Samstag, 31. Juli 2021

Fortnite Chapter 2 Season 6 (PS4) Review

 

Chapter 2 Season 6 of Fortnite Battle Royale began with a boom. It is the first season to not end, but start with a spectacular story event. It was the first time that the story event wasn't an online event of Millions of players simultaneously engaging in it (which has in the past of lead to server problems and many players being left out of these events), but an offline event, that players could participate in during the first week of Chapter 2 Season 6.

The story of the previous season lead to the Zero Point nearly exploding and Jonesy quitting his job at the Imaginary Order (IO) to save it with the help of the Seven. In the Zero Crisis Final Event Jonesy managed to summon the Foundation (leader of the Seven) and convinced him to help. The players now join them and try to stabilize the Zero Point by closing time portals via Jonesy's Portal device. With every closed portal the skin of the players changed, highlighting the new Battle Pass skins. At the end the mission is successful, but the Foundation has to seal himself with the Zero Point inside of a dome to prevent the blast from destroying the Fortnite world. Jonesy gets sucked into the Loop and becomes a regular Battle Royale character in the process.

This Zero Crisis Final Event was pretty cool and even though it lacked the collective aspect of online events, it allowed all players to participate regardless of internet connection or luck. It was a good way of intensifying the storyline. The theme of the new season was 'Primal'. As a consequence of the Zero Point nearly exploding and being sealed off, reality waves escaped and changed the middle part of the map. The beautiful crystal desert from the previous season unfortunately completely vanished and was replaced with the new primal biome, which has a very autumnal look. This autumnal look (orange trees and grass) covered not only the middle of the map, but also reached with a star like form in 6 different directions (also covering the places which were formerly known as Salty Towers and Colossal Coliseum). At the end of each of this autumnal lines there were 6 smaller spire like towers. The houses surroundings these places resembled those of the buildings at the new Spire POI in the middle of the map (replacing the former Zero Point location).

The big new center POI was indeed called 'The Spire'. Its main attraction was a gigantic tower (which reminded me of the Orthanc in Isengard) with circular stairs aside which lead to the top, containing the sealed off Zero Point. Aside this tower there was a large village attached to it, which consisted of many buildings (mostly stone buildings in contrast to the wood buildings at the other Primal locations) with a really high amount of loot (50 chests!). I was honestly pretty surprised to never meet more than 1 or 2 Squads, when landing or passing through the Spire. There are also many ziplines attached to the Spire tower, which made it easy to get to the high point and quickly pass through the location. 

Salty Towers got replaced to be Boney Burbs, which is the primal version of this location. Most buildings possess the same shape, but are built by more primitive material (much more wood and planks). Some buildings however also look more destroyed (or not finished yet?) and some concrete buildings were replaced by barns or smaller huts. The whole location has a primal village look.

Colossal Coliseum also got massively changed to become Colossal Crops. The Coliseum had nearly completely vanished and only some few foundation walls were left standing. Instead the place consisted of new corn fields, a hog house and a couple of barns and huts. There is only one larger building, which was the home of the new character Raz (There was also a large statue of a gladiator with a dinosaur helmet, but which apparently had no further meaning for the story).

The other big map changes were the already mentioned spread of the primal biome across the map and the creation of these 6 new Spire like towers. Locations from the previous season like Kit's Catina or Butter Barn vanished without replacement. The POI Hunters Haven got replaced by the severely reduced non-POI location Primal Pond, which is just one middle sized hut building.

The only Map Changes during the season consisted of a new island named Isla Nublada south of Flush Factory. The island includes the ruins of a castle with the Character Orelia (female version of Oro) as the guardian of a shrine inside of them. Players could steal a legendary Assault Rifle from there or buy them from Orelia instead. There were also a couple of bigger garages for modifying of cars (because of the wheel update) and some football pitches (because of the reveal of the secret Battle Pass skin Neymar) added around the map. The last addition was the Bat Shack as a reference to the Batman Zero Point Comics during the season. It was located near Slurpy Swamp and was something like the Fortnite version of the Batcave (just a lot smaller).

The Battle Pass was generally pretty good, even though I did like the previous one a little more. Disappointing was also the fact, that 3 out of the 8 characters were collaborations instead of original story related characters (Epic seems to have sold out at this point of time and I don't believe we are ever going to see another season without collaboration skins in the BP). The skins I like the most were Agent Jones, Raz and the Spire Assassin. Agent Jones was especially great since he got 6 different versions and most of them were really well done and related to the story. His default style is the classic agent in a suit one, while style 2 and 3 show a more shredded suit outfit of him. Style 4 is a Karate outfit reminiscent of the Karate-Kid movie. Style 5 is his soldier outfit from the Zero Crisis Final Event and Style 6 is a Robin Hood like outfit. I am particularly fond of outfit 1, 5 and 6, which I probably used the most during the season. The Spire Assassin was also pretty well designed with her metallic armour, the nature design and the glimmering lights. She does look like a fitting Guardian of the Spire. Raz default outfit reminded me a lot of Aladdin. It looks fine, but in itself wasn't that spectacular. This changed with Raz alternative Glyph Master outfit, which was a corrupted version of him. His skins turned into dark purple with shining glyphs all over it. 'Dark Raz' looks very cool. Another really well done outfit was Lara Croft from the Tomb Raider games. The devs wisely gave her 3 different outfits representing the different Tomb Raider timelines. One was the Lara from the Remake games (2013 onwards), one was the Lara from the Legends, Anniversary and Underworld games and one was the very classic Lara from the PS1 era. All 3 look fine, but I did like the classic one the most. Neymar was the secret skin of the season and I did share the initial disappointment of most players, that we were getting Neymar instead of The Foundation skin (I would still really like to get that one). That being said, the Neymar skin ended up being pretty cool (It is however still unclear why he is part of the Battle Pass at all). Neymar got two different versions with football jerseys, which were kept pretty ominous in order to avoid copy right issues I assume. These outfits however could also transform into some kind of Transformers Superhero version of Neymar, which did look pretty cool. The last collaboration skin of the BP was the superhero Raven from the DC Titans comics. She also had three outfits representing her classic comic design, the current comic design and one skin of her Titans TV show version. The oddball skin of this season was Cluck, a chick person. I honestly didn't like his outfit all that much with the weird mix of his fur, his skin and his eggshell. At least all of his styles were very different (one classic yellow chicken, one water version and one dark chicken). The last skin was Tarana, who is a local from Boney Burbs. She represents this primal age theme pretty well and her primal style is suiting her well.  

A big new gameplay feature from CH2S06 was the introduction of Wildlife. Chickens, Frogs, Boars and Wolves are now roaming across the Fortnite map. Boars and Wolves are even aggressive and will attack upon sight. All animals will drop meat (new healing item) upon defeat. Update 16.1 introduced the Raptors as a new season specific primal animal form. These creatures are faster and more aggressive than the other animals and they will additionally also drop crafting materials.

Which leads us to the other big new gameplay feature of the season, the crafting system. Weapons could during CH2S06 no longer just be upgraded at upgrade benches, but instead had to be manually upgraded by players with resources. Every weapon could either be upgraded to a primal weapon variant (via animal bones) or to mechanical weapons (through mechanical parts). At the beginning of the season this resources were a bit too rare, but luckily the devs decreased their rarity via an update, which made them more accessible. I nevertheless never turned into a big fan of this new crafting system and was relieved, when it got mostly removed in the next season.  

The big new weapon type for the primal season were all kinds of Bows. They were obviously slow firing, but did a good amount of damage and got particularly useful with the upgraded bonus affects. Mechanical and Primal bows each had 2 different further upgrade options, which gave these weapons side effects. Primal flame bows could turn wooden structures into flames quickly and were produced via a firefly jar or a gas can. Primal stink bows required a stink sac or stink fishes and produced a cloud of poisonous gas. The mechanical explosive bow required 6 grenades and gave explosive damage with every shot. The mechanical shockwave bow on the other hand needed 2 shockwave grenades to be produced and used the same sling effect as the grenades. Even though I also never was the biggest fan of the bows, I did enjoy the different fully upgraded versions of them, since they proved to be pretty useful in combat.

Other new items involved the Hunter's Cloak (which makes all animals drop their hostility towards the player), the Stink Flopper (Fish that could either heal a player or be used like a stink bomb) and the Cuddle Fish (functioned like a proximity mine). Updates during the season also introduced the Grappler Bow (which acts as both a grappler and an exotic bow) and the Recycler (a new weapon that sucks in environmental structures and shoots them out as a new projectile). The Recycler could potentially do a lot of damage, but it also had a slow rate of fire and even longer charging time. I personally didn't find it all that useful. Still worth pointing out is, that all Sniper weapons got vaulted during Chapter 2 Season 6. This was probably done in order to encourage the use of bows.

A smaller new gameplay feature was the introduction of off-road tires in the middle of the season. They can usually be found around the new increased garages and will take 1 item spot. The tires will be thrown on a car and transform it into an off-road version (can be used on every car type). These improved cars will drive significantly faster offside the official roads (nearly identical speed than on the roads) and you will even be able to drive on small mountains. Alternatively the off-road tires can also be used to replace a damaged wheel at a vehicle. This may have only been a small update, but it did improve the driving experience across the map significantly.

At the end of the season players could, at places like Risky Reels, get randomly abducted by alien spaceships, which was a Teaser for the following Alien Invasion season. The players got absorbed by a green light and thrown out somewhere else around the map. This was certainly a fun way of teasing the future season.

The in CH2S05 introduced NPCs also played an important role in CH2S06. There were 46 of them scattered around the map (even more than the previous season), but only very few had multiple locations to spawn. That was definitely a good change, since finding a specific one could turn into a hassle before. Most of the BP characters were also NPCs and Jonesy even received 9 (!) versions of him. These included for example Slurpy Jonesy, Scubba Jonesy, Ranger Jonesy and the first Jonesy and fitted the overall lore for the season and Agent Jones role in it pretty well. I will not go into too much detail, but most of them were placed in fitting locations (like Scuba Jonesy at Coral Castle, Lara Croft in Stealthy Stronghold, Slurpy Jonesy at Slurpy Swamps and so on) and a couple of them even truly enhanced the story. This was, because for the first time some of the challenges during the season actually involved lore (instead of random collecting and killing of things). The Spire quests involved Tarana (in Boney Burbs), Raz (at Colossal Crops) and the different Jonesy versions. These quests also explained why Raz got corrupted by the Spire and turned into his shadow version. He than replaced the Spire Assassin as the Guardian of the Spire. This was overall a good change and I always appreciate even more lore and story related aspects. This being said, the quality of the story quests could certainly still be enhanced, but the foundation has been laid.

There were also a couple of LTMs and Events during the season. The two most important were probably 'The Impossible Escape' and the 'Lara and Aloy' LTMs. The Impossible Escape was unique, because it allowed players to impulsively form squads in the middle of a match with other players they met. The goal of the mode was to find helicopter parts scattered around the map, to survive against wildlife and other players and to finally escape with a rebuilt helicopter from the island. The Lara and Aloy LTM functioned more traditionally. It was a Duo mode, in which one player got the role of Aloy and the other Lara. Lara could only use her double pistols and Aloy only her bow. All other weapons were disabled for the mode and the amount of wildlife was increased. Otherwise, it played like a regular BR match, but through the weapon limitations it strongly encouraged teamplay in order to succeed.

There were also some Sport Events and LTMs during the season in the form of the Neymar Event, when his skin was released and 3 football pitches appeared on the map, and the NBA Basketball event, which turned the Fortnite Creative Hub into a big Basketball area (there was an extra LTM called 'Court Crushers', where players had to slide down a giant ramp and jump into various basketball hoops to outscore the other team).

Parallel to the season DC also released every couple of weeks some Fortnite Batman Crossover comics called 'Batman/Fortnite: Zero Point'. These apparently played before the current season, but they did influence the addition of the Batshack during the season. Every physical comic also included a code to unlock a cosmetic article in Fortnite (some were skins, others just melee weapons or backblings). Users who purchased all the bonus codes received an additional Batman armoured skin (which in my opinion didn't look as good as the original Batman from Season 10, but I guess it is at least unique...). Gameplaywise the Comics didn't influence the season at all (was that wasted potential?).

A very positive side note was that Chapter 2 Season 6 was after CH2S03 the only season of this chapter, that managed to reach the optimal season length of around 10 weeks. I hope they are going to aim for this more often in the future (but that is probably like hoping there won't be any collaborations skins in future Battle Passes).   

 

Pro:

- Spire location and Primal area well done

- Spectacular Zero Crisis Final Event

- Overall good Battle Pass

- Entertaining selection of LTMs (Impossible Escape, Lara and Aloy etc.)

- Addition of Wildlife

- Finally some story related challenges

- Off-road tires improve driving around the map

- Near perfect season length (around 10 weeks)

 

Contra:

- Crafting system can be annoying

- No snipers this season

- Not many map changes during the season

(- No Foundation skin in the Battle Pass)

 

Result:

I was a little bit negatively biased at the beginning, because I liked the previous season and its desert biome so much (which unfortunately got completely removed), but Chapter 2 Season 6 was a pretty good season on its own. The heavy focus on Bows and the new crafting system were initially refreshing, but later on turned out to be quite a bit of a chore. On the other side the Primal Biome and the Zero Crisis Final Event were pretty cool and the additions of Wildlife, off-road tires or challenges supporting the storyline were significant improvements, that lasted beyond the season. A good Battle Pass, pretty entertaining LTMs throughout the season and a practically optimal season length helped make Chapter 2 Season 6 a pretty memorable and worthwhile season. 

 

7.5/10

Montag, 26. Juli 2021

Greed: Abandoned Dogs (PC) Review

 

Greed Abandoned Dogs describes itself as PVEVP Shooter. It has 2 main modes, Plunder and Survival. In the first mode you have to collect treasures and money and extract to them to the future, while the second mode essentially works as a Battle Royale mode.

The scenario of Greed is actually pretty interesting. The players take the role of futuristic soldiers, who get send back in time to ancient Rome, to steal treasures from there. That sounds pretty interesting, but the game doesn't do a great job at explaining why this is happening at all and why specifically ancient Rome got targeted. (Perhaps there will be other time periods in different seasons upon the full release of the game...) The game also of course doesn't address the fact, that these time travels and slaughtering of roman soldiers with futuristic weapons would completely change the timeline of human history, but let's not get into that.

There are supposed to be 3 different maps in the game, but right now the access is very limited. The default map is Damascus, which should be able to be played in Plunder Solo/Squad or Survival, but can currently only be visited in Plunder Solo. Players have to loot relatively empty and nearly identical looking buildings in order to find chests with loot. Some chests can be opened per default, others require a key and some have to be opened with money. Roman Soldiers are patrolling the city and attacking the looting players with bows or their swords. Players can defend themselves with modern weaponry, which makes these soldiers look pretty weak. The aim is to extract all the found loot via time-loop transporters during the match or via time machines (in the form of escape ships) at the end of the match. Human players can kill each other in order to collect all their loot. That doesn't seem so bad, but you can see the position of all players on your map as soon as they have at least 1 piece of loot, which strongly encourages players to raid each other immediately before they can transfer their loot. This feature really seems a bit weird and not thought through to me.

Mahendraparvata (which apparently is an ancient city in Cambodia) is the only map currently being 'playable' in Survival. It is at the moment not accessible in Plunder and 'playable' is a bit far fetched, considering I couldn't get a single match going after queuing for more than 1 hour at a prime time (which for this game is 15-20 concurrent players). The highest amount of players in the queue was 2 (including me), but 5 are required to start a match. You could say, that the Survival mode turned into an 'abandoned dog'. Plunder on the other hand just requires 2 players for a game and seems to be the more popular mode (probably because it is the default one, or perhaps players just don't want to try out another mode after experiencing Plunder). I only saw Mahendraparvata in the game's trailer, but it at least looked more interesting and less dull than the Damascus map.

The third maps is Athens, but that one isn't playable in any mode at the moment.

What I really don't like about this game is the role of money in form of the ingame currency. In order to start a match you have to pay an entrance fee or use a limited amount of tickets. You can alternatively buy weapons to start into a match with, which is a huge advantage over players with default pistols. The money can also be used to purchase skins. Weapons and skins can alternatively also be bought with real life money, but interestingly enough not the entrance fee. So theoretically you could run out of ingame currency and tickets and no longer be able to start matches... This is not a good system. If you wanted to be nice, you could point out, that you at least don't have to purchase ammo and you can not loose weapons after you unlocked them once. On the other hand you can even purchase improvements for armour and the damage of weapons or temporary stat boosters (higher running speed, weapon accuracy etc) in the shop... I would strongly suggest simply unlocking either all weapons or at least the most important for all players from the start and remove these entrance fees/ ticket system and all kinds of stat improvement items.

By the way, all progress will be wiped upon the full release of the game, which means that all real money purchases during Early Access will simply be lost without compensation... This is not a good idea either...

Even though Plunder certainly has an PVE focus, there are also PVP elements in it, but there is no real kind of satisfaction or progression. You can kill other players and take their loot, but you can not see anywhere how you did relatively to them in points of loot or kills. At the end of the match you can just see how many goods you stole and how much ingame money you produced, but not how the other players performed. This gets very unsatisfactory after the second or third match. Even if you acquire more and more money after every match, there is no real goal except to collect even more money for the sake of it. Greed is clearly lacking a motivation/ goal for the players.

Other issues are performance problems, which give you a gigantic lag for the first 1-2 minutes of every match (it improves after that). This is not being helped by the fact, that there are only 2 servers worldwide, which are based in Virginia and Oregon. If you are an European player (like me) or an Asian player, you will have to additionally deal with those Pings.

The options customization is decent for visuals and sound, but lacks key binding options. The quality of the visual engine is actually pretty nice. The only map I could play on however (Damascus) still didn't look all at that great and had way too many reused textures, empty buildings etc. Soundeffects are alright, nothing really worth writing about.

Since we are still within the first week of release, it is difficult to comment on the playerbase. It is however safe to say that the game didn't really take off at the start (All-time peak is 24 players and reviews are overwhelmingly negative at the moment). If I would have to guess, I would assume, that the playerbase will die out within the first weeks. Unless the Full Release drastically turns the ship around, which the developer goals do not suggest, I would be very surprised if the game would ultimately succeed.

 

Pro:

- Cool scenario (Time travel to ancient Rome)

- Multiple game modes (Plunder + Survival)

- Decent options customization

- Graphics engine is rather good

- Gunplay is okay (no more, no less)

 

Contra:

- No real purpose of the main mode (no progression, goal)

- Only limited content access so far

- Ingame currency/ tickets required to play matches

- You can buy unfair weapon/stat advantages!

- Massive Performance problems at the start of a match

- Damascus map is pretty dull (many reused textures, empty buildings etc.)

- Playerbase? (Survival mode already abandoned)

- Progression wipe at Full Release, but paid content in Early Access

 

Result:

Greed Abandoned Dogs has a cool idea behind it with the scenario of futuristic soldiers travelling through time to the ancient Rome. The game however totally fails at explaining the reason for it and to give the players a motivation to keep playing. The graphics look nice and the gunplay is okay. Unfortunately the game has many flaws. Survival mode is practically unplayable since nobody queues for it and Plunder lacks a real target. The default Damascus map isn't really well done, the Roman Soldiers end up as underpowered victims and I haven't even talked about the performance problems in every match or the awful money system in the game, which totally unbalances the matches. The concept of Greed definitely had potential, but the execution is even in consideration of the Early Access status of the game simply too fundamentally flawed.

 

3.5/10

 

 

Update: 

In the latest Update Greed has reduced the player minimum for Survival matches (from 5 to 2) and also decreased the prices of all weapons. The later one is a step in the right direction, but I am still not fan of the money system. I have now been able to play some Survival matches and have to conclude, that Mahendraparvata is indeed a better designed map than Damascus. It is a jungle map with a lot of verticality and different paths and places (some temple ruins, lookout points and bridges through the dense jungle vegetation). Survival is a classic Battle Royale mode with the twist, that players could instead of killing each other, also alternatively escape with a relic (comparable to games like Scavengers, the Cycle or Code2040). I probably enjoyed this mode more than Plunder (I also have to correct my original review: The weapons and cosmetics are not yet buyable in Early Access, even though you can already see the prices).

This Update is a step in the right direction and improves the game. I will therefore upgrade the score from a 3.5 to 4.5. The major problems remain nonetheless, but there is now a lot more hope for improvements in the Full Release, which would justify a recommendation. 

 

3.5/10 -> 4.5/10

Samstag, 17. Juli 2021

6 Seasons and a Game (PC) Review

 

6 Seasons and a Game is a fanmade video game for the Community series. It is a Paintball Shooter, reminiscent of the Paintball episodes in the series. 6 Seasons and a Game consists of many references and Easter Eggs to the show (the name itself is already a reference to the often used quote of 6 seasons and a movie, which hasn't so far been fulfilled...)

The gunplay of 6 Seasons and a Game feels satisfying, but requires a little getting used to. There is a bit of a bullet drop, but once I got used to it, I started liking it a lot.   

There is also a so called 'Dodge System', which influences the players health rather than the actual movement. The movement generally feels good and players apparently have lower or higher levels of health, if they move around or stand still. I personally didn't really notice it and am not sure what the purpose of this 'dodge system' is going to be, since running targets are by logic a bit harder to hit (maybe it is supposed to prevent players from camping by making them weaker when standing still). The purpose and influence of this system is a bit unclear to me and I wouldn't have needed it in the game.

All players have identical paint guns, which works well and is pretty balanced. Apart from that, there is however also a special weapon in the form of Senior Chang's Assault Rifle, which can sometimes be found somewhere around the map. It is a lot faster and more precise than the standard paint gun, but can't be refilled. Chang's weapon however is pretty rare and I have only seen it twice in a match.

There is a regular Team Deathmatch mode (8v8) and there is an additional Exploration mode. In this mode players can freely explore Greendale and discover all the cool places at the campus. Unfortunately there is no mode with Bots, for the times, where nobody else is playing. Some other versions of Greendale as additional maps/modes or some further weapons or items would have been a nice addition to the game, which overall seems to lack a bit in content. What is there, is a lot of fun, but 1 map and essentially only 1 weapon don't offer much variety.

The visuals of 6 Seasons and a Game are okay, but honestly not more than that. The visual engine looks considerably old and has a cartoonish style. The details however on the map of the Greendale Campus are very well done. Fans of the show will recognize many places and there are indeed many cool easter eggs to be found. Some of the best are the trampoline in the secret garden, the fussball table, an Abed painting, Shirley's restaurant, the famous study room, the dean's office, the space ship model or the hand statue. 6 Seasons and Game also has two 'safe zones' on opposite sites of the map, which can not be entered by players from the opposing team. One is the cafeteria building and the other is the building with the study room and the dean's office. Overall the map is really well done and great fanservice.

The 7 original members of the study group and Senior Chang are also playable characters (no Hickey, Frankie or Elroy however), which is pretty cool. The dean in addition also makes several announcements during the matches, which is definitely entertaining.

The biggest letdown so far is the lack of players at most times. The game released in January 2021 with some decent (however not amazing) players numbers. You would always find full lobbies and so on, but things have cooled off a lot since than. When I first played the game in march, you would regularly find at least a handful of players in each match. Since April however you will need some luck to find other players. Lobbies with a couple of players still happen, but they have become rare. If you play with less than 5 people, you can have an issue with players camping outside the spawn areas, which you can't even criticize them for (enemy players can only spawn there and if you killed them, there is no real point in going to the opposite site of the map).

There are extensive options for visual and sound customization and all controls can freely be changed as well. For a smaller game, there are quite a few options to switch between.

 

Pro:

- Wonderful Community fanservice

- Satisfying paintball gunplay

- Great Greendale map

- Extensive options customization

 

Contra:

- Small playerbase

- Dodge system a bit unclear

- Relatively small amount of content

 

Result:

6 Seasons and a Game is the kind of game, who's existence I truly appreciate. It is 100 % fan service and done by passionate supporters, who really care and just want to make a game that is fun, instead of releasing some copy paste game to make a quick buck. The game does lack a bit in the quantity of content, but the quality of the map and the gameplay makes up for it. The visuals are merely acceptable, but the Greendale map is filled with so many cool references, that is hard to even notice. Only the lack of active players really holds it back. A lot of times you can't even get a match going. For the other times (or a short trip in exploration mode) the game is well worth a try.

I rate this game as 'Cool Cool Cool' and if you haven't played it yet, you are already Streets behind.

 

7/10