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Showing posts with label bethesda. Show all posts
Showing posts with label bethesda. Show all posts

Friday, February 10, 2012

[Game Play] Kingdoms of Amalur: Reckoning (vs. Skyrim)

Reckoning is, if not anything else, an excellent freshmen attempt from a freshmen studio.  Sure, it famously hails Ken Rolston of Elder Scrolls fame - and that is probably cheating on the "freshmen" front, but this doesn't change the fact that it is a brand new franchise with a brand new engine.

Partially thanks to the Rolston connection, many comparisons were lined up between Reckoning and Skyrim.  I first heard about Kingdoms of Amalur in the midst of forum chatter about Skyrim, the theory being that Reckoning might be a Skyrim experience without the numerous bugs of Skyrim (did I mention this was a PS3 forum?  Yeah....).

I've clocked about 10 hours into Reckoning, so this is probably not an overly comprehensive review - but I'm now walking down the path of thinking that the games are far more different than similar.  Skyrim strives for a dense, realistic world and favors a first person narrative.  Reckoning is a fast paced third person affair with cartoon-like graphics.  Despite their similarities, Skyrim reminds me of old school games like Eye of the Beholder and Dungeon Master, where Reckoning reminds me strongly of Diablo and World of Warcraft.

Reckoning also sports a storyline by R.A. Salvatore - a rather famous author in the Dungeons and Dragons line of fantasy.  Salvatore's backstory seems to give Reckoning a certain edge, but the familiarity of the world with immortal fae, kobolds, trolls, and the like ... does it no favors in making Amalur stand out or seem particularly gripping.  Some of the dialogue and characters are interesting, but largely lacks any emotional impact.

If anything, I think this highlights a very strong suit of Skyrim.  The player manages to feel connected to the NPC's and hence, to the story itself.  In that game, I joined the assassin's guild out of an attempt to betray them (which failed, because you apparently only get one chance to do that...) - which is a pretty complex plot for a computer game that had nothing to do with any of the code.  I don't see anything like that happening in Reckoning.

The world and the story is a solid backdop for the game, and the designs by comic artist Todd McFarlane likewise gives everything you look at an extremely competent feel to it ... but there are rare instances when the design will really give you that "wow" feeling.

At this point, Reckoning would be set for a solid B if it weren't for two factors.

The first is the combat.  It's been noted in every review for the game, but it can't be mentioned enough.  These combat mechanics are through the roof good.  It's not just the way the auto-lock system flows easily without any real user interaction or input.   It's not just the highly stylized combat moves and the pure joy of unlocking new moves and figuring out how to best incorporate them into your fighting strategies.  It's not just the well factored physics and NPC reactions to your moves - enemies "feel" like they go down when they should, and keep charging when they should.  It is how all of that works together.  Rolston, Salvatore and McFarlane made sure that this game had a solid base when it comes to design, but I think the most noteworthy aspect is that the real star of the game had nothing to do with those big names ... it's the technical brilliance behind the most core aspect - beating up monsters and taking their loot.

Back when I modded Unreal, I realized the most important thing to keep right was the quality of deathmatch itself.  Because deathmatch is still the core of any other FPS game.  The Reckoning team clearly understood this rule and have delivered possibly the most awesome action of any action RPG in the history of the genre.

The second factor is simply a credit to the Big Huge Engine.  After a demo which left some players wondering if the game would crash or be full of graphical glitches - the final product is remarkably solid.  I've had occasional frame rate glitches, but nothing which has impacted gameplay.

It's only been 10 hours, so I'll wait to see if things degenerate - but so far I feel no need to have multiple save games.  No need to save intermittently.  No worries about things locking up after clearing a dungeon.  No soldiers drinking beer in mid air or creatures suddenly returning to a default 3D model pose after being beheaded.  Everything just works.  And it works well.

This actually impacts my gameplay.  Since I don't have five old savegames around, I don't reverse time when something goes wrong.  Probably the best "RPG" moment I had in the game was when an NPC in a quest got killed - which doesn't normally happen, and I was supposed to defend him.  It kinda sucked, because I got that "Quest Failed" message - but it had some emotional weight.  Especially when I then got a follow up quest for his dead wife.

I wish Reckoning had more of that kind of complexity, but I'm more happy to play an expansive RPG without all the technical issues that Bethesda ships with their games.  I hope Reckoning can now be a counter-argument to the nonsensical "all big games ship with big bugs" theory defending titles like Skyrim and New Vegas.  It's really just big games shipped and developed by Bethesda.

So short version: a very solid A-.  It's not a dense world, and you aren't going to find a gripping storyline here.  There is much about Amalur which is pretty but kind of vapid, but if you're a Diablo type of RPG person where the storyline essentially just connects you between points of having a lot of fun hacking things apart, Amalur promises hours and hours and hours of doing just that.

Wednesday, January 18, 2012

Game Play: Kingdoms of Amalur Demo

It's been about a month, faithful reader (or both of you - if the other guy is still around) ... the holiday drag is now nearly officially over and the gaming hangover which has been the survival of all of those November releases is behind us.

I could tell you about Uncharted 3 - which is simply one of the most technically impressive games on any platform to date.  It's just so ... so ... insanely solid.  The writing, the animation, the graphics, the inner mechanics - everything just clicks.

But you probably already knew that.  You might not have known about the Kingdoms of Amalur demo which just dropped on PSN and XBLA.  It's gotten some legs in the press because of Ken Rolston, of Morrowind and Oblivion fame, coming out of retirement to help retire it.

The main feeling on the net, even before playing it, is that the game is a mashup of Skyrim (or more generally, The Elder Scrolls in general) and Fable.  There's a little truth to that - but I think either comparison is dangerous.  Rolston's stamp is certainly all of this game - in the latter portion of the demo you can essentially go and do whatever you want.  So I tried to steal from a store, got caught, busted out of prison and went on a killing spree on the townsfolk as they tried to reign me in.  And that was all in like twenty minutes.

But the world design feels more like World of Warcraft, or I suppose Fable - if Fable was far less linear.  You don't quite get that "what is over that hill" feeling you get in Skyrim - but that doesn't mean the world isn't open to explore.  The combat mechanics are very difficult to describe - they easily transcend the usual button mash + power attack of most action RPG's by forcing players to dodge and defend themselves ... as well as pay close attention to the tactics of the enemy which change impressively from one type to the next, but I certainly wouldn't call it "strategic".

The thing is - Amalur is so clearly utilizing the playbooks of other games that describing it without making comparisons is difficult.  The problem is if you were honest - you would be making comparisons not just to Rolston's previous games, but WoW, Fable, God of War, most Bioware RPG's and probably wear yourself out by the time you remembered Nethack.

What Amalur has going for it is some excellent design and mechanics.  Unfortunately the demo appears to be plagued by more than a few bugs - I noticed a few "hall of mirrors" ... a graphics glitch when the rendering engine doesn't know what to render.  Other players have reported crash level gltiches.  As anyone who has read Cathode know, I've beaten on the rotting corpse of the horse which is Bethesda's miserable QA process in the past ... and hope Amalur won't have such issues.

One thing that I noted: I don't know if the lack of specific save is because it is a demo, or will be part of the game.  Not being able to have multiple save points would give the game a sort of permadeath like quality (not really, but actions would have consequences you can't take back ... like murdering a whole town).  I'll be curious to see what the full version has in the way of save game control.

Full version comes out Feb. 17th - very much looking forward to it, if it isn't too crash-laden.

Tuesday, December 13, 2011

Why Skyrim is not Game Of The Year Worthy ( and Bethesda certainly not studio of the year )

The recent marketing spun Spike awards granted the latest version of Skyrim both Game of the Year and Bethesda studio of the year.

I wish I could feel differently, but these accolades are really a sad reflection on the industry leaning towards the figure of sales on a certain product rather than actual quality.  In my initial play of Skyrim, I thought it a high watermark of the RPG genre ... and well it should have been, except for the thousandfold number of bugs which have been found within the game since people have played the game for the hours for which it was designed.

Many professional review sites have boasted playing the game for 50 hours or more.  50 hours on the design of Skyrim is nothing.  Most users play the game for over 100 hours, if not 200 hours before what they consider completion.  Skyrim should not be granted lenience because the designed hours of play is far greater than the industry average ... this should be rewarded greatly but only if Bethesda can offer it without the sacrifice of quality.

Honestly, I don't think they can.  And after their marketing brigade about how Skyrim is based on a completely new engine - which is clearly a false assumption ... I don't know how any gamer can trust Bethesda again as a game studio.

I'm not going to replicate the many videos out there showing the horrendous performance on the PlayStation 3.  I haven't seen this kind of performance, but what I have seen are these insane quest breaking bugs, like the inability to break through spider webs with a two-handed sword:


Spider webs, Bethesda?  Seriously?  I didn't hack this quest in any way ... in fact I can run through it twice and get  completely different results on spiderwebs  which can result in me being able to finish the quest or not.

Someone at Bethesda please explain how this is possibly the result of modern quality assurance.  How is this anything remotely in the realm of acceptable loss?

Update: My video on the map being confusing to use was pointed out to be more of a usability nightmare than really a technical issue with the game.  OK, I'll grant that.  I'll also grant that it was probably a factor of being annoyed at running into both the Blood on the Ice quest breaker and the quest breaker above.

Fine.  It isn't like you have to throw a stone very far to find other examples of quest breakers.

Like this one:

Or this (glitch doesn't happen again for this guy until towards the end of the vid):


Or this (seen this one documented a few times):



Or this one where you can get out of the Mind of Madness quest, and find yourself unable to do anything:


And so on, and so forth, etc. and yada yada.

I may have enjoyed Skyrim, but that really does not excuse the media's ability to completely ignore Bethesda's inability to properly test their software title after title.

Monday, December 05, 2011

Bethesda Owes Gamers Truth on "Creation" Engine (hint: It's still Gamebryo)

I'm not even going to go back and drag up all the posts I've made about Fallout: New Vegas and what a horrible bugfest it was.

The important thing here: it's still broken for some players, even today.

Now, like myself, many other gamers who experienced the nightmare which was Fallout: New Vegas were delighted to hear that it was going to use an all-new engine.  And when I say it was reported to use an all-new engine, I mean: Bethesda themselves stated that the engine for TES V: Skyrim would be all-new.


I'm not even paraphrasing here, not even a little bit.  Now, if you read through that recent FO:NV forum post, you'll see that the user is stating that the game becomes unplayable after the save file reaches a certain file size.

Gee, I dunno?  Sound familiar?  Yup, it's the exact same issue that everyone is talking about with Skyrim on the PlayStation 3.  And what is the most technical explanation for the problem that has been released to date?

It's the one offered by Obsidian, the developer of Fallout: New Vegas.  It explains how the Gamebryo based games use a file strategy to track the changes throughout the game world, and how consoles can have problems loading and managing those changes into memory.  No memory = no performance.

Now, I've been lucky.  I've had a few quest bugs and the occasional performance issues.  I've had two crashes.  I've had maybe a handful of lockups.  From my time with the game, I would say that I'd stick to my guns in that compared to Fallout: New Vegas - it is a godsend, and compared to normal games it is only slightly buggy.

But - that's me.  There's now plenty of video evidence that other players of Skyrim are experiencing what I experienced with Fallout: New Vegas (and to a slightly lesser degree, Fallout).  I don't know why I'm one of the lucky ones - but that isn't really the point.  The point here is that I bought Skyrim because I thought it was an all-new engine, as did many other people.

But how is it that an "all-new" engine has the same fundamental problem as the last engine, with apparently the same save file structure and loading concepts as well?

How is it that items in the world are rendered and handled in almost the exact same manner as the old engine?  Sure, the textures look nicer and Bethesda has cranked up the pretty in all sorts of ways, but someone who has played all the Gamebryo games can't load up Skyrim and deny the fact that the game looks and feels just like the old games did.

All-new engine, my ass.  All new graphics pipeline, perhaps.  Kicking Speedtree to the curb and implementing your own plant-life, sure.  New ways of loading textures, maybe.

But at the end of the day - the so called "Creation" engine is just lipstick on a pig.  Bethesda hasn't even been able to fix the problems with their last game, but they continue to march on with the same core technology ... only this time with more of PR spin to give gamers false confidence.

That's pretty shameful, and there are a lot of Skyrim players ... especially on the PS3 ... with plenty of righteous anger at the company right now.

I really don't know if I'll buy the next Bethesda game.  I can't trust the Gamebryo engine, and I can't trust Bethesda when they say they aren't using it.

Wednesday, November 16, 2011

Game Play: Skyrim


Update: Obviously I was a bit hasty, as several PS3 owners are reporting that after save files of a certain size, the game will start to increase in lag while playing until slowly becoming unplayable.

My own file size is about 9mb, and I have had a few issues like what is being reported - but can still make an afternoon out of it. Currently on a thumbs sideways kind of judgement. Bethesda has a patch coming out supposedly after Thanksgiving, but no confirmation that patch will fix it.

I'm still a big fan of the game in general, but feel for the PS3 players. And some of the player stories are of the kind I can't recommend it for the PS3 anymore. This is absurd, Bethesda, just absurd.




Faithful readers of Cathode Tan (and yes, I am referring to both of your) know that I have frequently felt that for the Fallout titles in particular frequently performed, shall we say, less than the standard amount of quality assurance.  I won't bore with a bunch of old links, but let us just say that the terms "buggiest" "game" and "ever" might have been used in regards with words like "New Vegas".

Seriously, a bug which can be fixed by wearing the right in-game hat?  Seriously?  A few months ago Bethesda released an update to New Vegas which reportedly fixed all the crashes, slowdowns, world holes, and other game breakers.  I tried it out for about five minutes before realizing that my experience with all the previous bugs had sucked every ounce of desire to ever play the game again out of my marrow.

So let us just say that I bought Skyrim with some trepidation.  Sure, I hadn't read any previews mentioning bugs - but it isn't like the gaming media has done a particularly good job calling Bethesda out on these issues, usually sidelining it to a paragraph in a review and then just giving the game a 9/10 anyway.

I've now spent many, many, many hours in Skyrim on the PS3.

Many hours.

And I haven't had a single serious technical problem.  I've run into the very rare temporary slowdown. There was one instance where the ground didn't load and I could fall into it.  Compared to the "grinding slowdown to a crash" of the previous games, Skyrim is quality assurance nirvana.  But more importantly, compared to most games out there - Skyrim is easily as stable if not slightly more so.

Why is this so important?  Why am I devoting several paragraphs starting out this review to it?  Simple.  I'm astonished with how utterly complete the experience is without all the glitches and crashes of the previous games.  That Skyrim is more graphically intense than the previous engine is nice, but being able to wander the Nord countryside without worrying about a crash was the real mission Bethesda needed to succeed.

Skyrim essentially takes some of the best concepts from the recent Fallout games, wraps them within the expansive RPG concepts of Elder Scrolls and delivers them in a very eye pleasing package.  Bethesda is declaring the Creation Engine a completely new engine, as opposed to the Gamebryo engine of the past titles.  How much is completely new I somewhat wonder - there is an awful lot about the game which has the identical feel from the Gamebryo titles ... but whatever is new, old or slightly updated - Bethesda has gotten this one right.

Elder Scrolls fans will be familiar with the core mechanics here.  Wander the countryside, stumble onto adventures, advance your skills by using them, and otherwise take in the open world RPG events of Skyrim.  The amount of content available to the player is insane.  I've currently got about twenty open quests, I think, and I don't know when I'll finish them because I'll stumble onto new ones while questing.

There's some streamlining at play here over the older games.  The crafting is simpler, and I feel as if magical items are more functional and useful than they were in Morrowind or Oblivion.  I find myself using the same strategy as I have before - a kind of mage/warrior/thief hybrid which works wonderfully with Skyrim's skill system.  I've seen YouTube videos of more "pure" builds and it seems that the game properly rewards you for either type of play.

My complaints are rather small.  Item management is still a burden, even once you get a faithful companion to offload some items.  Some missions feel a bit too linear, too hack and slash.  There have been a couple of the puzzles which honestly the solution was more annoying than entertaining.  But these are just tiny issues in an otherwise epic game.

Skyrim is simply one of the best RPG games to ever grace any console or PC.  It's the high watermark of the game design and philosophy of the Elder Scroll franchise.  I'm quite glad to now be in a camp where I can look forward to the future titles instead of dreading a soul crushing experience.

Highly recommend.

Unless you have a PS3. Sadly. Until Bethesda and PS3 gamers can confirm a proper fix.

Sunday, October 31, 2010

Fallout: New Vegas ... A Game So Buggy Good Luck Finishing It

This is a follow up to the post from Friday which noted that while Fallout: New Vegas is pretty fun, it's also full of bugs which are completely ridiculous for a console game in this day and age. I challenged anyone to find a buggier game in the history of the console.

I'm going to up the ante on that. I think Fallout: New Vegas may be the buggiest game ever released.

On any console.

Ever.

My evidence? I can't finish the game. I've tried previous saves, I've tried cleaning the disc, I've tried giving the PlayStation 3 a good old reboot, I've tried moving to other locations and then back - but I can't get into The Strip. The load screen appears, and then there is a black screen. And where do I need to go to finish the game? The Strip. Is there any other way to get there? No, Bethesda didn't have any of the locations in the The Strip as a named location. You can't even go directly there via fast travel, you have to go to a gate first and the walk in ... which is where every thing just fades to black.

And that's it. I've played this game for hours, I've gone on dozens of quests and in an effort to stop the game from crashing I decided to just sprint for the finish line and get to the end of the main storyline. But I'll never get that. This is how the game ends for me:

The load screen appears, and then there is a black screen.

That Bethesda has released a game of this low quality is bad, but it's equally bad that the gaming media has decided to give them a pass. IGN rates this game an 8.5, or "great". Really? Let's recap.

The load screen appears, and then there is a black screen.

That is not a great game. I might be able to give it a good, but a game that can crash consistently after only running for thirty minutes or less with nor rhyme or reason is probably barely worthy of even being a good game, even if everything about the gameplay was stellar.

So Bethesda: don't count on me buying any DLC for this game. Hell, don't even count on the disc ever gracing my console again. And if any game from Bethesda ever has a review with the word bug in it again, I don't care if the rating is off the chart - it's not a purchase option for me. I'd be irate if this was a PC game, but on a console? This lack of quality control is simply idiotic.

Friday, October 29, 2010

Gameplay: Fallout New Vegas

I'll start with a confession: I've been playing the hell out of New Vegas. And I could rattle off all the reasons why that is so - except none of them would surprise you if you have already played Fallout 3 in the last two years. Bethesda has managed to sneak in a few new details, most of which add at least a few new concepts - most of which are pretty sound but don't really do anything to change the core gameplay from when Fallout and Elder Scrolls first got mashed together.

And there have been many, many reviews which have mentioned all of that, and how wonderfully the mechanics hold up over the last couple years. So lets' talk about something else.

Let's talk about just how often this damn game crashes, and how completely wrong that is for a console game in the year 2010. The level of instability that this game has is so far off the charts compared to every single other title I have ever played on the PlayStation 3 that I challenge any other blogger or gamer to argue the case that this is not the buggiest release in the history of the console, with the only other contender being Fallout 3 or the even buggier DLC for Fallout 3.

Let's talk frequency: Nightly. At least once a night that I've powered this game on, it has crashed. Let's talk severity: It completely locks up the console, requiring a manual reboot. Let's talk about predictability: There is none. You'll just be walking down the street, turn and look at something and ... bam. Instant lockup. I've had it happen at least once in between locations, causing nothing but a black screen to stare at me while I wondered if I should wait or go reboot the thing again.

The only saving grace is the frequency of the saves in the game: it does an autosave when you change locations or when you sleep. Course, the location autosave may not work correctly if the game crashes at the right moment, so unless you remember to save after every important action - you might be completely hosed anyway. I've lost hours of gameplay by not being absolutely draconian about saving after key points, a habit I've now fallen deeply into for the sake of my own sanity.

And it's not like the game itself is spotless. I walked right past a quest item because it was buried mostly in the ground ... not in "oh look, buried treasure" kind of way - but rather a "model was graphically blended with landscape" kind of way. While talking to a major game character, the conversation was stopped for cinematic animation ... which was blocked because the character for said animation was stuck on a chair. There are times when VATS goes completely on vacation. I'll be swarmed by evil poisonous creatures and tapping the shoulder button like a madman, and absolutely nothing happens.

So it's hard for me to be excited about things like factions, weapon mods, reloading benches or the nifty new companion wheel (though, it is kinda nifty) when I know every time I load the game, I'll end up rebooting my console. I said this about the Fallout 3 DLC, and I'll say it again: this is why I left PC gaming for a console. That Bethesda has had two years to work the kinks out of the engine and it's just as buggy as it ever was tells me one simple thing:

Bethesda needs to ditch this engine. While playing New Vegas, I was also playing the new Borderlands DLC and realized: it looks better, plays faster and never crashes. Yeah, I know it doesn't have the same dynamically loaded overworld that Fallout does, but these are things engines like Unreal and Id's latest have been working on. The Gamebryo engine has always been a burden on Bethesda games, it's never been able to deliver the same graphical quality of contemporary engine and apparently porting it to the consoles saddles the consoles with PC level bugs. It's ridiculous that in a two development timespan that Bethesda has released a product with this few updates, that looks exactly the same as the game before it, and is buggy as all hell.

Is the game fun? Yes. Does it offer hours and hours and hours of play? Yes. Do I recommend it? Yes. Well, if you liked Fallout 3.

Does that justify the level of instability in this game? No.

There, quite honestly, is no justification for the level of instability in this game.

Tuesday, October 13, 2009

Fallout 3 DLC ... Bethesda, WTF?

In the beginning, there was Fallout. And it was good.

Then there was Fallout 2, and heralded it was as awesome.

Then a bunch of stuff happened, some of it pretty great and some of it Fallout: Brotherhood of Steel.

Then we got Fallout 3. And we could forget that whole F:BOS nonsense.

And then we got downloadable content. And it was a buggy demon from hell.

Look, I really love the fact that the PlayStation 3 finally got the DLC. What I don't get is that after months of waiting and even more months of delay - the DLC still just doesn't work right.

Your mileage might vary - but my mileage is stuck on the side of the road waiting for VATS to get unstuck. Or that load screen to, well, stop loading. Which, by the way, many times it simply won't and I need to reboot the PS3. I haven't had an experience this buggy since I ditched playing games on the PC.

Which - for the record? Is why I ditched playing games on the PC. I can understand the graphical glitch here or there, or oddities with quest objects, or the occasional slowdown in framerate ... but there are multiple times while playing that the game simply stops running.

How does that pass quality control? Did someone forget to document "game should keep running" as a requirement? Are all the test scenarios less than ten minutes? Did they test a completely different game? Any explanation?

So far I've played through the main quests of Broken Steel, Operation: Anchorage, The Pitt and Point Lookout. All of the DLC has been plagued with slowdowns and lockups to varying degrees - with seemingly little predictability. Mothership Zeta remains, and honestly my excitement for it has waned considerably in anticipation for multiple reboots.

Sure, Fallout 3 is a great game - but this level of quality is just shameful. Hopefully New Vegas aims a little higher.

Wednesday, November 19, 2008

More On Fallout 3

I think the short version is this: I am freaking loving this game.

If you've played either Bethesda's previous Elder Scroll offerings (especially, obviously, Morrowind or Oblivion), or if you're a fan of the Fallout franchise in general - this is an easy recommendation. People, particular the Fallout fans, complained early on that it would be "Oblivion with guns" and I secretly thought to my self - like that would be a bad thing. And I wasn't wrong. VATS works brilliantly and is one of those rare successful blends of turn and real times based systems that complements rather than annoys. The most complicated combat I've gotten into required several retries until I finally flanked the guys behind me, bludgeoned the scout before he could cause too much of a racket and then tossed fragged grenades into the house before the Super Mutes could do too much damage to the caravan.

In terms of a story, this game approaches Deus Ex levels of good for me and honestly blows Bethesda's previous attempts away. This doesn't feel like the story about gates or a story about some weird messiah - but it feels like your story, about you entering a wasteland of a world in search of your father. While the main character is mute, you do control the conversations with the other characters and feel like you have a part to play in the world.

You can wander off on side missions or continue on the main quest, although I'm not sure how much the game allows you to just plow through the main plot without leveling up a little first. That said, I don't feel like I've embarked on any "kill five rats" type of missions. They feel like solid role playing adventures. Not that there isn't plenty of emphasis on combat - the vast majority of the game is spent trying to blow some crazy thing's head off.

Sure, there's a few foibles. The graphics are mostly great, but the character models are not the best in the world, comparatively speaking, and occasionally the animations are a bit off. A couple of times my dog has been floating about. When I nuked a massive beast, it stay aloft a bit longer than it should. This is still the Gamebryo engine, after all, and if you played Oblivion, you know what I'm talking about.

Also, navigation around the ruined parts of downtown can be a massive pain in the ass. The city is walled off by rubble, forcing you to use the underground systems. This is sometimes fine, and does encourage exploration - but can get frustrating when you pop out in a completely unexpected location, sometimes far past your goal.

There's a few other things, like the fact that herding your dog can get a bit tiresome ... but c'mon, you get a freaking dog - so who really cares.

A big thumbs up from me, can't wait to play the game all the way through. Easily one of my favorite games of the year, if not my favorite game of quite some time.