Its a very pretty tech demo – It just so happens to have more then most games
I can just hear the rumbling’s of gamer’s united, I could post my hours on ‘The Division’ and on ‘Destiny’ to juxtapose my stance here. But this is my website, my opinion and screw that, I don’t have to. By the way, if you’re out there creating a lengthy twitter argument about a false understanding of ‘depth’ by comparing gameplay length then you’re missing the point in the first place. Or better yet, while you sit and read out this, put this thought in the back of your mind. You’ve put over a hundred hours into The Division, did you find the game yet?
That’s not a shot’s fired analogy there. If you read my review, I certainly never said Destiny/The Division was a horrible game. Just that it lacked pretty much what Adr1ft nail’s in what can really be summed up as a tech demo for Unreal 4 engine with repetitive station to station activities. These activities have you ala ‘drifting’ out in space trying to find your way back home. That’s it. Nothing more complicated then that. Couldn’t be simpler actually. Lost in space, fix self and ship, go back home. But I am going to explain to you Story Arc, how it works and why Adr1ft, a twenty dollar game can certainly surpass and rank with a game like ‘The Division’ – Hater’s stop now, IGN scored Adr1ft a seventy, with The Division, a sixty-eight. Easy to explain why.
Eye Candy – How it Works
Before The Summary – Let’s Tackle Facts
Nothing new here folks. I said this was a repetitive tech demo before, it’s a beautiful, eye catching, thought-provoking, analytical tear dropping, DEMO of repetitive actions taken place through-out the entirety of what can be considered a three and a half to four long experience depending on your sense of exploration. I beat the game in roughly that amount of time and I even stopped to find bodies, get lost and even read some email’s to delve into the story (more on that later!) but there is no denying it, this is a demo that relies heavily on you being distracted by fanciness and awe-scope feeling of outer-space. Other than that, you’re basically button pushing and floating rather aimlessly through what seems like similar pieces of broken ship over and over again doing the same thing about six times before the game’s over. It repeat’s animations for console interaction for different element’s of the ship.
Fixing the Communications Array compared to repairing the Life Support Systems isn’t just similar, it’s exactly the same.
That also can be said for the majority of the Tech Demo called “ADr1ft”. So when it comes to the outlets of major critics, I can clearly understand where they are coming from. However, with all that being said, that doesn’t mean that it needed to do a thousand different things like every other video game attempts to do with a sixty dollar price tag and still fall short. Now that we’ve discussed the game mechanics being neutrally repetitive like most other games out in the market and should be critically and harshly poked with large spears through the throat for doing the same thing over and over again and yet complain when other’s do it also, let’s move on to what this ‘tech demo’ does that a ‘full video game’ seemingly cant do right.
An example of how Pacing Works
Pacing in Conjunction with Mechanics Telling its Own Story!
A hundred people shot in the head works well mechanically in a few games now-a-days, but if that’s all you do, your pace of play remains the same and therefor your over-all experience turns out rather neutral through-out the entirety of the game. Where in Adr1ft, due to the mechanics in place (movement speed in connection with oxygen micro-management) you create pace of play. Surrounding the pace of play with environments and atmosphere that is just astonishing allow’s the player themselves to not only play the story, but also be apart of it and create their own story as well. A deeper sense of play that most game’s just don’t nail even with a greater budget and to quote most argument’s heard by Division/Destiny players ’70 HOURS in mate!’ sort of messages. I could care less how much time someone spends on a game, it’s the context in which is dug-up from that experience is what I am personally interested in. You spent seventy hours in the game. What did you learn at hour seventy that someone spending four hours on the game couldn’t figure out is what should be important to you. The item shouldn’t be the ‘be-all end-all’ but rather, ‘how you got it? who did you share that moment with? What influence did you have on the world around you when you blew up half of Manhattan?’
If none of that context matter’s to you then Ubisoft game’s must really appeal to you and as an official lackey of lackey-thee-context. I’ll tune in on your stream while your climbing your next radio-tower, or is that a eagle-eye perch. Oh wait, it’s a hacking box on a roof in Watch underscore Dogs, oh wait you play Division? Never mind, sorry, continue on with your adventure hacking boxes on a roof then, sorry to have gotten the same thing confused with the same thing.
You’re playing the role of Commander Alex Oshima, the over-all head honcho for Hardiman’s Aerospace Northstar IV. You are wearing a suit called the ‘EVA Suit’. Your job as the player is to repair your suit and Northstar’s critical systems we spoke about earlier but other than that, strap in and enjoy the experience cause that’s what game’s should be. Your action’s shape the outer-space environment around you.
As you progress, your suit allow’s you for better traversal, Northstar start’s responding to you with communications and sections of the ship being available. Explore well enough, you get a decent understanding of not really the event’s but certain crew, their roles on the ship and just how things could have been better. A deeper sense of narrative take’s place as you feel hopelessness creep in. Quotes from Presidential speeches (it should be obvious which one relates to Space here) and so on help build this ‘world’ in outer-space around you. It’s an amazing accomplishment for a tech demo to world-craft better then most game’s with so much content but that’s my context over content argument over again.
Let’s just say that this game created awesome conversation, great time’s with viewers. I had more fun with it then most game’s i’ve played in a while and here’s an excerpt from the play-experience that I think you’ll enjoy. In the end though, my review is as follows; Adr1ft is a technical VR demo that should be experienced in VR or not, doesn’t matter. Enjoy the experience and the time spent. Ask questions and delve into the emptiness of space cause their’s more here than most other places visited so far.
(warning: some cursing, real-talk-sensitive issues)