Monthly Archives: May 2020

Hoop Dreams

Like a good chair, video games can provide a sense of comfort and security despite their subject matter.  Maybe you play League of Legends every night, or World of Warcraft religiously, or something else entirely, but odds are that there’s a game you keep coming back to when there’s nothing else to play.  For me, I sink dozens and dozens of hours into the NBA 2K series of games because I’m a massive fan of the sport along with the games themselves.  That’s not a qualitative statement however, because I think there’s tons of room for improvement in the series, from bug fixes to features, and even new modes entirely.

Before I jump into what I’d like to see out of a new entry in the series, let’s talk about what’s in it already.  If you recall, last year there was a massive hubbub around the gross monetization practices around NBA 2K20, thanks to a trailer showcasing literal slot and Pachinko machines inside of a basketball game.  NBA 2K as a series has a long and gross history of shitty monetization in the form of a virtual currency called “VC,” which is literally short for virtual currency.  From upgrading stats, to unlocking apparel, moves, and basically everything else in the game, VC is integral to certain competitive modes in the series.

Despite wanting to engage with some of these modes, particularly the career mode which has you making a character and bringing them through their career as a player, the reliance on VC keeps me away.  Instead I focus on the franchise mode, where I can take control of any team or teams I want, and play through something like 80 seasons before it ends.  I’ve never made it to the end of the mode, so I genuinely don’t know what happens.

So with that context in mind, let’s talk about the future of the NBA 2K series.  As a child of the 80’s and primarily a fan of 90’s and early 2000’s basketball, I tend to gravitate towards that style of play in the game.  Focusing on traditional player roles that don’t really jive with the realities of today’s game.  Modern basketball has kind of made the traditional big men positions obsolete, opting for shorter, faster and more dynamic players who can space the floor better than their massive predecessors.  It’s not a bad thing, it’s just how the game is these days.  But when I craft my teams I usually end up filling the gaps on my roster with players that reflect an older style of basketball.  Since it’s a video game, it works out just fine for me, but it does feel like I’m playing wrong from time to time.

Let’s put aside workload, licensing issues, and literally every aspect of reality that would impede my pitch for a new mode in the NBA 2K series, and let’s just pretend it could happen.  I would like to be able to combine my love of the franchise mode, with the eras of basketball I remember.

I want the vintage teams, jerseys, and stadiums to reflect this era of basketball.  From different announcers, fans, and even retro styled graphics packages in the game, I want to relive this heyday of basketball in a video game, the way I dreamed of when I was kid.  As of right now, I can play with the 98′ Bulls if I wanted to, but it’s literally just taking that roster and putting them on a modern court.  That’s fine, I appreciate that functionality, but I want to relive vintage seasons and rewrite history.  I want play styles, game tempo and rule changes to be represented, and not just feel like a retro skin for a modern game.

It’s a lofty request that is far too specific for it to ever become a reality, especially when you consider what I’m asking for is to travel back in time with modern computers and design sensibilities, and make NBA 2K1996… or NBA 1K96?  I have no idea what it would be called, but you get the point.

Maybe I’m being overly nostalgic, maybe I have too much time to think about new modes for games and a need to write things for my gaming website, lest I go insane.  Or maybe I just watched the first few episodes of the excellent ESPN and Netflix documentary series, The Last Dance, that chronicles the final season Jordan played with the Bulls, and want to interact with it.  Who could say?

Gut Check: Cloudpunk

UPDATE: Since writing this, Cloudpunk has received several updates that address some of the dialogue issues that were present at launch.


Cloudpunk is a blend of two of my favorite elements in games:  Cyberpunk aesthetics and a mundane profession which in this case is being a delivery driver.  Sprinkle in an engaging yet slowly unfolding story with interesting and sometimes genuinely funny characters and you’ve got yourself the recipe for a game that is one-hundred percent up my alley.

In Cloudpunk, you play as a young woman who just moved to the big cyberpunk city and has taken up a job with the titular delivery company, Cloudpunk, as a courier.  The majority of the game seems to take place in your hover-car, driving around the neon soaked, voxelly city of Nivalis.

20200423195644_1.jpg

Piloting my floating jalopy was easy to do, and had a nice sense of weight to it that made banking around corners at high speeds not only very satisfying, but extremely dangerous as your momentum will have you drifting around the skies and probably into traffic.  The weird thing about driving the car is that you have no camera control whatsoever.  Instead, the right analog stick is used to dictate your height, a mechanic that the characters in the game felt the need to justify by explaining it within the first few minutes of playing.  Ultimately, money and fuel seem to be the primary plates you’ll be spinning in Cloudpunk, neither of which have been a real obstacle in the early goings of the game.

Once you get your package to the vague area it needs to go, you’ll have to find a parking spot for your hover-car, then hop out and finish the delivery on foot.  It seems pretty superfluous at first, offering little more than other angles to admire the artwork from, until you realize there are NPCs you can talk to and shops you can interact with.  It’s shallow at first, but within the first hour of playing it starts to become an integral part of the story.

20200423200430_1.jpg

Unsurprisingly, the things that really stuck out to me in Cloudpunk are its visual style, and synth-heavy soundtrack.  If you had told me that this was a licensed Blade Runner game, based solely on its presentation, I’d believe you.  The ambient light that pours over the rain-soaked streets of Nivalis, make the floating city feel appropriately grimy and futuristic.  Cloudpunk nails the cyberpunk aesthetic from lighting, to mechanics, to the soundtrack and even down to its characters.

Speaking of characters, there is one very special character in this game that needs special attention.  In Cloudpunk, the story is told to you through radio chatter from your bosses, customers and your ship’s AI.  The ship AI however, is the implanted consciousness of your character’s dog.  This dog, Camus, is a great inclusion not just because dogs are great, but because he is so innocent and pure that he acts as your moral compass when you have to make decisions in the game, questioning you when you make strange choices.

20200423203425_1.jpg

An early example of that is when Rania picks up an unmarked package under suspicious circumstances from her boss, that once inside of the car begins ticking.  Her boss tells her to keep quiet and get the job done providing no further explanation or context.  Camus will question this saying something to the effect of, “I don’t feel good about the situation.”  It was then I was presented with the choice of delivering the package, or throwing it in a dump somewhere.  I went ahead and delivered the package to another location, where Camus also raised further questions about my actions.  Up to and after what you might expect to happen with a ticking package happening, Camus gently reminded me that we didn’t do a good thing, which hurt me more than any human’s word could.

While I love Camus and his voice acting, the rest of the game fluctuates in that department.  Rania herself feels a little flat in places, never feeling overwhelmingly offensive or bad, but just a little bland.  That could be a symptom of the voice acting itself, or the actual writing in the game, which also feels unnatural in spots.  It’s never too jarring which is a relief because there’s a lot of it.

20200423201239_1.jpg

What is infuriating is how unskippable the dialogue can be in most scenarios.  This is a story-focused game and I understand that, but the decision to make me hover in the air in my car without a way point or objective for a minute or two so a conversation can wrap up, is infuriating.  I want to absorb the story and hear what the players are talking about, but could we do that on the way to my objective?  I can’t just drive around aimlessly while I’m waiting for a way point to pop because I’ve got fuel limitations.  It’s a weird decision that just leads to a lot of idling in a game with a pretty intriguing story.

The list of things I like about Cloudpunk so far easily outnumbers my issues with it, but I’m still really early into the game and anything could change.  There’s a bunch of mechanics that are largely unexplained thus far as well, like the fact that I have an inventory.  It makes me think there might be some sort of adventure game aspect that hasn’t been revealed just yet, but I’m excited to see it pan out.

20200423202248_1.jpg

I really like Cloudpunk and it’s brand of mixing the cyberpunk aesthetic, with the seemingly mundane job of being a courier.  It makes you feel appropriately small in this sprawling metropolis, before slowly uncovering the main character’s role and importance as you progress.  It’s got some rough edges for sure, but as an adventure game, it’s certainly scratching an itch.