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#the idea of the shooter is that it's some sort of a simulation that you can go in and you can fully customize everything
ruvviks · 1 year
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main characters of a fictional co-op shooter idea >:^) bianca monterrosa [she/her] vance de luca [they/any] kim xuân phan [she/her] raleigh gilmore [he/him]
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radellama · 5 months
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Resi Reviews pt3
Well, it’s been a little bit, huh? The first thing I wanna say is… I kinda fucked this up. Just a little bit.
See, I played both the Revelations games in 2022, but I put off writing about them because only writing two entries- both of which I felt luke-warm towards at best -seemed underwhelming. I was playing one of the Wii shooters with my sibling, but we never ended up finishing it, and new year’s came around. Then, suddenly, RE4R released, and I caved and bought it to play, taking notes all the while. And well, I figured I’d just write about all three and bundle them into this year’s Resi post- and here’s where I fucked up.
I only started using my new notes system this year (2023). So I’m running on memory for games I played 2 years ago now… And then one game I have ridiculously in depth notes for.
Don’t get me wrong, my memory is pretty decent, so I had no doubt I’d get the gist across for a review when I started writing – BUT……….. Since I leveled up my note-taking and go even more in depth with my new system, the Rev reviews may feel a bit more glossed over compared to RE4R. I have quickly studied the games and their plot again to jog my memory, and booted up the games to replay the first few chapters- everything short of a full replay. But yeah. I fucked up by putting it off for a whole year longer than I intended. Lol. Normal warning for surface level to mid range spoilers, and I’ll make a note of when I go deeper than that.
Anyway, here they are. Enjoy.
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Resident Evil Revelations, PS4
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Well. This uh. This certainly is a Resi Game.
I played this on PS4, but found out pretty quick into playing that it was originally made for the 3DS. This is noticeable not only by the strange gimmicks along with simple and somewhat sparse level design, but also by the fact that the story is presented episodically. Viewing it in the context of it being a game designed for handhelds, ok, fine, I guess a more pick up and play style would have some benefits from a chapter recap as you play. However, the levels aren’t very long, and it was almost immediately tiresome to see a reel of what I’d just played at the start of new chapters. And boy, that’s just the tip of the iceberg. I wanted to like this game so bad, and it almost had me, but ultimately, I can’t really say I favour it.
One thing I will give some credit to right away, is the setting of this game. Most of it takes place on a cruise ship, the Queen Zenobia, and it has a stronger focus on the slower paced survival horror style of gameplay- especially compared to games in the main numbered series at the time that were becoming increasingly action focused. The idea of being trapped on a ship with a bunch of bioweapons for enemies is a confronting and scary setting, and this game certainly had its moments. While you’re on the ship, the waves are simulated by a slow and constant dutch angle rocking back and forth. While this is a cool choice stylistically, I found myself motion sick fairly quickly when playing on the tv (which got me wondering if I’d feel as sick playing on handheld as intended, but I’m sensitive to these sorts of things regardless). Generally, the gameplay itself was fine, but the plot… oh, the plot…
It is So. Fucking. Messy.
It has the dumbest ‘twists,’ and a frankly awful and confusing presentation of cast and plot. The chapters aren’t chronologically presented, which isn’t necessarily a detriment- if done well. But, with how convoluted things get, I think this was a shit choice. Not only were there certain characters I couldn’t recognise were the same person across different time periods, I just plain ol’ couldn’t keep up with certain character motivations and was left with a confused expression for a majority of my playthrough.
See, in the greater Resi timeline, this game is a little after Chris and Jill have founded the BSAA – their solution to counter bioterrorism, post RE3. There’s some fucked up bioterrorism going on at an… artificially floating island, named Terragrigia- that is self sustained by it’s advanced solar energy network. Then, when it’s infested with bioweapons, some guy makes the decision to vaporise the island and destroy it. Some characters speculate on whether this was an inside job or something- but honestly, these flashbacks/history settings are so terrible that I honestly cannot follow. I have played the game myself, watched other playthroughs/lore recaps as refreshers (both while playing originally and now for this write up lol) and just generally read up on the wikis, IT STILL MAKES NO FUCKING SENSE TO ME. Pair this with the fact that Jill is paired with a bland, knock off Barry Burton, and Chris is paired with a one-note, oversexed, homebrand version of Jill… UGH!!! It feels like they can’t focus on or commit to anything! The plot bounces all over the fucking place, setting up things that are seemingly there just to waste your time and fuck with you. I don’t find this kind of thing fun or enjoyable, and it’s a great example of what I mean when I say something feels like it’s punishing you for paying attention.
So, the Terragrigia thing is just the backdrop (that’s honestly not enough to justify how much they harp on about it imo) to set up the fact that Chris has gone missing. His signature was lost in the middle of the ocean, and some middle-aged man tasks Jill and Parker (homebrand Barry) with going out to find him. The first chapter is the two of you arriving on the boat, and investigating to try and find Chris. There’s signs of bioterrorism, and there are even a few recent victims that were killed moments before Jill or Parker could do anything to help. This was a pretty good introduction, and I liked it! It set the scene, showed off the unique and claustrophobic setting of being on a boat in the middle of the ocean, and it genuinely felt like a return to survival horror despite keeping the ots action shooter setup when fighting. It was a much slower pace, creeping around the derelict halls of a once grand cruise ship, with the occasional jump from this game’s ‘zombie.’ I remember the first time playing through this section, I was thinking that it was an interesting choice, and generally looking forward to what was going to happen… But that engagement didn’t last long, as it’s immediately destroyed by it’s shit pacing and storytelling.
The next section of the same chapter is a flashback to just before Jill and Parker get sent out to find Chris, and you’re just on some gross beach with a bunch of beached bioweapon corpses. This section exists SOLELY as a tutorial on how to use the scanning thingy, which could’ve been integrated into the hand-holdy intro sections on the boat more seamlessly. If you’ve already got little cues that tell you to hold L2 to aim and R2 to shoot, what’s so bad about having a prompt during a close encounter with a bioweapon saying hold L1 to aim and R1 to scan? You can even have Parker just say some shit like, “Scan this thing, I’ll keep it distracted!” Cue button prompts, scan completed, kill the thing, maybe make a comment on how their boss will be glad for the info and to keep an eye out for more shit to scan. WHY does there need to be an entire sequence that grinds all momentum to a halt because you’re jumping back and forth in time within the SINGLE CHAPTER. It just gets worse, and I’m going to TRY and keep it brief, cause I seriously get pissed off thinking about this game for too long lmao.
Turns out, Chris wasn’t on this ship, and now Jill and Parker haven’t been able to be contacted since they went looking for him. Chris is suddenly able to be contacted, and he along with Jessica (homebrand sex appeal) were actually in some snowy mountains, and are now going to try track down Jill and Parker. You bounce between these two plot lines, AND a third where some ragtag duo go out to the same places other characters have been to, (but not at the same time as them, it’s before or after) and just do general recon or something. That’s three character povs to keep track of, not to mention the secondary characters that are supposedly important AND all the bouncing around between times. STOP IT! JUST PICK A FUCKING THING AND COMMIT TO IT. SO MUCH OF THIS GAME COULD’VE BEEN GENUINELY GREAT TO PLAY AS A RETURN TO FORM, BUT YOU FUCKED IT UP WITH THIS INCONSISTENT SHIT! IT IS PURE SLOP!! IT IS NOT FUN TO PLAY OR FOLLOW ALONG WITH AND WHOEVER WAS DIRECTING OR FORCIBLY ADDING THIS SHIT IN NEEDED A SLAP ON THE WRIST AND A FEW HOURS IN A TIME OUT CORNER TO ACTUALLY THINK ABOUT WHAT THE HELL THEY WERE DOING. If I can’t really communicate the gist of this game in ONE paragraph, let alone multiple, something has gone terribly wrong. I admit I get more heated over this kind of thing, as I am someone who cares very much about the narrative and presentation of stories- and spend a lot of time crafting my own stories to make sure that they are interesting and understandable. I KNOW how hard it can be to create a game, or a film, or a written text- ANYTHING. I have been working in teams and on my own to create stuff for YEARS at an indie level, and have an understanding of the industry level too. I’m not just saying this to bitch and moan, I’m saying it because I care and would expect the same criticism if the things I made were getting this out of hand!
Anyway!
There are more plot points that set up some shit about the cult (?) that started the bioterrorist attack on Terragrigia, as they’re the ones that have lured the BSAA to the boat in the middle of the ocean- and how there’s double crossers amongst them. Whatever. I don’t care. Nothing makes a lick of sense, and it’s hard to find any justification to play like this. Jill is the best and I like Chris fine enough, so it should’ve been reeeeaaal easy to set up at least one of them to have the best plot thread or gameplay in the game. But no. I actually found myself getting the most enjoyment out of two side characters named Quint and Keith.
Quint. And Keith.
Two guys who the designers apparently put so much effort into, making visual choices like ‘epic tattoos to show that he’s cool’ and ‘has a slightly larger head than usual to show that he is smart.’ They have a cool soundtrack during their sections, and they’re dorky as hell, but idk man. Amongst all this slop and just... Bland or irritating personalities for Chris and Jill to bounce off of- these two had so much more of a tangible personality and chemistry to them, so their parts are some of the more memorable that I played. And I still didn’t care that much, cause it felt like I was playing a different game during their sections. I think, looking back on it, their sections are fine; but it seemed better because it was sandwiched between two other things that were a lot more tedious. Chris and Jill had their moments too, but I’m honestly struggling to recount anything that isn’t fighting the same pale looking gloop bioweapons on a boat. Even the incessant ‘last time on resident evil’ recaps didn’t help, as there was just too much going on and nothing was actually clear!! Even in a recap!!! And, the whole cult thing is just… eugh. They quote Dante’s Inferno a lot, but none of the quotes used felt particularly fitting to what was going on- rather, that it was being referenced for the auto fellatio that it truly was. This game thinks it’s a lot clever-er than it is, and I often found the reveals or ways the story was explaining things was presented in a smarmy and almost condescending way. IF the story was presented well enough, these things wouldn’t have come across in such a negative way; especially because there is nothing smart going on here. If there was more care and effort put into making the story interesting, yet still mysterious- scaling back all the unnecessary wank and just focusing on one or two core plot points, that branch out into a few subplots or side info, and really hone in on what is motivating these characters instead of leaning into cliches… There could’ve been a REALLY great game here. Instead, all this convoluted crap has blended together into a forgettable mess, which is a massive shame.
Anyway, to finish retelling the plot... It’s just shit. Turns out Jill and whoever weren’t even on the right boat to begin with because there was a twin ship and whatever. It takes ages for Chris and Jill to reunite, and it is genuinely nice when they get to team up near the end- but the whole mess with the cult who kidnapped them is annoying and frankly boring, and the grand reveals at the end didn’t actually reveal much. It was an inside job to try get more funding for the BSAA or some shit, and it went a bit sideways. Some bland middle aged man is the true evil behind it all, and that’s just so interesting and thought provoking because who would’ve guessed that the random late 40s white guy with no personality would be the big bad pulling the strings, especially when it’s easy to forget who he is.
HOW BORING.
It’s all just an honest let down, especially when they forced us to play through so many sequences IN THE TERRAGRIGIA PANIC… WHO FUCKING CARES!!! ITS JUST SHOOTY SHOOT BANG BANG AND I DON’T CARE!!! I’VE COME HERE TO PLAY RESI, NOT COD!!! Also, if it wasn’t annoying enough to have been duped into playing the same fucking maps twice, but with Chris and Jill, and scratching your head wondering why these seemingly parallel events aren’t interacting with each other, only to have it slammed on you that nothing in this story matters or makes any sense- I found two characters particularly miserable.
Our two.. uh.. protagonsists? Antagonists? Double crosser- no, wait. TRIPLE CROSSERS. Jessica and Raymond. Tbh, Raymond is simply a victim of shitty writing and characterisation, as he was trapped in some stupid fucking contrivances and misleading moments. I found him frustrating due to how many times he’s set up to be a blatant double crosser, but with just enough leeway to maaaaybe not be. He’s a bit standoffish and hostile, which doesn’t help his case, but it’s disappointing because just as he was finally getting interesting towards the end, its fucked up with a double-cross-turned-triple-cross for one final moment of ‘huh???’ that kind of undoes anything for him. His character motivations are so sloppy and didn’t make sense to me. Is he for or against the cult? What does he gain from this? Why is he part of this whole mess? Nothing is clear, not even the way he acts as you interact with him on the ship. It’s a shame too, as during one of the flashback sequences to the Terragrigia incident, he was wounded pretty badly and Parker had to help him to safety. He seemed pretty disillusioned by it all, and was already questioning if it was an inside job or not- which is a pretty good setup for if he WAS going to be a double agent for either side, depending on which one appealed to him the most. Instead, he just feels like a let down, and is constantly hanging around in the peripheral of everything as a permanent red-haired herring.
Jessica is one that grated me more, however, and I feel like its a triple whammy of the shit writing, oversexed and wildly different outfits she has, and the fact that she’s with you through half the game when you play as Chris, so you can’t escape her. She’s supposed to be a coy, flirtatious and danger seeking babe- but it came across to me as a desperate, attention seeking wreck who prioritised trying to get a reaction out of Chris over their mission. Like, hello? She complains near the end about Chris not getting the hint, as she’s been annoyingly suggestive with him- and the first thought I had was, ‘girl, why didn’t YOU get the hint?’ Chris has never really had any romantic inclinations explored or depicted in the games, and while he’s on missions, he’s very much focused on the mission. Why he’d make an exception for you, Jessica, I don’t know. I also didn’t like how she changed looks so drastically between time periods, in the past she has a bob cut, and in the present mission she has very long wavy hair. I know people in real life can have very different haircuts over the years, (I know I certainly have), but for a game… Being able to know who someone is, is actually really important. Instead of worrying about how to make her oh so cute (in a way I can’t help but feel seems distinctly from the gaze of a group of horny middle-aged men…) I think they should’ve focused on a specific character motif, and kept it similar to how we see her in the present so that it reduces confusion. There are three main costumes she wears across the story, and each time I thought it was a new woman. And don’t get me started on the goddamn fucking wetsuit. A WHOLE leg, AND ass cheek, out for the world to see… You literally work against bioterrorism. Yknow, the thing where if you make contact with the wrong stuff, you’ll become a monster???? Let’s just… leave a whole leg and half my ass out for the bioweapons to have a cheeky nibble on. That’s going to be really cool for this mission. I have the same thoughts about Jill practically having her tits bulging out of her wetsuit, and think her wetsuit is wayyy more sexed up compared to her male co-workers, but at least she doesnt have an ass cheek hanging out. I wanna say the same for Chris, who’s always got his sleeves rolled up, even in the winter tundra, or wherever the fuck they were, especially because he uses his big, strong arms to block and defend… But you get the picture- plus he’s got the illogical costume choices for cool dude points, not cause the designers were horny. I’m not even saying this cause I hate sexy things, I usually enjoy seeing the alt costumes you unlock and playing with them for fun, and most of them are cute or sexy and almost always impractical- it’s just incredibly annoying to me when the sexy comes from this objectifying and frankly stupid thought process, instead of the inherent sex appeal coming from something that makes sense for the character. Jessica is completely a sex object here, and the fact that everything down to her personality revolves around that annoys me. She’s not a good femme fatal type, but she could've been. If she was even a TINY BIT more subtle about things- her flirting, her sketchy behaviour, all of it -THIS COULD’VE BEEN INTERESTING. Again, like Raymond, WHY is she double crossing, what’s in it for her? If she wasn’t so overtly flirtatious to the point where Chris seems to be playing up how oblivious he is, and instead went for something more friendly and seemingly genuine to get info on Chris and his character, it’d make sense that she’s trying to play into her sexuality and sex appeal to break down his walls and get sensitive info that’d benefit her. If she wasn’t always acting like a reckless fool with a death wish, there might have been a way to make it look to her partners that she’s always just at the wrong place at the wrong time and use that to cover for the real reason why she’s there. Like, cmonnnnnn I don’t want to hate her if I don’t need to, but there’s nothing there that I like!
Sighhhhh. Bit of a tangent there, but seriously. It annoys me. I hate lazy designs and writing like this, do better.
Anyway, the controls were fine. Standard ots shooter style that you’d expect from a game like this, and it generally handles pretty well. While some of the locations and set design can feel bland and sparse at times- as I mentioned at the beginning, it was made for 3DS originally -but given that, the HD overhaul here is pretty nice and the character models don’t look too bad. It’s nothing stand out, but nothing looked or felt particularly wrong to me either. The only real gripe I have with this game, other than the ridiculousness I’ve just spent a few rather long-winded paragraphs getting into, is this scanning reticle. I did mention this briefly, but I need you to understand just how odd of a gameplay choice this is. When you scan enemies, you get to increase the percentage amount at the top, which will give your a healing item when you reach 100%. That’s nice, but there are plenty of healing items scattered about, AND if you just scan around the rooms, you’ll unlock more items to pick up. There’s barely any enemy variation either, so it’s not like you’re compelled to scan various new kinds of bioweapon you haven’t see before, because all of them look the same. It’s hard to ever feel pressed for resources due to the abundance of them you get from using the scanner. There are also little handprint things you can find that are only visible through the scanner, and whatever. They’re an optional collectable, that’s nothing bad. It was just a shame to me that there was only ONE instance where it genuinely felt cool and worth it to be using the scanner.
Right near the end, there was a lazer puzzle you had to navigate through, and you could only see the lazer beams through the scanning reticle. THAT’S AWESOME. If this was more integrated into the gameplay, beyond getting a few extra items here and there, that would’ve been so much more fun! Particularly for puzzles, as there were quite a few puzzle sections here that were nice to see as a return to classic resi vibes. The soundtrack was pretty decent, too. There are some tracks I genuinely enjoyed, but a few got annoying real fast. I don’t really have much to say on it beyond that.
So, in closing. This game sucked, and I wish it didn’t. It had a lot of promise as a return to classic resi for fans that felt alienated by the action focus modern resi was taking. It’s a strange game with some genuinely good ideas buried beneath the shit, and I think it needed a bit more time to be refined, or a director with a sterner and clearer vision for this as a project. And less sex for objectifcation’s sake, please. The main resi cast are already beyond hot and dripping with sex appeal, you don’t need to try so hard. Put that energy into a strong and enjoyable gaming experience next time.
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Quint and Keith
Rest & Intensify
A Drop of Rain
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Resident Evil: Revelations 2, PS4
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This game is so much better than it’s predecessor. Not perfect, but a massive improvement. I actually had fun with this, too, and got sucked in pretty quickly while replaying chapter 1 as a refresher for this write up.
Like it’s previous counterpart, this spin off game is an attempt to bring back the horror aspects to the franchise while the main numbered games veered off into action shooters- and for the most part, I’d say it achieved that goal. It is certainly scarier than I found RE5 or RE6 to be, and often reminded me of RE0 and Code Veronica at certain points. If I were to describe Revelations 1’s scariness as: an unsettling but building fear that’s always in the background, paired with high strung tension from encounters with friends and foes - Revelations 2 felt more to me like a mix of two types of horror scares: immediate danger, and the unease of never feeling safe enough to recover from that danger. Sure, Rev 2 is as cheesy as a B grade horror movie at times- but with a plot that’s easier to follow and gameplay that was generally fun and memorable, I had a great time. I can’t deny that some of my feelings towards both these Revelations games comes from originally playing them back to back- but as a sort of call and response to each other as spin offs, I think it’s fair enough to draw comparisons in this way.
This game starts with Claire at a work function, meeting Moira Burton, Barry’s eldest daughter, as she’s a new recruit for the same organisation she works at. We have a little exposition to find out that Moira and Barry have a strained relationship, and are currently in some form of estrangement from each other. The two ladies are working for Terrasave, a humanitarian company that aims to help those affected by bioterrorism- with one of the worst slogans I’ve ever heard: because ‘terr’ doesn’t have to end with ‘orrist.’ I thought it was a fairly well known thing within advertising that you DON’T want to put anything in your marketing that will remind customers of competitors or negative connotations - but this bad slogan is a form of self fulfilling prophecy, as some terrorists crash the party, shooting up the place and kidnapping Claire and Moira. When Claire wakes up, alone in a grotty jail cell, she notices a strange bracelet that’s been welded around her wrist. Before she can really take in anything, her cell door opens, and she’s able to wander around the derelict halls where she hears Moira calling for help. She’s also got a strange bracelet, and the two of them are directed further into the facility they’re being held in. There are telltale signs of bioweapon experiments, and before long they come across one of Claire’s coworkers, covered in blood and desperately trying to get help before she passes away at their feet. The further into the facility they travel, the more they find strange experiments and have to fight off zombies, (yes, zombies are in a resident evil game again!) and they come to realise that there is a woman closely watching them, who eventually makes herself known via the bracelets. Both girls clearly want out, and head for a radio tower to put out a distress call, and it’s here that they realise they are on a small and isolated island by themselves. That’s already an enticing plot: they’re stranded, there’s a dangerous variety of traps and bioweapons to contend with, and they have some crazed woman watching over them as she curates danger around them. To really add the cherry on top, at the end of every Claire and Moira section, each chapter is closed with a Barry section, set 6 months after the events we’ve just played through with the girls. Barry’s side of the story starts with him traveling by boat to the island, listening to the recorded radio transmission of Moira in the hopes of recovering his little girl. It’s unclear to him whether she is alive or not, but he is determined to find out what happened and bring her home, no matter what it takes. As soon as he docks, a little girl named Natalia finds him, and insists on coming along with him to find Moira. As they journey, they start to grow a bond like father and daughter, and together they set out to get to the bottom of things.
That’s a lot of gameplay per chapter, and it’s a welcome amount compared to the previous game’s chapter length. Instead of playing what feels like 10-30 min worth of the game before you’re hit with a chapter break and ‘last time on resident evil revelations;’ here it feels closer to 30-60 min PER SECTION, making it at least a good hour or more that you’d play both parts of the chapter before you’re hit with a recap. This is a much better pace to experience the story, as it not only gives time to get familiar with the game and it’s controls, but also lets the environment and story have time to breathe and sink in. While there are still recaps, they don’t feel as eye-rollingly painful, and are actually decent recaps of what was just played. The chapters feel like a decent play session; and in it’s original release, each chapter came out episodically week by week. The game wasn’t developing the chapters each week, as the entire game was completed and they just spaced the releases as a way of spreading out the content and potentially making more money- copying the hype of other games around that same time that were seeing success with this episodic model of play. I won’t speak much about that particular aspect, as when I played, it was years after release and I had the entire story ready to play at my leisure. But I will say I get an odd- and cautiously critical -feeling when larger AAA studios mimic the methods that smaller/indie studios use (often out of necessity) to squeeze a few extra bucks out of their customers, just because it was successful for a few select titles. I’d like to give a more thoughtful and nuanced opinion on this, but due to it being out of scope for this written retrospective, I’m not going to research further and I’ll just leave you with that comment, and you can draw your own conclusions based on it.
Other improvements to the formula of this spin-off series is that, instead of a clunky reticle to scan shit in the environment, the two supporting characters can make use of passive moves that act in similar ways to the scanning reticle, but in ways that are better integrated. See, in each scenario you play, there will be one character who is more geared to offence and active attacks, and the other to passive and supporting attacks. Claire has gone through this shit before, and Barry is an ex-STARS member who currently works in the BSAA - both of them have had extensive weapons and combat training, along with the experience needed to make their way through bioweapon littered landscapes. They are both the active halves of their duos, with most of their moves tied to their guns. The other halves, Moira and Natalia, do not wield guns, and make use of their own melee weapons for attack and defence. Natalia doesn’t use any firearms because, well, she’s like nine years old; and Moira has a very strong aversion to using guns after an accident in her childhood. When she was little, she was playing around with one of her fathers guns and accidentally shot her little sister, and Barry was upset and blamed her, even though the sister survived. This guilt on both sides, and lack of communication or understanding towards each other is what’s led to the strain on their relationship, and is why Moira and Barry haven’t been able to see eye to eye for a long time. So, instead, Moira makes use of a torch and a crowbar to blind and stun enemies accordingly; while Natalia can pick up and throw bricks, and make use of an uncanny sixth sense that allows her to see the auras of enemies nearby and point them out to Barry. During gameplay, it only takes a second to switch between characters as you’re playing, so you can easily look around for clues or blind enemies with Moira using the torch, or scope out the area for enemies with Natalia before switching over to Claire or Barry to start attacking. I quite enjoyed this for the most part, as both characters in each section feel distinct in their own ways without feeling that one is too much of a burden over the other. The ai for the characters isn’t too bad either, and feels like a nice refinement on the gameplay ideas from RE0. Having the characters be a duo also meant that expositional dialogue didn’t feel as awkward as it would be if they were on their own, and I really enjoyed seeing how the characters got to know each other and evolve in their own ways during the story. Sometimes the responses during conversations did feel a bit stilted, with unnatural delays between responses as you’re walking around, but in general, this dynamic was fun!
There’s all the standard guns, melee attacks and sub weapon usage here you’d expect of a modern resi game, along with a dedicated button to use healing items, evading enemy attacks and to sprint. The healing button is great, and so much better that you have to press and hold to confirm it’s usage, instead of accidentally wasting a valuable heal when you accidentally press the button. The inclusion of the run and evade buttons elevated the combat, and allowed a bit more freedom for how you want to approach them- but it did make the game feel a lot more action heavy, which is at odds with some of the horror elements by reducing the tension somewhat. Nitpicky, yes, but as this spin-off series has been presented as an alternative to the fans that miss the earlier survival horror aspects, having such an action-biased combat scheme feels a bit strange in that regard. However, I do think that it works while you’re playing, in the sense that it didn’t feel like I was struggling against the controls during encounters with enemies. At least, not much…
There were a lot of moments that felt very stop-starty, where there were overly directed sequences that took the camera controls away from me so that it can force me to look where it wants. This happens a lot during slower gameplay moments where I found that I’d already seen and put together what it wanted me to look at, or I just plain don’t want to look at it, yet the controls are yanked away from me in this manner. I get it, you want to make sure the player knows where to look during certain moment, but I really don’t like this style of camera direction. The whole point of having the camera in my control with the dual stick is that, well, I CONTROL IT. I don’t want to have to struggle against it during a section that is still technically in gameplay, aka, my domain of control. If you REALLY want to direct my attention to something specific, either make it visually interesting enough that I naturally want to direct my eye towards it, orrrrr just have a fucking cutscene. I found this struggle against the camera particularly egregious when using the sprint button- the camera zooms in a bit and just snakes very narrowly behind you, making it difficult to see where you’re going or even move! I don’t know if they did this to discourage sprinting across levels, but at that point, why include it at all if you want to discourage it? I ended up having to do a shitty claw grip of my controller where I had my thumb pressing the button to sprint, and my pointer wrapped around to control the camera because I would just be running into walls and corners if I couldn’t fight against the camera myself. There is also something… strange… about the way Claire moves. It’s hard to really say, but there were lots of little things, that, added up made me feel very strange about her. She walked in a strange kind of hunch, one that looks like she’s unpracticed in wearing heels, and at certain times she dawdles strangely instead of the normal walking pace. When she walked faster or started sprinting, I noticed a very strange weight that made her a bit hard to direct at the start and stop of things, which I didn’t notice to the same degree with her partner Moira. And this was strange, because during the Barry sections, he felt weighted and moved in ways that felt more natural; which leads me to thinking that Barry and Claire might share the same move sets, or at least the same base, which is odd. That’s purely speculation, but on a quick replay of the first chapter, and some rounds in raid mode, Claire just felt off to me to play as, and that’s my only hypothesis as to why.
Getting more into the mechanics of the game, there were some choices made here. Firstly, the weapons upgrade system from Rev1 is back. During the game, you may come across certain weapons parts, and when you can access a gun table that’s placed somewhere within the levels, you can combine those parts with your guns to upgrade and custom mod them depending on your play-style. This is fine, I used it to upgrade my stuff but I don’t particularly care for it- I’m just not that much of a gun guy. I appreciate what it brings, but I think I prefer to just have weapons be what they are like in RE1make or RE2make, or like RE4 where there's just a certain amount of upgrades in certain categories that you purchase. It just gives me a similar frustration as starting up Mario Kart 8, where you have to build a kart combo with stats that aren’t the most clearly spelled out (and some stats that are important are just.. not mentioned at all?) before you can race. I don’t want to spend ages figuring out a kart build, I want to race. I don’t really care to collect certain weapons parts and create a custom gun, I want to find the evil residents. You get me? I feel like that particular frustration is just exacerbated by the fact that there’s a skill tree. Now, this isn’t a completely fresh concept to resi, but, I didn’t like how they did it in RE5 or RE6 either lol. Here, when you complete chapters or do certain cool things for cool points, you’ll get a currency that you can use to purchase skills within the skill tree. These are things like: giving Moira a melee attack or finishing move with her crowbar, increasing the power of subweapons and certain attacks, increase the range between partners to use healing items on each other- that sort of thing. I don’t love it, but it’s perfectly fine as far as skill trees go. They add some much needed moves to the characters, especially for Moira and Natalia, that makes it easier for them to not only survive, but contribute to any fights you get into. While I find myself frustrated at times by the fact that there is a skill tree, it works fine, and once you have unlocked most of the good things, it makes itself worth it. Overall, it feels more refined compared to the way systems like these were implemented in Rev1, so I can’t complain too much. I didn’t even use the weapons upgrade shit in Rev1 much to be honest, so I think overall, I just don’t care for these things that tie into the game being more action focused than I would have liked.
In general, the locations you play through look and feel nice to explore, as much a grotty horror settings can. They’re definitely campy, but that is kind of expected of a resi game, if I’m honest. What sucks though, and I know I just praised it, is the fact that when you play a Claire section followed by a Barry section, you go through the same areas. Yes, there are changes, and there are some areas that are unique to each duo, but it does get pretty tiring when the differences are so slight that it dampens the more unique aspects of each. And although I really loved that there were more puzzles here, and some that genuinely had me thinking, I did find that a good majority of puzzles felt more like fetch quests to gather items in a certain order to unlock places and things, and not disguised enough to stay interesting for me. Within each level as well, it felt like there were separate sequences to go through as separate layers while you play. I don’t know exactly how I feel about it, as I enjoyed some of the spookier sequences, and did enjoy some of the more action focused areas; but there is a slight feeling of oil against water for me. I’m more than willing to chalk it up to the necessities of game design, and again I think it’s the fact that these spin-offs are talked about as being the scarier alternative of it’s time that makes it stand out so much to me. This in itself is frustrating, as on the whole, I think I really enjoyed playing this game despite my gripes with it…
A gripe I don’t really have is with the visuals and sound design. I enjoyed the look of the various buildings and landscapes, and although sometimes it was silly, it worked for me. And the music and sound design was just great, there’s a moody feel that the soundtrack brings to the visuals that just makes it all a really nice experience. The sounds of the weapons especially felt nice and had a good weight to them, which is always nice when they can pull it off. The UI is a slightly different manner, as it’s all a uniform orange type of thing. I appreciate the consistency, however, at times I found it difficult to actually tell what I had in my pockets or figure out what upgrades I was giving my gun because things are too similar. I think it’s still better than Rev1’s, and you get used to it, but readability in UI is something I’m becoming increasingly nitpicky and passionate about, I think. It does it’s job, though, so I can get over it. It’s not the tic-tac-tetris style UI of RE6, so I can live with it.
I’m going to take this chance to talk about the story more in depth so next few paragraphs will be the spoilery ones. To start, I really liked the way Barry was written. He had an interesting dynamic with Natalia, and it was nice to see that despite their differences, he is clearly willing to go to any length for Moira, and having that paternal affection and protectiveness extend to Natalia. Moira herself is ok, she swears like a sailor in ways that felt silly at times, and felt more like out-of-touch adults writing a teen instead of authentic teenagery mannerisms to me. Natalia is fine, she’s a young girl who’s gone through a lot, and tbh I think she’s more memorable when she’s with Barry compared to any sections where she’s with Claire and Moira. And Claire… UGH! Claire is probably my favourite protag in the franchise, and I feel like she was done dirty while it was also a really nice game for her. On one hand, it is soooo nice to see how she’s matured into such a capable and level headed woman who is clever and quick-witted. WE LOVE TO SEE IT. On the other… She’s seemingly forgotten certain things that were character staples for her in RE2 and CV. There’s a scene where Claire and Moira bump into Natalia, and she’s frightened cause she’s a little girl and these are two strange women she’s never met before, and Claire comes off too cold and demanding in a way that frightens Natalia even more, causing Moira to step in and be the comforting presence. Like?? HELLO?? Did the writers forget about Sherry? How Claire was not only a comforting presence to her while she was UNTRAINED AND INEXPERIENCED, but continued to be a nurturing figure in Sherry’s life as she grew up? Does that mean nothing? It especially annoys me because Claire is literally being the guiding and nurturing figure TO MOIRA. RIGHT HERE IN THIS GAME. Moira is a total rookie, I think she’s literally just joined Terra-Save the evening she was kidnapped and probably wasn’t meant to go on missions any time soon; and Claire is the one that is not only keeping them together and taking charge in trying to get them out of there, but she’s able to quickly adapt to the fact that Moira is gun averse and takes on that role for the both of them.
Due to the fact that Moira’s ptsd regarding guns and the incident where she accidentally shot her sister is such a prevalent talking point for her character, I would think it makes more sense for Moira to be more out of touch with what a little girl needs as a comforting presence- as she was traumatised when she was young, and we can easily add that she became avoidant of not only her dad, but her sister and family in general too - and that seeing Natalia is bringing up a lot of buried feelings that’s she’s unsure how to deal with, because she’s a frightened teen in a traumatic situation! If Moira had self imposed an exile on herself and didn’t get along with any of her immediate family, that can mean that seeing Natalia periodically and then losing her a few times give her a chance to talk with Claire about how she feels guilty and sad about that fact that the issue with the gun robbed her of her childhood innocence AND a childhood with her sister. This would just strengthen the themes presented with Barry, where he is going to drastic lengths for Moira because she is STILL HIS DAUGHTER, and that protecting Natalia is allowing him to kind of process how poorly he had handled the incident with Moira, and do better for Natalia right now at the very least. This super small change would also give Claire the chance to reflect on her own sibling relationship, and give her a chance to talk about what Chris and Barry mean to her, as they were both family figures for her. There’s a really fucking fantastic framework here that suits the dramatic heights the game is going for, but it squanders it with stupid things like Claire suddenly not being calm and kind enough to comfort a scared girl. She isn’t too badass to do things like that, she’s badass because she can do things like that. Things like this made me feel like Barry was more prioritised as a protag, despite Claire being clearly presented as the main character. It just sucks and I feel sad about it, because there’s not much I feel needs changing about Barry’s side of the story. He feels like Barry, acts and talks like Barry, and it’s so nice to get a game that takes a closer look at him as a character. It’s a great entry for him, but I feel conflicted about Claire’s depiction here.
I think the other major thing that felt strange about Claire is actually the way the main antagonist is presented as well. See, she’s apparently a Wesker, and she’s continuing her brother’s research of the Ouroubourous Virus to help her create the T-Phobos virus- a virus that only triggers mutation when the subject is afraid. She wants to become immortal and live a life free of fear, convinced that if she can find a subject that is immune to fear, she can transfer her consciousness to them and live on. There’s a lot to unpack here, because they were setting up a lot and it didn’t quite live up to what they’d hoped. In general, yes, Alex Wesker here is a more tangible antagonist- and she has a fantastic presence in scenes due to the work of her voice actor. The narrative-theme-based-on-a-classic is back, where they took to the writings of Franz Kafka as some rather on-the-nose themes for the game- Metamorphosis, And All That. I’m glad they actually feel thematically relevant, but I just think it’s a shame that Wesker felt… weak. With all the themes of family and siblings here, I think it would’ve been nice to see that Alex is becoming desperate because of Albert’s death- as it is, we don’t really see any mention of how their relationship or his death affected her, just a mention that she’s used his research to assist in her pursuits of perfection. It also sucks because I can’t help but feel that they were trying to set up a rivalry, or at least make a call back to it, because the antagonist is a Wesker and the protagonist is a Redfield. Chis and Albert had such an insane rivalry because Chris trusted Wesker, working underneath him for presumably years, and then it went wild when they cross paths in CV and RE5. Claire only just met Alex once she’s been kidnapped, and figures out that Alex is directing the horrible events on the island- there’s no history, or push and pull tension here; other than the fact that Claire wants to get out of here and stop this mess. I don’t think they could’ve drawn a comparable dynamic between Alex and Claire as there was with Albert and Chris – but there is room for some narrative tension and parallel!
Firstly, I don’t really understand WHY Alex is pursuing perfection, as it’s not really discussed in depth. Albert isn’t a biological brother to Alex, but he is the only other subject from the Wesker project who survived this long- and clearly it affected her when she learnt of his death. The first time she heard of his death, he had faked it as well, so who’s to say there won’t be some strange reaction to her hearing about his death after RE5? When playing the first time, I honestly thought that she was trying to perfect this consciousness transferring thing in order to ‘resurrect’ Albert in some capacity. That might not be the best path narratively, but I think some more story reasons that touch on their relationship would’ve benefited her. Claire also shares a kind of pseudo-familial tie with the Burton's, as though it isn’t shown much, in previous games there were notes that implied that Barry welcomed the Redfield siblings to be a part of his family and looked out for them where he could. This game is a very personally interconnected one, and to have the protagonists see the antagonist struggling with something that is so viscerally relatable to them would’ve been cool. It would’ve been especially nice if some of the thematic aspects of Natalia being chosen as the vessel for Wesker to transfer her consciousness were given more weight, and that affects everyone in some manner. Secondly, the final evolution of Alex is just… bland. She’s infected herself with the T-Phobos virus in order to transfer her consciousness into Natalia, and to complete that transfer, she kills herself in front of Claire and Moira near the climax. But, despite trying her best to be fearless, she experienced a microsecond of fear right as she shot herself, triggering the virus and turning her kinda-corpse into a mutated mess. She’s ashamed of it, and covers herself with cloth to hide her face and such- but during the six months between campaigns, as she waits for her consciousness to wake up inside of Natalia, she starts to develop a complex out of a fear or concern over potentially having two Weskers. She starts to hunt Natalia and try to kill her, deeming herself the only one who can be allowed, but… well. Do you see what I mean about this feeling weak? I honestly think the fact that it’s six months contributes to this, as how the hell did a little girl manage to survive on a small, isolated island that was devastated even before Wesker started her bioweapon research on the locals?
It also feels strange that, in the climax, when Wesker’s tower is self destructing, Moira pushes Claire away and sacrifices herself, and Claire is somehow found and rescued, but Barry takes six months to get to the island, and Moira was surviving on the island for six months, and also didn’t seem to bump into Natalia during those six months. It’s just unfocused and stretched out, I could believe one month, but why not have Barry just drop everything and rush over to try get Moira if they know where they recovered Claire from? I think it might’ve been interesting to have Natalia be more of a threat, as parts of Wesker come to the surface. And I think that it might’ve been more narratively interesting for Wesker if her struggle with the transferal was due to Natalia rejecting her. This rejection could be a literal one on a biological sense- despite being the perfect candidate, her body won’t take Wesker, or she is mentally strong enough to push her down and cause complications. OR, just emotionally reject Wesker, as she is afraid of her. How ironically haunting would it be for Wesker if she rushed into this project when she got news of Albert dying, and the perfect candidate that is supposedly free of fear turns out to be afraid of you? I’m really just spit-balling and getting rambly and philosophical here, but there are ways that this could be better constructed into something that is more tragic and thought provoking. The point Wesker wanted was to not be afraid, and I wish that was explored more, as there’s so many different types of fear. Her being a pretty weak antagonist just compounded the feeling of Claire getting fucked over for me, as it could’ve been so much more, and Claire could’ve been written to be a much better suited narrative foil, or even just someone who pokes holes at the very ideology Wesker is working under- fighting her by planting doubt into her work. I dunno. This could’ve been a real interesting battle of wit between two women, with interesting narratives tied into the other girls of the protagonist cast- yet I can’t help but feel they weren’t written as strongly and had wasted potential, because Barry ended up the main focus in the writing room, as men are just easier to write, probably.
In closing, I really liked this game, but I’m cautious to say I loved it. I very much enjoyed my time with it, despite it being more action heavy than I would’ve liked, and some sloppy writing and game design here and there. I loved the mood and atmosphere for this game, I love how campy it gets at times, and I loved the moments where this game really shined. This retrospective has been so complicated to write (and not just because I accidentally left it so long before writing), but I can say that I got sucked in almost immediately when I went to replay the first chapter as a refresher, and that’s always a good sign. It’s a game I’ll definitely replay in future, just maybe not as often as other resi titles I like more.
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Theme of Barry
Lost (Enchained Version)
Heat On Beat 2015
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Resident Evil 4 Remake, PS4
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Wow. I was not expecting this, and overall, I think I’m pleasantly surprised by it.
I was a big fan of the og RE4- it was campy, a bit of a hot mess, and a really good time. This remake seems to generally respect and enhance that original feeling, while taking the game in it’s own direction. There’s plenty I don’t like about this remake, but plenty I do, so lets get into it.
The general trend for the remake series is definitely one that tones down the exaggerated and kinda goofy nature of the originals, and replaces it with a more Hollywood-esque style of gritty and ‘grounded’ realism. Speaking broadly, I can get behind that- however, with each remake added to the series, I get more and more concerned that ‘updating to modern standards’ is slowly morphing into a streamlined homogenisation that strips away most of the charm the original games had. Before I start the nitty-gritty of my dissection, I just want to get the inevitable out of the way: REMAKE FATIGUE. OH MY GOD. Sure, this remake has some brilliant parts that I’ll get into, and it looks great and whatever, but Jesus. It makes me feel extra cynical that every other thing that comes out is a remake these days! Are bigger studios incapable of taking risks and trying something new? Is it really so bad that higher ups are afraid of taking a chance on a new IP, that the creatives trying to work on these things are forced to rehash old things that did well that one time?? Do the fat cats up top even trust the creatives they’re using and abusing??? The original RE4 has a cult-like following, any attempt at remaking it is a HUGE responsibility, as the fans (myself included) are vocal and incredibly whiny. It doesn’t really need a remake, other than continuing the newly reworked canon CapCom is going for in the remake line, so… Huh???? Even outside of gaming, remake and franchise fatigue is hitting hard, and I’m tired. It’s not exactly inspiring or exciting to see remakes get announced anymore, especially when the trend of REmakes in particular are getting to games that are only like, a generation or two behind.
I needed to get that out of the way, as I was not really interested in RE4R the way everyone else was when it was announced, instead feeling more disdainful; reading press releases and fan talk with a cynical and apprehensive view. As should be obvious, I ended up caving and getting the game, and had a good time with it despite it all. But man... You feel me?
Anyway.
The plot of this game has been heavily renovated. Things are darker and more ‘realistic,’ favouring story beats that have an overall more cohesive narrative. The basics of the story are still largely the same, but with expansion and refinement in certain areas. The follow through of plot and motivation between chapters makes a lot more sense compared to the original, and certain beats were changed (and even omitted) to give greater and different impacts for each scene. For the most part, I really liked what they did- it gave a chance to better understand the characters we’re playing with, and it’s pretty hard to feel lost with how refined everything is... but it is at the expense of losing some of the more ‘iconic’ moments from the original, as they are ‘too goofy’ to be translated into this tonal shift. Leon S. Kennedy has gone through a lot of training to become the government agent we see him as today, and is tasked with rescuing the President’s daughter, Ashley Graham, after she was kidnapped from her college campus. After tracking her down to a remote village in rural Spain, Leon is tasked with bringing her back home, safe and sound. It’s a really simple plot, same as the original, but where it gets more depth is through finding out about the bioweapons and locations you battle against as you try to escape with Ashley. There are three main areas that the story takes place across; the village, the castle, and the island. And, just like with the narrative beats, the locations themselves have been renovated to be more streamlined and expanded in certain areas to make this game an enjoyable, modern rendition of it’s original counterpart. There are a lot of call-backs to the original too, the main example being the shooting gallery- which is not only a fun mini game to play, but has an expanded remix of the iconic drive song. I’m not great at shooting mini games- especially not on PS4 -but damn, the shooting gallery was so much fun. Having the remix of drive and ramping it up made it an absolute blast! (Pun intended). There’s a lot to love about the way so much has been enhanced by getting more attention, and I can say that I did genuinely enjoy a majority of the narrative changes.
Into the gameplay, which again, was generally pretty good! The item management is still here; you will find treasures and collectables alongside weapons, ammo, healing and currency as you explore and fight enemies, and can arrange them physically in your inventory screen. The modern Resi convention of quick-equipping weapons and sub-weapons to the d-pad is back, but expanded to have two options per direction, allowing you 8 possible slots to customise with weapons in whatever order you’d like. I appreciate this, and enjoy the seamless nature of the quick equip- though I do miss seeing Leon to the side modelling the item or equipment I have selected… When collecting treasures, sometimes you get pieces with empty recesses in them, and sometimes you’ll get gems of a certain shape that you can place in those recesses- of which combining items to be fully decked out with whatever colour combinations you choose will result in a much higher price when selling those bedazzled items to the merchant. The merchant himself has been fleshed out a little more too, his shop feels nice to browse through as you decide what you want to sell and upgrade, and he has more missions to give you around certain areas! In the original, the extent of these missions were pretty much just ‘shoot the medallions in this area,’ and you get a reward for doing so. Now, he has more that add a bit of variety- things like killing pests, bringing certain items to him, and circling back to specific areas when you’re nearly done with an area in order to fight a mini boss. It’s a nice optional thing to flesh out the time spent with each area, and expanding upon them in ways that are more involved than a simple scavenger hunt- though don’t worry, the medallions are still around and the merchant still wants you to shoot them! There was actually enough things to do that I didn’t quite get all of them in my first play though, which in turn meant that there were still things to do and places to poke around in upon replay. (Though, the merchant talks A LOT during the various screens while shopping… Idk if I’m just misremembering, but the og merchant never felt this annoying with the incessant chatter… hm...)
Moving around as Leon was… pretty good. It took me a while to get the hang of it, as he felt very weighty and had a much stronger follow-through in his momentum than what I was expecting. His sprint also felt faster than I remembered the og feeling, and perhaps that’s simply the difference between the tank controls of the original and the dual stick controls of this remake. This quick pace suits the action side of this action-survival-horror, and honestly, once you play for a few minutes, the speed felt normal anyway. I just think it surprised me a lot to feel how weighty AND fast Leon felt in my first impressions, which is why I wanted to mention it. Leon also feels skilled; he felt fluid moving between various guns, using the knife, and fighting with throwable items and melee attacks. More attention has been placed on the fact that he's spent 6 years in special military training, and it’s certainly paid off. However, I can’t help but feel the various melee attacks feels a lot more limited here… Now, I’m more than willing to admit a rose-tinted bias here, but I remember getting almost giddy when I had the option to kick and supplex enemies with ease. There was an almost explosive feeling to it in the original, you could literally kick people’s heads off – and yeah, yeah, I get it. This remake is trying to be more grounded and less arcadey in this aspect, but despite the melee attacks having a good weight and follow through to them, it just didn’t feel as impressive to me. That’s totally a personal feeling and not really anything the game has done objectively wrong, but that is unfortunately one of the many little nitpicks of things the game has to contend with when trying to remake a game that has been placed on such a high pedestal by many.
While I’m nitpicking differences in the gameplay and mechanics, I want to talk about the QTEs. Quick Time Events were prompts in the original game that played during certain scenes (mainly cutscenes, but in some boss fights as well), and would prompt the player to do things such as hit a button combination in a short time limit, or mash buttons and wiggle the stick in rapid succession. They are divisive, to say the least, but if you read my retrospective on the og RE4, you’ll remember that I said I kinda liked them! I’ve heard that some people don’t like them due to the panic of being quickly prompted and only having a second or two to respond, and hitting the wrong thing results in an insta-death half the time- and yeah, that’s definitely annoying. But, I don’t know… In the same way that the tank controls of RE1 made me feel more connected with my characters by getting flustered and struggling to move in a way that I could link to the feelings of fight or flight responses for the characters I’m playing as, I quite enjoyed the ways QTEs were used in RE4. Leon’s feeling just as flustered when there’s suddenly a boulder, or giant mechanised statue of the antagonist, chasing him down some narrow corridor as I am suddenly having to mash a button to get him out of there. I particularly enjoyed the cutscene QTEs for the Krauser knife fight in the og, requiring you to get the right combo of buttons within a split second to successfully parry and continue the fight. They’re fun! It’s not like I love all QTE by default, as I did not enjoy their usage in RE5 & RE6 half as much- but when implemented smartly like the og… I just appreciated it. The QTEs for this remake have been dramatically reduced, and for a lot of people, that’s a plus. I really loved the accessibility options for the QTEs here, giving the option between mashing buttons or a press and hold. Some of our hands/reflexes aren’t what they used to be, and sometimes the option for something less physically demanding is nice. However… It does feel a bit lesser without the QTEs, if I’m honest. It’s not even that every single QTE in the original was good, but there was a frantic-ness about it that I miss. I felt this the most with the Krauser knife fight I mentioned earlier, which has been turned into a more traditional mini boss instead of a QTE cutscene.
Which brings me to the biggest issue I have with the renovation of mechanics here.
The Knife.
In the original, the knife was a permanent sub-weapon you could rely on in the game. Run our of ammo? Get up close and personal to slash with your knife. Need to open boxes? Knife attack! And fighting Krauser? Well. Let’s just say, you’ll wanna use your knife. It felt special, and to me was a defining characteristic of how I played and thought about gun and weapon usage. In this remake? There is a knife degradation system. I understand from a game mechanic view that having degradation might encourage players to get creative with other weapons instead of relying on the knife, or treat the knife as something more special because it comes with a limit- but I felt the opposite. I HATE WEAPON DEGRADATION SYSTEMS. SOOOOOO MUCH. I didn’t feel like the knife was special, because you’d find knives everywhere to make up for the fact that they can only be used so much. Once you use them all up, they break and you can’t use them again, except for Leon’s special knife, which can be repaired for a cost at the merchant’s. This is supposed to be the trusty knife! It doesn’t feel trusty or even special anymore! Resi on the whole is KNOWN for it’s knife only runs, as knives are ALWAYS present in some capacity. I didn’t like the way knives broke in RE2R either, but it didn’t feel as offensive to me, as they were only sub-weapons, and mostly used for defence. IN THAT CONTEXT, I can begrudgingly agree with the philosophy of knife degradation, because that game was much more focused on surviving the horror with limited inventory. Here… it’s an action game. Depriving Leon of his knife just feels cruel. I want to be free to attack boxes and barrels while I’m looking for items, to kill snakes and rats indiscriminately alongside hoards of ganados when I’ve run out of ammo, or when I simply want to use my knife. In this remake, I can still do all of that, but there’s a greater cost to contend with due to the degradation. I can’t even enjoy some simple knife fishing, as I’ve gotta keep it in the back of my mind that every slash could be my last. I pretty much never wanna see weapon degradation in games, and will only begrudgingly take it under very specific circumstances. It feels like it detracts from the game far more than any ‘innovative thinking’ or game balancing it may provide, and it’s simply a frustration I hate having to put up with. Have the guns run out of ammo! Have limited inventory space that makes me hum and haw over which items are important to me and which I’ll need to use up and get rid of! But do NOT make my knife so brittle that it’s useless after a few hits!!
‘But the realism-’ I hear you say. Yeah, sure. A kitchen knife, heck even some survival knives, are probably not going to stand more than a few hits when used in combat - but when there’s an option to parry a chainsaw with the knife… I think some liberties can be taken. Although the game postures itself as something more mature and realistic compared to its original goofy and contrived nature- it’s still filled with silly shit! It’s a video game! It’s ok to lean into it; the original did with the arcadey feeling that ran through it all. Why is this new direction so hesitant to allow certain things, while being equally goofy in other areas? I know that the knife thing gets better when you get a grasp of the parry system and learn the most effective ways to make use of it, AND that there’s much better options for it when playing in NG+ and you have all the upgrades- but why do I have to wait for a replay to have it feel tolerable? That’s still a full first run through where it feels miserable! And just due to the fact that it is the way it is, I actually felt discouraged from engaging with the knife at all during battle, and felt more comfortable using it only for things outside of battle. L. Skill issue. Whatever. But I fucking HATE weapon degradation in general, so I’m sure you understand that even though I’m aware of the nuances and probable intentions the dev’s had when implementing this: I don’t care, I don’t like it, and I don’t think it achieved what they set out to do with it.
Onto graphics, the game looks fine. Maybe a little flat in the colour grading at times, but that’s something I’d expected due to the original having a muted sepia look. I don’t really know how to articulate this the exact way that I want to, but I’m just not the kind of guy who’s overly impressed with 'realistic graphics' in games. I’m fine if things look a little janky- and in all honesty, I think that jank or intentional style choices add charm and a unique look to certain games. RE4R is using the same engine that a lot of previous games in the series have been using- it seems to be a great one for what they want to do with the look of it all, but I can’t help but feel that it looks a little too familiar at times. I think this is partially due to assets being reused, having played a lot of games in this engine and starting to see how it works and where the seams are, and remake fatigue. I could complain about it looking like RE2R and RE8, but I feel so half-hearted about that complaint. It’s the same engine, and a remake of a game I remember decently- of course it’ll look familiar. I’m fine to chalk that up to primarily my own tastes and fatigue that I’ve outlined, but overall, the game looks fine. Great if you’re into this mostly realistic style, I just don’t think I care enough to care. What I do care about, however, are the presentation for certain things that really pissed me off.
Firstly- STOP WITH 'CUTSCENE' MOMENTS THAT TAKE A HOLD OF THE CAMERA AND SWING ME IN RANDOM PLACES!!! FUCK OFF!! IF YOU WANT CONTROL OF IT HAVE A CUTSCENE, GAMEPLAY IS FOR ME!!?!!? And repeat all the shit you read previously for the Rev2 stuff I had the same complaint for.
Secondly- YELLOW MARKERS. This has been memed to death by now, and Resi isn’t the only game/series to go overboard with the yellow markers. But, whoever is walking around with open cans of bright yellow paint, reigning terror across this remote Spanish village - stop it! Who knows where they’ll go next! Joking aside, I want to go on a tangent and dissect this and give thoughts real quick. SOMETIMES, yes, the paint markers are helpful in showing me where I need to go, or what I need to do when I’m feeling lost. Yellow is such a naturally bright colour that it’s easy to draw the eye to, making it a psychologically/colour theory-ily understandable choice to make sure players see the hints you leave for them. A lot of the time, I believe the devs make these markers so obvious because they were common tricky points for their focus groups- which are often comprised of people with varying gamer skills, and I’d say that devs will try to pay attention to the less experienced gamer’s feedback to iron out any wrinkles and make the game more approachable. It all makes sense and I understand it, especially after having the opportunity to study this kind of thing a little bit and venturing into indie game dev myself. There’s so much to think about and consider that often will go unnoticed by the players, which can feel frustrating when you’re berated for choices you made intentionally with their favour in mind. HOWEVER, this yellow paint shit is getting out of hand. It often feels jarring and non-diagetic, bringing more attention to it than intended and breaking the immersion for the player. It can also feel very patronising to have the methods and solutions to puzzles pointed out so obviously to you, for both experienced and less experienced gamers. Things don’t need to be THAT obvious, and I’m not sure that slapping yellow paint over everything is the fix-all solution it’s being treated as. It might take more work, but maybe if so many players are struggling with certain sections, you need to discuss with your team whether this is an intentionally hard area that you want players to struggle through, or if there are better ways to create the problem you want players to solve. There’s not going to be ONE solution that pleases all players, but I feel as though many gamers with mid to high level experience in games are going to become too frustrated when they see the yellow paint and no longer want to be a part of the core audience anymore. It’s a tricky balance to make games inviting enough to appeal to new-comers or ‘the broader audience,’ without alienating ‘the target audience,’ - but too often with modern games, I can’t help but feel they’re spreading themselves too thin to catch every audience instead of focusing on their target. Look at ways that are less obvious than yellow paint, see what kind of diagetic methods to give hints would work, and really spend the time setting up ways to teach the players how you want them to play and approach the problems you throw at them.
What’s uniquely frustrating about the yellow paint in Resi is that, in RE8, they ALMOST had something really interesting in context with the yellow paint, but didn’t do anything with it. They knew the yellow paint in that game was garishly out of place, and called attention to it, but just didn’t deliver in the way I was expecting based on the way they set it up. To then go to a game where there’s no reason for the yellow paint to be everywhere, YET IT STILL IS, is frustrating. The one counter to this, which I alluded to earlier, is that these yellow paint signals ARE helpful to those that need them. Great, but that is only good as a stepping stone, and if people ever move up to a higher skill level in gaming where they don’t need it anymore, what then? I understand that from an accessibility standpoint, making sure that players who aren’t very good or don’t feel confident in playing but still want to play have an option. I support that, but to mix that into the DNA of the visual presentation of the game just sucks for every other player who wants an option to not have it. It’d take more work, but why can’t yellow paint-ifiying the landscape be exclusive to easy mode? That’s the area to have it, and by not not having it in normal and hard difficulties, it’s effectively training wheels for those that want it in easy. With this, there’s also some comment I want to make on the way older games did this. I’m more inclined to say that older games did a better job of communicating things visually, and in many ways the hardware limitations present helped devs to think carefully about the way they wanted to present things. Heck, even in RE2R, there wasn’t yellow paint slapped haphazardly around the place- I distinctly remember the use of lighting and contrast in certain areas to point out which way to go. This tangent is not just a critique exclusive to RE4R, but to all yellow paint games out there. I don’t like the overly researched and pathologised method of communicating things to players, it just says very clearly to me that you don’t trust me to play and enjoy the game the way you wanted me to, and would rather drag me by the hand through everything instead of giving me time to enjoy the spaces within the game you’ve created. Maybe there’s also an aspect of insecurity to this, which I don’t doubt could be from having unrealistic pressures and crunches forced upon dev teams in the increasingly dystopian work environments- but please. At least add a bit of diversity to the way you want to overly direct my play experience, it’s become so cliché even the meme of yellow paint is worn out.
And lastly, something I feel is the most relevant to bitch about regarding graphics, is the lack of boss transformation animations. To set the scene, in the original RE4, pretty much all the multi-phase bosses had grotesque animations showing the pure body horror of being a bioweapon. It’s memorable, and helps keep you immersed in the moment as you see the familiar human looking parts morph further into the inhuman. It’s kind of a staple thing to expect in the Resi franchise- bioweapons are a form of body horror, and bioweapons are behind every game - it’s what we’re here for. Now, in RE4R, there was a noticeable lack of transformation animations. I’m sure you can imagine the disappointment when I’m fighting the village leader in some sort of barn or shed that’s on fire, and instead of having some transformation to gawk at, he disappears behind a wall of flames, and re-emerges a few seconds later in his next form. Every boss felt like this, and even if some bosses felt like clever call-backs to their originals, or added something to make the experience unique to this game, I felt incredibly disconnected from the fight as a whole. For a AAA remake title that has the legacy it does, whadda hell!? I can’t imagine the time and resources it must take to model and animate such things, as I’m a 2D artist myself, but it is incredibly disappointing to see this remake take shortcuts like so. To pair with this, what I mentioned earlier about QTEs being stripped away hold for battle the most, in my opinion. I don’t think I was ever able to enjoy or get good at using the parry/evade mechanics introduced for this game, as their prompts weren’t as clear or understandable to me compared to something like a well placed QTE. And yet another thing to tack on at the end of this, is that I felt a surprising lack of unique death animations for Leon too… Again, maybe this is nostalgic misremembering, but I would have so much fun getting Leon killed and seeing a new unique animation depending on how he died. It was almost a little consolation; yeah you suck and you died, but look, isn’t it funny seeing Leon get his face dissolved to the bone, or decapitated, or dramatically falling-to-his-knees-at-the-realisation-that-Ashely-died to death?
I guess I could summarise this with something along the lines of: all the little details in the original, that might not seem like much on their own, all worked together to give the original the polish and charm that it had, and that there feels like a distinct lack of that here. Which is a shame, because there is genuinely a lot of details that ARE here that DO ADD to the experience- it just doesn’t feel like enough for me, unfortunately. Like, I really do appreciate that it kept some of the puzzle aspects across various parts of the game and even added more, and that there’s a semi-stealth thing going on that allows different options if you can approach enemies without alerting them. Considering the og was such a cultural influence on how modern OTS shooters were made from that point on, I found it really interesting to have stealth come back to remind us of it’s survival style origins. It just… also feels like it’s missing a lot, or only has call-backs to the original as a form of obligation.
In regards to music, I honestly didn’t feel like much stood out to me. I have a note written to myself to pay attention to the music, and after 3 playthroughs, the only song I knew I wanted to include at the end is drive. I didn’t really feel connected to or excited by any of the tracks, which is a shame because I really love a majority of the various OSTs this series has. Even the more ambient and atmospheric tracks can be quite memorable to me, but here… I just didn’t feel it. I really don’t know what it is, but to guess, maybe the soundtrack just felt a bit too generic for me? I wasn’t as keen on other remixes of tracks from the original, drive really was the stand out. Idk. It’s a shame, nothing felt really out of place as far as I can recall, but I can’t recall really enjoying much about it either. It just kinda lived in the background for me, which isn’t the worst, I suppose. The sound design was pretty good though, the weapons and various soundscapes sounded generally pretty good, and I like that they’ve used a different stock sound effect for breaking vases that sounds a lot less cartoonish.
And, well… That’s about all I can say in a vaguely non-spoiler-ish way without going into detail. I have a lot to say about particular details so. Here’s your fair warning.
I feel so complicated talking about the game from this point forward, though, I’m sure if you’re reading this far, you can kinda see why I feel a bit like a pendulum. The original never felt all that scary to me, but it had an atmosphere I liked and I was perfectly happy with that. Here, it’s also not really that scary, but in both it’s easy to feel overwhelmed when you get a bunch of enemies to fight all at once. However, I noticed certain scripted set pieces with forced and cheap scares that just induced an eye roll for this remake. In particular, there’s a section with a giant at the castle and it just draaaaggggggeeeedddddd on and I didn’t care. Which is sad, because I really like the castle in both games, and otherwise I really loved the revamp of the castle here. In general, there was a strong sense of dread lingering in the atmosphere, which I think is enhanced by the devs trying to balance the action-biased nature of the game with a re-introduction of survival horror elements. And while I may not agree with every individual choice made when remaking and renovating the plot and layout, I think it’s generally a net positive - even making some areas that weren’t all that fun in the og feel tolerable, if not fun now!
The main thing I want to gush/rant about, is the plot and the way the characters were handled overall. I want to start with Ashley, as I liked her fine enough but thought she got dreadful amounts of unwarranted hate in the first game. There was literally only one section in the first game where I was legitimately frustrated with her, and that was partially a user error on my part making it worse. However, the devs absolutely know that this is a sore spot in the pop-culture knowledge of the game, and have taken steps to avoid the same kinds of criticism. Firstly, I wanna point out that the actress who played Ashley, Genevieve Buechner, was very nice to hear. I think she did a great job of keeping the balance between Ashley being a naive and scared young woman out of her depth, and a capable young woman who is trying to use her skills and smarts where applicable. One thing that I know a lot of people bitched about was the og Ashley having a grating voice. I personally only found the repetitive screaming grating when it went on for too long, but I definitely understand where it’s coming from, so it was a nice surprise to see deliberate direction for Ashley to combat this. While she’s a young, college-aged woman, her voice was a little deeper than I’d expected (most likely to combat the shrill allegations), and throughout the story she develops into being a little more confident and proactive. I think I can give the perfect example of what I want to praise with a certain change in a cutscene. In the original, when they’re in the castle, Ashley suddenly runs away from Leon, seemingly scared or disgusted at the fact that she coughed up blood, and is then promptly caught in some cartoonish trap, waiting for Leon to break her free. Now? Not only is there a greater emphasis on the plaga parasite that is infecting them both, but this emphasis gives Ashley a chance to actually feel something about it. In a cutscene that serves the same purpose as the one I just outlined, Ashley is suddenly taken over by the antagonist through the plaga (mind control style), and attacks Leon. When her mind is released, she’s on the other side of a locked gate, and she runs away, afraid and embarrassed that she lost control and hurt Leon, and doesn’t want that to happen again. Hooray! Character agency displayed!! We get a much clearer situation to display this, first of all, but also a much better way of letting the events breathe and show how the characters feel through their actions. This also means that when Leon and Ashley reunite, the conversation that they share feels more special. I’m so glad that there wasn’t as much of a stop and start with Ashley being with us one moment, and whisked away the next. Everything felt logical and understandable for why she was or wasn’t with us in each particular moment, and the reduced goofiness made it that much clearer what our goals were in any given chapter.
I also like how Ashley was able to help out with a certain mini boss in the castle, and that her playable sequence was expanded upon. It hasn’t been long since she was kidnapped and infected, and she must be scared out of her mind, but I could really see the development from being stuck in a fight or flight panic, to now being someone who was trying her best to work through any problems she was stuck in. Leon has clearly rubbed off on her, and I think it’s nice to see that although jaded, he was able to impart some of his collectedness under pressure onto her - seeing how quickly she’s able to step up and take an active part in getting out of there was really fun for me.
Leon was interesting here as well, we’re given a much clearer info-dump at the beginning that tells us what he’s been up to, and shows us a little bit about Krauser before meeting him in game. It’s clear that Leon has been through a lot, and doesn’t have that bright-eyed rookie style anymore- though, it hasn’t completely disappeared. However, he’s focused on his mission, and it’s nice to see the developments he goes through when interacting with other characters. I don’t really feel I have as much to say for him, in part because it’s Leon, and everyone loves Leon- but also because there were a lot of things that I felt were cut from him and not replaced or repurposed in other areas. Most of his character is good and consistent here, it’s interesting seeing him with Ashely, meeting Ada and Luis, and going up against the antagonists. And although the Antagonists generally feel more fleshed out, there’s almost no banter anymore! SADGE!!! I get that it doesn’t really translate into the new tone they’re going for, but everything with Salazar in the castle felt weak sauce. There wasn’t really any back and forth going on, and it is sorely missed! Without that banter, and instead playing things a bit more straight with flecks of sass peppered in, I don’t feel that there was that much for Leon narratively. And although I miss it, I think overall, I’m ok with Leon not having the most narrative growth for this game. To be clear, I hate that the banter is gone, but I’m ok that otherwise he’s got a much smaller, almost static feeling character to me (at least comparatively).
Luis was definitely expanded upon, and I feel as though he had the most attention amongst the main cast. He’s a fan favourite, and with that charisma, how could you disagree? Despite the fact that I think my preference will always be for the swagger the original Luis had, I really grew to love Luis here in this remake. We get to know more about how he generally presents himself, and more about what’s going on. It’s clear that he feels plagued with guilt over his contributions to everything that’s unraveled into a shit show here, and he makes a point of helping Ashley and Leon rid themselves of the plaga and escape, despite it clearly being out of the way for him. Due to the increased amount of time Leon shares with Luis, there’s infinitely more homo-erotic tensions between the two as well – I even got to take him on a date to the shooting gallery to show off my epic skills! Adding more scenes with Luis here means that he didn’t die in the place he originally did, meaning that even for players who know the original inside and out, we still had new things to look forward to and were kept on the edge of our seats as we waited for the inevitable. I really enjoyed it, and think that the effort put into expanding Luis was great to see, as it kept me engaged the entire time and eager to read more in the lore files scattered around the place.
With all the emphasis on the plaga, I’m glad that the narrative was cleaned up and tightened in the way it was, and actually made the fact that Ashley and Leon being infected was a more tangible threat with a time limit. In the original, they barely scratched the surface of being infected, and it was so easy to forget until you are reminded in a cutscene and go ‘oh yeah…’ - the stakes here felt bigger and more cinematic, which nails the new direction right on the head. However, the actual details of the lore actually felt a bit… messy. I appreciate more focus on the plaga and Lord Saddler as the primary antagonist, but there were some lore files that were particularly dense and hard to make sense of. Perhaps that’s just a me thing, but there were some choices that baffled me and some choices that just felt a bit like pandering. I felt this the most during the castle, and I was eventually able to wrap my head around the history of the place; but there were some details and lore drops that felt more confusing than they needed to be, and not in a fun solve-the-puzzle kind of way. There were also some choices that simply frustrated me about the new direction overall, wanting it to be grounded and realistic, but still required to lean into some gamey things by fault of it still being RE4. To give an example, early on in the castle there’s a note about a particular enemy, the Garrador, detailing what a weird and fucked up kinda guy he was to increase the lore and world building. Leon and Ashley bring direct attention to it via dialogue during that section too, they REALLY want to make sure you know how cool and creepy this mini boss will be. But then, later on, there’s a room where there’s two of them. No lore notes for why there’s two more of these fucked up guys here, they just are- and this room toes the line between miniboss and just a room full of tricky guys to kill cause you’ve leveled up by now and know how to kill a Garrador. It feels stupid to emphasise a single instance of an enemy that you’re going to come across multiple times, and then do nothing with every other instance. I think I’d prefer to just be left a trail of crumbs so vague that we just have to assume the enemy is some weird fucked up experiment that the audience has to figure out. It’s so ehhh when there’s one guy with a backstory, and his twins are NPCs with nothing. That was a pattern that I noticed, where some areas were expanded upon greatly, but not in a consistent manner, which made it feel really odd to me at times. It’s a real tricky thing, and to be honest, I’m not sure if there would be a way I can suggest that’d make me happy, let alone a broader audience… It’s just that, in trying to expand and humanise certain characters and places, but not being consistent and thorough, I think it just prompts eagle-eyed players to notice holes quicker. I don’t know, it’s just weird! Some stuff has been changed in order to modernise things that didn’t age well, but still gloss over crucial things that needed more clarity anyway!
I feel this weird hyper detail with no substance was particularly prominent with Krauser. We got a name drop in the intro, good. We have some confrontations with him in the game, nice. There’s a tent, with lots of info, clearly Krauser has been brushing up on his Leon lore and even has a little Leon polaroid from when he was taken in after Raccoon City… huh? Obsessed much? In the original, Krauser was pretty much just dumped there, with dialogue and cutscenes that implied he and Leon had a history, but none of the players playing on GameCube and the multiple other ports at the time had any clue who he was… until they played the Darkside Chronicles on the Wii, years later. It was weird, but he is important to some plot developments in the story. The impression I got was that Krauser wasn’t expecting Leon to be there at all, and that seeing him has put Krauser on edge a little bit, which causes some of the more intense confrontations he has with Leon. Part of why he’s important is that he’d been hired by Wesker, but Wesker no longer trusts him, so he’s sent Ada to make sure all loose ends are tied up. Krauser and Ada never really cross paths here like they did in the original, there’s no indication that they’re in cahoots at all. We get an overly dramatic final cutscene with Leon and Krauser where he wants Leon to kill him, cause he’s the only guy who can, but not much in the way of contextualising HOW he mattered to the plot, other than a few stray lore files right before you fight him. I wasn’t really happy, and I don’t even like Krauser! At least give him something, but he felt so glossed over and flanderised into some typical trigger happy gun boy boot licker American with a dumb gravelly voice to show that he’s hardened from battle, and overused the term ‘rookie’ as a form of endearment towards Leon. Krauser, and the antagonists in general, didn’t have much in the way of tangible plot and lore in the original, but it had the charisma. In this remake, yeah they’ve expanded upon things, but forgot about the charm and whatever other immaterial vibe that was supposed to be infused with it, there’s too much dumping and not enough raw charisma. There’s no bantering back and forth with Leon, and they all feel flanderised to me. They picked a point for each of the antagonists and just zoomed in on that; the head honcho in the village is big and stomps around, the little brat running the castle is just a little brat (and not even funny cause there’s not banter), Krauser is just a typical American soldier type, and Saddler is just an evil cult leader. Adding extra lore details doesn’t really do much for me when the concept of these characters aren’t all that engaging to begin with. It’s a shame that there wasn’t a better balance here, at least for my tastes, as the original head honcho and castle brat were fun and memorable for me, and I’d forget about Saddler until the end, and they didn’t have that much lore to them. They do here, but it feels like a big fat nothing burger at times, cause I’m not sure what they really wanted to do with these antagonists at all! It may be a case of having too many, and not being able to put the same care and attention into all of them, but they’ve even cut a boss fight with a bioweapon from the main campaign! And of all the things I feel they cut and butchered, Ada irks me the most. Get ready, and grab the whole salt shaker, as I have a LOT to say here...
Ada’s physical involvement in the plot felt severely lacking, as there were a lot of things that were cut and not repurposed in other areas. She is supposed to have an interesting dynamic between Krauser as another hire from Wesker, between Luis as her contact to get a sample of the plaga, and Leon when she finds out he’s on the mission and could use him to make her job easier. The stuff between her and Krauser was cut, and the stuff between her and Luis in the originals were mainly detailed in her optional campaigns, Seperate Ways and Assignment Ada. Here, there are some moments where we see her interact with Luis, as there was more emphasis placed on making his story and arc feel more complete, but there’s still not a lot. And with Leon… they cut SO MUCH! I had this sinking feeling of ‘they’re gonna come out with her campaign as DLC and charge for it, aren’t they,’ and I was right. There’s even a name drop in the dialogue near the end that she and Leon are gonna go their ‘seperate ways.’ By cutting some things, it takes away a lot of opportunities for her and Leon to convene and discuss things, regarding their situation and regarding them. There was one scene in the original where Leon is overcome with the plaga, and when Ada tries to help him, he starts to choke her out, causing her to stab him in order to break free. This scene was such a memorable and important one for me, as it’s one of the only instances we got to see of Leon being affected by the plaga in the original. It’s also just a really good scene that just shows the way they act around each other; it was almost casual, they both clearly trust each other enough to let their guards down, and Ada lets hers down enough to show genuine concern when Leon starts to convulse, not expecting him to start choking her. She plays it off all suave when Leon apologises, but reiterates that he needs to get rid of that parasite cause she wants him to escape, but Leon is still laser focused on saving Ashley that he’ll lower himself in his priorities- there’s depth to that scene, goddamnit! And there is NO EQUIVALENT present in the remake. I have a feeling that they didn’t write this scene in out of fear around how politically correct it’d be to have a man choke out a woman, or something to that nature. Which is a shame, as I’m obviously not condoning that kind of assault- but it’s not a sexist hate crime here, it’s the antagonistic threat being demonstrated narratively. I understand the ballistics comment from Luis in the og getting cut, and that his flirtatious nature was toned down a tad to make it more palatable and less sleazy- that’s a fine adjustment to make since times have changed. But Leon choking out Ada… even with the quick context I’ve just given, you can see that it’s not a bad scene to have in the game, right? SO MANY of Ada’s scenes have been trimmed and cut entirely, and while some of these changes are due to the streamlining of the plot, but it’s such a shame that there’s not as much of her here! Especially when there was very clear attention put into Luis and Ashley, Ada feels severely lacking.
And speaking of lacking, I want to talk about Ada’s actress, Lily Gao. This is clearly a very sensitive topic, and I’ll explain the various aspects in a sec, but firstly the main thing lacking is a general respect from ‘fans’ towards Gao. I haven’t kept up with it, but the last I heard, she deactivated most of her social media due to the onslaught of hate she was receiving towards this role. I find that disgusting, frankly, and although I have criticisms towards her performance in this role, NO ONE should be harassed off the internet for simply doing their job. There are ways to voice your upset, but c'mon. Are we all becoming so juvenile and brain rotted that we think it’s ok to air grievances at someone who hasn’t asked for it, and continue to direct it at them even when they’ve expressed their disappointment and asked you to stop?
To give some personal context, I don’t normally keep up with reading announcements and leaks preceding a game about to come out, but I got a little sucked into reading about RE4R. I couldn’t help nervously looking through news about the game as it came out, as I was worried it’d be like RE3R and ruin the experience- but when I found out it was being developed by the team who made RE2R and RE8, I was happy to leave it at that, and decide whether I’ll buy it or not once it came out. However, one of the last bits of news I saw before I stopped being a hypocrite, was the news that Jolene Anderson would not be reprising her role as Ada Wong. Anderson played Ada in RE2R, also providing the motion capture for Ada in the second animated movie, Damnation, but did not voice her. She’s a talented actress; bringing a certain chemistry with Leon, and a sexy confidence that just brought Ada to life in the best possible way. She worked really well with the grounded style the remakes are going for, and it was sad to see her go. Now, a voice actor being let go is nothing new, and the amount of voice actors each character in the Resi series go through is nothing to sneeze at- that alone is not what felt off about this. Anderson found out at the same time as fans that she wouldn’t be reprising her role, mentioning online that she wasn’t given a chance to reprise her role, or a dismissal noting that they weren’t going forward with her. I understand that the industry doesn’t really have the time or established etiquette to keep up with relations like that, but damn. That feels a little harsh, especially considering that I think most people, myself included, assumed that with Nick Apostolides reprising his role as Leon, that Anderson would be back as Ada too. But, she was replaced by Gao, who had recently played Ada in the after credits scene of the most recent live action movie, Welcome to Raccoon City. I had no preconceptions to really bring, as one cameo in an after credits isn’t much to base off of, and I was ready to see what she brought to the table. I don’t want to just bash her and dismiss her talents, but she had big shoes to fill coming off Anderson’s performance (along with every other actor that’s contributed to voicing Ada), and the whole remake of RE4 thing. Unfortunately, she wasn’t able to fill those shoes, to my tastes. Scenes with her felt stiff, and the chemistry and depth to her performance just wasn’t all there. I don’t think it’s purely her performance, as I think the script and direction she was given didn’t really help her much either. Gao doesn’t seem to be as experienced an actor compared to Anderson, and didn’t bring that sense of Ada having control of the situation that feels important to her character. The lack of scenes like the one I described earlier certainly don’t help, as there’s not really enough chances for her to shine and show off what she can bring to the character.
I hope you have the salt shaker ready, cause here’s where I want to be very careful and nuanced about this… Ada, the character, is American Chinese. Anderson is a full American gal, and I’m pretty sure every voice actor that’s portrayed Ada previously was too- or at least, none of them are Chinese. Gao is Chinese Canadian, and I am absolutely in favour of casting POC in POC roles, especially here where Ada hasn’t even had the chance to be portrayed by a Chinese voice actress. (Theres even the famous trivia of the actress who played Ada in the Jovovitch movies being dubbed over because her voice wasn’t ‘enough’ for the filmmakers…) I really want to support this, but I feel conflicted, and bad about that conflicted feeling. I just think that if this was something that genuinely concerned CapCom, they would’ve cast a Chinese actress for RE2R, and not swap her out while they’re presumably going over scenario changes in the game and only just realising there are some aspects of the original that don’t fly in today’s landscape. It feels tokenistic in a sense, something for them to point at and say, ‘Hey, Look! We replaced the white lady with a Chinese Lady who looks like the Ada!’ Despite Ada being Chinese, there’s nothing overtly Chinese about the way she talks or behaves, she’s very American. The Red Dress she’s wearing in the original RE4 was clearly a romanticised, or perhaps fetishised, take on a style evocative of Chinese culture- and was very clearly impractical and foolish for the mission she was on. That’s about the only explicitly ‘Chinese’ thing that comes to mind for Ada, and that is more a product of designing her for sex appeal than any cultural representation. Her new outfit of a red sweater and otherwise black tactical, but stylish, gear is still a really nice outfit- and I prefer that change as it makes sense for her to be wearing it… Clearly there are changes made to be less insensitive, but the act of recasting and the resulting hate that Gao has received because of it also feels insensitive to me. Both actresses clearly have an idea of who Ada is to them, but for me- where Anderson brought a subtlety and nuance to the more subdued character direction, Gao came across as flat and uninterested. Again, I want to reiterate that despite not enjoying her performance, I think this is the result of a bunch of decisions up the chain, and not exclusively a failing on Gao herself. The scenarios she’s given, the direction she had to act under, even the casting directors are also responsible for this performance, but I haven’t seen them chased offline. I feel for Gao, as she’s been put in a role for a game on such a high expectation, that for some rose higher when they found out she’s replaced Anderson. But I want to ask, is dismissing an actress who was well received worth the risk of bringing in a newer, ethnically appropriate actor - one who isn’t quite up to the level of performance expected of her? I don’t have an answer for this, and as a white Aussie guy, I don’t think I should. Especially because, since playing the game, the Separate Ways DLC has been released, and I haven’t bought it yet- so I haven’t had a chance to view the full performance and see the other scenarios given to her. Overall, I just think she lacked the depth that made Ada Ada, and I am upset at the response others have had towards feeling the same thing.
And for a last bit of bitching (that needed that Ada context), I wanna talk about Wesker. I love him as a villain because I think he’s goofy. He’s a fun antagonist with an interesting backstory, but he’s also supposed to be quite serious and smart. Part of the appeal of having the Wesker cameo and seeing that he’s the one who hired Ada is that they are both clever and cunning - but in the same way that I don’t think Ada was written well, Wesker appearing at the end was ATROCIOUS. In general, I didn’t feel that Ada was her usual cunning, mysterious and suave self - and the after credits scene was the final nail in the coffin for me. In the after credits, Ada is has retrieved a specimen of the plaga used in the game, and is supposed to hand it over to Wesker. While she’s in her helicopter, she’s talking to Wesker on the headset, and she asks what he plans on using the plaga for. Wesker start spilling his guts, giving away exactly what he plans on doing with the specimen, and Ada just… Takes off her headset (which wasn’t given an explicit hanging-up, so I’m pretty sure Wesker is just on the other side and still able to hear everything lol) and she orders the helicopter pilot to change course. Like… DUDE!?? THAT’S SO DUMBBB WHAT ARE YOU DOINGGGG!!!?? BOTH OF YOU!??!?!?!??! For contrast, in the original, Ada had seen first hand how dangerous the plaga could be, and pinched both a dominant and passive plaga specimen. When she contacted Wesker, neither of them gave anything away, but Ada decided to switch and give Wesker the passive specimen last minute. This still allows her plausible deniability, as she fulfilled her side of the contract, but made a choice of her own while still being able to keep working as a mercenary undercover. Heck, you even see in her campaign that she was explicitly told to kill Leon, and would take every opportunity not to.That’s a deliberate part of her character growth over the series - she is very conscious of what’s going on around her, and although she does what she’s hired to do, she also grows increasingly more comfortable with acting upon her own code of ethics. To just… dumb her and Wesker down to whatever the fuck that after credits scene was is so fucking stupid and I can’t stand it! Way to assassinate both characters in one fell swoop! It would've been better to just not include the after credits scene if it was going to be this shit- it’s the exact kind of pandering that I hate. OoooOOhh look it’s Wesker, he’s sitting there and on his monitor you can see Excella and TriCell as a reFERence to a possible RE5R!!!!11!!!1! SHUT UP!!!!!! I don’t want this shitty fan service and pandering forced in, it feels the exact same as when RE8 tried to retroactively make Miranda a HUGE deal to umbrella, despite her not being interesting or solid enough to warrant having her be that impactful to the company. The whole thing with the original RE4 was that they killed off umbrella off-screen. They died cause their stocks plummeted. The devs wanted to move away from Umbrella as the antagonist, that’s why the game is like that (even though I think killing off Umbrella and being unable to stick with that and dragging it’s corpse around in some form or other, is what made the games go off the rails towards the end…)
And actually, I lied, there’s one more thing I wanna bitch about since we’re at the credits scene. HUNNIGAN WAS DONE DIRTY TOO. She doesn’t get much time to shine in general, it’s just the way the story is- but as Leon and Ashley are riding their jetski off into the sunset, you get to hear Hunnigan whining annoyingly at the end. It’s presented as like, her side of the one sided call as she’s trying to get back in contact with Leon, but, hello!? She’s a trained government handler, I doubt she’d be carrying on like a pork chop and risking anyone hearing that!? What if Leon picked up and heard that? The hell?? Was that really necessary??? Ending the game like that left a REALLY sour taste in my mouth...
ANYWAY…
I clearly feel complicated about this game, as there’s a lot I genuinely liked, and a lot that irked me. I love the way the overall story was tightened up and expanded, but I don’t like the way some of the details were handled. The gameplay was good, not perfectly for me, but I learnt more about the mechanics and had a good time playing overall. There’s nuance to be had, and I already waffled on about it… so, yeah. Hope your salt shaker is empty. The one no-nuance take I can close on, is why the hell are Leon’s alternate outfits so sexless? They’re not really cool, there’s not enough cunt in them, they just look kinda ugly and boring. Do better, this is the pretty boy of the series we’re dressing up here!
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Drive
Baile de la muerte
A Familiar Place
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To close - Wow. That's it, that's all the mainline games so far. The only remaining games I have left on my shelf are the two wii shooters, which I will attempt one day... I'd like to dig around and try some of the more weird and niche spin-offs in the coming years, and properly try out the original PS1 trilogy. I'm also interested in talking more about peripheral media for resident evil, like the live action and animated movies, and the novel series as well. Who knows what I'll get up to, but you'll certainly hear from me again. I love this series, despite any frustrations I have with it, and always look forward to writing about them like this.
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uncrownedjules · 1 year
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Three Accidental Shortish Reviews
They asked us to write a few, like, "staff's picks" at the shop and if you know me I love getting to ramble about video games I think people should play. I figured those little blurbs are worth sharing/preserving here too.
So I guess here's three mini reviews/recommendations from yours truly. No spoilers or anything really.
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Titanfall 2 feel like if you approached designing a first person shooter with the inventiveness and sheer tightness you find in Mario games. It’s not hard for me to say that Titanfall 2’s campaign is far and away the best FPS campaign I’ve played, with singular levels more memorable than some entire games I’ve played. If you’ve played Apex Legends at all you’ve already got some baseline familiarity with the mechanics at play, although instead of a battle royal playground you’re instead led through impressively thought out levels with gimmicks each more memorable than the last. It’s not the sort of shooter where you’re just hiding behind cover mowing down waves of enemies in a generic warzone. Instead you’re running across walls or jumping into your mech while fighting through an assembly line or playing with reality bending mechanics straight out of Portal. 
If you consider yourself a fan of shooters, especially those with satisfying movement and creative levels- Titanfall 2 is a must play. It is as important to the genre as something like Half-Life or the original Modern Warfare, Titanfall 2 not only helped form the basis of modern movement shooters, but its engine and core mechanics have been adapted into further projects from the company. Even if you never touch the multiplayer, Titanfall 2 is a game well worth your time and one that will make you wish for more shooters that are half as creative with their run time and level layouts.
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Viva Piñata is one of those little gems that’s only so underappreciated because it lives on the Xbox. If it were a Nintendo title people would be intensely angry every time a new entry wasn’t announced any given Direct. Instead Viva Piñata lives on the console of Halo and Gears of War, and thus this novel little garden tending simulator lives in the periphery of most peoples’ memories. It doesn’t help that the 4Kids produced cartoon anthropomorphized the cute Piñata animals into over the top 4Kids caricatures and likely gave many people an impression that Viva Piñata was something it wasn’t. In the actual game the piñatas act much closer to their real world counterparts than they do cartoon characters, with the game’s main focus centering on cultivating a garden that welcomes a wide variety of piñata to live in it. You’re essentially a backyard ecologist, helping bolster populations and keep the circle of life in check with not too many predator or prey piñata overtaking your garden. 
In what feels like a marriage of Pokémon and Harvest Moon, Viva Piñata's a simple game that offers just enough depth to engage more adept players and overflows with charm that’ll enrapture most anyone who likes the idea of tending a fantastical animal sanctuary. If you pick only one Viva Piñata game, Trouble in Paradise is essentially feels like the original game with an added expansion built in. However if you wish to play on modern consoles both games are included in Rare Replay, a collection of 30 games from Rare’s history including Banjo Kazooie, all of which are playable in 3D on your current gen Xbox. And if that wasn’t good enough, Rare Replay comes in a double pack with Gears of War Ultimate Edition that sells for like thirteen dollars. So if everything said about Viva Piñata wasn’t enough to convince you, it also comes with a few dozen other games just in case you weren’t convinced it was worth a shot.
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Most everyone well versed in the gaming sphere knows the tale of Final Fantasy’s origins. A desperate Square on the verge of collapse poured all their passion and effort into a last ditch effort- their Final Fantasy. A few decades later and Final Fantasy stands as a monolith of the industry, standing as perhaps the most dominant MMO of the modern day and with more entries than most franchises could ever dream of. So perhaps it was only fitting that for their sixteenth entry they decided to radically shift the course of the franchise. Final Fantasy XVI is no turn based RPG, in fact one could say its RPG elements at times feel borderline vestigial. But despite this brazen turn away from the genre it once defined, Final Fantasy confidently steps into its new future by asking one simple question. What if these fights felt and looked as cool as we always imagined they’d be?
In what feels like an earnest embrace of the bombastic nature of blockbuster games and cinema, Final Fantasy has turned itself into a feverishly fast character action game in the same sorts of conversations as Bayonetta and Devil May Cry. It helps, of course, that both DMC 5’s director and Platinum Games worked on the combat of Final Fantasy XVI. All star developers all came together to create a game that truly feels bombastic and triumphant. The story has shades of Game of Thrones in all the best ways with political machinations a plenty and villains so vile you’ll want to yell at the screen. Each combat encounter is a frantic dash as you cycle through abilities and dodge massive attacks at the last possible second. When you get in the zone the game feels incredible, with such freedom of expression in your combat even from early stages that by the time you hit midgame you’re swimming in ways to style on all of Final Fantasy’s most iconic foes. If any game justifies the PS5, it is Final Fantasy XVI. It’s an angry game about overthrowing horribly corrupt systems, a game about not just earning a good death, but living a good life- and what doing so requires. And even if you don’t care about that narrative stuff, it’s the most electrifying action game I’ve played since Hades. Final Fantasy may have stepped away from what it is known for, but I am confident it was a step firmly in the right direction.
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self-loving-vampire · 2 years
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🍎
I’m curious about what sorts of videogames you usually play. I’d been meaning to ask you if you’ve seen TUNIC but I didn’t know if you kept up with action RPGs
I haven't played TUNIC but I'll take this opportunity to give my general opinions on various genres. I'm going to be brief but you're all encouraged to ask further questions.
RPGs: I love all kinds of RPGs, whether they're turn-based or action. If there's one style I dislike then it would be real time with pause.
I also prefer western RPGs that draw more closely from tabletop games over JRPGs. Freedom and immersion are some of the things I prioritize the most in these games.
S-tier.
Strategy: My second favorite genre after RPGs. I have a preference for turn-based ones and have played many of the really influential/significant games in the genre. I don't really have the ability to make my fingers zoom as fast as they need to in order to be really good at RTS though. I also just prefer being able to take my time to look at things and multitask a little.
A-tier.
Deckbuilding Roguelikes: I like many aspects of these, from building synergies to using cards to express various things and figuring out complex interactions.
A-tier.
Simulation: Depending on the level of detail and complexity, this can easily be really engaging.
B-tier.
Immersive Sim: Depends on what kinds of completely cracked things you are allowed to do in them but there's enough interesting games in here to warrant a high rating from me.
B-tier.
Shooters: Both first and third person are good. I don't really have a preference when it comes to camera position.
However, I think more "realistic" shooters with real-life weapons tend to be bland compared to the more creative and diverse arsenals and abilities you get in more sci-fi games.
B-tier.
Horror: Fiction doesn't really scare me, so there's an aspect to these games that I feel I'm missing and if they don't have much else going for them I'm not going to like it. However, a lot of horror games have really good aesthetics and manage to incorporate fun mechanics. I especially like some of the Resident Evil games and stuff like Darkwood.
B-tier.
Survival: For some reason, I really like the idea behind many of these games. Having to gather and manage resources and build up a cool and comfortable base in a hostile environment and all. Particularly fun with friends.
B-tier.
Mystery/Detective Games: There's lots of ways to sabotage this genre by pretty much leading the player to the right answer, but there's also clever ways to make them reach those satisfying conclusions on their own. I really enjoy figuring things like this out.
B-tier.
Shoot 'em Ups: Touhou and (to a much lesser extent) Deathsmiles are really the only series in this genre that I have much of an interest in. Touhou is definitely A-tier even in terms of just playing it, but most of the time this is just fine and not particularly noteworthy to me.
C-tier.
Beat 'em Ups + Platformers + Action-Adventure + Puzzle + Metroidvanias + Stealth + Tower Defense: All of these are decent for passing time, and some of the best ones are definitely worth it. However the genre as a whole is usually not what I even look at when I'm thinking about what I want to do.
C-tier.
MMORPG: I can only really enjoy these if I'm playing with friends. I see an incredible amount of potential in this genre, and would even say that it is possibly the most interesting one in all of gaming, but it has various issues and I'm also just not talkative enough to be the type of person who really enjoys it.
C-tier.
Fighting: I want to like fighting games. I often really like a lot of the characters from them (they tend to have amazing designs) and I really appreciate the artistry involved in expressing what a character is about through their moveset and animations.
However, I struggle to actually play them for very long because they can make my chronic pain flare up. Even just playing casually against the computer comes at a cost because of that.
C-tier.
Idle Games: "Enjoyable" only on a really superficial level without the quality of design to carry it any further. I can't say I like these games.
D-tier.
Rhythm: It's not a bad concept but it doesn't really stimulate me the way other games do and I also don't have the timing to be very good at these.
F-tier.
Racing: If there's some form of combat involved this can reach D-tier at best but otherwise it's just not that interesting to me.
F-tier.
MOBA: No.
F-tier.
Gacha: I will look at the hentai but otherwise see this as a blight upon games.
F-tier.
Sports: Absolutely not for me.
F-tier.
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britesparc · 1 year
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Weekend Top Ten #596
Top Ten Ideas for Star Trek Videogames
So Star Trek. It’s alright, innit? The slower, more cerebral sci-fi show, for Grown Ups who like Talking About Things. As opposed to Star Wars’ sugar rush of wacky aliens and loud weapons. It’s kind of weird now, when both franchises really feel just like stretched-out shared-universe TV serials, but Back In The Day, Star Wars was the exciting, cool movie series, and Star Trek was the serious, nerdy TV series. Everybody could drop a reference to the Death Star or Princess Leia or maybe even a wampa, and basically you were on safe ground. Start talking about dilithium crystals or bat’leths or the Grand Nagus, and people would back away slowly. Nowadays, simultaneously we have a situation where genre TV is all-encompassing, but also its more granular nuances of lore and nerdery are sort of kept to a minimum.
Back in the days of the Wars of Star, though, one way the hyperdrive people had more bragging rights than the warp drive people is through videogames. The nineties were, in a lot of ways, the Golden Age of both properties, and Star Wars excelled in producing some of the greatest of all licenced games. The X-Wing and TIE Fighter space combat games; the Dark Forces/Jedi Knight FPS games; the Rogue Squadron arcade shooter games. They probably reached their zenith with Knights of the Old Republic; since then, there have been good games, but I don’t think anything has shaken the galaxy in the same way. Star Trek, on the other hand, definitely had some great games – shout out to both Klingon Honor Guard and Voyager: Elite Force for being more unusual FPS titles and just generally terrific fun – but it’s hard to think of one that really broke through the way most Star Wars games did. I think because of the more cerebral, slower-paced nature of Trek, a lot of the games fed the fanbase in very specific ways, giving us complex simulations and interactive movies that went deep on the lore and the technobabble.
Anyway, despite the many Trek games on offer, I think nowadays there are some gaps in the market. So, despite my woeful ignorance of the depths that videogame Trek has to offer (I Googled it when writing this thing and there are tons more games in that franchise than I first thought), I’m going to offer my suggestions here. Ideas for games that scratch a particular itch in Trek fandom; areas of the franchise that would translate perfectly to different genres.
And that’s really all there is to it. What more do want from me? I’ve had a busy week.
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Star Trek does Mass Effect: after making an official Star Wars RPG with Knights of the Old Republic, BioWare made an original property that clearly owes a debt to Star Trek: Mass Effect. But there’s something in its formula that would perfectly fit an official adaptation. Let’s say you play the First Officer of a starship; during the game you can select your team to go down to planets on away missions, talking to people, solving problems, and occasionally engaging in firefights. Meanwhile you get to walk around the ship, visiting various sections and chatting to the crew. It could be a great mix of discrete “levels” set on planets, with an overarching storyline that allowed for some evolving, emergent gameplay. And maybe there could be a little hidden emote that allows you to sit on a chair like William Riker.
Star Trek does X-COM: there was already an Away Team game, where you played as, well, an away team out on missions, but I think that concept lends itself to a turn-based X-COM style of gameplay. This would most definitely be a tactical combat game, where you have to position your squad behind the usual helpfully-placed crates and boulders to fire your phasers at whatever Cardassian/Romulan/Borg baddie you were facing off with this time. The usual Trek staple of different classes of character – engineers, commanders, etc – would lend a good dose of variety to your squad, as would the nuance of tinkering with your phaser settings and the option of beaming out if things got too tough.
Star Trek does Pandemic: Pandemic is a game where the aim is to spread a virus across the globe, wiping out all of humanity before they can develop a cure. This idea isn’t exactly the same, but what about a tactical game where you play as the Borg? The aim of the game is to assimilate the entire Galaxy. Perhaps the galactic map could be divided into different “powers” – eg Federation space, Romulan, Klingon, etc – and they might have different ways of tackling the Borg, and so you’re dividing time and resources between different tactics. The ultimate goal, though, is to conquer everything and make it all part of the Collective. Resistance is futile, remember!
Star Trek does Gone Home: I’m not necessarily riffing on Gone Home in particular here, but it’s more about those slightly spooky “walking simulators”; things like Dear Esther too. So here you’d have essentially an interactive version of one of those episodes where a member of the crew returns to the ship and discovers that Everything is Different. Here, basically, the plot is that you return from, I dunno, a Bat’leth tournament or a stellar cartography conference or something, to find your starship is utterly deserted. Only by wandering the dimly-lit corridors, speaking to the computer, solving clues, scanning with your tricorder, etc, can you piece together the puzzle and find out what happened. It would be creepy and kooky to begin with, but being Star Trek there’d be a pseudo-scientific explanation.
Star Trek does Superhot: you could definitely argue that the most compelling aspect of Superhot is its trippy time mechanics, with time only moving if you move. But this game would be more in the line of how Superhot plays, meta-textually, with the notion of being a game. You play a person playing the game, and the game in the game turns hostile. So this would be like a recreation of one of the numerous “holodeck goes wrong” episodes (seriously, the holodeck is the most dangerous piece of technology in all of science fiction). So you’d be playing the game, going through different puzzles and scenarios, trying to uncover the real game so you can escape. And the “real” bits, where you’re breaking down the “fake” game, could be rendered in a more stylised, Superhot-esque fashion; although with the old school yellow and black grid as a background.
Star Trek does Sim City: Sim City might not be the best example, but the general gist is you’re establishing one of the many-referenced Federation colonies. So you have to go out and tame the wilderness, making atmospheres breathable, building different buildings to regulate water or harvest local minerals. There could be a campaign where you’re tasked with running different colonies for different reasons – mining dilithium, setting up a research centre, etc – or a sandbox mode where you just basically cover a planet with your futuristic colony.
Star Trek does Startopia: shrinking things down a little bit more we have this, basically a Deep Space Nine simulator. You’re given a run-down starbase to manage, Sisko-style, and have to turn it into a bustling galactic hive. Yes, you can specialise in military or scientific research, or spy on the Cardassians or something; maybe you can even start churning out Galaxy-class starships. But you could also make it a home, creating shops and restaurants, living quarters, schools (watch out for Bajoran extremists!); basically, create the outpost of your dreams. Even open a branch of Quark’s!
Star Trek does Overcooked: speaking of Quark’s, this game would double-down on that setting, where you play another distant relative of everyone’s favourite duplicitous bar-owner, who’s been given the job of running a franchise. So here you not only need to make sure your dabo tables are turning in a profit and that there are adequate, er, stimulations in the holosuites, but also that you’re serving your customers. So you run from one job to the next, throwing drinks at grumpy Irish engineers and occasionally shouting “allamaraine”. And if you cock up a drink order or your racht dies before anyone has chance to eat it, Quark comes in and tweaks your ears.
Star Trek does Elite: really, this one seems kind of obvious, and I’m not certain that they’ve not actually done a version of it. But you’d play an independent pilot – maybe like Rios from Picard – who has a small ship, ferrying cargo or passengers. And, like the galaxy’s most famous space-sim, you can upgrade your ship as you progress, buying a bigger boat to take more cargo. And you can play it by the book – dealing with the Federation would mean protection, access to advanced technology, but also an inability to make profit in a society where money doesn’t really exist anymore – or you can go rogue, smuggling contraband to shady individuals around the Alpha Quadrant. Maybe you could even become a space pirate! Steal a cloaking device from a derelict Klingon cruiser, buy a couple of black market quantum torpedoes, and away you go!
Star Trek does Arkham Asylum: so the Arkham reference here is that this would be a third-person action adventure game focused on physical combat and exploration, but you’d play as a Klingon. Sent off on high-risk missions by the Chancellor, you’d visit far-flung planets, investigate mysteries, and beat up just tons of people. Expand your abilities, augment your tech, and buy a bigger Bat’leth, learning all kinds of vicious fighting techniques. Like Klingon Honor Guard of yore, the focus on Star Trek’s knobbly space Vikings means it can revel in the blood and the guts, swigging blood wine and deciding that today is a good day to die. Qapla'!
Sadly no room for a Pokémon-style Tribbles game, but ah well.
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volumehypeplay · 2 years
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What I'm HYPED for
Already, it's somehow February 1st. The older I get the more I believe time is a construct with how quickly months, weeks and days go by. 2023 is full of things I'm looking forward too (and many things I'm not yet aware of) so I thought, why not give you guys a little look at the games, movies and tv shows I can't wait for in 2023.
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Diablo IV
Probably my favorite series in gaming, is back once again and with being in the midst of reading 'The Sin War' seeing both Lilith and Inarius being the titular villains in this sequel has me extremely hyped. I have high hopes for the story, but seeing the return to the dark and macabre style, some fantastic visuals, the additions of verticality and a refined skill system lines up Diablo IV as potentially the best in the series.
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Stalker 2
I still remember making a PC just to be able to run Stalker, back in like 2004; being in awe of the atmosphere the game could muster. Now with Stalker 2 finally on the horizon I really hope the team manage to capture that dread and fear of walking through the ZONE and throw some awesome creature design at us.
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Starfield
Sometime 2 years ago I stumbled upon No Man Sky using gamepass and actually found it so much more fun than I expected. Seeing Bethesda basically put their own RPG-heavy spin on that idea has me excited. Although I was never a fan of Skyrim its now 10+ years since that game and if they can blend a great story with some fantastic survival / world building mechanics they've got me.
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Nightingale
Any game that gives me an excuse to be able to play with my best friend is a great game in my eyes and Nightingale looks like a fantastic spin on survival games. The crutch of this one is being able to realm walk between worlds, which hopefully gives us a ton of diversity; from building your base to the weapons and monsters that are their to ruin our day.
I think it's meant to be out in the first-half of 2023, in Early Access anyway so this is one i'll be keeping my fingers crossed for.
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The Invincible
I don't know much about this one, but The Invincible looks to be in the same vain as the fantastic Firewatch. It's an alternative-scifi with you playing a Russian astrobiologist thats stuck on a planet and has to get out. Story heavy games never had me very interested as a teen, but these last few years I've found some fantastic tales spun by the likes of Prey, Dishonored, God of War etc. and I have a feeling The Invincible is going to be another one of those games.
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Nine Sols
This is actually the only game I have ever backed and I don't regret a penny. Imagine Sekiro, but 2D, hand drawn and a rogue like - that's exactly what Nine Sols is. You play Yi, who has to take down the Nine Sols in a asian influences cyberpunk world.
Having played the demo (and some beta) Nine Sols is shaping up incredibly; the combat is looking to be outstanding for a game of this type and I hope the guys deliver on everything I've seen so far.
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The Ranchers
This is one of those unicorn games that apparently and hopefully will be able to do it all. Much like Raft, Grounded or Len's Island this is sort of a farming-simulator / survival game... but multiplayer. From what we've seen from the dev's in early trailers this could potentially be fantastic, with so much detail being on show. I would normally be hesitant with a game that trying to do so much, but having found a love in these more relaxed games of late I really am rooting for The Ranchers.
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The Finals
The only straight up FPS on my list is The Finals by the dev's behind the Battlefield series. This looks nuts. A modern, highly-destructive team FPS where you can literally mash up everything, with some incredible physics defying fights. I've missed a great shooter in the vain of something like a Quake / COD mash up and I think this might be it.
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Banishers: Ghost of New Eden
Ghosts. Ghost hunters. Co-op. That's all you need to know. Or just read my other write up on this here.
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The Killer
The undisputed KING of macabre, serial killers stories David Finicher is back and this time he's bringing Michael Fassbender for the ride. Based on an obscure French comic book, we see Fassbender play the titular Killer, whose conscience comes into play the longer he is away from his last kill. Yup, that's enough for me. I'm in.
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The Flash
This movie is finally coming... who'd believe it after it initially meaning to be realesed in 2018. With Miller spending a good part of 2022 doing his best portrayal of Eobard Thawne; the rumours surrounding Flash are that it's the best DC movie since The Dark Knight. I'm not one for that kind of hype, but the ground work is there. Miller (although a mad man) is clearly a fantastic actor, Keaton is back as Batman and we have Supergirl entering the fray. This could be the best CBM of the year if it lands right, and I think it will.
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Mission Impossible: Dead Reckoning
It's another MI film... whats not to look forward too? Cruise has been trying to kill himself for entertainment for a good 20 years and I don't think Dead Reckoning is going to buck the trend. Fully expect this to be awesome.
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Ferrari
After Bale and Damon put on such a masterclass with Ford v Ferrari, there's a lot to live up to for any car-related movie. Yet Ferrari directed by the great Michael Mann, led by Adam Driver has every chance of shaping up deliciously. I love Driver's ability to channel this suave-rage with his characters, something I think will tie nicely into his portrayal of Enzo.
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Killers of the Flower Moon
It's been a while since a film starring DiCaprio had me excited - so a movie about the Osage Murders led by the afromentioned DiCaprio directed by Martin Scorcese could not have come at a better time. Im a sucker for anything with the words serial-killr so I'll be there day one hoping for another masterclass by this duo.
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Air Jordan
Affleck is finally back. It's been years since this man has directed a movie but now he's back with his buddy Matt Damon, telling the story of a Nike salesman trying to capture Michael Jordan for the sports juggernaut.
Say less.
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Argylle
Directed by Mathew Vaughn (of X-Men First Class and Kingsman fame) is a spy movie, sporting Henry Cavill with quite literally the most millitant hair cut known to man. Steve Zahn would be proud.
P.S. theres nothing else out about this movie but thats more than enough for me to be excited.
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True Detective: Night Country
This show is a bit of an oddball. The first season is seen as a classic, the second a huge step back and the third a slow return to form; so can this new season starring Jodie Foster finally rekindle the magic that was season one? It has just about everything going for it, especially the setting; Alaska, during the Winter - a perfect brew for death and mystery. This is one I'll be crossing my fingers for.
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Shogun
A series set in 17th Century Japan, based on the legendary book, led by Hiroyuki Sanada? Oooh you crazy bastard I'M IN. I'm a sucker for stories like this and knowing the ever awesome KANEDA is leading this story of samurai, deception and survival it feels like it was handmade for me - and you can bet I'll be there day one.
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Three Body Problem
The Three Body Problem, might just be the sleeper hit of 2023 if the men behind GoT get this story right. Having read (2 of 3 books) in the series, this is quite possibly the most wild sci-fi story I have ever red. Set in China, during the 1970s (and onwards) the way this story takes such a simply concept about alien contact and flips it on a dime is incredible. Really hope this does well.
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GIF by loveyazy
Secret Invasion
I can't believe I'm actually excited for something Marvel, but this espionage thriller led by Samuel L Jackson is it. I have loved the more serious takes Marvel have attempted (The Winter Soldier) and this looks like a straight continuation in vibe and style. Adding Ben Mendehlson, Olvia Colman and more to the cast (with it being a mini-series as well) I fully believe this will be the best thing Marvel does the whole of 2023.
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askagamedev · 3 years
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What different sorts of philosophies/methods are there in game design? Are different methods better for different sorts of games? For instance, if I'm designing a Rim World-y systems driven affair I can imagine starting off with making systems and seeing what sort of progression emerges from that, but if I'm making a story driven experience I probably want to start off with a progression in mind and design systems that cater to that experience. Is there anything to that?
Game design is primarily about crafting an experience for the player. We want a player to feel certain things while playing the game. Our tools are things like individual bits of content, rules, and little details that tickle the pattern-matching parts of player brains. There are two major opposed approaches to game design - "top down" and "bottom up". These two approaches are typically deployed on an as-needed basis. Usually, the top-down approach is how we begin when we have more room to work and the bottom-up approach is used to fill in the needed gaps in the design space.
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Top down as an approach generally means that we start with a specific abstract idea and create game mechanics and content to convey that idea. If I wanted to make the player feel like the President of the United States, what might that entail? It would probably involve making big decisions that affect both the US and other countries. There would be meetings with other heads of state and with members of Congress. A lot of persuading and deal-making to achieve your goals, as well as signing legislation into law. These kind of high-level abstract goals would then drive the design for various game mechanics and content, like the mechanics of how the president would persuade an NPC to vote for their bill. A classic example of top down design would be bringing famous licensed IP into a video game like Star Wars or the Matrix.
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The bottom up approach is the other way around - rather than starting from a high concept, we start with the needs of the game and the things we have available and then try to build something to meet those needs out of what we have. Maybe in our Presidential Simulator game, the leadership decides that we need more resource management, in order to give players more to think about long term and add some complexity to the decisions they make. This could mean things like managing overall good will with different factions (e.g. the opposing political party, the player’s party, etc.) which then effect how each faction will vote or behave in meetings. With a bottom up design approach, we start with the mechanics to fill a game need first and then fit the skin and fiction on top of that need. A classic example of bottom up design would be how the Left 4 Dead team started with a Counter-Strike game mode where a small team of players fought an army of knife-wielding bots and turned that experience into a cooperative zombie shooter.
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Game design is a constant push and pull from both of these approaches at various points during the development cycle. Sometimes you discover things through experimentation and build on those. Sometimes you have high level concepts that you want to turn into a game. Sometimes you have a hole in your design that needs filling. It’s common to see both of these approaches being used across a variety of different design needs over the course of a project. A good designer is judicious in knowing which approach to take and when.
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marginalgloss · 3 years
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I turn 35 tomorrow. How better to celebrate that than with some notes on the handful of video games I have managed to finish over the last ten months. In no particular order:
Judgment (PS4)
Something I think about often is that there aren’t many games which are set in the real world. By this I man the world in which we live today. You can travel through ancient Egypt or take a trip through the stars in the far future, but it’s relatively rare to be shown a glimpse of something familiar. Hence the unexpected popularity of the new release of Microsoft Flight Simulator, which lets you fly over a virtual representation of your front porch, as well as the Grand Canyon, and so on.
I found something like the same appeal in Judgment, a game which took me longer than anything else listed here to finish — seven or eight months, on and off. Like the Yakuza games to which it is a cousin, it’s set in Kamurocho, a fictional district of a real-world Tokyo; unlike other open-world games, it renders a space of perhaps half a square mile in intense detail. I spent a long time in this game wandering around slowly in first-person view, looking at menus and in the windows of shops and restaurants. The attention to detail is unlike everything I have ever seen, from the style of an air conditioning unit to the range of Japanese whiskies on sale in a cosy backstreet bar. And this was a thing of value at a time when the thought of going anywhere else at all, let alone abroad, seemed like it was going to be very difficult for a very long time.
It’s a game of at least three discrete parts. One of them is a fairly cold-blooded police procedural/buddy cop story: you play an ex-lawyer turned private eye investigating a series of grisly murders that, inevitably, link back to your own murky past. In another part you run around the town getting into hilarious martial arts escapades, battering lowlifes with bicycles and street furniture. In another, you can while away your hours playing meticulous mini-games that include darts, baseball, poker, Mahjong and Shogi — and that’s before we even get to the video game arcades.
All these parts are really quite fun, and if you want to focus on one to the exclusion of the others, the game is totally fine with that. The sudden tonal shifts brought about by these crazy and abrupt shifts in format are, I think, essentially unique to video games. But the scope of Judgment is a thing all its own. As a crafted spectacle of escapist fiction it’s comprehensive, and in its own way utterly definitive.  
Mafia: Definitive Edition (PS4)
I was amazed when I found out they were doing a complete remake of Mafia, a game I must have finished at least three or four times in the years after its release back in 2002. Games from this era don’t often receive the same treatment as something like Resident Evil, where players might be distracted by the controls and low-poly graphics of the original. 
A quality remake makes it easier for all kinds of reasons to appreciate what was going on there. (Not least because they have a lot of new games in the same series to sell.) But in the early 00s PC games like this one had started to get really big and ambitious, and had (mostly) fixed issues with controls; so there’s a hell of a lot more stuff going on in Mafia than in most games of that era. It was also a very hard game, with all kinds of eccentricities that most big titles don’t attempt today. Really I have no idea how this remake got made at all. 
But I was so fond of the original I had to play it. The obvious: it looks fantastic, and the orchestral soundtrack is warm and evocative. The story is basic, but for the era it seemed epic, and it’s still an entertaining spectacle. The original game got the balance of cinematic cutscenes, driving and action right the first time, even while Rockstar were still struggling to break out of the pastiche-led GTA III and Vice City. 
They have made it easier. You’re still reliant on a handful of medical boxes in each level for healing, but you get a small amount of regenerating health as well. You no longer have to struggle to keep your AI companions alive. Most of the cars are still heavy and sluggish, but I feel like they’re not quite as slow as they once were. They’ve changed some missions, and made some systems a little more comfortable — with sneaking and combat indicators and so on — but there aren’t any really significant additions.
The end result of all this is that it plays less like an awkward 3D game from 2002, and more like a standard third-person shooter from the PS3/360 era. Next to virtually any other game in a similar genre from today, it feels a bit lacking. There’s no skill tree, no XP, no levelling-up, no crafting, no side-missions, no unusual weapons or equipment, no alternative routes through the game. And often all of that stuff is tedious to the extreme in new titles, but here, you really feel the absence of anything noteworthy in the way of systems. 
My options might have been more limited in 2002 but back then the shooting and driving felt unique and fun enough that I could spend endless hours just romping around in Free Ride mode. Here, it felt flat by comparison; it felt not much different to Mafia III, which I couldn’t finish because of how baggy it felt and how poorly it played, in spite of it having one of the most interesting settings of any game in recent years. But games have come a long way in twenty years.    
Hypnospace Outlaw (Nintendo Switch)
If this game is basically a single joke worked until it almost snaps then it is worked extremely well. 
It seems to set itself up for an obvious riff on the way in which elements of the web which used to be considered obnoxious malware (intrusive popups and so on) have since become commonplace, and sometimes indispensable, parts of the online browsing experience. But it doesn’t really do that, and I think that’s because it’s a game which ends up becoming a little too fascinated by its own lore. 
The extra science fiction patina over everything is that technically this isn’t the internet but a sort of psychic metaverse delivered over via a mid-90s technology involving a direct-to-brain headset link. I don’t know that this adds very much to the game, since the early days of the internet were strange enough without actually threatening to melt the brains of its users. 
(This goes back to what I said about Judgment - I sometimes wonder if it feels easier to make a game within a complete fiction like this, rather than simply placing it in the context of the nascent internet as it really was. Because this way you don’t have to worry too much about authenticity or realism; this way the game can be as outlandish as it needs to be.) 
But, you know. It’s a fun conceit. A clever little world to romp around in for a while. 
Horace (Nintendo Switch)
I don’t know quite where to begin with describing this. One of the oddest, most idiosyncratic games I’ve played in recent years. 
As I understand it this platformer is basically the creation of two people, and took about six years to make. You start out thinking this is going to be a relatively straightforward retro run-and-jump game — and for a while, it is — but then the cutscenes start coming. And they keep coming. You do a lot of watching relative to playing in this game, but it’s forgivable because they are deeply, endearingly odd. 
It’s probably one of the most British games I’ve ever played in terms of the density and quality of its cultural references. And that goes for playing as well as watching; there’s a dream sequence which plays out like Space Harrier and driving sequences that play out like Outrun. There are references to everything from 2001 to the My Dinner with Abed episode of Community. And it never leans into any of it with a ‘remember that?’ knowing nod — it’s all just happening in the background, littered like so much cultural detritus. 
A lot of it feels like something that’s laser-targeted to appeal to a certain kind of gamer in their mid-40s. And, not being quite there myself, a lot of it passed me by. Horace is not especially interested in a mass appeal — it’s not interested in explaining itself, and it doesn’t care if you don’t like the sudden shifts in tone between heartfelt sincerity and straight-faced silliness. But as a work of singular creativity and ambition it’s simply a joyous riot. 
Horizon: Zero Dawn (PS4)
I stopped playing this after perhaps twelve or fifteen hours. There is a lot to like about it; it still looks stunning on the PS4 Pro; Aloy is endearing; the world is beautiful to plod around. But other parts of it seem downright quaint. It isn’t really sure whether it should be a RPG or an action game. And I’m surprised I’ve never heard anyone else mention the game’s peculiar dedication to maintaining a shot/reverse shot style throughout dialogue sequences, which is never more than tedious and stagey.
The combat isn’t particularly fun. Once discovered most enemies simply become enraged and blunder towards you, in some way or another; your job is to evade them, ensnare them or otherwise trip them up, then either pummel them into submission or chip away at their armour till they become weak enough to fall. I know enemy AI hasn’t come on in leaps and bounds in recent years but it’s not enough to dress up your enemies as robot dinosaurs and then expect a player to feel impressed when they feel like the simplest kind of enrageable automata. Oh, and then you have to fight human enemies too, which feels like either an admission of failure or an insistence that a game of this scale couldn’t happen without including some level of human murder. 
I don’t have a great deal more to say about it. It’s interesting to me that Death Stranding, which was built on the same Decima engine, kept the frantic and haphazard combat style from Horizon, but went to great lengths to actively discourage players from getting into fights at all. (It also fixed the other big flaw in Horizon — the flat, inflexible traversal system — and turned that into the centrepiece of the game.) 
Disco Elysium (PS4)
In 2019 I played a lot of Dungeons and Dragons. I’m talking about the actual tabletop roleplaying game, not any kind of video game equivalent. For week after week a group of us from work got together and sort of figured it out, and eventually developed not one but two sprawling campaigns of the never-ending sort. We continued for a while throughout the 2020 lockdown, holding our sessions online via Roll20, but it was never quite the same. After a while, as our life circumstances changed further, it sort of just petered out.
I mention all this because Disco Elysium is quite clearly based around the concept of a computerised tabletop roleplaying game (aka CRPG). My experience of that genre is limited to the likes of Baldurs Gate, the first Pillars of Eternity and the old Fallout games, so I was expecting to have to contend with combat and inventory management. What I wasn’t expecting was to be confronted with the best novel I’ve read this year.
To clarify: I have not read many other novels this year, by my standards. But, declarations of relative quality aside, what I really mean is that this game is, clearly and self-consciously, a literary artefact above all. It is written in the style of one of those monolithic nineteenth century novels that cuts a tranche through a society, a whole world — you could show it to any novelist from at least the past hundred years and they would understand pretty well what is going on. It is also wordy in every sense of that term: there’s a lot of reading to do, and the text is prolix in the extreme. 
You could argue it’s less a game than a very large and fairly sophisticated piece of interactive fiction. The most game-like aspects of it are not especially interesting. It has some of the stats and the dice-rolling from table-top roleplaying games, but this doesn’t sit comfortably with the overtly literary style elsewhere. Health and morale points mostly become meaningless when you can instantly heal at any time and easily stockpile the equivalent of health potions. And late on in the game, when you find yourself frantically changing clothes in order to increase your chances of passing some tricky dice roll, the systems behind the game start to feel somewhat disposable. 
Disco Elysium is, I think, a game that is basically indifferent to its own status as a game. Nothing about it exists to complement its technological limitations, and nor is it especially interested in the type of unique possibilities that are only available in games. You couldn’t experience Quake or Civilisation or the latest FIFA in any other format; but a version of Disco Elysium could have existed on more or less any home computer in about the last thirty years. And, if we were to lose the elegant art and beautiful score, and add an incredibly capable human DM, it could certainly be played out as an old-fashioned tabletop game not a million miles from Dungeons and Dragons.
All of the above is one of the overriding thoughts I have about this game. But it doesn’t come close to explaining what it is that makes Disco Elysium great.
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solitvdcs · 3 years
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* kathryn newton, cis female + she/her | you know zoey simon-archer, right? they’re twenty-three, and they’ve lived in irving for, like, eight years? well, their spotify wrapped says they listened to a little wicked by valerie broussard like, a million times this year, which makes sense ‘cause they’ve got that whole black clothes and black coffee, dark under eye circles barely covered with concealer, might put a hex on you thing going on. i just checked and their birthday is august 10, so they’re a leo, which is unsurprising, all things considered.
TRIGGER WARNING: CHILD ABANDONMENT
basic info
full name: zoey tallulah simon-archer
birth date: august 10, 1997
pronouns: she/her
hometown: boston, massachusetts
sexuality: bisexual
height: 5’1”
eye color: blue
hair color: blonde
build: slim
tattoos: one of her younger siblings doodled on her arm and she said ok i see u and made it permanent
piercings: basically every piercing you can get on your ears split between both (no piercing is in the same spot except maybe the earlobes, she thrives on the chaos), septum
style: if it’s black and shapeless then yes
favorite color: black
favorite food: whatever she can find in the house while scavenging at 3am
zodiac: leo sun, scorpio moon, capricorn rising
mbti: istp
hogwarts house: ravenclaw
enneagram: type 4 wing 5
temperament: choleric/sanguine
alignment: chaotic neutral
bio bullet points
CHILD ABANDONEMENT TW it’s unclear how zoey came into this world, but what we do know is that she was dropped off on the doorstep of a fire station before her birth mom disappeared into the night. no note, no keepsakes, just two week old zoey wrapped in a nondescript blanket that was probably the one the hospital wrapped her in. the rest of her childhood was a blur of failed adoptions and shitty foster homes across the country (east coast especially), leaving her with no ability to fully connect with anyone and, okay, maybe a mild anger problem. rage blackouts weren’t uncommon, but in one foster home they had an old nintendo 64 and she learned to channel her anger through video games instead END TW
along came the archers, a lesbian couple that already had twelve other children. zoey was fifteen already and had fully expected to age out of the system and end up another statistic. for a good year after the adoption was finalized, zoey still didn’t trust that they wouldn’t send her back, so she acted out. she wanted to give them an excuse and get it over with, but her tactics went unnoticed in a cheaper by the dozen-esque household. her new moms couldn’t give her the attention she craved with so many bodies, but her older siblings stepped up and tried to make her comfortable. it sort of worked, but being smack dab in the middle of so many kids meant she faded into the background more often than not
at school, she thrived without trying, a natural aptitude for math and science and mechanics landing her a place on the robotics team, but because her many siblings had already made names for themselves, the archer name was almost like a curse for her. she didn’t want to be known as another archer adoptee, so she went by the name she’d carried with her from birth: simon. zoey simon could be her own person, whoever the fuck that was
one day, the robotics coach brought in their old computer for anyone who wanted to tinker around with it, and wanting an excuse to stay out as long as possible, zoey jumped on the opportunity. over the course of the semester (with the coach’s guidance) she took apart and put it back together again, upgrading it with some donated parts from a local electronics store. the best part? coach let her keep the computer after she was done
obligatory at some point she cheated on frankie with both sutter and ziggy ✌️���
anyway we’re onto college, where she got hella scholarships and grants for being a girlboss and ended up at university of michigan, studying mechanical engineering. money was still tight, though, so she spent her first year trying to balance studies and a part time job at the local superstore, but her mental health and grades started suffering to the point that she almost lost her scholarships for her second semester. Between semesters, over a night of video games with her roommate, she offhandedly suggested zoey start live streaming her playthroughs. it may not make all that much, but a few viewers and subs would be better than nothing
but oh boy did she do better than a few viewers and subs
using a digital rendering of a random avatar and a voice modulator, psychozomatic was born, and they blew up. popular streamers started inviting her to their servers, and she made enough to cover all of her extra costs and then some — she graduated summa cum laude because of streaming, but she couldn’t stop after graduation; she was doing something she loved and getting paid for it. that’s what people always hoped for in a job, right? so after graduation, she fabricated a job to her friends and family to explain the income, moved into her own apartment with a soundproofed second bedroom (that she kept under lock and key for whenever anyone came over) and kept up the facade. it’s been five years and nobody even knows she’s a girl — female streamers get so much shit, she’s not sure she ever wants to do a face reveal. she’s perfectly content for the time being having everyone think “zo” stands for “lorenzo” or “vincenzo” or whatever, and being a faceless streamer means she gets the weird blend of notoriety and anonymity that she craved her whole life
personality wise, zoey is a mash-up of deadpan humor and snark. she’s never been good at face-to-face communication, which is why streaming works so well for her. she’s never known how to flirt and has been known to tie someone’s shoelaces together in an attempt to get their attention, which has obviously not worked out for her. once showed a person she thought was cute the computer she built and well...they were impressed but nothing came out of it. she’s probably a lost cause, but she can just play a dating simulator if she’s that lonely
is big on first person shooter games — the main reason she keeps her identity hidden, because people get nasty in those lobbies. also absolutely loves horror games, currently doing a playthrough of resident evil village on her stream
wanted connections
fans of her stream !!! obviously they wouldn’t know it’s her but it’ll still give her a lil smile and maybe even a blush if she hears someone talking about “zo”
other gamers she’s played with ???
people she met in the foster system
someone who has a crush on her and she has no idea bc she can’t read people (and vice versa)
friends of her siblings that had no idea she was one of them (i’m mean to her bt i think it wld be funny)
i’ve been working on this intro for like a week this is all i got pls take it and run <3
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eljackinton · 3 years
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Jack's 2021 Video Games Review
Video games kind of took a bit of a back seat this year. Even without my wrist problems preventing me from playing mouse-and-keyboard for four months, lockdown depression has really sapped my ability to enjoy certain games. I finished neither Untitled Goose Game, Heaven will be Mine, Divinity Original Sin 2 or Horizon Zero Dawn, so my thoughts on those will be shunted to when I finish them. In the mean time, here's what I did get through:
The Outer Worlds (Plus Expansions)
As much as I wanted it to, Outer Worlds just did not work for me. It's Fallout inspired mechanics didn't seem to fit with it's tonally different world. It's high stakes plot clashed with it's more interesting, grounded concepts. It just didn't seem to come together... until Murder on Eridanos that is!
Murder on Eridanos is where Obisidian finally got Outer Worlds right. Combat took a back seat to dialogue and investigation. The story had a genuine mystery that could unfold in any order you chose. I really hope they use this DLC as a blueprint for future sequels.
Draugen
Red Thread already have a great track record of storytelling after The Longest Journey and Draugen didn't disappoint. While short, the game is a beautifully rendered, haunting tale of well realised characters that I really want to re-visit.
Phasmophobia
Spooky co-op ghost game that just gets more intense with every update. Even in it's jankiest moments it's fantastic with friends.
Void Bastards
Essentially FTL meets System Shock in the visual style of a 70's 2000AD strip, VB has some absolutely brilliant ideas, but I just wish there was more to it. Not a fan of giving each mission a ticking clock, which seems at odds with the 'at your own pace' ethos of imsims it's inspired by, and upon completion the various challenge modes offer little appeal for repeat play. Desperately hoping for a more expansive sequel.
Necromunda Underhive Wars (Long War Campaign)
Rogue Factor seem to be on the right track towards making a really interesting turn-based game after both Mordheim and this, but each attempt seems to fall just short of hitting the mark. After segregating all the interesting maps to the story mode, there's little reason to persist on the campaign beyond more random maps followed by more random maps. The right balance has yet to be struck.
Neo Cab
Absolutely brilliant cyberpunk thriller that takes place entirely within a future cab. Neo Cab is a game that takes the dialogue 'boss battles' from the latter day Deus Ex games but expands on it in such a way that they become the conceit of the entire game. Future RPGs like Mass Effect would be fools not to rip off it's ideas.
Sunless Skies
An absolutely fantastic follow up to Sunless Seas that dials back the simulation aspects and focusses more on the RPG storytelling. A great terrifying world, if not one that wears out it's welcome a little too soon. I still had whole areas of the map left to explore once I'd reached the victory condition, despite attempting a fresh captain with the Sovereign Edition.
Age of Wonders Planetfall
An interesting game that sort of attempts to be a spiritual successor to Alpha Centauri while drawing in elements from Endless Legend and previous AOW's. Fun to play, but some of the factions feel a little too finicky to play. Also the singleplayer campaign is much more of a chore than just playing big random maps, so I never continued past the first few missions.
Tomb Raider
I enjoyed the first of the Tomb Raider reboots, but I'm not worried about being late to the party. As exciting as this grim and gritty tale was, it's just not what I look for when I play a game called Tomb Raider. Unlikely I'll play either of the sequels.
Dungeon of the Endless
A simple game with a clear objective that nevertheless hides a greater complexity. Sunk hours into this game and became obsessed with mastering it.
Hunt Showdown
I'm not normally one of hyper-realistic multiplayer shooters but there's just something about Hunt that works. The fact that everything can go horribly wrong at any moment, or another player's misfortune suddenly becoming your gain, makes the game infinitely repayable. Every match feels like it's own story.
Hiveswap Act 2
At the end of the day, I'm still Homestuck trash, and Act 2 finally arrived to bring more of the characteristic chaos and menace from the series that the first act severely lacked. Can't wait for part 3, whenever that shows up.
Infra
Have you ever played on empty multiplayer maps and just wished you could walk out of bounds and explore the world beyond it's confines? That's what it feels like playing Infra. A well designed, beautiful black comedy, with great puzzles, quirky characters, that is too bloody long. Infra far outstays it's welcome, but I can't deny it's great otherwise. I'd be back for a sequel in a flash.
The Suicide of Rachel Foster
I've never been the kind of person to say an ending can ruin an entire experience but that's exactly what happened with Rachel Foster. A wonderfully produced, suspenseful mystery about being trapped alone in a hotel with only the voice on the radio for company, descends into needless nihilism, souring the entire experience.
Necromunda: Hired Gun
A flawed, if otherwise charismatic FPS that really nails the feeling and tone of the Necromunda setting. Wonderful gameplay and visual, brought down only by a plot that isn’t wild and imaginative enough to take advantage of this weird part of the 40k universe.
Mundaun
A well designed folk horror tale with a totally unique hand drawn art style, everyone who has played Mundaun has sung it's praises, so I'll just add mine to the pile and let you experience it fresh for yourselves.
Barotrauma
Clearly a game still in early access, yet I can't deny I find this game somewhat magnetic. When played with friends, everything falling to pieces has never felt more fun, and coming to blows with horrors of the deep never more intense.
Turok
Playing Turok is a fascinating experience. It has no real plot, is janky at points, the gameplay floaty and lifeless, and it's also slightly racist. Still, interesting to play a game that was trying to do large outdoor environments when all other shooters were locked in corridors.
Hedon Bloodrite
The first Hedon was an interesting attempt at creating a believable environment in the Doom Engine. Bloodrite is a full blown spiritual successor to Strife. An expansive, semi-open world, with a wealth of world building, intricate quests, rock solid shooter action and big buff orc women.
Halo Infinite
Infinite feels like a game designed just for me, a person who was never happier playing Halo 1 at Christmas. The story is nothing fancy, the open world is poorly implemented, and the melodrama is still there failing to get me emotionally invested, but damn if it didn't feel like the first proper Halo game in decades.
Gwent (2021 releases)
Gwent has been a game that has had me in the grip of an addiction since mid 2020 and thanks to regular expansions it keeps pulling me back. It's a game I love to hate, each successive instalment breaking the game in one way or the other and resulting in a proliferation of easy win decks. Yet I keep coming back. Maybe 2022 will be the year I break out.
And that's that. I'm sure there's a couple I forgot, and I hope to finish what I started. In the mean time, here's hoping you all have a good 2022, video game related, or otherwise.
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paragonrobits · 3 years
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a friend asked me to give a shot at doing an entry in this tier list they linked me to, of the video games inducted into the World Video Game Hall of Fame since 2015, and I opted to give it a shot!
My rankings are generally biased towards games I personally enjoy playing, though I will give some commentary on their historic relevance:
S-Rank
Super Mario Bros: The game that repopularized video games in the US, that arguably began the entire platforming video game genre and all its imitators and spin-offs, that spawned a new generation of video games after the Atari Crash in the US, and still a DAMN FUN game in its own right! I simply had to put this at the top ranking. After the disillusionment caused by Atari’s failures, this game brought home consoles back in a big way to the US. 
World of Warcraft: Now, I’m not much for MMORPGs. Nevertheless, I’ve followed the lore and general information in the Warcraft setting for years now, and a couple years back, my brother asked me to play it with him. I had a ton of fun, honestly! Playing a goblin mage, I believe. WoW is notable for being THE MMORPG, and still going strong. Admittedly, nowadays many games do what it does better, and the time when it was dominant as THE single game to play is past, but it was still an enjoyable experience and I really have to like how sincere the game is about its aesthetics and campy vibe. Given that the entire setting is reputedly a reskin of a Warhammer Fantasy Battle video game that went south, it’s cheery and colorful, morally gray tone is... an interesting complication in its history. (Also, HORDE. I STAN THE HORDE VERY HARD.)
The Sims: A bit of history; I did not play this game as enthusiastically as a kid as my sister and mom did. We ALL spammed the hell out of the Rosebud cheat, though; not until recent times did I actually wind up playing the game properly, when the most recent iteration of the series was free for a while. My mom didn’t care to play the game, she just liked building houses. In any case, while my attention drifted from the game now and then, I always am fascinated by the actual gameplay of caring for your simulated humans, and the way you don’t actually control them directly. This sort of hands off experience is actually a bit similar to the ‘dungeon simulator’ genre, and while the game is notorious for enabling cruelty (something I never saw the appeal of!), it’s a surprisingly wholesome experience, and it can’t be understated how unique this gameplay was at the time.
Legend of Zelda: It’s actually rather interesting how different OG Zelda is from modern games. Not just the top down perspective (which DOES pop up, now and then); the game is non-linear and allows you to go to any dungeon at any point, completing the game at your leisure, and the story is extremely barebones compared to what we may be used to. It’s quite a far cry from the linear gameplay of gradually collecting tools and working through plots that the games are known for. Breath of the Wild is, in fact, a return to form rather than an upheaval of the formula. I’ll also admit that I have a lot of affection for the gameplay of this one, as well as Link To The Past.
Donkey Kong: When you’re talking old school, as far as what you might call the modern generation of games goes (which is to say, the games that resurged after the Atari Crash), it’s hard to go wrong with Donkey Kong. It’s certainly notable for being a weird stage in Mario’s character and something that is generally ignored; it’s just strange thinking that at one point he was supposed to be abusive towards a pet ape that went in an innocent, well-meaning rampage! Personally this one kind of breaks a mold for my S-class rankings because while I like this one fine, I don’t like it THAT much; i mostly played it in the DK 64 game, and found it very difficult and that’s stuck with me. Still, I place it here for its momentous position in placing Nintendo on the map, with the influence and revolutionary technologies and gaming mechanics they would introduce, to this very day.
Pokemon Red/Blue: Hoo boy. HOO BOY it is honestly something of an oversight that I didn't immediately shove this beauty straight to the front of the S-line because good god I love this game. It's been years and years, long since I was but a whee Johnny playing a strange new game for the first time just because there was a cool turtle creature on the cover (because I was super into turtles back then), and I still love this game. Even with the improvements made to the formula since then (getting rid of HMs, the fixes and new types introduced since) there's still something lovable about this game, even as something as basic as the official artwork that just tugs my heartstrings. This game is highly notable for being an RPG that popularized the monster collecting/befriending gameplay (so far as I know), and as an autistic person, i really appreciate knowing the whole thing grew out of an autistic man's bug collection hobby from when he was a child. Pokemon is an absolute juggernaut of a media influence, and THIS is where it all began. It's first stage evolution, you might say. And not like a Magikarp or anything. This one's more like one of the starters... appropriately enough. Final Fantasy 7: This is probably a bit of a controversial take, but FF7 was not actually one of my favorite Final Fantasy entries back in the day. I never played much more of it than the beginning missions, as my cousin owned the machine in question, and I moved out before i could play it much. Final Fantasy 3 (in the US; it's more generally referred to as 6 now) was my favorite for a long, long time, and that game pioneered many of the traits that would be associated with 7: the epic story, the complex ensemble cast, though 7 really expanded on that basic idea, and previous games were hardly shabby in that regard. 9 is my favorite of the pre-10 era, with its extreme shake ups to the mechanics of the game. No; what makes 7 stand out is that it was a shift towards making Final Fantasy a constantly shifting, unique franchise where every entry was its own thing; it introduced 3D graphics with a fun and cartoony style mixed with a story that wouldn't be out of place in a cyberpunk story, and heralds Squaresoft (as it was called at the time) splitting off from Nintendo, with its censorship policies, and doing its own thing with Sony, with a great deal more freedom to write as they pleased. The party design also stands out, which each character having their own unique function in the party while the Materia concept allows a degree of modular skills to be installed, customizing them in ways that, in my opinion, the best entries in the franchise (on a gameplay level) would revisit. Colossal Cave Adventure: I'll be honest; I never played this game, and I don't believe it's particularly familiar to me at all. However, I chose it for this vaunted spot in S-rank because games of this nature, of text-based prompt and responses, are some of the most interesting things imaginable! Games like AI Dungeon are similar in some respects, and its impressive to think just how dang old this game is, and yet it managed to pull off basically being it's own DM. It has an interesting history; created by a man who worked on the precursor to the Internet, the game was made to connect with his daughter and was inspired by recent entries into Dungeons And Dragons, and later expanded upon by other programmers. It's notable that while Zork is the sort of game that would probably involve more immediate recognition (I actually mistook it for Zork at first, from the screenshot), this game was the first of its kind, and that always deserve some recognition. Minecraft: I absolutely LOVE Minecraft, and it's rightfully one of the most popular games, if not THE most popular game, of the last couple of decades, and it's interesting to think just how unconventional it is; the game is, effectively, a LEGO simulator, and as someone who honestly always wanted tons of LEGO sets as a kid but could never afford them consistently, there's something genuinely very appealing about Minecraft's basic set up. It's open approach and lack of a goal, just gameplay mechanics that encourage you to build and do as you please, makes for a very relaxing and unusual mentality not often seen in games until this point; it doesn't even have a storyline, it simply gives you a world to play around in. Of note, Minecraft's entry seems to have relevance towards video games becoming a cultural touchstone; Minecraft's visual aesthetic leans towards both blocky LEGOs and retro graphics, and certainly proves that games don't need to strive for hyper realistic graphics to be appealing. ----- A RANK Doom: I genuinely like Doom, a lot! I still have memories of replaying this game frequently, long before Doom 2016 and Eternal were glimmers; it's just genuinely very fun to play. That said, I feel that there's other games that are a bit more historically notable and while i like this game, not quite as much as other entries. But it cant be understated that this was THE first person shooter, and more to the point, was fundamental towards game design as we know it. Of note, it pioneered the idea of a game engine, which has had tremendous impact down the road in terms of making a flexible baseline system that latergames were programmed around. Additionally, the first three episodes being free, with the additional ones being purchased as part of the full game, this was, I think, the first demonstration of a demo. Back then, we called this shareware; a game which was free but had full features locked off, but otherwise you could play it however much you wanted. There's a REASON Doom winds up on more systems than Skyrim! Ultimately, while it's not one of my favorite games, it's impact on the business of gaming and the functions of game design cannot be overstated. Pac-Man: This game, is THE game that made video games a phenomenon and its worth thinking about that and how video games as a modern institituion can be drawn, however broadly, from Pac-Man's commercial success. I should note that while I've played this game extensively, it's not something I'm particularly good at; there's a LOT going on here and its a bit much for me to handle. That's probably a strength; there's a reason people had to fake their accomplishments and falsified high scores. It's worth noting that Pac-Man is a unique thing in that it has been rereleased many times over, and every generation has found it enjoyable and fun, unlike other games that set trends only to be lost out in the end. (Goldeneye, for instance!) The Oregon Trail: Like many other people I assume, I first played this game as something available on school computers. Purportedly made as an educational game to teach students about history, this game may be notable for, among other things, being an entry point towards the idea of resource management in video games (as well as being hellishly difficult, by the standards then, but that DOES illustrate a point, does it not?). It's also the oldest, most continuously available game ever made, even now being ported to smartphones, or so I hear! It seems to be a very early example of edutainment games, and a genuinely great one at that. It probably helps that a selling point is that it doesn't really mince around with its subject matter; anyone who's played this game knows that total party kill is the default assumption, as it was in life. Street Fighter and Mortal Kombat: I place these two together as I feel that they form a duo of sorts, and defined fighting games of my childhood and modern gaming experience; name a fighting game, from Injustice to something as deliberately different as Smash Bros, and it has SOME relation to these games, even if its in terms of doing something completely different. These games set a mold for fighting games! Among other things, both games feature iconic characters as a selling point, and to this day fighting games make their mark based on how signature their characters are. Mortal Kombat is of course an incredibly violent game (though very tame, by modern standards), and its fatalities and depicitons of violence sparked thought and arguments on what video games ought to be allowed to depict, for better or for worse. It's not implausible to suggest that the overly strict restrictions on what video games could depict go back to Mortal Kombat's fatalities, specifically (since there's far worse games predating it, though too graphically primitive to be obvious). Street Fighter, conversely, strikes me as having more characterization and depth, especially as far as fighting systems go; I find it hard to be interested in many fighting games now, if they don't offer as much depth as the likes of Street Fighter 2. Street Fighter stands out for innovating multiplayer play, initially in the arcade, and its not implausible to say that the likes of Smash Bros is a descendant of sorts of the specific mentality Street Fighter brought to the table. Consider also that it is STILL a mainstay in the remaining arcades and cabinets in service today! Tomb Raider: This is a game i legit liked back in the day, and there's some part of me that's sad that the platforming, puzzle solving and focus on exploration has not really made it back into the modern Tomb Raider series, last I checked. There's probably something interesting in that Lara Croft represents a bit of an intermediate period between platforming mascots and modern Edgy Protagonists; you know the ones. Balding white dudes with vague dad vibes, but this is not a slight on Lara; she definitely has a ton of personality, even just at a cover glance. This game had a strong focus on exploration, and that's honestly something I really like. Super Mario Kart: I'm going to be controversial here; complaints about the Blue Shell are kinda overrated. It's not that different from, say, a red shell hitting you from behind when you're close to the finish line. But, jokes and old 90s memes aside, this game has some interesting status in that it started the idea of making spin-off games in dramatically different contexts; Crash Team Racing and Sonic Drift, for example, are listened as similar games. On a franchise level, this began the trend of Mario becoming a truly flexible character who could do pretty much whatever was required of him, not just the original platforming games, and its possible his imitators never quite learned the same lesson. Though one wonders what Miyamoto might have thought if he'd known how many thinkpieces he would spawn with 'why does mario go-karting with Bowser when they're enemies?'. For my part, I favor the idea that the other games are in-universe fictions they're actors on and this is their actual dynamic, or that Mario is a relaxed dude who doesn't mind playing kart games with his foe. (I mean, he's not Ridley. Bowser's easy enough to get along with.) Animal Crossing: Again, I have to emphasize that I've never actually played this game, at least on a consistent basis (and by that, I mean I MIGHT have played it on the Gamecube, once, in the early 2000s), and have to speak from what I've seen of what it sparked. And I really do like the way it really codified the sub-genre of relaxed, open-ended games where the player is free to do as they like, without much stress or fear, which is something I think more games could stand to do. On my personal list of features that my ideal video game would have, Animal Crossing would definitely offer a few ideas. I am reminded of farming simulators, such as Harvest Moon or Stardew Valley; while they are different beasts entirely, there's a familiar sense of non-combat relaxation that's pleasant to see. Spacewar!: This machine is GODDAMN old, and like an old fogey predating modern humans, it deserves our respect. It's so old, it predates Pong. Supposedly created as part of predictative Cold War models, with an emphasis on emulating sci fi dogfights, producing a game that soon proved popular, for over a decade remainign the most popular game on computer systems, and a clumsy foray into arcade gaming (that didn't pan out, unfortunately) led to the creation of Pong by its creator, which is another story all its own! And Pong is directly responsible for the idea of the video game itself; this game launched the entire video game industry as we understand it! No small feat, indeed. ----
B RANKED Sonic The Hedgehog: I must state that I DO like this game, though not as much as later entires like Sonic 3 and Knuckles, or the Sonic Adventure series; the fast paced action seems a bit hobbled by the traps and need to be careful of surroundings, which would seem to run counter towards the whole idea of GOTTA GO FAST, y'know? But the game presents an interesting viewpoint on the nature of mascot gaming; created specifically, so it is said, as a rival to Mario, Sonic was designed as a mascot with attitude, and inspired a host of imitators; he's probably the only one to escape the 90s more or less intact, and this may have something to say about his flexibility, star power, and also the fact that he's a pretty mild character, all things considered. This game certainly has its place in gaming history, giving an important place in the console wars of yesteryear. Believe me, I was a kid in the 90s, Sonic was a HUGE deal. Space Invaders: This game is noted to have catapulted games into prominence by making them household, something outside of arcades, and it shows! An interesting detail of note is that supposedly, the Space Invaders were meant to all move at high speed, but this was either too hard to play against, or too costly on the processor; it was found that by making them speed up as they were defeated, it created an interesting set of challenge. You have to appreciate game history like that. In general, its success prompted Japanese companies to join the market, which would eventually produce what I imagine was a thriving, competitive market that would eventually get us Nintendo and it's own gamechangers down the road. Grant Theft Auto 3: I'm going to be honest with you. I don't much care for this sort of game. The Saints Row series, with its fundamental wackiness, is the kind of game I really DO like if I'm going for something like this, and GTA sort of leaning towards the 'cruel for fun and profit' gameplay is really unappealing for me. However, I'd be remiss if I didn't address this game, and what seems to come up is two things: the game's sheer freedom in its open world (which certainly pushed the bar for games of that nature, and has made it a byword for gamers screwing around in a game just to see what ridiculous things they could or couldn't do) and the infamous reputation from the mature aspects of the game. Personally, I'm not much for this game's take on maturity (if I wanted to discuss a game of that nature, I'd suggest, say, Spec Ops: The Line) but I really do appreciate what this game and its series did for the open world genre, and the sheer possibilities presented for letting you do what you wanted. King's Quest: I've never played this game, but I am a HUGE fan of the point and click genre (also known generally as the adventure game genre) that it spawned; without this game, there's no Monkey Island, no Sam and Max, no The Dig or Full Throttle, or Gabriel Knight. This game was similar to previous text-based games, with a text parser to input commands, but with the distinction of a graphical interface to move their character around, which would be the seed of later games such as the SCUMM engine of Monkey Island and other Lucasarts games (which, to me, ARE Adventure Gaming). The puzzles, comedic sensibilities, and interface innovations originated with this game, and codified those later adventure games i love so much. Starcraft: This is another one those list of 'games I should have already played by now'. I'm not much of an RTS person, barring forays with games such as Impossible Creatures, Warhammer 40k: Dawn of War, and more strange entries such as Brutal Legend, and I contend that the combat aspects of 4X games like Civilization DO count on some level; the specifics of troop movement and unit strengths/weaknesses are a bit beyond me, when you get to more complex stuff. Starcraft, reading between the lines, really introduced the idea of multiplayer culture especially for RTS, pioneered the Battle(dot)net system (which I mostly recall from Diablo, if I'm being honest!) as well as the idea of relative strengths and powers for individual factions so that they became characters in their own right. It's still a very popular online game, and that says SOMETHING. Also, I tend to use zerg rushes, so I would probably play Zerg. Probably. (There is much speculation on whether or not, like Warcraft being a failed Warhammer Fantasy game, if the same holds true for Starcraft and Warhammer 40k. I lean on the side of 'probably not'; the differences are too notable. The Zerg and Tyranids have some similarties, but that's probably because they're based on the same broad hive mind evil insect aggressor trope, and they have enough differences from there to be very distinct from one another. It's not like how OG Warcraft's orcs were very obviously warhammer orcs with less football hooliganism.) Bejeweled: This is a firm case of a game that I don't play, but I really have to respect its influence on gaming as a whole. Apparently it started as a match three-type game with a simplistic formula that proved wildly popular (perhaps making a point that simpler can be more effective, in game mechanics), with a truly explosive record of downloads; over 500 million, it seems. Thus its fair to say that this game set the precedent for casual games, which have become THE market. Regardless of your feelings on that genre, this one was a real game changer. (Pun intended, absolutely.) ----
C RANK Pong: "By most measures of popular impact, Pong launched the video game industry." This line alone saws it all, I think. It wasn't the first video game, but it was one of the more early ones, and its the one that really made video games and consoles successful, gaining widespread attention from the mainstream audience, as well as getting Atari recognition (for better or for worse, but perhaps that was just a development of being on top, so to speak; maye the console wars at least kept the big three honest). It also started the arcade revolution of games, and this humble game is essentially responsible for the entire state of video games as a concept, as we know it today. Halo: No disrespect to Halo, but it's just a game series I've never quite been able to get into. Those games are very hit and miss for me; games like Call of Duty, Battlefield, Gears of War and everything like that are just... hard for me to get into. It takes something specific like Borderlands or the Besthesda Fallout series, or something else, for me to get hooked, and Halo just doesn't do it for me! Nevertheless, I would be QUITE remiss if I simply dismissed it, and there's reasons for it to be inducted into the hall of fame barely three years into the hall of fame making inductees. Firstly, it was Microsoft's big entry into the console wars, and it must be said this was a MASSIVE upset and a completely unprecedented shift in the assumptions of the console wars back then; NO ONE expected microsoft to actually do this, let alone redefine gaming out of Sony and Nintendo's favor like that. At the time, PCs dominated FPS games, and Halo showed that consoles could do it just fine. It must also be said that it has a very intricate and complex system of lore, backstory and material that was quite distinctive for a new setting back in the day, and while I've seen people object to it's gameplay, I suspect that its with the benefit of hindsight; Halo offered an extremely unusual degree of freedom in achieving the goals set out for you. (Cortana also didn't deserve getting her name slapped onto that search assistant that eats up all your RAM.) Where In The World Is Carmen San Diego: Surprisignly enough, based on the article, this game was NOT an adaptation, but the source material of this character. This is where the fancy, mystery lady in the red coat started! Evidently this game was originally an edutainment game with a cops and robbers theme, and inspired by Colossal Cave Adventure from higher up on the list, and one must appreciate the effort that went into it. This one is ranked low, mostly because it didn't seem TOO notable to me. Honestly I'm surprised this is where Carmen Sandiego started. (And that she doesn't get enough credit as an iconic theatrical villain who won't go a step too far, but that's another rant.) -
D LIST
Here we are. The D LIST. The bottom of the sorting pile; the lowest of them all, the... well, the ones that I honestly don't necessarily dislike, but couldn't place higher for reasons of notability, personal interest, or perceived impact on the history of gaming. John Madden Football: Sports games, as a whole, really do NOT do it for me. I don't like real like sports at ALL (with, as a kid, a brief interest in boxing and that was just because they had gloves like Knuckles from Sonic the Hedgehog) so its hard for me to say that I find the history of this one all that compelling. Even so, there's some interesting elements in how this game was a sequel to a previous failed attempt, with a bold new attempt at a more arcade-style action game with a more dramatic take on the players, who would in turn be rated in different skill sets. The Madden series is STILL going so... it worked out pretty well, I'd say. (FUCKIN EA WAS BEHIND THIS ONE??? wow, EA is older than I thought.) Microsoft Flight Simulator: It's honestly a bit painful sorting this one so low, since I had many happy times as a wee Johnny playing this game back in the old days. I mean the OLD, old days. This was like, the days when Usenet was the preferred way for people to talk online. (Not me, though. I didn't talk to people, then. I was even less social than I am now, which is saying something!) All the same, I suppose that it was important to not crowd too many entries in a specific folder, and statistically, something had to keep getting knocked down, and in the end, I couldn't honestly say I still enjoyed this one enough to place it higher. Still, credit must be given where it is due; this game stands out for being an early foray into simulator gaming, showing a realistic depiction of actual flight. It has apparently been updated and rereleased many times since, which is impressive! Tetris: I like puzzles. So it might be surprising to hear this seminal game ranked so low; firstly, I like different KINDS of puzzles (like weird ones where you have to fling your sense of logic to the moon and back, or make use of gaming mechanics) and honestly this game is kind of stressful for me. You gotta keep an eye on a lot of different things flying around all at once, and constantly move things around, and that kind of attention and quick thinking does NOT come easily to me. All the same, I really have to admire how it was born from it's creator's pleasure in solving mathematical puzzles about sorting shapes into boxes, in a manner strangely remniscient of Satoshi's bug collecting that became Pokemon. Certainly the game's simplicity has proven a universally appealing thing, and may say something about the value of keeping it simple. Microsoft Solitaire: This game apparently became pay-to-get some time ago in recent computer generations, and let me tell, you, it was genuinely depressing to find that out. I remember younger decades, from the 90s and on, when this game was a regular and free feature in Windows computers fir MANY years. You got a computer, this game was on here. I was a kid, and i remember watching my mom play this game and makign the cards go WHOOP WHOPP all over the place and marveling, because I couldn't ever do the same thing. (A related note: I am terrible at this game. Go figure!) Of note, this game was massively widespread, and just EVERYWHERE, and I think everyone who ever played a computer back in those days instantly remembers it in some way. It was just... ubiquitous. Centipede: Oh, ol' Centipede. I don't mean to be mean to you. But between the likes of Pokemon and Super Mario Bros, even the arcade Donkey Kong, someone had to keep dropping down the leaderboard that is this tierlist, and unfortunately, there were other games that felt higher up than you. All the same, you're a very good game, and honestly, I like you more than some other games ranked higher for reasons of relevance to gaming history. Certainly more than anything else in D-listing. The colorful and appealing palette is noteworthy. That trackball controller! Amazing! (More games should use trackballs. They're fun and easy to use.) At the very least, Order of the Stick did a joke with you once, and that's better than anything I can do for you. All the same, you're a cool game.
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pixelpoppers · 3 years
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It's been four months since I posted about not really playing games anymore and I thought it was time for an update.
(First, a quick refresher on the old post: I theorized that a big part of my enjoyment of video games came from them enabling me to focus my attention in a way that I normally find difficult, so once I started taking focus-enhancing nootropics this advantage went away and video games became much less appealing compared to other activities. Instead I started spending my free time doing personal data cleanup and related tasks.)
So, what have I been doing since then? A few things. I have been continuing with minor tasks on my personal projects when I can come up with good ones. They're mostly not the sort of data curation or "gardening" tasks I talked about last time because I've run out of those (though the good thing about the debacle with Sony announcing they'd close the PS3/Vita/PSP stores (before backpedaling) is that getting my Vita and PS3 libraries in order was a great few-days-long gardening task). Instead, I've mostly been making small improvements to my various web projects. For example, yesterday I added entries for "fun pain" and "perfectible" to the game design glossary on the main Pixel Poppers site, which had been low priority on my to-do list for quite a while. Maybe next I'll update the site's mobile layout to put the navigation stuff in a hamburger menu instead of at the bottom.
This stuff requires more thought than the gardening tasks, so it's less relaxing, and I'm having to figure out new ways to relax. Video games have slotted back into my life as one of several ways to relax but I still approach them very differently from before. I no longer look for "go places and do things" games or seek to feel like I am occupying a world. I want the experience to feel contained and not take up space in my brain when I'm not playing it. I want it to be something I can easily pick up for a bit and have it not matter whether I ever come back to it. I've found that what works best is low-context arcade-style experiences (racers, puzzlers, twin-stick shooters, rhythm games, etc.) or story games that can be completed in a single sitting (short visual novels or walking simulators like What Remains of Edith Finch or Wide Ocean Big Jacket). Games that are based on larger-scale progression, exploration, or worldbuilding (RPGs, 3D platformers, probably open world games - which used to be some of my favorites) don't do much for me anymore and I've bounced off a few of them in the past couple months.
So it's still the case that games are occupying less of my mental real estate than before and I have less to say about them. I might still decide to post more stuff here - I have an idea file with about fifty seeds for potential posts, though I don't know how many of them are actually worth developing (does anyone care about the weird variety of ways Senran Kagura has handled DLC over the years, for example).
But the truth is... I haven't gotten what I've wanted out of Pixel Poppers for years. This could be a much longer essay, and it's one I've tried to write a few times, but in short: Back in Pixel Poppers's "golden age" when I first started posting regularly in 2009-2010, I got a lot of comments and discussion on my posts and I felt like I was actually part of a great community. I mostly stopped posting in order to focus on my job and by the time I came back in 2018, the internet was a very different place. I got a couple of comments here and there (more on Tumblr than anywhere else) but I mostly felt like I was talking into a void, which was terrible for my motivation to work hard on quality articles. My impression is that the game analysis community has almost all moved to YouTube and if I want to be part of it again I have to switch to making videos and chasing YouTube's mysterious and fickle algorithm and I just don't. want. that.
Please understand: This is not a dig on my audience or intended to make anyone feel guilty. You don't owe me comments or anything else. If you're reading this at all, I am grateful and I love you! This is just about me facing the reality of what I'm looking for and what I'd need to do to get it in the current landscape. And admitting that the advantage that I thought Pixel Poppers had over other projects - an established audience - is actually much smaller than I was considering it to be.
So I'm also thinking about switching gears to a different writing project, one focused more on things that are at the front of my mind these days. Possibly just a general thoughts blog (which, admittedly, would sometimes be about video games). Possibly a blog about what I do for a living. Possibly making more small games (I'm pretty happy with how Detectivania turned out, after all). Or possibly reviewing all 800+ episodes and films in the Star Trek franchise. Maybe more than one of these things, bouncing around with an irregular schedule, and even slotting in occasional Pixel Poppers posts along the way. And I have to decide how connected I want these things to be - part of me wants people who enjoy some of my projects to easily be able to find the rest, but I also like that right now I can have my identity cleanly compartmentalized and only attach my real name to some things (and thus it's harder for someone who dislikes my take on Dark Souls to doxx me and dig up my bad/outdated takes on other more widely-impactful things to fuel a harassment campaign or whatever).
That's where things stand today. I'm not dead. I'm still gaming a little. I may make small posts here every once in a while but I don't expect to invest a lot of time or effort into it in the near- to mid-term future. And I may or may not announce other projects publicly here. If you have feelings or questions about any of this, feel free to shoot me a DM or an email or whatever.
Thanks for reading.
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sweetsmellosuccess · 4 years
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Sundance 2021: Day 4
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Films: 4 Best Film of the Day(s): Mass
Mass: Predictably, Fran Kranz’ film opens with a shot of a church, but the title turns out to be a reverberating double entendre   —  both the religious service towards forgiveness; and a term commonly used in conjunction with a multiple-homicide shooting event. The church, Episcopal it turns out, is the agreed-to meeting place for two sets of grieving parents: Gail (Martha Plimpton) and Jay (Jason Isaacs), whose teen son Evan was killed some years before in a high-school massacre; and Linda (Ann Down) and Richard (Reed Birney), whose son, Haden, was the shooter, before killing himself in the school library. They have agreed to meet, long after the lawsuits and legal wrangling have been settled, to possibly provide answers and solace to one another. As can be expected, the atmosphere is fraught with tension  —  a setting Kranz, an actor making his directorial and writing debut, expertly mines before the couples arrive, with a kind but overenthusiastic church administrator (Breeda Wool), fretting about the details of the food arrangement  —  and the couples, wary, at first, of letting things get hostile, work diligently to avoid disagreement by staying mild (an arrangement of flowers Linda brings is speculated upon a great deal). Eventually, however, the four wounded parents get down to more brass tacks, Gail and Jay eschewing their therapist’s call for them to avoid “interrogation” questions, to get at the root of what they are after. In truth, as Kranz has the characters cannily come to understand, there are no details that shed new light, no explanations that help rectify what they’ve lost, only a grim understanding that, as parents, they are all subject to the laws of chaos and chance. Unsurprisingly, Kranz has an actorly sense of conflict and explication, but, despite the limited setting (this could easily have been an adapted play), he gives his actors plenty of room with which to work, and the quartet are more than up to the task. They are each terrific, and given opportunity to shine, but it’s Plimpton’s monologue near the end about her son that becomes the film's singular tour-de-force moment, a scene with so many hooks and edges, it sticks to you like velcro. Kranz is careful not to overstep his dramatic boundaries, difficult given the potentially melodramatic elements of the story, and allows his actors enough time to breathe so it avoids feeling polemic or preachy (an early scene with Gail and Jay in the car before they arrive is a scintillating bit of set-up, where words are spoken, but our attention, like that of the characters, is entirely elsewhere). No easy answers, thankfully, just brutal realizations that can’t be avoided.  
A Glitch in the Matrix: By this time, documentary filmmaker Rodney Ascher has carved out a sort of niche for himself: As with Room 237, and The Nightmare, he has gathered up fringe thinkers displaying a sort of group psychosis in order to explore other ways of seeing, and interpreting, our world. His docs don’t come down on either side of a given conundrum  —  are any of the far-out, would-be explanations of The Shining in 237 the least bit sensible? Is it possible in The Nightmare for people experiencing the horror of sleep paralysis to share in the same horrific vision?  —  but he carefully doesn’t contradict any of his subjects either. His new film, an exploration of what’s known as “simulation theory,” concerns a pattern of thought described back in 1977 by the heavily adapted science fiction author Philip K. Dick during an appearance in France, suggesting, Matrix-style, that all that we think we see and know is actually an intricate virtual reality, brought to us by an unseen technological force. True to his form, Ascher interviews numerous applicants to the theory  —  many of whom portrayed by VR avatars in their own homes  —  including scholars, practitioners, and skeptics, and bolstering their arguments with an assortment of other media, from Minecraft, Philip K. Dick-based films, and crude computer animations, to video games, and youtube videos. The views are intentionally conflictive  —  one subject suggests the very idea of such conflict is the basis of the simulation  —  and anything but conclusive, but, of course, that’s the very point. Less unsettling than The Nightmare, one of the few true horror movies of the documentary genre I’ve ever seen, save for the account of Joshua Cooke, who pled guilty to killing his parents in cold blood after cementing his belief that the ideas portrayed in The Matrix were completely real. Listening to his step-by-step description, from prison, of his descent into madness, and where those impulses took him, is to drop into first-person shooter psychosis.
Coming Home in the Dark: Both Australia and New Zealand are blessed with spectacularly beautiful land that is filled with wide-open, terrifying vast spaces in which any amount of evil may lurk. In dark, violent films like Wolf Creek and Killing Ground, all that beauty and space is turned on its head by far more chaotic inclinations, rendering brutally effective, and stomach-churning sadism as a means of displaying the horrible duality of the land. Kiwi director James Ashcroft attempts to add to this cinematic legacy with this film, a murder-abduction sort of thriller, in which a family on a camping trip in the wilds, is brutalized by a pair of killers they come across. In a twist that at least one of the killers, Mandrake (Daniel Gillies) would have us believe is a coincidence, it turns out the patriarch of the family, Alan (Erik Thompson), used to teach at the abusive orphanage school in which both Mandrake, and his partner, Tubbs (Matthias Luafutu) suffered as children. It’s not a believable conceit, which Ashcroft seems to readily admit, but because it makes the connection, the film attempts to work as a kind of metaphor for the violence which we didn’t perpetrate, but also did nothing to stop. Mandrake as an avenging angel, foisting Alan’s lack of empathy back onto him in violent spades. It’s difficult to fault a film for not being transgressive and shocking enough, exactly, but despite the theatrics of the situation, and Mandrake’s coldly comic engaging of the couple in “regular conversation,” it doesn’t have the heart to be as effective and unsettling as it needs to be. It plays it too safe, which saves the audience from being plunged into the all-too-realistic terror of, say, Killing Ground, but also dilutes the stronger point it wants to make about systemic brutality.
The Blazing World: Related to the 17th Century Margaret Cavendish novel in basic concept, Carlson Young’s feature debut walks a wobbly line between linear narrative, and neo-gothic opera  —  only with a soundtrack instead of singing. The story concerns a young woman, Margaret (Carlson), who loses her twin sister to a drowning accident as a child, but has imagined ever since that her sister lives in some alternate vortex of reality, heralded by a grinning demon, Leonid  (Udo Kier, of course). Coming back to her childhood home before her battling parents (Dermot Mulroney and Vinessa Shaw) move out altogether, Margaret meets some old friends, does some drugs, and finally enters the fantasia-like world that Leonid has been beckoning her to for most of her life in order to find her trapped sister. There, she must amass a series of keys, plucking them from demon versions of her parents, and confront her own guilt and pain in order to unlock her twin and set everyone free. It would be easy to say Young’s reach far exceeds her grasp, but the fact that she was willing to attempt such an audacious project says something about her artistic chops. And for every moment that hits wrong, there are several more that work in interesting ways. Her aforementioned use of music, and sound design invokes a kind of Kubrickian aesthetic, and her commitment to her vision is palpable. This likely won’t be the best film she ever makes, but it does portend to a filmmaker worth keeping an eye on, going forward.
Sundance goes mostly virtual for this year’s edition, sparing filmgoers the altitude, long waits, standing lines, and panicked eating binges  —  but also, these things and more that make the festival so damn endearing. In any event, Sundance via living room is still a hell of a lot better than no Sundance. A daily report.
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status200us · 4 years
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Top 5 Advance Game development pro tools
This game development software is complex and heavy and requires skilled developers to manage the project. Some of these tools are for beginners, thanks to a huge community, numerous documentation, tutorials, and guides. However, most of them require sufficient knowledge and experience of popular programming languages.
This time, your preferred game maker software will cost you money, not only own the engine itself but also own and use an advanced PC. Moreover, it will be difficult to create enough on its own to be noticeable.
# 1 Unity
This is the world's leading tool in the game development industry. Unity provides a multi-platform solution for creating 2D and 3D games. Developers use it to build a number of simple AAA-class games. In addition, it's important for novice developers that Unity already has a strong community of immersive guides and tutorials.
Unity development technology relies on layers where various game objects can be set. Adding and modifying these layers will help developers manage their scalable projects.
Rendering properties can be edited by Quality Manager.
If too many processes are running at the same time, the CPU will be exceeded.
# 2 Unreal Engine
Epic Games provides tools for releasing ambitious ideas without additional plugins. Epic is constantly updating its products, giving developers access to all new technologies and future trends. Many AAA-class games around the world used the Unreal Engine as their main platform.
Unreal Engine has a powerful toolset that includes:
C ++ code view, full source code access, and scripts.
Film-quality visual effect creation tool.
Advanced and flexible customized artificial intelligence.
Real-time rendering tool.
Complete audio system.
Instant game preview.
Hot reload function.
Guinness World Records has awarded Unreal Engine the "Most Successful Video Game Engine".
This tool is completely free to get started. You need to give the game 5% royalties while the project profits reach $ 3000. It seems like a useful offer to enter the gaming market.
price:
It's completely free for small projects.
For commercial products over $ 3,000 per calendar quarter, it costs 5% of revenue.
# 3 Marmalade SDK
Marmalade is a multi-platform game creation tool that uses C ++ code to build games. As a result, its main concept is "write once and run anywhere". Marmalade includes a set of libraries, code examples, and tools to simplify programming, testing, and deploying applications on different platforms. Finally, it supports both 2D and 3D game development.
The main function is to clean
Graphics are rendered by OpenGL directly or using Marmalade Studio layers.
Use of Android optimizations within the original codebase.
Open source of key components.
High performance.
Open architecture.
Quick conversion.
Marmalade offers developers, even more, features, including:
Support for certain features of iOS and Android.
Code checker for the ARM platform.
A set of open APIs.
Unique support.
Test simulator.
Also, there is no problem with the processing speed of the project on this platform. Marmalade offers a very simple and effective memory model, including billing and IAP APIs for app stores and various social analytics services.
Platforms: iOS, Android, Windows Phone8, Tizen, Blackberry, Connected TV platforms.
Price: $ 600.
# 4 AppGameKit
AppGameKit is a solution for multi-platform game projects. This platform was mentioned in the top 15 gaming frameworks of 2014. This is suitable for both beginners and experienced game developers.
The main advantages of AppGameKit are:
Simplicity:
The proprietary programming language is AGKBASIC, which is similar to C ++. This allows developers to start developing games in less time.
AppGameKit Magic: Increase productivity with a new mutual development model. Compile the game and launch it on your device for test execution.
Native: Build your game in C ++ using the IDE you already have.
You can sell your app anywhere with the engine guide.
The AppGameKit IDE includes:
Color scheme.
Full debugger.
Cord folding.
compiler.
Editor.
The main features are cross-platform support and the ability to have one project for all platforms. Platforms: Windows Phone, iOS, Android, Blackberry.
price:
SDK prices range from $ 39 to $ 99.
The average bundle price is $ 50.
# 5 Mono game
With the MonoGame toolkit, you can build multi-platform games. Its class architecture is similar to the XNA 4 API. The project runs in any C # or .Net language. If you already know them, developing mobile games with MonoGame will not be difficult. In addition, there are many tutorials and guides to help you get started with your first project.
The platform uses shaders written in different languages. That's why MonoGame has developed MGFX, a unique language for creating shaders. Finally, the program has the same structure as a Microsoft FX file, improving the easily editable text format and compiled binary format.
Best game development company.
status 200 is the Best mobile game development company. When it comes to game development, the mobile game development company offers a complete package. From requirements elicitation (development of game development description document) to getting the assets designed, terrain build-up, strategizing the # of levels to build, first or third-person shooter, and development of either 2d or 3d games, we are the maestro of this domain. they offer game development for all sorts of platforms. A number of games built by them are live and serving their causes to the fullness.
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zebranote1 · 4 years
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Rust gambling site: Different types of games on rust gambling site
There are numerous locations that offer free online games for a person to fill their free time with. There is a countless number of individuals who take part in online games each day, and a lot of people would admit to how addictive these games can be. If you have found yourself with spare time and energy to fill but are unsure how to make use of this time around, why not check out one of the several types of free online games available on the internet. You can find games online to entertain anyone in many different age groups. There are several games available for small children, teenagers, and adults. Lots of the games you would find online are targeted for a certain age group. Those who are geared towards youngsters are often times educational and interactive. On another hand, the people designed for adult entertainment are usually constructed in this way that the thing they supply for their users is ways to beat boredom. So what're the many several types of games available on the web today? Certainly one of the most popular online game genres may be the multi-player RPGs. These allow a huge number of players to stay the game at exactly the same time. The initial thing about these games is that most people are playing their own personal game while to be able to interact with the remaining gamers who are online at that same moment. These games generally revolve around a fantasy world by which folks have created characters. While playing the overall game you're supposed to keep in character constantly and submerse yourself into the idea of this fantasy Kingdom. A number of these games require a membership at some point to manage to progress further in the game. However, there are a few available which can be totally free to use. Another popular way to fill your free time is to play among the millions of flash games on the internet. You'll find a game about most situations, and these games usually are easy to beat but very addicting when playing. The type of flash game you could find online would include shooting, racing, puzzle, and other silly stress relieving games. Children can enjoy one of many different education games available in their mind virtually. Almost any cartoon on television includes a game that goes alongside it online. A good thing about a number of these games is that children are learning valuable moral or scholastic lessons without even realizing it. For them, it generally does not feel just like a job to play these games and in exchange, they are subconsciously soaking up the info that is being fed in their mind throughout the game. You will find millions of free online games open to play. Finding them is incredibly easy and oftentimes, there is very little required of your personal computer to play them. There are lots of various kinds of online games, which was not touched upon in this article. It will be impossible to count the total amount of free online games offered to a person today. Next time you will find yourself with some time to kill you will want to take a look at one of many millions of games available online. Rust gambling site was were only available in February 2018 by Facepunch Studios. Rust is a favorite survival game. It can also be a multiplayer survival gambling game. The game was basically developed as a replica of another game of exactly the same genre, DayZ. Rust's primary goal is always to survive and fight for your lifetime in the wilderness by utilizing any material you will find on a steal. To fight and cope with wolves, bears, and other players, you need to handle and take care of your quality of life, hunger, and thirst. The thought of a rust gambling site stumbled on light after the arrival of tradeable in-game items called skins. These skins are used by multiple gamers as a helpful item of aesthetic value and used as a currency as well on online platforms. Rust gambling has seen a favorite rise because the currencies are often used in online casinos and bets on different online platforms. It's one of the finest currencies for gambling. Comparably to any or all virtual goods, it is anonymous as rust skins can be found worldwide, and it can be utilized for instant transfer. Rust gambling site appeared right after the game's official release as it has been gaining in popularity ever since. The rust gambling sites enable you to gamble by depositing your virtual items from the rust game for betting. You are able to bet on Coinflip and Jackpot sites or convert them as your bankroll to play other games. An individual will be satisfied along with your rust betting session, you can withdraw all the things or go to the rust gambling sites'skin market to create more profit. The 7-day trade held has hit ordinary players, traders, and big markets for digital stuff like OP skins. Valve introduced the 7-day trade hold. The latter has found a method to disregard the ban by swapping the virtual goods they held between players. Unless and before players wanted to withdraw that, they would contain the virtual goods without changing physical ownership. Valve chose to ban all of the trade boys owned by industry as he was against it. Internet is filled up with hundreds and countless free games, played by individuals from all parts of the world. Regardless of the age or occupation, all of them take pleasure in the great number of online games present on the web that become a passion for them as long as they spend a massive amount time playing them. The demand for such games has become in a way that new titles are now being churned out by the minute. There is no shortage of variety for online gaming enthusiasts that choose to pay time each day choosing a common online titles to play and be relaxed. If you decide on the correct online portal, you receive an almost ad-free gaming experience where you will find no annoying pop-ups to spoil the game-play for you. The games are sorted into columns or pages of typically the most popular, critics'favorites, fashion games and so on. The advancement in technology in contemporary times has enabled developers to replicate a nearly console-like gaming experience because of their users. Actually, for novices at gaming, online gaming is the absolute most recommended form as the titles available are relatively clear to see and have great entertainment value for the common user. Regardless of the undeniable fact that the majority of the games present online are free and are generally smaller than their desktop and console counterparts, the difference in game-play between both is seldom noticeable to the amateur gamer. 3D online games have been available for a while now, and enjoy exponential rise in popularity among all of the action and adventure games out there.To acquire further details on Rust Gambling Site Recommended Reading Virtually every genre of games occurs on major online portals, be it airplane missions, first-person shooters, aliens, zombies, space, stars, racing, cooking, fashion, design, etc. As the saying goes, name it, and they'll have it. Card games and casino games are rivals for the most truly effective spot when it comes to interest, and the listing of titles available would take lots of time to write here, should we bother trying. Make sure to take your pick on the list of games that you're most passionate about, and the knowledge will be worth the extra effort spent in selecting the most appropriate game rather than deciding on a random one. It's only the personal preferences that matter with online gaming, because the rest has been provided for by the developers who've left no stone unturned in developing ample number of free games for every single genre. It's now virtually impossible not to locate a thing that suits your interests and preferences. Kids may also take advantage of the avalanche of online games. There are huge amounts of free games which have animals, balls, balloons, sports, bubbles and fruits in them, as well as jigsaw puzzles, army-based and games which can be all available under different titles for your son or daughter to play and enjoy. They could even be enjoyable for parents, who will likely then often participate in and compete with the little one playfully. So if you're one such parent, don't be embarrassed. It's time and energy to spend some quality moments with your child. All major internet gaming portals offer you accounts. After you have an account made, that will be optional of course, you can submit scores online, vote for games that you like or hate, maintain your statistics effectively, learn how several hours you've spent playing a game and your own personal high scores. Do offer a moment to reading the game's description and get acquainted with the controls so you know what you're supposed to do once the game begins, that's to state if that you don't know it already. As for teenagers, the games that enjoy great popularity among them are sports games, racing and adventure ones. They like the simulation offered by these online games and a lot of the times obtain friends involved to take full benefit of the unlimited number of players they are able to enjoy competing with over the internet. Such games also appeal to users of the age group because off the highly graphic content and rapid game-play which tests their reflexes like no other test can. Be it skateboarding, racing, or even a sport, every game can be acquired by countless developers so even probably the most feature-hungry teenagers are unlikely to miss a function they enjoy on the consoles.
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botslayer · 5 years
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Top Ten games of the 2010′s
This trend seems to be doing the rounds at the moment and seeing as I’ve been gaming for about as long as I can remember, It just feels right. So, let’s get into it. But first, worth saying: These aren't really in any specific order, it's just the games I've personally had the most fun with overall, but it's pretty hard to decide what the hard numbers on things you enjoy for different reasons are if that makes any sense. 10. The 2010's weren't exactly the best time for anyone, I think. For me they were a slog of finding myself and learning things I wish I didn't. Amid all those things I wanted some levity. The world needs something and stupid. We got a lot of it ion 2013 but I feel like we could have used it scattered around a bit more. In that spirit, allow me to show you one hell of a pick me up:
Saints Row 4
Saints Row 4 does not give a fuck. It is aggressively demonstrating that the entire time you play. It doesn't care in the slightest what you think or why, It just wants to show you cool, if juvenile, and interesting, if weird shit. It's the finer points of Ratchet and Clank's arsenal, SR3's humor, And superpowers that genuinely put Prototype and Infamous in a blender and tell you to go ape shit with them. The soundtrack isn't top shelf, it's the roof of the building the shelf is in. Saints Row Two had a better story overall but SR Four's was just plain fun and a solid enough story to still be invested.
The DLC was just as irreverent and madcap, Featuring everything from an evil Santa Clause to evil Gimps on Game of thrones chairs made of dildos Or Tropey-ass costumes and weapon reskins that I'd be genuinely surprised the game dev didn't get sued over. It has earned its place in my top 10 and I will die by that decision.
9.
2016 saw the advent of a new genre. They blended TF2 and MOBAs, and we got hero shooters in their first AAA forms, Overwatch and Battleborn. But neither of these games is on this list, much as I liked them. Partly because the whole time, I kept thinking of one simple question: "Why do I keep thinking of...?"
Anarchy Reigns
Anarchy Reigns is my favorite Platinum game. Full Stop. The Story mode is interesting and has genuinely good character moments, the characters themselves are completely mental, ranging from a mercenary with a bionic cat leg that secretly has a gun built into it to a giant cyborg bull-man with a jet-powered hammer. The soundtrack is mostly angry hip-hop, making every song a banger and fittingly speedy for things like random bombing runs from jet fighters that come from absolutely nowhere.
There are giant monsters, cars with mounted flame throwers, giant robots, and the online is still pretty sweet because even when abandoned, loading it up with bots still rules. I regularly have more fun with this than I ever did with Overwatch, and I don't care how insane that sounds.
8.
Some games want to make you feel something and fail. Some games make you feel some things accidentally, for example, a desperate need to laugh. This game made me feel like a human blender. Like a Chthonic god of mangled flesh and raw destructive power. Nyarlathotep ain't got nothing on me. I speak, of course, of...
[Prototype] 2
There's no end to the absolute destruction you feel like you're causing in this game. It feels more fluid than the first, the main character is a pinch more relatable, and all the body horror, superpowers, zombie hordes, and big old monsters make for some of the most memorable and fun moments and fights in gaming. The DLC is also pretty solid, adding new fun side challenges, and new powers and weapons that elevate you from "Flesh god" to "Screw physics, I made them" Omnipotent. Best god/monster simulation of all time.
7.
Sometimes some games are at an honest tie in your mind. Be it that you like them for essentially the same reasons, or for completely different reasons, but the overall total joy or entertainment they bring is roughly equivalent. Here, we have a case of the former:
Furi/Cuphead
Both games have a tight focus on giving players a unique, boss-centric challenge, both have interesting, somewhat minimal narratives, and both are absolute eye candy.
Furi has a more "Samurai Jack" Quality to me. A complete badass on a relatively simple quest with a somewhat minimalistic art style learning some things as he goes.
Cuphead on the other hand, nails that rubber hose animation style, and the fun levity of such animations while still making the player's ability to interact with the world damn impactful and fun.
They share a spot in my soul, games I love everything about but will never be able to finish. Hats off to both dev teams.
6.
Now here we have another tie. Mostly because the games are so close together, they need to be evaluated more or less as one product IMO, not enough changed for me to consider them separate games, fortunately, that is the furthest thing from an insult it can be in this situation. I present to you, my next pick(s).
Costume Quest 1/2
Now, This might seem pretty random considering my other picks, but honestly, I love Halloween, I love creative madness, I love subversion, I love good characters, and I love cool action, these games have all these things by the bucketload.
The first game is a wild ride through Halloween in multiple very lively locations and the second, slightly confusing as it is, is pretty awesome for the things it introduces, including time travel. Other elements, like the battle stamps, the truly epic forms of everything in the fights, The ability to customize your costumes, etc. they blur together in a pretty big way, but again, there's not a thing wrong with that when both games rock like crystal candy. 
5.
Now, if you hadn't noticed, all of the games on this list have had some hard action at their core, and while I don't HATE calmer games, a lot of the time, so many are kinda dull to me in that with the exception of easter eggs of some sort, most farming sims, for example, just have you doing normal farm stuff with very few twists, may as well start a real farm in that case. My most chill entry is a game that tosses that to one side, asks you to grab a suck cannon, and start harvesting gelatinous monster poop.
Slime Rancher
While you don't spend a lot of time actually interacting with other characters, they just talk at you, the story of the game is pretty effective, the player character of Beatrix has left Earth for a simpler life of Slime Ranching, which entails the raising of alien crops, delightfully derpy and colorful chickens, and going all around in an attempt to farm new breeds of slime for their genetic material to sell off or trade-in for the creation of gadgets while being surrounded by a cast of interesting characters. It's all very wholesome family fun.
The game looks great, has great ideas, and is genuinely the best farming game I have ever played. @ me all you want.
4.
The 80's are almost fetishized nowadays. Given all the property reboots, games that go for the vibe and aesthetic of the time, etc. It almost seems as though the eighties vibe train ain't gonna stop rolling any time soon. But we owe it to ourselves to remember the first big swipe of madcap neon-colored actiony B-movie bullshit and how mind-meltingly epic it was. Ladies, Gents, and whatever else, I present:
Far Cry 3: Blood Dragon
Blood Dragon's story is relatively simple, you play Sargent Rex "Power" Colt (A name said in full so many times I thought his last name was "Powercolt" for the longest time), a former "Omega force" cyborg. Rex and his friend "Spider" were sent into a secret island base to investigate the supposed defection and treachery of their old commander, Ike Sloan. It turns out he has gone rogue and taken an army of "Mark 5" Omegaforce cyber-soldiers with him. What follows is a long story of betrayal, science fiction of the highest nonsensical level, comedy, and brilliantly cathartic action.
The collectibles range from data on animals, to research notes from a scientist, to literal VHS cassette tapes that have full descriptions of movies that I would legitimately watch if I could. "You may now kill the brides" is not a real film and I am angry for every day that that is true. Anyway, play Far Cry 3: Blood Dragon, I dunno if it's on PS4 but it's one game I'd buy a new/old console for.
3.
A lot of superhero games NEED to railroad you. Your goals MUST be to save the lives of the people and help the weak and all that. But one dev asked the simple question: "What if it didn't?" "What if the player chose how to use their power? What if the player could be as evil or as good as they damn well pleased?" One game gave you the powers of thunder and lightning and asked what you'd do with it. It's sequel asked you the same, but against more... interesting forces.
InFamous 2
InFamous 2 is a game about making choices, just like the first one, also just like the first one, it can have an effect on gameplay. That effect went from "What does this particular power do in this allignment?" To "Which new set of NEW powers would you like?" The forces of the last game went from “Three flavors of gun-toting whackos” To “Possibly an allegory for the Klan, Swamp monsters, and Ice-powered super soldiers.”
This was, and still is, the best game in the whole series, The powers felt distinct from anything else and still do, the story is solid as a rock, and the enemy types were still varied enough to be interesting, I miss the Reapers from the first game, but that's about it. Everything else was a massive step up. If you have something that can run it, play it.
2.
Action is something I think we can all appreciate on some level. We can understand when it does or does not work, we can understand when we do or do not like how it feels when we are the ones partaking in it. EX: Any schlep can tell you when the weapons in your game lack impact, or when your character moves too slow for the game to be fun. The following game is something I can't say anything of the sort about. And it's kind of like Wolfenstein, when you have enemies this bad, who the hell cares how many you kill?
Doom 2016
Y'all are lying if you say you didn't expect this one. It's DOOM 2016. This game is made of hate and fuck. AND I LOVE IT. You move so fast, you may as well be half cheetah and half sports car. You slaughter the dregs of hell by the dozens and even the biggest, baddest things this game throws at you can be beaten with the starting pistol if you have the stones for it. It looks amazing graphically, the demons all look appropriately threatening, and even the Multiplayer is a great deal of fun in my book.
Something worth noting: The story presented by default is pretty barebones, but that's where supplementary material fills in the gaps, the difference between supplementary material in most games and supplementary material here is the material is till IN THE GAME. You're free to ignore most of the plot as it happens around you, and even interesting tidbits of the lore like how certain demons function. Not only are these things missable collectibles, prompting continued play to find them, they are also pretty interesting reads. So yeah, just about everything you could want in a sequel/remake, builds the on lore and gameplay very organically. 
1.
And here we are, the last game I'd put in this category. An entire decade, and here, we end on the last game that left such an impact I'd put it in my top ten. But first, let's talk about expectations and delivery: When you say a game is coming out, there are certain expectations you have for gameplay, EX: I say "Ratchet and Clank" and you expect a TPS with platforming elements and crazy guns. I say "Gears of War" and people expect something to do with lumbering about in big armor, dismembering things with a chainsaw gun and otherwise shooting them to paste. We might also expect changes to things, better graphics, innovations in grenade variety, something as that franchise goes on.
After the last game in this series was released, there were tons of people who felt let down and disappointed by it. Then they released the still somewhat disappointing special edition of it. They were both still fun, but neither really felt like the full next step in the series. After a failed reboot, they returned to the original story and the lot of us rejoiced. And when it finally came out? It was a step up in most, if not, all regards, to its predecessors. You know what this last one is. Please, give a warm round of applause to:
Devil May Cry 5
A game that was not only a return to form, but a major escalation in gameplay for one character, and a new style of gameplay all together by way of yet another new character. It didn’t exactly hurt that the story kicked ten kinds of ass and that the game looked spectacular in both the design of everything and the actual graphical fidelity.DMC 5 is, like DOOM, Like InFamous 2, Like [PROTOTYPE] 2, everything you want in a good sequel. It built very well on already solid foundations and it was generally just a fun, slightly goofy, massively stylish, and ultra badass ride. I recommend this, and all these games, to anyone.Good night everyone, have a great 2020. And the rest of the decade, for that matter. 
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