Dead Core Speed Run Contest (Glitchless)

Level 5

Lepcis: 1:36:06.31 (Admittedly, there’s probably some room for improvement here)

Chezni: Nah dawg, that’s crazy

Chezni: 36:50.32 I am the best.

 

Level 4

Lepcis: 19:37.83 (I really hate this level)

 

Level 3

Lepcis: 3:22.14 (My goal was to beat it before I finished setting a course for the virgin sea.  I succeeded.)

Lepcis: 3:05.30 (Under 3 is possible.  I can taste it.)

Lepcis: 2:34.42

Chezni:2:17.84

 

 

 

Level 2

Lepcis: 2:16.60

Chezni: 2:03.92

Lepcis: 2:02.91

 

Level 1

Lepcis: 6:31:73

Chezni: 5:57:77

Lepcis: 4:24:49

Chezni: 4:07:01

Lepcis: 3:59:45

Lepcis: 3:38:94

Chezni 3:24:10

Lepcis: 3:01:18

Lepcis: 2:55:87

Chezni: 2:47:31

Chezni 2:38:97

Lepcis: 2:35.55

Lepcis: 2:25.25 (My heart is racing and my vision is blurry.  But it was a near-perfect run.  I’m done.  I can’t do better.)

Lepcis: 2:07.23 (I lied. [Oh, and the 2:04.53 is from a segmented run, which I’m not counting here.])

Edict: Mega Jumps Banned, Super Jumps are OK

Chezni: 2:07.05 *cough cough*

Chezni: 1:53.30

Chezni: 1:51.20 There has to be a way to go faster.

Chezni: 1:45.24 I want it to be better.

 

 

Paper Sorceror (Completed)

 

First Impression Review

I can happily tell you that my initial impression of our paper-pushing magician was not misplaced. Paper Sorcerer’s balance, difficulty and tactical combat is indeed in line with the Shin Megami series and even though it is not a perfect game, it did not fail to impress me on several fronts.

 

 

–Spoiler Alert–

Sadly, while the plot was not at all terrible, pretentious or filled with plot holes, it was the part of the game that had the most missed potential, along with the lore and world-building. The game starts off with a lot of intriguing sights and conversations and even some clever ideas. Ideas such as the currency of a world being gems that allow prisoners of the book to look on the world outside, escape from the librum prison being dependent on breaking the book’s stitching in the spine, and mystical personifications like “the spirit of the book.” While concepts like these don’t disappear entirely, as you play the game, they become much less frequent or impressive and/or just start repeating themselves by around levels 2-9 (there are 10 levels).

 

 

If you remember, we left off with the Sorcerer (the player) being imprisoned in a magic book by four heroes at the petition of the king of the land. You awoke in the book’s prison and were set free by a strange woman known as “The Spirit of the Book,” and I ended upon the musing of whether she was going to to betray us. Well, continuing on, you eventually figure out that the Spirit of the Book was actually the book’s first prisoner–a powerful sorceress named El who had taken over nearly half the continent when she was stopped by her lover. Her lover, concerned for her sanity, obtained the imprisoning book with help from the king, and managed to seal her away in it with the hopes of releasing her later when he had the ability to convince her to stop becoming a power-hungry tyrant. Time passed though, and for an unexplained reason he was never able to carry out this task.

 

 

As you travel through the book’s pages, all of the combat that you encounter are actually the guards from the ages who have agreed to seal themselves inside the book to act as immortal gate-keepers. While its not explicitly stated within the game, I think there is good evidence to support that whenever a guardian dies, their soul is sent to the catacombs (an optional 9-level dungeon) whereupon they wander around and you can encounter them again. The fact that the non-catacomb levels of the book have finite scripted battles but the catacomb has infinite random battles adds fuel to the idea’s fire.

 

 

Aware of your escape attempt, the four heroes who originally sealed you into the prison agree to enter the book and begin guarding the seals themselves. One by one you’ll encounter them and gain your chance to enact your revenge for their imprisoning you. Each level’s boss (whether it was a hero that sealed you or not) has some sort of dialogue that gives you hints about who the guardian is and what their motives are. The dialogue with the heroes was especially exciting and really added a sense of conflict between you and your enemy.

 

 

Eventually, the Sorcerer will make his/her way to the final floor, where they’ll fight the resurrected forms of the bosses from the previous levels, including all four heroes at once. Stepping foot towards the final seal in the book’s spine, the Sorcerer will encounter the Archon, the very life-force of the book itself. Upon the Archon’s defeat, it is revealed that it is actually a pseudo-copy of El’s lover. You see, as you journey through the book, you can find several journals scattered throughout the book’s floors. Reading them reveals that the creation something such as the book-prison can leave an impression of the creator inside the book, especially if its creation is fueled by a strong emotion such as love. El’s lover, being the one who created the book, left an impression of himself in the book in the form of the Archon. Before delivering the final blow, El runs to the Archon’s side and begs you not to kill the false-image of her lover. You can choose yes or no (I chose yes) and you go to break the final seal of the book.

 

 

Finally freed, everyone in the book steps outside to find that the book was in a… modern day bookstore. It is mentioned that time passes differently inside the book than outside and it appears the tome that sealed away these powerful creatures had lain forgotten for several hundred years on a dusty bookshelf. The journey over and a new journey just begun, the game then gives you a quick sentence or two explaining what you and each of your chosen summoned allies did in the newfound world. The best one was probably my Vampire who, according to the game, eventually became depressed with his immortality and loneliness and became popular on the internet by writing angsty poetry about living forever.

 

 

The best part about this game by far though, are its mechanics and balance. Back in the 90’s, you could get away with a lot when it came to RPGs because most of us nerds were desperate to get our hands on anything with stats and an EXP bar. It was acceptable back then to have a completely linear, poorly strategic combat system. For instance, in Dragon Warrior I, you only have one party member, you can’t change how he levels up or gains skills in any way and victory is largely dependent on having high levels and good equipment not because of strategy–but that was okay back then. Nowadays though, if you want to break into the RPG scene, your combat usually needs to be more detailed than this. There needs to be a good realm of strategy and it helps if that strategy is unique to your game. Paper Sorcerer delivers on both of these fronts hard.

 

 

First, off the combination of your allies, the way you obtain them, the way their equipment is managed (with each ally not only having things they can and can’t equip but also having completely different equipment slots) is unique. The Energy system which functions as your MP and the way you manage it is unique. The way that the Defense stat is handled is unique. While similar kinds of strategies may exist within classes and character from other games, the Sorcerer’s and summoned allies’ skills, themes and fighting styles are all unique. Oh, and the balance. OH the balance.

 

 

I was worried when I was allowed to choose my allies from a list of 15 (that’s right, fifteen) because I figured that the developer was setting themselves up for a broken balancing nightmare mess-of-a-game. Considering that you can only use 3 allies at a time plus the Sorcerer, I was rather concerned that one of two things were going to happen. Either A: the allies were all going to be bland copies of each other with only vague hints at differences between them or B. there was no way in Hell that this game was balanced and that some allies were going to be hilariously broken, while other allies were going to be useless. I don’t know how, and I’m a little scared to consider the amount of time that must have been spent to achieve this outcome but neither A nor B is true. How is that possible? This game was primarily made by one person. He had no clue which 3 party members I was going to choose and he offered me 15! Yet, somehow, all of my party members were valuable, balanced and unique. Oh, and did I mention that half-way through the game you get to choose a specialization class for the sorcerer? Because you can choose a specialization class for the sorcerer.

 

 

Just for the record, I chose Arch Magus, Shadow, Troll, and Vampire, with the vampire probably being my favorite. While I admit that it may be possible that there’s a party combination that is better than another, I can say that with this party my difficulty curve was near-perfect. Each level of the dungeon became a little harder and I had to think a little more to get my party to squeak out just a bit more damage or defend themselves a bit better. Oh yeah, that’s another thing. Defense. It’s actually a thing in this game. In probably 90% of all the take-turn RPGs I’ve played, status inducing, buff and debuff spells are all worthless. It’s usually because they’re horrendously weak, the combat is over so quickly that there’s no point in using them or all the enemies that you would actually use them on are completely immune to them. Paper Sorcerer on the other hand? I was blinding bosses, shielding party members and strategically buffing the team throughout the entire game. It was very rare that I ever got a skill that I didn’t use in some way to get a needed edge.

 

 

Paper Sorcerer is just a good game and is a balance/mechanic-lover’s playground. It’s not a perfect game–there are typos, minor bugs, the combat can be a bit slow and on rare occasions (mostly on floor 10) you might lose a fight at little fault to yourself. Sitting here, considering everything else that’s awesome about this game, I’m having trouble stopping myself from playing through a second time with a completely different party. Paper Sorcerer in its completion comes recommended at a full Tier 1 for its unique visuals, somewhat interesting story and its amazing combat. Any fan of take-turn RPGs will find this to be a treat and it might make fans of some who’ve never even played the genre before.

Steam Link

 

Skyrim (Completed) – Chezni’s Take

Yes. But.

Unless you lived on some remote electricity void mountain located in some impossibly pronounced country like Arstotzka” (*ahem,* your papers please) then you must have heard the word Skyrim at least once in your life, even if it was whispered out of the mouths of a huddle of the deepest darkest nerds in your frequented place of gathering. Skyrim, took the gaming world by force and its influence is so incredibly powerful that in spite of it being six years old, Bethesda is in no hurry to release the sixth Elder Scrolls game, instead re-releasing the fifth one twice. Ask your average gamer if Skyrim is good and you’ll get a resounding “YES!” from not just the person you asked but also anyone else in the room who’s played the game. I suppose that makes Lepcis and I the un-average gamer, since we might respond with, “Yes but–” There is always a but. Is the world incredibly large? “Yes but–” Does the player have complete freedom over how they level up their character? “Yes but–” Are there tons of magical monsters and creatures? “Yes but–” Are there countless quests and dungeons? “Yes. But.”

It’s difficult to critique this game, for any time you speak out against it, it seems foolish in consideration of the mountain of content that the game presents. A critic of your critique may sarcastically respond “Oh, I’m sorry over 1,000 NPCs wasn’t enough for you,” or “I’m sorry you got bored doing over 400 quests spanning hundreds of hours of content.” The fact is, trying to say anything bad about Skyrim is almost like trying to file a complaint with Mother Theresa–something that is well within your right to do I supposed, but very hard to make stick.

However, I am here to submit that very statement to you. I am here to tell you, that Skyrim in many glaring ways is not a good game. You may disagree with me–and that is completely valid. You may overlook the issues I have with the game and frankly, your tastes may just be different than mine. In spite of this, whether you agree with me or not, I hope to make pleasant conversation, bringing light to several aspects of the game that I find fault with, that ultimately would lead me to not recommend this game to anyone, placing it into Tier 3.

 

(*sigh* Fine, here’s the obligatory caveat dammit; if you have access to mods, then the game is a clean Tier 1 but shutup you, those don’t exist for now.)

 

As it stands, I am a much more a mechanics/immersion driven player, and as such I shall focus more on these topics while I discuss the game. Skyrim is complex enough that you could write an entire book on the subject (considering that Skyrim itself also has several “books” written within it as well) so it helps to limit the scope for the sake of conciseness. If, however, you wish you read up on a viewpoint differing from mine, Lepcis approaches the game from a much more narrative/lore angle found here. Otherwise, prepare yourselves for a primary analyses of Skyrim’s mechanics with a secondary overview of immersion.

 

Why are Mechanics Important?

Mechanics are important because they are a game’s differentiating characteristic from itself and other forms of media. Don’t get me wrong, a game often needs a good story, but a good story on its own is just that–a story. A game often benefits from attractive or stylistic visuals, but attractive or stylistic visuals on their own are just art. Similarly, a game needs a great soundtrack to rest in the back of everything that’s going on within the game, but a great soundtrack on its own is just music. A ball tied to string tied to a cup though? That is a game. A 3 x 3 grid to soon be filled in with X’s and O’s? That is a game. An empty recyclable bottle that is spun in a circle? This too, is a game. The fact is, that without a game’s mechanics–without the rules and the required objects governed by those rules–you don’t have a game, you have pictures or sound or words and so on. These things can be combined to add to a game and make a good game fantastic, but on their own they simply represent themselves. We often use the word “game” to imply the final product of all these things wrapped up into one bundle but truly the mechanics are the “game” part of the game. They are the part that is played. You can’t “play” art. You can’t “win” music. Therefore, borrowing from what was said above, we can make these two statements:

 

A game is a set of mechanics.

Game mechanics are the combination of a set of rules and the things governed by those rules. 

 

In this way, a game can be about music if the music is governed by a set of rules, such as in Guitar Hero. Likewise a game can be about art if the art is governed by a set of rules, such as in Pictionary and so forth. Once again, music is not the game, nor is art, but the game’s mechanics can be structured around both. This has always been a point of my own contention when discussing “games” with people. Someone might tell me that “Her Story,” is a “good game.” Her Story is a terrible game–it barely qualifies as a point-and-click adventure, the mechanics are tedious after a while and there is no defined purpose for the player to fulfill. However, I would probably respond to the person I was talking to with, “Yeah, it was definitely an interesting game. I’m not quite sure what the message was, but it was a fun way to spend an hour.” You see, we actually aren’t talking about Her Story as a game at all, even though that’s how we’re referring to it. What we’re really saying is that Her Story is an engaging interactive media experience that we both enjoyed.

Over the years the definition of “game” has melted, similar to René Descartes’ famous “Wax Argument.” At what point does the melting wax of a candle set by the fireside cause it to cease becoming a candle? Likewise, at what point does the conjoining of various add-ons to a game cause it to cease being a game? Or even further; at what point does the very word we use to describe the idea of a set of rules and the things governed by those rules become false?

–Enter Rabbit Hole–

Now it is true that some might say, “But there are many rules and things that are governed by them that aren’t games.” Well, with the exclusion of Rules, or Laws, of Nature (“You win again gravity!“) do not all rules have a winner or a loser? Have we not taken the mundane rules of our world and turned them into a game? What is “Papers Please” if not a game about surviving the oppressive nature of a communistic government? What is “Cooking Mama” if not a game about preparing food? What is “Surgeon Simulator?” We don’t use language to describe it as such, but does a doctor not “win” if he saves his patient? Does an artist not “win” if she releases a successful album? Some may say, “Life is just a game,” to mean that everything is a joke and nothing matters but I say anyway, “Life is a game!” We have goals, objectives, quests, adventures, misadventures, setbacks, downfalls, struggles, obstacles and ultimately an ending. If “All the world’s a stage, and all the men and women merely players,” then how are we not players of the world’s stage-like game?

At some point though, the concept of “game” became lost with the explosion of the gaming market. I will not sit here and argue with you that “The Stanley Parable” is a bad game. I will argue however, that calling the Stanley Parable a “game” is a misnomer. After all, it’s called a “walking simulator” for a reason–primarily all you do is move your perspective from one location of a slightly interactive world to another. Stated again, the conflict is that what we are talking about when we refer to the Stanley Parable is not a game but an “interactive media experience.” When I was five years old, I had a computer program that told a story if you clicked on enough of the little pictures to make it continue. I didn’t call it game, it didn’t call itself a game, and in fact, it wasn’t a game. Nowadays, products like this get released on Steam and the like all the time and word “game” is applied to them without a second thought.

–Exit Rabbit Hole–

So now return and answer the question “Why are mechanics important?” Why, because life is important! But realistically, it is because mechanics are the life of a game. They must be changed, adapted, filtered, mended, tempered, discarded and created in order for a game to thrive, just as a person must do the same things to themselves if they are to live in this world. Basketball is not the same game it was 50 years ago. Mario is not the same game it was 25 years ago. Even Chess, one of our oldest currently-played games is still technically changing. After all, the idea of playing chess against anyone across the world within a couple seconds without actually touching real pieces may have seemed like science fiction to our grandparents but today, we can do just that. This only creates very minor mechanical changes (there is no longer any argument concerning the “when your hand has left the piece” and you don’t have to physically “hit” a timer to end your turn, as the program does so automatically), but they are still changes nonetheless. Mechanics are important because they are the very structure of what a game is, spanning across and beyond human history. Without mechanics there can be no game. Without mechanics, there is no motivation, no goal–absolutely nothing at all.

 

Wasn’t This Supposed to Be About Skyrim?

You can probably see where I’m going with this, but yes, let’s look back at Skyrim. Skyrim may be an entertaining “interactive media experience,” but it is, at best, something that only simulates a game. Large portions of the “game experience” are artificial. Rules are communicated very poorly to the player, if they are ever communicated at all. Balance of the game’s mechanics range from mediocre to down-right awful. Counterplay in certain circumstances is almost completely removed. The worst part about it–the part that makes me grind my teeth the most when I try to critique this game–is that the world absolutely loves Skyrim and that worries me as a mechanics-devoted gamer. It worries me because I think that I must live in a world where my fellow gamer does not desire quality, only the illusion of quality. I feel alone in that instead of recognizing the falsehoods of easily accessed grandeur and inorganic replicated “challenges,” the majority of the gaming world wants to be spoon-fed their magnificence from a prosthetic arm.

Look, if I’m honest, there are plenty of crap games out there with bunk mechanics that offer immediate gratuity for less-than-authentic repetitive action. Sometimes you just want to play a game that gives you sword (or in my case a staff), puts you in a field with monsters and progressively gives you a bigger and bigger sword after you’ve wacked the monsters enough times. There’s absolutely nothing wrong with enjoying this kind of game as long as the player understands what’s going on. It’s sort of like a box of Little Debbie’s snack cakes. If you’re hungry, have a few dollars and are short on time, a box of corn-syrup, pre-processed flour, powdered sugar treats are probably going to be awesome. You would never make the claim that Little Debbies had somehow managed to reach the Nirvana of baking–you probably wouldn’t even claim that they were healthy for you or made of wholesome ingredients–but for what they are they taste good in small doses. The same can be said for games of the pre-described nature.

The problem is that Skyrim isn’t described, seen or even rationalized in this way. Instead it’s seen as this Nirvana, this golden pinnacle of gaming that somehow only the “best” games can reach and the rest must settle in the lowly dredges of non-accomplishment. The masses overlook its cardboard-cut-out nature, its shallow design. Sometimes I feel like a conspiracy theorist or a street-preacher when I complain about it. Enough though; I’ve done a lot of blabbering with little backup, so let’s get into the core of some the actual mechanics themselves so I can show you what I mean.

 

Questing – Show Don’t Tell

Quests are horrible. This may come as a bit of a shock to you, but I’m going to say it again. Quests. Of any kind. AreHorrible. And this is why.

My favorite game to this day, is Lands of Lore II. I’m not sure whether it’s as good as I think it is, or if I developed a pseudo-Stockholm syndrome-esque attachment to it after doing nothing but locking myself up in my room and playing it for two weeks straight after the death of my father. Either way, I have so many good things to say about it. The world is beautiful, the characters are engaging and the plot is interesting. More than anything though, I loved getting lost in the world. The game never told you what to do or where to go. Well, I mean sure, there was a plot that gave general agency to the meaning of your actions but the best part about LoL II is just wandering around and discovering things that are hidden in clever and meaningful ways.

Sometimes the things discovered were big but oftentimes they are small. A lightning crystal hidden in the water here, a tiny cave exposed by draining a small pond there–outside of the game’s extremely light “tutorial,” every single thing you find in the game is your own. The game never points you towards any of it, save for the very clues to the puzzle’s answer themselves. Nowadays they would be considered “side quests,” but there are plenty of optional characters to talk to and little “quests” (by the definition of the word) that you can go on but at no point is a reward guaranteed or necessarily implied. The point of doing these quests was simply to discover more of the world. While the motivation to complete them may have been to discover what you’ll get out of it, the acquisition of a new thing was only secondary to how it was obtained. A skeleton key may be stolen from a fellow thief, a dagger may be given to a lost son, a charm may be unearthed from a locked temple; none of these things are mandatory in the game but upon doing them the game becomes more complex and more interesting.

How horrible LoL II would have been if each time something interesting happened, the game had to tell me that I should find it interesting. How horrible would it be if instead of being allowed to discover the interesting bits of the world, the game merely activated variables which gave me access to pieces of text which just laid out all the interesting parts of the locations I visited. The mystery of discovering new things would be lost. The control of being allowed to guide my own hand to my own destiny would be gone. The thrill of finding a new way to solve a quest that you thought was binary would evaporate. “Quests,” as they commonly exist in modern day games ruin large portions of what makes a good game by falling into the trap of telling instead of showing.

Humans are rather finite–we can only take in so much of something before what we already have up in our noggin starts to leak out when we try to put more in there. This is why initially a quest log may seem appealing for both the game player and the designer. “Oh boy, I’ll never forget what I need to do!” says the player. “Oh boy, they won’t get frustrated from not knowing what to do!” says the designer. The truth is, if your game relies heavily on a quest log, there’s probably something wrong with your game.

You see, if your (designer’s) quest is worth making, the player should want to finish it whether the game is telling them to or not. It won’t matter if it’s game-critical. It won’t matter if they get a reward. Your player will look at it and say “I want to do that. I need to know what happens from that. I need to discover that,” and then they will go out and do it. They don’t need to be told to do something. They shouldn’t be told to do something. A player doesn’t turn on a game to be told what to do, a player should turn on a game and be inspired by it to the point where they want to go out and do those things on their own. A player turns on a game to discover a new world for a little while–to be shown a world of adventure, not be told about it. A quest log is nothing more than a to-do list. It bleaches all the fun out of the game by removing any and all forms of self-motivated discovery. It immediately divides all information the player is receiving into two kinds of categories: information that I can get something from and information I can’t get something from and they will never have to think about which is which.

Hear a story about a drunken bartender? Well, it didn’t get added to my quest log, so it’s worthless. Vague mentioning of some kind of gem that I wasn’t really paying attention to? Immediately got added to my quest log in addition to where I need to go to find it, so it must be important. I cannot stress enough how bad of a mechanic this is–how horrible a method of player dictation this is. You’re literally telling the player what they should think is interesting and uninteresting instead of showing the player what is interesting and trusting them. As a designer, you need to have enough confidence in your creation that the player will want  discover the things they think are interesting on their own. Quest logs simply cater to an audience that is too impatient or too stupid to invest themselves into something.

What’s worse is that it ruins the game’s immersion. Players feel this constant pressure to be accomplishing quests and if they aren’t following the pre-laid footsteps of a quest’s pathing they feel as if they aren’t accomplishing anything, which is criminal. A player should feel like each step they take into the unknown is accomplishing something. They should feel that each creature they slay, big or small, hard or easy is a worthy task. Quests logs instead make the player switch “quest on” and “quest off,” which takes away any need the player’s need to think. Players immediately know when a quest ends if it finishes in their log. They know when a quest begins when it gets entered into their log. There’s no uncertainty or anticipation or ability to make your own decisions concerning what you as a player think is worth your time.

When we slay the Talamar at the college, we know he’s dead because the quest told us it was finished. Imagine if the game didn’t tell us–we might be confident that things have wrapped up or we might think, “What if he comes back? What if he finds a way to seek revenge? Is this truly the end?” When we defend a stronghold from the damn rebel scum (because Ulfric is a dick and no one should side with him) we immediately know when the attack is finished and when we can just completely drop our guard, because the quest told us so. We don’t have to think “what if there’s another attack” or “maybe there is a remainder of the guards that I missed planning to sneak in?” No, it’s just a flip to your quest log which says “Yup, you killed all the things, now go back to a camp so you can go to another X,Y coordinate and kill more things.”

Skyrim isn’t the only game that suffers from this, but just consider the effect it has on the world. Reading anything in the game is no longer a method of uncovering the mysteries of the world internally–if what you were reading was important, it gets added to your quest log. Otherwise, you can just throw it away and forget about it. Rumors or stories that you hear characters say are immediately forgotten if they don’t trigger a quest. What’s the point of remembering them? Emphasis in the game isn’t placed on discovery or morality or even just a decency to help people–it’s replaced with getting the blasted check box in your to-do list marked off so you can get your reward and move on to the next one! Any thing you discover in the world–anything that isn’t quest related or doesn’t have a reward attached to it–immediately feels less valuable in this kind of system. All the little detail in Skyrim is overshadowed by the desire to follow the pattern of “do thing, get thing.”

Players want to do something interesting. They want to go on an adventure–they want to change their world and they want to grow stronger. If all of the quests in your game are so numerous and so forgettable that you feel you must rely on an auto-filling quest-book to motivate the player to do them, then you should have never made them at all. A player who is inspired by your world will find something to do on their own. They will remember the things that interested them or excited them and they will venture out into the fantasy world to be their conqueror. Once they’ve completed the things that interested them the most, if you did your job right, they will hunger for more and dive back into the collection of interesting things you’ve set up for them to do. You need to let the players choose what they care about and what they deem worth their time. A quest-book sends the message to the player that they have to do everything. They have to do all the chores and if you’ve played Skyrim for more than a few hours, you really start to feel like all those quests piling up are just that–chores. Frankly, if your quest wasn’t interesting enough for the player to remember and complete on their own volition, it’s either because they were too busy being engaged by some other awesome quest that you put into the game (which is a good thing), or because your quest is refuse and is so forgettable that it isn’t worth anyone’s time.

 

 

Level Scaling

This is the greatest sinner of the bunch, and it’s probably the most mechanics heavy. Level scaling is the DEVIL. Like, if I die and go to Hell, there’s going to be two things going on. Number 1: I’m going to be in my horrid Walmart uniform stuck at a checkout lane forced to listen to the endlessly repeating commercials on the TV above me and Number 2: every time I get better at some aspect of checking out my customers, something will happen so that my improvement is completely removed. My job will be just as hard as when I started, meaning that my accomplishment meant nothing. Taking a look at the latter, the sad part is, is that’s essentially what game developers are telling you when they make their game’s level scale–you have accomplished nothing. In fact, in some cases, level scaling can create the phenomenal effect of your strength going backwards.

I’ll use a simpler example than Skyrim to show what I mean. Secret of Magia also used level scaling. Admittedly, Secret of Magia is one of the worst, under-designed, non-fleshed out piece of crap games I’ve ever played, but avoiding all of that and looking directly at its level scaling system, it exhibits level scaling’s fatal flaw perfectly. Every time you level up in SoM, every single enemy levels up with you at a fixed and uncapped rate of growth. Since the growth rate is fixed and since the stats are built up the same from level 1, if you disregard your character’s equipment, a fight against a monster at level 1 would be identical to a fight against a monster at level 5. The problem is that when you add in equipment, it becomes a whole new beast.

 

 

The first graph here is a simplification of the player’s power in relation to their level and equipment, versus a monster’s power based on level. As you can see, a level one player with enough equipment to equal two more level’s worth of stats would match up against a scaled enemy with a ratio of 3:1, or 300% power over the enemy. Now let’s add 3 more levels to our player, keeping the equipment power the same because equipment does not scale with level. Now instead of a 3:1 ratio, we have a 3:2 ratio or 150% percent power over the enemy. As you can see, in this instance gaining 3 levels actually cut our character’s power in half which is ridiculous.

Skyrim, (and any game with level scaling really) while more complicated, functions in much the same way under the same principles with an additional few aggravations. The same problem with equipment persists, in that because equipment does not scale and considering that half if not more of the enemies in the game do not wear gear (and I’m not even sure if humanoid enemy’s equipment are actually even factored into a monster’s stats) leveling up still makes you weaker against enemies that scales with you. It gets worse though when you add perks to the mix. The perks on their own are not bad–a bit bland, maybe, but in and of themselves they are not the cause of the problem; the level scaling is. You see, by choosing a non-combative perk, you create the same problem as the equipment dilemma. Want an easier time picking Novice locks? That could have been an extra 10% damage on your axe swing, or it could have been halving the cost of your Adept Destruction Magick, allowing you to cast more spells to deal more damage. By picking the Novice pick lock skill, you are no stronger (aside from the 10 points in HP, MP or Stamina) than you were a level ago, but the foes you face will be one level stronger.

What’s even funnier is how Bethesda tried to band-aid fix this problem. It’s clear that someone in the studio caught wind of this problem and wanted to do something about it but the final product just creates a different problem. You wouldn’t necessarily figure it out just from playing the game, but Skyrim has tiered difficulties for certain enemies and dungeons. They essentially have caps both at the bottom and top of their level ranges so that even if your level is lower or higher than theirs, their level cannot be lower or higher than a certain defined integer. To further muck things about, they also decided to that certain tiered enemies wouldn’t show up until the player was a certain level either. For example, Dungeon ABC contains Bandits and Skeever. The Dungeon itself has a level range of of 10-30. This means that if you go into the dungeon below level 10, all enemies will be at least level 10. If you go into the dungeon above level 30, dungeon enemies will only be level 30. Enemies themselves have their own individual level ranges as well–for instance, maybe the Skeever’s is level 10 while the bandit’s is level 30. This means that Skeevers in the dungeon will always be level 10, but if the player enters in at a level higher than 10, the Skeevers will still remain at level 10. The bandits might be a different story though, since they might have tiered bandit archetypes. At level 15, the “Bandit Ruffian” might appear, and at level 25 the “Bandit Chieftan” might appear.

While in theory, this sounds all fine and well, it’s not in practice. As stated, it is a band-aid solution at best which just introduces different problems. Enemy power rankings are still completely variable with no indication to the player what kind of strength the foe they are facing possesses. A level 1 player who a little while ago was happily killing the level 1 scaled Skeevers near Riverwood may stumble into this dungeon and suddenly be beset upon by murderous level 10 Skeevers that look and act identical to the ones he was fighting previously. A level 24 player may run around the dungeon feeling quite powerful, but a level 25 player will enter the dungeon and struggle against the difficulty spike created by the introduction of the new Bandit Chieftan. Once again, by gaining levels the player is punished with absolutely no indication or warning to the player to the contrary, save for a different enemy text name, one that certainly blends in with all the other tiers of bandits that they’ve likely been encountering.

Developers need to get rid of level scaling forever. It creates complete chaos and inconsistency in the world. The player has no real way of knowing what to expect when they enter into a dungeon–but not in a good way. It’s true, as a general rule, the dungeons around Riverwood are a lower level–but this is just a general rule, and it hardly has much of a pattern outside the Skyrim’s beginning area. The developers delved too greedily and too deep; they pridefully tried to create a game that was completely accessible to low level players while still maintaining some semblance of matched difficulty to the player’s power. Instead what they created was an inconsistent mess that rides wild and unpredictable difficulty spikes that ultimately peter out at around level 40, where at that point most of the dungeons are either relatively scaled to the player power or laughably easy.

The fix for this? Keep the damned enemy’s power level consistent you morons! Quit being afraid that if your player doesn’t have access to each and every location in the game right away that they’ll start whining and quit! With level scaling, there is no progression! It takes as much effort to kill a mammoth at level 5 as it does level 25–why did I even bother gaining the 20 levels in between? It’s no wonder I feel empty inside when I clear out another dungeon, because I know that the game gave me a lukewarm challenge that was tailored to my skill level. There’s no need to be afraid or concerned when walking into a dungeon since I’ll always know that it will be scaled to my level–except when the dungeon’s lower level cap is 20 levels higher than me and I’m getting ROFLstomped by bandits and wizards that look identical to the level 1 bandits and wizards I was fighting in the last dungeon! Just make things consistent in power level–make the giants these foreboding doom-creatures that it really means something when you finally get the ability to kill them. Allow a low-level player to slay smaller spiders with relative ease, but make the massive ones truly deadly!

Once the world becomes consistent to the player, they can begin to gauge the power of the things they are facing in relation to their own power. They can begin to understand which dungeons are heavily guarded and which ones are simply filled with bandit rabble. This kind of balance usually leads to a stronger community base since you have speedrunners and game-breaker enthusiasts banding together and asking each other “Just how can a level 1 creature sneak past the troll?” or “How can I get my level 5 wizard to kill the giants guarding the cave that’s meant for high-level players?”

By creating level-scaling, players will never feel accomplished because they never know what to expect. Enemy names, types and even the models themselves almost become meaningless since they won’t know how strong something until they give it a wack, even if it’s the same monster they’ve encounter time and time again. Level scaling is nothing more than a cheap method for the developers to try to instill an artificial feeling of “balance” in their game, when really all they’re doing is washing their hands free of any kind of progression design or real balance, not to mention the complete way it breaks immersion when I’m never afraid to go anywhere or fight anything at level 1.

 

Combat/Equipment/Balance

Herein are miscellaneous complaints that are worth mentioning, but are not necessarily large enough to require an entire section devoted to them.

Melee Combat in the game is incredibly simple–horribly so. If you are a fighter, it’s swing, swing or swing. You might occasionally block, you might charge up a swing, but in the end, it’s just swing or be swinged.

Archery Combat consists of clipping enemies on rocks or trees and then filling them full of an inordinate amount of missiles while they stand there staring at you.

Magic is a let-down. Not only are spells lackluster, but they are rather barbaric in their straight-forwardness. Lightning is laughably useless unless the enemy is using it on you. Frost is ok, but not really worth it in the face of Fire’s DPS. The starting fire spell is one of the most efficient DPS spells in the game, especially if you stutter cast it, which isn’t even a bug–it’s simply a method of conserving mana while maintaining the same level of DPS. You never truly feel like a powerful wizard, no matter how many points of destruction magic you have. Healing magic has a similar problem–the starting healing spell is the most efficient; why bother using anything else?

Equipment is a joke. Medium armor is pointless–light armor is somewhat useable, but once fully perked there is almost no disadvantage to heavy armor for any character. Since classes don’t exist, any character can wear whatever they want. No need to use your brain when equipping things either since everything is a binary progression up to a higher number for defense. Glass armor will always be better than steel. Steel will always be better than iron. The armors are nothing more than numbers.

The problem mentioned earlier concerning equipment not scaling in relation to the player’s level can actually be abused by players focusing on equipment crafting, giving them an incredibly powerful but artificial power boost. Coupled with enchantments allowing magic to be cast for free in addition with the lackluster scaling on spells means that a player wearing armor that lets them cast spells for free will be nearly as powerful as a wizard who has spent all their perks into magic.

Enemy wizards are extremely broken. At this point, I have played several different types of characters and put my stat points into several different areas. I can tell you that if you play as a wizard, you will never even come close to the strength possessed by enemy wizards. Likewise, in a playthrough where I put every single point I had in HP, I was one-shotted at full ~300HP health by an enemy wizard who was using the level 1 lightning spell.

The only time you will be “challenged” by an enemy in Skyrim is when you face one that can one-shot you, or very nearly so. This isn’t really a challenge, since such an occurrence offers little to no counterplay. Additionally, because of the relatively shallow battle mecahnics, any other kind of fight in the game is brainlessly winnable for several reasons. 1. You probably have enough potions to health-spam your way through an enemy. 2. If you need to, you can just heal with your MP. 3. You probably have enough MP potions to MP-spam your way through an enemy or 4. You probably have enough MP potions to MP-spam-heal your way through an enemy. 5. You can probably just run away and shoot an enemy to death with magic and/or the 1000+ weightless arrows you’re carrying. 6. If you get really desperate, you can eat all that odd food you’re probably carrying from when you accidentally picked it up earlier. 7. You probably have an essential ally that will never die with you that you can use to face-tank. 8. If all else fails, you can just run away, heal and come back again. It’s not like the enemies are going anywhere, or your quest has a time-limit.

Dragons are laughably easy to kill.

Dragons can laughably easily kill you with their instant-death chomp regardless of what level you are.

Dungeons have burning torches and fresh fruit.

The majority of the game’s treasure is randomly generated, making everything you get feel like random code and not a unique piece of equipment.

Fast Travel sucks because it takes all the excitement of traveling away. Walking from place to place sucks because there’s nothing interesting or valuable to discover along the way.

I think that’s enough for now.

 

In Closing

Skyrim is an awful game. It’s mechanics are pure garbage, and its immersion suffers heavily for it. Skyrim is the only Elders Scrolls game I’ve played, which makes me sad because all through my life I’d heard good things about the franchise. So I leave you with one necessary and crucial piece of information that will help cement what you’ve read here, as well as what you know about me as an author let it be known: Skyrim is a disgusting puddle of sheeple worshiped fan-hype…

…that I have put 375 hours into because mods are @&$%!*# amazing.

Steam Link

 

Breath of Death VII (Completed)

 

Breath of Death First Impression

Short and sweet, Breath of Death VII isn’t a long game–something that’s probably for the best. It’s combat mechanics are not deep enough to support a game in for the long haul and considering that combat is half (if not more) of what a 90’s RPG is, Zeboyd wisely cut things off before they could begin to drag. What we got was still fun and worth playing though.

 

 

–Spoiler Alert–

Last we left our heroes, they were just starting to form the party and set out on a grand adventure to the four quadrants of the world. Akin to the “ye olde orbs of light” (“I-hope-he-keeps-his-pants-on-shutup-I-already-made-that-joke”) the heroes raid several ruins to acquire four crystals of the corresponding traditional 4 elements. You know the ones. Along the way, they get captured by an odd mix of references–a king that looks rather similar to our good buddy Ganondorf, but who is sitting in the throne of a would-be Tantageel, in a location with a layout identical to the castle found in Dragon Quest of the same name. Being thrown in jail for the supposed usurping of his thrown, you discover his nephew, “Erik,” who is a French zombie (complete with the accent) who has a penchant to break off his otherwise civilized conversation by shouting the words “LE BRAINS!” randomly.

 

 

Our heroes break out of prison, explain to Erik’s uncle that Erik has no interest in the throne and he can continue to rule as he pleases (did we just enact the 7-year gap in Ocarina of Time?) and the party collects the 4 crystals. Upon nearing the end of the final tech/mech dungeon, the adventurers are beset upon by evil versions of themselves before encountering Dr. Dark (a parody of Dr. Light from Megaman), the last surviving human in the undead land.

 

 

Dr. D asks the heroes to give him the crystals so that he can power his time machine and go back in time to stop the catastrophic event that lead the world’s destruction and current undead predicament. Before they are allowed to do so, the “Ultimate Evil” appears in a very Final Fantasy Chaos-esque fashion to stop the heroes.

 

 

Upon its defeat, the party agrees to allow Dr. D to go back in time and change the future, even though it means that they will all no longer exist. Dr. D is successful, the world is saved and nothing more is left of Dem and his crew other than a monument that the doctor erects in honor of the saviors of his world.

 

 

Throughout the game, BoDVII maintains a consistent level of humor and doesn’t try to take itself too seriously. Zeboyd has their thumb on the cliches of 90’s RPGs and makes fun of them in many instances. One of my favorites was when Dr. Dark asks Dem for the crystals. Fully planning on telling him “No,” I realized my two options were “Yes,” and “Sure.” This is particularly funny, since it was a common habit for games in the 90’s (and plenty of modern day ones if I’m honest) to give the player meaningless “Yes” or “No” choices that they ultimately were forced to answer in the affirmative. Zeboyd is also not above poking fun at their own product, with an instance where even Dem is making fun of the asking price for BoDVII in relation to the game’s relatively short length.

 

 

For enthusiasts hungry for more, there is Hard Mode, Score Attack mode and of course the optional dungeon with the dreaded Duck Dragon. I did not deem myself worthy of challenging such a foe, but my imagination continues to maintain a humorous image of such a beast nontheless.

 




BoDVII is a solid parody that is guaranteed to get a few chuckles out of anyone who grew up in the 90’s playing RPGs. Without the parody it’s still a decent enough game to provide entertainment on its own right, although I’m not sure I’d recommend it to anyone much younger than me for fear that many of the references would fall flat. If you want a quick refresher of old-school tileset RPGs, I fully recommend BoDVII as it comes complete with all the good packaged with the time-wasting grinding graciously trimmed down. I think Cthulu Saves the World is still probably the better of the two well-known Zeboyd RPGs, but hey, at least I know now why the optional Dem boss in Cthulu was so hard.

Steam Link

War of the Human Tanks (Completed)

 

First Impression Review

 

Upon completion of our happy-go-lucky replicant platoon simulation, I was a bit nonplussed since my initial impression. That is not to say that this was necessarily a bad thing since my initial impression of the game was high, but it is to say that the game didn’t develop too much further beyond its genesis.

 

–Spoiler Warning–

The general plot of the game is a bit hard to piece together, if only because of how sporadic it plays out matched with large gaps of time passing in an instant, with nothing more than “2 years later” or something similar to indicate the passage of time. Shoutaro continues to fight for the empire, but eventually gets fed up with his country when they use a floating Human Tank Bomb the size of a city block to indiscriminately eradicate thousands of Human Tanks fighting on both sides. He chooses to rebel against the Empire, fighting against it as a maverick. In the middle of this plot is an ongoing plot involving Shoutaro and a fiesty Kingdom general named Kurara. Kurara suffers defeat at Shoutaro’s so many times that she no longer is concerned about winning the war, but is just concerned with defeating Shoutaro. After another defeat, Kurara loses her precious Rara Human Tank (a tank similar in status to Shoutaro’s Heshiko). This resulted when Rara, who was considered to only be a “pet” Human Tank up to this point begged Kurara to let her fight. In spite of being a skilled sniper, Rara is captured by Shoutaro and is repaired by his little sister Chiyoko. Chiyoko removes Rara’s control chip, allowing Rara free action apart from the Kingdom’s commands. Eventually Shoutaro returns Rara to Kurara and gains both their trust. At the end of it all, Shoutaro finally becomes emperor of the Empire, overthrowing the corrupt leaders he hated serving. Heading back to his home, he finds Kurara waiting for him, whereupon she challenges him to another sortie and the credits roll.

 

 

The game’s replayability seems pretty decent. You get to start the campaign over again with all of your previous upgrades and equipment, including the upgraded Red Muffler Heshiko and Red Muffler Rara. During my first playthrough, there were a handful of campaign missions where even though I lost the mission the plot continued, I’m sure that I’d stand a better chance at winning them in a second round. Additionally, there were some pretty ridiculous bonus and free missions that I immediately got ROFL-stomped in that likewise would be more winnable after accumulated more upgrades from a second run at the game.

 

 

War of the Human Tanks is not a perfect game. The plot is a bit disjointed, the pacing can be a bit start-and-go and it’s sometimes difficult for the player to understand if they should expect to win a sortie or not. In spite of that, this was Fruit Bat’s first title in the War of the Human Tanks series, and I’d definitely be willing to try one of their sequels to see if they’ve expanded upon their already decent formula. If you like grid-based strategical war games, I’d recommend you give the series a shot. If I do pick up one of the newer titles, maybe I can at least hope to get some backstory on that damn cat. And what’s scary is that he wasn’t even the worst of them.

Steam Link




Kingdoms Rise

 

More like Kingdoms Fall, AMIRITE?

 

I’m not going to waste your time on this one. Kingdoms Rise is unfinished and generally abandoned. It once held the potential to be an exciting PvP Sword/Magicplay combat game with an emphasis on melee combat. It has a slew of weapons, spells and skills and enough depth to be regarded with some interest by PvP enthusiasts. While the graphics are unpolished, they’re quite pretty in their raw form and feel big. Character creation is fun and you are able to customize a lot of pieces of your character’s outfit–including things like right and left shoulder pads individually and even the codpiece.

 

 

So why the bum review? Well, there’s a couple different ways to approach it, but here’s the list: 1. Early Access. 2. Nature of PvP. 3. Microtransactions.

  1. Early Access: at this point we’ve probably all been burned by Early Access games on Steam. We’ve all felt like we’ve been scammed, tricked or generally had our money taken and not given something that was promised by a game. Kingdoms Rise is one of those games. It’s been in “Early Access” for 4+ years, but the devs have been largely inattentive of the product for the last 2. While it should be on the buyer’s shoulders to understand that if if they pay money for an early access game that they are not guaranteed to have anything more than what is present in the game when it is purchased–but it still sucks that the product seems to have no intention of being finished.
  2. Nature of PvP: Player vs. Player games are tricky business for both the player and the creator. In my opinion, they are the hardest games for the devs to make and the most risky games for the players to invest in. If a dev makes a PvP game, they must be willing to constantly upkeep the game essentially until the end of time–if they don’t the game will die. Likewise, the player base must be willing to play the game and invest in it (both time and money) continually, or the game will die. Kingdoms Rise seems to be a mix of both–a stagnant player based combined with devs who have left the game. As it stands, there are no available games being hosted for Kingdoms Rise, essentially making the game completely unplayable.
  3. Microtransactions: the most sure-fire way to tell if a PvP game is failing is the introduction of heavy microtransactions and “Pay to Win” bonuses. It’s a sign that the game owner is trying to squeeze the last cash (and life) out of a product when they are willing to accept bribes to let another player win. As I read up on the game,  I came across the somewhat frequent comment that “pay to win microtransactions are ruining the game.” It’s hard to determine the accuracy of these kinds of statements since oftentimes they are made by an ignorant player who is just upset that someone beat them with a tool that they don’t understand. What I can tell however, is that there is a DLC section for this game. DLC. For a game that is unfinished. That feels icky just saying it.

 


 

Also, I don’t know what “Event Begins” in 6 days and at this point I’m afraid to ask. Maybe it’s like the Midnight Channel in Persona 4?

 

 

Sometimes good PvP games fall flat and it’s not really anyone’s fault. Sometimes there just isn’t a big enough player base to support the game. In the case of Kingdoms Rise however, records seem to point to a large part of the blame being on the shoulders of the devs. This disregard for the spirit of gaming as well as the player base itself angers me, and would normally lead me to relegate the game to Tier 4 except… I just can’t. What’s present in the game is really cool. The customization (both visual and combative) seems like it had a lot of potential. At some point in this games development, someone must have been putting their heart into the content. I’m not sure why they stopped. Motivation is a hard thing to maintain; that I understand. I lose passion for many of my hobbies and it becomes difficult to continue them. However, when a product is being sold, it must be treated completely different than a hobby–it becomes a job. It was the dev’s job to keep up with this game. It was their job to ensure the game’s success, for better or for worse. In light of this, Kingdoms Rise barely escapes Tier 4 by the skin of its teeth and nestles in the dredges of the Tier 3 category.

Steam Link

 

Divine Divinity

 

It’s Baldur’s Gate. Wait–no, it’s Diablo. Wait–no, it’s…

 

Okay, so let’s get down to it. I’m a mechanics/immersion guy. I want my mechanics to build the foundation for immersion and I want my immersion to flow seamlessly into my mechanics. While immersion is a bit trickier to pin down, mechanics oftentimes make themselves known through combat and thus a stellar combat system is oftentimes a prerequisite for a game to have before I’ll consider it to be good. I’m confident that Divine Divinity is a Tier 1 game… but I can only conclude that I must have been tricked into thinking this, for in a time-span of over an hour I got into combat once and only once. A revenant in a whine cellar sprinted towards me and hit me for about a third of my health. I ran away from it, it hit me again, and I successfully fled through the cellar door. That was it. I’m baffled. How did a game–and not just a game, but essentially a Diablo-esque Baldur’s Gate-esque RPG game–captivate my attention with almost no emphasis on combat whatsoever?

 

 

I think it’s because DD and other games like it have a slow powerful burning that isn’t flashy or stylish. As a cohesive whole, it grips the player in a manner that respects the player and the world that they’ve created at the same time. Sometimes it seems if people think that great RPGs have to start off slow. I wonder if this is because so many great RPGs both present and past often do start off slow. I think what may be misunderstood is that this is not a case of A creates B, but a case where C creates B with the side effect of A. In other words, good RPGs often start off slow, but a slow RPG is not necessarily a good one. Too many RPGs begin with 10 minute-long unskippable cinematics that try to play up the world as something so epic that it’s beyond the scale of grand. Tutorials and introductions take 1 to 2 hours before the uncomfortable grip of the devs are released and the player is actually allowed to begin the game. Things like this are often justified with “the game gets good later,” or “it starts out slow because it’s building something up.” While these things can be said about a game, it’s not true that the game needs to be boring or restrictive.

 

 

DD starts you out with noting. NOTHING! And it’s slow as heck. And it doesn’t matter. Why? Because the game let’s the player do everything. I wake up in some creepy dungeon-like room on a bed. I figure out how to pick up items. I discover that light sources are interactable. I familiarize myself the menus because I’m curious about the game and I’m not an idiot. I climb out of the dungeon and find that it’s a cellar. Some guy talks to me–I choose a few dialogue options and talk back. He tells me something interesting, but doesn’t force me to go look into it. I walk around the town at my own pace. I have no idea where I am, but slowly piece things together. I talk to a fountain. You heard me. I find a weird key next to a graveyard. Because I’m curious, I read the grave and can deduce that the husband of the body beneath me is happy to be rid of her. This is something interesting that I log away in the back of my head. A guy gets frozen. I meet some sick people. I talk to a lizard. I break into a house through a well. I get a mystery and a clue about catacombs. I discover that I can move objects in the world by clicking and dragging them. I run into a grumpy dwarf who yells at me for picking herbs. I uncover a cellar hidden underneath stacks of “packages.” I explore the cellar and run away when a corpse talks to me and kicks my ass. I move some dragon statues around. I uncover a secret catacomb. At no point did the game tell me what to do, give me a tutorial, or force me to do anything. It moved slowly–it wasn’t flashy. It wasn’t filled with combat. I was engaged the entire time.

 

 

I want to play more of this game, because it’s letting me play it. It’s not telling me I’m a hero, it’s letting me decide to be one. It’s not telling me to help townspeople, I’m choosing to become involved in what they’re doing because they are interesting to me. The game isn’t hooking me in with artificial excitement, it’s drawing me in because it feels deep, like it has a story to tell, a mystery to reveal and an adventure to unfold–and not one that it’s going to force me to experience. I get the feeling that I could go through the game with my eyes closed (so to say) and get very little out of it if I chose, or I could study the details of everything presented to me and receive a rewarding experience. I suppose I could be wrong. I did after all only play the game for a little while. If I’m right though, the game will be well worth the time put into it.

Steam Link

 

 

 

Retro City Rampage DX

 

Ugh… would like a heaping serving of pointless game design matched with a bigger scoop of nonstop 80’s references? Well then you must have a hankering for…

 

Okay, so when I bought this game, I expected it to be a little shallow. I expected it to not be the most revolutionary mechanical masterpiece of the century filled with surprising twist after twist. Gameplay is something like a 2-D GTA, involving the theft of vehicles and the squishing of many civilians and cops under said vehicle’s wheels. What I didn’t expect it to be though was a consequence-less coagulation of never, ending, ceaselessREFERENCES supported by weak gameplay.

 

 

 

The game seems to start off well, in perfect parody to any NES game from the 80’s. It’s all here, from the music, to the graphics to the menu progressions–it matches 80’s gaming perfectly. At first it seemed to promise a good return on investment of time… until you get to the actual game itself. Games from the 80’s were more than just a look and feel; they were about brutal mechanics and difficult enemies. While I certainly understand that in the name of player accessibility you would not wish to create something quite as brutal as your average 80’s NES game, I also didn’t expect to play a near challenge-less, near infinite-health adventure that feels so spastic that it would be guaranteed to grab the attention of even the most inattentive tree-dwelling park-rodent. That’s not even the worst though. The worst, as you might have gathered, are the constant bombardment of 80’s references. After I got through the first “level,” was when they swarmed in.

 

A Megaman II reference.

 

A Duck Hun Reference.


A Teenage Mutant Ninja Turtles NES game reference combined with a Mario reference…


A Duck Tales reference.


 

It doesn’t stop there either. There’s a Frogger reference, a Sonic reference, another Sonic reference, a Bill and Ted’s Excellent Adventure reference, a Back to the Future reference,  a Ghost Busters reference, an A-Team reference with the obligatory Mr. T reference and a Mario 2 reference. All of this happens within the span of about 10 minutes, and those were just the references that I noticed. I’m sure there were plenty that I didn’t catch or just didn’t know about. Look, references are funny from time to time and can be clever if done correctly. They’re a great way for the developer to bring attention to something that they love and presumably what their audience loves. It can be used for a quick laugh or if done subtly can make the player feel like they’re “in” on a secret joke. When they’re just shoved in the player’s face one right after another like this, it feels much less like references and much more like some mook from the 80’s waving his metaphorical genitalia in your face whilst giving you a history lesson of 80’s pop-culture.

 

 

I gave the game about 20 minutes after this to change its ways, but it just doesn’t. There’s really not much of a game here and what is present is spastic at best. It doesn’t deserve to try to make these references solely on the fact that you need to have an entertaining form of media (in this case the game itself) before you can start making them in the first place. Make sure your cake is good before you start piling on a massive amount of icing and sprinkles. Even though it does visually and audibly nail an 80’s gaming, it relies on cheap references and gimmicky subtexts that just aren’t worth a true gamer’s time–just give this one a pass.

Steam Link

NEO Scavenger

 

Bro, do you even survive in a post-apocalyptic, turn-based, crafting, exploring, fog-of-war, character-creating, text-heavy, role-play world? Oh, you must have played NEO Scavenger too then!

 

NEO Scavenger is a game that has been done before. Something similar to the character creation skill-choice has been done in the Fallout series. Zombie-infested sector-based scavenging games have been done in games like the Rebuild series on Kongregate and countless others. Survival crafting games have been made so often that it’s a fully recognized game genre under the same name. So, if it’s not unique, what makes NEO Scavenger worthy of Tier 1?

 

 

Well, it’s because NEO Scavenger does all these things very well. Skill selection is unique, clear, and has meaningful impact upon what the player can do, both in and out of dialogue choices. The mechanics of the world are detailed and usually have a menu screen associated with them to display to the player what information they need to know–right down to things like where your character was wounded and how bad the wound is. Crafting allows for experimentation without being completely obtuse. Inventory management is harsh but realistically challenged–unless you find a knapsack or want to sacrifice a precious sleeping bag to make one, your carrying capacity is nearly limited to only what you can hold in your two hands. Add to this that you must manage exposure, fatigue, pain, and other bodily needs, the game is a well-built mesh of survival elements.

 

 

You won’t find flashy graphics or dynamic visual assets in this game but it doesn’t need it. Any time something important happens, there is a paragraph of text to give you the needed flavor. The theater of the mind plays a pretty big role in all of this–something that is often lacking in the gaming world today and as such getting to experience it here is refreshing. That’s not to say that our modern day “high-falootin’ high resolution polygonal graphics are evil,” but it is to say that not all games need them–NEO Scavenger being a fine example of this.

 

 

My only complaint the game’s UI. While it’s clear that some effort was put into user friendliness, overall it’s kind of cluttered and at times confusing how to get things working. Take for instance the idea of camping. There is a campsite menu, but you don’t actually camp there. Instead, the campsite menu is used for selecting where you want to rest. While there is a sleep option, you actually just want to click “End turn” if you want to rest for a bit, and not sleep for several hours. It doesn’t stop there though, for if you have a sleeping bag (most often carried in one of your hands since you probably don’t have a backpack) you must unequip the sleeping bag, go to the “inventory” of the location that you are visiting, and throw the bag on the ground so that you can benefit from its warmth when ending your turn, and not die of hypothermia. No, this kind of thing isn’t a game-breaker for me, but it’s a bit tough to get used to.

 

 

All in all, I still like NEO Scavenger and I look forward increasing my chances of survival in it through skill and familiarity. Currently my record is a whopping 1.13 days, ending when I was tracked down by a swarm of ravenous zombie dogs (right, did I forget to mention that enemies can track you if you leave a trail?). I’m not sure what I’ll find out there in the Neo world, but as I’ve said before about roguelikes, the journey there into the unknown  is what makes it all worth it.

Steam Link

 

 

Magicite (Completed)

 

Magicite First Impression

Upon beating Magicite, I experienced the same hollowing feeling that grasps the heart of any gamer upon the completion of a roguelike. It is an emptiness that creeps in and takes over, instilling upon the player the realization that the very thing they had been trying to achieve so hard–completion of the game–was in fact, not what they were enjoying so much. It is the survival in a roguelike that brings joy. It is the unexpected that brings happiness. It is the ability to push yourself and your character a couple inches further into an unyielding world of death and mystery that brings accomplishment. “Winning” a roguelike takes all of this away and simply replaces the experience with a feeling of “been here, done this,” which is by no means the fault of Magicite or any roguelike for that matter, but was nonetheless my feeling at Magicite’s end.

 

 

Magicite, unfortunately, will be the first game that I place in a lower Tier after completing the game than when I initially rated it in my first impression. It is still worthy of Tier 2, but as I played the game, a lot of the promised mystery unfolded in a less-than-ideal manner. Mechanical balance of the game became questionable. Class distinction grew less defined. Exploratory cleverness no longer seemed to be rewarded in the face of safe consistency. Probably one of the worst disappointments was the crafting, which seemed to hold so much promise, but in the end fell flat. By the time I wrote my First Impression review, I was under the delusion that I had only scratched the surface of the potential crafting recipes, when in fact I had completely exhausted them save for two of them, resulting in crafting feeling rather pointless and simply as a method of “using stuff to get stuff.”

 

 

Do I regret playing Magicite? No, not at all. Until its defeat, it proved to be a fun game that provided many hours of diversion. Until I had overcame its challenge, it was enjoyable to find the ways to press stats, skills and equipment as hard as I could into my favor, ultimately resulting in success. It is just that after a more comprehensive inspection of the game’s elements, questionable balance and underutilized mechanics, it no longer entirely deserves my previous acclaim. If you have some time to kill, I would still recommend it–it just must be understood that the longevity of its value or quality is not assured.

Steam Link