Install this theme
Save Points Reconfigured 2012

I’ve been thinking about what to do for a while.  I’ve experimented with drawing the project inward to become more analytical, or exploding it outward to reach the larger internet.  I’ve divided the entries into categories and modified the formulae and whatever and whatever.  None of the above really suited my core interests of capturing what’s of interest about games while recording my journey through them.

This right here is my 100th post, discounting links and photo galleries and things.  I’ve been dissatisfied with the “work” this requires for some time, with the inefficiency of what I set out to do.  I have zero interest in being a video game reviewer or journalist.  I don’t have much at stake in the larger, contentious conversation about games except that everybody involved in the polemics are causing a lot of PR problems for the rest of us.  I want to reach people who are on the same wavelength about games, but that doesn’t mean I have to approximate the output of a major enthusiast press site in order to do so.

My personal time and lifestyle is about to change in such a way that precludes any kind of comprehensive reviewing system.  I’ll have less time to finish games that don’t absolutely keep me riveted, and already I’m making the best of incomplete or broken experiences on my massive PC game backlog.  I’m still really interested in exploring what makes these experiences appealing, but I don’t feel like I need to or even should do this in a systematic manner anymore.  It just doesn’t make sense.

So this is what I’ll be doing: exploring moments inside of games, rather than the games as a whole product.  I may still organize them according to game for purposes of indexing, but the writing itself will be about contained, provocative and hopefully resonant experiences that just happen to occur within a particular game I’m engaged with at the moment.

This accomplishes a handful of positive objectives: it frees me up from having to complete every single game or lament profusely that I could not; it refocuses the energy on capturing very specific conundrums, effects, feelings, or dynamics that would otherwise elude a full-featured “review” post; it removes the onus of having to “pretend” I have any authority on this subject beyond the weight of collected experience itself, as the rhetoric of reviews senselessly demands.

This blog will be a story about small moments connected to big feelings, across the tapestry of video games.  The last 100 articles will still be available, but I’m moving forward with fresh notions from here on out.  I suspect, as well, that it will be a lot more entertaining as a result.

Solar 2 1.09 Impressions

Jay Watts / 2011 June 17 / Space Sandbox

Quiet, contemplative vastness.  The inscrutability of existence.  This is what Solar seems to be going for.  I’ve tried picking this one up a number of times, both the first one on Xbox Live Indie Games and also the second one on PC.  It plays really fluidly with a gamepad, but what is the game exactly?

There’s two games here as far as I can tell, and there may be even more to it.  The first is this general lifecycle of celestial objects: you start off piloting a little asteroid gathering mass from other smaller asteroids until you become a small planet, and then your planet evolves life as you fly around, and eventually you absorb enough mass to ignite to become a star, and then that star grows in size until it finishes its life cycle as a black hole, at which point you race around and swallow everything up in the galaxy to cause a Big Crunch!  It’s kind of like Osmos and fl0w and Spore and things mixed together, just a bit.

The second game is optional, where you can interact with special challenges that require advanced understanding of mechanics like slingshotting planets, using your evolved planetary systems to wage war on other systems, “stealing” planets, and more.  They vary depending on the level of the lifecycle you’re on.  I found these to be pretty obscure without looking around on the internet or actually finding the actual developer talking about what to do.  I think the game tosses you into the cosmos with insufficient preparation — or perhaps these missions you encounter are supposed to be the preparation for learning new mechanics, but the instructions are so barebones that I just couldn’t follow it on that journey.

Still, it’s a game with a lot of quality of life features.  You can initiate a basic respawn at any level of the lifecycle once you’ve experienced that level at least once.  You can save any number of object configurations and summon them at will.  Once you put in the work to achieve and save something great, you’ll always have it for later entertainment.  I have a feeling that there’s a more complex game beneath the surface here, but that part hasn’t really grabbed me the way I expected it to.

Lair of the Evildoer Impressions 1.1.4440.28367

Going Loud Studios / 2012 March 15 / ARPG

This is a little gem!  I have high hopes for the team at Going Loud Studios.  A random dungeon crawler featuring you versus the monstrous creations of a mad scientist, it takes the time-honored Diablo formula, simplifies it, and tops it with a sweet hardened shell of ridiculousness.

Lair of the Evildoer is a 20-level deep descending dungeon sprawl peppered with normal and champion enemy variants that must be dispatched with a small variety of ranged and melee weapons.  There are no special skills/talents in addition to the weapons, which means there’s only really a stat spread per-level in terms of character development.  The weapon drops are usually pretty humdrum but occasionally you’ll get a “kickass” variant of your preferred gun.  The choices are usually obvious.  There’s not a lot of nuance to the itemization.

Battle strategy usually involves hiding behind corners and sniping your foes.  In larger rooms, it’s about isolating and eliminating enemy types to gain advantageous footing.  Again, not master tactician stuff over here.  But it’s enjoyable arcade fun in ARPG wrappings.  You’ve got resources to manage like health and ammunition, and luckily these resources don’t fade away as you leave the room (in case you need to retreat and recharge).  Using melee to conserve ammo is key, but that increases the risk of sustaining damage since you don’t move very quickly.  The game saves your progress at every descent, which means the death penalty is fairly reasonable: if anything, it increases the risk and reward for exploration, because the more kills you get per level, the more you stand to lose if you don’t get safely to the exit.

Something a bit impractical is how the enemy life bar takes up a good quarter of the already limited screen real estate.  Plenty of times, the action takes place right there underneath the life bar where you essentially have to guess at what’s going on.  Some opacity settings might fix this?  Also, enemies stack on top of each other and run at you and it’s often not clear what it is you’re fighting.  I get it, this is a small, funny game from a small, funny team.  But fixing issues like these would add a lot.

Gear-check boss floors and the occasional very powerful enemy break up the otherwise systematic descent, and there are also extra mechanics like traps, flashlights and line of sight effects.  But the whole thing seems quite casual.  So casual, so bite-sized in fact, that I wasn’t really all that compelled to finish it.  The absence of any meaningful character development, skill experimentation, collectibles, or even high scores translated to a lack of personal investment in what I was doing.  So I got pretty far, and yeah, I may end up finishing it someday.  It’s fun enough.  But I’m having trouble finding any reason to do so.  Maybe the only motivator I have is to see what this zany mad scientist will taunt me with next.  But unfortunately even that comic shell seems too thin, considering what they could have done with these one-sided villainous quips.

Magicka 1.4.6.3

Arrowhead Game Studios / 2011 January 25 / ARPG


Even though it was a great effort between all of us, we managed to get four people together to play through nearly all of the main 12-level campaign of Magicka.  In one week or so we were able to surpass all of the progress I had made individually over an entire year.  Was that a function of my own lack of skill? Or was it in the game design that requires multiple human intelligences to navigate throngs of cheap-n-nasty monsters using a highly arcane interface?  I think the answer to both questions is yes.

With four-player cooperative play, the biggest change is that it was actually passable entertainment.  Most of the time.  This is clearly a game that takes friendly fire to new heights.  Your little wizards move at a snail’s pace around narrow geometries flooded with waves of enemies.  And then your job is to shoot fire or lasers or giant boulders or whatever else you can concoct.  Guess what?  A lot of the time, your friends step in the way and totally explode.  You’ll learn the key combination for “Revive” fairly quickly.  I guess this is the fun part too though, laughing at how ridiculous your own friendly fire death actually was.  I recall doing that much more than sitting down to strategize against the enemies.

PLUS

  • Wizards and weirdos.  I haven’t really seen anything else out there quite like this.  From screenshots early in development I thought it was shaping up to be another Diablo-style ARPG with some in-jokes and gag monsters.  I didn’t expect it to shift entirely and be nothing at all like Diablo and completely rife with jokes.  It’s kind of like DLC Quest or DeathSpank in that the game IS the joke, both in style and play.  Everything is amped up to absurd, from the Muppet-speak to the playful ridiculousness of its linearly non-linear linear storyline, from the names and combinations of spells (e.g. “Crash to Desktop”) to the absurd anachronistic or self-referential armor sets you can wear.  Our favorite was the Cyber Robe from TRON, but runners up include the space marine suit and the noir detective robe.
  • Quarter circle forward punch.  The eight elements you control in various sequences make up the bulk of your spells in the game, influenced also by the mode of “output” you decide based on key and mouse combinations.  It’s horribly convoluted and honestly not very fun, but for me it evoked the rhythm and complexity of fast-paced fighting games  You gotta have your fingers locked on QWER and ASDF, and go dancing on the tops of those keys in meaningful and memorized patterns to achieve basic objectives like shooting and staying alive.  I think this is admirable in many ways.  Just not in the way that was very fun for me.

MINUS

  • Amateur hour.  It means something that I couldn’t even locate the Vietnam DLC within Magicka’s convoluted menu system.  It also means something that I’m never quite sure what the special passive properties of my items even do, or how to even activate the “active” abilities of weapons beyond your normal casting.  And the thing is, this game HAS a tutorial.  It’s just that that time is wasted on explaining the obvious (guess what, ice freezes water and water puts out fire) instead of the game mechanics.  It is a serious chore to figure this game out, and that gets in the way of both the gameplay and the humor.
  • Resurrection section.  Is it really that sustainable of a game design if you’re dying every other second?  There were so many times that I set up (in my mind) a combo of teleporting safely away and spamming the Revive spell constantly just to keep my party up and alive during encounters.  This isn’t even an exaggeration.  I did that a lot.  In order to take more than a couple hits, you’ve also got to constantly be shielding yourself (usually with rock armor) and constantly refreshing this stuff gets old fast.  Again, the basics of gameplay are kind of a chore here, just so you can push through the waves to get to some interesting firefights.  Now put this all together, where your wizards essentially look identical and all use the same enchantments and more or less cast the same spells against an incomprehensible onslaught of generic foes.  I’m not ashamed to admit that most of the time I wasn’t even sure which guy I was on the screen.

EQUALS

  • Ignominious end.  We stopped just short of the end of the game at the boss of chapter 11, I think due to the game dropping us out and bugging out so bad that we required full computer restarts.  Oh, I forgot to mention that, didn’t I?  At least the most recent versions added checkpoints within the levels, which I submit brought it up to the threshold I like to call “actually playable.”  And we had our fun with it, but it wasn’t as great a time as we’ve seen before or since.  At the time I was really happy to celebrate such a countercultural presentation of new ideas.  But like I’ve said before, this sort of revelation has to wrapped up in something reliably entertaining, foremost.
The Reddit Experiment

The above scene adequately depicts what happened to me over the weekend as I gingerly stepped into the acid pools of the larger internet.  Despite my own reservations about it, I posted my longform reflective commentary on the embarrassments of MMORPG culture on a subreddit called “true gaming.”  A smaller shard of the internet’s most massive aggregation site, I reasoned that if I was going to find an audience interested in discussing these ideas, it’s there.

Well, I found an audience all right.  Two days later, my post wound up with a score of 308 (514 upvotes / 207 downvotes / 71% approval).  And I think that score is stable, since two days is a lifetime in internet time and ample opportunity for me to sink safely back to obscurity.  I was really heartened to see my intentions become reality in the comments, as people started discussions or remarked that they enjoyed it.  Even one of those comments fundamentally made the experiment worth the risk of enduring the downsides.

In hindsight, of course I should have known that posting a 3200-word commentary to a community expectant of bite-sized information would draw some ire.  I got a lot of responses like “this is verbal diarrhea” and “using analogies and a thesaurus don’t make you a good writer.”  There were tons of desperate calls for concision.  But mine is not the first longform personal commentary to exist on r/truegaming.  I should know.  I’ve been reading such pieces on there all year.  If I ever encounter something I’m not willing to read through entirely, I just move on.  I don’t stop and post hostile comments about the author’s ability to parse and refine his internet writing.

But then I started figuring it out.  This negativity was coming from somewhere specific.  My piece talks about how the “toxic contract” of subscription-based online gaming encourages players to act in all sorts of unsavory ways, and this damages the community (and the industry) as a whole.  Now there are all sorts of holes in my logic and I hoped this could be deconstructed in meaningful ways.  Instead, my article about hordes of anonymous internet crazies predictably offended a horde of anonymous internet crazies.  They fought back, perceiving an attack, instead of the call to reason I suggested.

They stumbled upon a personal commentary piece and tried discrediting or destroying both the person and the comment.  They mistook humility for mistaken admission of ignorance.  They cued into the fact that I’m not a teenager and lambasted me for being an out-of-touch adult.  They got scared of a parsed and logical longform work and played armchair English teacher with me.  They did everything they could to not engage with the subject matter, ostensibly because it terrifies them.

But the truth is, it is embarrassing to be a part of gaming culture right now.  These people with their egocentric hostility masked by the fog of internet war are making trouble for the rest of us who just want to engage with interesting experiences.  If you are “passionate” enough to send death threats to BioWare because of Mass Effect 3’s ending, you are the problem.  Truth is, companies like Blizzard and BioWare have been using “passion” as loose euphemism for “unhealthy emotional involvement” for a while now.  This whole thing looks a little ridiculous to the outside world, and that perception is precisely what I’m worried about.

Anyway, I truly appreciate those people who took my work in the spirit it was intended and built interesting conversations out of it.  The majority did so, which qualifies this experiment as a resounding success.  I felt a lot better after reading the many kind words people left for me.  But I guess I don’t have the thickest of skin, accustomed as I am to simply writing for my friends and kind strangers.  This direct experience with so much unnecessary hostility really affected me negatively, and I doubt I will reach out to reddit again.  But as for the rest of you, it did feel really great finding other people tapped into my wavelength, and I will look into other ways to find you fine folk elsewhere over time.

I deleted it all: the account, the post.  Why the account?  I didn’t want to deal with an inbox full of anonymous hatred.  Why the post?  Despite what these detractors think they know about writing, there’s a lot of value to variety in styles and approaches — more than the five-paragraph college essay these guys were so fervently expecting.  I think this community failed to realize that I was testing its suitability, and not the other way around.

Something is Massively Wrong with MMORPGs

Something has happened.  Not only is the magic gone, but it has replaced by unctuous corporate cynicism.  It’s like Cypher aboard the Nebuchadnezzar looking at the Matrix and seeing blondes and redheads instead of computer code.  You hang around this genre long enough, and all you see is hollow contrived manufacture for commercial purposes.  Even with all that potential to reinvent human interaction in virtual spaces, or to redefine what large-scale human collaboration could mean.  I think Massively Multiplayer Online Role-Playing Games have collectively become a predatory genre.

I haven’t played all of them.  I missed a large chunk of the history of their evolution, a foolishly stalwart Apple loyalist for the decade of PC game development that produced EverQuest and Final Fantasy XI and Star Wars Galaxies and Dark Age of Camelot and City of Heroes Lord of the Rings Online and Guild Wars and EVE Online and like dozens more early MMORPG experiences.  So there’s this whole missing narrative, how the pioneers of this genre worked earnestly to reinvent the online game.  Maybe that was a golden age and I missed it.

The World that Won

So of course I played World of Warcraft, like millions of other people, because like all Blizzard games it was Mac-compatible.  And, just like those millions of people who still play the game even today eight years later for $15 a month, I found that it was tapping into something psychologically primal.  One might argue that I was already primed for its effect, because games like Eye of the Beholder, Dark Cloud and Diablo II had turned me into a bona fide dungeon delver.  And I had been following the story of WarCraft (it used to be capitalized like that by the way) since the original in 1997, blissfully unaware for three iterations that it had all been appropriated from Warhammer Fantasy Battle and shaped onward into palatable Tolkienesque generica.  At the time it didn’t matter.  I was a “fan.”

But this mixture was potent.  It showed us that a sufficiently developed persistent world can take months, even years to explore to its fullest — and that those experiences could be meaningful and self-revelatory.  At the time it felt like a real place in virtual space.  It was a place we collectively and cognitively understood as existant.  I remember that feeling well.  Meeting at random a real person at the bottom of a mineshaft and helping them fight tooth and nail back out to the open air of the entrance.  Wandering about sheer crags atop crashing waves at the end of the world to find a broken hermit who knew the secrets to defeating a terrible demon.  Descending into the superheated stone causeways above bubbling, molten rivers at the heart of Blackrock Mountain, standing nervously with four other real people, wondering what dread tasks await.  I want to say this game offered me thousands of affecting experiences like that.

But wait.  The smell of open air?  The sound of crashing waves?  The tactile heat of molten stone?  Why do I remember something that was clearly supplied by my own mind, by inference and imagination?  And then it starts making sense.  It’s just pixels after all.  World of Warcraft was robust enough to provide an interconnected framework of experiences that required our minds to “fill in the gaps” and thusly flesh out a fully-realized virtual reality experience.  It was wishing that made it so. But we gave Blizzard too much credit for their creation.  It was we who fully realized it.  It was we who delivered so much significance to the maps of Azeroth in our minds.  Some reason — zeitgeist?  right place right time?  the immediate accessibility of its generica? — this world out of all worlds was adopted by the masses and persists today as the juggernaut of MMORPG spaces because of those customers who support it.  Not the other way around, right?

When Wonder Becomes Work

But eventually you walk every road, and find every nook, and see all there is to see.  And I perceive this as a divergent nexus point, the do-or-die moment for a so-called “population” of these worlds.  For those motivated by narrative, it becomes an exercise of reading the same pages over and over — the occasional new insight, but altogether uninteresting for the lack of novelty or variety.  For those motivated by combat, it becomes a rote pattern-memorization exercise every time you repeat the same encounter in the same dungeon — again, variable in the sense that you might get more savvy at the encounter, but essentially never presented with new or unexpected stimuli.  In either case, there is a staleness to the experience that creeps up from underneath the compulsion to continue, whether you feel you’re invested in your progress or enamored with the enormity of the phenomenon or simply happy to log on and talk to people who have — in the intervening years — become meaningful friends.

The divergent point, then, is the collective moment when the novelty of the game’s stimuli wears off into that staleness, and players must make a choice: (A) to continue in the face of repetition, consciously or implicitly accepting that the benefit of the psychosocial factors involved with the experience outweigh the cognitive staleness and opportunity cost of not seeking new stimuli; or (B) get the hell out while the getting is good, presumably because the psychosocial factors present minimal or zero benefit to the player and the opportunity cost for sinking finite time into infinite timesinks is too unpalatable to bear.  This is the phenomenon you hear of often, where “the game becomes a job” — a job many are unwilling to do.

These psychosocial factors — feelings of prestige and self-worth, community involvement and meaningful social experiences, and being part of something greater than yourself — are not unique to video games.  In fact, I’d say that altogether these factors are to an extent illusory in virtual spaces, certainly to the extent that they cannot be translated to value or meaning for others who do not play MMORPGs.  But these factors are the very elements fueling the juggernaut, compelling millions of people to pay subscription fees each month.  It is the reason World of Warcraft is a “success.”

To Catch a Predator

So let’s take a look at choice (A) above, shall we?  The player (consciously or otherwise) accepts that illusory self-actualization and community benefits contingent on continuous gameplay are preferable to — to what, the uncertainty of moving onto other unknown activities that contain the risk of not providing the same known satisfactions?  Is it fear of change?  Is it anxiety of having to elevate one’s own context out of safe anonymity?  Is the the feeling of ritual and routine comfort, a “safety net” for however bad life gets, you’ll always have this?

I want to posit this as sensitively as possible.  Those who choose such extensive repetition over novelty must do so out of some compulsion informed by anxiety or fear.  And don’t misunderstand me: this is absolutely their right to do this.  But this does mean that these players represent a vulnerable population.  That due to their deeply personal psychological needs, they can be more easily manipulated by game developers who so readily provide safe and encapsulated psychosocial benefits to them.

It represents a volatile power imbalance that keeps players paying both with real money ($180/year, plus  potential “micro”-transactions for expanded content, account services and virtual goods) and real time (my average daily playtime during peak periods of enthusiasm was often around 6 hours per day, every day, and I was on the lighter end of the scale).  At the end of the day this is a corporation looking to maximize profits.  It’s like a casino or a drug dealer.  It wants you plugged in and tuned out, subjected to maximum distractions about the intricacies of your personal behavior.  It wants you to outwardly justify your decisions to stay with fervent rhetoric and overcomplicated justifications, just as a problem smoker or problem eater would.  It needs you self-deceivingly entrenched in a way of thinking that benefits the company instead of your own life.  Its very survival as a thing depends on it.

The Engine of Destruction

We see this all over the world when it comes to corporate entities and the products they shill.  All of popular radio is owned by like, six companies that collude to sell you the same sanitized and homogenized pop music.  The television, movies and music industries coexist uneasily with creative forces, insisting on aging delivery mechanisms and irrelevant/illogical public standards.  And they really don’t care.  They just want you to fall in line and fill up the bottom line.  There is an amorality to it all, an ethical void space, an army-of-robots inevitability to it all.  The fact that you are engaged with something creative and wondrous and imaginative is only relevant to some suit-and-tie metric that predicts your continued financial support.

If they can sell you swill, they will.  And at some point, even the finest wine on the planet turns to acidic mush when left out too long.  And this is what I’ve been driving at: MMORPGs are designed to last a very long time in order to make back the colossal development costs and then maximize profits over a long tail.  But think about it.  I loved Defense Grid: The Awakening, but I didn’t play it for thousands of hours over eight years.  In any healthy entertainment experience, it’s time to move on and let the finished experience be truly finished.  Maybe come back to it in fond nostalgia and rekindle a few challenges, but then placing it firmly back on the shelf.  But a “success” in this MMORPG genre depends on a large number of people drinking stale wine.  It defies the encapsulated experience and purports to be a dynamic arena for endless gameplay.  But the gameplay is not endless.  It ends, and then you repeat it over and over again.  It’s like a novel trying to convince you it’s a football stadium.  It doesn’t make any sense.

So a “successful” MMORPG, due to its corporate mandate of being massively profitable, must be predatory.  It must suck in vulnerable risk-averse and socially anxious players by the literal millions, and then continually feed this population with just enough sameness dressed up in nonthreatening minimal novelty while this essentially abusive contract between parties exists.  But okay, if Blizzard is delivering safely packaged psychosocial experiences to a population that is willing to pay for it, is anybody really being harmed?  What’s my business getting in their business anyway?

We All Pay the Cost

The problem is this: everybody’s affected, in a number of dangerous ways.  First and foremost, the continued existence of our present pay-to-play MMORPG models validates this long, stale tail as though it’s not a problem in the first place.  It’s clearly been profitable for Blizzard, so other companies will continue to attempt to churn out “WoW-killers” with the same nonthreatening treadmills drenched with tired old tropes in order to secure their piece of this massively depressing pie.  Millions of people are voting with their wallets each month to continue this tired, repetitive homogenized “gameplay.”  Developers and their corporate overlords are paying close attention to this, and will be encouraged to move forward with the bare minimum of innovations required to set its product apart without offending the target population’s emotional and compulsive demand for safe sameness.  It’s a rut that is being driven ever deeper into the roadway.

Second, it drives development energy and innovation away from other genres or hybrid genres that could serve the content matter better.  In other words, a great idea might instead be shoehorned into an MMORPG framework simply because the big-risk-big-payoff financial element appeals to the suit-and-tie of the day.  Star Wars: The Old Republic could have been a single-player masterpiece the way it was built, with its engaging dialogue and its shining narrative arcs that leverage the medium in ways that cinema simply can’t do.  It could have been released in full-priced episodes, even, and I would have purchased them because they are excellent.  But instead, it was funneled into an unnecessary MMORPG wrapper with hundreds (thousands?) of other people who similarly did not care about massive multiplayer in such a tightly produced single-player experience.  Similarly, I was worried about 38 Studios’ incredibly unnecessary upcoming Amalur MMORPG after seeing how wonderful their single-player ARPG brawler epic Reckoning really was.  That game really doesn’t need to be massively multiplayer, let alone perpetual and persistent.  My favorite thing about Reckoning was how satisfying it was to complete and how my engagement with its vast world felt “finished.”  And now ZeniMax Online has announced an Elder Scrolls MMORPG?  Why do we need a massive persistent offering from a story world best known for its solitary and personal explorations of vast, lonely worlds?  See what I’m getting at?  We, as a world, are losing great ideas to an unnecessary genre.  

Third, either consciously or otherwise, the core MMORPG player population knows it is being taken advantage of.  It’s a fine line, but they’re aware on some level that they’ve subscribed to a metaphorical magazine but keep receiving the same issue over and over each month.  And so what has emerged over the last years is a disgusting mass mentality of entitlement in the so-called “video game enthusiast” population.  These are the same spoon-fed tools who actually successfully forced Bioware to rewrite the ending of Mass Effect 3 as free DLC, or who rushed to every online outlet to spam negative reviews of Diablo III in the first hours of its midnight launch because its overburdened servers, or who engage in unsettling schadenfraude at the financial catastrophes at 38 Studios because Kingdoms of Amalur: Reckoning didn’t get a Field of View patch post-launch.

A Band of Bozos

Why is this acceptable behavior now?  These gamers have been trained.  Whenever any pay-to-play MMORPG releases a new patch that contains broken features or new bugs or overzealous balance changes, there is real consumer anger from these people.  They pay good money every month for a particular experience and damnit, they’re gonna get it one way or another.  And because the developers are taking this money every month, they are bound to respond to each of these ridiculously overblown complaints and address them somehow in long forum posts or future content updates.  They’re stuck in this spiral, predatory developers and entitled consumers.  I don’t understand how that’s worth any amount of money or trouble.  But this entitled-ness is getting worse, and I submit that it has been influenced and engorged by the inherently predatory practices of massively online subscription-based gaming.  They are the ones setting the precedents and reinforcing it with results.  And that’s a real problem for the rest of us who just want to relax and play some games.

Back in 1991 I played a game that you could only beat if you typed in “free beer” to a bustling throng of adversaries.  Yeah, I was like 11, so guess who didn’t get to beat DreamZone?  Did I call up the customer service reps at Baudville Entertainment to complain about the lack of value in my (parents’) purchase?  No.  I went on to spend the following year wandering about and translating runes in Drakkhen, a game I most likely beat by accident since the whole damn thing was completely incomprehensible.  Back then, games existed on their own merits and we interacted with them as wondrous objects that simply didn’t care about our criticisms.  Many, like Shadow of the Beast II, were insurmountable after the first five minutes.  Do you think the developers at Pysgnosis gave a crap?  Back then these games were cryptic, with secrets to be shared amidst pre-internet user group meetings and computer magazine columns.  Discovery was real, and tangible, and a potent thing back then: in the late 80s, knowing a secret in Zelda or Metroid got you a special place at the lunch table.  That knowledge was hallowed.  You were respected for a thing like that — almost as much as the games themselves were respected.

Today, all you need to do is type a poorly-spelled complaint about a boss or level and you’ll be flooded with video walkthroughs, step-by-step reviews, cheats and multi-layered detailed collectibles maps, theorycrafting databases, and more.  Are we even playing these games anymore?  A sense of collaborative community is fine.  But this entitlement is a big, big problem, for everybody.  It’s encouraging these people who might otherwise live normal or meek lives to become raging crazies on the internet who through sheer strength in numbers influence the decisions of developers and publishers and journalists and eventually mass perception of a community that is teetering on the embarrassing edge of perpetual adolescent petulance.

The Uncomfortable Truth

Laypeople ignorant of the depth and richness of interactive media at best dismiss video games as a child’s diversion, citing Wii carnival games and disposable franchise cash-ins made for preschoolers.  At worst, they rail against other predatory genres like annual iteration first-person shooters (Call of Duty, etc.) and call these monster-closet man-shoots “murder simulators.”  Thing is, in both of these scenarios, they have a point.  These are the extremes on each pole, but it still rings true that these above examples are valueless timewasters.  There are people in this world who will never be convinced that there’s anything else to it, either.

In between each pole, however, there’s an incredible wealth of cognitively enriching, emotionally riveting, interactive and sensory experiences coming up from all levels of game development, big and small, far and wide.  And I think if this medium is to thrive and excel and rise, its community of appreciators has to rise to meet that level.  Real discourse has to occur.  Instead, we’ve got level 85 hunters gathering online petition signatures about rapid fire nerfs and organized mobs sending death threats to Bioware employees because they believed their in-game choices should more intricately influence the ending of the game (this is real, not a joke).  It is mortifying and embarrassing, but it’s more than that.  It’s damaging.

At some point games are going to have to grow up.  And in order for this to happen, gamers are going to have to grow up.  I have so much life-long love for video games.  I’m thankful to live in an age where they not only exist, but also got their start.  But I think MMORPGs have gone wrong, and it’s turned players wrong, and it’s turning the industry wrong.  I’m already starting to qualify my involvement with the medium in ways that suggest I’m “not like the rest of these guys” when I really shouldn’t have to.  But I do qualify my interests in games, quite a bit now.  Because the alternative is to falsely relegate video games as a whole into the category of “things we grow out of” and impossibly move on from the rich and wonderful tapestry of my upbringing.

Instead, something sinister is on the horizon here.  And those of us who just want to play games and experience new ideas and take part in this emerging new medium for all it is worth — well, here’s to hoping it’s still worth what we think it is in the near future.

Diablo III 1.0.1.9558

Blizzard Entertainment / 2012 May 15 / Action RPG

What of significance about this can be said that can’t be better expressed by a moment of silent reverie?  It’s almost too big for words, this feeling.  I guess for many of the 6.3 million players who have accumulated over the course of a week after release, some won’t have been alive or conscious consumers back when Diablo (1996) or Diablo II (2000) came out.  For them, maybe they are spared this feeling of soul-wrenching joy.  Maybe to them, it’s just a game about clicking on zombies and complaining about loot.

For me, it’s a time tunnel backwards.  And while Diablo III plays heavily with nostalgia and expectations in its operatic lore and evocative content, it achieves what 12 years of watching and waiting might very obviously achieve: evolution.  It takes all that was treacherous and annoying about its predecessors and replaces all that with sensible and flexible options that manage to keep scenarios exciting where other, lesser games would falter in punctuated carrot-and-stick repetition.  

This is my favorite genre of game, the so-called “action role-playing game.”  But ARPGs have had another, informal moniker for the last 12 years: they’ve been called “diablo clones.”  So the challenge here was how Blizzard could create another Diablo game without it ending up just another Diablo clone.  This was especially poignant since Blizzard really was competing with the original Diablo I & II creators over at Runic Games (Torchlight).  If it had not been laden with the richest of corporate resources and the legendary half-decade Blizzard development polish, this title really could have fallen flat.  So it may not be that surprising that Diablo III became something so special.  So much of the name was at stake.  It just had to be.

PLUS

  • Quality of life.  Many other ARPGs over the years have picked up on the fact that some conventions of the genre were unnecessarily punitive.  Some of my (least) favorites: having to individually pick up piles of gold, having to repeatedly click on enemies to attack them, being required to operate more abilities than you have fingers for activating, having to spam potions during and after every encounter, having to lock yourself into a single build dedicated to a single mechanic when you face an endless variety of combat scenarios, having to play “inventory tetris” with drops, having to compete with other players for dropped loot, having to memorize or take notes on a long list of crafting combinations.  Diablo III drops or reverses all of these annoyances and more.  It becomes a smooth experience dedicated to keeping you in the action in intelligent ways.
  • Freedom of choice.  The rune system replaces talent trees entirely, and while I found this jarring in the open beta, I quickly realized its supremacy.  Essentially there are no “specs” anymore — nothing you’re locked into.  On the fly, so long as it is not on cooldown, you can go into your menus and set any unlocked ability into one of your six slots.  You can further modify it (sometimes fundamentally transforming it) by choosing one of five runes associated with the ability.  This can be done all the time with no penalty.  It means that Diablo III is now a game about exploration AND experimentation in the truest sense.  If a certain build doesn’t work, try something else and see.  As difficulty levels increase this mentality actually becomes a requirement as you face a variety of complex elite foes.
  • Sensible controls.  Finally, a game in this genre that acknowledges how difficult it is to hit the rightmost numberkeys with the left hand.  Actually, Darkspore figured this one out too: both games limit you to six action slots total (including mouse buttons), and the effect is meaningful.  Each action you choose should synergize with your other actions in ways that culminate in a complex and powerful build.  Rather than shambling about with 15 different abilities you rarely use, the game forces you to make decisions at all times about what sort of experience you’re trying to have.  On top of that, you’re allowed three passive abilities from a host of options to help you refine these interrelated abilities.
  • Achievement in the truest sense.  I know achievement systems are ubiquitous in this age, ripped from the walking corpse of Xbox Live.  But despite this lack of originality, Blizzard has in fact made achievements wildly compelling in all their flagship games.  Maybe this is because all of their games involve some level of repetition and refinement?  Downing a raid boss in World of Warcraft using furry shoes or something is worth recording for posterity and organizing within a larger framework of challenges; taking down zerg hatcheries while defending my base for 20 minutes on hard mode made Starcraft II achievements worth something.  But I think maybe this shines brightest with Diablo III:  with such a randomly generated world populated by different dungeons, events, and enemy combinations, you’ll end up repeating each act multiple times on multiple difficulties.  The massive achievement system rewards side exploration for lore objects, hidden dungeons, and more.  The combat challenge achievements treat Diablo bosses like raid bosses, requiring coordination and preparation to win the objective.  It breathes life into the genre in a way that simply wasn’t possible 12-16 years ago.

MINUS

  • Never off.  I guess this bears mentioning, though it doesn’t bother me so terribly.  It bothers a lot of other people.  In producing a game that offers smooth cooperative multiplayer, persistent achievement systems, hack-resistance, perpetual fine-tuning, and an auction house (see below), Blizzzard requires Diablo III to be constantly connected to the internet.  If your connection fails, or if their servers fail, you’re out of luck.  This is being lambasted in the public forums as “always-on DRM” and I get that, but this crowd is confused about how things work if they think they can get the same polished online experience in an offline or optionally-online game.  I stand against the critics here, even when launch day was unplayable due to server overload, or when a blip in my connection boots me from a boss fight, or whatever.  The pros far outweigh the cons.
  • Gap-filling.  I’m of two minds regarding the Diablo III auction house.  I’m very happy with it because it’s easy to use and easy to make extra gold by selling your rare drops to the general public.  I’m pleased that if I’m struggling at the game, it’s because I have yet to discover a winning build and not because I’m unable to fill the majority of the gaps in my gear with AH merchandise if needed.  It removes a lot of the grind from the game.  No more boss farming just to get the perfect randomly-generated pair of gloves.  Now 6,299,999 other players are doing that for you and offering up their loot for fair prices.  So all that is to be celebrated, right?  But something strikes me as fundamentally off-center about the auction house.  I and my co-op crew have forgone any crafting in the game because selling your magic items for gold translates to greater gains with savvy deals on the auction house.  I find that I am required to use the AH to proceed as I level.  It is this dependency on the AH that I find worrisome, and I wonder how that will play out in time.  I think it’s a good thing, but it’s also a risky thing in the larger design.  And when the “real money” auction house comes out, what will that mean for meaningful progression?  Microtransactions?
  • By crafting you mean gambling.  There is a robust system in place where you can “salvage” your magic and rare items to get crafting materials for your blacksmith, who can in turn produce a weapon or armor of your choice at a given level with randomly allocated enchantments.  This can be really rewarding with the rares (yellow items) but the risk is high that you’ll get attributes you simply don’t need.  So far, those blues and yellows have found better uses vendored for gold to spend on the auction house.  This system may yet prove itself in higher difficulties, but as far as normal and nightmare go, I’ve only had a couple resounding successes with it.  (a side note: the jeweler is awesome and gems are fantastic: that is a tradeskill done right.)
  • Weird defaults.  Explained absolutely nowhere in the tutorial tooltips, the game defaults you to a state that requires one category of skills per action bar slot: for example, wizard can only have one primary, one secondary, one defensive, one force, one conjuration, and one mastery skill.  This, as you might imagine, gets quite constraining if you want to experiment with different builds.  That’s where “Elective Mode” comes in: checking this box lets you put any type of skill in any slot, allowing any combination of skills that you can imagine.  A cursory check around the official forums suggests that people are hitting the level cap of 60 not even knowing about Elective Mode.  This is probably the first box you want to check, really.  There’s no advantage to limiting your choices in a game about choices.
  • Echoes of the past.  I’m not going to spoil anything here, but even just playing through Acts I and II is enough to realize that they’re not straying too far away from the aesthetic and design of the old world.  Khanduras is still a patchwork of misty farmlands, haunted forests and rocky plains.  And Kehjistan is more than just an echo of the desert wastes that surrounded Lut Gholein on its opposing coast, complete with sewers and sandworm caverns and Arabian-style palaces.  I get that they want to show off how 12 years of advanced design and technological wonder can directly contrast with the 800x600 low-res Diablo of the past.  But in the end I was hoping for more novel locales.  Here’s to hoping that expansion content will deliver on that.

EQUALS

  • New dawn.  I think this generational thing is significant: players who are, say, younger teenagers at this date won’t have had any of that old Diablo ARPG experience and will either be coming at this from the MMORPG experience or from other ARPGs and variations on the genre (if we’re lucky, Torchlight and Darkspore — but probably sad iterations like Titan Quest or Sacred).  Those players won’t have a sufficient point of reference to understand all the game is communicating to us.  They won’t hear names in the lore books and think back through sixteen years of storytelling.  They won’t be able to picture the Durance of Hate in Travincal when encountering Mephisto’s Aspects of Hatred.  They won’t have that rising gut feeling of wonderment when approaching the Arreat Crater for the first time, after twelve years of wondering what happened after Tyrael shattered the Worldstone.  Even though it’s written by different authors, Diablo III is still most definitely a love letter to the fans of the first two games.  And that explains that warm and fuzzy feeling I’ve got.

Combat scenes from Kingdoms of Amalur: Reckoning.  Truly thrilling action.

Kingdoms of Amalur: Reckoning

38 Studios & Big Huge Games / 2012 February 7 / Brawler-ARPG hybrid

Four or five years ago I was listening to one of my regular podcasts at work and heard professional baseball guy Curt Schilling announce somewhat awkwardly and unbelievably that he was planning to start his own MMORPG.  At the time I was quite the World of Warcraft loyalist and discarded his claims as ridiculous, before forgetting about them entirely.  And years pass, Warcraft and in fact the whole massive online genre loses a lot of its glimmering novelty and I become the sort of person interested in new ideas.  I remember Curt Schilling, celebrity mage on Earthen Ring server, part of the nucleus of a horde guild so large it took up one third of the server, and I remember his ideas about doing something different.

That something different turned out to be Kingdoms of Amalur.  And while I’m still pretty sick of MMORPG mentality in general, this standalone single-player “backdoor pilot” into the new Amalur franchise has an incredible wealth of promising new ideas and applications that really push it into the spotlight as a model for what action role playing games can be.  It’s called Reckoning, and I was very impressed.

It’s the game I wish Fable was.  It’s the game I wish Skyrim was.  I was reviewing the statistics page after finishing the game, and here’s a snapshot of my particular experience.  I finished 190 quests.  I discovered 152 locations across 30 zones.  I completed all the quests for each of the six factions.  I respecced my character 10 times.  I killed 3998 enemies, doing 10,189,875 total damage and 7,456 critical hits.  I pretty much experimented with every viable build combination available.  And I did this across 58 hours of continuously exciting gameplay.

In Reckoning, you’ve awakened under mysterious circumstances into a world bound tightly by fate, only to discover that you and you alone are immune to predestination.  What’s worse, something is corrupting the balance of the land into pure chaos and no one can do anything about it — because, you know, fate.  This means that literally everybody in the world needs your help to change fated disasters big and small, far and wide.  It’s the first narratological construction I’ve seen that satisfactorily explains why you gotta go around and help every bartender and mercenary and king in the world.  And as you travel eastward toward your goals, the world broadens and swells into a living thing — altered and marked by all that you touch.  In every zone there is some historical or current event that colors the stories and quests you encounter; many areas come with their own colorful cast of characters, each moving toward some sort of climactic conclusion.  This design reminds me of the geographic depth and development typically found in MMORPGs, except on a much more action-packed, rocket-fueled concision of scale.  There might not be more than 3-8 quests in a zone, as opposed to say 50-100 in a typical MMO.  And just that is enough, before you’re ready to move onto the next zone and see what happens.

The other pillar supporting this massive game experience is action combat.  It plays out like a true brawler in the vein of God of War or Devil May Cry, though your power and flexibility is directly influenced by the stats of your equipment, talent specializations and abilities, and short-term buffs managed through world objects or craftable items.  The combat is skill-based and glorious, and it never got old for me after scores of hours.  You’ll be pitted against nasty combinations of powerful enemies that require different tactics, but (with the exception of trolls) it’s fluid and fast-paced.  I found the combat motivating, which is good — because I encountered a lot of it as I went about filling out the map and completing side content.  I thought there was a good balance to this.  It carried me all the way.

PLUS

  • Fateshifts.  I’ve talked a lot about combat already, but something else I like is the fate meter.  There are times in the flow of things where I just don’t want to take on another room of 12 tuatha soldiers or 3 trolls or whatever.  The “fateshift” is a discharge of earned fate energy that slows down time, supercharges your damage, and lets you reap major experience rewards.  It’s a good “kill everything on the screen” option for when you just feel like powering through.  
  • Cartographer’s dream.  Maybe what motivated me most was filling out the map of the world, which switches between an overview depiction of world zones for fast travel and a more detailed mapping of the zone you’re in, featuring all sorts of great information like enemies, treasures, hidden doors, and lorestones (if you invest skills in Detect Hidden, which I did first).  A lot of the zones have pretty unique characteristics in terms of elevation and navigation (for example, deep river chasms with bridges connecting high crags, or deep carvings into inaccessible valleys connected by a massive subterra).  It’s a pleasure to explore this stuff, and the rewards are immense.
  • Factions.  Like in the Elder Scrolls games, the bulk of the character and world development come at you through the factions you encounter.  I counted six, and played each to completion across the world as their stories unfold.  Some seem restricted to class (like finesse characters for the Travelers, or mages for Scholia Arcana) but not really.  I was able to complete each faction with a build of my choice, enjoying new unlocked benefits and climactic conclusions.  I’d say the bulk of the story-driven content is here, in the factions, while the incidental, emergent and nonessential (but interesting) content is with the side quests in each zone.

MINUS

  • Wait, what was that?  There are times when a character is telling you something essential about the plot, or maybe a lorestone is telling you something really interesting about the history of the zone, or some ambient speech effect is threatening you in a humorous way, and then BAM — some other character runs up to you and interrupts everything with a new cutscene, and there’s no way to go back and review what was cut off.  With lorestones in particular I find this grievous.  There’s a big catalog of which ones you’ve completed — why not let us go back and listen to them again?
  • Four slots.  This, like any other third person game, should be played with a gamepad.  And when using a gamepad, you’re limited to four ability slots.  Period.  You can go back into your abilities menu and remap them as needed, but that’s a big interruption in the action and a big annoyance to have to do every other fight.  This constraint forces you to make build choices that sacrifice some utility — particularly with the ability-heavy magic builds.
  • Feed quests.  A glance at reviews and forums and things tend to blast the game for having an inadequate main story.  And this is true in the sense that the “main” quests that feature your core retinue against the Big Bad are pretty sparse.  But that’s also unfairly missing the point of the world.  The purpose of the main quests is to feed you through to the various zones you encounter: most often, they read literally as “meet X character at Y location.”  If you were to ignore all the side or faction content and speed through to finish the “main” story, all you’d be doing is meeting people in taverns and occasionally doing a dungeon.  Of course those people aren’t having a good time.  It’s like ordering a pizza and only eating the little chunks of sausage on it.
  • Hard is the new easy.  The other major complaint about this game (one that is pretty much valid) is that at some point, you inevitably crest the difficulty threshold of the game even on the hardest setting, and start steamrolling through.  This is achieved mainly from the symbiosis of higher level talents (my blademaster had envenomed edge, honed blades, relentless assault, and battle frenzy working together with long sword and long bow masteries — in other words, unstoppable multiple critical hit machine with an insulting amount of damage over time) but also mastercrafted blacksmithing gear, which you can create to stack incredible amounts of bonuses like lifesteal, regeneration, or crit bonuses.  I guess you don’t have to use this good gear, but it is exciting to have above 50% crit chance and all this good stuff working together.  It’s unfair to the player to have to neuter what’s riveting about the experience just to maintain an even curve of difficulty.  The answer should be rebalancing the later-occurring combat, or else add an even harder mode to the game.
  • Bugtown.  Some disruptive problems with the game that could be patched out but weren’t: quest markers on the map get confused with one another, items get stuck in your inventory forever (taking up space), and stealth kills sometimes just… fizzle out.  If that last one is a mechanic somehow, it’s never explained.  Also the UI and options are fairly opaque and mystical: I didn’t learn that there were keyboard shortcuts for abilities or ways to expand inventory space until like hour 50; if you are ineligible for skill trainers, the trainer won’t tell you what skill they train; there’s no field of view options for a game that feels pretty close up in the action.  This is all stuff that a mature game with post-release support would work on, but in all fairness it’s only been out for three months.

EQUALS

  • Meeting of minds.  This is a collaboration of the author behind Drizzt Do’urden, the artist behind Spawn, and the designer behind the Elder Scrolls. It is a powerful combination that leads to new and engaging ideas.  I feel like it got the balance right.  It sets up a grand new world, in the midst of a pivotal conflict between the immortal Fae and the younger mortal races, with virtually everything hanging in the balance.  There’s so much to do if you take your time, and it rewards you for it.  I suppose if you are an impatient sort, motivated by something other than the experience itself, maybe this isn’t for you?  But then I might argue that you’ve picked the wrong genre of game if you’re not here to explore, discover, experiment, and develop.  Guys, Call of Duty is that way.
  • Even more.  There are already two DLC packs out and from what I hear, there’s enough content there to constitute traditional expansion packs.  They expand the map and add new ideas and I’m definitely going to try them someday.  Maybe just… not after 58 straight hours through the main game.  It’s like watching all three extended cut Lord of the Rings movies in a row.  I need some time to recover.  But considering how much of a serious value the base game was, I’m not hesitant about supporting post-launch content like this.

Sequence

Iridium Studios / 2011 October 20 / Rhythm & RPG hybrid

A strange, delightful little thing.  Sequence is a rhythm genre battle game in which you level up from experience, craft and equip special equipment, and learn new spells to arrange and use in combat.  Mysteriously awakened inside a monster-infested tower, guided by a bizarre ensemble of guardians and shepherds, the suspiciously rhythmically talented protagonist builds in power and purpose toward some sort of answer to the riddle.  Featuring a robust soundtrack of electronic music by Ronald Jenkees and DJ Plaeskool.

Basic combat runs like this: you’re interacting with three fields simultaneously while (randomly oriented) arrows scroll down in time with the beat.  The red field represents the enemy’s attacks on you, which you must eliminate using the D-pad or face buttons.  The green field is for your own spells, which you must tap out precisely in time lest you fail the cast.  And the blue field is how you recover mana, when you’re not blocking attacks or orchestrating your offense.  It’s a perpetual dance, moving between fields and anticipating the timing of things.  Before long, the rhythm of play becomes second-nature — which is when you need to start crafting weapons, armor, accessories, and new spells to keep up with the increasingly powerful adversaries that await.

PLUS

  • Throwing fire.  The feel of this game, as should be the case with any good rhythm game, is a frenetic juggling of the beat.  With the gamepad in particular, I found my fingertips dancing on their own.  Each enemy has its own stats which determine its power or resistance to your attacks, but what’s truly indicative of how the match plays out is the beats per minute (BPM).  Faster songs are categorically harder, not just for matching the rhythm of your spell casts but also waiting out your cooldowns while the enemy throws faster attacks at you.  And on top of this, each floor has a “guardian effect” that can change the rules against your favor once per match.  Now think about your increasing pool of spells and how to combine your casts in optimum sequence to take down your foes, and you might start to understand how deep this gameplay runs.
  • Forgiving inputs.  Something that struck me right away as very positive is that the game doesn’t block you out from making the correct input if you’ve recently provided an incorrect input.  I’m no rhythm game expert, but I know for sure that the ones I’ve played did just this: if you press the wrong button, you’re locked out from quickly pressing the right one.  In Sequence, there’s no lockout period and you can quickly recover from an unfortunate mashing.  I played at normal difficulty and found the whole experience to be challenging only because of stats and level differences, and not because rhythm inputs were excessively complex.  Of course I could replay it someday on harder settings and see just how unforgiving this all gets.
  • Cottage industry.  There is an unmistakable small team feel to this game.  While forum trolls are always happy to point out that art assets get reused all the time and the voice acting doesn’t follow standard timing and execution, I’d like to see any one of them put together something this polished with only two people at the helm.  It’s clear that Jason Wishnov got a few of his friends in L.A. together and had them read lines for the game, probably in exchange for a PROMINENT feature in the over-the-top credits sequence.  And at this five dollar price point I doubt he was able to offer payment or royalties to YouTube superstar Ronald Jenkees, so he gets credit and frequent mention in the tracklisting that accompanies every single combat.  It’s got a fresh indie feel to it.  An encouraging authenticity.  A thorough exercise in sincerity. 

MINUS

  • Repetition.  I liked this game a lot, but I could not tolerate playing it through in one coordinated effort.  As you fight enemies and level up and get the random drops you need to proceed, you end up hearing these excellent songs many dozens of times, often in a row as you are grinding for a particular drop.  It’s just too much.  I took about five months off before returning to complete the rest of the game, and even then I was still getting sick of doing the same thing over and over.  It seems to me that it is best played in short bursts over a long time, to prevent this burnout effect — if you can delay the gratification of progress and crafting rewards for that long.
  • Familiar patterns.  Similarly, the flow of each floor is virtually the same.  You’ll craft the inhibitor (to block guardian effects) which lets you safely farm drops for craftable spell scrolls (to increase your damage output) which lets you more quickly farm the rarer drops toward crafting the floor key (to access the boss and the next floor).  There are equippable items that are either crafted or acquired, and sometimes those are worth getting too.  But that’s it, that’s all you do.  The only kind of gameplay that is different from the core combat mechanic is when you’re learning the spells from spell scrolls, and that’s always either an accuracy or combo target from an existing song.  There is this constraint of sameness to the experience, over and over, with the only variation being the introduction of the three new monsters per floor and the various combinations of spells that take them down most efficiently.  Each floor you get that feeling of struggling to meet the level of power required, but once you do, it’s just grinding for drops before moving on.
  • Lockout.  There’s an unfortunate tendency in this game to bombard you with a difficult encounter shortly after defeating a boss, with no preparation time or customization opportunities between.  There’s been reports of players getting stuck on these surprise fights, and even I had some difficulties when I had rushed through a couple floors underleveled.  In this way and others, the game rewards overleveling (and if you grind all the items you need for crafting, you WILL be overleveled).  The alternative — getting stuck forever — is not pleasant.

EQUALS

  • Saving grace.  Sequence is a pretty incredible gem, but not without flaws that arise from its small scope.  By no means would I ever claim that Puzzle Quest 2 is a superior game (it’s not), but look at how Infinite Interactive solved their problem of repetition: while their core combat was a match-3 sliding puzzle, they had significant variations on this theme for bashing down doors, lockpicking, treasure-finding, and more.  It was still the core mechanic, but altered for each of these circumstances in ways that kept all of the mechanics fresh.  Variety of gameplay within a theme: this is how to solve the problems that Sequence has.  Perhaps a sequel is in the works and this intrepid team has already considered this solution.  But until then, if you want to play a rhythm & RPG mashup, consider doing so in smaller bites.
DLC Quest

Going Loud Studios / 2012 March 15 (PC) / Satire Platformer

Very short, very sweet, and funny if you follow games consumerism culture at least a little bit.  DLC Quest is so elementary that it’s really more of a statement than a game proper, but that’s okay at this two dollar price point.  Here, you jump around and collect coins until you encounter some obstacle that is impossible to surpass unless you return to the in-game store and “purchase” additional (fake) downloadable content.  It’s more of a series of gags than true challenges, but it has carved out this space well.  Did I wish it was longer than two levels?  Sure.  Maybe.  It’s possible that the joke could have gone stale if protracted.  Maybe this was just enough to make the point.

PLUS

  • So money and you don’t even know it.  The game portion of DLC Quest isn’t terrible in terms of platforming.  With its rough retro graphics, there’s enough visual cueing to feed you into hidden tunnels and distance jumping, discovery and reward.  In fact, I’m kind of surprised that the gameplay didn’t increase in difficulty or complexity before its abrupt conclusion.  It could have, easily, and been compelling.  It’s almost like the game didn’t have enough faith in its sense of play — instead, funneling everything into its one-note punchline.

MINUS

  • Brevity.  The argument about duration versus value belongs elsewhere, but this game really didn’t take more than 20 minutes to finish.

EQUALS

  • Day One Download.  Obviously a scathing satire on the state of corporate greed and marketing mayhem, done lovingly and with retro style.  I would have been happier with more, but I suppose they did make their point with that, also: games today don’t have enough content, supplemented by frivolous accessories and pandering add-ons.  These guys are clearly funny.  I’d like to see what else they are capable of when they let their skills shine a bit.

Sideway: New York

Fuel Entertainment / 2011 November 15 / Action Platformer

Sideway: New York had a lot of promise.  Moving across multiple planes in a 2D action platforming world, where your perspective rights itself even as you move onto ceilings and opposing walls, where spraypaint brings creative monstrosities to life in a blurry wonderland of hip-hop culture and video game logic.

And then I played it.

PLUS

  • Across the universe.  It’s true, traversal in Sideway takes all surfaces into account, converting 3D constructions into 2D platforming landscapes.  This design is probably served best in concealing hidden passages for the extra collectibles, as it is a mental journey to figure out how a snaking path connects across six planes of action.  But in terms of the core platforming, this aesthetic is really only used perfunctorily to change the scenery.  No real challenges emerge that leverage this multi-plane platforming.  You really are just moving from one 2D framework to another.
  • True to form.  This world that protagonist Nox gets sucked into revolves around graffiti, which makes up the hazards and tools and enemies that await.  Everything you get makes sense with this theme, whether it’s your paint ball, your paint shield, your paint glide, or whatever.  A nice touch, where you leave a trail of spraypaint in your wake while gliding.

MINUS

  • Toddler tech.  I know this is a weighty claim and I don’t often make it, but it’s pretty obvious from the first moments to the anticlimactic end that Sideway was made for kids.  And I mean, Rated-E-for-Everyone kids.  I mean preschoolers.  The gameplay itself is uncomplicated, uninspired, simpler than stomping koopas.  The characters are bright and bubbly oversimplified cartoons ascribing to norms and pushing no envelopes.  The music, which reminds me sharply of Knuckles’ hip-hop segments of the Sonic Adventure series, is technically rap but is simply constructed to be so inoffensive that it’s offensive.  Oh, actually, one of the songs has a mighty defiant moment which is immediately censored to keep that E-rating.  The entire game can be completed quickly and without experimentation outside of learning basic enemy movement patterns and assessing the logic of your environment.  But if they wrenched up the difficulty of what currently exists, it would still not be satisfying.  This malaise comes from its central design, the shape of the levels, the feel of the hazards, the humdrum single-step rhythm that guides the experience in full.  It is simply uninteresting.
  • Rusty toolbox.  When you do unlock a new mandatory traversal ability, it’s rare you get to use it for anything more than what gets placed immediately in front of you.  Congratulations, you can now swing from marked posts!  Okay, here are a bunch of marked posts.  Congratulations, you can now punch through specially marked walls!  Okay, here are some specially marked walls.  And so on.  Some boss fights try to combine a small mix of these skills into something that passes for strategy but it’s too little too late.  It’s the action equivalent of finding red keys for red doors, blue keys for blue doors, all in such a linear fashion that there may as well not be locked doors at all.  That’s a metaphor by the way.  This game isn’t sophisticated enough to actually have locked doors in it.
  • Your advertisement here.  Do you remember some ill-fated experiments in advertising fusion in the video game space?  Several years ago Burger King famously released a trio of BK-related games.  Toyota released a god-awful tube-racer featuring their 2007 Yaris model, featuring the additional laser tentacle package (see your dealer for details).  Burnout Paradise famously featured 2008 Presidential Campaign advertisement spots inside their in-game billboards.  Rainbow Six: Vegas had real advertisements cycle into prominently displayed wall posters.  I know there are forces at work trying desperately to inject in-game product placement and brand advertising to hit an otherwise elusive demographic.   And it turns out that Fuel Entertainment is one of these forces, slapping the Skullcandy logo onto every spare billboard and then shoddily constructing a barebones uninspired platformer around these billboards.  It took me way too long to realize I was playing one big mediocre advertisement, smacking of smug corporate mandates and amateur direction.  It even had the audacity to vomit up a “to be continued” at the end.

EQUALS

  • Wasted promise.  Sideway: New York is a waste of time, but it is a ballsy one and notable for that reason.  It hooked us with the tantalizing concept of revolutionary multi-planar platforming, an idea that sounds like it was cooked up in any innovative indie kitchen.  But make no mistake, this game was designed by boardroom committee, containing no spark and running all the numbers into the ground.  It is short, which means it’s not a big waste of time.  And since it was designed to advertise personal audio equipment to preschoolers, this may be of interest to you if you are a preschooler with a deep and abiding interest in high fidelity audio.  But I’d like to think even somebody who has just recently learned how to walk could still recognize a corporate stumble like this when they see one.