Thoughts, musings, ideas and occasionally short rants on the past, present and future of electronics entertainment
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.