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Top 5 Tuesday – Top 5 Games That Did Not Need Multiplayer

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Welcome back to another Top 5 Tuesday.

Let’s be honest; there have been some really great single player games that have come out over the years. Here at OnlySP, we embrace the essence of the single player experience. Single player games have a deep story and game play experience, and even co-op stories can be great. I will admit, more often than not single player games have an inherit weakness of lack of replayability in the fact that once you’ve played through the single player mode, there usual isn’t much to call solo players back to the game. Multiplayer has always been a great inclusion in games to increase the replayability and warrant gamers picking up the game a second or third time after the initial playthrough. However, some games just fall short when it comes to multiplayer or include such disappointingly dull multiplayer that it shouldn’t have been included in the first place. Developers tend to “tack on” a multiplayer experience to a game in order to get gamers playing their game longer and not returning it after they have completed it. I love multiplayer games as much as I love single player games, but including a multiplayer mode onto a game with a great single player experience just to have multiplayer is not what developers should be doing. Below is my Top 5 list of games that did not need multiplayer.

#5  Dead Space 2

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This game has placed on lists for really bad multiplayer time and time again. The premise of the multiplayer is cool in theory. It has one team playing the humans and one team playing the necros in a deathmatch scenario. While the human side plays the game like Dead Space is normally played, the necro side gets to pop out of vents and relentlessly attack the humans. It has a cool concept, but the multiplayer feels clunky, unpolished and tacked on. There are times during the multiplayer that one side feels stronger than the other, and other times where it sucks either way. The truth of the matter is that like most other games on this list, Dead Space 2 has such a compelling single player experience that the multiplayer is lost and feels tacked on to try and increase replayability more than anything. It doesn’t make my top spot, but it deserves to make this list for sure.

#4  Tomb Raider

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For such a newly released game, I honestly didn’t think I would be putting this on my list. After all, Tomb Raider is one of those games you look at and say, “Wait, that had a multiplayer mode?” Well yes, yes it did and it wasn’t very good. The Tomb Raider games have always had pretty sweet single player experiences. Although the newest addition to the family got some rave reviews, the multiplayer experience falls really short. It’s sad to see a game that people enjoyed so much fall flat in any aspect, but the Tomb Raider multiplayer is clunky and unpolished. There are tons of people who compare the multiplayer mode in Tomb Raider to the multiplayer mode in Uncharted but the reason that I chose Tomb Raider is because it feels a bit more tacked on to the story. You play a weird deathmatch mode of the game in third person but the arenas that are constructed for each fight do not lend itself to the overall experience. If anything, it makes the game feel more clunky. The graphics in the multiplayer mode as well are just sub-par to the single player mode. It honestly feels like they devoted 98% to the overall game and single player, but only 2% if that to the multiplayer. As most of these games on this list go however, you should buy them for the single player experience. If you view multiplayer as just an extra feature to kill a couple hours with your friends then you’ll be fine. However, if you expecting a deep and rich multiplayer experience to come from such a polished single player game, you’ll be sorely disappointed.

#3  Spec Ops: The Line

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Now, Spec Ops: The Line’s single player and multiplayer were developed separately by two different companies. While this game once again had a fairly good single player, the multiplayer experience fell flat. The developers of the single player experience even went so far as to call the mode “cancerous growth” and a “low quality Call of Duty clone in third person.” When the developers of the game think a mode in their own game is junk, people take notice. Now that’s not to discourage people from playing the single player experience. The game has been widely accepted as a great single player game, but to have a mode in the game that serves essentially no point and purpose other than to claim that their game contains multiplayer is a waste of time and resources. The game was shipped out with the idea that people would play the multiplayer and continue to play it, but the fact of the matter is hardly anyone played it to begin with. Developers and publishers should assess their game and decide if it needs to have multiplayer or not. When multiplayer modes are designed from the ground up and at the start of the development process they usually turn out good. However when games add multiplayer because they feel that their game should have multiplayer, then the multiplayer generally always turns out mediocre at best. This is another game that I would recommend you play for the single player experience, but don’t hold your breath for the multiplayer. If you actually want to try the multiplayer out for yourself, good luck finding someone to play with because no one is playing it.

#2 Metroid Prime 2: Echoes

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I really like Metroid games. There is something satisfying about exploring alien spaceships and blasting your way through each level. Even getting lost using the games overly complex maps can be fun. But the multiplayer in Metroid Prime 2: Echoes just feels wrong. What starts off as a really cool idea to pit your skills against your buddies turns out to be a janky mess. Split screen multiplayer is awesome and always makes me remember shooting my friends in Goldeneye: 007. However this game feels like a less polished version of that childhood favorite. Not to mention that hitting a rolling ball is infinitely harder than shooting Odd Job in Goldeneye. The controls are clunky and at times there is so much stuff going on on the screen at any given point that you have no idea what you are doing and just hope that you can manage to hit something. Once again, it is a game that holds a pretty solid single player experience, but when the multiplayer takes its turn to shine, its just feels rather dull.

#1  Star Wars: The Old Republic

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I realize what you’re gonna say, “Isn’t SWTOR an MMO? How can an MMO not need multiplayer?” Well bear with me for a moment and let me explain. The precursors to SWTOR, Knights of the Old Republic and Knights of the Old Republic II: The Sith Lords were awesome and compelling single player experiences. The depth and richness that came from the story and the excitement that you could feel while playing KOTOR and KOTOR 2 was immense and carried with it a huge following. When KOTOR III was announced several years ago, fans of the series were immensely excited by the idea of the series continuing. Unfortunately the game was cancelled and “transformed” so to speak into Star Wars: The Old Republic. Before I go on any further let me preface this by saying that the multiplayer in SWTOR isn’t bad by MMO standards. The combat feels responsive and the gameplay is pretty solid. It’s just that even when playing it online with your friends it still feels like a single player game. It has a robust story that is compelling to play though, but when you party with other people you just get frustrated in dialogue sequences when another player chooses a response that you didn’t choose.

It is fun to see all of the characters interacting in a particular scene, and the other players’ choices don’t effect your loyalty to the light or dark side, but they do impact how you play through the game, and if someone in your group doesn’t want to listen to people talk then neither can you. The ability to choose classes like traditional MMOs and grow that character like other RPG’s is really great as well, but having to pay (originally) 15 dollars a month on top of a 60 dollar game in order to play a single player experience is unheard of. The game has long gone free to play, but the game restricts your ability to play it as a free single player game by severely limiting the content and items you have access to. So if you want to play the game to its fullest, you’ll still have to pay. When the game was in development stages, they should have just released another single player experience and stayed away from the multiplayer realm all together.

There you have it, my Top 5 List for this week. I couldn’t cover all the games I think didn’t need multiplayer, but let me know your opinions in the comments below. Disagree with my list or think I should have included another game? I want to hear about it. As always, keep it here at OnlySP next Tuesday when we tackle another Top 5.

 

 

 

 

 

Product Reviewer and Performance Writer for OnlySP.. Willing to play most all games and open to suggestions. You have a game you think I should play? Let me know. Follow me @eeohjeeki and Check out my Youtube channel @ http://www.youtube.com/user/anadvancedalliance

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The Maker of 2019’s Must-Have Interstellar RPG Within the Cosmos Talks Gameplay, Lore, and the Future

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Within the Cosmos

Some indie games look impressive enough to match anything coming out of the AAA studios. Within the Cosmos fits that bill to a tee. Every screenshot from the project shines with ethereal beauty, and the description makes it sound like a marvellous mash-up of Deus Ex, Mass Effect, and Halo

This RPG casts players as a would-be colonist intended to seed human life away from what seems to be an apocalyptic interstellar war.

To find out more about the promising project, OnlySP reached out to developer Francis Debois, who went into great depth about the gameplay, structure, and the processes involved in production across the last five years. 

OnlySP: I wanted to start by asking about the gameplay. In the marketing you’ve mentioned that objectives can be completed through stealth, combat, or diplomacy, which is always a plus for an RPG. Is that multi-path approach available for every mission, and how free-form are the player’s options?

Debois: The missions in the game generally give you multiple ways to affect how the mission unfolds, whether it’s through dialogue or how the player approaches the mission. Also, the options available to you are governed by the type of character you create. If you have a character that’s high in Intelligence, you might be able to hack a control panel that opens a door to a room that you’d otherwise have to fight through to get to, or if your Charisma isn’t high enough, and you try to convince them to leave the area, they might not listen to what you have to say, and they’ll become hostile, or you can simply avoid all of that and find a way to sneak inside!

OnlySP: From what I understand, the RPG levelling mechanics are tied to modules on the character’s suit. Can you tell us more about how this system works and maybe provide examples of some of those modules and upgrades?

Debois: Modules are essentially “perk points” that you can use to upgrade your character. Every time you level up your character, you will get a module you can use to enhance/alter your character. The perks available to you are tied to your attribute points. So, if your Agility is high enough, you can “spend” a module and get the “Light Steps” perk, which makes your footsteps much lighter, therefore harder for the enemies to hear.

OnlySP: The game also has a stat system, which sounds a little like S.P.E.C.I.A.L. from Fallout. Is that an apt comparison? Will players be able to improve and modify those stats through gameplay and, if so, how?

Debois: Yeah, it’s a similar idea to how S.P.E.C.I.A.L. works in Fallout or similar games. When the player starts the game, they will be given a fixed amount of points that they can assign to their attributes. So, if you decide to max out your Constitution and Agility, you’ll have a character who’s agile, sneaky, and strong, but that would come at the cost of not having much Intelligence, Charisma, or Perception. So, you’re really gonna have to think about what attributes you favour, or you could put a roughly equal amount into all of them and have a character that can do a little bit of everything but not a master of everything. It’s up to you. I feel like that system will really create the desire for players to have multiple playthroughs of the game, and still have each playthrough feel like a different experience.

As far as improving and modifying those stats… I’m still trying to get the balance right. There might be one or two instances where you can upgrade them, or get temporary boosts to them, but whether you can improve or modify them beyond that is still being determined.

OnlySP: While upgrading, will players be able to respec their character’s abilities at all or are they locked into the upgrades they use?

Debois: No, they won’t be able to respec. Once you select an upgrade/perk, that’s what you’re locked into.

OnlySP: If I recall correctly, I’ve read somewhere that Within the Cosmos has a linear structure. Does that mean players won’t be able to revisit previous locations? 

Debois: You WILL be able to revisit previous locations. It’s linear in the sense that you can’t visit a new region, or planet that you have no narrative reason to visit yet. For example, the first planet you go to in the game is Alios, the second planet you visit is Berith II. If you’re right in the beginning of the game and you just got to Alios, you won’t be able to just go straight to Berith II until you’ve reached the point in the story where it makes sense to go there, but once you go there, you can go back and forth between those planets as often as you’d like. Also, I used the term “linear” as a way to get the point across that it’s not a huge open sandbox or anything. The game is very story-driven.

OnlySP: Speaking of locations, the game has the character visiting a number of planets. How many planets are there, and how have you differentiated each of them?

Debois: There are three planets in the game. Each one is aesthetically different, with different fauna, different factions, and the architecture of each planet reflects the dominant faction or factions on that planet. Aside from those locations, there are other places you’ll visit for a mission or a series of missions.

OnlySP: Looking at the Steam Greenlight page, there’s mention of vehicles and survival mechanics, but those seem not to have made it to the final version. Can you maybe explain how the development process has resulted in changes from the game you initially set out to make?

Debois: The direction the game was headed when I created the Greenlight page was completely different to what it ended up being! Initially, I intended to make an FPS with survival mechanics, but as the game progressed, and I started writing more of the story, I realised that survival mechanics didn’t really make sense, and it negatively impacted the experience. There were many things that were added and cut out in the end, so vehicles, and the survival mechanics were just two of the many things that simply didn’t end up feeling right as the game really began to take shape. As I wrote more and more, I felt like an RPG would be the best way for players to experience the game and the story.

OnlySP: You’ve mentioned that the game should take between eight and ten hours to complete. Does that factor in all the content available in the game or just the main missions?

Debois: 8-10 hours is a rough estimate of what I would say an “average” playthrough would be. Which is someone who has completed the main story, and did a few side missions. If you decide to do everything possible in the game, it will certainly take longer than that, but if you decide to strictly follow the main story, it will be shorter than that.

OnlySP: As I’ve been following Within the Cosmos, I’ve felt that it looks a bit like Halo and sounds a lot like Deus Ex. It’s got me wondering what you feel as though it’s most similar to and what sort of inspirations have shaped the look, feel, and overall tone?

Debois: Oh, there have been so many inspirations! I love the FPS RPG genre, so Deus Ex was a massive inspiration, as was Fallout: New Vegas. Those are two top tier FPS RPG games that I absolutely love. Space-based games have had an influence as well, such as Halo and Mass Effect. They helped shape the game in one way or another. I’d say the biggest inspiration behind it all has been Star Trek, I think the story and lore will reflect that to some degree.

OnlySP: Within the Cosmos is set against the backdrop of an interstellar war. How much of that background lore will players be privy to as the experience goes on?

Debois: The interstellar war is the reason that the player, and the factions are there in the first place. You will be exposed to the history of the war by reading some of the logs in the game, and through some characters you meet, etc. The war is what ties everything together. As you play through the game, you will see that even though you’ve escaped to this region of space, which is far away from the war itself, you still feel the effects of it. What you decide to do can really influence how the war plays out.

OnlySP: Meanwhile, the main story follows an individual sent to safety to preserve the human race. We’ve seen similar ideas of species protection and propagation in the likes of Fallout and Mass Effect: Andromeda. How is Within the Cosmos distinct from those earlier games?

Debois: Well, I really don’t like to compare Within the Cosmos to other games, but Fallout is more of a sandbox, and Mass Effect is more of a story-driven action RPG. Within the Cosmos falls somewhere in the middle of that.

OnlySP: As I understand it, Within the Cosmos, is entirely self-funded, self-developed, and self-published. Did you ever consider crowdfunding or partnering with a publisher to help get the game across the line sooner? Why or why not?

Debois: Not really, no. Some people suggested that I should try crowdfunding but that was something I was never interested in for Within the Cosmos. This was really a game that I wanted to make myself, so funding it and publishing it myself felt the most natural to me.

OnlySP: I know there’s still a little while before Within the Cosmos launches, but what’s next for debdev?

Debois: Once Within the Cosmos is out, I’m going to listen to the feedback from the community, and just work on updating the game with more content as time goes on. I really want to give this game all the support I can give it. Anything after that, we’ll have to see what happens! I would love to work on some of the other ideas I have, some more RPGs. There are other games that I really want to make, but after dedicating nearly five years of my life to this game, I’m not sure I will have the financial means to be able to do this again! 

OnlySP: Finally, do you have any final comments that you’d like to leave with our readers?

Debois: I’d really like to thank those who have been giving the game compliments, and those who have been providing feedback! It all really means a lot to me, and proves that all the years of hard work that I have inputted into the game, has been all worth it!

Thank you all for reading this, and for having an interest in Within the Cosmos! I really hope you check it out on Steam, wishlist it, and play it when it releases on 1 August!


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