to backtrack to get the pickup. I know it’s a memory/area loading limitation on one hand, but it’s poor level design on the other.

Oh, and there’s also multiplayer. Most types are co-op gladiatorial battles, though you can also go in solo. I think that might have been one of the draws of this game initially – the idea of playing co-op gladiators with Marouda. I doubt that the combat system would be for her, though – we played it a couple of times back when we first got the game, but, well, clearly it never stuck. There’s a solo mode, but frankly, I don’t have the time nor inclination to grind through it. It was also a lovely surprise to see that multiplayer features loot boxes for gear, bought with “gold”, a currency that can be earned in-game, albeit slowly – or purchased for real monies though the XBox store. Legislation can’t come fast enough.

To sum up. I actually kind of enjoyed Ryse – in spite of itself. The fact that it’s quite a short game helped it not to outstay it’s welcome, since the simple, repetitive melee combat isn’t especially great, and the non-melee aspects of gameplay suck hard. The art direction and graphic quality (when the background wasn’t moving much) were outstanding, despite the relatively low resolution and janky framerate, and also despite a trite and predictable story, the cinematics actually managed to add more then take away from the experience. Again, this was helped by the fact that it’s quite a short game, and the fact that I’m a fan of the Ancient Roman theme (despite the game’s mangling of actual historical events). I played it on Easy, and have no regrets about having done so. I experienced all I wanted to from the game, and so I’m happy enough – having played it’s short campaign in short sessions over about four days. I wouldn’t advise purchasing it, unless it was on deep, deep discount, but I believe it was an XBLG freebie some time ago (I didn’t need my disc to play!) so if it’s sitting in your library, it might be worth the few hours’ investment to experience.

Rating: 5/10 – Thoroughly Mediocre! (Yet, kinda worth playing)

Now. Do I play Horizon, or AC Origins, or finish something half-done like Wolfenstein: The New Order – or repeat the mediocre-but-fast game experience by playing through The Order: 1886?

Hmmm…

Review: Condemned: Criminal Origins – Monolith – XBox 360 (2005)

As my free time over summer starts to come to an end this year, I’ve played through another game.

So I woke up in a bad mood last Friday morning, and decided that a good, short game was what I needed to do with my time. Perusing a couple of google searches for “good, short 360 games” to see what came up that I also had, Condemned (and its sequel) seemed to make many of those lists, which reminded me that I had this game, tucked away in a shelf. Choice made, then!

Condemned: Criminal Origins, is a game that I had bought shortly after purchasing my XBox 360 back in 2007(?) It had garnered good reviews, but as so often happens with these things – both miniatures and videogames – it’s often easier to buy something with the best of intentions to get around to using them – and then taking years (or worse) to actually do so.

I dimly remember buying the game, one of the games I purchased in my initial frenzy of enthusiasm when I got my 360 back in the day. Even back then it was already in the XBox 360 “Classics” selection. While this meant that the game had sold well, over whatever the minimum was at the time, more importantly the game had garnered positive reviews across the board. At the time I’d done that thing where you put the game on, look at it for 45 seconds/play for 3 minutes and think “Yeah, this looks cool. I’ll get back to it soon!” So now – a decade on from release and 8 years from buying it – I’ve finally actually played it! Does this count as a retro-review?


Condemned was developed by Monolith Productions, who were also the people behind titles I’d enjoyed such as No One Lives Forever (NOLF), NOLF 2, Alien vs Predator 2, Contract J.A.C.K. (essentially NOLF3), F.E.A.R., F.E.A.R. 2 and much more recently – Shadow of Mordor. That’s a pretty good selection of hits over a good selection of years. So far so good!

So how does it look in 2016?

The game is dark and grainy – appropriate for a survival-horror kind of game. The graphics aren’t beautiful 1080p with ultra-detailed models, but I’m not a complete graphics whore, and the game’s setting still looks good enough to me and works well enough to be fit for purpose. Enemies and your weapons are a fair bit less attractive, looking a bit blocky at best. Your character on the other hand, along with those in cutscenes looks pretty bad. I can’t fairly recall what FPS graphics looked like back 10 years ago without rose coloured glasses, but to be blunt, the character and many of the weapon models look like arse today.

Audio fares better. A nice touch are your own heavy footsteps – there are any times you’re not sure if a sound was you, or someone else, stalking you. The audio design overall isn’t bad and is one of the stronger points of the game, even today. The exception to which is the voice acting.

I dub thee: Arseface.

I should mention the story: – only the slightest of spoilers here – You’re a federal agent. Framed for a murder you didn’t commit, you set out on a quest to prove your innocence by wandering through an endless series of dark tunnels, rooms and abandoned buildings, murdering everyone in your path.

Occasionally with firearms, but typically with improvised clubs, shovels, axes and sledgehammers. Does all that sound like a fair enough way to prove your innocence from murder?

Anyhow, there’s some serial killer stuff and the story is pretty bad, even for a video game. I’m usually happy enough to gloss over video game stories if the gameplay is good, and oftentimes for games, less is more. This game attempts to have depth and layers in the story, and while it’s not quite the nonsensical mess as Metal Gear Rising: Revengeance was, it’s still pretty bad. The plot and script is like a police/serial killer story – as written by a teenager whose only knowledge of police procedure, serial killers or the way that human people actually interact with one another has come from bad TV shows in those genres.

I state this because it’s terribly written and voice acted. There’s a “twist” at the end, but I’d liken its surprise and impact to looking at the bus timetable, then walking around the corner at the allotted time and watching the bus slowly meander its way down the street towards your bus stop.

Mechanically, I found early on that a few things we take for granted in modern times are a fair bit different in Condemned. There’s no mini-map. Indeed, there is no map of any kind. Nor is there any “guide” through the levels other than the fairly linear nature of the levels. I’m not horrified at the loss of the modern stalwart “Follow”, but when the environment starts to look very much the same where ever you wander in a level…

The game’s pacing is extremely slow as well. I found the controls to be unresponsive and sluggish, right down to it feeling like I needed to press down twice as hard as in other games on the stick to sprint – which is also limited by a stamina bar.

Amazingly (for a videogame), your flashlight seems to (mostly) work like an actual flashlight and the batteries don’t die after a few seconds. Which is handy, since – as mentioned – for the entirety of the game you’re navigating an endless series of (linear) dark hallways and rooms. Credit where credit is due there, though whether you have the flashlight on or off doesn’t seem to make any actual difference in terms of conflict, as enemies spring into existence and are aware of you as soon as you come near, so stealth doesn’t seem to be a thing at all in this game.

You can’t carry two weapons, even when it makes sense – such as a holstered firearm and a melee weapon in hand. Oh, you also have a taser, which gets upgraded partway through the game into pretty much a man-killer. Maybe that’s considered your offhander and therefore the reason you’re unable to carry a pistol in your empty cop-holster?

A man and his piece of conduit.

Similarly, despite the bag that you apparently carry your gear in or you bulky jacket, you can’t carry health packs at all. But that’s okay, since you can use them right off the wall. Yes, 2005-era design, so there’s no regenerating health or any of that guff. Just lots of medical cabinets conveniently located in all manner of decrepit and long-abandoned locales. Seems like a good choice to gulp down some of whatever you find in a pill bottle in places like that, amirite?

The building you start in seems to be an odd combination of old and condemned while also being a construction site. But abandoned and filled with psychotic junkies armed with 2x4s with nails in them, or bits of conduit or pipe. You lose your service pistol pretty early on, though – after having shot a guy or two to death.

Naturally, after killing a man and then having your gun stolen you do what any (videogame) cop would do. Instead of pulling out, calling for backup, or for a coroner’s meat wagon you just keep on going further in, only now armed with a makeshift club you picked up off the floor, gleefully beating perps to death as you go. Even the other cops with you at the time merely throw you a Fire Axe and tell you to pretty much keep going. Because videogame cop logic.

The game is very melee heavy, with firearms making only sporadic appearances throughout the game. As you’d expect, they’re more often seen in the latter stages, but even then still don’t make up the majority of enemies or encounters. There’s a simple block and counterstrike mechanism in place for melee combat, but it seems to be a combination of unresponsively slow while requiring pretty exact timing to effectively parry.

You have choices of various improvised melee weapons that you can rip off walls (conduit, pipe, rebar), furniture (2x4s) and so forth with sightly different stats: damage, speed, block and reach. Looking at a different weapon to the one in your hand will display either + or – with regard to each of the stats – but without numerical values. This lets you make your choices at a glance but in doing so without any way to really know the depth of the various trade-offs. There are also a few tools like the aforementioned fire axe that can be used as melee weapons as well as to open specific doors. Apparently using makeshift weapons scavenged from the nearest wall was supposed to feel visceral. It just feels like nothing.

In terms of movement through the game, there’s no duck, no jump and no climb outside of when the game very specifically tells you that you can climb through a window or up a ladder or jump down a hole. By pressing A. Now. I bumped over a chair and couldn’t get out of a room for 30 seconds. That old videogame trope of impassable chest-high walls is used to the extent of impassable knee-high junk on the floor here.

Most of the game pretty much looks like this.

The game has collectables because of course it does. At the end of the first level, I was informed by the stats page that I’d found/collected 1 of 6 dead birds, and 0 of 3 “metal pieces”. These appear to have no purpose whatsoever aside from achievement hunting and unlocking secret out-of-game dossiers that neither you nor I care about. And frankly – walking around, barely able to see while searching for them (or even doing so with the aid of a walkthrough) seems like a complete waste of time. A few points of gamerscore and a few pretty pointless X-Box achievements that are neither fun to get nor affect gameplay in the slightest really aren’t a worthwhile use of my (or presumably, your) time.

Even more tedious – when I happened to restart the second level to go back and check out an areas I’d missed, I found that the birds you collect in one “playthrough” don’t stay collected – as they often do in other games. So you’ve got to grab all of these collectables in a discrete run of each level. Nice.

Also – head bob. I know this game is a decade old now, but someone really needs to tell the makers of FPS games that HUMAN EYES DON’T WORK THAT WAY GUYS. Seriously. Go walk to the kitchen and tell me if your vision is smooth or bounces around like a yo-yo. We have millions of years of evolution that have taken care of that. You know what does bounce around and give a jerky sense to your vision? Cameras. So unless we’re controlling drone-style robots by remote control or playing Blair Witch: The Game, there’s no need for goddamn head bob in games. This includes you too, Gears of War. At the very least give us the option to turn it off.

Every so often there’s a navigation “puzzle” in the game. This usually equates to you needing to wander around a series of areas where everything looks the same with your flashlight until you find the Fire Axe/Sledgehammer/Crowbar/Shovel (yes, really – shovel) so that you can open a specific door. They each have their own specific doors that they can open, and don’t work on different door types – just like real life, a fire axe or a crowbar is useless when confronted by a padlock because you need a fucking sledgehammer for that shit.

Similarly, sledgehammers are only useful for padlocks and can’t smash their way through doors or wooden barriers. Because that’s what fire axes (and only fire axes) do. Ahem. Anyway, once you’ve found the CORRECT door-opening implement, you then wander around with your torch until you find the macguffin (switch, valve, etc) then you’re done and can move on – which may or may not involve more backtracking. This is invariably about as interesting, fun and exciting as I’ve made it sound here.

So yes, these different types of weapon are essentially a form of “you need the BLUE key” game design, grandfathered in from Quake with a light coat of paint on it.

Any sufficiently advanced science is indistinguishable from magic.

There’s some “investigation” throughout the game. This investigation is performed when the game pretty much tells you “INVESTIGATE NOW” and you press a button for the appropriate one of your investigative tools to come out. You’d need a decent sized bag to lug these things around, actually. I’d usually let that go as videogames tend to all give their characters a bag of holding, but it feels a little more odd here in a game that pretty much has you running around with nothing but a flashlight and a 2×4 or piece of electrical conduit as a makeshift weapon for much of the game. So yes, it’s as interesting and “intuitive” as finding the correct “key” for the correct door type.

For those rare-ish times when you do manage to acquire a firearm, you can check the remaining number of rounds in the magazine, but once they’re empty they merely become sub-par makeshift weapons that quickly break. There’s no ammo or reloading in this game. At one point this led to the amusing(?) situation where I had 3 rounds left in my .45, and killed an enemy armed with an identical .45. His pistol also had 3 rounds left, but the game did not allow me in any way to combine those 6 rounds into the one weapon, so I had to leave one on the floor with bullets in it – because one weapon, no carrying. Needless to say – “horror” game or not – this felt very artificial.

Naturally, this led to that classic immersive videogame trope of backtracking for a 3-minute round trip to pick up the gun that was left on the floor once I’d emptied the one I was carrying.

Combat in general can be summed up in one word: Bad. If you’d like some more words, take: Sluggish, Unresponsive, Slow, Unsatisfying, Unfun.

That last one is a pretty good descriptor of the whole game, actually. Unlike something as frustrating and actively annoying as Metal Gear: Revengeance, this game is merely tedious and boring – so I was actually able to finish it. I’m not sure which is worse actually, a bad game that is so bad that you put it down after an hour or so or one that’s bad but not so bad that you can’t make yourself finish it.

You might ask why, if the game is so tedious and boring, did I continue to play it?  A fair question. The answer is a combination of my own bloody-mindedness and the fact that it’s listed as a short game – average of 7-10 hours, so doable in a couple of days of play at my own speed. In practice, I played through 2 levels in one day, and the other 7 in a rather bloody-minded waste of a day split over several sessions of 2-3 levels each time.

Is this what a bloody mind looks like?

While at first the game feels like you’re on a murder-rampage through the oddly-agressive homeless of “Metro City” (yes, really), after awhile it starts to feel more like a zombie game, right down to having several “types” of “zombie” with different attack patterns, etc. Rarely, you’ll come across a bunch of zombies that fight one another. If you hang back in these encounters, you can simply mop up the survivor(s) instead of wade in and take a bunch of damage for no real reason.

Mostly you chase “the suspect” deeper and deeper down into the bowels of the city’s subway system and through a collection of discrete buildings that each level is composed of. Occasionally you’ll stop to “gather evidence” as noted earlier – which you transmit to Rosa, a friendly researcher back at base via your simply adorable 2005-era mobile telephone who is then able to look up DNA results, check databases and create full 3-D models from photos of shoeprints – all in seconds. Remember, this is before modern smartphones, so it’s got buttons and a little screen on top, yet it seems somehow more capable than the latest of 2016’s phones and has no problem whatsoever with a signal about a kilometer underground under a maze of concrete, brickwork and heavy industrial machinery.

Source: Cracked

There’s a complete and utter dearth of interesting weapons in the game – and while fans of the game might argue that it’s somehow realistic, or that the game’s strength is in it’s story or investigation, the fact is that the majority of gameplay is walking in dark rooms with a flashlight, and the next most common part of gameplay is beating the homeless/criminals/zombies to death with clubs and axes.

There’s far more of that than story or investigation.

This game was an interesting experience in one way. I started out impressed and enjoying myself, and you could clearly see the shared DNA between this game and F.E.A.R. in the environments and atmosphere, but the horrible, sluggish controls, tedious gameplay and godawful story led me to go from impressed, to bemused, to bored, to really very unimpressed. As I’ve noted, the game got overall excellent reviews for gameplay and even story back when it was released. I guess time has simply moved on and unlike a bottle of fine wine, this game hasn’t aged well, and in the decade since release has become corked instead.

Verdict: Avoid.