Tuesday, 27 May 2014
Transistor Review
Back in mid 2011, a little company named Supergiant Games took the gaming world by surprise. As a company nobody had ever heard of, they created a game called Bastion. Bastion quickly garnered large amounts of praise for being a highly polished, artfully crafted and all around profoundly beautiful game, and has since been ported to a plethora of platforms. For a while, people wondered what was next for Supergiant Games, and there was some doubt that they would make a second title. After all, how do you follow Bastion? In March of 2013 this question was finally answered when similarly gorgeous cyberpunk action-RPG Transistor was revealed. A little over a year of intense anticipation later, and the game has finally been released. I played it, and here is what I think:
First out of the gate, I want to state that I played the PC version of the game, and to be honest, I wish that I had a PS4 to play it on instead. The downside to Transistor's stunning art style, is that there are no graphics options to speak of, which is a problem when I was struggling to run the game at 20 FPS. The game is definitely very pretty, but it doesn't look like a game that should be particularly taxing. Perhaps this is simply an issue that will be resolved down the road via patching. I also felt as though the keyboard controls did not work very well at all, which was surprising given that they were fine in Bastion. It felt in general like much of the game's controls were a little sluggish, but it's hard to say how much of that was the low frame rate, and how much was my 360 controller being bad. I will say that, I played the game on a PS4 at Pax, and none of these problems existed.
Platform complaints aside, the game is a joy to play. I mentioned earlier that Transistor is an action-RPG, and I am glad to say that it's combat is incredibly deep. It has two main things going for it: the function system, and the Turn() system. Functions are essentially your abilities, however each one can take one of three forms. You can assign it as an active ability, you can assign it as an upgrade to another function, or you can assign it as a passive. With 4 active abilities (each with 2 possible upgrade slots) and 4 passive slots, there is an astounding amount of flexibility in how you can choose to play. I also really like that, when your health bar depletes, rather than dyeing immediately, one of your functions overloads and temporarily becomes unavailable. It forces the player to replace that ability in the interim, and thus try out abilities and strategies that they maybe wouldn't otherwise use.
To further add to the combat depth, is the turn() system I mentioned, which works something like the VATS system in Fallout 3. Essentially, any time you wish you can pause the combat, and input a certain number of actions, which you will then execute in quick succession. After turn() has concluded, you have to wait for it to recharge before you can use any abilities. This creates an interesting dance wherein you have to decide how much combat you want to do in real time, and when you want to use turn(). It allows you to use many attacks at once, but that isn't always what you want to be doing, and it leaves you vulnerable for a while. turn() is also not infallible. The game will predict how much damage you will do, if an enemy is out of range, if your attack will be blocked by terrain etc. This prediction is not always how it turns out though, and it encourages you to learn how your abilities and your opponents behave. It's actually kind of astounding how good a job Supergiant has done of making sure that spamming turn() every time it is available isn't always the optimal course of action, but still a very deep and strategic system.
Unfortunately, once we move beyond the realm of combat, things start to look a little bit less sunshine and lollipops for Transistor. I think the word I would use for it is "whimsical", though I saw someone describe it as "impenetrable", and I think that works well too. The problem Transistor has is that it makes no significant effort to explain itself to you. Certainly there is something to be said for leaving things up to the player's imagination. Supergiant chose this option at every possible juncture though, and you are left with a game that feels pretentious at best. The player is just dropped into this deserted city and has no recourse but to make their way from point to point. Nothing is explained explicitly or otherwise. None of the characters or locales are properly introduced or fleshed out, and you aren't given any good indication of what their motivations are. Everything just kind of exists. The Transistor itself talks constantly, much like Basion's narrator, and yet it feels like he never says anything worth hearing. There are tons of little interactive bits in the area, and yet they don't flesh out the world so much as say "hey, there's this thing here, isn't that cool?".
On one hand the player is left to interpret things as they wish. On the other hand, I personally end up just feeling really confused by this empty void of a world and what seems like multitudinous plot holes. By the end of the game I had just kind of accepted that I wasn't going to get a cast of characters or a world I cared about. I accepted that nothing was going to make sense, nothing was going to be explained, and that I should just put my head down and enjoy the combat. Perhaps the game's narrative just isn't for me and someone else will be able to understand it just fine. I can certainly see it being something that some people do enjoy, but it most assuredly left a sour taste in my mouth. However that being said, I still enjoyed the game quite a bit purely on the strength of it's combat. Luckily the minimalist approach the game takes to everything else means that it's pretty easy to pretend fighting the process is all that Transistor is about.
Thursday, 15 May 2014
Thomas Was Alone and Narrative in Gameplay
We live in a very interesting age for video games. 20 years ago the market was still growing; AAAs weren't quite so monolithic and the the market didn't have the accessibility or the infrastructure for indies to thrive. Yet in a world where game budgets are getting outrageously out of hand, the indie market is flourishing. In a world where Activision and Ubisoft and Gamefreak are pushing yearly releases of big franchises, we have a plethora of indie games. Games which can be successful thanks to digital distribution, word of mouth. Games which, without hundreds of millions of dollars riding on them, can get away with taking creative risks. It is in this world that a game like Thomas Was Alone, a game about colored rectangles, can sell over a million copies. Myself being among them, I thought I would talk about what makes such a simple game so great.
So aside from rectangles, what exactly is Thomas Was Alone about? Well the idea is to reduce a puzzle platformer to it's most basic elements. Image a game like Trine or The Lost Vikings, wherein you control a group of characters one at a time. Each character has a personality and a backstory and a set of abilities, and you must combine these abilities in order to get the entire crew to the end of a level. All of these things are also true of Thomas Was Alone, except instead of Eric the Red and Baelog the Brave, you have Thomas the red rectangle and Claire the blue square. While they don't have fancy graphics or flashy abilities, I would argue that the characters in Thomas Was Alone are much better defined than most games without ever saying a word, and the game's narrative is shaped significantly better than most, too.
When you first start the game, Thomas is quite literally alone. You are given several levels to get the hang of what Thomas can do by letting the play figure it out (as is the case with every new character you are introduced to). While you are learning, the fantastic British narrator introduces you to the story of Thomas, who is lost, confused and lonely. Over the course of the journey you are introduced to other rectangles, such as Chris the pessimistic orange rectangle and John the narcissistic yellow rectangle. Each level the narrator tells you a little about the characters, sometimes a little about the story, which in truth, is barely there and really kind of irrelevant. The story is about the characters and their journey more so than the game's actual plot. Sure there are puzzles. They are well made, they are well paced, they make you think without being too hard, everything a puzzle game should be really. Yet to me, what really sets Thomas Was Alone apart is the unspoken narrative.
I think Chris really tells the tale of Thomas Was Alone. When you meet him, he is down, antisocial, and not much use to be frank. He's small, he can't jump very well, and he constantly needs the other characters' help to get around. But sometimes there's a spot that only Chris can reach, you need his help to progress. The same is true of every character. Some characters are more capable on their own, but at some point they all need help, and no matter how pathetic a character may be solo, there always comes a time when you need their help. Nobody can make it on their own, and when they work together not only can you make it to the next level, but your little rectangles grow as people(polygons?), too. Their personalities perfectly match their abilities, and each character has real and measurable character growth. I often found myself identifying with the little shapes, sharing in their woes, and celebrating their accomplishments. It's truly astounding how such a minimalist game can send such a powerful message, and it's all because the narrative and the gameplay are as one. Sure, the narrator is great and lines are well written, but the strongest messages are the ones that are inferred rather than stated.
Of course, you can have all of these things and have a game that isn't actually much fun. Often this is the case with the most "artsy" games. I don't believe this to be the case with Thomas Was Alone, however. None of what I mentioned is thrown in your face if you aren't looking for it. If you are just looking for a puzzle platformer, Thomas Was Alone does that, too. You don't have any grappling hooks or rocket boots or arcane magics, but figuring out how to use each character's size and abilities does make for quite an interesting game. It's not very hard nor exceptionally long, but it will make you think in a way that no other game will. It's also very good for short sessions, with most levels being easily beaten within 15 minutes. All in all, I would say that if you are looking for a good puzzle platformer, an interesting game, a strong narrative or any combination therein, Thomas Was Alone is definitely worth your time.
Wednesday, 19 February 2014
Lightning Returns: Final Fantasy XIII Review
It's no secret that the Final Fantasy franchise has been a bit of a mess for quite a while now. Final Fantasy XIII was pretty heavily panned, and XIII-2 was a very divisive sequel. By now a large portion of the audience is just done with the XIII trilogy; they either hate that Lightning Returns exists, or just can't find it in them to care any more. Personally, I rather like Final Fantasy XIII and always hoped that sequels would be able to live up to the potential that I saw. However this time around, Lightning Returns is a very different game from it's predecessors. In this final installment Lightning is going it alone, and she is faced with a fairly open world to explore and interact with. What's more, the game features a 13-day "doomsday clock", which much like Majora's Mask, counts down to the impending... well, doomsday. All these things had me pretty excited for the possibility of Final Fantasy returning to greatness. Having now played the game for 70 hours and completing everything it has to offer, let's break it down.
I think that the doomsday clock is the most apparent feature to this game, as it features pretty heavily in both the gameplay and the narrative. The fact that the events of Lightning Returns occur over 13 days is both a blessing and a curse. When the game first starts, I really enjoyed the sense of urgency the doomsday clock gives. It feels like every decision matters, and so does your performance. You don't have the time to grind (in fact, you don't even level up in any way from battles), you just have to manage the resources you have. The problem is that this model falls apart more and more as time goes on. The problem is, you have 13 whole day. We aren't talking some short cycle that you have to do repeatedly like Majora's Mask (or Ephemeral Fantasia for all 2 of you who know what that is), and unlike the aforementioned games, quest progress is the only thing that does not persist if you have to start the clock over. It's quite possible that you will finish all of your main quests by day 5 and have 8 whole days to just chill, which completely removes all urgency from the game. Or maybe you don't manage to complete the main quests and you fail to save the world. You get to keep your stats and gear, but now you have to start over from day 1 and re-do all of the quests. Obviously neither of these scenarios are very good.
Thankfully, exploring the world itself is pretty interesting. There are lots of places to go, lots of things to do, and the environments are fairly captivating. Each of the games 4 areas also offers slightly different kinds of quests. For example, Luxerian has Lightning playing detective a lot of the time, whereas the Wildlands involves a lot of monster hunting and plant gathering. I legitimately enjoyed running around completing random quests, and just seeing what the world had to offer... Most of the time anyways. The issue here comes back to the fact that, once the game's main quests are done, things really slow down. Side quests give you much less direction, or else just require grinding for monster bits. Sometimes the result of this is that you end up just wandering around an area without really knowing where to look, hoping to find something you need or perhaps a new quest. Wandering around with a clear objective is one thing, but it feels pretty atrocious to be wandering around desperately looking for something to do or waiting for a certain time of day. Unfortunately the longer into the 13 day cycle you go, the less new quests start appearing, and the more your wandering becomes aimless.
Aside from the doomsday open world madness, the other thing Lightning Returns does to change things up is having Lightning go it alone. In place of having 2 allies, she instead has the ability to rapidly switch between a set of 3 customizable "schemata", each wielding it's own equipment and abilities. The level of customization you have is actually quite fun to play with, but in reality I didn't find myself changing my setup too much over the course of the game, save for direct upgrades. As nice as the customization is, I still feel like Lightning being alone really messes with the dichotomy of battle. Aside from the schemata system and a fancy new UI, Lightning Returns' battle system actually hasn't changed that much from the last 2 games. Except now Lightning has to worry about doing everything on her own while also being the sole focus of every enemy. Being so restricted can be very frustrating at times, although it does also add weight to your decisions, which is nice. While I think I prefer having a party, there are definitely strengths to Lightning Returns' combat as well. Primary among those is the fact that it feels more skillful. There are a lot of special cases that exist now that reward you for good timing or attacking an enemy in the right place. Combine these with rapidly switching between schemata to use the right ability in the right situation, and it can feel really awesome when you tear an enemy apart. It can feel kind of gross if you don't have the right ability setup for a fight or you are waiting on the ATB for schemata #3 to refill, but I think the annoyances and the badass moments more or less cancel each other out.
And with all that said, I think all that's left to speak on is the story. Normally I try not to talk much about a game's story, but this time I thought I would make an exception. Final Fantasy has been known to have pretty ridiculous plots in the past, but the previous two XIII games were considered by many to be particularly bad. The plots were just weird, the characters were weak, and XIII-2 in particular had an ending that I personally consider to be a slap in the face to the player. Lightning Returns was supposed to be a proper ending to the trilogy, and I suppose it is. Kind of? If you are paying attention, it does give some closure to the absurdity that is XIII-2. The fact of the matter is Lightning Returns turns the weird up to 11, and despite being predictable, just kind of stops trying to explain what's going on. The game's plot felt kind of superfluous to me, really. What I did find interesting was the world though. Every person living in Nova Chrystallis has lived for 500+ years without aging at this point. That creates some pretty interesting scenarios, which I think the game did a pretty good job of exploring. Lightning is still a flat and uninteresting vessel, and the game is definitely too expository for my taste, but I still found the world interesting. I couldn't tell you what happened in the ending cinematic, though.
Lightning Returns is just a really weird game, honestly. It has a lot of really strong points, it has a lot of really weak points. There were points where I was really enjoying myself, and there were points where I just wanted it to be over. It's not the game I was hoping it would be; I think it would have been a lot better if the doomsday cycle was a lot shorter or didn't exist at all. The combat was different, and interesting in it's own way, despite creating some new annoyances. The world was really well built, and even though the plot is absolutely ridiculous, what JRPG isn't? It's definitely not a game that everyone will enjoy and it's a bit of a mess, but in the end of the day I still enjoyed my time with Lightning Returns.
Thursday, 30 January 2014
Enslaved: Odyssey to the West
This one is a long time coming. Enslaved is just one of those games that everyone who's played it says is good, and yet very few people end up playing it. It just has this quality that says "you don't have to play me right now, go ahead, wait until I'm cheaper". At least, this was the case for me until I finally picked it up for a measly $5 on PSN. Having now played the game to completion, I thought I would talk a bit about it, if for no other reason than to try and get straight my own opinion of it. You see, Enslaved is a really weird case to me... Allow me to explain.
Enslaved starts out really strong. From the get go you are thrown into the action with no expository introductions. The game opens with a tutorial section that is perhaps a little over done, but considering you are at the time escaping from a crashing airship, I feel as though the action excuses the tutorial a bit. Beyond the first chapter, the game does a good job of never really taking you out of the action too long. The game's story doesn't try to be over complicated, and is told largely through or in parallel to gameplay. What's more, the characters are all quite genuine, and listening to them talk is never annoying or disinteresting. In particular, Andy Serkis does a stellar job as the main character Monkey.
Monkey isn't really your average protagonist. He's a big brute, he's very angry, and everything from his voice acting to his fighting style to the dramatic kill cam the occasionally pops up really hammers home this point. He has pretty good reason to be, to. Early on in the game a girl named Trip fits a slave headband on Monkey, tying his life to hers and forcing him to do her bidding. She is terrified of Monkey, but she also realizes that he is her only hope to get home. What I found really interesting about this though, is that it very quickly becomes unclear who is the real master here. Monkey may have to do what Trip commands, but at the same time Monkey has no qualms telling Trip what to do. In fact, giving Trip orders is a somewhat big part of the gameplay. It's not even annoying, like most escorting tends to be. Seeing how the two characters interact in such a strange, stressful situation is pretty cool, even if where it all leads is fairly predictable.
Unfortunately, that's kind of the story of Enslaved I feel. On the surface everything looks and feels pretty stellar. The game actually reminds me a lot of Uncharted, which is pretty high praise. The graphics are superb and colorful, the gameplay does a good job of mixing combat, climbing and puzzles. Even the way Monkey runs around feels similar to controlling Drake. Everything is really well polished and the presentation is excellent. And yet... The game feels lacking somehow. Like they were trying to paint this beautiful picture, and they did, except instead of painting it on canvas they were painting on printer paper. Sure what's there is a work of art, but what's underneath isn't so great, and it drags down the quality as a whole.
None of the issues behind Enslaved are massive, thankfully. Most of it comes down to minor annoyances. The camera is wonky here, jumping from this pipe to that pipe is weirdly picky, there are a few too many platforming sections, the few puzzles in the game, are tedious and not very rewarding, the game feels like it wasn't designed with regenerating health in mind (granted, it's an optional upgrade) etc. Probably the biggest complaint is the combat. There isn't as much of it as you might think, but what's there is pretty simplistic. You just kind of beat on things until they die, and it's way too easy up until about 2/3 of the way through the game. At that point you have to start using your abilities a little more wisely, but combat transitions straight from mindless to irritating. Enemies can decide they want to be blocking or start attacking you at seemingly any time and there isn't really anything you can do about it. Combat just felt tedious, and considering how well Monkey's rage is conveyed, you would think smashing mechs would be more fun. There are a couple hours in the middle where the game really drags, too.
I suppose what I'm trying to say here is that, Enslaved is definitely an impressive game, I enjoyed playing it. It's a much better experience than a game, though. It's really weird to me, to see a game with so much polish have so many little design issues. One would think that part of polishing the game would be also tweaking the design, but the issues are there none the less. Most of them are pretty easily overlooked, but they come up often enough that it feels like there's always something to be annoyed at. It's pretty common to see a game with lots of potential end up being mediocre, but Enslaved is perhaps the first game I've seen that is mediocre at it's core, but polished so heavily that it ended up being pretty darn good. If you are more willing to overlook gameplay flaws (and I'm almost positive that you are) Enslaved is definitely worth checking out.
Monday, 13 January 2014
Awesome Games Done Quick 2014
As I type this, Awesome Games Done Quick 2014 is just wrapping up. What is Awesome Games Done Quick you ask? Well it's a week-long speedrunning marathon for charity. Games Done Quick events have been been going on for a few years now, and they have been growing pretty rapidly each time. Three years ago a handful of guys in a basement raised $10 000. This time around a crew of 500+ people rented out a hotel for a week and raised $1 000 000 for the Prevent Cancer Foundation. The scale of these events are amazing, they are practically a mini-convention at this point, and obviously $1 000 000 for charity is incredible.
So perhaps you are also wondering what exactly speedrunning is. It's pretty self explanatory, but it essentially entails playing a video game from start to finish as quickly as possible. It sounds simple, but in practice it means extremely skilled players with a lot of knowledge about their chosen game, and a plethora of tricks and glitches that make the game do things you never thought it could do. It's really entertaining to see such high level play, and the way some of the glitches work is fascinating, especially if you are familiar with how games are made or know something about programming.
I make this post for two reasons, but essentially it's just because Games Done Quick events are amazing. Generating so many donations for charity is hugely worthwhile, and it's super entertaining to see such a wide variety of games get ripped apart. Marathons tend to be especially entertaining, because the focus is a little more on showmanship and commentary. So keep an eye out for more of them in the future, Summer Games Done Quick should be happening in about 5-6 months, and there are several smaller events popping up all the time. Keep an eye on gamesdonequick.com and forum.speeddemosarchive.com.
So if you aren't convinced that Games Done Quick is worth watching, watch these clips. In fact watch them anyways, because they are freaking amazing. And all 3 of them happened within about 6 hours.
Super Punch-Out Blindfolded
Super Metroid 4-man race
Goldeneye co-op
If I've piqued your interest, you can find a list of links to every run in the marayhon here, here and here. I haven't seen every run, but here are some highlights beyond the top 3 above, in chronological order:
Jak and Daxter any% by Bonesaw577
I don't really know the game, but it's a good run and Bonesaw is an entertaining guy. Good way to start the marathon.
Viewtiful Joe any% by tminator64
If you know the game, you can probably imagine how entertaining it is played super well and super fast. Unfortunately not many people run it, but it's a really great watch and tminator64 is a charismatic fellow.
Mario 64 0-Stars and Super Mario World by TASBot
Both very short, but demonstrates what's called a Tool Assisted Speedrun. As the name implies, it uses emulators to record a set of inputs which will play the game more perfectly than is possible for a human being. It's pretty impressive, and what they were able to do with Super Mario World is especially impressive.
Yoshi's Island 100% by Tri-hex
This is a fairly long run, but Yoshi's Island is one of the most technically impressive speedruns I have ever seen, and Tri-hex is a great showman with a very fast and chaotic play style. It's worth seeing at least some of it.
Mega Man X 100% race by Caleb Hart and Zewing
This race can't not be bad. These 2 are the top 2 in the world in a very optimized run of a really good game. Just to make things more interesting, they even have a slightly different route through the game.
Castlevania: Symphony of the Night Richter all bosses race by Mecha Richter and Zex
This race was great. SotN is a great game, Richter is really hard and requires an insane amount of skill and practice to play this well, and it was a very close race, too.
Castlevania: Symphony of the Night Alucard any%
This is here mostly just because I love this game and I love this run. romscout is insanely good at it, and this run ended up being really really good.
F-Zero GX Very Hard mode by CGN
This game is really hard, and this guy is really good. To add to the hype they upped the difficulty a bit more by donating to add a couple challenges, and it's just pretty exciting all around. Lots of people consider this one of their favorite runs of the marathon.
Borderlands any% co-op by ProfessorBroman, Teawrex, UberGoose and iMysty
Longish run, but very entertaining I think. Lots of pretty crazy glitches, a couple developers on Skype, the 4 guys have a good repor etc. It's kind of hard to appreciate how crazy it is, but it's a fun time. I find it really interesting how well planned out the run is, considering that it has to be optimized for all 4 players, who often go off and do 4 completely different things.
Mike Tyson's Punch-Out!! Blindfolded by Sinister1
Enough said, really. Playing any game blindfolded is clearly very impressive. This one was a really strong contender for top-3, but there were so many other amazing runs that it barely got edged out.
Super Punch-Out Blindfolded by Zallard1
Obviously similar to Punch-Out, but the whole thing was just a little bit more hype. The game itself has a bit more punch to it, the runner is a bit more animated, it was a little more touch and go, and Mike Tyson isn't around to ruin all the fun. Easily one of the most fun runs I've ever seen.
The Legend of Zelda: Major's Mask any% by ZFG
Majora's Mask is a pretty cool run, and this one went pretty well. I will say however that MM has this problem where you have a ton of setup and not enough payoff - there are long periods of the run where not a lot happens.
The Legend of Zelda: Ocarina of Time all dungeons race by ZFG and Moltov
This race was really really good. It was quite close, and it does a really good job of demonstrating the absurd level to which tricks and glitches open up this game. I recommend this one pretty strongly, though it might be hard to follow both guys if you don't already know a bit about OoT speedruns.
Metroid Prime any% by Miles
Metroid Prime runs are always pretty popular, they've been around for a long time and are just pretty cool on the whole. I'm not a big fan of the runner, but they also had one of the game's developers on Skype which was pretty awesome.
Super Metroid any% 4-man race by Garrison, Krauser, Zoast and Ivan
This is easily one of the top 3 runs of the marathon. Super Metroid is a great speedrun to begin with. Add in a stupid close 4-man race and a couple hundred people in the room, some of the best commentary of the marathon, and the hype is insane. Seriously, if you didn't watch it, go do it.
Metroid Zero Mission hard mode low% by Dragondarch
This run is interesting in a bit different way, being low%. In other words Dragondarch purposefully avoids as many upgrades as possible while also playing on hard mode. This category is more for insane challenge than a fast run, but he pulls it off. A really tense hour+ of really skilled play.
Goldeneye 007 Agent Mode co-op by BassBoost and RWhiteGoose
This run is nuts. First off - these two are both playing the game. Essentially one guy moves and the other shoots. Goldeneye speedrunning is insanely optimized and pretty intense to begin with, and it happens that their time still manages to be really really good. Also Goose is the living embodiment of hype. I suppose it also helps that 7/8 of the games before this one were all really awesome (hint - the last 7 games on this list).
Super Mario 64 one-handed by PEACHES_
Mario 64 is a really impressive run just in general. Peaches isn't as amazing as some other players, and obviously playing one-handed is going to reduce the quality of his play. But like, he's playing one-handed. That's fricking insane.
Chrono Trigger 100% by obdajr
I'm going to be totally honest- don't watch this whole run. It's almost 6 hours long and it's a turn based RPG, so it's kind of hard to really appreciate a lot of the little things going on. Outside of nostalgia it's not the best watch. However this was the last game of the marathon. The last 40-60 minutes or so were pretty cool just in terms of gameplay. Combine that with the fact that there was a mad dash at the end to see if donations could actually hit the 1 million before the end of the run. Both things combined make for a pretty insane end to the marathon, all set to World Revolution. You can watch from about here if you want to see what I mean.
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