Showing posts with label Gaming. Show all posts
Showing posts with label Gaming. Show all posts

Tuesday, May 7, 2019

RetroDEX: "Bioshock" ends not with a bang, but a whimper (Burial at Sea 1,2)

Irrational followed up Bioshock Infinite with two expansions. Bioshock Infinite: Burial at Sea features a return to Rapture and the world of Andrew Ryan through the eyes of Booker and Elizabeth. Released in two parts, Burial At Sea Episode 1 is a more conventional experience, whereas Episode 2 tries (and fails) to break the Bioshock mold.

The first episode features a more adult, jaded and seductive Elizabeth visiting Booker in Rapture. She gives him a job to find a Little Sister. There are references to the original Bioshock, as well as some cameos, but it's a pretty standard affair. The mechanics are the same as those of the base game and there's not much story to speak of. If 1930s adventure serials inspired Bioshock Infinite, then film noir-inspired Burial At Sea 1.


Saturday, January 19, 2019

RetroDEX: The only good "Bioshock"? (Bioshock 2)

Imagine how thirsty for artistry and substance gaming was back in 2010 to completely dismiss Bioshock 2 as a cheap cash-in, when in many ways, it's a far superior game to its much more popular predecessor.

Not that I can blame anyone; Bioshock 2 takes place not long after the events of the first game. The main character is a Big Daddy, because Big Daddies were the most popular component of the original game. The setting is the same, there's little in terms of originality and it wasn't even Irrational that made the thing; the game was developed by 2K Marin, a division of the game's publisher, who had literally never made another game until then (and haven't really made any since either).

It's sort of mind-blowing, then, just how much more fun it is actually playing Bioshock 2. A lot of what Irrational made, was improved upon. A lot of what made the original game a chore to play through, has been tweaked, fixed and polished.


Sunday, November 18, 2018

RetroDEX: The Timeless Design of "God of War" (2005)

Many games hold up over time. Specifically, many games from the 8 and 16-bit eras, whose usually linear and polished design makes them easy to pick up and play no matter how much time passes. What's truly rare, however, is to find a game so carefully and meticulously designed that not only does it stand the test of time, but outright doesn't really age at all.

This wasn't my first time playing through the original God of War, but my first crack at it on the Playstation 2, over a decade ago, had failed to impress me. I wager I was looking for a different kind of experience back then and my understanding of video games was far less than it is today. This probably explains why in revisiting the celebrated title so many years later, God of War left me equal amounts of satisfied and blown away by its stellar design.



Saturday, September 29, 2018

RetroDEX: My experience with "Killzone 2" & "Killzone 3"

I had no interest in Killzone on the Playstation 2; I only played it, because I had the sequels and I needed context for the series. The game was underwhelming, but ultimately kept me entertained enough. It was still forgettable and it seemed like a rough "first draft" of a series still in its infancy.

I was sure the next two games would be infinitely better. The consensus was that Killzone 2, in particular, was one of the best games on the Playstation 3 and with Sony's backing, developer Guerilla Games would have spent a lot more resources on the series past that original attempt.

I rushed through both Killzone 2 and Killzone 3 and I've had diametrically opposed experiences with the two games.

Monday, June 25, 2018

A word (or several) of warning about "Defiance 2050"

The open-beta for Defiance 2050, Trion Worlds' MMORPG/Shooter, started in June 22, with the game launching officially on July 6, 2018. I jumped in, played a little and I have a few thoughts that I think I should share.

Full disclosure: I'm a major fan of the Defiance IP. Defiance started out as a game by MMORPG maker Trion Worlds. They got into a deal with the SyFy network to produce a TV show based on the game. The game and the TV show would cross-over with references to events taking place across both media and connected storylines. The deal fell through, but the show ran for three seasons (2013-2016, it was cancelled for budgetary reasons) and the game survives to this day with a small, but dedicated fanbase.

The original Defiance game (much like the show) is a title I whole-heartidly recommend. It's a persistent online shooter with MMORPG elements, Destiny and Anthem years before either of these games were even conceived. It has a low skill ceiling, but it's challenging at the appropriate moments, it has decent-enough gunplay and tons of content backed by interesting lore (the TV show helps in this regard).

Defiance 2050 is a "relaunch" of the original game. This means that it's not a sequel or a reboot, it's literally the exact same game, with somewhat higher-fidelity textures and effects and several gameplay tweaks (particularly in regards to leveling and character progression). This isn't a terrible thing in and of itself, but Defiance 2050 is the laziest, most obscene cash-grab I've seen since the last time Todd Howard tried to sell me Skyrim for the umpteenth time.

Friday, May 18, 2018

RetroDEX: "Killzone" (2004) should have been more

Whenever I go back and play Playstation 2 games I missed the first time around, I view them as little oddities; most of them don't play like the PC games I'm so accustomed to and those that do are still outdated in terms of mechanics and core design. It's a process I usually go through for "encyclopedic" reasons, so to speak. I get in, play a couple of hours to get a sense of what the game is about and then lose interest and switch to a different game.

There are the games I already love (e.g. Metal Gear Solid 2 & 3) and will see through to the end, of course, but there are other exceptions as well. When I purchased the PS2 Classics version of Killzone on the Playstation 3, I knew I'd stick with it. Part of that was because I intended to go through the entire series for the first time and I needed context. Primarily, however, I've been trying to get into console shooters, seeing how the genre flourished on those platforms in the last fifteen years and there's a lot to see.




Monday, March 5, 2018

Almost Mass Effect: How I learned to love "Knights of the Old Republic" (Narrative structure analysis)


I did a VLOG-like video on this earlier; you can watch it below, but I'm not very satisfied with how it came out, so I thought I'd collect my thoughts on this subject better and put them in writing, for those of you that can't be arsed to deal with my incoherent ramblings on-camera.




Monday, February 5, 2018

“World of Warcraft”, Blizzard and trading off “fun”

(NOTE: This was written before the 7.3.5 patch, which changed the leveling experience in World of Warcraft, went live. I have not returned to the game since then to test the new system)

I need someone to explain to me what the hell Blizzard has been doing lately.
I’m a simple man; I play games to have fun, enjoy myself and experience what they have to offer. I decided, very recently, to restart my World of Warcraft (WoW) subscription. I don’t do this often with any MMORPG; I get bored easily, but in games like City of Heroes or Final Fantasy XIV, I typically have a good amount of fun for about half a month before I cancel again. With World of Warcraft, not so much .
Quick history for context; I bought WoW around 2007; it was full price then, which means I paid 60 Euros for it, including a two-month game time card at 27 Euros. I installed the game and played for literally two hours before forgetting it ever existed and returning to City of Heroes. That’s right; 87 Euros for two hours of play

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Before CoD: “Medal of Honor”, a personal retrospective PART II (MOHAA)

Medal of Honor: Allied Assault, or MOHAA; the first game in the series to be developed for and released exclusively on the PC (and Mac computers, but who cares); the game I so shunned when I first got my youthful hands on it, the game I unwisely compared to Call of Duty, the game I found too boring to play through.
Allied Assault was developed by 2015, Inc, who also developed the Men of Valor games and members of which eventually founded Infinity Ward. It launched to universal acclaim, sitting at a comfortable 91.05% at Gamerankings and 91% on Metacritic. By 2006, it had sold over 30 million copies and it was the 9th best-selling videogame in the United States, between 2002 and 2006.

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Before CoD: “Medal of Honor”, a personal retrospective PART I

The bloodiest war in History that engulfed the entirety of mankind; the Second World War, one of the most fascinating and terrifying moments in human history has been talked about, portrayed by and reenacted in every art-form at some point; video games have not been an exception. Though the original Call of Duty remains the quintessential War World 2 shooter, it was not the first series to approach and treat the Great War with such reverence. Infinity Ward, the makers of Call of Duty, did in fact start their careers with a game in another series about World War II: Medal of Honor.


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The Mark of a Classic: an Argument for playing "The Witcher" over "The Witcher 2: Assassins of Kings"

I decided to get through the two expansions of The Witcher 3: The Wild Hunt, which I had neglected to do after I finished the base game shortly after it was released. As a completionist, I wanted to get through both the main campaign of The Wild Hunt, but also through The Witcher 2: Assassins of Kings. I skipped the first game, because not only have I already completed it five times, but also because it's the game that resembles the other two games in absolutely nothing.
But consistency be damned, what I discovered after two attempts to play through The Witcher 2 again, was that I just didn't want to. In the first attempt, I gave up after the prologue. In the second try, I gave up when the game made me explore the pitch-dark tunnels in the city of Vergen and find a key for the Dwarven catacombs, as part of the main quest; tunnels I had *just* walked out of, again as part of the main quest and a key that was on a dead body; a dead body I found during my first time down there, but which I couldn't loot, because that phase of the quest hadn't triggered yet. Padding is common in games and I'm at peace with it. The problem was that I came to one astounding realization:
I wasn't having fun.


Observing sexism in “The Witcher” series & determining how that can be valuable.

There has been buzz for years now regarding sexism in gaming. The discussion is juvenile in the best of days; sexualization is conflated with misogyny and denizens of nerd culture that have been historically more progressive than the mainstream, are now being pointed at as horrible sexists by usurpers that invade their spaces and bring their problems with them.
The discussion can be interesting, however. Looking at games and seeing the messages they (usually unintentionally) communicate is intriguing from an analytical standpoint. It's when the (entirely unproven) argument that there are real life consequences is insinuated that the discussion falls apart and contributes to a toxic environment, in which discourse is discouraged.
The Witcher franchise, in the games industry at least, has been a favorite punching bag when it comes to accusations of sexism. The Witcher tends to draw from actual medieval times more than most fantasy settings; it's not just the kings and the castles and the dragon mythology; it's also the politics, the values and the gender and race dynamics that play a massive role in defining that universe. The DNA of The Witcher is a double helix of monsters and the historical and cultural framework in which Slavs had had to exist in for centuries. Inescapably this leads to some fairly conservative themes. They aren't themes that are promoted, mind you; they are just themes that exist and may clash with our modern progressive sensibilities, especially when other RPGs like the Dragon Age series or just good old Dungeons & Dragons don’t shy away from progressivism.

Cuphead, “casual” modes and hypocrites

I don’t want to spend too much time on this, so I’ll just rant a bit about the recent nontroversy around the indie title “Cuphead”. This is off-the-cuff, blog post stuff, with minimal editing. You’ve been warned. 
So, Cuphead, the charming 2D shooter that impressed everyone with its retro-cartoon presentation during E3 2017, has somehow become the center of discussion regarding difficulty in games and the value of design vs accessibility. 
Or so games media claim, because make no mistake, before I write down anything else; the only reason the usual suspects opened their mouths to shit out the usual pseudo-intellectual, arrogant drivel is because this entire thing started when the Internet got wind of one journalist, Dean Takahashi of GamesBeat, having trouble with the tutorial of Cuphead during the last Tokyo Game Show. 
Let’s also get this out of the way: Dean, dude, I don’t know you. I dislike what passes for games journalism these days, but I’ve never read your stuff or heard of you before. The mockery towards you for that Cuphead footage was, as far as I’m concerned, unwarranted. I don’t have the context to support or condemn you for it; it was during a con, it was an earlier build of the game, the footage looked a little pathetic, but I really don’t know. So, I didn’t say anything against you, but I’m sorry for the shit flung at you.
The problem is that the primary reason this shit even became an issue is that the representatives of games media and their indie hipster buddies started this years ago; and in the last few days, they seem hell-bent on widening the gap between media and gamers in the worst way possible. Blame GamerGate or whatever, but we all know the mocking of journalists’ gaming skills became popular when Polygon posted that pathetic footage of their playing 2016′s DOOM and failing spectacularly at what’s a very basic shooter.
It wasn’t on a whim, either; we’re talking about an entire part of the industry that for years pretended to be an authority on video games; they talked *over* their audience, they talked *down* to their audience, they mocked, they demeaned, they insulted their audience; because they thought they “knew better”. Nobody would’ve really paid any attention to Polygon’s DOOM footage and all that it represented, if Polygon wasn’t a publication that gave “Tropico 5″ a 6.5 by first prefacing the score with the claim a city-builder game should’ve included commentary on dictators and banana republics and authoritative regimes. Nobody would’ve care about Polygon’s DOOM footage (nobody would’ve even seen it, really), if a few years back Arthur Gies hadn’t literally body-shamed 2.5 points off of “Bayonetta 2″, fucking Platinum Games out of their bonus. Polygon are representative of the state of games media right now and they’re not the only ones.
No better proof of all this than how suddenly there are “editorials” on Rock Paper Shotgun and Polygon and Twitter threads by indie game devs that spend most of their time pretending they’re the bastions of intellectuality in game design, whenever they don’t spew shit at their annual circle-jerk that we refer to as the “Game Developers Conference”. John Walker of RPS, when commenting on “Assassins Creed: Origins” new “no-combat” mode, was quick to point out that gamers are hell-bent on maintaining the challenge of harder games, because they are exclusionary. Then, RPS published another article about Cuphead’s “Simple” mode (which prohibits the player from getting the true ending); oh, they were quick to note that it was “satire” toward sites like Kotaku, but any knowledge of RPS or Walker, a senior editor, raises questions to the validity of that claim. Then, Walker himself decided to challenge the term “gameplay” on Twitter because it’s a vague term, apparently never occurring to him that his criticism is pretty fucking vague in itself. Typical overcompensating with which games journalism is rife at the moment.
Rami Ismail, an indie developer who has yet to say a single thing that could be deemed correct or valuable to anyone outside his industry bubble, was quick to link that piece of shit editorial and argue for providing players with the freedom to play a game how they want. I must’ve missed that memo when the market was being flooded with third-rate crappy-looking pixel-art platformers and walking simulators. Suddenly “freedom” and “choice” matter.
Unless it’s the “Mass Effect 3″ ending; if you want choice to matter then, you’re just “entitled”. 
Here’s the rub; there’s no discussion to be had. This isn’t an interesting topic or a new discovery for games development. This is as old as gaming itself. Player freedom exists within the developer’s freedom. Player agency is a component of game design, not a handicap. When someone makes a game, they don’t feed data into a generator and then the machine farts out a complete project. Every weapon, tool, and slope or bottomless pit in a level have been designed to complement each other. Difficulty options aren’t bad; quite the contrary. But they’re limited and they can harm the game’s artistic vision irreparably. Do you have any idea how many games I played and found boring on easy mode years ago, only to return and really appreciate them now that I’ve improved? That’s why Walker got shat on for his challenging the term gameplay; his criticism was off-base. The art in games is in the mechanics. Gut the mechanics and the art is degraded to popcorn shit.
Difficulty isn’t just challenge and it’s not just a means to frustrate the player; it’s a tool and it’s a component a lot of the time. The better developers know how to use it to the game’s benefit. It’s also something that’s an umbrella term; what’s difficult for one person and what’s acceptable in terms of challenge differs for someone else. Yes, I’m kind of bumped out I cannot play the Souls series; it seems like it has very interesting combat mechanics, but sparse checkpoints are a no-no for me. I’ll take any challenge you throw at me, but don’t make me retry the same thirty minutes of game all the time. Should I send an angry letter at FromSoftware for not neutering their game for my benefit? I wager those checkpoints are integral to the Souls experience; so, they can stay and I can fuck off to Twitch to watch a stream about it. 
Accessibility, for that is the right word and not “inclusion”, is a moot point in this day and age. There are many games to choose from, in different genres, from different developers. There are countless people talking about them and about as many streaming them. The consumer is instantly and easily informed about the specifics and they can make an informed purchase. The notion of being “owed” game progression because you bought the game is ridiculous. Am I owed my money back for not liking that new cocktail I decided to order? Am I owed to see my team win the Champions League (google it Yanks), because I paid for a season pass? 
Going back to Walker, after the butthurt for being challenged on his idiotic remarks regarding gameplay, he tweeted that he’s only trying to make gaming accessible. The problem is that gaming, as a whole, is extremely accessible; more now than ever before. All you need to do is download a free game on your phone and lo and behold; access. If you want something more serious, have a look at the simplified, free-to-play MMOs, some even published by AAA companies. The point is, there is not even an admission price to gaming anymore. One niche game for one niche audience isn’t going to turn people away from gaming. What the fuck are you even talking about, John? Nobody in the history of gaming has suggested all games should be Cuphead or Dark Souls. All they suggest is that we make whatever we want and choose what suits us best. You keep raving like a lunatic about “gaming culture” and “toxicity” and “gate keeping” and you’re the only assholes out there to consistently shout, pull rank and cause problems. You are professional trouble-makers, John!
What is fitting is that Ubisoft did indeed announce they intend to add a “skip combat” option in the upcoming “Assassins Creed: Origins”. Is that a good option? I honestly can’t tell, because I’m not familiar with the AC games. I’ve never played one, so I lack the context. If the Assassins Creed games provide a semblance of engaging gameplay by skipping combat, i.e. if exploration is as integral to the AssCreed experience as combat is, then it’s an acceptable compromise. After all, even Minecraft has a casual mode, because hiding from Creepers isn’t the point of that game; mining resources and building shit is. 
When the indie portion of the industry started making its mark, we were all delighted; more choice, more games, more space for original ideas and variety, away from the boundaries of AAA publishers. But now, no; now we have a social issue in our hands, now we’re talking about how making the game you want is a matter of “culture” and it’s a discussion that we surprisingly never had before, not even when shitty Twine text apps somehow made it to Steam. Curious that.
“Inclusion” has been the industry standard since at least the days of the original Playstation, when gaming went truly mainstream and turned into a ridiculously profitable industry. The alternative is bad business. There is a reason we now have context-sensitive UIs for everything and why there are more tutorial messages than there are lines of dialogue in so many AAA titles; they want their games sold to and played by as wide an audience as possible. The indies can do something different. 
What’s really getting on my nerves in all of this is the hypocrisy; Souls? Fine. Super Meatboy? Fine. Megaman 9? Fine. Bloodborne? Fine. So many hard games, but no, now it’s a “discussion” because a bunch of self-involved writers decided to shit-talk gamers and developers alike for clicks. Again. Fuck, even these very outlets reviewed Cuphead well; but then they found the chance to latch on to a bunch of innocuous tweet and demean their audience again, because presumably their traffic went down. Again. Alas, playing video games isn’t a social issue. The bullshit presentations at GDC that tell you you have a social responsibility when designing video games are lying to you. If you’re a journalist, nobody owes you shit. Do your market research before you buy and let people create and enjoy whatever the hell they want. 

Tuesday, March 15, 2016

[GAMES] Too big to succeed? (Dragon Age: Inquisition)

Πατήστε ΕΔΩ για το ίδιο άρθρο στα Ελληνικά. 

Yes, I'm writing about a game from 2014. I've done worse.

This one will be quick (by my standards, at least). After 55 hours, I finally finished "Dragon Age: Inquisition" and I'm considerably disappointed. It left me with feelings almost identical to those I had after Metal Gear Solid V concluded, only MGSV had more entertaining mechanics. Having said that, RPGs in general are a genre that benefits immensely from subsequent play-throughs and especially the Bioware kind, which relies on different choices and paths and companion options and so on. Even Dragon Age II I learned to appreciate after the second or third try, so I'm holding back any definitive opinions on Inquisition, lest I want to end up with my foot in my mouth.




So, character analysis and plot themes and romance options and all that jazz will take a backseat for now, but there are issues that probably won't go away later, not the least of which is the combat. Origins offered the standard cRPG tactical party gameplay, DAII streamlined the mechanics a lot to make them more fitting to consoles and Inquisition elected to balance the two by focusing on an MMORPG-type of combat style. I get it to some degree; in its sandbox environment, tactical micromanagement of a party with constantly respawning mobs could get exhausting (think Orzammar/Deep Roads in Origins, only even more stretched out), but unfortunately the MMO mechanics aren't particularly enjoyable or engaging by default.

Combat is indicative of every problem with Inquisition in that what's wrong with the game is that it's simply "too big to succeed". Sandbox is a very shaky design foundation, which can collapse in all sorts of messy and ugly ways if not done right. It's a style of game that relies on a variety of factors to succeed, not the least of which is player choice. The Elder Scrolls also feature terrible combat, but they get away with it, because they rely heavily on exploration. The Witcher 3 also relies on exploration, but on top of that it offers deep and exciting combat mechanics that make every stop to take down an enemy a joy. Inquisition telegraphs everything; it tries to walk a fine line to have everything balanced and everyone satisfied and as such it excels at nothing.

It reminds me heavily of another game I played recently that had similar problems; Kingdoms of Amalur: Reckoning. That's also an open-world RPG and it's a good game for the most part. But, much like Inquisition, I spent a lot of time in it doing menial tasks, while the main quest took a backseat to the point that I almost forgot about it. Amalur offers better combat, but really discourages exploration. Most importantly, just like Inquisition, Amalur is also designed less as an open-world RPG and more as an MMORPG.

There's difference between the open-world of a single-player game and the open-world of an MMORPG. In the case of the latter, "open-world" is a borderline necessity, a meeting place for a bunch of players to interact and play with one another. It's also a bit of an overworld between dungeons. Sometimes exploration will yield results, but rarely any surprises. It exists for the illusion of a living, breathing world inhabited by actual people that play the game. In MMOs, this overworld is populated by cannon-fodder enemies that exist as the ladder to the real meat of the game, the raid dungeons in the endgame. In a single player game, open-world is a sandbox, it's the playground in which one, single player will have to find tons of things to do, to explore, to discover new things, to hunt for better loot and spend time in that, making changes to it and crafting their own experience.

I recall Two Worlds, a game I enjoyed more than Inquisition and certainly not because it's a better game (because it's not). The main quest of Two Worlds is absolutely terrible; short, stupid, badly written through and through with not a single interesting character to be found anywhere in its world. But Two Worlds is a game that relies heavily on exploration and mechanics; you'd never know what the next gallop on your horse would reveal, what new area you would find, what you would come across. More than that, you wanted to take on enemies, partly because they wouldn't ever respawn (giving you a sense of accomplishment) and mostly because you wanted to steal their shit so you could combine them with your shit to make better shit. Looting was a major factor in exploration and combat, as was discovery.

Inquisition's failures come largely from its approach to its sandbox, partly because this approach is the MMORPG approach and because of the sheer scale of its content. Not just the size of the content, not just the volume, but the scale. There's a lot of content in the game, but very little of it -comparatively- is of any real value. The main quest-line lasts between 7-10 hours, depending on player skill and level and each of the quests in the campaign can take upwards to two hours to complete. Unfortunately, even 10 hours can be drowned in a sea of a 100-hour-content game, or even a 50-hour-content game or even a 25-hour game for those that just power through the main quest-line without most of the side-stuff. Main quests are level and power-gated to begin with, but the side-quests that get you there don't offer any rewards outside of some dry Codex entries for the lore. There are no surprises, no loot, no colorful characters that help with the world-building in any organic way. They exist purely for grinding purposes, to boost up the player's level and Power accumulation to proceed through the main quest. It's exactly how MMOs do it, as well.



RPGs, in general, tend to be huge games with a lot of filler from way back in the days of Lord British and Black Isle Studios. It's not like Bioware decided to do anything radically different in this game. What's significantly different with Inquisition or Amalur that ultimately makes them stumble is the sandbox. That's why I insist that it's not the volume of the content, but rather its scale that causes the issue. In traditional RPGs, play was focused on doing as many quests as you could; that was the meat of the game. When the focus shifts toward story or exploration and the game itself offers too little of either, the rest of the content will just be kind of in the way. When there are no interesting or peculiar characters that are involved in the quests or any significant lore information or loot to be discovered, they are just there to kill time and don't really offer much to the player.

Bioware's latest game stands as an interesting sample of a game that's swamped in its own content. More content-for-buck will always be desirable by gamers, but it's now important to focus on pacing that content, to mind how we distribute that content to the audience so that we don't drown them in it and so that we maintain their attention throughout the entire game. We live in an era when the sheer volume of titles out there creates new challenges and dictates new approaches for developers when making a game. You can't expect a player to mindlessly repeat the same task in your game, when there is a backlog of another 200 games waiting in their Steam library.



In Inquisition, for example, it would've been preferable for the main quest-line to have no gates. Since progression isn't linear any more, it would've better to allow the quests to be easily tackled at any point at the player's leisure, just like the Elder Scrolls games allow. Many players prefer to speed through the main quest and then tackle all the side-quests afterwards. Kingdoms of Amalur had the same problem.

Also, some of the areas that are free for exploration, but have nothing to do with the main plot (particularly some areas at the West parts of Orlais), could've been made available only during the endgame. The plot of the game suffers from poor setting; by "poor" I mean exactly that; lacking in variety or diversity or highlights, the context, the framework isn't enough to get players invested in the events that take place. The famed Inquisition's purpose is told more than shown and the notion that the game pushes that it's because of the great Inquisitor, the player's actions that turn this organization from a small band of heretics to a fearsome army falls flat, because the players rarely feel it.

We never get the sense of achievement that we should. We are told to find horses for the soldiers or get better weapons or grind the Requisition quests, but there is no sense of accomplishment, we never get the feeling we're actually making a difference, we're only told we do; all the while engaging in what's essentially fetch-quest after fetch-quest. That's also one of the primary reasons the War Table would need to be rebalanced. The ridiculous time it takes to complete some missions create a disconnect and the inability to access the thing outside Skyhold makes it a bother, another thing you have to remember doing when you return to your base.

Generally speaking, I find Dragon Age: Inquisition a big, daring step for Bioware and one that they've clearly put a lot of work into. I'm not so much blaming them for something, I just think the game presents a very interesting example of how a few minor missteps in approach can break your game. I find it could serve as a good place to start a bigger discussion regarding pacing gameplay, beyond the simple concepts of difficulty curve and reward and focus on how to balance player agency and pre-determined, carefully crafted design. The nuances of making this work are many and I doubt there is a guaranteed solution, no matter what you do. After all, it's not so much that game developers don't take such complications into consideration -I'm sure they do- I just question how these complications evolve and change over time with the industry and how the industry will need to adjust in the design level.

Innovation happens rarely and even when it does, it's not certain it will work. That's why I find this a good discussion to have within games development; at least from my perspective as a gamer, someone who consumes a lot of games. Bioware did a lot of things right in Inquisition, but a handful of missteps threw the entire game off-balance. It'd be interesting, to me, to see what can be learned from this.

Thursday, March 3, 2016

[GAMES]Storytelling via gameplay mechanics in "Life is Strange"

(Note: The following piece presumes that the reader has played and finished "Life is Strange" at least once. Spoilers are included.)






 Life is Strange (Dontnod Entertainment, Square Enix) is a traditional point & click adventure title, despite its modernized presentation that's geared more toward a console audience. A mouse pointer is present in the PC version, but even when played with the gamepad, the player points with the camera and 'clicks' the appropriate face button to interact. Gameplay is comprised of solving puzzles and finding clues. Like most adventure titles, the game is driven primarily by its narrative.

The story of Max's road to adulthood, through the narrative metaphor of her power to Rewind time as well as her relationship with her childhood friend Chloe, contributes to an experience that stays with the player well after the game has ended. From a purely gameplay design perspective, Life is Strange is fairly deficient in comparison to the better titles in the genre. The mechanics are stiff and unintuitive, the puzzles are boring and lack in imaginative structure and often the game simply tries the player's patience. Though the classic adventure titles of the genre's Golden Age are likely responsible for a whole generation of potheads, solving the simplest puzzle in those games generated a sense of accomplishment that's sorely lacking in Life is Strange. Dontnod's latest entry can be a wholly unpleasant experience during play that the player is forced to tolerate just to see how the story unfolds.

So, here's the question that arises from the experience at first: since it's so reliant on storytelling and its mechanics aren't very entertaining, couldn't Life is Strange have been a film or a TV show or, at least, a walking simulator in the vein of Gone Home or the recent Firewatch?

Sunday, January 31, 2016

[GAMES] Stop trying to make Modern Sonic happen (Sonic: Lost World)

Not too long ago, SEGA ported the 2013 Sonic Lost World from the Wii-U to the PC. I knew it would suck. I bought it. See, Sonic fans have Stockholm Syndrome with this series. I know people who have stuck with it every terrible installment along the way and the funny thing is I'm not even one of them! I grew up on only one Sonic game, I haven't played most of the modern Sonic games and those I have played were the handheld versions (i.e. the good ones).

I guess Sonic does represent pure nostalgia, not so much for the license itself, but rather nostalgia for an era when platformers were king (or, in fact, an existing genre), when levels were colorful and when talking animals were the player's company when they pressed along just to see what the next "Zone" would look like. In all fairness, a lot of that still exists in the series; talking animals, varied levels and zones, a lot of colors and cheery music. It's the platforming part that sucks.



I was being facetious earlier; I didn't jump at the opportunity to buy Lost World. I got it on a sale and before I did, I read through the Steam Store reviews to have a good picture of what I was getting, if anything at all. After all, Sonic Generations was a good enough game and since Sonic Colors, the die-hard fans have seemed to not hate each new installment in the series. When I hit the Checkout button, I knew what I was getting myself into.


Wednesday, December 30, 2015

Shittiest Game of the Year Award! "Batman: Arkham Knight" (PC-Steam)

To compensate for the lack of new titles in my library in 2014, I gave my GOTY to Two Worlds, a 2007 open-world RPG that I had the most fun with last year. In 2015, however, my GOTY is undoubtedly The Witcher 3 and it's a moot point typing five-hundred words about why one of the most celebrated RPGs of all time is a good game.

So instead, I'll write these words for the shittiest game I played this year. I'd originally give this to Metal Gear Solid V: The Phantom Pain, but as disappointed as I was with that game, it did have solid stealth mechanics that entertained me for hours on-end. Fortunately, soon after I played another game and it was a real piece of shit.



Where does one even begin with Batman: Arkham Knight? How about the fact that, on the PC, the game was so broken that after massive complaints about its performance, it was pulled from the Steam Store a day after release? It returned to the Store three months later, with a patch that fixed fuck all and, even now, it's the only game in the entire catalogue (as far as I know) that users can refund regardless of how many hours they've played or how long they've owned it. Yes, you cannot refund The Slaughtering Grounds if you've played for more than two hours, but Arkham Knight? Here's your money back, sir!


Friday, February 27, 2015

Story and Gameplay are not a "versus" thing ("Sleeping Dogs" and better storytelling experiences in gaming)

A few weeks back I was playing a game called Sleeping Dogs. It's a 2012 sandbox title that recently got a "Definitive Edition" on Steam and other distribution platforms, an upgrade which includes optimizations, fixes and all available DLC. I already owned the old version so I was stuck with it.

Sleeping Dogs is the spiritual successor to the PS2/XBOX True Crime series and, much like the two games that preceded it, it's an open-world/sandbox action game featuring a cop going undercover to cripple some gang-- in Sleeping Dogs' case, the Chinese Triads.


It's a good game; its virtual Hong Kong is a nice change of scenery from the usual American cities of such titles (especially for us PC users not blessed with the likes of SEGA's Yakuza), though a bit bare and lifeless and its hand-to-hand combat system is very entertaining and a great alternative to the usual heavy-arsenal shoot-out of Grand Theft Auto or Saints Row.