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Losing all my gamer cred by going to bat for a gacha game

I have a tendency to describe things as “confident” - it gets scrubbed out of a lot of early drafts of my reviews, one of those words I’ve gotta stop falling back on lest it lose meaning. It’s a shortcut to describing a more nebulous sensation - a potpourri of smaller factors coming together, instilling the notion that the creators genuinely enjoy what they’re making and don’t need any extra tricks to win over the audience.

Honkai: Star Rail is surprisingly confident.

I’m not sure if it’s the result of them being 4-5 games deep into the series (depends on who’s counting) or the result of their last game being bigger than God. Maybe it’s that the game is already such an obvious improvement over Genshin in so many ways.

Most obvious are the shifts in setting and plot structure - HSR trades a single, sprawling world for a planet-hopping space opera, and it’s clear that this works better with miHoYo’s style of storytelling. Genshin's scattershot subplots had a tendency to overplay their hand and lacked any real stakes, while HSR’s compartmentalization - assigning each planet its own story - allows for a more focused approach that lends plot beats much greater credibility. It’s almost certainly made easier due to the smaller “zones” comprising each planet in HSR: There’s no need to accommodate a Genshin player’s decision to fuck off and pick mushrooms on a different continent mid-climax if there’s nothing for them to forage. The broader plot is mostly miHoYo playing the hits authored by better works of fiction - sometimes, though, the tune is catchy enough that you don't mind the cover band.

miHoYo is still hooked on giving 1 page of character development for each 10 they devote to overexplaining very simple plot events, but that character development does a better job of placing each person within the world they inhabit. They still write the most annoying children on the planet, but there are good stories for the adults of HSR. Among the dry, white bread story beats Bronya gets during the main plot of the first world, it’s easy to skim right over characters like Natasha, the first character I’ve encountered from miHoYo that feels like they actually believe something. It’s not groundbreaking stuff, but it did catch me off guard - her story is one of planting trees whose shade you may never enjoy, and the whole thing is stained with regret in a way that made Midgar Jarilo-VI feel larger than the player's screen. It’s reflective of a shift towards “maybe character exploration shouldn’t be locked behind so much time and effort” that ends up making the cast of HSR a lot more interesting to listen to than Genshin’s 100-strong cadre of schmoozers. It’s not a perfect success - miHoYo still wants you to roll for these characters, so there’s a limit to their flexibility - but it’s a step in the right direction.

On top of trading out the open world, HSR also gives up Genshin’s real-time action for turn-based combat. You’re still matching elements to an enemy’s weakness, otherwise there’s very little in common with HSR’s older cousin. Playing this, it’s obvious that miHoYo has a much better understanding of how turn-based combat should work than they do for real-time action. Character abilities in Genshin long suffered from a lack of mechanical complexity, with “skill expression” for most team lineups taking the form of rotating through the characters and mashing their skills as quickly as possible before rotating back to your carry. The turn-based nature of HSR asks you to think much more carefully about how your party interacts with one another, because your enemies will get a turn and you will have to respond to them. The restriction of weapons (“Light Cones”) to certain archetypes limits creativity, but I’m not too bothered by that when there are so many other ways to change up your party. The character kits are fine, too, and efficient use requires some thought - there’s nothing on the level of playing baseball inside a fighting game but I’ve been having a lot of fun accompanying my tiny mahjong goblin on the road to nuking entire teams.

I’ve already spent too long talking about a gacha game, so let me sneak one last thing in before I wrap this up - “Trailblaze Power”. Genshin players know it as resin, it’s the currency that regenerates with time and is used to claim valuable rewards. The good news is that you’re no longer going to be sitting on your hands for three real-life days waiting for the right dungeon to come around just so you can farm the one item you need. Just roll up to whatever portal gives you the resource you need, and do it when you have the time, no need to wait for a specific weekday. The bad news is that you’ll probably feel short on currency far more frequently than you ever did before, since you’re never going to have that forced downtime. I think it’s a favorable change. I’m not going to schedule my life around Genshin dungeons.

I want to be clear and say that HSR is not the product of a completely new formula - many concepts, ideas, and even characters have been tried and tested in miHoYo’s previous games. If you developed a distaste for Genshin on a fundamental level, this is not going to win you over. But as someone whose complaints with Genshin were largely problems with the structure and ankle-deep plot, I’m pleased to say that I came into this game wearing my hater goggles and I’m drafting this review after hitting player level 31 in a single weekend, having found very little in the way of disappointments. I think it’s fine to find the style, gameplay, plot, or monetization off-putting, because it’s not top of the class in any of these fields. It’s an improvement in almost every way over its predecessor, though, and I won't lie - I can't help but smile at a pleasant surprise from the developer I was most skeptical of. Maybe I’ll come back later and find something to be sour about (especially as more content is added), but I want it to be known that I’m cautiously optimistic for now - high 6 to a low 7/10.

Edit: Did a lite review one year later, available here. In short, aside from some boring story beats in the Luofu and the occasional bad puzzle, it's improved in every way that matters

for being such a black sheep, you'd think it'd feel a hell of a lot less like doom!

sure, it's a more 64 oriented take than what most fans are comfortable with, but absolutely deserving of the moniker nonetheless; way more so than that qte-laden quake knockoff 2016 reboot, anyway

it's one thing not to like doom 3's pacing, corridor-driven structure and how it distributes enemies; it's another thing entirely to dismiss anything and everything designed outside shooter norms as "dated" - as if the lighting in this game isn't still impressive or completely and totally deliberate. that "duct tape" mod wasn't an ingenious feat of fan programming that fixed a broken aspect of a woefully mismanaged fps; it just went against the game's intended design

and call it a symptom of half life's popularity if you want; i feel the mars base introductory sequence is more atmospherically dense and to-the-point than black mesa could've dreamed to be. unlike quake 4, which has a lot narrative stop-and-go, the action in doom 3 is almost completely uninterrupted throughout. it's story-driven compared to its maze-y predecessors, but most of that happens via in-game radio chatter. never once did i ask myself "where's the next thing to shoot at?"

hell - if anything i'd say this may be the core doom experience to a fault. the way enemies are dispatched doesn't differ much from their DOS-based counterparts. there's a lot of strafing around projectiles and shotgun kissing. like - a lot. and that's great, but i'd be lying if i said i didn't get seriously tired of needing to back away from every door i opened to prevent getting jumped by an imp's otherwise unavoidable lunge attack. granted, this wasn't because it was cheap and unpredictable or whatever - much the opposite - all it took was running up to the guy when he stood up and blowing his ass away with a single shotgun blast

oh and since i've opened a can of controversy by even mentioning the shotgun, i'll just come out and say that it - along with pretty much every other weapon - is really good. yeah yeah, spread is bad, whatever. the maps are set up in small to medium sized corridors and arenas. so it's not hard to get up close and kill most enemies in a single shot. too far away? that's what your other weapons are for. i'm not sure where the strangely common ammo complaints come from either. i played on veteran and used most guns in equal measure (though i favored the shotgun and used the chainsaw religiously) and i often had max ammo for everything minus the bfg

my biggest problems with the game structurally, besides its oft stale monster closeting, are more retrospective than anything. the whole experience is lots of fun, but it ramps up so much more in the second half that i can't help but wonder why it doesn't get there sooner. why is so little time spent in hell and the nether regions of mars? why does the enemy variety take several hours to spontaneously expand beyond primarily shooting imps and marines?

i don't wanna mince words here: this is the best depiction of hell in the whole damn franchise. it's so grandiose, grim and genuinely fucking evil. the level design also feels much more in line with what i'd expect from a classic doom title and has brilliant lighting which forgoes any need to even use the flashlight. it's perfect but most of y'all probably didn't even see it because you dropped the game about six hours too soon

apparently resurrection of evil is a lot more akin to the second half so i'm expecting that to be great as well. whether i'll play that or prey 06 next, i'm not sure; what i am sure of is that id tech 4 goes hard and doom 3 is pretty fuckin' awesome. i'm not surprised to see that the common consensus of a post-quake id software game is wrong once again. at this point i probably wouldn't be surprised if rage was the best game ever

database on this website is a bit of a mess innit

If I had to place a bet between Half-Life 3 or this game getting finished first, I'd put my money on Half-Life 3.

I don't think it's possible to make a "true" sequel to Postal 2 nowadays.

I'm not talking about the offensive humor or the minutiae of its small-scale sandbox and the chaos it lets you indulge in. What makes Postal 2 an exceedingly tricky game to follow up on is the era in which it was produced. Postal was created in the era of outrage. The finest example of this would be Grand Theft Auto and the numerous outrages it spawned at the time. But GTA never let you put a cat's ass on the barrel of your shotgun or go around peeing on people until they vomited. For all of its attempts at humor, Postal 2 was made in poor taste purely to get attention, and it worked wonders. Its content has slightly more historical merit in this medium than, 'hey, wasn't that the game that got banned in several countries?'—at least, if you're in America. It's thanks to Postal 2 that the M rating comes with two separate labels for violence outside of the Cartoon and Fantasy parameters, 'Violence' and 'Intense Violence.'

The problem now is that things don't "work" that way anymore. If there's any game in the past fifteen years that changed how Americans look at the way their games are rated, it's arguably Manhunt 2, and that's only because of how many politicians petitioned for it to get an Adults Only rating. Outside of that, which is small-beans compared to the irreversible change to the American rating system caused by Postal 2, there hasn't been much on offer. In the past ten years, you'd be hard-pressed to find another game like that. The closest analog is Hatred, which caught fire for treating Mass Shootings with more leeway than Uwe Boll. In a sense, Hatred almost surpasses Postal 4 in terms of relevance, if only because it mirrors the hellscape many Americans have constantly lived in fear of for over two decades at this point. Making a game about a mass shooting on that scale and not marketing it to outright weirdos who get off to the sight of Japanese school uniforms is like a cheat code for making your game controversial. Twenty years ago, it was easy to assume that any game that let you kill droves of nameless, faceless NPCs was a straight ticket to hell, much, in the same way, D&D was for the greater part of the 80s' Satanic Panic kicked off by the detestable con-woman Beatrice Sparks. All you have to do now is go through a Post Malone phase and put on this façade of having to say something "important", even if the only words you're saying constitute little more than shock value printed on the half-price pulp that the National Economic Registry hastily rejects in secret, and people will try their damnedest to take you seriously. Jack Thompson is dead.

This is the precise predicament that Postal 4 finds itself in: after its developer sold its soul to the Russian equivalent of Electronic Arts, an act only decried by ardent fans and the developers' post-mortem, the goalpost had moved. When your live-action adaptation only makes headlines because very few people find it funny, and the quotes you're cherry-picking from for marketing revert back to calling it a weaker version of South Park... what's the point? By the time Postal 4 was released in early access, it had been several years since a room full of critics applauded the Kevin Smith movie where Dante Hicks and Randal Graves argue about whether or not going ass-to-mouth is justified for minutes on end. Good Boys, a 2019 movie about children, had a trailer so perverse and explicit that I could see my dad physically recoiling in his seat whenever a trailer for it showed up in the theater we were at. To say that the shtick that worked in 2003 is something that would only spark protest from The Vegan Teacher in 2022 is being exceptionally polite.

On top of all of this... Postal 4's just not very fun. Okay, I'll admit that Postal 2 isn't exactly a high watermark for the medium as a whole. But to say that that's all it is is a reduction. It's dumb fun dry-aged in gold leaf. Once you crack through its shell, the center you're left is with is something that doesn't have much appeal outside of being a digital stress ball with piss-and-shit jokes and a cameo from Gary Coleman, but cutting right to the center is missing the point. It's fun to look around and find new weapons, find your way across the labyrinthine map to buy a Christmas tree in the middle of July, and play around with the surprisingly reactive world in front of you. Sure, it doesn't have the taste of something like Grand Theft Auto, and shivering behind all of the things that I like about it is just about the trashiest game I've ever played, but it's got replay value. What value does riding a mobility scooter across a map that's too large to entertain for more than a second have? "Grand Theft Auto had cars, and now so do we" is the exact mindset that Running With Scissors mocked in Postal 2, and it's something that's shamelessly regurgitated here without any of the wit or subversiveness seen previously; it's in here because Postal 2 had it, and if it's something they can reuse, self-awareness is off the fucking table. The combat's fun, but the AI somehow lags behind a game twenty years its senior. If you really, really want more Postal 2 to the point where you barely have any standards, look no further, but this is the exact kind of reduction that I warned against with nothing to dress it up.

It's not much of an Emperor's New Clothing for Running With Scissors to be met with derision, it's what they based their brand on. Hell, they're marketing this game right now with the 1/10 that GameSpot gave it. Here's where I suggest something completely different: Postal 4 is not only a weaker game than its predecessor; it's also a lazier one. Right down to flaunting the critical reception like a badge of honor! The more things change, the more they stay the same, but in this case, boy howdy have things not changed at all.

Want to make a proper sequel to Postal 2? Forget the apocalypse, forget a contemporary setting, forget mobility scooters and jokes about Karens and that one Tiger King guy and also COVID. None of that is relevant, and you might as well be making a game in another series if you believe it is. Postal built its brand of regression, and the funny thing is, it worked. Not one-hundred-percent, but I guarantee you that the first two games in this series are far more timeless than this will ever be. As I said, it was the era of outrage. 3D had only been a thing for one-and-a-half generations prior, and with video games only being readily available to the consumer for two to three decades, it's easy to argue that aspects of the medium were still in their infancy. Postal wasn't infamous for how good its gameplay was or how particularly shocking it was, it was part of a wave of digital entertainment that set a precedent. Decades apart, speaking about how regressive the series was is speaking about history.

If they wanted to make a true Postal 4, they had to embrace that. Set it back in the early 2000s, or, hell, late 90s. Make it a commentary on the crazed American politics that fueled both games with the stunning insight that such a large gap in time has caused, while also paying mind to the new wave of gaming it was a part of. You don't need a massive map or aspects that feel appropriated from other, much better contemporary titles. Fuck struggling to catch up, this should have been behind.

I know it comes off as pompous and arrogant to readily assume that you could do better than someone else when creativity is involved. Especially in game development, dick-swinging is what typically leads to developers slaving away for years and, in some cases, over a decade on something that might not work out in the end. But consider how fascinating it would have been if Postal 4 actually embraced its roots instead of chasing the bitter aftertaste that III left in everyone's mouth. I'm sure the developers would know; their CEO was unironically tweeting before the 2020 election about how Joe Biden should be thrown in Guantanamo Bay for crimes that haven't been proven.

At least I bought these games before discovering the developer's Twitter...

this game did something impossible and made black betty and eye of the tiger cool

I want to grind this game down to a fine powder and snort it

This game permanently ruined my brain.