Thoughts, musings, ideas and occasionally short rants on the past, present and future of electronics entertainment
Wednesday, December 29, 2021
Thursday, December 23, 2021
O Ye of Little...
Before continuing, I have a confession to make. While made up of three chapters (as the subtitle of the game implies), I've only played the first to completion. On top of that the third chapter isn't actually out yet (although a demo is freely available for download). Even so, I'd like to say a few things about what I've played thus far. Let me start with the visual style. If you've ever played the original Oregon Trail (specifically the hunting mini-game), Faith will seem oddly familiar. The game's sole developer, Mason Smith, has made several other indie titles, all with a retro look. One of his games (Earl's Day Off) has a very N64 feel to it, while two others (Extra Ordinary and The Wind) seem like they could have come out for the Apple II home computer back in the early 80s. Faith shares styles and to some extent themes with these two other titles, but distinguishes itself by occasional injecting rotoscoped cutscenes (something that is very out-of-place on the hardware it seeks to emulate) to punctuate key events in the story. Having these anachronistic bits of presentation is strangely unnerving. Adding to the general unease is a (sometimes distorted) Speak and Spell style narration for dialogue scenes. On top of that, creepy chiptune music plays in the background.
Set in Connecticut circa 1987, Faith tells the tale of John Ward - a Catholic priest in search of redemption. The previous year, John and a senior colleague attempted to banish an evil spirit that had taken possession of a young woman (Amy Martin) . The attempt was a complete disaster. The older priest and Amy's parents were killed. Worse still, Amy's siblings (a pair of younger twin brothers) vanished without a trace. Returning to the scene of the crime, John Ward is determined to set things right.
Sufferrrrrrrr...! |
Depending on how John uses his new acquired firearm, players can unlock five different endings: one of which is particularly hilarious and features an on-the-nose reference to the aforementioned Oregon Trail. Speaking of references, Amy Martin has more than a passing resemblance to Sadako from the Japanese horror movie "Ringu." Another example is a corpse of a fox that utters the phrase "chaos reigns!" which is a nod to the 2009 arthouse film "Antichrist." Unlike that motion picture, it's nice to see that Faith is willing to set pretentiousness aside for the sake of a good joke. These little bits of levity are what makes the storytelling in the game work for me. Well...that and a nice layer of ambiguity in the form of an optional side quest in which the player can discover a note that casts a shadow of doubt over John Ward's actions. Specifically, it makes mention of him being discharged from a psychiatric hospital after spending a fair amount of time there following the failed exorcism. This helps explain why it took John so long to return to the Martin home, but also begs the question "Is all this really happening or are the stresses of priesthood too much for our protagonist's dubious mental health to endure?" My understanding is the second chapter fails to give a definitive answer, but perhaps the third and final installment will.
Friday, December 17, 2021
The Hávamál for Gaming
I've been devouring a lot of books lately and one that inspired me more than I thought it would was the Hávamál. If you haven't heard of it, the Hávamál is essentially a collection of Scandinavian insights that were composed around 700 years ago (though they probably existed to some extent long before then). These pearls of "Viking" wisdom are surprisingly applicable even to this day. What came to me after reading the book was "what if I could emulate the themes and style but with an ultramodern perspective?" I doubt anything I'm going to write will be relevant in a millennium from now (let alone a century), but for the moment here are a few words adapted from people much wiser than me.
- The first rule of game design is make it fun. Remember though, fun is not the same as fulfillment.
- A delayed game can eventually be good, but a bad game at release will forever be viewed as bad.
- Blockchain is a solution in need of a problem. Crypto is what happens when libertarians get religion. NFTs are for people who launder money through art, but then ask themselves "what if we get rid of the art?"
- People who say every game is every other game play too many video games.
- Sometimes an original failure is more interesting than a successful rehash.
- If you want to be original, be yourself. No two people are exactly the same.
- Every developer has his blind spots. Every game has its flaws. Every critic has biases. And every player is a sucker for their favorite franchise.
Friday, December 10, 2021
Neither Faded nor Cursed
Thursday, December 2, 2021
2021 Awards
Ecology Award:
Lemon Award:
Saturday, November 27, 2021
Sunday, November 21, 2021
Like CJ Says...
Don't get me wrong, when GTA III bumped the franchise up to three dimensions it did a lot to pioneer open-world game design. Vice City made few minor improvements, such as adding bikes and watercraft, but basically copied its storyline from the film "Scarface." Then came GTA: San Andres which had an interesting and original story complete with sympathetic protagonist, as well as rural regions between cities and even a proper swimming mechanic. Because San Andres basically got what we nowadays call the GTA formula firing on all cylinders, it went on to be the most played game on PS2. Despite all the success though, the gameplay felt a bit dated (even for the time) with sloppy third-person shooting and clunky character controls. These were (and still are) weak points found even to this day in all of Rockstar's open-world games, as are semi-pointless minigames. When it came to San Andres and the character of CJ, I simply got him as buff as possible in order to maximize his effectiveness in combat. The whole eating and exercising thing felt like nothing more the annoying obstacles impeding that goal. The dating sim aspects also seemed rather pointless. Having said all that, I still enjoyed GTA: San Andres because I was invested in CJ. Plus, the driving has always been fun for me. The most interesting challenge the GTA games have ever presented, in my opinion, is procuring all the car collections. True to the name of the game, Grand Theft Auto is at its best when you are doing just that. The actually storyline missions, on the other hand, are very hit and miss.
Perhaps the way missions play out is something that could have been fine-tuned in a proper remake. Sadly, a janky remaster is all were are ever getting (at least for the foreseeable future). It's a shame because we as players already have to endure the indignity of unfinished games being pushed out to market on a regular basis. Here though we are experiencing finished games being reverted back to an unfinished state. Somehow things continue to get worse. Also, sorry CJ...you deserved better than this.
Sunday, November 14, 2021
Environmental Storytelling
As the name of the game implies, Unpacking is all about deciding where to put things when moving into a new home. At its heart, Unpacking is a simple puzzle game. Players have a fair amount of leeway as to where they can put things, but cannot advance to the next challenge if (for example) clothes are scattered all over the floor. So, a certain amount of tidiness is required. The game begins with a child's room. Observant players will quickly deduce that they are in the roll of a girl who is somewhere around that age when one transitions from primary school to a secondary education. Initially, players only have a bedroom to focus on. As the game progresses though, more areas (including bathrooms, kitchens, living rooms and a foyer of sorts) are presented. Added to this are stage unique conditions such as accommodating for roommates when the timeline advances to our female protagonist's college years. Based on various items the player has to sort through and organize, it quickly becomes apparent that she is an artist and into fitness. This leads to a stage where the player must decide where to put things in an already very masculine themed apartment. It seems that she has moved in with her boyfriend. Based on his stuff, it's not hard to conclude that he's a gym bro who likes wine, coffee, movies and video games. It's here that we see some of the more subtle nuance seeping in. Unlike the roommates situation, players can move his stuff around to some extent in order to make room for her own things...and yet there really isn't enough space for everything. Her framed diploma, for example, has to go under the bed (out of sight) for lack of wall space and there really isn't a place for her art supplies or even all her personal hygiene products.
After clearing this stage, the next finds players back in the starting room of the game; the bedroom from their childhood. A photo of a couple from the previous stage is still among her personal possessions (complete with thumbtacks), but the lack of a display surface means that it has to go in a drawer or some other out-of-the-way location. On top of that one tack is stuck directly in the face of the male in the photo. Presumably, things didn't work out and she is back at her parents home. On the plus side though a stack of business cards implies that she is finding employment for her artistic talents Unfortunately, the presence of some kind of backpain medicine indicates that she might need to change up her fitness routine due to age or injury.
There are more stages after this, but I think I have spoiled enough of the game as is. Unpacking is a clever little game in terms of design and presentation despite the actual gameplay being nothing remarkable. Even so, I hope other game developers take note because this indie gem demonstrates very clearly how details in an environment can say just as much (if not more) about characters and events than the written word or expository dialogue.
Monday, November 8, 2021
From Paper to Celluloid to Digital
Tuesday, November 2, 2021
A Rocky Start
Some of these heroes look like they were hitting the gym between games... |
By far, the most bizarre and arbitrary mechanic has to be the five turn road combat limit. The original game experimented with various consequences if battles dragged out for too long, such as sanity loss or enemy reinforcements. Having combats simply end though after a predetermined number of rounds seems kind of weird and, frankly, an inelegant way to deal with potential problems.
Fan reactions seem decidedly mixed with the single most common criticism being the game is too punishing. If you ask me, the sounds about the same as the original. In fact, I was only able to complete the titular "Darkest Dungeon" with the aid of mods...nothing drastic in terms of adjusting difficult so much as reducing the grind. Having to fight each of the game's bosses multiple times felt repetitive enough as is. Needing to send expeditions in with the exact same tasks over and over just to get experience points and loot was a bit more than I could stand (especially when bad luck would result in a net loss).
It's not entirely clear how things will turn out for Darkest Dungeon II. Unless you have an Epic Games Store account your going to have to wait until version 1.0 launches to actually play it. Honestly though, having to hold off might be good thing because it's pretty obvious that this game need a lot of work before it can truly shine.
Friday, October 29, 2021
Friday, October 22, 2021
Guy in a Mask
The first two Splatterhouse games are 2D side-scrolling action titles distilled down to rawest form of gameplay. The player can walk, jump, crouch, punch, and kick, as well as use weapons found in the environment (such as 2x4s, meat cleavers, shotguns and simple throwing implements). In the original arcade game it's also possible to get an axe though, somewhat counterintuitively, this is the only time such a weapon appears in the entire series. The levels themselves are set in and around a large mansion; quite literally a house of horrors. The first game begins with Rick and his girlfriend, Jennifer, taking refuge from a storm inside a seemingly abandoned country estate. In classic horror movie fashion, the couple are soon ambushed by a collection of monstrous inhabitants that dwell within. Jennifer is kidnaped and Rick is incapacitated (or possibly killed) only to be revived a short time later with a mysterious mask fused to his face. From here he must do battle with a variety of foes including ghouls, zombies, "boreworms", and poltergeists. Eventually, Rick finds Jennifer. Unfortunately, their happy reunions is cut tragically short when she transforms into a grotesque abomination determined to murder Rick with weirdly long retractable claws. Having no other option, players must defeat the monster at which point it reverts back into the form of Jennifer only to disintegrate or evaporate moments later (which one depends on whether it is the home console version or arcade game respectively). Rick, determined to get revenge, enters the fleshy innermost sanctum of the house. After fighting through a bunch of half-formed bubble-like creatures, he finds and destroys the source of evil - a giant beating heart. Once outside though he has one last showdown with a huge fleshy golem that partially rises out of the earth beneath his feet. The first game then ends with the mask shattering into pieces while the mansion burns down in the background.
The second game takes place three months after the original. Haunted by nightmares and a sense of guilt, Rick (at the behest of the now reformed and apparently sentient mask) returns to the location of the house under the belief that Jennifer may actually still be alive. Counter to reason, the mansion and its denizens have reformed on an island in the center of a lake. Gameplay is mostly the same although the story is much more hopeful in that down in the depths under the titular Splatterhouse, Rick finds Jennifer and brings her back out. The two then take a ride on a motorboat and make it to shore after shooing away one of the lake's more hostile inhabitants. Like the original, there's a final showdown against some sort of floating flesh monster before the house sinks into the water as the sun rises. Like the film Evil Dead 2, Splatterhouse II feels as much like remake as a sequel. In particular, I like the addition of the very thematically appropriate chainsaw as well as the new bosses and monsters. Much like the third movie in the Evil Dead series, Army of Darkness, Splatterhouse III deviates from the formula of the previous two entries...in a good way, of course. A non-linear beat'em up in the same vein as Streets of Rage (Bareknuckle) or Double Dragon might sound like an odd choice of genre shift, but it actually does a lot to keep the gameplay fresh and engaging. The mask plays a much more prominent role this time out, as well as getting yet another redesign. In the original the mask was white, but changed to red in the American console port so as to avoid copyright infringement. In the sequel, the sports theme is dropped in favor of a more skull-like appearance, though the Japanese version features a more elegant design. In the third entry the developers split the difference and created a mask that is neither beautiful nor terrifying...and yet still possess a disturbing quality to it. Unlike the brief time skip between the first and second game, Splatterhouse III takes place around half-a-decade in the future. Rick has become a successful businessman and Jennifer has given birth to a son, David. For some reason this family of three decided to buy and move into a big house out in the countryside. What follows is a home invasion story of the supernatural variety. Players are tasked with fighting through a series of monster infested rooms in order to rescue Rick's wife and son before a sequence of countdown timers run out. Because of this it's actually possible to get four different endings:- Neither of Rick's family members survive
- Jennifer survives, but David doesn't
- David survives, but Jennifer doesn't
- Both family members survive
Regardless, the final battle this time is against the personification of the mask itself, revealing itself to be the mastermind behind all these terrible events.
I have to admit that, despite not being a fan of gore, the initial three Splatterhouse games made a lasting impression on me. I can still hear the shrieks of the leaping "mimis", still see the red horror that disguises itself as a teddy bear in Davids bedroom, and still remember the Biggy-man who has saws for hands. Oh, and about the remake...I never played it, nor any of the quirky spinoffs. Supposedly, the voice acting in the remake is quite good, but the laconic prose of the earlier games set a mood that isn't well suited to verbosity. Trying to introduce a proper antagonist to the franchise simply distracted from what's great about the series. The heavy metal soundtrack didn't really work for me either compared to the eerie tunes from previous three games. As is often the case in the horror genre, simple is the most effective.