Hey guys, been a while. Hope you're all doing well.
I recently finished the Guardians of the Galaxy game that was free on the Epic Store over Christmas - if you like the movies, it's a game I can recommend. The characters are well written, the story is decent, and I found the art direction to be quite appealing. If you've got the hardware for it, the game can be quite the looker on PC. If you're in the mood for an adventure game, it's a fun time.
Out of the billions of unplayed PC games I have, I decided to install this one mainly because I was curious about how the combat would work, hopeful that it might be an uncovered action gem. My opinions were mixed - while I did have fun playing through the game, it became clear to me that the combat was not the top priority of the game's design.
You directly control Star-Lord, while the rest of the gang are AI controlled for movement and standard attacks. You're able to issue commands to each of them to perform special moves which have different properties - some deal damage, others stagger enemies (yes, it's a stagger bar type of action game, snore), some target one enemy, others target groups, etc. You can use one of the character's special moves and then you have to wait for the cooldown before selecting another. You don't really have to use them smartly as cooldowns seem to be fairly short, although in an effort to balance them, more useful abilities result in longer cooldowns.
There is some fun to be had in combining these special moves, though - I did enjoy the synergy that some combos have. For example, Rocket has a grenade that pulls enemies towards it, allowing you to group them together. You can use the grenade, and then call in Gamora to use an attack where she moves from enemy to enemy slashing as she goes, killing groups of weaker enemies in an instant. For bigger enemies, Groot can lock them in place with his vines, and then Drax can use a ground pound to deal heavy stagger damage. It's nothing new by action game standards, and it's simple stuff, but you do feel rewarded for putting a bit of thought into how you fight.
Star-Lord has access to a fairly limited toolkit. His guns have a standard shot (think Ebony & Ivory, Scarborough Fair etc.) which deals little damage. You'll only really rely on this when your other attacks are on cooldown. In addition to the standard shot, there are 4 types of unlockable elemental attacks - ice, electric, wind and flame. Ice will turn enemies into blocks of iced that can then be shattered for a quicker kill. Electric can interrupt enemy animations and stun lock them, as well as transferring between nearby enemies, so it's great for crowd control. Wind allows you to pull far away enemies towards you, which is cool, but the game makes this feel essential later on as there are plenty of enemies who are otherwise unreachable and gun you down from a distance. Fire will burn enemies and cause damage over time, but I found this to be less useful as there are so many other ways to deal damage instead. While standard shots can be fired without any limits, elemental shots will overheat your gun if used too frequently, so you can't constantly spam them.
These elemental abilities are quite fun to use against weaker enemies, but become less fun against stronger ones. The harder enemies in the game have elemental weaknesses, which the game outright shows to you - you don't even have to figure out what they are. If you hit an enemy with the element they're weak to, it deals plenty of stagger damage, so the best option is to do exactly what the game tells you to do. It feels remeniscent of the colour-coded enemies in DmC reboot, but it's not quite as bad.
Star-Lord also has access to a melee attack, which is general seems pretty bad. It seems to be semi-random what attack will come out when you use it - you don't know if it will be a weak punch (which can be turned into a combo), a more powerful (and unsafe) flying dropkick, or something else. It always feels risky to use because you never know how vulnerable you're going to be afterwards. Sometimes enemies will parry your melee attack - on some occasions you just have to take the hit, and on other occasions a prompt pops up on the screen allowing you to reverse their counter attack. Again, I couldn't figure out if this was purely random or if there was some detail I was missing. If you initiate a melee attack with a teammate nearby, they will sometimes join you for a double team attack, which are stronger but leave you vulnerable. This is probably the most unpredictable mechanic I've seen in an action game. I did use the melee from time to time just for fun, as some of the attack animations are cool.
As with the other Guardians, Star-Lord has his own special abilities to unlock, also tied to cooldowns. One ability allows him to hover above the battlefield with his jet boots, which makes you safe from smaller enemies without ranged attacks. He also has access to a move where you are locked in place, but fire an extremely fast volley of shots off - it's a good damage dealer on tankier enemies, but you are completely open while using it. His third ability sees him jump into the air and fire explosive shots at the ground, dealing damage to a wide area beneath him. I won't spoil them here, but every character has access to a 4th ability unlocked after significant moments in the story. These are extremely powerful, and what makes them even stronger is that they have their own separate cooldowns from the other 3 abilities.
This game's equivalent of Devil Trigger is the Huddle Team-Up. When the huddle gauge fills, the team transports into a void and huddles together - the other characters will talk to each other, and then you are presented with a choice of 2 dialogue options. The objective is to give a pep-talk, and pick the dialogue most relevant to what the conversation was about. For example, if Rocket and Drax are making fun of your enemies for being pushovers, your pep-talk should be about not getting cocky. These are incredibly easy to get right as the other option is often completely irrelevant to the conversation. If you pick the wrong response, only Star-Lord gets a buff when returning to the game. If you pick the right option, the whole team get buffed, and you get to listen to the licensed soundtrack while the buff is active. It was surprisingly fun to beat enemies down to the cheesy variety of Rick Astley, Soft Cell, KISS, Motley Crue and others. However, I stopped using these about half way trough the game, as control can be taken away from you for over a minute at a time. The command for using huddle is LB+RB, which is easy to press by accident as these buttons are used frequently in combat, and you don't have to press them at the same time (i.e. if you're holding RB and then press LB, it will still trigger). It's moments like this that remind you that this game cares more about its presentation than its gameplay, which seems pretty normal for big budet games now, sadly.
I played through the game on hard difficulty (which is one below the hardest) and for the most part, it was painfully easy. You can lose health pretty quickly, but most enemies seem to drop healing pickups on death so it's very easy to recover. As well as having health, you have a rechargeable shield that can tank damage. To be honest, I didn't figure out how the mechanics of the shield worked, but once upgraded it seems to protect you from a lot. I wont spoil exactly what it is, but there is an ability unlocked towards the end of the game that makes it almost impossible to die. It definitely doesn't seem like the designers intended for the game to be challenging.
However, a very cool feature you don't see often is a customisable difficulty mode. There are a surprising amount of options you can tweak - how much damage Star-Lord deals (and takes), how quickly your shield regenerates, how quickly allies get downed, how quickly your guns overheat from elemental shots, how long the cooldowns on special moves last, how much slowdown there is when selecting special moves etc. I think there is potential to make the game pretty challenging with this, which would be interesting for another playthrough in the future.
Despite having a fair few disappointing design choices, I did have fun with the game. I would say the game is probably best appreciated as a character-driven adventure game, rather than an outright action game. I did appreciate how many unlockable outfits there are - these easily could have been paid DLCs, and including them in the base game is a nice touch that makes the it feel like more of a complete product. If you like the Guardians, there's a good chance you'll enjoy your time with this. If not, maybe don't rush to buy this one.