Saturday 23 September 2023

I platinummed Undertale on PS VITA [Spoilers]

 Hello everyone. I recently platinummed Undertale on PSVITA and would like to talk about it.

 


When I first started this game, I was worried this would be a rather long and challenging affair. The Pacifist Route requires a second playthrough and a lot of work to make sure every NPC and event is successfully completed. There are also a lot of missable and side activities like snail racing, helping Temmie go to college, hanging out with Ghosts etc. However to my pleasant surprise, that wasn't the case. Undertale is arguably one of the fasted and easiest games to platinum. I was able to do it in under 3 hours 27 minutes and 10 seconds (granted I was rushing and had played the game 7 years before. The average time to platinum the game is around 5-7 hours).

Undertale's platinum doesn't even require you complete the game itself. You essentially have to complete around 75% of the game and do some minor challenges and activities. 

Here are the first set of trophies:


"Don't Worry, I Have Lots of Ideas for Trophies - Get an item."

"Like Getting Items - Get two items"

"Or Getting More Items - Get three items"

"Help Me, I'm Out of Ideas - Get four items. "


I love this little joke. In like the 3rd room there's bowl of candy and a sign tells you take only 1. It roasts you if you take more. Each candy you take gives you these trophies. However, it's possible for this joke to go wrong. According to PSNProfiles, these trophies are apparently bugged if you use the candies to get them. Apparently, since Undertale uses a secret background autosave to take note of things you do before you reset or close your game, it might accidentally think you already collected them and not give you the trophies even if you collect other items. This might be patched as I got the trophies from the candy bowl. But the recommended approach is to ignore the bowl and pick up other items throughout the game.


The other main set of trophies is "Dognation Levels". In Papyrus' House, there is a shrine to a dog that is asking for donations. Each level of donation unlocks a trophy. For example,  "Dognation Level 1 - Donate 2G to the Dog Shrine", Dognation Level 2 - Donate 6G to the Dog Shrine" all the way up to level 15 with 350g.


This is arguably the most "tedious" set of trophies in the game since you have to grind money and go through a lot of textboxes.

The money isn't a huge problem. While you can't sell items, I found helping the Snowdrake and Ice Cap enemies around Snowden gave around 35g a pop. It didn't take too long to get the money needed.


The more "annoying" issue were the textboxes. Unlike every other comparable RPG, Undertale doesn't let you forward text by mashing the "accept" command. Instead you need to alternate between "Accept" and "back" to fast forward text. On top of that, you can only donate 1 coin at a time and need to exit and re-enter once you reach a new donation level to be able to donate more. This got really annoying and uncomfortable after a while. So I rebinded accept and back from X and O to R and L so it was faster to mash through. It took less than 12 minutes to get all 15 trophies here.


Interestingly, these are the only "intentionally missable" trophies in the game. On a neutral route, the shrine is in Papyrus' house. On a Genocide Run, the shrine is in the waterfall's garbage after the first encounter with Undyne (with faster text for some reason). But if you kill Papyrus during a neutral run, that locks you out of the shrine as you cannot enter his house. And the shrine doesn't appear later on in the waterfall. So yeah, don't kill Papyrus.


The final set of trophies are for reaching save points as you progress throughout the game. The final one is for reaching the second Save point in the CORE before you fight Mettaton. Funnily the trophy for it is called "Good Luck" even though you do not need to play any more to get the platinum. That is the final trophy for the platinum. You can stop right there and get 100% on Undertale lmao.


On one hand, it is a little disappointing that there isn't more to Undertale's platinum. A more typical set of trophies would probably have included stuff for the game's side quests and alternate paths. But on the other hand, this kinda suits what Undertale is going for. Toby Fox was said to not really be happy with the fact that being on PS4/PSVITA meant trophies were mandatory to include. Which is why the trophy list is so wacky. Moreover, Undertale has a theme of anti-completionism. Flowey, the game's main antagonist, is someone who has used his power to reset and save scum to do everything there is to do and has become detached and monstrous. He cannot empathize or move on. When you get the neutral ending, he even gives you tips to get a better ending in order to keep on playing. And once you get the Good Pacifist Ending, even Flowey warns you against starting a new file and undoing the happy ending you achieved for everyone. And of course, the Genocide Route is the biggest argument the game makes. This path is intentionally tedious, boring, difficult and emotionally rough to hammer home the point the only reason you're doing  this is for the content and completion rather than because it is fun or enjoyable. Doing this path even permanently corrupts your save file so you cannot get a True Good ending ever again (on PC).


So the fact you can platinum Undertale despite only completing 75% of a Neutral Route does fit with this theme. Getting the final Dognation Level has a textbox that says how the Dog wasted all the money they received and there didn't seem to be any point to this. I'm reminded of a review of Undertale from back in the day that described it as like "Undertale is about how we don't need to wring out every last drop of content in order to get a satisfying experience from a game".


On the other hand, part of me wonders if Undertale could have gone the other direction. Make the trophies more tedious, arbitrary and unwieldy to hammer home the same themes as the Genocide Route. It wouldn't be out of character for Undertale to do that. The hacker ending comes up if you modify the game's files. If you're streaming the game while doing the Genocide Ending, the game will detect you're using software like OBS and call out the audience for their cowardice.


Imagine if getting the Platinum involved doing all the side content and Pacifist Routes, some dumb grinding thing like "walk exactly 5623 steps" and then do the Genocide Route to have the game roast you for being even worse than Flowey since you're only doing this for external trophies. So the Platinum becomes a permanent mark of shame. I'm glad the game didn't do that because I don't have the heart to kill anyone in this game.

Moving on from the platinum and briefly reviewing the game itself:

Undertale, to me casually, is engaging as this "Subversion of Expectations: The Game". The game takes delight in twisting the conventions typically associated with these kinds of RPGs to create a surprising experience. From little things like merchants telling you how weird it is you are trying to sell them sticks and bandages and refusing to buy them (in fact, you can only sell stuff to Temmie whose whole character is that she's something of a hoarder and needs to save money for college. So you are kinda taking advantage of her). Right from the beginning, you have Toriel bypassing some of the tutorial puzzles. The game's secret background autosave notes things you've done and tried to erase by reloading an older save and comments on it. I remember on my first playthrough back in 2016, I accidentally killed her since I didn't think you could spare her as there didn't seem to be any indication I was progressing. I did reset and went out of my way to keep sparing her until it worked.....only to have Flowey call me out on it. He knows what I truly did and it caught me off guard. Even the concept of Levels and EXP, the standard of RPGs, gets a more sinister context as it turns out, they stand for "Levels of Violence" and "Execution Points". Sans explains how the more you kill, the easier it becomes to kill more. Even the abstract stats of the game end up mattering narrativly rather than not really being an in-universe concept.

 

In fact, the meta/4th wall breaking was really engaging. In 2023, it does feel a bit more cliched as more recent media is attempting similar things. But I still feel Undertale's approach works well. The game tends to save them and use them sparingly for brief spurts of horror. Having Sans occasionally drop his usual chill demeanor to show he's willing to kill you before going back to normal hits harder with this contrast. The theme the game is going for is to make the player question the violence they take for granted in video games and I feel it does an effective job at that.

 


The gameplay was also pretty fun. The "bullet hell" style minigames that are used as enemy attacks helps make battles more than just trading attacks and can allow groups of enemies to overlay and combine their hazards in more interesting ways. Most enemies being something of a puzzle should you aim to be more of a pacifist allows the game to be more charming and fun rather than rely on straight up combat. In fact, I like the game even discourages combat from the outset by having your regular attacks do so little damage to starting enemies that it's faster to Spare them than straight up fight them. It would be rather morbid if that wasn't the case. Only later on does it become harder to spare compared to killing which really tests your pacifism.


I also like the pacing of the game. A regular Neutral Undertale playthrough is around 7-10 hours. The game speeds through sections and set pieces before they have a chance to get stale. You can choose to backtrack to earlier areas if you want for some side quests and optional material but the game almost never enforces that. Aesthetically, the game is quite charming. I love the somewhat retro SNES style aesthetic and the soundtrack. The environments and designs are all quite memorable. The story and themes of the monsters, humans and their beliefs of each other and themselves being challenged kept me hooked.


It was fun briefly revisiting the game. I'd recommend it. Next up for me is probably Sly 1 on VITA but that's going to be a long time. I have enrolled in a new Computer Systems Program which has taken all my time (7 courses a semester🥹). I actually wrote this piece back in August and have been sitting on it all this time as a result.

 Take care everyone and see you then. I'll miss writing these reviews in the meantime

Saturday 16 September 2023

I platinummed every Telltale game on VITA [Spoilers]

 Hello everyone. I recently platinummed the only 3 Telltale games on VITA: The Walking Dead Season 1 + its DLC 400 Days, The Walking Dead Season 2, and The Wolf Among Us and I want to talk about it. Spoiler warning,







Baring those super easy junk PSN games that give you a platinum in 30 minutes, these Telltale games are almost certainly the easiest games to platinum (that are still actually proper games) because all you have to do is complete them to get almost all of the trophies. Unlike something like Detroit Become Human which required you to play through them multiple times to find so many different collectibles and experience all the different story sequences through making different choices.


The Walking Dead Season 1's platinum literally just requires you to play through all 5 episodes. No collectibles or requirement to make any specific choices. Same for Season 2 (though since there isn't a standalone version of the game like for Season 1 and Wolf Among Us on VITA, there's no Platinum for the game). However, Season 1's DLC 400 Days, actually has 2 missable trophies that I missed entirely during my playthrough (and no Platinum for it because it's a DLC 😭).


Those 2 trophies were "Reunited - Found an old friend" and "Two out of Three - Won a game of Rock/Paper/Scissors". "Reunited" requires you pick the option to Hide in Russel's Chapter. I didn't choose that option and missed the trophy. But since this happens at the start of the chapter, it wasn't a huge issue to replay that chapter and quickly get the trophy.

"Two out of Three" was surprisingly challenging. In Wyatt's chapter, there's a sequence where you have to play Rock, Paper, Scissors in a best of 3 format. In order to get the trophy, you need to win that best of 3. But it's random what your opponent plays. I kept losing as I'd either get 1 win and lose the others or straight up get 2 losses in a row. You then have to quickly exit to the Main Menu and reload your last save to try again. But since there's no checkpoint before the minigame and no way to skip cutscenes or sections you already played, you need to replay/watch the entire prior sequence before getting another crack at the minigame. I had to play through it an embarrassing number of times before I got good RNG and won. I was seriously considering giving up since it was a DLC trophy anyway. How frustrating would it be to not 100% such an easy game simply because of Rock, Paper Scissors lol.


The next notable game, The Wolf Among Us, asks the player to do a bit more to get the platinum than base Walking Dead Season 1. Every Episode in Wolf Among Us has these collectibles called "Book of Fables" that unlock a lore entry you can read in the main menu kinda like a codex or database from games like Assassin's Creed. Usually, there are around 1-3 of these books per Episode that are truly missable or that you cannot obtain depending on your choices.


As an example in Episode 3, during Lily's funeral in Chapter 2, you need to not interrupt Snow's speech and go inspect the cards on the left to get the collectible (I messed up because while I didn't interrupt the speech, I missed the cards entirely). In Chapter 3, you need to choose to either go to Crane's apartment first or Tweedle's Office first and in Chapter 4 you go to where you selected and search the place. You only get 1 set of collectibles from this so you need to replay Chapter 3 and select the other option to get the other.

For the most part, it's pretty straightforward to get most of the Books without a Guide. I imagine a player that replays the entire game twice and thoroughly checks every corner and makes the opposite choices is pretty likely to get at least 99% of the Books. There's only a couple I felt were really well hidden such as the aforementioned one at the funeral and the Collectible one in Episode 4 since it isn't clear where it's hidden and it's easy for it to be obscured by the fact you need to again choose between visiting 2 places. Fortunately, the main menu labels which ones you've found so it's easy to lookup which one you're missing.

I am rather mixed on this. On one hand, I do like that this encourages players to go back and see the other options or commit to a particular role. For example, in Episode 2 Chapter 1, there's 1 collectible you earn for interrogating your prisoner in a non-violent way for the entire sequence. And another for replaying that entire segment and being as violent as possible. You really need to commit to the bit and really roleplay and the game shows the consequences between how the characters react.

 

But on the other hand, I personally feel Telltale's games don't really hold up that well on repeat playthroughs. You can't skip or fast forward through any sequences, even ones you've already played or don't matter as much to the overall plot. Gameplay that was kinda dull on a first playthrough becomes quite tedious. Especially as the consequences of any new choices may take some time to take effect so you may not even get that payoff for making different choices anytime soon.


I personally feel Walking Dead Season 1 and 2 are the best models for Telltale games given the trophies just ask you to play through once however you want. But regardless, these were pretty enjoyable games to platinum mostly because their stories were quite interesting so I do recommend them.


Now, to review the games themselves:


Firstly, lets talk about their performance. I played the VITA versions here and it was really bad. All 3 games often ran at 20 FPS and lower. There was often a good amount of stuttering and freezes. These were especially bad in 2 places: the montages/trailers at the end and beginning of Episodes as the game would show a clip then freeze for longer than the clip itself before repeating. These montages/trailers often felt like they took twice or even thrice as long as they should. It appears the games were really having a hard time quickly loading and de-loading assets to display the different clips in real time. But at least these just requires you to patiently sit there and wait longer. The QTE gameplay sections in particular have it the worst. These sections often ask you to input multiple QTEs back to back in quick succession but the games have a bad habit of freezing when you give an input. So when the next input comes in, it's already too late and you fail the section. I had quite a few deaths and restarts from these.


Those were the major issues. There were also somewhat infrequent minor issues such as the audio dropping, or playing over multiple characters or playing in the load transitions at the incorrect time. It really hurt the immersion but fortunately, these were mostly infrequent so I could ignore them. I don't know if the VITA just simply isn't powerful enough to handle the games Telltale made, or if the games were poorly optimized for the platform (evidence suggests the latter as I recall the PS3 version of Walking Dead Season 1 didn't run the best). It's no surprise Telltale stopped supporting the VITA after 3 games while continuing to port their games to every other platform.


If you're going to play these games, I strongly recommend not doing so on the VITA.

 

Also, another issue I faced was that when I was partway through Walking Dead Season 2 Episode 5, for some reason, the game could no longer find and import my Season 1 save despite that not being an issue before. It offered to take me to the PSN Store to buy Season 1 but I already had that installed on my VITA. Fortunately, it was partway through Episode 5 and Seasons 3 and onward aren't on VITA so it wasn't a huge loss to tell the game to then simulate a save for me while I continued where I left off.


Anyway, moving on from the technical stuff and onto the games themselves, I enjoyed the experience and found myself invested in their stories. It was quite compelling.


Funnily, despite me being an advocate for games to rely more on their gameplay rather than cutscenes to tell their story, I do feel these Telltale's games are at their best when they avoid incorporating more significant gameplay and focus more on being an "interactive movie". Walking Dead Season 1 Episode 1 kinda highlights this as the episode has a huge emphasis on exploration and puzzle solving (in a way that resembles more traditional adventure games) in the pharmacy and motel sections which are rather slow and awkward to play through. Especially if you miss a specific thing, it isn't very fun to walk so slowly as Lee (Wolf Among Us adds a feature where holding R makes you walk ever so slightly faster which feels like a joke lol). That's why I feel Walking Dead Season 2 and Wolf Among Us generally felt better paced as a whole. These games focused more on the immediate story sections and shortened many of the puzzle sections. Often being limited to a single room and being more detective focused. For example, in Wolf Among Us, one of the puzzle sections involves walking around Toad's living room and noting clues that stick out and trying to find discrepancies in Toad's testimony. Which you can actually mess up at. If you ask Toad the wrong question or accusation, Toad can give a counter-response and the game game highlights that with "Toad talked his way out of that one". I enjoyed these a lot more than Walking Dead Season 1's equivalents. And to jump ahead a bit, I remember I played the 2 Batman Telltale games on Switch when they were on sale and those doubled down on the cool detective sections which were pretty enjoyable.


I also often wasn't very fond of when these Telltale games make you slowly go through every action via QTEs or prompts to do simple tasks. I'm reminded of a quote from Writing on Games video on Detroit Become Human where he says:


"Let me give you an example.
Imagine you’re reading a movie script; it’s meant to be an exciting heist scene and it
reads “character is told to cut hole in window.
Character picks up bag.
Character walks with bag over to window.
Character puts bag down at window.
Character opens bag, etc.”
You’d be laughed out of any writer’s room for not just having a character say “get
the goddamn window” and then showing the window getting got."


These 3 Telltale games often do this and it makes repeat playthroughs less exciting. I imagine if these were TV shows, movies, comics or novels etc, they'd "trim some of this fat" that they only have because they are video games.

However, there are a few instances where said "fat" does enhance the story. One of the best examples is in Walking Dead Season 2 where Clementine is injured and needs to clean, stitch and bandage her arm on her own. This leads to an entire sequence where she needs to sneak out of captivity to her captors' house, grab the supplies, get back to where she was imprisoned and then you have to choose which steps to do in her self treatment and painstakingly control Clem through it. So if you first choose to have Clem pour some Hydrogen Peroxide to clean her wound, you gotta control Clem dunking an entire bottle of Hydrogen Peroxide onto her large gaping wound and screaming in pain. If you choose to have Clem stitch her wound, you have control Clem as he threads a needle through her own skin (all while making sounds of pain) multiple times to try stitching. Only to then be jumped by a Walker.


I feel this sequence works. Needing to sneak around yourself keeps the situation tense as there's this worry you could be discovered. Needing to control Clem as she treats her injury is uncomfortable which communicates how messed up this situation is for Clem and how much more experienced she is now. And this lowers your guard so the Walker Attack is more surprising. Such sequences are generally rare as most of the time, the interactivity isn't particularly stimulating.


Speaking of these games' stories, one criticism I often hear regarding Telltale's games is how your choices don't really matter as the overall plot remains the same. And I don't think that's the point. Telltale's games let you control the story but not the plot. The events of what happens are mostly set in stone, your actions only colour in and flavour the experience in a way that's more personal to you. In addition, there's this aspect that you're simultaneously the Director, controlling the overall events, An Actor roleplaying their part, and the Audience experiencing and reacting to the consequences.

I remember this was particularly apparent in the Batman Telltale game as you had to make choices as Batman which not only included the major "choose between 2 major forks in the road" events but also how violent you wanted Batman to be and together, these would inform how other characters reacted to Bruce/Batman. Making the resulting story at least somewhat personal to you.


This is still the case in The Walking Dead Season 1, 2 and Wolf Among Us.


Walking Dead Season 1's main hook, I feel, is how you play as Lee and have to be Clem's guardian as this adds an additional wrinkle to decisions as thinking about how it affects Clem may affect your choices.

As an example, in Season 1 Episode 2, there's a section where some of the crew is imprisoned and one of the characters, Larry, has a heart attack. His daughter Lily begs you to help with CPR. Your friend Kenny wants you to help him smash Larry's head in with a cinder block to prevent him from turning into a Walker.

Normally, I imagine the player would want to side with Kenny here. Both Lily and Larry have been jerks to Lee and Clem. Kenny has been helping you the whole time. So the chance off Larry would even feel karmic here. But because Clem objects, the player might not choose a side so easily. Maybe you think about how killing Larry here would affect Clem. This adds more ambiguity to the choice. Good stuff. And this is the case for the entire game. I really found myself invested in Lee and Clem's story as I chose to play a more "self doubting" Lee who doubted if he was really a good parent for Clem.


Walking Dead Season 2 follows up in an interesting way as now that Lee is gone, both Clem and the player is looking for a "replacement Lee". Clem bounces between multiple groups with the story presenting different candidates such as Luke, the first new character that actually goes to bat for Clem to the new group. Kenny, who despite not really talking much with Clem back in Season 1, feels so good to see and talk to because he is a Season 1 character and close friend to Lee. Making him the closest to a Lee Proxy (you know I mashed the f@%k out of that "hug Kenny" button). And Jane. This wildcard that's detached from the group but extremely competent.

The crux of the game's final episode and choice is essentially you the player deciding who you feel deserves to Clem's new Lee. Your choices are Kenny, Jane or even Clem herself setting out on her own because she feels it's a better option.

I like what the story is going for. I chose to roleplay a wiser and wearier Clem. Someone who despite being like 10 years old, has the experience and knowledge of someone much older. My Clem was someone who as able to read between the lines and communicate to adults in a way to help progress her goals. Like, instead of trying to tell Carver he is insane, my Clem chose to placate him and play along with his vision. Or when Bonny was frustrated at why all the men in the group were so quick to anger, My Clem responded about how it was a combination of their pride and fear instead of saying "I don't know". My Clem was also something of a mediator and voice of reason. When the group bullies Arvo, I had my Clem step in and try and protect him (this was how I played Lee). I felt this playstyle complemented what the story was going for. Especially whenever Clem gets betrayed because I felt it contrasts her trying to stick to her crumbling moral code and not being a monster versus how often the world kicks her down.

It all comes to a head in the game's final choice between Kenny and Jade. The story was building to this. And I love the idea but not the execution. The story starts by making Kenny so ideal. He's warm, charming and the closest thing to Lee. He's also experienced and capable and an asset to the group. But as the story goes on, he starts to crack (likely due to all the stress and trauma he's endured). Kenny starts becoming more dictatorial and irritable, lashing out whenever people challenge his decisions or when he feels threatened. To me, I really had to confront the fact that Kenny may be a bit of a monster when he started savagely beating up Arvo after spending the entire time verbally abusing him. I chose to have Clem try and save Arvo only for Kenny to accidentally hit her. Yeah, Arvo does end up betraying the group later but can you blame him when the supposed leader of the group is that unstable and especially abusive to him? Jane even describes Kenny as a Time Bomb and really pushes his buttons. I was worried for Clem and AJ here because if Kenny decided to make a wrong decision, there would be no way to challenge or appeal it. Especially if his plan is to go North where it's colder. Now, I haven't watched the Walking Dead show or comic. Literally all I know about the show is that Rick is the protagonist and that one Matpat Film Theory about them going deaf and that the zombies survive longer in cold climates. So I was pretty worried for poor Clem here.

Jane is the alternative to Kenny here. She's far more detached from the group. Not even significantly caring about AJ or the rest of the group that. She even tells Clem she's only sticking around for her after initially leaving the group. However, she does appear to be more of an experienced survivor. Even teaching Clem knee melee attacks to allow her to easily take down individual adult Walkers. She's also much more pragmatic than Kenny. Able to see if a plan is flawed and not stubbornly sticking to it. To use a dumb analogy, if this was a stragedty, Roguelike or tactics video game where you could recruit people to your team to help you complete missions and survive, Kenny would be like a B overall in all his stats (maybe an S in mechanics) while Jane would be an S overall in her stats.


So the choice here is between Kenny who is more loyal and caring and has that personal connection but is slowly unraveling and becoming more volatile, or Jane who is more capable all around but less caring......or none of the above and have Clem and AJ set out on their own. On paper, I love this but the execution I feel is lacking. The way the ending is set up kinda robs all this nuance and ambiguity and makes Kenny the clear winner instead of it being a hard choice between 3 options.


For Kenny, I feel the story doesn't go far enough with his anger issues. He does berate the group, bicker with Jane and abuse Arvo but it only really heats up towards the end. Plus, depending on your choices and own beliefs, you might even side with Kenny doing all this so you wouldn't get to feel that tension as much. I feel there should have been a couple more instances of him lashing out against Clem through no fault of her own. As well as being more hostile to a character Clem is on good terms with who tries to act rational and as a mediator who aquieses to Kenny just to keep the peace. Have them talk to Clem and voice how they are kinda scared of Kenny now early to really plant that seed. Maybe even have Kenny talk about killing people to himself and have Clem overhear it. I feel it would be better where even if you chose options to side with Kenny the whole game, you still have instances where you see even that doesn't fully guarantee your safety from his mental state.


For Jane, I feel it's the opposite problem where the ending makes her too distrustful and manipulative. She feigns losing AJ in order to rile Kenny up into a murderous rage in order to prove to Clem that Kenny is a time bomb. But I feel the fact she lies about AJ to cause Kenny's murderous rage hurts her case.

Not to mention the endings here where you kill or leave Kenny have him trying to comfort you in his final words and trusts your decision rather than raging significantly undermines Jane's case.

I feel Jane's case would be stronger if she was at least caring towards AJ and more kind to Clem earlier on. Perhaps even offering insight or help in caring for AJ in a way better than Kenny could at the time. As well as a different scenario that prompts her and Kenny's final fight. Maybe have Clem walk into their fight that's already started. Kenny is too angry to talk straight and thinks Jane killed AJ while Jane is trying to explain what's really going on. Now the player truly has to make a difficult choice. They don't have the full context. All they know is maybe Jane did something to AJ but that's not confirmed but Kenny is trying to murder her for it and is all rage. If the player sides with Kenny and they later learn AJ was alive, just safe in a car, they are horrified over the notion they killed an innocent Jane which can justify if Clem chooses to leave Kenny. If the player sides with Jane, a dying Kenny berates Clem one last time for Jane tries to comfort her and tries to explain she was trying to keep AJ safe which you can choose to believe or not (maybe there are some obvious holes in her story that Clem picks up on).


I feel something like this would truly give Season 2 that heart wrenching ending that Season 1, or something close to it at least.


I'd love to see what happens next in the story, but the remaining seasons aren't on VITA. I am curious to see how Season 3 starts given Season 2 has basically 3 completely different endings that take place in completely different locations and circumstances. And even the similar endings (Clem leaving Kenny later or setting out on her own) have pretty different contexts. I'm interested to see how Season 3 somehow weaves all of that into a single story. Maybe it's like Cyberpunk where you have 3 distinct lifepaths before it converges to the same main track. Maybe I'll watch it on YouTube someday.


-The Wolf Among Us


This is the only other Telltale game on the VITA. I was emotionally drained after playing Walking Dead Season 1 and 2 back to back and knew little of Wolf Among Us before heading in aside from it being a noir detective story. Hopefully it would be a nice change of pace.


So imagine my surprise when I found the protagonist Bigby, a hard-boiled sheriff investigating a disturbance only to be talking to a 2ft tall frog man in the opening minutes. Wolf Among Us is apparently an adaptation of an existing comic book series called Fables. I did not know that. The setting is one where all these fairy tale creatures have moved into a district on New York and hide themselves from the muggle world (called "mundies" which petition to replace Muggle with Mundies). Except this hidden society deals with all sorts of real world problems such as class divides, poverty, government corruption leading to criminal and black market racketeering and prostitution. The whole works.


I'm reminded of a quote from SuperBunnyHop's review on the Witcher games. That "first book is a collection of anecdotes about what would seemingly go wrong when a world full of as much socio-political bulls@$t as our own also has to put up with a bunch of supernatural bulls@$t to go with it". Wolf Among Us fits that description. Bigby's whole quest to investigate the murder of prostitutes that went missing weeks ago is only given the greenlight because one of them had to plant the head of one of the murder victims on government building's front door to make it seem like a threat to them and tarnish their reputation. Otherwise the authorities wouldn't have even noticed anything was different. Bigby is constantly hampered by the citizens of Fabletown, partly because they don't trust him because of his past actions (something you can reaffirm through choosing to be more violent) and partly because they know he and the system he represents doesn't care for them and is only showing up now because something spooked them.

On top of that, the requirement to stay hidden from the mundies means Fabletown citizens have to purchase glamour from the government to disguise themselves. Official Glamour is both expensive and in short supply and difficult for many citizens to obtain given the layers of bureaucracy required to obtain them leading to black market production of glamour. Which drives many citizens to debt to either maintain their status in Fabletown or allow themselves to be sent to the Farm. Even Bigby is surprised by how much glamour costs since he is one of the privileged few to not have to worry about that. Something characters like Toad bring up against him.

This is all juicy stuff for a setting and I am all here for it. I love all this moral ambiguity and realistic drama. I especially love how even Bigby sees the issues with this society and his own role in it. His government is understaffed and funded by a few select individuals (namely Bluebeard and Crane) who can pocket some of the profit to prevent progress. Even Snow White, who is trying to be a better person and be genuinely helpful to the downtrodden while in Office, exhibits her own biases and her commitment to being "by the book" often hurts innocent people just as much.

On top of that, the game doesn't shy away from showing how even the residents of Fabletown aren't entirely good. Beast, Beauty and Toad, even when given multiple opportunities to help themselves, splurge their financial aid on luxuries and blame Bigby and co. And most of Fabletown is susceptible to mob mentality during the "trial" in Episode 5 where they will grasp the flimsiest of unsubstantiated evidence to support their case.

Something Bigby doesn't pick up on (or is proud of depending on your choices and relationship with Colin) is just how much freedom and lack of oversight he has as the equivalent of a police officer in this setting. Bigby doesn't need to obtain any warrants for his investigations and can simply walk into many place he wants for the sake of his investigation. He's free to be as violent and brutal he wants to any suspects with no consequences, even being allowed to torture and kill (even when his boss is right there next to him telling him to stop). He can be the literal judge, jury and executioner for a trial. Characters like the Woodman, Bloody Mary, Aunty Green and the Crooked Man all point this out against Bigby as he can be a criminal worse than them who parades the law around to punish people for doing the same or less than him. Bigby can defend himself by arguing this is the only way to bring justice but depending on your choices and reputation with other characters, this may not very convincing.


So yeah, I was hooked and really enjoyed my time with Wolf Among Us. I do have some minor complaints. Most of them to do with the world building and additional details. Like, because this is a pre-existing world, I don't have the full context of everything. Normally this isn't an issue as the game does a pretty good job filling you in as you play it. With the Book of Fables offering additional context. But there are a couple times where I felt I was confused on the exact details. One of these was the Farm. A place in upstate New York where Fable creatures who cannot look human are sent to. When I first heard of it and how characters like Colin and Toad didn't want to get sent there, I imagined it was like this "Fairy Tale Ghetto" where circumstances were even more deplorable, cramped, wild and lawless than in Fabletown. But reading the Book of Fables Entry and the later interactions with Toad kinda paint a different picture. It now looks more like a regular Farm or Rural community. This is what the Book says on the Farm:

"The Farm is home to Fables who cannot pass as human - giants, goblins, animals, etc. It is located in upstate New York, far enough away from the mundies to avoid detection. Some of its residents resent their confinement to The Farm, despite its size and comforts. To them, The Farm is a prison. They would be allowed to leave The Farm if they could purchase a glamour, but many don't have the money for something so expensive. Though some, like Colin, sneak out into the city anyway."


I'm confused as to what the issue is? The Farm seems to have plenty of space and comfort so it's not like it's a cramped slum or ghetto. It's even described as having some nice rivers and scenery by Bigby. And what makes it a prison? It says they can leave any time if they can purchase glamour so it's not like once they get sent there they are trapped permanently. Colin doesn't seem to have faced any consequences for his escapes. Snow White only threatens to send him back there.

And is Fabletown really that much more of a place of freedom given it's possible needing to purchase glamour might put you in debt to the Crooked Man and his criminal empire? There's even documents in the Tweedle's offices suggesting that Beauty was being considered as a prostitute or stripper for Georgie should she fail to pay back her debts. Even the murders that kick off the story are considered a big deal because of rare they are. So if you live on the Farm, you save the money you'd either spend on Glamours or pay back to the Crooked Man.

It's entirely possible I missed something so someone please correct me if I'm wrong here.

 

So yeah, in closing. I really recommend these Telltale games for their story. Just please don't play them on the VITA (no surprise Telltale abandoned the VITA in 2013).

 

My next VITA platinum will probably be Undertale. See you then. For PS4/PS5, I'm playing Borderlands 3 casually and really enjoying it. Take care now.


Saturday 2 September 2023

I platinummed Saints Row 4 Relected and its DLC

 Hello everyone. I recently platinummed Saints Row 4 Relected and all its DLC.



 While overall a pretty straightforward and seemingly fun platinum to get, I found it got rather tedious and grindy by the end.

 

Firstly, there are only 2 missable trophies in the entire game. The first is " You Chose... Poorly - Surrender when given the chance." During the mission "Matt's Back" (which also gives you the "Didn't Need to See Him Naked" trophy), the main villain Zinyak gives you the choice between 2 doors, a blue one to continue the mission, and a red one to surrender. If you choose the Red One, the credits roll. Skipping the credits then has a "mission failed restart checkpoint screen" which gives you the trophy.


The second missable trophy is "Saints & Sensibility - Complete 'Grand Finale' after completing all Homie missions." This trophy is for the "good" ending for the game. Even Kinzie tells you before you start the final mission that in order to get the good ending, you should complete all the loyalty missions first. You don't need to complete the open world activities themselves though. Meaning that before you start the final mission, you have to make sure you have the following trophies beforehand:  "The Full Kinzie, Paranormal Bromance,  The Face of the Saints, The Two Shaundis, Machine Man, On Her Saint's Secret Service, Benjamin [CENSORED] King, Actor-Turned-Politician, Bouncin' with an Old Friend". I do find it odd that all these trophies are bronze. Except for Johnny Gat who has a silver one.


Technically, there is a 3rd missable trophy and this is due to a bug that was never patched even from the original PS3 version.  "Where's My Cape? - Purchase all Super Power upgrades." If you purchase all of the superpower upgrades for even a single superpower set before you complete the mission "The Kinzie Gambit", this trophy will glitch on you and not pop. The main way to avoid this glitch is to avoid upgrading any of your superpowers and speedrun the story missions until you complete the "The Kinzie Gambit" + a few extra missions after it. Then you can hopefully purchase all the upgrades.


This glitch is particularly insidious because you won't know if you have triggered it or not until you purchase the final upgrade. Which requires you be max level and have collected most of the Data Clusters that are used to purchase upgrades. I was fortunate enough to not have had this happen to me but I definitely would not have been willing to replay the game from scratch if it did.


Every other trophy can technically be obtained whenever and you do not lock yourself out of them depending on your playthrough. On paper, I like it when a game is set up like that. It makes it more appealing to play it casually and then go for the platinum afterwards rather than need to plan a platinum playthrough beforehand. However, if you do not plan a platinum playthrough beforehand for this game, expect a lot of grinding.

The bulk of the most time consuming trophies are both the "in-game challenge trophies" and the "trophy challenge trophies" (that's what I refer to them as). The game has a menu in the quests tab that lists 66 in-game challenges. Upon completion of these gives you "The Challenge King - Complete ALL of the Challenges." These include challenges for getting a gold medal on the various side activities like destruction, races and insurance frauds but also getting x number of kills against certain enemies or using certain weapons. Such as getting 150 kills with the Dubstep gun. These "get kills" challenges are really grindy and get tedious after a while but at least you can always see your progress with the in-game tracker in the Quest Menu.


The "trophy challenge trophies" are an entirely separate list of challenges that award a trophy but may overlap in a few places but aren't tracked in-game. For example, there's a trophy "Zoo Keeper - Kill 25 Wardens". And an in-game challenge to kill 30 wardens. It's annoying because Wardens only spawn in specific scripted missions or when you reach a max 6 notoriety. There are only like 8 Wardens in scripted missions. But there's also stuff like "Bringin' the Heat - Kill 100 Aliens using the Fire Buff Super Power.". The in-game challenge version only asks you to kill 10 and doesn't count any kills past that. Sometimes, you do get a popup while playing telling you the progress on some of these "extra challenges" but you can't access these popups or lists in-game. It's confusing.

I genuinely feel the game would be better off removing the extra challenge trophies or only tying these trophies to the in-game challenges as those can be better tracked and are usually less excessive (something SR4's follow up, GAT Out of Hell, sorta does and even includes a tracker function for challenges). Of course, that is assuming these grind kills trophies are even worth it. I do feel they aren't. Even when I planned my platinum playthrough to maximize my kills with all the required weapons, I still completed the game with several of these to go. At least for the weapon and superpower ones, I could replay the Hard Fight Club Activity or the second mission from the "Enter the Dominatrix DLC" as those have endlessly respawning enemies that count for kills.

The "worst" of these was "Fourth and Forty- Spend over 40 hours in the Simulation." Generally, you will be able to complete everything in both the base game and DLC by around 30 hours max and there's very little to do afterwards. You can't toggle many open world activities to respawn like in games like Far Cry and Watch Dogs. You can't replay missions (except for the short DLCs) and there is no NG+ mode. This game simply wasn't  made to be played for that long. I found by the 32 hour mark that it was better to just leave the game running for several hours while I played The Walking Dead Season 2 on my VITA. You need to be careful not to let your PS4/PS5 enter sleep mode or be disconnected from PSN as that apparently stops the timer for some reason.

Funnily, I found the trophies in the DLCs to be more fun than in the base game. The "Enter The Dominatrix" DLC has 2 "missable" trophies that I actually missed the first time around. But it wasn't a huge issue since you can replay the DLC missions. They were "Health Inspector - Destroy all the green polyps inside Paul in 'Pop His Top'." and "Rigging the Race - Destroy all the rival pony carts in 'At the Races'. " That last one was embarrassing because I did only have 1 cart left on my first playthrough but I decided to spare them since the finish line was right in front of me and he couldn't have won anyway. Oops. 

But the more important thing here is that rather than asking the player to grind 100s of kills (which the DLC still does anyway), having the missions be replayable means the game can have optional objectives within the missions and tie the trophies to that. I found it was way more fun to destroy all the Polyps and Carts rather than grind 100s of kills. I wish the base game had a mission replay system and optional objectives/trophies instead. Kinda like what the early Assassin's Creed games had. Even SR4's side activities, which are already pretty fun, were more fun to get gold medals on by getting the highest scores since it involved really min-maxing and playing the activity hard rather than mindlessly grinding kills.

The only challenge trophy I truly enjoyed in the base game was "Epic Jump Quest - Jump from the roof of 3 Count to the Nuke Plant, without touching the ground or other rooftops" as it was a fun challenge to try gliding and wall-running across nearly the entire map. I wish there was more challenges like that instead. Hell, that could have been a series of side activities. I remember that was one in Incredible Hulk: Ultimate Destruction and was really fun there. SR4 could have had a series of jumping challenges in the open world that tasked you to get from point to point as quickly as possible by gliding and running alongside buildings to get points. Points would be deducted by taking too long or by touching flat ground. That would be so cool.


Finally, lets talk about the mandatory story ones. Funnily, only around 88% of players finished the first mission which dropped to around 54.5% by the time you get your first superpowers. Which is odd because you think everyone would be sticking around to at least get the whole selling point of the game. Perhaps the opening missions were rather dry. Finally, the final mission only has a 14.3% completion. I guess most players got their fill well before that.


So overall, the trophies in Saints Row 4 aren't bad, but they can get rather tedious. Especially if you haven't planned for them beforehand as you'll then have to do a lot of grinding afterwards. The game is better when it asks for more specific challenges in replayable missions which is a small percentage of its trophies.


As for the game itself and ignoring all the trophies, I really enjoyed it.


To me, Saints Row 4 feels like that one Onion Article about the 6 year old making up a wild and imaginative play session with his toys but translated into a video game (albeit with more violence and sexual content). The game's main goal is to keep you entertained and amused and it does so to a fault. Often tripping up in the process.


There's the gameplay where in addition to the open world GTA inspired gameplay of Saints Row 3, you now have Superpowers that once upgraded, make you feel like you're playing with Cheat Codes (which the game also has anyway). You can run across streets and water with super speed and create a tornado of destruction as you run. You can jump over buildings, freeze/fire/explode enemies in front of you, create earthquakes, grab and throw enemies and objects via telekinesis etc. The Aliens can throw tanks, UFOs and all manner of laser weaponry at you and you can still hold your own against them (with only Wardens coming close to being a decent challenge and keeping up with you). The game kinda throws away any semblance of challenge and progression for the sake of giving you a good time. And it's still a good time, don't get me wrong (maybe not for 40 hours tho). It does feel rather odd because you still have many of the systems from Saints Row 3 still present here like weapon and car customization and upgrading and recruiting gang members as backup that doesn't feel like they matter since you have superpowers but at least it's more content to mess around with.

 

I do feel the new super speed, jumping and gliding combo do feel a bit.....basic. Like I wasn't particularly excited nor bored when using them. Funnily, I did play a bit of GAT Out of Hell, SR4's sorta DLC/Standalone expansion released in 2015, after completing SR4 and man, I love the flying system there. In GOOH, you have wings that allow you to glide and flap to gain height and speed. But unlike SR4's gliding, GOOH is far more momentum based and feels closer to something like Gliding in the Arkham games. You can't keep going up as you'll lose too much speed, stall and then fall. You can dive to gain speed. And you can get some insane speed. It's a rush to dive and then zoom past obstacles. Collecting the Soul Clusters at high speeds while flying/gliding in GOOH was really fun. Early on, there was this nice sweet spot where I had only few upgrades to flying so I could only flap a few times and it still consumed a fair amount of stamina so maximizing my speed or distance or traversal was a really fun challenge and process. I loved it. When I eventually unlocked all the upgrades, it did make it too easy and I longer had to worry about properly managing my momentum and could essentially fly everywhere. But I still chose to avoid using the additional flaps and try to manage momentum because it was that fun. I honestly feel you could have made an entire game out of just this system. Like a Spider-Man game but with this really fun gliding/flying system. Maybe with more moves like using the super speed to help build momentum so you could do things like drop the ground while gliding in a seamless way to build up speed before taking off. Or if you're flying near a building, you can position yourself to run along the building with your wings out. Like, I now wish SR4 was delayed to 2014 or 2015 so GOOH's version of flying/gliding was implemented into SR4 because it would have improved SR4 so much!


Back to SR4, the story and missions, rather than putting you into novel or challenging scenarios and asking you to make the most of your powers, tend to rely more on "gimmicks, set pieces and comedy" to carry the experience. Whether it be a "Streets of Rage" style minigame, a mission dedicated to sneaking around and shooting lights and hiding in a Cardboard Box like Solid Snake, or even standard "go here and kill everything" missions but peppered with humorous dialogue, the game is more concerned with making sure it's always funny. And generally it is with its 2012 humour and references.

The side missions/activities were some of the most fun I've had in the game. I loved stuff like Insurance Fraud, the Races, the platforming challenges and even the Genki telekinesis challenges because they challenged your skills in the activity itself to get the gold. I honestly wish there were more of these kinds of activities because there are only really 3 of each kind of activity.


When I was first playing the game and saw there was tension between the squad like when they wanted to rescue Gat, I wondered if the game was going to take a page from Borderlands 2 where it starts out seemingly lighthearted albeit with some dark undertones before flipping the script and getting serious and highlighting how intense the situation truly is. But no. This game is earnest in that it wants to be a fun cheesy romp. I feel this is most evident in the side missions with Benjamin King. He wants you to go do random stuff for him as inspiration for the book he's writing as he wants his book to be perfect. The Boss even points out at this book will only be read by like 10 people max since that's all of humanity that is left. The game isn't taking its premise seriously in any way and more as an excuse for more comedy which I am down for.

 

Funnily, I do feel the story of the "Enter the Dominatrix DLC" was more enjoyable than the base game because you have these 2 "layers". The first is the "in-story" stuff where the squad do the story to take on the Dominatrix but the second layer is that this DLC is apparently a cancelled project so you have the Saints give their "behind the scenes" commentary alongside the comedy of the story. You have stuff like in-story Boss being annoyed why he has to go turn off generators while Behind the Scenes Boss and Kinzie talk about how dumb that section was. There's way more banter between the characters. Even Zinyak is far more entertaining as this hammy "chew the scenery" "actor" who complains about how his bossfight is so demeaning with the QTEs. I honestly wish this premise was also applied to the base game.


A part of me does wonder if, in an alternate timeline, what if Saints Row 4 did take more cues from Borderlands and had a more serious story. Maybe an analogue for escapism as while the Saints are superpowered in the simulation and want to take down Zinyak, it's rather hollow when the real world is destroyed. Could have been an interesting take.

 



I'm going to be rambling a bit so feel free to skip this entire next section if you want.

 [Start Ramble]

One thing I do find interesting is just how drastically SR4 changes from its series in both gameplay and tone. A common meme/line I often heard about this game was "remember when SR was about gangsters?". SR3 was already pretty wacky but SR4 cranks it up past 11. Imagine going back in time and telling someone playing SR1 that by the 4th game, you'd be fighting aliens as the President with Superpowers and a Dubstep gun. They'd think it was a joke.

 

I find it fascinating how just about everything from SR3's gameplay is still in SR4 but now it feels vestigial next to SR4's superpowers. Like, you can still hijack cars, take them to a garage to get fixed/modded, purchase weapons and upgraded, recruit homies off the street etc (stuff the early missions make you do). But by a couple ways into the game, they become unnecessary. You don't need to ever hijack cars or helicopters when you can literally run/jump at super speed past any obstacle and even run/jump up buildings. It even feels rather awkward when the game does occasionally ask you to drive a car since most of your time was spent not needing to do that. For combat, eventually your powers and arsenal become so powerful that you can take on what feels like an alien army. So using regular pistols, trying to shoot from cover and do stuff like taking human shields also feels awkward as a result. This is highlighted in missions that take place in The Real World or ones that temporarily disable your powers.


I remember SR4 being compared to Assassin's Creed Odyssey by its detractors as examples of games that "abandoned what made their series unique by making the main character a Superpowered God". While, I find that comparison interesting, I disagree. In the case of Odyssey, while it's true the main character there also has superpowers, the powers don't make the traditional AC gameplay vestigial. Instead, the powers seem to be integrated to feel more like enhancements. Like, in Ody during combat, you have powers that let you do things like slam the ground with a powerful energy blast and knock enemies away but you still need to fight using regular melee weapons like swords to charge up that ability. The ability doesn't take away the need to fight traditionally. Or how about for stealth, you have abilities that let you fire arrows throw walls, or turn invisible, or teleport between enemies and shank them, but you need to perform regular stealth takedowns to charge up a few uses of those powers. In addition, the game's RPG systems mean you can't ever be amazing at both combat and stealth at the same time. You can specialize at only one at a time which, on harder difficulties against higher levelled opponents, can actually be a signficant weakness. Oh, and traversal/navigation has no powers. If anything it's actually a step back from prior ACs since parkour is downgraded with fewer moves, reducing it to just basic climbing and jumping.

My point is that if SR4's powers were designed the same way Ody's were, then this version of SR4 wouldn't have super speed, gliding and wall running so traversal would require using cars. But combat would instead feel closer to something like Destiny where your primary tools are RPG loot style guns with perks and mods, and you have abilities like enhanced movement, magic grenades and blasts etc. Wheras in current SR4, the powers often override the need for cars and most guns (barring maybe certain lasers, Rocket launchers and other powerful heavy weapons). I wonder if this hypothetical version of SR4 might have felt more in line with SR since now the powers augment the core gameplay rather than replace it. 


I don't know much about SR4's development aside from it was perhaps intended to be a DLC for SR3 called "Enter the Dominatrix" before being turned into a full game. I could be 100% wrong here so someone correct me but if I had to hazard a guess, I think it's because THQ/Volition/Deep Silver wanted a SR game out by 2013 as prior SR games were released 2-3 years apart (even GAT out of Hell released 2 years after SR4). But by 2011, GTA V's announcement and 2013 release was known about to some extent. THQ/Volition/Deep Silver likely knew that a more traditional SR4 made off the gameplay, assets, engine and even map of SR3 wouldn't stand much of a chance against GTA V and likely underperform (see Titanfall 2 releasing between Battlefield and COD). And given THQ's state at the time, it probably wasn't feasible to fund a full on "built from the ground up Next Gen SR4 to compete with GTA V" in time. So making SR4 this more wacky Superhero game while still retaining SR3's traditional gameplay (albeit in a vestigial context) would make SR4 more likely to not compete entirely with GTA V. From what I hear, SR4 did sell quite well so mission accomplished?

[End Ramble]



In closing, SR4 was a fun time and I enjoyed it.....except for all the grinding I had to do for the platinum. I wouldn't advice doing that. I won't platinum Gat out of Hell as it has Online Trophies and I'm not looking forward to its grind. The 2022 SR reboot looks interesting, I do hope to check it out at some point.

My next plat post will be on all the Telltale games on PS VITA. Until then, take care everyone