Monthly Archives: March 2020

Review – The White Door

There are games out there that are so well crafted that they’re capable of eliciting a genuine emotion out of the player, providing proper motivations or worthy payoffs.  The White Door is not one of those games.  The White Door desperately wants to be one of those games, but unfortunately falls short.20200315162916_1.jpgThe broad pitch for The White Door is that it’s a psychological mystery game about a man who is in some sort of medical facility.  His memory is fractured which requires his doctors to frequently quiz him on details about his life.  The whole game sets up this idea that this man had a mental break after a series of failures and missteps in his personal life.

The story itself isn’t bad or anything, it’s just nothing of note.  It’s predictable and kind of dull in spots, and tries so hard to be mysterious but often ends up feeling as if it’s trying too hard.  It’s a shame too considering that on paper, The White Door sounds like it could be something interesting that shows a unique perspective on the issues it’s trying to raise.  It just never seems to nail the tone or atmosphere that it’s shooting for, however.20200315164215_1.jpgWhile the story itself is mediocre, the gameplay is somewhere between dull and bad.  It’s a point and click style adventure game that has you interacting with the environment along with playing a few mini-games, but the collection of puzzles included range from painfully easy to unbelievably obtuse.  Memorizing patterns and answering the questions your doctors give you are pretty straightforward, but later in the game you’re tasked with identifying symbols and numbers that in some cases, are almost impossible to figure out without some outside help.20200315163415_1.jpgI don’t mean to sound so hard on The White Door because I genuinely think there are some good ideas on display here.  The presentation and storytelling methods are neat and deserve to be fleshed out more, while the puzzles could certainly use some refining.  It isn’t a bad game, hell, you might even enjoy it.  It’s only about two hours long which is nice, but even in that short window I started to feel as if it was overstaying its welcome.  I’d be curious to see what a second pass at The White Door looks like, but I can’t say that I’m impressed with the game as is.

Gut Check: Ori and the Will of the Wisps

Ori and the Will of the Wisps is a phenomenal follow up to the 2015 metroidvainia, Ori and the Blind Forest that manages to build upon and refine every aspect of its predecessor.

In Ori and the Will of the Wisps, you play as titular glowing rabbit creature, Ori, who embarks on on journey to find their missing owl friend.  Through a mix of platforming, combat, puzzle solving and exploration, you’ll venture across the beautifully rendered landscape, aiding friends and defeating foes alike, all in service of finding your friend.

Ori and the Will of the Wisps is a phenomenally fun game to play.  Every aspect of the mechanics are finely tuned to make sure you’re in complete control of Ori and their suite of ever expanding moves.  Early in the adventure you’re limited in terms of what you can do, but within the first hour of play Ori will become competent at not only traversal, but combat too.

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Your abilities in combat start out with a glowing sword of light that allows you to hack and slash your way through enemies.  Combat feels great, mixing in standard light and heavy attacks along with air juggles and downward strikes.  Slightly farther into the game, you’ll come across the extensive shard system that allows you to map new attacks and abilities to your controller as you please, as well as offering opportunities to level up shards to make them more viable and grant additional effects.

Along with unlocking and equipping shards, you’ll come across these trees that grant you new traversal abilities from double jumping to warping to climbable terrain.  The pace at which you’re confronted with new shards and abilities is staggeringly fast and constantly encourages you to shake things up.

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But even when you’re not in the midst of combat or platforming, you’re surrounded by the beautifully desolate world in Ori and the Will of the Wisps.  Everything is gorgeous and lovingly crafted, from level design to aesthetics and music.  Despite its beauty and soft glowing art, Ori and the Will of the Wisps is still a hard game that doesn’t punish you too hard for failure thanks to its generous check-pointing system.

The only negative thing I can say about Ori and the Will of the Wisps comes at the fault of the beautiful art.  I never thought something could be too pretty, but Ori and the Will of the Wisps has proven me wrong.  The problem is that Ori is this bright white glowing creature that is luminous in a way that can be difficult to track when there’s a lot on screen.  Every enemy pumps out a lot of particle effects and light bloom to make them pretty noticeable, and while the random enemies aren’t usually an issue, certain bosses can devolve into a mess of particle effects that make it hard to keep track of your positioning in a battle.

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It’s a small thing that might only apply to me, but it made me have to restart an early boss fight several times because Ori would keep getting lost amidst the waterfall of particle effects that the boss was producing.  But like I said, that could just me and my aging eyes.  One thing that is borderline necessary to do early on is to turn off motion blur.  Trust me on this one, the motion blur is incredibly intense.

All things considered, Ori and the Will of the Wisps is a phenomenal game that I can’t wait to put more time into.  It’s currently available on Steam, Xbox One, and it’s on Game Pass which is how I got a hold of it.  If you’re in the mood for a dense and satisfying action and adventure platformer, you should definitely check out Ori and the Will of the Wisps.

Blog: Perpetual Motion – 03/25/20

There’s this particular cadence and pace of game releases that’s only increased over the years that’s made covering games a more selective and less complete experience.  Covering everything is a fruitless endeavor that only leads to a jaded outlook on games along with a healthy does of burnout.  I bring this up only because I noticed a handful of the games I missed out on last year were on sale, but I had no desire to dip into them now.

It’s weird, right?  For one reason or another (usually price), I ended up skipping out on a lot of games that I probably would’ve enjoyed from last year, but I genuinely have no desire to even try them out now.  I think the reasons for this are twofold.

My first impulse is to blame my apathy for older games on the fact that I run this website.  That isn’t to say that I see this site as some sort of news aggregate like a lot of the bigger gaming sites out there, but I’d like to be able to talk about more recent releases as opposed to older stuff.  I gotta think about SEO just a little bit from time to time, but also I just kind of want to always try the newest thing.

This leads me to my second and probably more accurate reason for not looking back at games, and it’s because I really want to try the newest and shiniest thing out.  Sure I could go back and finish The Outer Wilds, but I’d rather play the newest Animal Crossing instead.

It’s incredibly rare for me to find a game I stick with for a long time in general.  These days my gaming comfort food are the NBA 2K games, and once upon a time it was Overwatch and so on and so forth.  But those games only come around every so often, and I’m okay with that.

Some people become intimately familiar with a game and stick with it as it grows and develops over time.  That’s great for those players and the developers as well, but it just isn’t something that I’ve ever really done.  I like to sample as many games as I can, like some sort of gaming tapas, and move on to the next thing.

 

Animal Crossing: New Horizons is Doing its Best

You probably already know if Animal Crossing: New Horizons is the kind of game you would be into, but for me it’s been a crucial part of my social distancing coping mechanism.  I absolutely adore the game and could write an entire piece gushing about it.  However, I feel kind of bad for Animal Crossing: New Horizons because it’s been thrust into a position I can’t imagine it was ever intended to be in.

For context, Animal Crossing as a series has always been about playing in increments and slowly developing your town over time.  It’s consistently positioned itself as something you check in with maybe once or twice a day before moving onto whatever else you had going on in your life.  Obviously the world has been a bit different recently, granting people an excess of time to spend with a game that cannot sustain that.

2020032114132400-02CB906EA538A35643C1E1484C4B947D.jpgConsider articles like this one, where people are stuck between completing objectives that would normally take an hour or two without much of an issue.  Were this a normal world we lived in, people might not be able to simply obliterate all their goals in one sitting, more akin the way Animal Crossing: New Horizons probably planned for.

Now we have people, myself included, blitzing through every goal that would usually take a few days under normal circumstances, left without much else to do in the game.  Sure you can catch fish and bugs, collect materials, craft stuff and sell things, but when you’re desperate for anything to do, these objectives might seem a little more thin than they normally would.

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This is in no way the fault of Animal Crossing: New Horizons though.  The world went and flipped upside down and now we’re all here just struggling to hang on, often escaping into video games to pass the time.  Animal Crossing: New Horizons was not built to deal with these kinds of sustained, long-term game sessions, but it’s doing its best despite that.  There’s just enough to do and check in with in the game that I can check in with it for an hour or two, several times a day without feeling too bored.

I ultimately love Animal Crossing: New Horizons and will continue to play it for the foreseeable future, but I can easily see a scenario in which people burn out on it because they’re playing it ad nauseam.  I’ve already seen people complaining about the lack of storage options, or the long wait times for certain amenities to be built, or even with the pace of unlocking new items and crafting recipes, which are all valid concerns if this were a game that you were meant to play in long sessions.  But that isn’t Animal Crossing, and while it’s still holding up for me, it’s important to realize that you should pace yourself with Animal Crossing: New Horizons, and not expect the same things you would from another game.

The Steam Game Festival

If you haven’t heard of The Steam Game Festival before, don’t worry, cause you’re not alone.  This is apparently the second time that Valve has orchestrated the event, but the first time that I’ve been aware of it.

For the uninitiated, The Steam Game Festival is a weekend long event spanning from March 18th to the 23rd in which you are able to download and play around 40 demos for upcoming indie games.  From puzzlers to adventure games, rouge-likes and RPGs, there’s genuinely something for everyone on display.  I went ahead and downloaded a few titles and wanted to highlight them here.


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EMBR

Embr puts you in the shoes of a firefighter who has to do the typical firefighter things.  Spray water, save people, loot their houses, it’s all represented in the game.  You start off by picking a mission from your cellphone.  Each mission in the demo had a threshold of civilians you needed to save, with optional objectives that boiled down to just saving all the people in the level, and stealing wads of cash in the burning house.

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It’s all represented in this cartoony style in an attempt to detract from the actual horror that is being in a burning building.  In my short time with the game, I found myself having to deal with not only fire, but live electric wires that don’t play well with water, and the harsh lesson that is what a back-draft is.

To my surprise, I actually had a very good time with Embr and would definitely play it again if I had the opportunity.  It’s got some multiplayer functionality which seems like it’ll be almost necessary at some point considering the levels I played were big and dense enough to become slightly overwhelming as a solo firefighter.


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HEAVENLY BODIES

Heavenly Bodies is one of those, “it’s hilarious to watch, frustrating to play,” kind of games that people love to stream.  You are an astronaut floating through this derelict space station or space craft, it wasn’t super clear, and you have to complete objectives in this zero gravity environment.  It sounds simple enough, but the controls and perspective work against you just enough to make it incredibly frustrating.

Each arm is controlled by an analog stick, with each trigger enabling you to grab onto things.  You have to use these in tandem to propel yourself around the vacuum of space in order to get things done.  It’s hectic and unwieldy, but I bet it would be a blast with other people involved.

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I didn’t manage to get far in the demo considering there’s a ten minute time limit in place.  Ten minutes in which I managed to open a door and definitely give my character a concussion or three from how many things I slammed them into.  Heavenly Bodies seems like it would be fun, but only if you have a high tolerance for failure, and you have some friends with you who aren’t too precious about winning.


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RAJI: AN ANCIENT EPIC

Raji: An Ancient Epic is an isometric action game akin to Lara Croft and The Guardian of Light in that you’ll be doing a lot of platforming, puzzle solving, and enemy killing.  Leaning heavily into Hindu mythology, Raji: An Ancient Epic has you running around as a young girl named Raji who is on a quest to find her brother.  Throughout her journey, she discovers an ancient power in her that makes her really good at killing demons.

In the short demo I played, I found combat to be fun albeit a little muddy in places, with hits not landing with enough impact along with not having much in the way of variety with your moves.  To be fair though, Raji has a ton of contextual combat moves ranging from holding her spear out while she spins around a column to running up a wall, flipping off of it and stabbing into the ground for a nice area of attack effect.  The problem was that the opportunities for these moves were limited in the few combat arenas I saw, as well as don’t reliably work.  There were times when I’d manage to run up the wall, but getting the attack to happen after that was a little hit or miss.

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But like all of the games on this list, it’s a demo and I can’t judge it too harshly.  I really enjoyed Raji: An Ancient Epic as a whole, with the glaring exception being that somehow it reset my resolution mid game, and wouldn’t allow me to reset it because I physically could not click the “apply” button in the settings menu.  Aside from that though, I’m kind of sold on Raji: An Ancient Epic.


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GOING UNDER

Going Under is a beautifully crafted, fast and frantic rouge-like action game that tasks you with going through room after room of goblins dressed like tech bros.  Using your fists and literally anything that isn’t nailed down, you punch, stab and smash your way to victory… I assume.  I didn’t get very far in it because it’s surprisingly difficult despite its pleasing cartoon aesthetic.

In Going Under I maintained this feeling of being severely under powered in comparison to the many tech goblins I faced.  Even one-on-one, these enemies are dangerous and can easily overwhelm you if you aren’t careful.  At times I felt like the game might have been cheating a bit, specifically when 4 goblins would run up to me and simultaneously beat the shit out of me, but I bet that feeling dissipates with time.

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I like just about everything going on in Going Under with the sole exception that I do not enjoy rogue-like games.  If you’re into these kinds of experiences than you should absolutely keep an eye on Going Under, but the very structure of the game doesn’t appeal to me personally.


There’s plenty more to try during The Steam Game Festival, but these were some of the ones that I managed to play that stood out to me.  I think events like these should ultimately replace the need for ordinary people to go to conventions.  At least this way they can actually play games without having to wait 3 hours on a line.

Blog: Quarantine – 03/18/20

Who could have imagined things were going to turn out the way they have?  From social distancing to quarantines, curfews and event cancellations, I can safely say I did not see this coming when I celebrated the New Year a little over 3 months ago.  So here I am, doing my part to distance myself from everyone else, bored out of my mind and desperately trying to not succumb to cabin fever.  But let me make it clear that my gripes and boredom are far from actual problems.  I know there are people out there suffering and worse off than I am.

Like most of you out there, COVID-19 has led to the closing of my job with procedures in place to work from home for certain employees.  I unfortunately am not one of those employees and thus, I’m out on my ass without any income for the foreseeable future, because who the fuck is hiring right now?  I’m also technically on an extended spring break, which means I don’t have any homework to worry about for the next two weeks.

Why am I telling you all of this?  Well it’s because I need to illustrate just how empty and devoid of anything my schedule is.  I have nothing to do aside from play video games and write about them.  Although I do get this chance to watch all of the movies and shows I groused about not having time for in the past, so there’s that.

It’s like we all were collectively complaining about not having time to enjoy things, so the universe, being the bro that it is, decided to give us all plenty of time to stay home and enjoy ourselves.  Except I’m only one day into this quarantine and I’m losing my mind and want to go back to work.

Writing this along with some of the other things I’m working on, are helpful distractions to help get me through this nebulous break.  I’m basically having production meetings with myself about what I want to accomplish over the next few weeks.  I’m giving myself deadlines and working hours in an effort to maintain some normalcy.

While trying to cling to normalcy though, it’s important to realize that this situation is anything but.  This isn’t normal.  The entire world has essentially stopped and no one is sure of when it will start going again.  But it will start going again, and we all have to recognize that.  It will be a long and difficult journey for sure, but the way it is now won’t be the way it is forever.  I have to believe that.  But until we return to some modicum of normalcy, please stay indoors, avoid public gatherings, wash your fucking hands, and buy all the toilet paper you can because the good folks at Charmin hid the vaccine in several rolls.  It’s like Willy Wonka and the Chocolate Factory in a sense, except it’s nothing like that and the people doing it are assholes.

A World Without E3

Industry behemoth and perpetual looming shadow, E3, just received what I consider to be the death bell of the entire show as we know it due to rising concerns over COVID-19.  While first and foremost I’d like to say that the cancellation of this event is small potatoes compared to the reality of this viral situation and how it’s impacting the lives of others.  But with that said, I’d like to talk about why I believe that E3 as we know it is done for.

I don’t think I have to explain what E3 is to this particular audience, so I’m just going to power through under that assumption.  What you may not be aware of is the dire situation E3 was in before this coronavirus became a genuine concern.

What you might have missed were the various blunders that E3 has had over the past few years.  From things like big exhibitors like Sony and EA pulling out, to the awful “reworking” of the show, to their long time show runner quitting because they didn’t like the direction of the conference, and especially the part where they leaked the personal information of a bunch of media personnel, E3 has had some severe missteps to say the least.

This is on top of the growing conversations around the relevance of E3 and if it’s as necessary and essential as it once seemed.  People have long questioned why other companies don’t just go the way of Nintendo and play a prerecorded video that can announce products and generate the same amount of hype without worrying it will get buried under the deluge of other video game news.

But going to E3 isn’t just about announcing new products; It’s also a venue for developers to have pitch meetings with publishers and suppliers.  At its core and beneath the flashiness of the show, it’s still a business driven affair where “behind closed doors” meetings happen that are very important for a lot of smaller developers.

This year however, E3 is officially cancelled which feels like the final nail in the coffin to me and not only because of the waning interest from exhibitors and attendees alike, or the pressure from big companies to revamp the show entirely to maintain relevance.  This is going to be the first year that every company gets to see the exact impact of E3 on their business.  They’ll be able to get concrete numbers on how a game shown on an E3 stage performed versus a game shown off on a stream.  My suspicion is that companies will see their cost–benefit analysis, realize that E3 is a money pit where their announcements get immediately buried, and one by one pull out of the show until all that’s left on the show floor are energy drink manufacturers you’ve never heard of.

For the first time since its inception, this perceived necessary show will not be running, leaving companies to figure out how to move forward.  With the advent of the internet and streaming video being what it is, these companies have the opportunity to reach out directly to consumers without shelling out thousands for booth space, travel and accommodations.

As much as I enjoy watching the various streams that come out of E3, it can be utterly exhausting even as someone on the periphery of the industry.  While I would still love to see an hour long press conference about all the cool Xbox games coming out, I wouldn’t mind not having to worry about what’s coming up immediately after it.

I feel that the absence of E3 this year will be the light bulb that collectively goes off when publishers, media, and attendees realize that there are far easier, less expensive and time consuming ways to engage with all this information.  I don’t want to see E3 go away and I hope that I’m wrong in all of this, but I just don’t see a path forward for this already struggling conference.  Maybe we get a 2021 E3 that reignites the fire, maybe in 2021 we see an even more desperate E3 that’s desperately trying to find a purpose, or maybe we just don’t see one at all.  I would love to be wrong on this, but it’s too early to tell either way.

Animal Crossing Pocket Camp is Still Kinda Lame

Counter to the excitement and positivity surrounding the upcoming Animal Crossing: New Horizons, the latest publicly available game, Animal Crossing: Pocket Camp launched as, and still remains a letdown.  That isn’t to say there aren’t good aspects or fun to be had in Animal Crossing: Pocket Camp, but as a game, it lacks a lot.

Animal Crossing: Pocket Camp launched for mobile devices in late 2017 to a pretty positive reception, albeit with a lot of folks taking umbrage with some of the monetization decisions, a criticism Nintendo apparently heard, but I guess they ultimately ignored.  It’s a shame too considering an Animal Crossing game on your cellphone sounds like an awesome idea.

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Look at this powerful mustache!

From a conceptual standpoint, I was initially let down by the idea of Animal Crossing: Pocket Camp not being a more faithful Animal Crossing game.  That initial reaction eventually gave way to apathy after I actually was able to play the game itself.  When you look at Animal Crossing as a series, the games were doing things that a lot of early free-to-play mobile games were doing, in a time where smartphones weren’t really a thing.  They basically did everything Farmville did, way before that was even a thing.  It was essentially one of the earliest idle or incremental games that I can think of.

As time wore on and sequels came out, more and more was added to each iteration that allowed for longer play sessions, and reasons to come back multiple times a day.  This all seemed perfect and primed for a smartphone adaptation, something I welcomed.  Then I actually got to play the game.

When Animal Crossing: Pocket Camp was initially released, I devoured it.  From decorating my campsite, to shaking trees and catching fish, I was all about the Animal Crossing life.  But that initial spark of excitement eventually started to fade once I realized that despite Animal Crossing as a series heavily relies on repetition, it felt a lot grosser and less interesting in Pocket Camp.

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Somehow it’s all both over and underwhelming.

The Animal Crossing games were nice because even after you shook all of your trees, participated in the fishing contest, and stabbed all of the rocks with a shovel, you could still wander around the town and see what your villagers were up to.  To call it dynamic would be generous, but it was infinitely more engaging than the loop of Animal Crossing: Pocket Camp.

Animal Crossing: Pocket Camp quadruples down on the checklist nature of the series by literally making you do the same things over and over again, with almost no variation.  There are a handful of locations you can go to, some have fruit to pick, one has bugs to net, and two have fish to catch.  Each of these locations has one animal, and one random villager that may or not be an actual friend of yours.  You’d have to tap on the region and traipse your way over to these animals and talk to them three times, because they want 3 things.  Every day, you can have about 4 interactions with these animals, 3 by giving them stuff that could literally be right next to them, and one by just spouting nonsense at each other.

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“I’ll use my telekinesis to play this guitar!”

I get that the DNA of Animal Crossing: Pocket Camp is inherently derived from Animal Crossing proper, but Pocket Camp just boils it all down in the most checklist-y way possible.  They even have a pelican who will just deliver all of the crap people want directly to them so you can avoid having to actually go to them.  I use this feature all the time, because I’m at a point where I just want to be finished.

There’s also the abundance of crap and garbage that fills up your inventory that seems to all be crafting materials, but sometimes it’s just a coat that people keep giving you.  Preserves, lumber, ore, cotton and more, are all materials villagers might give you in reward for bringing them a seashell.  It’s nice, because you get to build stuff, but the stuff you build is so lifeless and boring in most cases.

Don’t get me wrong, I like having a bunch of musical instruments, pizza boxes and convertibles strewn about my campsite as if I was having a garage sale, but you can’t do anything with them.  You can poke them, rearrange them, and watch villagers stand near them.  Sometimes, specifically in the case of a halfpipe you can build, you might be lucky enough to see a skateboarding eagle, but that’s kind of it.

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Wow… thanks…

Now, that lack of interaction complaint isn’t exclusive to Animal Crossing: Pocket Camp.  All of the Animal Crossing games have struggled with interactivity, but with something like Animal Crossing: New Leaf, they did flesh that out a bit.  I specifically recall being able to play mini-games on the Nintendo consoles I could build which was shallow, but a nice diversion nonetheless.

Look, it may sound like I’m just frustrated and lashing out at Animal Crossing: Pocket Camp, but the honest truth is that I’m still playing it regardless.  Yes it’s boring and shallow, yes it’s repetitive as hell, and yes the economics of the game are absolutely fucked, but it’s still got that Animal Crossing charm I love.  The artwork is delightful and fun, the characters are (mostly) adorable, and core Animal Crossing loop is still intact, but it just ends up feeling like an imitation of itself in some regards.

I don’t hate Animal Crossing: Pocket Camp at all, but I do think it’s deeply flawed and should have been way better.  I took a long break from the game, but came back very recently thanks to the upcoming sequel.  Pocket Camp scratches that itch, but in that way where you itch your arm, and then another part of your arm starts to itch and so on and so forth.  My only hope is that Animal Crossing: New Horizons doesn’t have some hook into Pocket Camp that makes me have to play both simultaneously… dammit.

 

Blog: Chase Your Bliss – 03/11/20

For various reasons, a few weeks back I found myself putting some time into what might be one of the longest running live games, World of Warcraft.  The quick and dirty is that I was looking for a way to engage with my friends who fell down a WoW hole, and I hoped I could brave those depths with them.  It did not work out.

Just to get this out in the open, there is no love lost between us because of this whole situation, it was a long shot and we all knew it.  World of Warcraft has always been the culmination of things I don’t enjoy that much, from its game mechanics down to its fantasy setting, it just was always something I looked at and sneered.  In my eyes, World of Warcraft is just in insanely boring, tedious and cumbersome experience, but my feelings are my own and I realize that.

I’m sure in my youth I would have been phenomenally shittier about playing the game, thus thoroughly ripping it apart for not checking all of my boxes.  But I’m not that idiot anymore, and I know that World of Warcraft brings people a lot of joy and satisfaction and that’s great.

For instance, the friend that I started playing World of Warcraft in a effort to reconnect with and I had a conversation about me bowing out of the game.  I expressed that it just wasn’t my thing and I appreciated him extending the olive branch.  We went on to talk about the guild he had built up and how proud of it he was.  With somewhere in the neighborhood of 200 members that engaged in multiple raid nights per week, he was able to look at this organization he started with pride. He equated it to the satisfaction I felt from leading our Dungeons & Dragons campaign.

I understood exactly how he felt in that moment.  It’s no surprise that people are proud of their creative endeavors especially if they’re successful, but when he equated it to what I do, it clicked in a way that it hadn’t before.

We will never see eye to eye on World of Warcraft or our gaming tastes in general, and that’s okay.  The important part isn’t that we’ve found a game we can actively play, cause while that would be nice, it would probably require us just developing our own game from scratch.  No, the important thing is that we keep trying to reach out to the other.  We want to play games together and we’re going to keep trying to to find that thing that hooks us both, which I can definitively say is not and never will be World of Warcraft.

The Master of Disaster: Music – 10

Pretty early on in the campaign I decided I wanted to add an auditory element to everything we were doing, without resorting to generic dungeon crawling ambient noises that you can find on YouTube.  How would one go about this then?  Maybe they would search for music that set the appropriate mood, cause that would actually be a smart idea.  But what if we added hours to my session prep and included unique music tracks for encounters and story beats?  That’s the position I’ve put myself in.

There were specific tones and moods I was trying to cultivate throughout our campaign in an effort to add some drama and weight to everything.  It started out with me making little stingers of violins swelling or big drums strikes that would act as the period on the important sentence I was relaying to the party.  It largely went unnoticed and didn’t really add much to the experience.

But instead of bowing out there, I decided to go further.  What if I made these long, loop-able songs that would properly portray the current encounter or location?  I should note, this was all inspired by listening to certain RPG podcasts, where the element of audio can add a lot for both the players and listeners.  On one of the podcasts, The Adventure Zone, they did an episode where they answered a lot of lingering questions by the listeners, where it was revealed that most of the music was made with Apple Loops that were built into Garage Band.

I didn’t have a Mac, but I did have an iPhone with Garage Band installed.  Using the phone version of Garage Band wasn’t the optimal experience, but it got the job done.  I mainly stuck to relying on the included loops and various midi instruments as well as occasionally actually recording a guitar track.  Luckily the loops all worked well with each other for the most part, which made the whole affair a lot more manageable and less laborious.  Once I had managed to make a handful of tracks, it was time to use them in the campaign.

It actually went really well and was received positively by my players.  It made things feel a little weightier and put them in the mental place they needed to be.  Would it have been easier to find a good facsimile of the music I was making on the internet?  Of course it would have been, but I like making things myself.  So not only did I get to make sure the mood was just right, but I got to stretch my creative muscles.

I suppose I never really appreciated how important music could be to a D&D campaign before, but I doubt I could ever go back to not having it.  Aside from making the campaign better, it’s just fun to create things in general.

Honestly, being a DM has been some of the most rewarding creative work I’ve ever had the pleasure of doing.  From writing, to map making, character creation, acting and of course, making music, it’s truly a creatively fulfilling experience.  And considering we’re about to start an entirely new campaign with new themes, you know I’m excited to get in there and make several albums worth of tracks for it.