Monthly Archives: July 2020

The Master of Disaster: The Descent – 14

I’ll never forget the first time I played Dungeons & Dragons. It was a few summers ago and one of our friends offered to run us through a single session campaign, otherwise known as a one-shot. It was a ton of fun and is the event I attribute to getting me hooked on the game. But there’s one thing that will always stand out to me most about that experience, and that was when we finished the game and our DM pulled me aside and said, “Ari, I play with a lot of people and I can tell when they’re hooked, and you’ve got it.”

That single phrase always stood out to me because of just how accurate it was. He saw something in myself that I never thought would be there, and even as he said it, I thought he was full of shit and just stroking my ego a bit. Maybe he was, maybe he wasn’t. Regardless of his intent, he was a thousand percent right.

In the past few weeks, I’ve heard his voice echo in my mind louder and more frequently than ever. That probably has a lot to do with the amount of Dungeons & Dragons related purchases I’ve made in that time, a trend that tragically shows no sign of slowing up.

I’ve bought so many fucking dice and I have no idea why. Even before the pandemic, all of the games I played were online, so why the hell did I buy a ton of plastic dice along with a fancy set of metallic ones? Why did I buy a dice rolling box? Why did I buy several digital rule books and modules, and then also buy their physical editions as well?

Because I need them.

Every time I hear my friend’s voice in my head, reminding me that “I’ve got it,” I can’t help but feel like he cursed me. Right there and then, in the middle of our mutual friend’s kitchen, my DM cursed me to an eternity of buying books filled with adventures I will never experience and dice that I’ll never roll.

One day in the future when we’re allowed to congregate once again, I’d like to believe I will actually make use of these physical items that now occupy my bookshelves. But the odds are these will just be items that I’ll be pissed about having to transport when I inevitably move away from here. I just hope that I don’t start buying miniatures next. Like, yeah they’re cool and you can paint them to look like your characters and stuff… Yeah, definitely don’t want to buy those little guys.

Send help…

Blog: A New Fable – 07/29/20

A few days ago Microsoft went ahead and revealed a ton of information about upcoming games as well as announcing a few new ones. They showed off Halo Infinite, a new Forza game, Jack Black singing through a trailer of Psychonauts 2, and plenty more for their upcoming new console, which were all fine announcements. But the one that I’m most excited for is the new Fable game that was confirmed to be in development.

For those who don’t know, the Fable franchise is one of ups and downs, with people ardently praising and condemning various entries in the series. To me, it follows the same trajectory as the Mass Effect series where the first one was good, the second was the best, and the third had some neat ideas but didn’t really make good on the promise of its predecessors. I can hear the sound of a friend of mine texting me in violent disagreement, but that’s okay because they’re wrong.

New Fable – Microsoft

Fable was always this cheeky action-RPG that always seemed like it was a sequel away from really nailing whatever it was going for. What it was going for no one can be quite sure of, but Fable always felt like a series with ambitions of much grander elements than were feasible at the time. Everyone likes to angrily point to the creator of Fable, Peter Molyneux, and chide him for his constant over promising and under delivering when it came to the franchise, but in hindsight it often sounded like the technology just wasn’t there to make good on his vision.

But it doesn’t matter what Molyneux says anymore because he’s no longer involved with the franchise and hasn’t been for several years. Instead, this new Fable is being developed by the people behind the Forza Horizon series, Playground Games. I don’t think anyone has any idea how this new Fable will turn out with the developers of a racing franchise calling the shots, but the Forza Horizon games have all been received really well in the past which makes me hopeful that they’ll do right by revitalizing the Fable series.

Fable II – Image Credit: Giantbomb.com

I don’t really have much in the way of expectations for the next Fable game, but I would hope it does a few things differently than its predecessors. There’s only a handful of specific elements I’d like to see this new game to incorporate, but overall I’d like to see a vast departure from the formula of the old Fable games. That isn’t because I don’t like those games, I just think those games only worked at that time in history and trying to recapture that again would feel uninspired and outdated.

Aside from general modernization, I think it should be a true open-world game with one big contiguous map. In the past, Fable had big areas to explore that were separated by loading screens, so having a cohesive world would be a nice change that would make the world feel more whole than it ever did before. I also think we’re at a point where Fable needs a good character creator in it. I don’t want to be a generic boy who chases chickens and either gets a halo or a pair of horns on his head. I want to be in control of my character and their appearance and not just turn into some weird demigod.

Fable III – Image Credit: Giantbomb.com

It would also be nice to see the game make good on some of the more esoteric promises that Molyneux made back in the day. A lot of what I recall him pitching was the idea that all of your choices and actions had reactions and consequences. Maybe they weren’t immediate, maybe they were, but nothing you did was done in a vacuum and that’s where I think that’s something a new Fable can do to differentiate itself from other RPGs. The series was always supposed to be this very customized and reactive experience, but it never manifested that way. But with the Xbox Series X, the power of modern PCs, and the strides in open-world game design, having a world react to you in the way Molyneux once envisioned seems more possible today than ever before.

Speculating about Fable right now feels pretty pointless at this time though. All we saw was a tone setting CG trailer that was very cheeky and that’s it. Who can say what the game actually turns out to be or when it’ll even come out? My bet is that it’s a 2022 game at the earliest, but I’d love to be wrong about that and get my hands on it earlier. Now that Microsoft is bringing Fable back and EA is bringing Skate back, I’d like to know what the fuck is going on at Ubisoft and why Splinter Cell hasn’t come back yet.

Exploring My Biases Against Certain Genres and Mechanics

Have you ever seen a trailer for a game and immediately knew it wasn’t for you? This happens to me consistently, and all it usually takes is a trailer or screenshot for me to see the mechanics at play to know a game isn’t for me. While I try to keep an open mind about every game, it’s a challenge for me to look at certain mechanics or genres and still feel compelled to play it despite what the critical reception is.

There’s been a lot of great games that have already come out this year, but I honestly haven’t played most of them because of this inherent bias I have against certain mechanics. It isn’t a qualitative judgement about the game or the mechanic in question, it’s just something I know won’t jive with me.

I guess you could just chalk it up to personal taste and knowing that every game isn’t made with me in mind, but sometimes I feel like I’m doing myself a great disservice from not giving these games a fair shake. That’s why I wanted to do a deeper dive into the elements and genres that immediately rebuff me, and try to get to the bottom of why that might be the case.


Starcraft 2 – Blizzard Entertainment

STRATEGY & TACTICS

It’s weird to start this list off with something so broad and nebulous as “tactics,” but allow me to make my case. There are phenomenal tactics games out there that people have raved about for years that I’ll never play. Games like the X-Com series, Starcraft, and even the Divinity series all seem so interesting from a distance, but rebuff me the second I get a little too close. It’s hard to nail down exactly what it is about these games that’s kept me away, but honestly it’s less about an inner conflict with the mechanics themselves and more about me being incapable of properly strategizing a coherent plan of attack in these kinds of games.

Quite frankly, I’m miserable at these games to the point where they just feel overwhelming. Usually I end up walking away from these games feeling like an idiot because I’m just so bad at applying foresight to these combat encounters. There’s also the issue of learning the internal mechanics that make things work in these games. For instance, when I played Divinity: Original Sin II, not only was I having trouble figuring out a good plan of attack, but I was also trying to learn what spells and attacks were effective against the enemies and the environment. It felt like I was learning two games at the same time and failing at both.

Divinity: Original Sin 2 – Larian Studios

I’m not great at strategizing in general, which is why real-time strategy games like Starcraft and Warcraft never appealed to me. My only tactic is to build my army as fast as I can and click on enemy troops and buildings in the hopes something happens that I like. There’s also a lot of plate spinning in these games, where I’ll have to contend with a multi-pronged attack plan, while managing the defenses at my base, while making sure troop and supply production lines are working and so on and so forth. It’s a lot for me to focus on at once, and I inevitably fail miserably at each of them whenever I try to play one of these games.

There is one glaring potential exception to this however. At some point in the next few weeks, Baldur’s Gate III is supposed to enter early access. Now, I’m incredibly excited for the game for numerous reasons, but the main one at this point is because I know the inner working mechanics it’s going to be using. It’s running off of the Dungeons & Dragons 5e rule set, something I’ve become very familiar with over the years. It’s led to me looking at Baldur’s Gate III as less of a strategy or tactics game, and more of a way to play D&D by myself. There’s a lot of mental gymnastics going on in my head to make me feel at peace with Baldur’s Gate III, and I completely acknowledge that.


Magic: The Gathering Arena – Wizards of the Coast

DECK BUILDING

Like most kids in the 90’s, I was a big fan of Pokemon and would consume everything it touched, from the show, the games, the toys, and of course the cards. The thing is, despite owning a ton of the cards and organizing them into a nice binder, I never actually did anything with them. I’ve never once actually played Pokemon as a card game before. I just wanted cool little pictures of them to collect.

That mentality has shifted as I’ve gotten older, but not in the direction of actually playing card collecting games (CCG) whatsoever. I’ve moved in the other direction, away from collecting cards and even further away from playing CCGs. There is something incredibly boring to me about building a deck of cards filled with spells, monsters and other stuff, and playing against other people with it. I’ve had people try to get me into Hearthstone and other games before, but I just don’t have the patience for any of them.

Hearthstone – Blizzard Entertainment

The CCG genre is incredibly popular and beloved by so many people, and I’m not trying to take anyone’s enjoyment of these games away from them. Focusing on games like this are extremely difficult for me because of just how slow and methodical they inherently are. You’re supposed to take your time and strategize, but as we’ve discovered earlier, I’m bad at that.

You might ask, “why not learn to play them so you can get better?” A good question to be sure, but I’ve only got so much time on this planet, that I’d rather not try to force a square block in a round hole for more of it than I already have to. CCGs are great fun for the people who can focus and really wrap their minds around them. Hell, my Discord channel is currently filled with Magic: The Gathering Arena optimal deck links and people constantly playing it. While I’d love to be able to engage my friends on this topic, I know it just won’t happen and I’ll end up just grousing about how much I dislike everything about CCGs to them.


Outlast 2 – Red Barrels

HORROR

To be completely honest, I don’t know why people enjoy the horror genre in any aspect, whether it be games, movies, TV shows, or even going to haunted houses on Halloween. I don’t like any of it, and it’s because I don’t enjoy being scared. Nothing about the emotion of fear seems fun to me at all, and I don’t get how some people are so eager to get frightened.

I get that some people get a great adrenaline rush out of a scare, or can appreciate a nice haunted tone in a movie or game or whatever, but I’m not one of those people. To me, fear was something I wanted to avoid and steer clear of as best I could. I don’t enjoy feeling on edge, I don’t admire the artistic talent it took to evoke that spooky tone, I just don’t like any of it.

Resident Evil 3 Remake – Capcom

Call me a coward or whatever, but fear was just never something I actually wanted to experience. That’s why when people clamor about the latest Resident Evil game or talk about the masterpiece that P.T. was, I can’t even begin to have that conversation with them. They might be stellar games through and through, appealing to everything a horror fan wants, but to me they’re just an expensive way to feel uncomfortable and have nightmares.

Once again, you can enjoy and praise the horror genre all you want, but none of it is going to make me willingly pay money to be scared. We haven’t even talked about games that like to throw in a jump scare in it just to shake things up. Bioshock Infinite had one of those and I’m still angry at it for including it.


Final Fantasy VII Remake – Square Enix

JRPGs

If I’m being honest here, JRPGs combine two things I’m really not that crazy about into one package that I don’t have any reverence for. As far as anime goes, I think I’ve enjoyed maybe one or two of them in my life, and they’re pretty mainstream if I’m being honest. I know that people really enjoy anime, and I’m not here to take that away from you because I truly believe that certain anime media can be really cool, particularly in the badass fight scenes that I’ve seen posted online. Anime can be cool is what I’m saying.

But the other half of that equation, the turn-based RPG part of it? That’s the part that I can’t handle as much. In my life, I’ve played part of one Final Fantasy game, and watched a childhood friend blast through large sections of Final Fantasy VII when it came out. Both of those experiences were pretty agonizing for me. And I know it’s unfair to target the Final Fantasy series here, but they’re one of the few touchstones I have in this genre of games. I never had the urge to play anything in this genre, so I’m well aware that there might be something that I might find interesting somewhere out there.

Persona 5 – Atlus

Similar to my issues with tactics and strategy games, I’m just a poor planner when it comes to gaming… and probably everything else in my life. So making sure I’ve got the right party members, items and buffs never really appealed to me in video games. I used to point to the fact that taking turns in combat made no sense to me, but that’s a pretty juvenile argument that I no longer use especially considering my recent reverence for D&D.

The reasons I won’t play those games today has changed significantly since I was younger, but they basically boil down to the fact that a lot of JRPGs are way too long and dense for me. Those games usually have so much going on in them that I can’t keep up. It’s the same way I feel about intense classic RPGs like the old Fallout games or last year’s Disco Elysium. They’re highly regarded games that I just don’t have the patience for.


The Long Dark – Hinterland Studio

PLATE SPINNING

There’s the concept of “plate spinning,” or the idea that you need to manage and keep tabs on a lot of moving parts at once. I notice this mostly in survival games where you need to worry about your food, thirst, stamina, temperature and so on. Both this and time limits feel like two sides of the same coin that I want to just throw into a storm drain.

Sometimes these mechanics are intrusive and steal the focus away from anything else in the game. When that happens, a switch flips in my head that instructs me to stop any forward progression and just hoard everything I can find for the next few hours. Maybe that’s how you’re supposed to play the game, but it just feels like paranoia-fueled busy work to me.

Minecraft – Mojang

There are some exceptions to this rule however, and it only occurs when a game isn’t too intrusive about it. For instance, Minecraft has a hunger and stamina meter, but it’s such an afterthought that you really don’t need to do much aside from carry a few steaks on you at all times. The ‘survival’ portion of the survival mode in Minecraft mostly applies to you not dying in whatever monster-filled chasm you inevitably arrive at.

Even Red Dead Redemption II had some light survival mechanics that were easy to fulfill. If you find yourself in town, you might as well snag a hot meal and a bath and refill your dwindling meters. Both of those last for days as well, and you’re never really in danger of starving to death or passing out from exhaustion. It’s that kind of light touch approach that I can deal with when it comes to plate spinning, but games that are designed around your ability to multitask efficiently just stress me out.


PLAYERUNKNOWN’S Battlegrounds – PUBG Corporation

BATTLE ROYALES

Remember back in 2017 when we could go places and do stuff but ultimately decided to stay inside and play PLAYER UNKNOWN’S Battlegrounds instead? I do. In fact, I played a whole lot of PUBG, to the point where it started to get tiring which ultimately led to me falling off of it about a year later. It was a marginally better time.

But now if you asked me to play a battle royale game with you, I’d probably find any excuse I could to avoid doing so. I don’t necessarily have anything against the genre itself, but I have played enough of one of the most popular ones out there to have had my fill with the genre entirely.

Ring of Elysium – Aurora Studio

This feeling was cemented when I tried to play Fortnite a few times, and bounced off of it almost immediately. From PUBG, to Fortnite, to Apex Legends, Ring of Elysium, Radical Heights and The Culling, I’ve played a lot of these games, and I think I’ve had my fill of the entire concept itself.

These games can still offer up a lot of entertainment and satisfaction, but they can also be sources of immense anxiety and stress. I’ll never forget the tension that would fill the air when you’d hear a gunshot ring out in the distance during a round of PUBG. Hell, everything in PUBG was incredibly tense when I think about it. The sound of a car, the sight of already opened doors, the literal ring of death that’s slowly closing in on you, it was all designed to be stress inducing.

Stress inducing as it was though, it was a lot of fun. But I just don’t think I need that in my life at this point. I like having stakes in games, I like tense moments, but battle royales seem to luxuriate and bask in these moments to the point of sensory overload for me.


A lot of what I’ve talked about here are just some personal examples of things that turn me off when looking into new games. They’re not value judgements or statements about the product itself or the people who actually enjoy them, they’re just my personal proclivities and nothing more.

Something also interesting to note is that just about everything I’ve listed here plays into my personal issues with anxiety and attention span. It’s weird how you can know all these various facts about yourself, but not be able to see how they’re all intertwined until you actually write them out and try to find a connective thread.

Ultimately I’d like to impress upon you that liking these things is totally valid and I want you to keep enjoying whatever it is you’re playing. If everyone felt the same way as I did, then these games wouldn’t be made anymore because people would stop buying them. The world is filled with different people with different tastes, and while some of these mechanics and genres aren’t for me, I celebrate the people who garner enjoyment from them in my place.

Blog: Crashing Castles – 07/22/20

For the past few weeks now, my partner and I have been looking for something to play together that could momentarily distract us from the misery that is 2020. They had some preferences as to what kind of game they wanted to play, but we both agreed that we wanted something cooperative that we could progress through together. After a few suggestions, we ultimately landed on 2008’s Castle Crashers, a game which is still very much worth playing 12 years later.

Being that we both own Nintendo Switches, our choices of games weren’t exactly limited considering the vast amount of options available on the platform. Up till now, we’d been bouncing between several of the classic NES and SNES games that were included with the online subscription like Dr. Mario and Panel De Pon, along with full priced games like Animal Crossing: New Horizons. But we needed something fresh, fun and accessible.

Turns out, Castle Crashers is still an extraordinary game that managed to meet both of our needs. It also has revealed to me that my partner is a gold hoarder in video games, and will prioritize collecting money over defeating enemies or aiding me in combat. It’s fine. It’s definitely not something I poke fun at them for doing every single time or anything.

It’s also a great game to play while talking on the phone because it doesn’t really require you to focus too intently on, so that’s been nice. I personally wanted to pick up Diablo III with them considering I’d heard tremendous things about the console versions of the game, but it’s still a full priced game which was a bit too steep for us. Also, it certainly had more going on in it than Castle Crashers, which might have ended up being a little too complex for what we were looking for.

Look at this adorable little shit

I still love Castle Crashers 12 years later, and am glad I get to introduce it to my partner for the first time. I don’t know if they’re as ecstatic about it as I am, but we keep playing it together, so they must enjoy something about it. Maybe it’s the art or the satisfying combat, but I think we mostly just end up fawning over the cute animal companions you get. They’re pretty freaking adorable.

Gut Check: Ghost of Tsushima

I went into Ghost of Tsushima knowing very little about what the game was outside of it being an open world action-adventure game set during a Mongol invasion of Japan during the 1270’s. A cool premise to be sure, but a cool premise alone wasn’t able to change the fact that I wasn’t having much fun with the game itself.

I really wanted to like Ghost of Tsushima. From its initial pitch to the various trailers and snippets of news that led up to its release, I was under the impression that this would be something I could sink a lot of time into. By all accounts, there was a lot of the game to experience, but the general consensus was that very little of it was worth the time investment. But I wanted to experience it for myself because I was very much in the mood for a big and bombastic action game. Instead I got Ghost of Tsushima, a sigh in video game form.

You might look at screenshots or trailers for the game and think, “wow, that’s a beautiful game,” and you wouldn’t be wrong. Riding through a field of flowers and over the rolling hills of cherry blossom trees is objectively beautiful in Ghost of Tsushima. The art direction is fantastic and deserves to be applauded without a doubt. But once you start moving around and interacting with the world, that’s when you see the cracks start to show.

Standing in stark contrast to the beauty of the world were the rough and jagged animations in Ghost of Tsushima. Nothing seems to flow together in a natural way, ultimately making navigating the world look and feel clunkier than you’d like. Multiple times I found myself getting caught up on walls, being slid across the ground by roving NPCs, and unnaturally snapping into static animations while trying to climb or duck under obstacles.

But janky animation isn’t the end of the world. The real issues crop up in the playing of the game itself, particularly when using the camera. Now there are bad cameras that fail to adjust to a player’s position, or a broken one that just doesn’t follow the action when you need it to, but I’ve never had a camera in an open world game vehemently disregard my inputs in the brazen way that the one in Ghost of Tsushima does. The camera often tries to force a cinematic angle that isn’t particularly helpful when you’re barreling down the road on your horse and just want to see what’s ahead of you. While annoying, it isn’t the end of the world.

However, the camera exhibits borderline game-breaking behavior during combat encounters, when you’re desperately trying to create space between you and the ever charging hordes of enemies. The camera will often rotate into awkward angles if you happen to back into an object, making the concept of keeping your enemies on screen more of a chore than it needs to be. This could all be alleviated to some extend with a competent lock-on mechanic, but Ghost of Tsushima lacks a functional targeting system.

You are regularly surrounded by groups of enemies, something that other games might use as an opportunity to let you hit a button or click a stick so you can individually lock-on to an opponent. Ghost of Tsushima opts for something slightly different and objectively worse. You have a sort of soft lock-on where you gently nudge the camera to focus on an enemy, and that will “lock-on” to them. Except it doesn’t work and you’ll just end up swinging wildly at nothing until some dick with a spear stabs you through your sternum. I hate this camera with a passion, and it’s one of the main reasons I don’t like Ghost of Tsushima.

I can’t really talk about too much of what to expect from the later hours of Ghost of Tsushima considering I’ve only played maybe two hours of it, but I feel like I’ve already hit my limit with it. A lot of people have said the the opening hour or so is by far the weakest portion of the game, but that fact is usually followed up with the revelation that very little of the game’s content is interesting or unique. While I don’t have first hand experience to speak on it definitively, based on what I’ve played thus far, neither the gameplay, missions, nor story have been particularly engaging or worth returning to.

Early in the game almost every action you take is interrupted by a cut-scene that goes on way too long, or a flashback training sequence that also overstays its welcome. The story seems fine so far, but it has had no emotional weight or impact on me at all, which ultimately seems to be the overarching theme with Ghost of Tsushima. It doesn’t really excel at anything, and more often than not it just feels deflating and disappointing.

That being said, it’s a lot of fun to get into sword fights with people in Ghost of Tsushima. The combat is deliberate in a way that can feel incredibly rewarding when executed correctly, and utterly deflating when you mistime something. It would be a lot better if it had a traditional lock-on mechanic, but as it stands it’s rewarding when you aren’t overcome with frustration from the incompetent camera. There’s also a “standoff” mechanic which, while not revolutionary, is certainly interesting. It’s basically the “anti-stealth” mechanic, where you march right up to a group of bad guys and challenge them to a duel. What happens next is you basically have to time a button release to one-hit kill your opponent, but I still thought it was pretty cool the few times I did it.

I can’t really speak to the stealth aspects of the game though, because you’re severely limited in the early hours of the game with what you can actually do. It seemed okay I suppose, but it wasn’t anything worth gushing over. Coincidentally that’s exactly how I feel about the everything in Ghost of Tsushima.

But that’s Ghost of Tsushima in a nutshell. It’s an okay game that has some pretty rough edges. It’s one of those games that I couldn’t recommend anyone rush out and buy at full price, but on a big enough discount I might. Maybe Ghost of Tsushima just makes a really miserable first impression and needs more time to really be appreciated. But I just don’t think I have that kind of patience in me for a game that just feels sloppy.

Blog: A Waiting Week – 07/15/20

You might have noticed that things have been a little light around here in the past week in terms of new content, but I assure you that it’s mostly due to unfortunate timing and there’s a slight bit of apathy on my part if I’m being perfectly honest.

This week sees a few of my most anticipated releases of the year which is very exciting for me, but as of this being posted only one of them has come out. The three games in question are Ooblets, a mix between farming styled life simulation games and Pokemon which releases today, Paper Mario: The Origami King and Ghost of Tsushima which are both dropping on Friday.

All three of these games are pretty big blips on my radar and the wait for them has felt fairly excruciating since I’ve run out of things to do in Animal Crossing: New Horizons. Unfortunately I won’t be able to give my thoughts about any of these games until next week at the earliest, but I assure you that they’re coming.

The other problem that I’ve run into is just general apathy for everything, including my own hobbies. I’m sure everyone has felt the crushing anxiety of the world weighing down on them lately, and I’m no different. It’s been really hard to muster any enthusiasm for anything in the past few months, and finding joy in playing and writing about video games has gotten harder and harder.

I’m hoping that these games spark something in me that can ignite my fire once more because I truly love what I do. It’s just a hard time in general, and I’ve felt like my hobbies aren’t bringing me the satisfaction that they once did. It mirrors my relationship with Netflix, where I have nearly infinite choices of things to watch but I’d rather just watch the entirety of The Office again.

I don’t know how everyone else is dealing with this situation, but I know that I’m having a harder and harder time as days go on. I honestly miss working and being able to decompress with my hobbies when I come home. But now that I’ve got endless access to the things that i like doing, I find myself doing nothing at all more often than not.

Blog: Price Adjustment – 07/08/20

Recently the folks over at Take-Two Interactive came out and announced that the upcoming NBA 2k21 will cost $70 on next generation machines like the PlayStation 5 and Xbox Series X, while current generation editions will remain at $60. The two reactions I’ve encountered most have been people grousing at this price adjustment, and those who think a price hike has been long overdo. For the most part I find myself agreeing with the latter sentiment in general, but sincerely believe that NBA 2k21 should not be the game to usher in this new price tag without making massive changes to the formula that the 2K series has recently followed.

There are a ton of reasons why I don’t think NBA 2k21 can justify this new price tag, but chief among them has to be their pretty disgusting monetization practices they’ve exhibited in the past few years. I wrote all about their gross business practices alongside the overall state of the game itself a while ago, and I just cannot conceive of a world where NBA 2k21 ditches any of those micro-transactions because they got ten extra dollars upfront.

Maybe you’re like me however, and don’t engage with any of the modes that hit you up for money, surely the higher price tag is something you can live with? I suppose you could justify that approach, but as someone who exclusively plays the franchise modes in these games I can 100% tell you that you aren’t getting anything new. The franchise modes in the past few iterations have been pretty identical, offering little to nothing in terms of new features or even UI design.

The hopeful, starry-eyed version of myself that exists somewhere inside of me thinks, “well at least developers will be getting more money for their work,” which they %110 deserve, but I don’t believe they’ll see a single cent of this revenue. With the ballooning cost of game development it makes sense that games would increase in price, but not one particle of my being believes that this money will make its way to the people who are crunching for hours to make James Harden’s beard look fluffier.

Games have remained at the $60 price point for the past two generations now and definitely need to increase in price. But when you read stories about how Take-Two Interactive made a third of their revenue in three months thanks to micro-transactions, but then turns around and says that the increased price is to account for the rising costs of features like “3D audio” and 8K textures, it’s a little hard to swallow that pill.

The economics of the video game industry are complicated and I don’t claim to understand them fully, but unless this extra money is being fed directly into the development budgets or even better, into the pockets of employees, then I can’t help but feel like this is Take-Two deciding that from now on, their games will bring in at least ten more dollars per sale and not actually raising prices as a response to high development costs.

Gaming is an expensive hobby, and it’s only getting less accessible when you account for the projected high cost of the upcoming consoles and online service fees. Especially now, when a lot of people are out of work and might not have extra cash to throw around, announcing your price adjustment is an absolutely tone-deaf and utterly wild thing to do. Another wild thing to do is to not honor Vince Carter, the only NBA player to play across 4 decades, and put him on one of the 4 different versions of the game.

Review: SpongeBob Squarepants: Battle for Bikini Bottom – Rehydrated

Towards the end of my time with SpongeBob Squarepants: Battle for Bikini Bottom – Rehydrated, my opinion of it had soured so drastically from how I felt when I began it. Being a 3D platformer from 2003, it shouldn’t be a surprise to anyone that you’re hopping from level to level, completing challenges and solving puzzles in order to obtain some sort of shiny object, which in this case are golden spatulas. Collecting enough golden spatulas grants you access to more levels, where you’ll do more challenges and so on and so forth. It’s a 3D platformer through and through.

Seeing as the original game released a few years into the show being around, I was able to catch most of the references and jokes and not feel like an outsider to the source material. It was actually kind of nice to revisit this world I hadn’t thought about in nearly twenty years, only to see it realized in this 3D space that I could run around in and explore. I’ve never played the original release so I don’t know how the it looked when it came out, but SpongeBob Squarepants: Battle for Bikini Bottom – Rehydrated looks really crisp and colorful. It’s fully voiced as well which makes the whole thing feel like a really long, yet enjoyable episode of the show.

For how well this remaster has done in terms of presentation, I feel like some attention could’ve been paid to the actual gameplay itself. SpongeBob Squarepants: Battle for Bikini Bottom – Rehydrated is a decent platformer at best, and a frustrating test of patience at worse. The game is marred by a disastrous camera that will play along with you the most part, but will damn you at the worst possible times.

There is a point later in the game where you learn how to wall jump between two walls. After the first few times of just leaping at the wall and then rhythmically hitting the jump button until you crest the obstacle you’re climbing up, a new version of this challenge appears. This time, instead of going up, the walls you’re jumping between move forward and backward, offering you a way to get to a distant platform. This “simple” task turned into ten minutes of me leaping to my death because the camera felt the need to lock into what can only be described as a “cinematic” angle the moment I took my first jump. That’s what the camera does in SpongeBob Squarepants: Battle for Bikini Bottom – Rehydrated, it’s fine most of the time until it decides you’ve been in too much control.

The camera’s ability to screw you over doesn’t just stop with platforming either, because I can’t begin to count how many times I’ve tried to attack something only to find that it’s just out of my reach. This of course leads to me getting counterattacked, stun locked, thrown off of a level, or all three at once. And if you do happen to fall off of a level, know that everything resets because of that. Were you halfway through a particularly tedious puzzle? Great news, now you’re back at square one. Got through all of those enemy encounters? Then you can totally do it again. While you retain all collectables along with the puzzles you’ve already solved, falling off of a level or dying often feels like the game is adding insult to injury by making your climb back to where you were even much more tedious.

While SpongeBob Squarepants: Battle for Bikini Bottom – Rehydrated has its share of highs and lows, I found that playing as any character other than SpongeBob isn’t very fun. There are certain points in levels that allow you to swap between either Sandy or Patrick depending on what the level calls for. Patrick can lift heavy things and throw them, while Sandy can glide through the air and swing from certain objects. Playing as either of them isn’t fun, especially when the game calls for precise platforming from Sandy. Her specific challenges usually rely on using a combination of gliding and swinging, both of which are hilariously unresponsive.

There’s a level later on where Sandy is put to the test and must cross a massive chasm of nothingness in order to get to a floating plot of land. There are swing points scattered about which require you getting close enough to them for an indicator to pop up letting you know that you’re locked on and able to initiate a swing. But that window is incredibly small when you’re worrying about plummeting to your death while trying to fumble with the unresponsive controls.

If there was a word to describe SpongeBob Squarepants: Battle for Bikini Bottom – Rehydrated as a product, I guess ‘inconsistent’ would be it. It has all the charm and joy that I remember from the show itself but isn’t particularly fun to play. That being said, I still finished it because it scratched that 3D platformer itch I had, but I have no intentions of going and sweeping up the collectibles I missed or anything. I bought and played through the game because I have fond memories of those early seasons of SpongeBob, and that was enough to push me through. But if you have no connection to the source material, then this is just a decent platformer at best.

Review: BarnFinders

BarnFinders is a game that I am deeply conflicted about. It’s the exact sort of mindless, meditative gaming experience that I love so much, most of which involves you finding, repairing and selling various flotsam and jetsam at your own junk shop. It also is a game that is tremendously unfunny and at incredibly problematic in the way it represents various ethnicities and cultures.

Clearly aping the likes of reality television shows like Storage Wars and American Pickers, BarnFinders puts you in charge of your very own, rundown junk shop somewhere in the southeast portion of a fictionalized America. Your establishment is pretty miserable at first, boasting nothing more than a dingy storefront and a beat-up truck. Eventually you can upgrade just about everything, but it still retains that unkempt feel.

Just like real life, your computer in BarnFinders is the heart of the operation allowing you to accept various jobs and travel to different locales. Jobs boil down to a borderline incomprehensible email asking you to retrieve a specific item from a location and mail it back to the sender. After accepting the job, you need to front the cash to drive your truck to any new location you wish to go to, but that’s only necessary when you first go to a destination.

You arrive at the location which can range wildly from barns, houses, bunkers and more, and are reminded of what item you’re there for, as well as a progress bar that ticks down as you collect other items you can resell currently in the dwelling. It’s just enough information to let you know there’s something you missed without explicitly telling you what it was, ultimately making it a fun little puzzle that can get pretty tedious after enough meandering through the level.

Chairs, hard hats, traffic cones, laptops and other notable items are usually prime for resale, while the deluge of cardboard boxes and hay bales that litter the area can be broken down into repairing components that you can use to fix certain broken big ticket items like televisions and microwaves. Aside from fixing things, you’ll also find items that can’t be sold, but can be combined with other items to make more rare and expensive products to sell like motorcycles and what definitely is an Atari 2600. Finally there’s just dirty items that need to be hosed off before they can sold which can be anything, but the first one you’ll come across is a blow-up sex doll.

Once you load all of that stuff into your truck, you head back home and prepare your merchandise to put on sale the next day. This includes the aforementioned cleaning, fixing and building of components that you’ll find throughout levels. But you won’t be able to just do those things because you need to buy the various stations that allow you to perform those actions. You also need to buy tools like an ax, a shovel and some lock picks, as well as a price gun that allows you to upgrade the interior of your store.

The store has a few spots for wall shelves, display cases and free standing displays, all of which hold different sized items. A washing machine needs a free standing display, while a guitar is hung on the wall. Where you put things doesn’t matter, because this whole section of the game is incredibly underwhelming but extremely necessary to progressing. You also can change the flooring and wall coverings, but despite how much they cost they’re all varying degrees of filthy.

Once you have your shelves packed with the garbage you rescued from various dumps, you get to open up shop and meet the very small cast of characters in BarnFinders. This is where things go from uninteresting, to aggressively bad. The characters in this game are all different stereotypes, including the co-owner of your store, your uncle. Being set in the southeast, BarnFinders leans into a lot of the stereotypes about the people from those areas, portraying your uncle as an uneducated, scraggly-haired redneck. Also in this cast of characters is an Asian woman named Lady Dragon and an African-American man dressed in Rastafarian garb, constantly smoking a blunt.

It’s all part of that aggressively unfunny “sense of humor” I mentioned up top. In addition to that, the characters all speak in noises and grunts while text bubbles appear near them, some of which are problematic as well. You’ll hear and see a lot of these things during the tremendously mundane retail portion of the game, where customers appear in your shop in front of objects they want to buy. You being the employee of the month, go up to them and can either elect to sell at the default price or haggle with them. Haggling in this case means to play a bad timing based mini-game that sometimes just doesn’t work.

Speaking of bad mini-games and terrible “humor,” the parts of BarnFinders where you have to bid on properties is hilariously thin as well. Some barns or houses will require you to own them before you can actually pick through them, which means you’ll have to enter an auction for it. The only people who ever show up to these auctions are the same characters as I mentioned earlier, but this time their text bubbles will shout various insults at you whenever you outbid them. These too are written in an insanely problematic way that I won’t go into, but you can imagine what they are like.

Outside of having terrible writing being hurled at you, in an auction you’re allowed to raise the price by a modest amount or a large amount, both of which change depending on the item itself. I’m fairly certain that none of this matters however, and the auction ends once you’ve hit a certain price threshold. It feels like the game decided that a certain house was worth ten-thousand dollars, started the bidding at five thousand, and would keep the auction going till you made it past the ten grand price tag. This is evidenced by the fact that no matter how long you wait to put in a bid, the auction timer won’t start to count down nor even reveal itself until you’ve made it to a certain point. It’s this smokescreen that very quickly dissipated and revealed nothing more than another time wasting mini-game in its place.

What I do like about some of the properties you acquire however, is how expansive they can be. Some levels are multi-layered and require some light puzzle-solving and platforming to find mission critical items. There’s also the fact that some of these levels are spookier than others, but BarnFinders is courteous enough to ask you upon starting said level if you’d like to be scared or not. I wish that kind of courtesy extended to other aspects of the game, but this was a pleasant surprise that accounted for my low threshold for fear, or as others might call it, “cowardice.”

There’s also this gigantic alien sub-plot that I can’t even get into because of how absurd it was, but just know that aliens play a large part in BarnFinders. It’s bizarre and ends up becoming a weird focal point of the game, but I don’t think it’s any worse for including these story beats.

It’s hard to feel good about playing BarnFinders when there’s just some really unnecessary bullshit that are just hurtful and tone deaf. Even from a purely gameplay focused standpoint BarnFinders makes it seem like there’s a lot to do and consider, but there really isn’t much new to do as you play for a few hours. Outside of level design and maybe one level specific item, there’s really nothing mechanically engaging to do after the first 3 hours of play and that’s probably for the best.

Blog: Games of July 2020 – 07/01/20

As cautious as I am about celebrating a new month in this disastrous year that is 2020, I feel like it’s worth mentioning that there are some games due out in July that I’m excited for and might possibly stave off the encroaching sadness inside me. Granted, there’s always the possibility that a spectacular game could release out of nowhere, but as far as the planned releases for this month, this is what I’ve got my eye on.

TRACKMANIA (07/01/20)

I don’t actually know if I like Trackmania as a game, or if I just enjoy the videos and gifs that come out of each release. Whatever the case might be, a new Trackmania is out today. For those who don’t know, Trackmania is a series of racing games that are less about battling for prime position, and more about just getting the best time on a track. It’s a game about time trials and nailing the perfect run of a course that involves crazy jumps and loops. I don’t think anyone really cares about the content that’s included in the game, rather the excitement seems to center around the community servers where creativity runs wild. Below is a video from an older entry in the series, Trackmania Caynon, and it’s the thing I saw a few years ago that got me into the games in the first place. Not every track is like this one, but I think it’s just so dang cool.

GHOST OF TSUSHIMA (07/17/20)

I’ve inadvertently kept some sort of media blackout with the upcoming PlayStation 4 exclusive Ghost of Tsushima, a stealth-action game set during the first Mongol invasion of Japan in the 1270s. Aside from just looking incredible, it’s been a while since I’ve gotten to play a good stealth-action game, and this one looks incredibly promising. I also can’t remember the last time I played a game that took place in a similar setting, so I’m excited to see how the story and setting manage to come together. Honestly, everything about Ghost of Tsushima looks great, but only time will tell if looks end up being deceiving.

PAPER MARIO: THE ORIGAMI KING (07/17/20)

Paper Mario as a series has kind of felt a lot like Star Wars in that while most of the entries aren’t spectacular, the earliest entries were so good that I’ll be excited every time a new one comes out. That’s where Paper Mario: The Origami King sits with me right now. I’m tentatively excited for this new game, but am still a little weary based off of the last few. Paper Mario lives and dies by the strength of its characters, stories, and combat mechanics, and is one of the few turn-based RPGs that I’ve ever enjoyed. Paper Mario: The Origami King looks like it’s hitting all the right notes in trailers, but time will tell if this is truly a return to form or another lifeless release. Hopefully this one can recapture the whimsy and fun that the originals did, but I’m still going to proceed with caution.

ROGUE LEGACY 2 (07/17/20)

Speaking of games that are exceptions to my genre tastes, Rogue Legacy is one of the few rouge-like games that I’ve actually enjoyed. Maybe it has to do with the fact that I perceived the original as a simpler game than the rogue-likes that have released since 2013, but I remember it fondly. Surprisingly, there’s a sequel coming out later this month that, like every other game on this list, I’m cautiously looking forward to. I doubt it will be able to grab me like the first one was able to, just because my tastes in games have shifted so much in the past 7 years but I hope to be proven wrong.


The offerings this month might not be everyone’s cup of tea, but I think that this is a pretty good July for game releases. If Paper Mario and Ghost of Tsushima alone stick the landing, then I’ll be a happy camper. Besides, I need a good reason to boot up my PlayStation and Switch again.