Thermal Clip

Thermal Clip
Showing posts with label Life is Strange. Show all posts
Showing posts with label Life is Strange. Show all posts

Tuesday, December 26, 2017

Life is Strange: Before the Storm Review. (Light Spoilers)


Note:  This review is going to assume you already played the first Life is Strange since this prequel relies heavily on the player knowing who many of the characters already are.  So with that in mind, I will be spoiling the first Life is Strange to some degree.  I will also lightly spoil this game, mainly about what the game leaves out.

Prequels are almost never that good.  It's hard to tell a compelling story when A. the outcome is already known and B. the plot is forced onto a path that follows the original story's backstory.  Life is Strange: Before the Storm (referred to as BtS from now on because I am not writing that full title out every time) however is pretty good, not quite "really good", but pretty good.  The reason for this is that the game largely ignores much of A. and B.

BtS is squared on Chloe meeting and befriending Rachel Amber.  The game does cover Chloe's grief about her fathers death (WHOO BOY, more on that later), her relationship to David and her mom who he is currently dating, her relationships with Blackwell Academy students and the school itself, and her relationship with Frank.  All of this is....ehhhh it's fine, but I found myself wanting to get through it just to get back to the games core, Chloe and Rachel.  And because that is the core of this game, I was initially apprehensive of even playing it.

The safety of playing as Max is far out of town.

This is for two reasons.  Firstly, you get to play as Chloe who is the most fleshed out character of the original game, even more so than Max since she has to double as the player avatar.  Max has soft personality traits like being geeky, but not TOO geeky, and being an artsy hipster, but not TOO much so that players aren't put off and can feel free to make choices.  Chloe has hard personality traits established like being a "punky bitch" who flirts with varying degrees of criminality and whose sharp edge is dulled by a hidden softer side.  Giving the player choices on her actions could easily derail her into somebody she isn't.  To my surprise, that largely doesn't happen.  I did find myself trying to "play the character" a lot more than I usually do in these kinds of games, "what would CHLOE do" so to speak, but it works out.  Typically choices look like something Chloe would do or say, with maybe a rare part being out of character.

The other reason is because Rachel Amber is a primary character who is a unicorn.  She is too perfect in the first game.  Everybody loves her except Victoria who viewed her as a rival, she has straight A's, she is good at everything she does, and is largely NOT a character.  She is a plot device in the first game, basically a MacGuffin.  Yeah, the player discovers a hidden dark side that even Chloe didn't know about, mainly Rachel's hidden relationship with Frank, but it's played off as "wild child" stuff to make her fit in with Chloe better.  Why would a perfect super popular girl be friends with Chloe in the first place?

Well, in BtS Rachel's mythos is safe because the game actually does a good job of humanizing her.  The most obvious way was to give her flaws which the game pulls off without completely destroying her character traits in the first game.  It's honestly the most impressive aspect of the entire game in my opinion.  I went from, "I'm not sure I want to see Rachel Amber the character," to after the first episode, "....I have a crush on Rachel Amber."  That is quite a turn around.  Respect to the developers.

Damn your charm!

While BtS is not as good as the first game it makes some solid improvements.  It amplifies the strengths of the first game, character development and relationships, while excluding its weaknesses, the supernatural stuff and video gamey-ness.  Obviously Chloe does not have time travel powers so that game mechanic is replaced with a "talk back" feature.  It basically allows Chloe to insult someone into giving her what she wants via sick burns.  BtS also has better presentation.  The animations are noticeably improved and facial expressions are much better.  The game does not have to lean on writing and voice acting* as much as the previous game but these too are really good.  I was surprised to see that the developers used motion capture for the animations considering the probably small-ish game budget, but the use of them made everything so much more natural combined with the previously great parts.

*It's a shame that Ashly Burch couldn't reprise her role due to the strike, which is apparently the longest in history, but she is coming back for a bonus episode featuring Chloe and Max.  The new actress did a great job despite the voice sounding a little off at first and also for being a SCAB (It's union lingo).  You get used to her though.

The game also largely avoids awkward video gamey-ness by keeping the mechanics simple.  It's mostly talking to people and exploring stuff in a space with some light puzzles.  The puzzles are mostly just go get a thing to unlock this other thing.  They work just fine in a grounded real world game.  There are no utterly bizarre stealth sections here.

En fuego utero.  

Where the game really deviates is with its plot.  There almost isn't one for the first two episodes.  Every story needs conflict of course, but the conflict here is so low stakes that it is at once a breath of fresh air and feeling lacking at the same time.  Then, in episode 3, the tension is ramped up out of nowhere to life and death stakes.  It's a bit jarring even if it isn't all that surprising since the first two episodes feature so little "action".  The first two episodes play more like a teenage drama with some sitcom thrown in there.

The game largely ignores a lot of backstory to focus on the backstory the player is more likely to care about, Chloe and Rachel.  Things like, Rachel and Frank's future relationship is (almost) completely ignored, to the point where it seems like a....what's the term for a prequel ret-con?  Is it pret-con?  Ew.....anyway.  There are certain aspects of Rachel that the player will know, but Chloe does not until discovered in the first Life is Strange, making the future narrative VERY bittersweet and not just because Rachel is murdered. 

Since you play as Chloe, it wouldn't make sense to see Rachel getting involved with Frank, Nathan, and especially Jefferson since he isn't even in this game.  Chloe does not know about any of this at this time.  Yet, the player knows these relationships happen later, leaving us to assume this happens after this game.  And the ending is so goddamn bright, excluding one after credit scene confirming Rachel's future doom*, that it is no wonder Chloe gets so upset when she learns about Rachel and Frank's relationship in the first game.  I mean yeah, playing as Chloe, I'd feel betrayed too.  What happens between them after this game considering how strong their friendship/romance is at the end of it?  What leads Rachel into the secrets she keeps from Chloe?

*Unless you are one of the 10% of players (on PC at least) where Rachel meets her mother.  That replaces the dark room scene.  Also, it's fucking horse shit how you get her to meet her mother.  Fucking nobody saw that relationship as "not a romance".  Of course I picked the kiss option in ep 2.  The only way Rachel meets her mother is if you choose the bracelet, which you give to her mother (then I guess FUCKING FRANK gets?  HOW?).  Stupid.

I get the impression that the developers didn't want to go there.  I think they knew that a prequel featuring them would be bittersweet enough so they made a game where a player could almost head canon/fan-fic a completely different future.  Chloe and Rachel live happily ever after if you so choose.  But more importantly the developers wanted to capture a specific time, a friendship/romance between two girls, fate be damned. 

I mean, look at em.  Cliche?  Yes.  Badass?  Fuck yes.

Dear reader, ask yourself this question.  "What do you care about more in your stories?  Theme and evoking emotions, or narrative consistency?"*  Preferably you'd want both but that isn't always possible, and with a Life is Strange prequel, it's pretty impossible.  The only thing that would be interesting in a prequel is Rachel Amber and specifically her relationship to Chloe, and this game nails that.  A prequel could include more darker stuff but instead BtS went with a lower stakes game and more down to earth theme, excluding a specific scene in episode 3.  The game is better off for it.  If you want literally every backstory explained in a prequel, try Star Wars.  It's a cautionary tale.

*Life is Strange: Before the Storm is a decent example but this idea is amplified to a million with a certain movie I saw on the SAME DAY as finishing this game.  Wanna watch it a 2nd time before writing about it.  I also know every, EVERY, argument against it now and the vast majority are...nerds are fucking stupid.  Stooooopid.**

**I'm talking about Star Wars: The Last Jedi.

BtS is a good game, pretty great as prequels are concerned, and a decent lesson for all future prequels.  Do you have to tell the backstory exactly as told in the original or can certain things be left out without it feeling unfaithful?  Did the game have to tell the story of Frank and Rachel?  I don't think so.  I like that people are finally challenging the idea that canon is sacrosanct.  We get stories worth talking about.  Media and art that can provoke an emotion, and/or is more concerned with its theme, is sometimes better than a great logical story.  Logic is helpful but not always REAL.  Life is Strange: Before the Storm is good emotional storytelling even if it's logic doesn't always make sense.

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So I mentioned a thing I'd talk about later with a WHOO BOY.....here is that thing.

DEEP BREATH.......My Dad passed away in early November.  Episode 1 spends a good amount of time dealing with the death of Chloe's father and while I played this before he passed, he was in the hospital at this time.  My life was a roller coaster while he was in the hospital for a month straight so Chloe's scenes dealing with her grief of her father left me with such varying emotions I can't even begin to describe them. 

My experience isn't that relatable to Chloe on the details.  Her dad died in a car accident when she was a teenager.  My Dad died at 80 years old, while I'm in my 30's, because he was a badass.  Buuuuuut, my dad did die from a fall*, something that you beat yourself up over about not preventing, and yeah.  Even acknowledging that a teenager losing her father due to an accident is going to result in significantly different emotions and changes as opposed to a father who lived a long life, this game gave me something to relate too even if it isn't that close.  The "event" may be wildly different, but at least some of the emotions are similar.

  I even had a bizarre dream with my Dad in it too.

*The fall was the spark really.  He died from smoking, drinking, and especially Parkinson's Disease, which caused him to fall in the first place.  But still, with all that stacked against him, he lived to almost 81 (his birthday is in December).  Not too shabby old man.

This game, along with a certain movie that I hope to write about in January, helped me with the grieving process.  (I'm leaving the name of the movie blank as a teaser BTW.  I haven't quite gotten to the point that I can write about that movie and my dad, but I am getting closer.  I've wanted to write it for ages.)

I was hesitant to play episode 2 of BtS just because of how much Chloe's father was present in the first.  But...her father is barely in episode 2 and 3.  It was weirdly reassuring.  He was still there, but not.  It's very hard to explain.  The death of a parent.  I'll let you know if I ever understand these emotions.

Chloe is one of the most actualized teenage characters I have ever seen in media and having her grieve with me as the game was coming out was...thank you.  This makes my whole review look biased as hell but thank you to the developers for making this game, and out of pure serendipity, at the right time.  Hell I'm still sort of critical of the narrative, but I changed man.  I changed.

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Full Spoiler Section.  Additional thoughts that didn't fit into the post.

1.  I'm not sure if I like ep.1 or 2 more but ep.3 is certainly the weakest.  All anybody wanted to do was spend more time with Chloe and Rachel but ep.3 stabs Rachel and puts her in the hospital, effectively removing her from the story.  I get the idea of having Chloe be the hero in the climax but it felt lacking that Rachel wouldn't be involved.  Only one half of the core is present when it should be the two of them tackling the climax together. 

2.  That final showdown with Damon is weird.  Also, Frank killed a guy.  I guess he could get out of it with a "self-defense/defense of innocents" thing but whoa.

3.  How fucking bananas is it now that Frank knows Rachel's mom.  The relationship between him and Rachel just keeps getting grosser and grosser. 

4.  As I hinted at in the post, that future relationship isn't completely ignored.  Frank checks Rachel out in the junkyard in ep.3 and she seems embarrassed.  That's it.  That is the only aspect of that thread visible. 

5.  I gotta stop talking about Rachel and Frank.  I sound like a jealous girlfriend.....

6.  The train scene is probably my favorite, other than maybe the post Tempest play scene for obvious reasons.  Also, how awkward would it have been if Chloe doesn't share her earbuds with Rachel on the train?  Almost nobody picked the option to not share.  What would Rachel do?  Just sit there?

One of the few times I let the whole song play in one of these games. 

7.  Finally, I'd like to discuss the symbolism in these games.  The doe in the first game is obviously Rachel, while the raven in this game is Chloe's father.  The doe watches Max and at times, aides her in the first game.  The raven is present in dream sequences where Chloe's father gives her advice.  While the animal choices seem kind of random, I do like their usage.  The use of fire is a little more vague though.  The motif is certainly a combination of "fire is pretty but destructive" and "the truth hides in darkness, the light can bring it out".  I can't tell if this is in relation to the truth about Rachel's mom or a larger metaphor about the two girls relationship being like a fire that burns bright at first but will eventually burn out.  Or hell, even both. 

There is also The Tempest.  This motif is probably meant to be more than surface level as both ep.2 Brave New World, and ep.3 Hell is Empty, are both in famous lines from the play.  (Ep.1 Awake could be anything though).  I'm curious if it's more connected to the game than I know.  I'm not gonna sit here and claim to know a lot about Shakespeare but from what little I looked up....maybe.  Chloe and Rachel's relationship isn't very similar to Prospero and Ariel, the two characters they perform in the play, unless you take a very broad approach as "When Rachel dies she sets Chloe free".  That doesn't feel accurate at all.  Nor would relating the two girls to Ferdinand and Miranda so....I dunno.  I look forward to seeing possible fan theories about this. 

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Getting ready for my Star Wars: The Last Jedi fight.


Friday, December 16, 2016

Favorite and Not Favorite Video Games of 2016 Sort Of

I totally wanted to do this for 2015 as well but I suddenly needed to move to another city in December which cut down on the time I had for writing.  So...each category, where applicable, I have included a 2015 version for shits and giggles.  

Ground rules: I must have played the game....that's it.  Here are the best, and a little bit of the worst, games of 2016.  

Game of 2016 That Came Out in 2016...



Overwatch

Review here.
Competetive Season One Thoughts here.
A super inaccurate beta impressions here.  (Don't read that).

Like it was going to be something else?  I typically shy away from multiplayer only games but this was too good to ignore.  The gameplay is really good even if the balance is still a little off (poor useless Bastion).  They added a much needed arcade mode for more casual stuff as well as making Quick Play more of a practice mode for Comp even though the entire rule set isn't the same yet.

The characters really sell it though, from inspiring to...lets say, thirsty.  For such a shitty 2016 for minorities and women, Overwatch has a ton of representation.  While three women follow typical sexy game models (Tracer, Mercy, and Widowmaker...though I guess she represents the blueish-purple skinned people), others don't.  Pharah is old school Samus from Metroid in full armor and that's just to start.  Ana is a grandmother, Mei is short and chunky (also, bae), and Zarya is a hero to beefcake women who might be Trans according to every fan theory.  Also, recently released Sombra has been welcomed with a ton of applause from the Hispanic community because holy shit.  What other Hispanic women characters can you name in video games?  Not a whole lot out there.

The dudes are all over the place too.  Roadhog looks like he weighs 1000 lbs, Junkrat is a scraggly fucker, Reinhardt is ancient, and some of them....are robots.  Lucio might be a BIT of a stereotype as a black DJ but how many also roller blade?  Yeah.  Exactly.

The only thing that might kill this game is the community.  Don't get me wrong, it's still mostly fine.  It's not toxic.  It's also popular enough that toxicity tends to be sort of rare.  But, that liiiiiittle bit always annoys me.  I work in service jobs.  My tolerance for asshats during my gaming time isn't that high and a big reason I stick to singleplayer games most of the time.  In the right mood, I can either laugh them off or talk shit right back IF they are directing their angst to me.  Other times, even when it's not directly at me but just the whole team, which is the most common, sometimes I'm just like nah.  Quit the game and open Civilization VI instead.  Wish that wasn't the case but what are you gonna do?

2015 version:  Life is Strange.




Review here
Criticism review here.

Still love this game.  Season 2 is gonna be weird with all new characters but hey, I'm down.

Almost every critical review of this game has a, "but I can't help but kind of love it" vibe.  Yeah.  I get ya.  It's rare to see a game revolve around a relationship, specifically between two teenage girls friendship/potentially romantic relationship depending on how you played it.  That...sounds like a dumb porn but trust me it's not.  It's sweet, and touching, and heartbreaking, and all those emotions David Cage wishes he could do in his games.  There is a layer of authenticity here in its characterization that is SUPER rare in video games and something I cherish.

Runner Up Game of 2016 That Came out in 2016...



Deus Ex:Mankind Divided.

Review here.
Story review here.
Microtransaction bullshit here.  Also, one of my least read things.  I make good arguments against this practice yo.

Despite all my bitching, I do really like this game.  I'm currently playing through it a second time to try a perfect stealth, no kill run (except for some scripted moments where you have to be seen).  It's going well but I'm not at the hard parts yet.

Most of my complaining was about this games pretty good story just hitting the wrong marks.  WELL...that was before heir Trump got elected so now....I'M NOT SO SURE.  I'm (sort of) kidding here as its themes don't really match its real world references but hey, they mostly don't match BECAUSE the previous game is one of my all time favorites.  On its own, it kind of works in a sick way.

2015 version:  Metal Gear Solid V: The Phantom Pain

Review here.
Quiet controversy here.
Spoiler filled hate fest here.

I'm seriously sick of talking about this game but 3 real quick points.  1.  The gameplay is phenomenal and I still stand by my position that this is the best stealth gameplay of all time.  2.  The story is bizarre while also being so unlike any other Metal Gear Solid story it will infuriate long time fans.  3.  Fuck Konami.

Best Game Of The Last Two Years Because I Played It In 2016 Despite Coming Out In 2015 And Yes, Better Than Overwatch...


Baddest ass picture ever

The Witcher 3: Wild Hunt

Review Here......That is all I said about this fantastic game?!?!

I can not rave about this game enough.  I want to do a 11-20 favorite game post even though it gets kinda fuzzy after 15 and this one is seriously climbing the more I think about it.  First open world game I've loved.  Even in my review, my criticisms were pretty nitpicky which...I HAD TO DO because the game is that good.  One of the two non-nitpick complaints was about the oppressive number of random bullshit to do on the map but I remembered, "hey! I don't actually have to do all that if I don't want too"...so I didn't.  The other was about the absurd amount of running around needed for the crafting to work right but that's only if you want to get the best gear.  The main quests and secondary quests (which were given as much care as the main quests) were more than enough to still push this game over 60 hours on that stuff alone.  All the rest puts this game into marathon territory (I played 120 hours and still didn't do everything).

I want to talk about 3 things I didn't mention in the review.

1.  I have complained about the villain deficit in fiction a lot but the villains in this game are great.  Top to bottom!  Raid a bandit camp and afterward you will find a letter the bandit never got to send (because you murdered everyone) to his wife and kids.  It will say something about how this last robbery will let them be able to buy bread for a few weeks.  Augh...my heart breaks.  Why are you humanizing this game's version of Goombas game?  And at the top, even the main villains, the Wild Hunt, are sympathetic as fuck.  I still don't want to spoil it but trust me.  You kind of feel bad for them.

This game takes the M rating for real.  Instead of just for violence and bewbs (okay lets be fair, just bewbs) it actually deals with adult themes that younger players wouldn't notice or understand.  This game takes the phrase, "Nobody sees themselves as the villain", and makes it a trope.  It's great.  Granted, many of the monsters in the game are just fodder, but like I said in the review, even some of them are sympathetic and some question the idea of if they should even be considered monsters.  But, this is a choice orientated game.  You can choose to slay them, or not.  It's so fucking good.

2.  For a story with as much misery as this story has, this game is smart in taking time off and doing............borderline comic relief moments.  WAIT, wait, hear me out.  For being an emotionless Witcher, Geralt sure does have some sick one liners at times.  They even make fun of the ridiculous trailer to this game that seems out of character and WOW did they rush that scene out.  Also, there is a point in the game were Geralt decides to get drunk with his Witcher buddies.  Protip:  Go all the way.  Trust me.  Fun times happen.  Since this is a choice orientated game, there are times when you can quit drinking and you might think you should because the wife will get mad but I don't even care if this is a spoiler....it doesn't matter.  It won't effect anything.  Just go for it.

3.  There are a couple battle themes but Steel for Humans is fantastic battle music.

I don't have a 2015 version of this.  I just wanted to say Witcher 3 is the best game of 2015 and 2016!  It is that damn good.  I just happened to play it the year after release.  

Worst Game of 2016...



No Man's Sky

Review here.

I was skeptical of this game being like Spore in its promises but didn't want to be right and damnit...I was right.  (Yes, I will gloat about that).  But what is TRULY weird is that the game ended up being like Spore in design too.  The procedurally generated animals in the game do sort of look like Spore animals.  It's fucking bizarre.  I mean, sure, they are less penis shaped, but they are still a weird amalgamation of things....

....OH.  EXCEPT FOR SONIC.  LOVE HIM. * Best thing to come out of this game.  He just wants to go fast.....ahem, anyway.

*Why can't I embed your video bro?

I know a base building update recently came out which is super bizarre since the size of the universe makes back tracking nearly impossible.  You leave the planet you built that base on, gooooood fucking luck ever finding it again.  Also, why does so much of this game seem to rip off Subnautica, yet Subnautica still looks way better?

This game desperately needs a purpose.  It's an existential nightmare.  I think the reason so many of these survival crafting games never make it out of "Steam early access" is because they fail at, you know, THE POINT.  Why am I doing any of this?  I can play around with mechanics in a setting for a while but without a reason to do so, I get bored.  And for such a huge game world, this is one of the loneliest I've ever seen.  Why do the AI aliens suck so hard?  How was that part of the game fucked up so bad?  They're like 1990's (hell, maybe 80's) era PC adventure game NPCs.  They were not good then.  I just remember thinking, "Man, I can't wait for technology to advance to the point where these NPCs can walk around and be active and act like they exist".

I shouldn't dog pile so much on an indie developer that bit off more than it can chew but come on.  They bought into their own hype and over sold their product to an insane degree.  I'd love it if a indie game could compete with AAA games and....wait.  I forgot.  One already did.  It's called Minecraft.


Other Noteworthy Video Game Things:

Shockingly good soundtrack:  VA-11 HALL-A

I gotta course correct here.  In my review I linked to the soundtrack and picked the song that LEAST represents that game.  If anything, take one of my favorites, Every Day is Night.  Yeah it's poppy (no singing though if you are scared) but I dare your head not to start bopping.  I love the transition at 1:40.

I also really like Skyline, which has a slow start but it builds, and You've Got Me which I think is a re-work of the same song.  It sounds like an 80's love ballad.  It's great.

A Horror Game That Was Actually Scary:  Anatomy

While not nightmare inducing, I did distract myself with non-scary Youtube videos before going to bed.  I'm super bummed my stream of it kept quitting and also didn't record but I fixed the recording part at least.  It also made my wife wonder what the hell I was buying when I bought something from someone named "Kitty Horrorshow" on my checking account.

A Game I've Played A Lot But Can't Write a Review On:  Civilization VI

It's like any other Civ ever.  It's the same good game with minor adjustments here and there.  Don't fix what is not broken.  That said..

Probably Best Game I Didn't Play:  Firewatch

It's pretty up my alley.  It just didn't happen and I've seen so much of it I may not actually get around to it for a long time.  Also, 2015 version: Undertale

Two games inexplicably missing...

Back in January, I wrote about 5 games I looked forward to in 2016.*  I've played one of them, Deus Ex.  Two of them got delayed to 2017 (Mass Effect and Persona 5, both of which coming out near each other goddamnit) but what about the other two?

*"Year of Jason"....dude.  I think I've handled 2016 with a fuck ton of grace considering.

Mirrors Edge:Catalyst is still on the back burner and it might be there for a long while.  I got turned off from the constant "combat improvement" talk which I can't see without serious compromises to the parkour controls.  I also hate that it is a prequel since there was so much more to explore in the original game's universe.

Dishonored 2, despite being my Twitter header, is just too similar to Deus Ex (it's steampunk Deus Ex) and I'm not ready to play another stealth game.  Also, the PC launch was super rough so patches are nice.

Finally.

Oxenfree has been sitting on my hard drive for over a month now.  Part of me wants to stream it but my internet will probably make that impossible without constant interruptions.  Also, it's a story driven game so it's questionable how entertaining that would be for people.  I dunno.  I'll likely just play it on my own.

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Other best/worsts of 2016 coming soon.

Friday, April 1, 2016

The Open World Video Game Paradox.



I've hinted at hating open world games in several video game posts but I'd like it to be known, I don't hate them.  I actually like some of them.  But the thing is, I've never loved one.  There are several issues that plague open world games that have kept this barrier up for me and (most) recent open world games seem to be content on keeping these problems going indefinitely.  It only seems like it's going to get worse too as every western RPG in existence is or has gone open world.

It seems like the reason so many games have gone open world, even in franchises that were not previously, is because of...
  1. Skyrim's popularity
  2. GTA5's sales numbers, although I'm not sure why GTA would only now influence game studios.
  3. Stupid complaints of games being too linear.
  4. Sometimes justified complaints of games being too short.
  5. Wanting choice, "player agency", in games.
Just making a game open world solves the linear problem, even though it wasn't a "problem" to begin with.  Great games can be, and have been, linear as hell.  The vast majority of stories are told linear.  Just taking in account this one point, open world games already have an inherent flaw in trying to fix a problem that doesn't exist.

First image when you Google "Linear Video Games"
Like linearity is FFXIII's largest problem....

Open world games typically have a main quest, which is usually linear fancy that, but to solve the problem of "being too short" they fill their worlds with things to do, known as "side quests".  This is my main problem with open world games.  It's not that side quests exist, or even that there are too many, but the side quests are almost always a dozen copies of the same thing.  Studios faced with the dilemma of creating an open world, while also filling it with enough things to do so that the game isn't too short, creates a quantity over quality problem.

"Too short.  Not enough pointless fetch quests and dungeon clearing." - Some Asshole

Metal Gear Solid V: The Phantom Pain, a game I really liked, was praised for having side quests that don't get repetitive by most game journalism outlets.  I...don't know what the fuck they are talking about because the titles of the side quests themselves are repetitive and numbered.  The Side Op titled "Extract the Highly Skilled Soldier" eventually reaches an "Extract the Highly Skilled Soldier 16".  SIXTEEN.  You do the same thing SIXTEEN times.  Yes, the locations vary and thus present different obstacles each time, but at its core, you are still doing the same thing over and over.  There is maybe 7 different "types" of side op but you do each one over a dozen times.*

*Don't get me wrong.  Every game is repetitive about something.  But at least in linear and pseudo-open world games, there is a narrative to give that repetition gravitas.  Also, MGSV's repetitive side missions are probably a good template on how to make them enjoyable....for a while.

What do the dots and boxes and boxes filled in mean?   

The worst offender, that I've played recently, might be Dragon Age: Inquisition.  Every time you come across a rift (a green vagina in the sky), you fight a mix of 5 demons that you fight a million times in the game, then for some reason, have to fight a 2nd wave of the same demons, then you can "hold X" to close the rift.  There are...........81 rifts in this game.  EIGHTY FUCKING ONE?!?!?*  Well, 81 with the DLC but holy shit.  Oh and don't even get me starting on the fucking shards.  You go to a telescope thing, usually on top of a mountain or cliff, look around to "mark" the shards, then go running around collecting them which sometimes requires platforming in a game NOT EVEN SLIGHTLY optimized for platforming.  You need them to unlock the hardest, coolest dungeon in the game.  How many do you need?.....114.  For perspective, I think I have over 114 books in my house but it took decades to accumulate.  Collecting 114 of anything in a game is downright masochistic.  

*What programmer was like, "You know what?  I think the game needs one more rift".

Sky vagina can be closed with your magical hand.  There is innuendo here......

For reference, Dragon Age: Inquisition has 10 main quests.  Just 10.  These are the only quests that have some uniqueness to them as each one is a bit different.*  MGSV has 38 main missions. OH SURE, it looks like 50 but 12 of those missions are actually just repeating previous missions with different difficulty parameters.  It's a super bizarre design choice in Chapter 2 and a band aid over the content that was supposed to be there (fuck Konami).  

*For those of you reading that have heard about Bioware using Dragon Age: Inquisition as a template for Mass Effect: Andromeda....you have been warned.**  My two theories, No Man's Sky will fail to live up to its lofty promises ie. Spore, and ME: Andromeda will have the same flaws DA:I does.***

**Or not.  

***I WANT TO BE WRONG.  I'm being pessimistic.  Please let me be wrong.****

****AAAAAHHHHHH*****

***** Did you know this is supposed to be Lindsay Lohan?

This is the root of the quantity over quality problem.  I don't care how creative the development team is, you are going to run out of ideas and/or money and just copy paste the same activities over and over again to get that "100's of hours of content" label the publisher seems to think we all want.  This brings me too the elephant in the room, Skyrim (and Fallout kinda).  

For the purpose of this post, I'm going to ignore the fact that Skyrim (and Fallout but it's slightly better) has AWFUL combat mechanics that seem ripped from Ultima 7....released in 1992, only Skyrim is in first person.  Just hack at stuff and hope your stats are better (I know there are laughable stealth mechanics and other garbage that doesn't work as well as it should ).  I'm also going to ignore that Skyrim has the worst inventory management I have ever seen.  I mean, holy hell, most people play with a fan mod that organizes your inventory for you.  Why is everything in just a list of shit?  Why aren't things organized into categories like weapons, armor, items, etc.?   For fucks sake, Final Fantasy still gets that right and that franchise is zombie roadkill. 

Uh....I said I was going to ignore those issues.  Right.

"Hello and welcome to beautiful Vancouver".

Skyrim is the screaming neon sign of my second biggest complaint with open world games; The storytelling is usually awful.

In Skyrim, not only does it have a shitty story, it doesn't even attempt to tell a....story! Never mind a good one. You are the dragonborn for some reason (is that ever explained?), then you go collect things for Jarls/witches/random dudes to help them solidify power/while ALSO wanting your help to fight dragons (not how bargaining works!), then you fight dragons the end.  I mean, look at this ending.  ZZZZZZZZ....uh, I mean, "What an epic RPG!!!!  I especially like the part where you hack at a dragon's butt for 2 minutes."  Come on.  Even fans of Skyrim haven't finished Skyrim. It says A LOT about the game when even its fans don't give a shit about the story.  Almost every review of that game is "10 outta 10!  But, uh, the story sucks."

No they didn't.  That was patched out.

Open world game storylines like Skyrim lack pace.  The player is tasked with pacing the story and that creates all sorts of weirdness.  It's a running joke about open world games having a main story that says the "world is coming to an end unless you defeat this evil immediately!" while their presentation wants the player to take their time and go exploring for shiny trinkets.  Some games have tried to fix this by lowering the stakes (GTA5 with one kidnapping exception), or by deliberately having a story that works with pacing slow as molasses (Most of MGSV, Some of Sleeping Dogs, and Witcher 3). Others, like Deus Ex: Human Revolution, present a story where the world isn't going to end UNTIL you are locked into the linear last 15 hours.

"If only I knew how awful Megan Reed is."

This lack of pacing is a problem that can't really be addressed unless some aspects of player choice are taken away....and that's the paradox.  How can open world games give players a compelling story if the player decides how and when a chapter is played?  This paradox can be expanded to a compelling story, plus meaningful side stories, while also giving the player choice.  This is the philosophical problem with open world games, and no game has really solved it.

Because of Skyrim and GTA, most games don't really bother to even try, though I know I'm not the only one who gets annoyed if not outright angry at these issues.  I have a feeling more people will start thinking this way too since all singleplayer games are turning into 1.) Indie, 2.) episodic stuff like Life is Strange, or 3.)  MEGA BUDGET AAA open world game.  This will get tired.  Even Skyrim fans will get sick of playing Skyrim ripoffs eventually.

"Farcry is Skyrim with guns!!!" -  every idiot reviewer ever.  Farcry is Skyrim with radio towers.

So...am I writing this post just out of spite?  Am I jealous (a little actually) that I can't love these games?  Deus Ex: Human Revolution isn't really open world.  Final Fantasy 9 isn't, nor is any Persona game.  Ultima kind of is but those games had severe level/gear requirements that basically forced it into a linear game.  Is Mass Effect open world?  The first one is actually my least favorite of the three.  Yet even that sure doesn't feel like it.*

*BTW, I'm ignoring JRPG's for this post since they have stayed mostly linear.  That said, how WEIRD IS IT going to be that Final Fantasy XV is open world?  It's not Final Fantasy anymore Jason.  It's not Final Fantasy anymore Jason.  It has the name but it's not Final Fantasy anymore Jason.

Maybe I'm an idealist here because RPG's are my favorite video game genre and nearly every single one has gone open world.  Maybe expecting side quests to be worthwhile, have interesting stories themselves, or even better, actually be related to the main story is too much to ask.  Maybe expecting side quests to have a great deal of variation will never happen because of video game budgets and publishers unwilling to take risks.  Maybe I just have to expect the leader of a religion/army has to go pick fucking flowers because the player character must do everything themselves.  Maybe I have to except being Dragonborn because SERIOUSLY was this ever explained?

IT'S LIKE ANGELS SINGING.

Well.....I'm for the first time, optimistic that these issues may not last forever.  Witcher 3: Wild Hunt is SO good you guys.  Yes, it still has some of these issues, but holy shit there seems to be a drastic jump forward into solving them.  This might be the transitional game we, errrr, I have been waiting for.  I haven't finished it yet as of this writing, but I might, just might, love it.

Witcher 3: Wild Hunt review coming soon.

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A couple notes that didn't fit into my thesis.

1.  In case anybody reads this who isn't one of my Twitter friends or non-Twitter friends, if you like Skyrim...THAT'S OKAY.  I like some objectively shitty things too.  It's okay.  I'm just expressing an opinion.  HOWEVER, the more games try to be like Skyrim, the more games as a whole suffer.  Variety is the spice of life and all that jazz.  We all lose if we just get different versions of the same game.

2.  I didn't really address how video game publishers are influenced by GTA's sales but OF COURSE they are.  It's the reason every movie is Star Wars now.....or.....wait, no they aren't.  Granted, most big budget movies are "Star Wars" or "Marvel Movie Empire" or "Same Thing" but at least we get a Mad Max: Fury Road....and high budget war dramas...and high budget period dramas....and weirdly high budget comedies that usually tank but is kinda okay....and....and....

Okay, so those too are kind of rare, but the thing is, movies have learned how to do medium budget movies.  Why can't games do this?  It's either AAA or indie.  Almost no in between.  The only recent two I can think of is Alien:Isolation and Xcom2.  I'm sure I could Google more (Bayonetta 2 maybe?) but my point is, I can think of only a few off the top of my head while I could list more movies.

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I never finished Skyrim either.  

Monday, November 9, 2015

4 Complaints About Life is Strange Addressed.

General Life is Strange review is here.  

I'd like to address a few of the complaints about Life is Strange since I disagree with many of them.  Unfortunately, 2 of them I cannot discuss without spoilers so I'll put a page break in for those of you who still want to play these games.  The first 2 are spoiler free though so have at it.

Not sure if I'm saying I'm smarter than everyone but....

1.  The Secondary Characters are all Cliche Stereotypes.

On the surface, yeah, they are.  You have a rich asshole dude, a popular alpha-bitch, reserved bible thumper, arrogant science/nerd girl, famous arrogant art teacher, creepy "I wanna draw you" guy, even creepier janitor who talks to squirrels, asshole security guard former marine, asshole drug dealer, and even Chole is a bitchy punk girl, who is only that way because her PERFECT father died in a car accident years ago.

Almost all of these characters get fleshed out and have many layers to their personality, some more than others, but still a lot more than your average video game character.  Throughout the games, Max discovers more and more about these characters backstory and their motivations.  Characters that seem like outright villains at first start to look more sympathetic once you discover more information about them. Some of the nicer characters might be a little darker than they seem at first.  They have depth.  Most video games ignore this kind of characterization, which makes this complaint mind boggling for me.

"But he's a Chief.  A MASTER Chief."  

This kind of complaint makes me wonder if the gamers that make it see EVERYONE as a stereotype.  The thing this game does so well is make characters that feel like actual people.  Social media, and the internet at large, tends to make us all look like stereotypes.  People are rarely JUST a "Fallout fan" or "Avs fan" or "Gun nut", or "Republican", or "Liberal", or...you get the idea.  And while I think there are a few people out there who do tie their entire identity to one thing, I think they are the exception, not the rule.  People are more complicated than that.  Life is strange indeed.

2.  There is no Gameplay

I swear this is the last time I'm going to mention this in regards to this game but please, stop.  I know "walking simulators" exist in this grey area that is between full fledged video game and visual novel.  It doesn't matter.  Making this argument when there is still SOME gameplay is absolutely stupid.

How about a Sleeping Simulator?  Happy now?

When people make this complaint, what they really mean is that the gameplay sucks (which is very subjective) or that there is not "enough" of it.  Enough of it?  I don't even know what that means?  Did you want a combat section?  The type of people who make this complaint tend to do it exclusively on games without combat, or at least traditional puzzles.  Life is Strange has plenty of puzzles, most of which are far more cerebral than traditional puzzles.  I'd argue LiS's puzzles are more cerebral than Portal and I LOVE Portal. I found out that I NEEDED the journal at times to make sense of things.  This game made the journal a part of gameplay way more than any RPG's codex.

No gameplay.  Get the fuck out.

Spoiler section below.

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Thursday, October 29, 2015

Life is Strange (Season 1) Review



The only reason I started playing Life is Strange to begin with is because I had a little bit of money left on a gift card and decided to spend the rest on episode 1.  And wow, am I glad I did because Life is Strange is one of the best games I've played this year and easily the best story-driven episodic game I've ever played.

This game is about Maxine (Max) Caulfield who moves back to her childhood home of Arcadia Bay, a fictional town in the Pacific Northwest, to attend the prestigious Blackwell Academy which I think only teaches art and science.*  She soon after has a vision of a giant tornado destroying Arcadia Bay, then after witnessing a blue haired girl get shot in the bathroom, she learns that she has the power to rewind time.  Max uses her new found power to save the girl from getting shot who just so happens to be Max's childhood friend Chloe.  Despite Max's years long absence, the two quickly re-establish their friendship while doing detective work on Chloe's missing friend Rachel Amber.

This poster is plastered everywhere.

*I say art and science because it's the only things we really know about this school. They also have a swim team and maybe a football team because I doubt some of the dudebro characters are that into Monet or Kepler.**  Well, unless the game is trying to break jock stereotypes...but I kinda doubt it.

**Look at me name dropping.

This is where the heart of the game is; in Max and Chloe's friendship, while also solving the mystery of Rachel Amber.  The friendship itself wouldn't be so good if the characters were not absolutely fantastic. Max and Chloe are very well written, excellently voice acted, and so incredibly likeable that it's hard NOT to get emotionally invested in their adventure.  People who read this blog will know I put a high priority on character in stories and these two might be in my top 10 for a video game.  I'm not kidding.  Video games often have bland characters because the worlds they live in are so fanciful.  Max and Chloe are very grounded into the real world, time travel powers aside, and it's so refreshing to see a video game accomplish making characters that feel real.

That said, occasionally a line of dialogue will seem out of place.  A certain line will seem a little TOO witty and clever for a teenager.  Also some of the slang seems out of place but that might admittedly be due to my age and geography.  Dontnod, the developer behind the game, actually studied teenage slang in the Pacific Northwest for their writing.  That's pretty impressive since most games think about writing and dialogue like long time Republicans think about Donald Trump.  Regardless of this occasional weirdness, the writing as a whole is very, very good.

The mystery around Rachel Amber is also very well done.  Most of the game is around this mystery while the doomsday vision Max has is almost an afterthought.  Very little time is spent on Max's vision, which is actually a good thing, because it's kind of lame.  All the best parts about this stories gameplay come from the mystery surrounding Rachel and from certain "problems" Chloe and/or Max get into while sleuthing.  There is one part in episode 4 that is especially good and really a great example of how a detective game without combat can be fantastic.  Spoiler, highlight to read (the corkboard where you piece all the clues together in fantastic. I wouldn't say it's hard, but I actually had to bring up the journal for one clue.  It was so well done).

Speaking of gameplay, this is the style of game that is light on it (I've written about this before, sorta).  This style of game is very choice orientated.  The game lets you know on major choices by stopping time "wah wah" style, but even minor choices can affect the story like watering your damn plant (I killed it. Just like with real life plants).  Most of the gameplay is around talking to people, rewinding time to get them to tell you what you need, or snooping through people's stuff to find clues. 

Gameplay

The gameplay does branch off at times, like a stupid scavenger hunt in episode 2 and some AWFUL stealth sections.  Tell me, what is the point in a stealth section if I can just rewind time from any location?  Move forward, get caught, rewind time until dude on patrol is somewhere else while Max is still in the same location she got caught at, and move along like nothing happened. There is no penalty for getting caught.  Luckily, there are only two of these, and the first one at least makes contextual sense, but the second one is completely unnecessary.  Outside of these few stupid gameplay moments, the rest of it is solid, especially anything having to do with solving the mystery of Rachel Amber.

The biggest reason I love this game so much is because it gave me two of the most emotional reactions I've ever had in a video game.  The first came at the end of episode 2. Without spoiling anything, I failed pretty hard here and spent the rest of the night pacing my living room trying to fight off the urge to replay the whole thing.  I had never really felt failure that hard in a video game. It wasn't something where you just respawn at the last checkpoint or you can reload your last save.  You have to live with it.

Goddamnit 

The 2nd part comes about 1/3rd of the way though episode 4.  The first part of episode 4 is a long, brutal, slog of depression (in a good way).  You just feel like absolute shit through all of it and every little detail you learn in this part just adds to the misery. Each piece of info you find just makes it worse.  It's really well done.  Then, you get a reprieve after being able to reverse all this misery (time travel remember) and....I have never felt so, GENUINELY HAPPY in a video game.  It's not the same kind of happy you get from defeating that super hard boss or overcome a really difficult level.  This was different.  This was like seeing somebody you care about pull through from something horrible.  It was unique.  It's...hard to explain.

...

Your millage may vary however and you may not think the characters are as good as I do, but if you get invested, those two moments won't let you down.

Unless something surprises me in the last two months, this will likely be my personal Game of the Year. Looking through reactions to the finale makes me think a lot of people HATED the ending, but I actually dug it quite a bit.  Your choices do matter, kind of, but this is a topic for it's own blogpost for obvious spoiler reasons (coming soon). There is a lot of lessons here about the real world and I think the ending pisses some people off because they can't get everything they wanted.  Also, the apocalypse tornado's explanation is completely glossed over but honestly, I didn't really care about that.  The great characters, solid story, and overall charm won me over.  The flaws are easily forgivable.

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Wednesday, July 15, 2015

Life is Strange and the "What is a Video Game" Debate.



Note:  I plan on writing a full review of this series once all 5 episodes are out.  I've played through the first 3 as of this writing.  

I've been playing Life is Strange recently, an episodic story-driven game with minimal gameplay in the traditional sense.  It's pretty awesome, but it reminds me of a debate among gamers about what these games are.  Should these types of games be classified as "video games"?  Should they be called something else?  It's a grand debate that any human that plays video games will always have....although they fucking shouldn't because it's the dumbest debate of all time.

Here is how dumb this debate is.  Regardless of how minimal the gameplay is, the gameplay is still there, so yes, these are video games.  End of debate.

Whoa.  Shortest blogpost ever.  That was easy.

YEAH!  Time to celebrate with tons of potassium and water (SCIENCE JOKE).

Okay, I'll explain myself.  I have two arrogant points.

Point the first:  

This whole debate seemed to arise after TellTale's The Walking Dead won game of the year in many outlets, followed by Gone Home winning game of the year the following year (although The Last of Us may have won in more places).  I haven't played either of those games although I know Life is Strange is very similar to TellTale games.  These are games that are more interactive than a visual novel, but less so than The Last of Us or Grand Theft Auto 5 which was also released (on consoles) the same year as Gone Home.  I can see why the debate is brought up but....why do you care?

Nobody gives a shit about the Grammys, the Golden Globes, the Tonys, or the Oscars.  Okay, people SORT OF care about the Oscars but not enough to riot if a black and white silent film wins best picture in one...which almost happened in 2011.  Why do gamers care if Gone Home wins Best Game of the Year by whatever publication?  It's just another version of these same awards that nobody really cares about and doesn't really mean anything.

What the hell am I looking at?

Is it about money?  Sort of, yes, but it's complicated.  Movies that win an Oscar have been known to receive a bump, but even then, most of the bump is for whoever worked on an Oscar winning movies' NEXT movie.  The Grammy bump has the opposite effect where the bump is there for existing work, but not for the next.  Winning a Tony can apparently single-handedly save a Broadway Show, but how often do people see Broadway Shows outside of elitist culture snobs?  The Golden Globes however, do fuck all.  Video Games lack a single award show that has unanimous approval.  Does anybody really want to buy a game solely off of what Geoff Knightley says is really good?

Award shows are pointless.  Movies that win Best Picture are rarely the best picture.  TV shows that win a Golden Globe are rarely the best.  Musicians who win a Grammy are NEVER the best because that award show is ridiculously corrupt.  Why does anybody care what game wins a pointless Game of the Year award?  Seriously....leave a comment.  I don't understand these people.*

*Before I go on to the next point, I only realized this first one when talking with members of the infamous #Gamergate.  They seemed weirdly annoyed at Gone Home and thought it shouldn't win a Video Game award because it isn't a video game.  I counter that with, who fucking cares?  Awards, are, pointless.

Point the Second:

The other issue that is brought up about these video games needing to be called something else is because people get hung up on the "game" part of the title.  Doesn't a video game need to have something resembling a fail state, a way to lose so to speak, for it to be a "game"?

I sort of agree with that argument, except that I've always thought the term video game was kind of dumb.  A great video game is "just a game" the same as a great movie is "just a movie".  Both statements are technically correct even though something feels off about them.  Video games feel like they can be more than just a game and I think getting too hung up about being a game can restrict what the medium is capable of.

Like, references and shit.  That movie is awful BTW.

In the end, this whole argument boils down to a stupid semantics debate and what the definition of words are and my eyes are glazing over.  You know a debate gets good when two sides start debating the philosophical meaning of the word "game".  It's the same type of people who would debate whether or not that last sentence was sarcasm.

Life is Strange, the game I've played recently which inspired this blogpost, doesn't have a traditional fail state (although I wouldn't be surprised if one appears near the end of episode 5).  Your character, Max, cannot die.  However, I have ABSOLUTELY failed in this game, as anybody who has played through the end of episode 2 can attest.  Unlike other games, you have to continue on with that failure as a part of the game sort of like real life.  You don't just respawn like nothing happened (unless you went back and replayed the scene you coward).  Without getting into spoiler territory, the end of episode 2 can significantly change the way you see the rest of the story even if most of the changes in episode 3 are in dialogue only (there is a couple of minor visual changes too).

eeeyyaaa....EEEYYAAA.....AHHHHH *starts sobbing*

As for other frequently accused non-games. I know characters can die in Tell Tale games, even if it's not the main character, due to player choice.  Heavy Rain, one of the first games to start this stupid debate, the main character can die if you fail certain quick time events (dumb yes, but still a fail state).  The other David Cage game, Beyond:Two Souls might be the best example as it is impossible to die, or at least I think it is from the tiny amount of gameplay and Let's Play footage I've watched.  And despite the lack of a fail state, there is still gameplay.....OH SHIT!  The "game" word is back!

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Anyway, dumbest video game debate ever.  These types of games are video games until otherwise re-defined.  If they are still lumped in with every video game, and video games as a whole are re-defined, that is what they are.  If they are separated from video games, and are defined something else, Life is Strange is still a great "interactive game-movie thing visual novel weird dream".  Semantics are for whiners.  People who persist can get the fuck over it.

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