Monthly Archives: July 2021

Blog: Under Achievement Hunter – 07/28/21

I have this Pavlovian response every time I unlock an achievement that triggers a bit of joy and validation whenever that pleasant little notification pops up. The numbers don’t mean anything in the grand scheme of things, but I sure do enjoy seeing my total score inflate with every game I play. But even that shot of dopamine that I get from these little micro-celebrations aren’t enough to make me fully engage with the idea of achievement hunting. No, for me it’s been a long career of just playing everything I could first, while paying attention to the achievement list second. It’s a scattershot approach that’s worked for me in the past, even if it’s been financially ruinous, but it’s an approach that’s unsustainable for me currently.

I bring all of this up because whenever I look at the achievement leaderboard on my Xbox, I can see that my approach was only successful because I had spent the past 15 or so years casually building my total up. In stark contrast to that approach is how this system was probably intended to be utilized, with people actively seeking out ways to unlock every achievement possible. I have some friends on my list that have fully unlocked everything in a large portion of the games they’ve played, whereas I basically just have the equivalent of souvenirs from every game I’ve ever played on a Microsoft console. The only reason why our totals are even close is because I’ve just played way more games than they have, otherwise their completion rates would blow mine out of the water.

It’s one of those things that make me wonder if I’m doing myself a disservice by not pushing through with games that I’m not 100% feeling. I fully endorse the idea that you shouldn’t waste your time with a game that isn’t grabbing you for the alleged promise of it “getting good” later on, but maybe there is some truth to that. My friends are out there putting hours and hours into games from all different genres, unlocking most of, if not all of the available achievements in each of them. It’s because of this that I’ve been able to actually step back and recognize that the way I’ve been playing games, especially after the brief stint I had doing YouTube stuff along with running this very site, just isn’t a great way to actually enjoy playing video games.

All of this is to say that achievements were a big part of recognizing that I was trying to live this untenable lifestyle that only the people who are paid to cover games can really afford to do. I look at my achievement list and just see hundreds of games I’ve wasted money on, with nothing to show for it, most of the time without even having any memory of ever playing them at all. Achievements aren’t anything special but I’d feel better about having actually unlocked a lot of them in prior games I’ve played, because that at least means I got some bang for my buck. As it stands now, it’s a graveyard for all of the money I once had.

Blog: Still Waters – 07/21/21

It used to be that the summertime was infamous for its lack of new game releases, but that’s no longer the case these days. Games are being made by all sorts of folks in all sorts of different circumstances, most of which are not beholden to the fiscal calendar that demands the biggest releases congregate at the end of a given year. It means that at any point during a year, your personal game of the year could blindside you and just release on Steam on a Wednesday. Well I’m here to tell you that I have not had that experience yet this year, and I’m bored out of my mind.

So far, 2021 hasn’t really dazzled me in terms of game releases. Actually, the whole year is questionable at best, but I won’t get into that. My point is that it’s been a really slow year for me when it comes to actually playing new games. I think I can count on one hand the amount of 2021 games I’ve really liked, let alone finished. Part of me worries that this is all just a sign that as we get older we’ll end up treating video games like albums, and only play the things we liked because nothing new resonates with us. That might just be me though.

My gaming habits are starting to feel more like a stringent diet these days, where I stick with what I know and occasionally have a cheat day with a new release or something. It hasn’t necessarily been a bad thing however, because I’m actually trying more games without having to shell out 60 to 70 dollars for it thanks to Game Pass. I just blasted through a cute, albeit unremarkable 3D platformer called New Super Lucky’s Tale, which is an updated and more accessible version of Super Lucky’s Tale, which was an Oculus Rift exclusive for a while. I didn’t know this game finally made it to consoles and was playable, but once I discovered that I basically spent 4 days just blazing through it. I hadn’t played a game that obsessively in quite some time, and who would have guessed that New Super Lucky’s Tale would be the game to do it.

Aside from that, I started a new Skyrim save with the intention of making myself an un-killable demigod who can leap from mountain top to mountain top in a single bound. I feel like I’ve done this exact thing before. But the reason I’ve dived back into the game is because not only is it on both PC and Xbox Game Pass and I can snag some sweet achievements for my time spent in this dreary world, but because it’s super fucking fun to kill a boss so good and so quickly that the game literally can’t progress any further. It’s been this wonderful experiment of “how quickly can I break Skyrim,” that’s quite frankly been one of the most fulfilling game experiences I’ve had this year. It turns out that you just kind of have to cough in the direction Skyrim for it to just implode in on itself. Really a bummer that the Game Pass version of Skyrim doesn’t have cloud saves though.

But yeah, at the risk of sounding like an ad for Game Pass, the last thing I will say about it is that it’s led to me spending a lot less on video games lately. It’s not like they’re out there grabbing the hottest new releases or anything, but they are regularly putting up either new and unknown indie games, or just these titles that I’ve been curious about for a while that I’d never actually pull the trigger on and buy. The service isn’t perfect by any stretch of the imagination, but it’s one of those “untouchable” subscriptions that I will gladly continue paying for. Unlike Apple TV, who only remains because of how good Ted Lasso is and how badly I want to watch the second season.

Blog: The Quiet Year – 07/15/21

I’m not gonna name any names here, but someone may have forgotten what day it was and never scheduled a blog post to go up. Whoops. Regardless, I want to talk about a game that I got to play a couple of times over the past few days called The Quiet Year by Avery Alder. The Quiet Year is a cartography-focused, world building game for 2-4 players that heavily relies on improvisational skills and social contracts between friends that will inevitably be broken. It’s a ton of fun.

Without getting too deep into the mechanics, the long and short of The Quiet Year is that you and your buddies will draw cards from a deck that have prompts on them. Those prompts will ask you to change or expand the lore of the world in some way, and whether that change is borne out of triumph, failure, happiness or misery, the world you create is constantly evolving whether you like it or not. It’s this beautiful mixture of cooperation and chaos, asking you and your friends to represent a burgeoning community and its occupants for better or worse. Some people may value sustainable lifestyles while others might want militaristic might, but you need to speak for and represent all aspects of the community because you never know what’s going to be thrown at it. There’s a lot more to it than this paragraph can describe, so I recommend you look into it if anything I just said sounded interesting.

If none of that grabbed you, maybe a story about the game of The Quiet Year I’m playing will pique your interest.

It all starts on an island with a fresh water spring, a volcano and a forest. The small, then unnamed community of settlers had just escaped from some sort of devastating encounter in their previous home, and decided to set up shop here on this seemingly abandoned landmass. They soon discovered that this island was part of an archipelago, and another island that kind of looked like a big avocado was spotted to the southeast. That’s when the trouble began.

Artwork from The Quiet Year

While we don’t know what the lives of these people were like before they arrived here, they were awestruck by the sight of a massive idol that was built on the coast of what is now officially called Avocado Island. A jewel encrusted giant man made of wicker could be seen towering over everything and was surrounded by a few abandoned huts, leading some to ask “how did we only just see this?”

A profoundly upsetting amount of citizens on the island began to worship the wicker-man pretty much from the moment they laid eyes on it, which basically meant that everything the community did was in service of praising this unknown structure. Idolatry had gripped our little community so tightly and so quickly, that I instantly became painfully aware of how easy it could be to fall into a cult. A fascination with the wicker-man and their various gemstones led to a search for more gems that apparently granted people the ability to cast magic should they shake the stone strongly enough. This led to the development of a fleet of heavily armored ships that basically had big, enclosed slingshots on them that would shake fire spells in the direction of enemies.

I should mention that at this point we’d basically run out of reliable food sources, didn’t have anything more than tents for shelter, and only had a community of Vineyard Vines-wearing boat captains who looked down upon anyone who wasn’t them. A small, slightly deadly riot occurred which led to the eventual fleeing of these boat-bros, leaving only those who attacked them, the followers of the wicker-man, to themselves. Definitely a great situation that isn’t troubling in anyway whatsoever.

I swear this all makes sense

While everything was admittedly funny, our community was in shambles and spiraling out of control. Some people in the community were doing everything they could to push food production and shelter, but most of them were pretty hellbent on pleasing the wicker-man. Unfortunately for them an ill omen in the form of a storm came through and ravaged basically the wicker-man and nothing else, not even the small and seemingly abandoned huts that were constructed around it. What a weird thing to have happened.

In response to this, the community dedicated more time and effort to this damn wicker-man and his whole deal, going so far as to spy on the now returned and mysterious inhabitants of the huts around its demolished base. These people apparently knew of a legend that told of how to have the wicker-man reconstruct itself through the usage of more of these fucking gems. This led to even more time and more effort spent on learning about this thing that, while mysterious, literally isn’t helping the community in any real way aside from giving them a weird sense of faith.

The wildest part about this all is that we’re only halfway through the damn game. The Quiet Year, as its name implies, covers a community throughout the course of a year but can be cut short if the wrong card is drawn in the winter. Once that card is drawn the game ends. What I’m saying is that all of this wild-ass shit only happened during the spring and summertime months. As the seasons pass, the card prompts will get nastier and nastier, so the shit we’ve cobbled together here are representative of the “easier” months of play.

One last thing that’s worth mentioning about our game in particular is that like most folks, we aren’t artists. So our first and main island may have looked more like a butt than anyone initially intended, but boy-howdy did we run with it. Towards the end of our first session we finally landed on a name for our island. We called it Dolius. Apparently dolius is the Latin word for butt, so there’s that. It was a fairly nuanced name for our ass-island, but rest assured that a more silly name was given to the volcano. That volcano was called Posterior Peak and we once threw an old man into it, not just because he was a shithead, but because that’s what the wicker-man would’ve wanted.

Blog: Double Dashed – 07/07/21

I’ve often heard it said that everyone has a favorite Mario Kart game and it’s directly associated with whichever one was released when you were a kid. It’s rarely a conversation about if someone likes Mario Kart, but rather which one they like the most. So maybe it comes across as some sort of weird sacrilegious thing when I posit that I don’t think I like Mario Kart as a concept, especially after having played a particularly beloved entry in the series for a few hours. Let me explain.

The other day my partner and I were looking for something to play together. “We could play my Game Cube,” they offered, to which I begrudgingly agreed to. I’ve never been particularly fond of the Game Cube as a platform. My core issues with the console boil down to what I believe to be a pretty terrible controller along with a pretty miserable Mario game in Super Mario Sunshine, both of which zapped my enthusiasm for the little purple game-box. I get that people have very strong feelings about the Game Cube, but it never resonated with me.

After showing me their defunct Animal Crossing town that was filled with weeds and surprisingly mean villagers, I was treated to an extended session of playing Mario Kart Double Dash, one of the most beloved entries in the franchise. While that entry is fine in the broader context of Mario Kart as a series, it became pretty apparent to both of us after a while of playing that I wasn’t enjoying myself. Some races I’d do well in and even squeak out a win, while most other races were resounding losses that were shameful displays at best. Regardless of the outcome of a particular race however, I was not enjoying myself.

There’s a weird through line I’ve noticed in the Mario Kart games I’ve played, which is that they all seem to relish in screwing you over much like another extremely popular Mario game. That’s when I had the realization that Mario Kart does everything I hate about Mario Party, just in a much faster way. I don’t have any statistical evidence to support this nor did I dive into the code of either franchise to support these claims so consider what I say to be purely conjecture, but the two series really seem to have a weird fascination with pouring on the bullshit whenever you think you’re doing well. Sure you need ways for the folks in last place to stand a chance in either game, so you might throw them an item or something that can help change the tide, but in both series there really doesn’t seem to be any incentive to do well right out of the gate. That is unless you enjoy being the target of every pixel of bullshit that your opponents can and will ever launch.

Video Credit: HowBoutGaming on YouTube

Every race in which I got out to an early lead ended with me in last place, whereas every race in which I started off poorly ended with me in the top 3 or 4. You could chalk that up to nothing but pure coincidence, but after a two to three hour session of playing, it started to feel less random and more spiteful. Mario Kart Double Dash had this nasty habit of fucking you so hard in such a short period of time, over and over. You don’t just get hit by a blue shell, no, you get hit by the blue shell, then a red one, then some super move, then you’re nudged off the course, all while in sight of the finish line. That’s where the whole Mario Kart experience just broke down for me, because it would happen with such alarming regularity that I’d go from first place to last within mere inches of the finish line. You can call it bad luck, but I call it bullshit.

Eventually we stopped playing because my partner was concerned with my attitude after I slammed the controller into the ground (it’s fine). I’ve come a long way since my high school days of getting so angry at video games that I’d throw something, but something about Mario Kart just manages to bring out the worst in me. Rubber-banding in games is always a tricky thing to nail, and when it’s done well it can lead to some really exciting and competitive moments in games. I just feel like both Mario Kart and Mario Party aren’t great at implementing these on-the-fly balances, which leads to a lot of frustration on my part cause I feel like I have no control over the outcome of the game anymore. But at least Mario Party has the courtesy to look you in the eye while it’s fucking you over, unlike Mario Kart who only wants to do it as quickly and spitefully as possible.