From the designer of The Stanley Parable, comes Dr.
Langeskov, The Tiger, and The Terrible Cursed Emerald: A Whirlwind Heist! It’s free! It’s short! I’d recommend playing
both games first before reading this!
Showing posts with label critique. Show all posts
Showing posts with label critique. Show all posts
July 10, 2016
June 26, 2016
AIMless: On Catherine (2011)
April 4, 2016
Forgetting You, But Not the Time: On Emily is Away (2015)
Late last year I saw an article about
this game called Emily is Away in Wired. The headline caught my
interest: it said the game was AIM-inspired and set in the 2000s.
Generally, I don't like reading too much about games I think I might
play in the future; I wrote about how pre-set expectations changed my
experience with Gone Home before. So I didn’t read the article.
But I saw the game get articles in other publications as well. And I
saw that Emily Short had written about it, and I made a mental note
to definitely give the game a shot at some point. (Her review is
here).
But even though I’d avoided reading articles about the game, I
still couldn’t avoid reading all those headlines, and though I
can't find it again, I'd seen one article/blog/forum post/Youtube
title which said the game was about getting friend-zoned. Remember
expectations? Yeah, there they were, being pre-set.
October 4, 2015
Civilization and Ruin: Fallout 3 Vs. Fallout: New Vegas
I should probably get this done before Fallout 4 releases, right?
So: Fallout 3 and Fallout: New Vegas. It's pretty rare to have such an apples-to-apples comparison between games and their developers. Fallout 3 was released in 2008 and developed by Bethesda Game Studios; Fallout: New Vegas in 2010, developed by Obsidian Entertainment. They both take place in the same in-game universe, they were both developed using the same engine, and they both ostensibly share the exact same underlying gameplay mechanics and genre. These are games from two of the biggest western RPG game studios around (Bioware's also there, of course), but although both studios sort of share the same philosophy of providing freedom, choice, "open-worldness," and player-driven gameplay, how that ethos manifests in their actual games is actually pretty different.
There's also this divide between the players, and it isn't just that people slightly prefer one over the other; the emotions run higher than that*. Fallout 3 is, I think, going to come to be one of the defining games of the Xbox 360/PS3 era, and for the generation growing up on those consoles, it's going to define what video games ARE, pretty much. And a lot of those people played New Vegas afterwards and found it boring, and restrictive; they thought it didn't measure up. And then there's the people that consider New Vegas one of the best RPGs of the last couple years, who detest Fallout 3 and that hate everything Bethesda did to the franchise (if they played 1 or 2 first). Sure, there's a middle ground, but there's also a lot of people that feel very strongly about this. So what makes Bethesda's Fallout so different from Obsidian's? One of the biggest, I think? Bethesda's games get better as you move away from their games' cities and people, but those are the areas where Obsidian's games excel the most.
So: Fallout 3 and Fallout: New Vegas. It's pretty rare to have such an apples-to-apples comparison between games and their developers. Fallout 3 was released in 2008 and developed by Bethesda Game Studios; Fallout: New Vegas in 2010, developed by Obsidian Entertainment. They both take place in the same in-game universe, they were both developed using the same engine, and they both ostensibly share the exact same underlying gameplay mechanics and genre. These are games from two of the biggest western RPG game studios around (Bioware's also there, of course), but although both studios sort of share the same philosophy of providing freedom, choice, "open-worldness," and player-driven gameplay, how that ethos manifests in their actual games is actually pretty different.
There's also this divide between the players, and it isn't just that people slightly prefer one over the other; the emotions run higher than that*. Fallout 3 is, I think, going to come to be one of the defining games of the Xbox 360/PS3 era, and for the generation growing up on those consoles, it's going to define what video games ARE, pretty much. And a lot of those people played New Vegas afterwards and found it boring, and restrictive; they thought it didn't measure up. And then there's the people that consider New Vegas one of the best RPGs of the last couple years, who detest Fallout 3 and that hate everything Bethesda did to the franchise (if they played 1 or 2 first). Sure, there's a middle ground, but there's also a lot of people that feel very strongly about this. So what makes Bethesda's Fallout so different from Obsidian's? One of the biggest, I think? Bethesda's games get better as you move away from their games' cities and people, but those are the areas where Obsidian's games excel the most.
September 15, 2015
Staged Fighting: Guacamelee's Combat
Guacamelee's combat feel different that of other beat'em up games I've played.
Elsewhere, combat seems like it's about rhythms, about getting in sync with the enemy, about learning the right times to attack and when to counter or dodge. Or they're about button mashing, or combo memorization, or pattern recognition.
Guacamelee (2013) has some of that, all of that, certainly. But it asks something different of you, I think, than games like Devil May Cry, Prince of Persia: The Sands of Time, Castle Crashers, Dark Souls, the Batman: Arkham games, or older beat'em ups like Double Dragon or that Simpsons arcade game. It's more active. More dynamic. Like I said, different.
Elsewhere, combat seems like it's about rhythms, about getting in sync with the enemy, about learning the right times to attack and when to counter or dodge. Or they're about button mashing, or combo memorization, or pattern recognition.
Guacamelee (2013) has some of that, all of that, certainly. But it asks something different of you, I think, than games like Devil May Cry, Prince of Persia: The Sands of Time, Castle Crashers, Dark Souls, the Batman: Arkham games, or older beat'em ups like Double Dragon or that Simpsons arcade game. It's more active. More dynamic. Like I said, different.
September 1, 2015
Footsteps to Follow: On Brothers: a Tale of Two Sons and Ico
Imagine you are the younger of two brothers. You will not get to forge your own path through childhood, because there will always be an elder sibling that came before you. Your parents and your teachers will always look at the two of you, and they won't be able to help but compare. Your own decisions will be flavored by the choices your older brother made before you, and at every turn, there will come a question: will you emulate, or differentiate? Will you invite the comparison or run in the opposite direction?
Brothers: a Tale of Two Sons is a story about two brothers, trying to find a cure for their ailing father. And it is a game, one that is consciously trying to follow in the footsteps of an earlier game, Ico. The shadow Ico casts is long: it is considered a classic, a game that pushed the medium in new directions upon its release in 2001 by Sony Computer Entertainment. Developed by Fumito Ueda and team ICO in Japan, Ico is a name that is likely to come up when you try to discuss Games as Art, for its style, for its storytelling, for its innovation, and for its imagination. Brothers, released 12 years later, developed on a different continent by Swedish developer Starbreeze Studios, and directed by filmmaker Josef Fares, embraces the influences of Ico proudly and eagerly, and because of that you can't help but compare the two as you play through it. (here's a link to an interview where Fares says Ico influenced his game: Shack News - Brothers: A Tale of Two Sons creator talks inspiration and a grander world)
August 18, 2015
When No One's Watching: On Dishonored (2012)
A view from high above in Dishonored |
March 19, 2015
(Not) Seeing the World Through a Mini-map - On Mini-maps in Sleeping Dogs, Grand Theft Auto, and Metal Gear Solid
Metal Gear Solid's Radar |
Minimaps are a user interface component that have become especially prevalent with the advent of open world games in the past decade and a half or so. Given large maps which players can easily get lost in, a large number of collectables, enemies that can come from any direction, and multiple missions you can start at a time, there needs to be some way to convey to the player a lot of spatial information. Mini-maps are a fine tool for this. But they don’t always completely fix all these problems, and sometimes, they can introduce new ones, especially if you’re just using them because everyone else is, without thinking through how they’re being integrated into the game at large. Like, for example, in GTA IV.
February 9, 2015
Medium Expectations: On Gome Home (2013)
Sam's bedroom |
September 24, 2013
#TeamWalt, Fictional Heroes and Villains, and Interpreting Morality in Breaking Bad
I am not on #TeamWalt. Walter White
should go to jail, for all the morally reprehensibly things he has
done for morally dubious reasons. Many people, though, proudly label themselves members of Team Walt, and actively
cheer for the Breaking Bad protagonist, and they'll even have
justifications for all of Walt's actions; they say Walt's always been
doing everything for his family, to provide for them, to keep them
safe, and that includes his surrogate son, Jesse. Others don't deny
that Walt's done bad things, but they say it's fun to cheer for Walt,
to see him succeed, and he is the protagonist, after all. This is
his story, and those viewers want him to keep going, keep outsmarting
people, keep doing terrible things in order to survive, because
that's what keeps the show moving forward. There are people that are
fervent in their defence of Walt's actions, and I want to take a
closer look at that viewpoint here.
February 12, 2011
Thoughts on Final Fantasy IX
I just downloaded Final Fantasy IX off of PSN a week ago. I had a copy of it back on the PSX; it was probably the first really big game I ever played, certainly the first RPG, and I remember really liking it back then, but replaying it now gives me a whole new appreciation for it, especially having played FFX and several other RPGs since then.
In Final Fantasy IX, the physical journeys the characters take mirror the journeys the characters take emotionally. All of the cast are constantly challenged. Vivi struggles with quesitons about his humanity and the meaning of his existance. Dagger is confronted with her lack of real world experience as she desires to help the people (her people) she feels like she has a duty to protect. Steiner is confronted with the possibility that the side he has sworn allegiance to and spent his life serving might not be the right one. And Zidane who has spent his life chasing girls and being irrelevant at the fringes of society, starts to develop a relationship with Dagger knowing the gulf that lies between the two, and is suddenly thrust into the role of a hero. All the rest of the characters also have their stories, and that's the important thing: you can generally tell what motivates the characters and what they are thinking. Alright, Vivi's dilemma is perhaps touched on a bit too repetitively, and sure, the characters could be a bit more nuanced, but the important thing is that the characters have at least something that defines each of them.
The whimsical feel, too, is something that no other Final Fantasy (that I've played) has, and it's really refreshing. Zidane is actually a protagonist hero that is actually eager to help, and who doesn't mope around all the time. The story has a lot of downer moments, but it also mixes in humour and a sense of adventure as well. The art in the game for everything other than any of the humanoid main characters (That's Dagger, Zidane, and Eiko, all of who look unappealing to me) is gorgeous. There's a sense of scale and history to every city and locale, and even though the streets aren't teeming with people, there's a lived in feel that makes the cities feel alive and dynamic. What also helps is the camera, which swoops in and out, which can start out really far away and then slowly zoom in, which is sometimes perched above and sometimes shoots from the side. This is the game that demonstrates the power that a camera on rails and at a distance and pre-rendered backgrounds can have over the standard over-the-shoulder third person viewpoint that every western RPG takes. The music is good, the mini-games are time sinks; thank god, also, that this game came before voice acting made its way into Final Fantasy games. I can't imagine any way that Vivi wouldn't become completely torturous if he were given a voice to what he says.
The battle system is incredibly slow, and stealing from bosses is a real pain, but in the end, it doesn't matter. Final Fantasy Versus XIII is not going to have many of the things I mentioned that make FF9 so enjoyable, but hopefully it approaches its greatness anyways.
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