Monday, October 26, 2015

One-Punch Man episode 4 and some musings

Another solid episode that was entertaining. The usual aspects of comedy (with one top-notch moment in this episode) and action are present while we are introduced to two major characters and some form of progression in Saitama's career. Both aspects are good with stand-out moments appearing every now and then. This week's villain being someone that is evil in the most childish manner who eventually gets scared straight by the end.

The first of these two is LICENSE-LESS RIDER, whose main traits are shown in this episode and as a person who has read the source material, I can say that he is a hero of great calibre in one particular aspect (I will not say what it is until the corresponding episode shows up). His appearance in the episode sums up his character rather well. The other character is Speed-o'-Sound Sonic (at least that is what the wiki is calling him and from here on out, he will be referred to as Sonic the Ninja for the convenience of hedgehog fans), a ninja with the ability to break the sound barrier as part of his usual fighting style. The anime manages to showcase how much of a genuine threat he is to normal opponents with a scene that showcases his effectiveness in combat before establishing his actual role as Saitama's ineffectual rival. It portrays him as a skilled mercenary who makes bad decisions and often pays as a result of that in the most hilarious of ways.

Rather than gush about this like previous episodes, I would like to point out the flaws of this week's episode. Firstly, the action was not as intense as previous ones. I attribute this lack of intensity from how quickly Sonic the Ninja took out his opponents whereby the odd censorship with blood splatter and the speed lessened the impact of the fight. The second fight's lack of intensity is something I can attribute to the whole setting up of Sonic the Ninja's main role so I can give that a pass. The second problem I found was a drop in animation when it came to Saitama's brief fight with Sonic which on one hand, made sense as it establishes Sonic as an ineffectual rival of Saitama that the latter never takes seriously. On the other hand, it is rather jarring when compared to the earlier fights. I did not have too much issue with it but it can turn off some viewers or readers. The third flaw is the lack of events ongoing whereby there is not much story or over-arcing events taking place. Watching this episode made me realise how short the show felt at times with the show ending a little too quickly. It can be argued though that the reason for this is a result of attempting to adapt the source material to a large extent (though some parts may be cut out in the process for flow, redundancy or due to lack of effort) whereby a meticulously chosen amount of manga chapters will be adapted rather than having either too many or too little. From the way the show is going and from my own knowledge of the series, it appears that One-Punch Man is adapting just enough chapters to reach one particular arc as its concluding arc (which will be a real spectacle IF Madhouse can capture the essence of that arc). While this is not a completely bad approach to adaptation, it can lead to a lack of events to maintain investment which other stories compensate by having a large number of 'grand' events of low quality in terms of narrative and closure (see the many generic shows that pop out of the ground). 

This episode is probably the first warning light for some viewers but for me, it is a reminder to not expect too much. It still has most of the positives from earlier episodes with some flaws being more evident this time but it does not detract from the entertainment provided and still left me satisfied but readily cautioned. Overall, I can give it the episode a recommendation but will also add a disclaimer to remind people to not expect too much from it.





In other news, Divinity: Original Sin Enhanced Edition is coming out tomorrow. I'll be getting it for free. HUZZAH!!! 
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And Halo 5 is out apparently with rumours suggesting that the story will be disappointing and certain characters have their known characteristics derailed (not saying which characters) in jarring and predictable manners. To find out more, look for a rant somewhere on the Internet. I will not be entering that mosh pit any time soon. 
Fallout 4's next month and I will try to look at the game when I have the time and spare change. Also, I finished Thief Gold and boy, it was a great ride from start to finish.

Wednesday, October 21, 2015

Why I love the Baldur's Gate Trilogy

[One-Punch Man episode 3:
The humour is still based in satire of the shounen battle genre with another complex back-story being forcibly summarized for the convenience of the characters and possibly the audience along with the "Kiritsugu" solution being implemented for the villain's lair. There are more instances for satire-based humour and normal humour but listing them all will spoil all the jokes. 
The action is well-animated and entertaining to watch with Genos putting on a good show and Saitama being extraordinarily amusing for his own fight. 
The characters from this episode are rather generic but I guess that is the point of having villains in One-Punch Man; so that jokes can be made at their expense as we laugh at these archetypes fall at the hands of our over-powered hero. On the other hand, Saitama and Genos appear a bit self-aware of the situation with Saitama especially being most genre savy (except when it comes to the day of the week). One thing I do like from the anime is its ability to showcase the skills of Genos clearly for viewers as a reminder that he is competent and powerful but has the rotten luck of fighting complete monsters (almost like Shinpachi from Gintama really...).
Aside from that, I guess my only complaint is how slow the action seemed in some sequences but then again, my expectations came from seeing the manga and having to imagine these fights in my head. Whenever we do this, it always makes the adapted work seem inferior when in actual fact, we built up an unrealistic image in our heads. The adaptations that surpass these images are rare but often notable (like Gintama's Ikkoku Keisei arc).
I can still say that One-Punch Man is going strong and can give it a recommendation. The minor flaws have not made it a deal-breaker yet.]






And back to the topic as stated in the title. A piece on why the Baldur's Gate Trilogy is my all-time favourite game trilogy and number 1 on my personal top 5 list. This will be a piece that may seem like a fan gushing but let me first point out the flaws of the game to balance this out: 

The graphics are dated with some either holding up or ageing poorly, the overall plot is not particularly complex with acceptable writing at most, some quest-lines have unsatisfactory endings, the mechanics take a while to master (as par with older Dungeons and Dragons mechanics), dice rolls often determine the effectiveness of some spells (limiting versatility), a lot of reading is required to progress (somehow this is a problem in the modern days when in reality, it should only be a minor hindrance), some encounters require research to overcome (I'm looking at you, Kangaxx and hope that you do not see me), dialogue may take a while to trigger which limits the quests available to players, the limited number of romances with normal looking faces(only two with normal faces(one for males and one for females) and this is written without acknowledging the Enhanced Edition since I have not played it yet) and if starting all the way from Baldur's Gate 1, the game is exceedingly difficulty when combat starts at the initial levels (I have seen that game over cutscene so often that when I close my eyes, I see that hand disintegrating into dust and Bhaal's logo shining in front of me).


Having listed those out, I will proceed to gush about Baldur's Gate:

The experience from start to finish is an amazing ride as the player takes the role of Gorion's Ward and proceeds through a story centered around the deceased God of Murder, Bhaal. Starting out as a weak and frail survivor, the player seeks out adventure and fortune throughout the land which leads to a lot of maiming and manslaughter along the way. By the end, Gorion's Ward has completed their journey as an expert adventurer with loyal companions by their side, including a possible lover, and made their own conclusion in an epic saga worthy of legends. As a result of player control in this role, the character's journey ends up feeling like the player's own journey using a character they created with near-complete freedom over their decisions through dialogue options, stat-based options and even a few alignment based decisions. Baldur's Gate embraces the whole point of a role-playing game by allowing most of the decisions made for dialogue, gameplay style and even personality to be the player's own and as a result, the experiences are more personal. Triumphant victories and progress in-game feel satisfying as a result of your own input. When the story ends, you may find yourself feeling satisfied, relieved and triumphant for overcoming the entire game.

The challenge is another aspect I enjoyed from this game due to the gradual progression in character growth. At the start, the player character is a weak individual who barely escapes with their life during an ambush and it is proven further by the player character's inability to take a hit from any of the enemies in the starting area. I recall my many deaths in that starting area which led to develop my own strategy for handling encounters until I found more companions. As the game progressed, my character's growth progress in tandem which lead to initially hard encounters becoming mere child's play for my experienced character. This reflects the progress of the player character as they become experienced from their trials and tribulations. Despite this growth, the opponents in later parts remain a challenge to overcome and whenever failure occurs, it almost always requires an adjustment of strategy to overcome said failure. As a result, the feeling of accomplishment on overcoming the many challenges of this game is always satisfying and worth a purchase. Defeating dragons, mages, demons and other powerful beings always feels like an epic accomplishment on the player's part as these battles often require a lot of thinking and preparation. The lack of hand-holding helps with this too which means careful reading of spells and items are needed to determine the optimal builds and tools to take into battle. So far I have played as a Paladin, a Skald (a combat-based bard) and a Kensai Mage (a special fighter that has changed classes to master magic) whereby each class acts different in gameplay due to restrictions and abilities available.

The characters of a Bioware game often make their games memorable as seen in Dragon Age, Mass Effect and the first Knights of the Old Republic (KOTOR). This practice appears to have started here, at least to my knowledge. Each character in Baldur's Gate is written with interesting traits and features that are visible through their quips during dialogue, party banter, occasional remarks, click-based lines (the ones heard when clicking them) and romance dialogue. From the cheerful Imoen to the ever depressed Xan, each character is unique and entertaining to have. The interactions between party members are astounding in comparison to most RPGs nowadays with some party members forming strong friendships with each other to other party members attempting to kill each other out of malice towards each other. Preferences of characters may often vary as a result with some hating Jan Jansen (from Baldur's Gate 2) for being annoying with long-winded ramblings that do not add up to anything usually while others enjoying him for the comedic potential especially with party banter. The characters with romances and side-quests allow for greater insight into their characters in comparison to those who merely appear. The rambling gnome, Jan, suddenly becomes serious and stops rambling during the course of his side-quest that has a rather tragic end (and not in the traditional deceased sense) while Aerie, a moderately disliked character, can undergo character development through her romance which removes most, if not all, of her worst traits and makes her a better character for it (this is also the case for Anomen, a very disliked character though his shift is a result of completing his own questline). It is these interactions that make the characters engaging and memorable which often leads me to using the same party members in all of my playthroughs (BG1: Imoen, Khalid (using the mod that turns him into a Figher/Mage), Jaheira, Dynaheir, Minsc// BG2 SOA: Jaheira, Aerie, Minsc, Yoshimo/Imoen, Valygar/Keldorn // BG2 TOB: Jaheira, Aerie, Minsc, Imoen, (Spoiler character)). I grew too attached to them so I wound up the same character all the time. I may eventually start using other characters like Edwin or Viconia more someday (and mostly because they seem interesting).

The lack of explicit directions may hurt a game sometimes by making the objectives and gameplay features excessively vague that players remain in the dark on what they can do. Baldur's Gate has these issues but it should be noted that a lack of explicit directions allows for greater exploration and focus when it comes to problem solving as well. Baldur's Gate leans more towards the latter with the former creating the problems that could alienate potential players. Due to the lack of map markers or exact directions on-screen, players will have to pay attention by reading between the lines of dialogue and journal entries. Baldur's Gate allows for this and even allows the player to make their own entries in the in-game journal in case the information inside the journal is lacking. This adds an extra level of immersion as the problem solving requires actual thought on the player's part, especially with some quests in the first two games. Another good part of not having explicit directions is the emphasis placed on detail as the player will have to remember the names of the people and places that they need to visit which makes them all the more memorable during the experience and after it ends. If one were to give me a map of Baldur's Gate (the city in the first game), I could probably recall most of the quests that take place in each area since I had no map markers as guidance which led to me frequently checking journal entries and the conversations logged on the on-screen text box. The player is more involved as a result of this which is great for enhancing the experience but could alienate the game nowadays.

The comedy of Baldur's Gate can be well done at times with many examples that I will not spoil for newcomers. Many of the character interactions have priceless bits of comedy that can earn a hearty roar of laughter at times while some quests could have hilarious outcomes that is either intentional or unintentional. While I did say I will not spoil the comedy, I can say that new players should try to travel with Minsc and Edwin (especially in Baldur's Gate 2 and not have these two together simultaneously) as often as possible. The games are filled to the brim with funny moments and plenty of snark for players to feast on. Finding them for the first time tends to be a treat and makes the experience more better.


As the readers can tell, I love this game trilogy. While it lacks in the complexity and depth of Planescape: Torment, it makes up for it by creating an experience that will stay with me for the rest of my life. It is an amazing trilogy from start to finish. Adding new mods can extend the experience and some mods are excellent enough to feel like an actual part of the base game. Interested players can either buy the original trilogy from GOG.com or the Enhanced Edition trilogy on Steam. 

P.S: Divinity: Original Sin Enhanced Edition is coming out next week. Be excited. That is all. 

Wednesday, October 14, 2015

One-Punch Man (episode 2) and some musings

Having watched One-Punch Man's second episode yesterday, I recall my little obligatory statement from my post and thus, feel obliged to submit this. I also will type out a rant just to fill in the space and will attempt to minimize spoilers while not having pictures so that I can avoid copyright issues with the in-show scenes.

Episode 2:
It was entertaining. The episode managed to mostly adapt the source material into visual form while having great animation for the battles that took place in the episode. The battles were intense (at least on Genos's part) and entertaining to watch with the comedy starting up once Saitama pokes his bald head into the fray.

The episode also served as a good intro to the character of Genos that showcases his cyborg battling capabilities, his human vulnerabilities (one serious and the rest comedic) and how, despite being an effective combatant, he pales in comparison to Saitama. The additional scenes made to animate the fight showcases his effectiveness in battle and looks good when viewing. 

The villain of the episode (not counting the five that appear after), Mosquito Girl, matches the Murata version's design closely and as a result, she is visually appealing despite being a horrifying hybrid of man and mosquito (the most evil beings for any insomniacs). Being voiced by Miyuki Sawashiro helps with the appeal as well. The rest serve their purpose and entertain in terms of entertaining battles with comedy mixed in for thrills. I especially like how one of the enemies in the episode changes demeanour upon realising what he got himself into (I will not spoil who or what this enemy is, you just have to see it yourself)

In terms of comedy, Saitama's presence turns all the long drawn out battles into quick, and almost satirical, curb-stomp battles. This reaches the point where the typical build-up for a boss-level encounter, or even a sacrificial victory, is interrupted by a raised fist or palm. It also helps that the only time he gets serious in this episode is against one particular opponent near the start. The impact of the gags is lesser for me but only because I have seen it in the manga. Genos also contributes on this front (rather briefly though) by having a no-nonsense personality that clashes with Saitama's casual attitude (one remark in particular is rather good). In addition, one particular gag from the Murata version of the manga is successfully portrayed in the anime which I heartily approve of.

The negatives of the episode are the cutting of some panels from the manga (not that it was a big issue here) that could rile up the obsessed fans who want a perfect 100% adaptation, lesser impact than the manga (to be fair, a still image allows the imagination to create a greater impression than compared to an animated motion picture), drops in animation quality when compared to the first episode, and the ending song still being rather dull for the show. Also, not a lot of dialogue for people who want smart banter and want less action in a series based around satirizing the shounen battles. If these sound like nitpicks, they probably are since it took me a while to even think of most of these on reflection. 

Overall, it was a fun watch and I can give it a recommendation to watch for entertainment. It may get a chuckle, a chortle or even a burst of laughter from the viewer and if you did not like it, it was not to your tastes. Not that there's anything wrong with that though; we all have our own opinions whether we like it or not. I have been looking for a show that satirizes the norms of shounen anime and One-Punch Man is delivering so far. I hope that this continues.

Musings:
The Steam Stealth sale is nice. I got all the main Thief games now and the Deus Ex: Revision mod  published by Caustic Creative (according to the ModDB page)  is out now. I can finally start clubbing more people in the head with blackjacks while knocking people out with a baton in the new Deus Ex mod (I still have my other game ongoing though I have been busy with the Baldur's Gate trilogy again). I have not found time to catch up with other anime this season and it does not help that most of them seem to be the same types of anime or over-dramatized stuff hiding a generic story (whoops, that's my opinion of Young Black Jack based on first impressions in 6 words).

Wednesday, October 7, 2015

Thief 2: The Metal Age

During a Steam Sale last year, I noticed a particular game that was discounted heavily. The interesting part about this game was the amount of accolades it got during and after the release of said game. After reading enough online reviews and watching a few videos praising the game, I bought the game but left it as part of my backlog.

With my current course having odd intervals of free time, I installed the game and downloaded a few unofficial fixes to fix the resolution and glitches in the original release version on Steam.

That’s how I was introduced to Thief 2: The Metal Age

[Full disclosure: I have not played Thief 1 or Thief: Deadly Shadows yet while the reboot is being looked at slowly. I will attempt to buy them if the next Steam sale provides a good discount.]
Thief 2: The Metal Age (for PC and by the defunct Looking Glass Studios) continues the story of Garrett and his exploits in the City. As a result of events from the previous game, a new faction has emerged after breaking off from the original faction. The former are known as the Mechanists who have started a steam-punk revolution of sorts in the City by introducing new technology. A sinister plan begins to take form which revolves around the Mechanists and as per Garrett's bad luck, he winds up being involuntarily involved while dealing with his own problems of paying rent and avoiding the corrupt hand of the law.

What makes it?:


In the genre of true stealth, nothing comes close to The Metal Age (at least in my opinion). Before this game, I have played only a couple of stealth-based games with the best among them being Hitman: Blood Money and Splinter Cell: Chaos Theory. While both games are good in terms of replay potential, Thief 2 has just as much if not superior stealth gameplay. The main modes of detection is done using visibility in conjunction with light sources whereby a light gem is used to indicate visibility. While basic, the game also takes in additional factors that determines one’s visibility such as weapons equipped, the position of the player and footsteps on certain surfaces. This usually means that the player will be using the blackjack (a wooden club) to take out opponents while moving slowly in the shadows. The lack of a pre-animated takedown means that full-player input is required to knock-out the angry guard before they turn around which is something I really miss since most games nowadays enjoy pre-animated takedowns. Guards (and non-hostile NPCs) in the game have decent AI and even when the player is shrouded in darkness, they can still spot the player if the player happens to be too close. They also pay attention to odd noises even when it is from a floor above so the tactic of running around after clearing an area may not apply as well when it causes the guard from downstairs to rush upstairs to investigate. As a result, real tension is created and maintained whenever guards are close by especially when you and a guard are in the same narrow corridor together. As for the darkness used in the game, there is no night-vision ability to help the player see through the shroud it makes. Instead, the darkness is both a useful tool and obstacle for the player that creates a dilemma for players; should they darken a room to make it easier to see but risk being unable to see switches and loot tucked aside. Combine all of the above with large levels that encourage exploration and you have a stealth game with a lot of replayability and challenge.



Another aspect I like from Thief 2 is the character of Garrett. (It is difficult to find an actual image of Garrett's face in-game and I forgot to take scree caps of the cutscenes so here is a silhouette from the intro cinematic) From the start, his narration in the cutscenes, along with the quips he makes in-game, highlight aspects of his character. The first important aspect is that his life as a thief is a career-oriented one rather than some form of vigilante protest seeing as one cutscene even mentions how his thieving endeavours are mostly to pay rent for his apartment. This creates a distinction in his character as he does not fall into the typical Robin Hood archetype for a rogue and winds up being distinct rogue. The remarks Garrett frequently makes are often filled with witty sarcasm and snark as he teases or insults the nobles, certain frustrating obstacles and even enemies that are out of earshot. As a result, I wound up liking the character more since he felt like a real individual rather than some vigilante archetype and in addition, I can relate to making sarcastic comments about people around me. Another aspect of Garrett is his neutrality whereby he actively attempts to remain out of the schemes of the factions around him though aside from his thieving skills, one of his talents is his ability to be dragged into these events unwillingly. As a result, his eventual involvement to defeat the game's antagonists are a result of attacks against himself and genuine mortification at the atrocities of the antagonists (which is evident in one level which I will not spoil). I have not played any of the other main Thief games yet but my liking for the character of Garrett is encouraging me to get them so that I can follow the story of the master thief better. The other characters are pretty good too but Garrett was the best for me by a long shot.



Another aspect of Thief 2 I mentioned at the start of this post is the size of the levels. The first level alone is amazing in size with plenty of rooms and secrets to explore for loot. A Later levels match the size of this first level and some even surpass it with entire city districts open for exploration and looting. The reason it has taken me 4 whole weeks to finish this game is the time needed to even finish exploring levels. The mansion in the first level feels large just from the sheer number of rooms and corridors to thoroughly explore while keeping the patrolling guards in mind. Some levels are not even mapped out unlike the three images above so the player is encouraged to explore and peek around every corner. I would also like to emphasize on the number of secrets hidden in these vast levels whereby a seemingly empty room might have a hidden switch under a desk that opens a hidden space containing loot or tools for use. Secret passages, also hidden by switches, can be found throughout some of these vast levels as well. The common element shared by the secrets I mention above is how difficult it is to find them due to the large size of the levels which require a keen eye on the player's part. Most games nowadays enjoy using markers or UI aids to point out these secrets but not Thief. Here, the player works for these secrets as they explore this large living world with most levels having large spaces that are justifiable in existing (though note how I said some). As a result of this, the size ends up encouraging exploration and makes the player feel like an actual thief robbing an actual building or area of fine treasures.


In addition, the game is challenging in the good sense. Aside from the tight stealth mechanics, the game is minimal in its hand-holding, meaning that the player must figure out most of the means to fulfill objectives (or use a walkthrough like the Keepers' Chapel: http://www.thief-thecircle.com/guides/keeperchapel/). Levels require the use of stealth and punishes players who think otherwise by making actual combat cumbersome, giving guards more health and allowing guards to swarm the player as alerted non-combatants along with alerted guards can bring your presence to the attention of nearby individuals. Another interesting aspect of the game is the different objectives available based on the level of difficulty. The three images above show the different level of difficulty, ranging from normal, hard and expert. Additional objectives are added depending on the level of difficulty chosen which I really liked as it added actual and varied challenge to each level rather than merely increasing the health and damage output of enemies. This really made the game for me as challenging stealth games have the most fun for me as they produce the most satisfaction whenever a level is completed flawlessly.

Sound design in a stealth game is important. How else will the player detect the approaching footsteps of a guard or hear how loud their own footsteps are? In Thief 2: The Metal Age, the detail of the audio is amazing (especially around the time of its release) with appropriate atmospheric sound effects that matches the levels and the footsteps sounds that are detailed and can differ in terms of distance from the player and surface stepped on. The game’s in-game dialogue, which includes Garrett’s remarks, are well-written and appropriate for the setting with amusing highlights that appear every once in a while. The use of actual music is rather minimal and whatever music there is mixes so well with the atmospheric sounds that it enhances the degree of immersion a player can have. The parts of the soundtrack that sound like music often sounded more like noises in the area which made it more immersive as it felt like the background noises were making these musical sounds. Overall, the sound design was excellent for its time and it holds up well.

What breaks it

The actual AI behaviour while decent does have some frustrating issues I would like to point out. When a guard becomes alerted, they gain psychic powers that allow them to follow the exact movements of the player even when the player has already concealed themselves. While this makes sense whereby guards that are aware of suspicious activity tend to be more alert, the overly alert guards can ruin a good stealth run. At the same time, their cones of vision become immense to the point of clairvoyance which can be frustrating for players. One time I was ready to knock a guard unconscious with a quick tap to the head and after waiting in the shadows for him to turn out, I step out once he turned around. The minute I stepped out near a dimly lit area however, the guard immediately becomes aware of my position and charges straight at me. Pictured above is another instance of peculiar AI behaviour whereby I knocked out those two guards (clearly standing side by side) without either being alerted even when the first of the two fell unconscious. As a result of the AI behaviour, players may either lose immersion  or become frustrated in-game due to their peculiar behaviour. The latter had a more negative effect to the game in my opinion especially in later levels when the Mechanists' machines are introduced.

The massive levels, while being a good aspect of the game, also has negative consequences. Many times I found myself walking around in circles trying to find the room linked to the objective and whenever the missions require a minimum amount of loot to collect, it led to a lot of back-tracking into the many rooms of a level seeking out hidden switches, items that either blended in with the background or items hidden by the darkness. As I noted before, some levels are not entirely justifiable with regard to their size. Certain levels have too many empty rooms that seem to be added for the sake of filling out the map outlines or for the use of hiding bodies only. All this makes the game frustrating at times and as a result, players can be turned off. I spent a very long time on this game as a result of said levels and while I enjoyed the sizes, it is frustrating whenever backtracking takes place.

Graphics, though not a problem for me personally, can hurt a game's impression on players. Many times I have heard complaints aimed at low graphics and usually I can tolerate them seeing as my game library tend to be stuff from the 1990s. Pictured above is a close-up (without using the in-game zoom ability) of an unconscious guard who looks heavily pixelated. The graphics of the game have not aged too well that it is easier for newcomers to adapt though personally, I had no problems with it and actually liked how little visibility I had especially in the darkest of corners. The graphics are not that bad though seeing as in-game, you can tell, upon closer examination, that the guard in the picture is a woman from the face and figure. The game's age does show with NPC models and out-dated textures. If the reader can overlook the age of the graphics, the graphics will not be a major issue but if they not, it will become a major obstacle for the reader.

Personal opinion:
I really enjoyed this game and it probably makes it to my top 10 games of all time. The challenge, levels, characters and story (which I would place as a positive aspect but did not so that I do not spoil it) kept me going past my frustrations with the AI and constant backtracking. With large levels in town-centered locales and being vulnerable to damage, I felt like an actual master thief pilfering from the rich to allow me to pay rent so that I have a roof over my head. I finished the game with feelings of satisfaction and desire for more. I may someday do a normal playthrough to see what it is like to kill since for the purpose of this review, I played on expert difficulty. I recommend this game for any stealth game fans and to any gamer with time on their hands (and being open to playing an old game). This game truly deserves the praise it gets and if it was re-made with only graphical updates while maintaining the core mechanics, I would be excited for it.

Summary:
What makes it
True stealth
Character of Garrett
Size of the levels
Challenging
Sound design
What breaks it
Actual AI behaviour
Massive levels
Graphics


[As promised, here's a mini-review of One-Punch Man's first episode: It's the pre-aired episode with the opening and ending sequences appropriately placed along with improved quality (though that could be a problem with the software used to record the pre-aired episode. As per my last post, I said I liked the first episode so I will not go into detail (though I would like to add that another aspect I like about the series is how it feels like a parody of the shounen genre and how entertaining it is) about it and the only things that affected my views were the songs included. The ending song is an oddly calming song that leaves much to be desired due to an odd tonal shift like Kalafina's songs in the Fate anime though unlike Kalafina's songs, they are not overused and repetitive so I will not harp on about it (I can however complain about Kalafina's songs for the Fate series and hope the group stays away from the Heaven's Feel adaptation). As for the opening sequence... WOW! It was amazing with crisp animation and a song that really raises your spirits for the show! It also hinted at an arc I want to see adapted in the anime so it left me with a big grin on my face and higher hopes for the rest of the adaptation. So, I give it a recommendation. Check it out for a good time.]