Monday, December 7, 2015

Semantic Games

Periodically discussions spring up around the internet regarding the term "video games."  For some the meaning is too broad.  Personally, I don't have a problem with it, and consider "video games" to be synonymous to "literature" with regards to scope.  More concerning to me is the shadow of tribalism showing up in the hobby.

As much as people love to toss statements like "PC master race" and "xbots" this kind of terminology is counterproductive.  It's petty labeling done in an attempt to turn opposing interests into an "us versus them" free-for-all.  The only place this kind of pigeonholing can be potentially useful is in marketing departments when they talk about "core" and "casual" audiences.  Even then it's a problematic practice in that Nintendo might be doing its own thing in relation to Sony and Microsoft, but saying their games are for children doesn't jive with the reality of the situation.  I know more than a few adults who play Nintendo games.  Does that mean they are immature?  Do real men only play violent murder simulators or interactive art experiences?  Absolutely not.  Interests vary and change constantly - one day I might want to play Doom, the next Flower.  Everyone is going to have their own gaming preferences at at any given time and that's fine.  The industry is big enough for all kinds.  New stuff comes out on a daily basis.  Although an important caveat to that statement is the big-budget scene.  Even then though, I tend to feel the fault lies in large part with the publishers who cling to an increasingly unsustainable "largest possible demographic" school-of-game-development rather than making tighter more focused experiences.

One other thing I want to address is the notion that some advocacy groups are causing censorship in the industry.  Maybe...but even if it were true the term "censorship" hardly applies.  To illustrate further let me swap out "censorship" temporarily with the word "injury" and make two statements:

  1. I suffered an injury at work - I got a paper cut while doing some filing.
  2. I suffered an injury at work - I got my arm ripped off by industrial machinery. 

The first statement is the degree to which censorship applies to some recent game releases, while the second is the kind of thing people have to deal with in real-life dictatorships these days.  On top of that fans can still get unfiltered versions of their favorite Japanese titles through importing.  It's not even all that hard considering that the USA and Japan share the same region encoding (Europe is a whole other can o'worms I don't want to get into right now).  Sure the game might not be properly localized, but stuff like fighting games and beach volleyball aren't exactly hard to navigate (heck, players might even learn a bit of Japanese too).

That said, I got agree with what Jeff Gerstmann said on a recent Bombcast, people should really expect better from their games.  The moment I see titillation in a video game it's a sure sign the developers are trying to distract me from some significant design flaws.  Case in point, Golden Axe: Beast Rider tried really hard to advertise how hot Tyris Flare is (pun intended) in an attempt to entice customers into buying the game before they'd notice the absence of a multiplayer component or even other playable characters iconic to the series (such as Gilius Thunderhead or Ax Battler).

Don't fall for that kind of thing, and don't let semantic games pull the wool over your eyes either.  Video games are for anyone and everyone.  Calling yourself, or someone else, a "gamer" is about as useful as terms like "music-listener," "book-reader," or "sandwich-eater."  Anyone trying to make a bigger deal out of their intense interest in the hobby is just trying to start a fight that nobody is going to win.  Game over!

Tuesday, December 1, 2015

2015's Award Winners

Avant-garde Award:
Originally a side project of a five man indie development team based in Italy, this third person medieval combat dungeon crawler has an unconventional control scheme and physics-based combat system that accounts not just for armor and weapons, but also the height and weight of the combatants, along with things like distance, momentum, positioning and the angel of impact all to calculate the effectiveness of each attack.  In practice, fights tend to look like drunken brawls, but underneath all the clumsy swings, dodges and parries there is a rhythm that can be mastered with a little skill and a lot of perseverance.


Backlash Award:
A lot of the post-launch flak Bloodborne suffered was, in part, due to spillover from Bandai-Namco's clumsy handling of Dark Souls 2.  That said, being a single-platform exclusive didn't help either.  Because of these tangential issues, Hidetaka Miyazaki's latest effort (despite being well-made production) ended up the target of some rather intense criticism mostly pertaining to a lack of variety and overtaxing of the PS4's processing power.

Brutality Award:
From Software games have a reputation for being unforgiving and Dark Souls 2 is no exception.  That being the case, the definitive version (subtitled Scholar of the First Sin) received a significant boost to the overall difficulty.  Not only do more powerful enemies appear earlier in the game, but improvements to the AI mean that foes will pursue the player relentlessly, attacking in greater ferocity and numbers than before.

Canvas Award:
Ori and the Blind Forest is one of those rare gems that is made from painstakingly hand drawn sprites, meticulously rendered animation, and richly detailed backgrounds.  On top of all that the use of color to convey moods (ranging from sadness, mystery, fear, anger and joy) is also carefully arranged into a distinctly varied of pallets.  Virtually every location in this game is worthy of a screensaver or desktop wallpaper.

Ecology Award:
Hot off the heels of 2013's award winner, Space Hulk, comes Warhammer Quest.  Another adaptation of a Games Workshop board game that makes no attempt to streamline or improve on the original mechanics, nor does it add anything new in terms of character classes, enemies, spells or treasure.  The entire game is a cut-and-paste job right down to the exact same dungeon tile sets and text-based scenarios.  So basically, it's a slightly cheaper digital version of a two-decade-old board game except without actual dice, figurines or a way to play with friends.  


"Engrish" Award:
Using translation software is, generally speaking, not a good idea.  It goes without saying that video game localization efforts are no exception.  Case in point, Darkness Assault is the result of a direct word-for-word translation from Russian to English.  Iconic examples include patrolling guards who yell, "Here are you!" and a player character that comments, "Batteries in such a hole?  Well...I'll do find a use for them," while scavenging for supplies.

Esoteric Award:
At first glance Axiom Verge seems to bill itself as side-scroller with a pixel art style and retro-themed soundtrack.  This rather obvious nostalgia grab though is actually an illusion which quickly fades once you pick up the controller and start playing.  A number of refinements make the game inconceivable on an 8 or even 16-bit console.  Strangest of all is certain gameplay features which do not adhere to the to the Metroidvania formula, most noticeably the "glitch" gun.  In essence it allows the player to hack various entities in the game to his or her advantage in ways similar to a Game Genie or GameShark.


Lemon Award:
Mortal Kombat X for the PC was divided into no less that twenty separate pieces of DLC so players could enjoy the game without waiting for the entire entire roster of fighters and modes to download.  It pretty much didn't work at launch though, and in fact neither did the online store that handles micro-transactions.  You know a game is truly busted when even the software responsible for taking your money doesn't function properly.

Testosterone Award:
This might seem to be an odd choice given the plethora of violent games to come out this year, but unlike Hotline Miami 2 or The Witcher 3, Apotheon has you literally wading through rivers of blood.  Gory violence aside, the amount of full frontal nudity in this game is also impressive.  Mortals tend to be pretty modest (excluding that one bathhouse area...), but Nymphs and Satyrs let it all hang out.  The gods aren't shy either, especially Zeus - whose rivalry with the player culminates in a sword thrusting duel between hugely enlarged version of the both of them!

Underdog Award:
Grow Home is a Ubisoft production, but you wouldn't know it by playing it.  A Uplay-free side project done by a small research and development team, this quirky little sci-fi platformer takes a simple premise (get to the top of the level) and turns it into a surprisingly fun exploration/adventure title.  Some of the gameplay features feel mildly innovative to boot, such as the procedurally generated movements of the robot.  The climbing mechanic also feels a lot more tactile than anything found in the Assassin's Creed series.

Tuesday, November 24, 2015

Facsimile

In modern English the word "facsimile" is synonymous with "fax," or "copy," but the origin of the word comes from Latin.  "Fac," is the imperative of "facere" (to make), and "simile," means "similar" in English.  So, what does any of this have to do with video games?  Well...I can think of a couple of relevent examples.

Ever heard of a game called Orion: Prelude?  It's often referred to as "The Best Worst Game" on Steam.  Typically it can be found on sale for about $1.  Having played the game for around seven hours I recommend not paying more than that amount for it.  Rather than simply telling you about this FPS, let me ask a few questions:  Do you like Halo?  How does wave-based co-op multiplayer sound?  What would you think if the Covenant were replaced with dinosaurs?  If your answers are "Yes", "Yes", and "Great!" then this game might keep you entertained for around an hour or two.  Otherwise go buy a pack of gum with your hard-earned dollar.  Trust me, You'll get a lot better return on your investment.

Normally when I think of knock-offs I tend to imagine the label "made in China," or possibly Taiwan.  Not so with this title.  Apparently the job of copycat game development  more often than not ends up in the hands of someone living in Russia.  That's not to say I don't like Russian made games - far from it.  I've played more War Thunder and World of Warships than I care to admit (even though one sometimes feels like a doppelganger of the other).  That aside, Bloodbath Kavkaz feels...well, to put it nicely - unnecessary.  The first Hotline Miami had enough convoluted storytelling and gratuitous violence to satisfy a deranged psychopath.  Just in case that wasn't enough for you though, the same developer went on to make a sequel - Hotline Miami 2: Wrong Number.  It has more of everything to the point that a lot of what made the first game good ended up lost in transition.  More specifically, the expanded level layout and increased number of enemies led to a great deal more frustratingly random player deaths.  It undermined the intensely tactical puzzle solving that made the original game special.  If, for some reason you want more 2-D pixelated gore though there's always Bloodbath Kavkaz...I guess.

Last example, for this blog post is Prey for the Gods.  Get it?  "Prey", not "Pray".  Haha...they so clever.  Ahem.  Anyway...it's a Shadow of the Colossus rip-off, but I can't say much more than that because the game isn't out yet.  For all I know it might actually be good.  Keep in mind I'm not inherently against the idea of a derivative game provided it does something that the originator didn't.  Even if said changes were not wholly successful I'd still be willing to praise the game for attempting to innovate on its respective genre.  Much like a Xerox machine though, if all you're going to do is make a copy then (by definition) the duplicate is guaranteed to be of inferior quality.  So take some pride in your work, struggling game developers.  It's okay to borrow from the masters (after all, imitation is the sincerest form of flattery).  Just remember to make your own mark on those clones.  Otherwise it's a waste of time and effort.  Doubly so for people that go through all the toil of making something that boarders on copyright infringement.    

Tuesday, November 17, 2015

Deep Sea Thoughts

It's my understanding that the word "soma" means "body" in Greek, and in Hinduism is a drink that grants immortality.  In a vague sense both meanings suit the themes of SOMA, the game, quite well.  Consciousness transfer via duplication has been explored in entertainment media numerous times before.  The video game The Swapper, the table-top RPG Eclipse Phase, a bunch of novels by Peter Watts, and movies like The Prestige or The 6th Day (staring none other than Arnold Schwarzenegger) are the closest examples I can think of to SOMA in terms of how they approach the concept.  Unlike any of those works though SOMA really plays up the existential dread such that by the time I had finished the game I felt very troubled.

The ARK is suppose to symbolize hope,
but to me it felt like a gravestone
marking the final resting place of humanity
In an attempt to try and ease my mind I visited forums, read wiki entries, and watched a few LP videos, but I still wasn't able to internalize what Frictional was getting at with their newest game.  Eventually I stumbled upon Markiplier's "Lets Play" of SOMA and it was through his end-game commentary that I could contextualize things in a way I could wrap my head around.  I know...kind of surprising that this pink-haired Youtuber with an over-the-top personality would have any meaningful insight, but what can I say aside from don't let appearances deceive you.  He's actually quite observant and quick-witted when he wants to be.  In essence his take on SOMA, and the reason its story is so engaging is the central theme of altruism versus selfishness.  If you have children or work in education, medicine or a similar field then you probably realize that a lot of what you do has little to no personal consequence, but oftentimes is immensely impactful to others.  SOMA takes this aspect of life and amplifies it to the uttermost extreme.

*Spoilers*  
Launching the ARK will provide all those in it with a life of tranquil bliss among the stars for a millennium or more while all those who made it possible gain nothing for their efforts...yet it comes to pass anyway.  
*End Spoilers*  

It's poignant stuff, universal to the human condition, and rarely seen when it comes to video game writing.  For better or worse though SOMA is a video game which means there's more to it than just the story.

It took me awhile to realize that the CURIE
was a semi-submersible similar to the real
life oceanography research ship RP FLIP  
The actual gameplay is mostly light puzzle solving mixed with monster evasion.  Exploration isn't even a major component since the only reason to stray off the established path is to get little side snippets of the story.  As far as puzzles go some are more interesting than others, but basically they're fine.  Monster encounters, on the other hand, are a much more mixed bag.  The aquatic threats feel well implemented and are genuinely terrifying experiences, but the more humanoid dangers (particularly the "proxies") are far more annoying than scary.  I think, in part, this discrepancy in quality has to do with the game's lengthy development cycle (it took over five years to make SOMA).  As old gameplay footage show (here and here) early versions of the game were considerably different than what we got.  Unlike say Bioshock Infinite though the final product is considerably better than what the demo gameplay implied.  That said, it feels like some of the less well refined legacy assets seeped into the release version of game.  Still, I'm inclined to be an optimist in that it could have easily been far worse than what we got.

A paramedic's decisions might not have any
personal repercussions, but for others it
could be the difference between life and death
The developers at Frictional wisely avoided the it-was-all-just-a-dream ending plot twist (or similarly a final image of the Earth showing that it was fine all along).  I'm also glad there's no karma tracker decreeing whether or not the player's conduct throughout the game should grant them a place in the Nirvana/Heaven of the ARK or force them to remain in the Purgatory/Underworld of Pathos-II.  The fact that player decisions don't alter the game (aside from a few lines of dialogue) might bother some people, but I though it was appropriate given the underlying themes of SOMA.  It's also interesting to see the variety of (and in some cases extreme) opinions people have towards characters like Simon, Catherine and the WAU.  That there can be so many supportable viewpoints, is a testament to the quality of the storytelling.  Hands down, this is the best horror game of the year and probably deserves any "Best Story of 2015" awards it wins as well.  Whether or not it should be nominated for game of the year though depends on how much value you place on gameplay.