Category Archives: Archive

Early Impressions: Pine

After only a few hours with Pine, I came to appreciate its ambitious mechanics and intriguing story, but ultimately found it lifeless and repetitive.  It’s unfortunate considering there are a lot of interesting ideas at play in Pine, but I just found that they weren’t fleshed out enough and resulted in a lot of meandering and fetch-quests.

From the outside looking in, Pine is an incredibly charming and colorful, third-person action game that gives off vibes of various Legend of Zelda games.  You play as a boy who grew up in an isolated village atop a mountain, which goes about as well as you might think.  The mountain collapses, and you plummet down into the unknown land below only to discover that it’s inhabited by various groups of anthropomorphic animals with their own societies and villages.

What Pine tries to do is make you play with these various settlements by maintaining your reputation with these factions in order to accomplish your goal of resettling your tribe somewhere else.  Sadly, it sounds more interesting than it actually is.  When you walk into a town, there are two points of interest that basically dictate everything about the faction and their attitudes.  First are these signs that indicate how this settlement feels about every other tribe out there through a simple color scale: Green is good, white is neutral, and red is bad.  It’s said that you could play these tribes against each other and watch them wage war with each other, but I haven’t gotten far enough to see that in action.

The second, and possibly most confusing thing you find by these settlements are things called “donation boxes.”  As the name would imply, you can leave gifts for the settlement that you’re by to increase your standing with them.  Maybe I haven’t gotten far enough to really see these in action, but a donation box seems to be the way you pay for your heinous crimes.  Have you killed too many of a certain tribe or stolen their crops and resources?  Just look at what kind of flowers and rocks they like, and dump enough in there until your bounty is paid. I feel like this box undermines the whole concept of having consequences for aligning with a certain faction, but maybe that changes as you get deeper into the game.

Another bit of strangeness comes from how desolate Pine‘s world feels.  You’ll see a member of a tribe roaming around, picking up acorns and pine cones occasionally, but aside from that, I think I’ve only seen two types of wild animals. One was a predator, and the other was a mix between an elephant and a deer, and that was it.

“Empty” is kind of the one word summary of my time with Pine when I think about it.  I find myself just going from one quest marker to the next, picking up crafting materials along the way, and never really being pushed to check out a distant landmark or curious rock formation.

What also hampers exploration is the stamina mechanic.  In Pine, your stamina is always ticking down; Whether you’re fighting, holding your shield, running, jumping or walking, your stamina is being drained.  This singular mechanic was probably more responsible for my lack of eagerness to explore than anything else.

I really hope some big change is on the horizon because as of right now, everything I’ve done has been some form of fetch quest that has me gathering enough wood or hay to craft something.  Every quest has just been me ticking off a checklist in an effort to unlock a bigger checklist.  For instance, I recently got to a point where I was tasked with stealing tokens from members of each tribe.  That was after I had to collect ingredients for a potion, and after I had to find a watchtower and pick up the materials in it.

Pine isn’t a bad game, and I don’t want to give off that impression.  I think the combat has a good feel to it, the world is stylized in a bright and colorful, almost cartoon-like fashion, and the faction control element is really interesting.  But all of it feels very shallow at the moment.  Maybe I’m on the cusp of the training wheels coming off the whole game, or maybe it never gets there.  The only way I’ll find out is through playing more of it, and quite frankly, that’s the hardest part.


This article is based off of the Steam version of Pine, but it is also available on the Nintendo Switch.

Blog: The Ole’ Double Dip – 10/16/19

You know what’s fucked up?  The fact that Red Dead Redemption 2 was recently given the PC release date of November 12th, and somehow it has once again become my most anticipated game of the year.

I played the absolute hell out of Red Dead Redemption 2 on my PS4, uncovering everything I could, doing every side quest I could find and just lounging around in that world for as long as I possibly could.  I spent dozens and dozens of hours just yeehawing and giddyup-ing, and now I’m gonna do it all again.

It’s even worse knowing that a few days after Red Dead Redemption 2 drops on PC, Star Wars Jedi: Fallen Order comes out.  This game, my game of the year for 2018, is coming back to monopolize my time for the second year in a row, and I’m going to embrace it like a chump.

This might be a different conversation if I was more excited about some of the upcoming games for the remainder of the year, but I’ve found that I haven’t really been wowed by too many games this year.  But I suppose I’ll get into that in a different blog.

Part of me thinks, “fuck it, I can enjoy what I want to enjoy,” whereas the other half is saying, “you can literally see your copy of Red Dead Redemption 2 on the shelf next to you, you idiot.”

Now, Rockstar has successfully reached into my wallet several times before with the various releases of Grand Theft Auto V, a game that I own 3 times, so you’d think I wouldn’t fall for this shit again.  But here I am, like a putz, getting my credit card out and buying a game I own, once more.

I look forward to Red Dead Redemption 2 on the PC, and I can’t wait for the eventual third release of it in 2020 when the new consoles hit store shelves.  That’s when responsible and restrained Ari is going to show up and wag his finger disapprovingly I bet.

But man, it’s gonna look so good on PC you guys, those horse balls are really gonna be a floppin’ around.

 

Blog: More Apple Arcade – 10/09/19

Apple Arcade has been out for a few weeks now, and I’ve gotta say that I’ve really been enjoying my time with the service and its offerings.  You can check out my initial impressions of the service here, but right now let’s look at some of the other stuff I’ve been playing.


DOWN IN BERMUDA

Down in Bermuda is a cute little puzzle game about a pilot who crash landed on a mysterious island.  You’re basically helping him get home by solving a series of puzzles and collecting various knickknacks that allow you to advance to the next island.

Each island is basically its own diorama that you’ll be rotating around to find different objects to tap on and collect.  The puzzles aren’t particularly hard or challenging, but the main obstacle is just hunting around for stuff you can interact with.

It isn’t the most robust game out there, and at the moment there are only 3 levels in the game.  But it had enough charm and style to keep me playing for the hour or two it took me to beat the included levels.  The level select screen also indicates that more levels would be added soon, so I’ve got that to look forward to.


PATTERNED

Following in the puzzle game genre is Patterned.  In Patterned, you’re presented with several pictures comprised of, you guessed it, patterns that you need to reconstruct.  Each level starts with showing you the completed version of the image, then sucking all the color out of it, leaving a black and white representation of the pattern.

You have a bunch of puzzle pieces that you need to drag into the appropriate location on the pattern, where it will lock into place and regain its color.  It’s very simple and remarkably fun.

It isn’t without its flaws though.  Some of the patterns are so difficult to parse that you just end up dragging pieces all over the screen until it clicks into place.  Even more infuriating is the play space.  While the pattern fills the entire screen, you can only place pieces on about half of that.  Considering it’s a repeating pattern, it shouldn’t make much of a difference.  But when I can see exactly where a piece goes and can’t place it there because it’s not in the half of the screen I’m allowed to interact with, it can be pretty annoying.

That said, I did complete every level currently in the game because I have no self control.


PILGRIMS

I think Pilgrims is an adventure game, but I can’t be sure.  Sure it has all the trappings of an adventure game in terms of me collecting objects and using them on literally anything I can see, but it lacks that narrative drive of an adventure game.

Let me back up.  In Pilgrims, you play as a mustached man who wants to charter a boat down the river.  In order to do that however, he needs to get the captains bird back.  But before that he has to help literally everyone else in the land by doing things like, cooking them a hot meal, or kidnapping a priest you got drunk, or even making the princess realize that she totally can have a loving relationship with a dragon.

It’s all card based, but that’s more of a presentation element than a mechanical one.  You have cards for your various party members and items all of which can be combined at will.  For instance, I had an old lady and a burly man in my party alongside the card for a sword.  When I had the old lady use it, she couldn’t even lift it in an attempt to be threatening, whereas the burly man had no problem threatening people with a sword.

According to the description on the Apple Arcade page for this game, it’s suggested that you don’t play to beat the game, but rather just play around with it.  That means seeing what all the combinations of items and characters can do I suppose.  It’s a good approach when it comes to Pilgrims for sure, but I don’t know that I want to play it again just to see all the animations I missed out on.

I like Pilgrims a bunch, but I’m glad I played it on Apple Arcade as opposed to purchasing it on Steam for the $4.99 it’s listed at.  It isn’t a bad experience at all, just not one that I would’ve played unless it was on Apple Arcade.


THE ENCHANTED WORLD

I can’t really speak to where The Enchanted World goes because I admittedly haven’t played a lot of it.  But based on my limited time with the game, I’m cautiously optimistic about where it goes.

In The Enchanted World you play as a little witch with the power to move the earth, and hopefully more as time goes on, because as of right now it’s just an aesthetically pleasing slide puzzle game.  Which in all fairness, hasn’t been too difficult up to the point I’m at, but I have minimal tolerance for slide puzzles, and I could easily see myself deleting this game in a fit of rage.

That said, you tap and slide pieces of the ground around in an effort to make a path for your little witch to walk through and reach the next part of the level.  Presumably, there will be another slide puzzle there, but I sure hope something else pops up soon.


And that’s it really.  I beat Sayonara Wild Hearts which I wont get into here, but as time goes on, I continue to be happy with Apple Arcade as a service.  There aren’t really any bad games on the service, just ones that I know aren’t in my wheelhouse.

Blog: Goose Crimes – 10/02/19

Let’s skip the formalities and usual preamble so I can just get to the part where I say that Untitled Goose Game is incredible and I love it.  There are plenty of games that allow me to save the universe and whatnot, but very few allow me to just be an agent of chaos in the same way Untitled Goose Game does.

In Untitled Goose Game, you play as a horrible goose who is trying to make their way through a small town for reasons that only a goose can comprehend.  To do this, you’ll have to utilize every ounce of goose cunning you have to piss-off people enough to open an exit for you to the next area.  You’re given a list of shitty things to do, like dragging a rake into a lake, dropping a bucket on someones head, and quite literally traumatizing a child.

Untitled Goose Game is mostly a stealth game in the sense that you’ll need to steal a lot of stuff from people, and they aren’t super cool with that.  So you cause some distractions and wait till they’re not looking to grab their stuff and drop it in a river.  Untitled Goose Game embraces the, “if it isn’t nailed down,” attitude by allowing you to wedge basically anything in your menacing beak.

As a goose, you can flap your wings, lower your head, grab stuff in your mouth, and of course, honk at people.  Having this limited tool set allows for you to master controlling this winged honking beast, to better accomplish your dark deeds.  It almost feels a bit like QWOP in its control scheme, but it’s never with the intention of hindering you or artificially making things more difficult.  It strikes a good balance between limiting your actions, and overwhelming you with abilities.

Untitled Goose Game isn’t a particularly difficult or long game, taking me about 2 hours to get through my first play-through and accomplish most, if not all of my goals.  But once you complete the game, you unlock new lists of challenges that are way harder than most of the things you’ve done up to that point.

I would love more levels with more interaction opportunities as DLC or something, but as it is, Untitled Goose Game is still an incredible experience that’s truly been one of the funniest and fun games I’ve played all year.  I wholeheartedly recommend it to anyone looking for a fun, yet low stakes game to play.

Blog: Later Alligator – 09/25/19

This past week, I had the absolute pleasure of playing a game about a paranoid alligator who was convinced that his family was plotting to kill him.  If that sentence hasn’t scared you off, then allow me to introduce you to Later Alligator, one of the most charming games I’ve played this year.

In Later Alligator you play as an unnamed alligator in a suit who has been tasked with helping a paranoid alligator named Pat, figure out what his family is planning to do to him at an event they have planned for the night.  Through talking with him and his family members, along with playing a bespoke mini-game for each of them, you start to piece together the not-so-mysterious, mystery.

You’re never deducing anything in Later Alligator, instead you’re playing these little mini-games that if you’re successful in, will get the family member in question to spill a detail about the event planned for the night.  The mini-games range from playing a claw game, to protecting a sleeping baby from getting possessed by ghosts, to the bane of my existence: slide puzzles.  The mini-games themselves are scattershot in terms of quality, but they’re usually charming and easy enough for it to never really be a problem.

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Where this point-and-click adventure really shines however, is through its characters.  Every gator you meet with is some relative of Pat’s, all with a piece of the puzzle as to what his fate for the evening will be.  One of my personal favorites is Pat’s father, Two Tone Tony, who is mid-existential crisis and desperately trying to cover it up with bad jokes and a badass new grill that he doesn’t quite know how to work.

Aside from one or two mini-games, there weren’t any real times I felt challenged or like I had to solve anything.  Later Alligator kind of holds your hand the whole way through, allowing you to focus more on the wonderful characters, as opposed to offering up a mechanically challenging experience.  The only thing you really need to manage is time.  You start at 10 in the morning and have until 8pm to do as much investigating as possible before the event itself is underway.  The time crunch really kicks in when you fail a mini-game because each retry will cost you 15 in-game minutes that can really add up.

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Later Alligator is the kind of game that I really enjoy, but know that it’s a hard sell to make for most people.  It only took me about two hours to beat, but if you want to grab all the collectibles and play all the mini-games, it could probably be double that.  But I had a very good time exploring the world, meeting its inhabitants and admiring the gorgeous art and animation.  So if you’re in the mood for a lighthearted and chill adventure game that wont take up too much of your time and has a great aesthetic, look no further than Later Alligator.

Blog: Apple Arcade – 09/18/19

Apple Arcade is only a few days away from being released to the public alongside iOS13, but for those of us in the beta branch of iOS, the service became available to play around with earlier this week.  So I did what any reasonable person would do, and downloaded a smattering of games, deleted a bunch of stuff from my phone when I learned I quickly ran out of hard drive space, and played a couple of titles.

But alongside just downloading the games, I took advantage of the new feature to pair a Bluetooth controller to my phone, and tried these games out with my PS4 controller.  Here’s just a bit of the bangers I tried out.


SAYONARA WILD HEARTS

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I’ll begin with one of the most aesthetically pleasing games I got to try out, because I’m apparently naturally drawn to pastels and neon.  Sayanora Wild Hearts is a game about… something.  I think someone’s heart was broken so hard that the universe was impacted by it, and the only way to fix everything is to surf through Tron or something.  But the important thing is that you control a lady who cosmically skateboards through space collecting coins and hearts while pulling off some sweet ballet kick-flips in the process.

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It’s more exciting than it sounds, I swear.  I only played about 3 levels to start with, but I don’t think it’s a rhythm game as much as it is a game with a rad look and killer soundtrack that you just kind of experience.  I might be too early into it to understand the actual mechanics of the game, primarily if there’s a win or lose state to the game, or if you truly are just letting it all wash over you.

Whatever the case may be, I’m certainly going to try out more of Sayanora Wild Hearts when I get the chance.  It’s made a great first impression, and I’m exceedingly curious about where the gameplay goes from here.


OCEANHORN 2IMG_3032.PNGOceanhorn 2 follows in the footsteps of Oceanhorn in that it too is doing its best Zelda game impression.  While the first game was an ode to the top-down Zelda games, this one is a 3D action game, much like Ocarina of Time or Windwaker.  But despite wearing its inspiration on its sleeve, Oceanhorn 2 seems like a genuinely competent version of what it pulls from.

You’ve got your dungeons, your annoying mob enemies that shouldn’t be as much of a threat as they are, you’ve got a sword, a shield and plenty of puzzles involving you putting a thing on a pressure plate.

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Oceanhorn 2 however, is the only game where I dealt with some weird input issues while using my controller.  The camera would occasionally start to swirl, my character would start sprinting without me telling them to, and sometimes they’d just swing their sword at what I assume is a ghost I couldn’t see.

But despite those minor quibbles, my main issue is that I don’t think I’d want to play this on a cellphone.  I kept looking over at my Switch, wishing I could play it there, or cast it to my TV or something.  The game itself seems great, but not suited for cellphone gaming.


WHAT THE GOLF?

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You know what’s a weird thing about me?  I like golf games.  Seriously, I think they can be a lot of fun and calming in the right scenario.  Sometimes you want that slow paced, methodical experience, and I think a good golf game can deliver that

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What the Golf? is absolutely is not that game.  It’s way better.  The first level has you do the standard, “hit ball into hole” thing, except they just want you to hit the flag to complete a level.  Then level two comes in and suddenly you’re just hurling the golf club at the flag.  This kind of keeps going until I found myself launching couches, cats and even houses at the hole.  Sometimes I was one ball, sometimes I was 50.

What the Golf? is this absurdist take on golf which easily was the highlight of Apple Arcade for me thus far.  I would buy this game outright if Apple Arcade didn’t already have me covered on that front.


GRINDSTONE

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Grindstone is a puzzle game where you’re tasked with climbing a mountain, using tons of little critters as your stepping stones.  By which I mean you’re killing a bunch of little creatures to fulfill your murder quota while collecting scraps and currency you can use to craft better items and abilities.

I went into Grindstone thinking it would be a nifty looking, “match 3” game like Bejeweled, but instead you’re chaining as many same colored enemies together, allowing you to blaze a path through them.  You need to find the most effective route to clear out the most of these little guys as you can.  But soon you learn that by collecting a titular grindstone, you get to change the color of the enemy you can kill in that turn.

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Some enemies will attack you if you stop in their radius, or some obstacles require you to build up a chain of enemies before you can clear through them.  There’s a lot going on here, and I can easily see this game getting super challenging in the later levels when you need to manage several mechanics at once.  But as it is, I’m really enjoying it.


SKATE CITY

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Skate City is exactly what you might think it is from the title.  It’s a 2D skateboarding game that boast chill vibes, and smooth tunes while letting you effortlessly pull of various flips, spins and grinds.

Tricks are controlled using either the analog sticks or virtual analog sticks on the screen.  For this game, I decided to see how viable it was without a controller.  Turns out, you’re really gonna want one for this game.  The touch controls aren’t awful, but having to juggle between mushing your thumb on different parts of the screen to accelerate, spin and do a trick make it a little clunky.

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But if you’ve got the controller and want just a chill-ass skate session, Skate City is probably one of the best skateboarding games I’ve played on my phone, which admittedly isn’t saying much.  It’s good, trust me.


So those are more or less, the first games I managed to spend any real time with.  I’ve got to say though, Apple Arcade as a product is actually really winning me over.  I haven’t really come across any games that have actively repelled me away.  There are some genres of game on the service that I know aren’t for me, but all of the games themselves look pretty polished from my quick glance of what was available.

Although in classic App Store fashion, discoverability among this subset of iOS games is still kind of a hassle.  There aren’t any genre categories to browse or even a straight alphabetical list to peruse, which kind of seems to defeat the whole point of Apple Arcade in the first place.

My limited impression of Apple Arcade is based on the handful of games I got to play, but so fa I find myself more drawn to the games that aren’t trying to provide a “console” experience.  I like a certain kind of game on my phone, and playing something like Oceanhorn 2 on an iPhone screen just doesn’t seem like anything I want to do.

Apple Arcade launches on Friday, September 20th for iOS for $4.99 a month and later this year on iPad.  There was a free one month trial I took advantage of that should be available when the service launches.

The Master of Disaster: Finding the Balance – 05

Since the inception of this feature, I’ve mainly used it as an outlet to talk about the various mishaps and shenanigans that cropped up during my role-playing adventures.  This time however, I’d like to talk about my struggles in finding a way to balance a good game, with an engaging story.

Admittedly, I don’t have the broadest scope of experience running campaigns or writing stories in general, but I feel I can speak to it a bit.  In fact, if it wasn’t for playing Dungeons & Dragons, I probably wouldn’t do much creative writing at all.  I was inspired to give it a go from listening to shows like The Adventure Zone and Friends at the Table in terms of how the pace of my games should go.

The problem is that the people on those shows all know that while they’re playing for fun, there’s also a broader entertainment implication that’s tied to what they’re doing.  They know that they’re performing not just for each other, but for thousands of listeners and viewers.  That isn’t to imply that they’re adjusting their play to make the show progress, but the thought of an audience involved must have an effect on some of the moment to moment decision making.

That coupled with the ability to edit down long stretches of conversations about mechanics, rules and ability descriptions, makes the final consumable product seem like a faster flowing game in general. When in all actuality, I’m probably just not hearing those parts.

It was all of this that led to me mismanaging a lot of the early sessions in our campaign.  I was trying to run a game as efficiently as what I would hear in an edited episode of a podcast and that just wasn’t feasible.  We all were new to playing Dungeons & Dragons and we had to Google a lot of mechanics mid-game for clarity.  They usually cut that part out of the podcasts.

What I loved about shows like The Adventure Zone and Friends at the Table was how gripping the story managed to be.  The excellent craftsmanship of the story, the detailed and evocative descriptions, and the general understanding of the rules all made me feel like I was letting my players down constantly in comparison.  It caused me a ton of anxiety every week while I did my preparations, even though I knew I was setting an impossible standard for myself as a first timer.

I was writing dozens upon dozens of pages of dialogue, lore, descriptions and quests to throw at my players, all of which were designed to illicit some sort of weighty impact, deliver on a joke, or inspire the players to act.  Sometimes it worked and sometimes it didn’t.  But most of it felt rigid and rarely felt like it came up naturally.

After pages of stories and quests would go unused by my players, I initially felt a tinge of disappointment, often wondering what I did or didn’t do correctly to get them on the right track.  Hours of my work were getting ignored and overlooked because I had a very particular on-ramp and set of circumstances that led up to them.  I wasn’t angry, but I was getting frustrated.  I was essentially building quest hooks into the way I assumed my party would do things.  Steps 1 – 50 were ready, but I never thought about what if they never took that first step at all.  I had to change things up.

So I did some research and consulted dozens of YouTube videos for some guidance.  It became clear to me that I was over preparing to enormous degree, and it was leading to me railroading my players occasionally as well as get frustrated when things didn’t go as planned.  I was trying to tell a story in D&D instead of letting my players tell theirs.  So I decided to revamp everything.

I more or less threw out dozens of pages of story in an effort to craft something new and versatile.  I stopped writing out individual lines of dialogue and quest progressions and stopped treating conversation as if my players were picking dialogue options in a video game.  Instead of creating a perfect narrative, I built little pieces of lore that would tie together should the party pursue it.  There’s a “story” should they happen to stumble on it or feel lost, that I can point them toward, but I just stopped writing everything like I was writing a book.

It’s been kind of liberating to let the players dictate the story and lead the charge, which arguably is how Dungeons & Dragons is supposed to be played.  I’m not amazing at running games and I’ve made my fair share of mistakes in the process, but I’m having a lot more fun and experiencing a lot less stress because of my change in prep style.  It’s also a lot of fun to not know what’s coming next.

I guess what I’m ultimately saying is that I learned how to not be as precious about everything I’ve made.  If my players are reading this, relax, there’s still plenty of tailored content in there for you.  But I’ve basically taken the coloring book approach, where I have the outline, but they’ll be the ones coloring it in.

 

Blog: NBA 2K20 is a Bummer – 09/11/19

I’ve always been a fan of the NBA 2K games since I first played NBA 2K back on the Dreamcast.  The promise of a realistic simulation of the only sport I really care about was obviously alluring, and the in more recent years, the video game itself was the catalyst for me following its real life counterpart again.  That’s why it’s such a shame that this latest entry in the series is so underwhelming and broken that it’s hard for me to want to play more of it until the inevitable patches hit.

I know not a lot of my readers have a big familiarity with the NBA 2K games, so I’ll do my best to summarize some of the core systems in place.  Like most sports games these days, you can choose between a variety of modes from creating a player and taking them through their career, to playing as a general manager of a team, to whatever their card collecting mode that I never touch is about.  Normally I stick to the franchise mode, where you pick a team or teams, and just run them through the years managing trades and contracts, along with playing the games too.

This year I decided to try out the career mode, which tasked me with creating a virtual version of myself and taking him through climbing the ranks as a college player with the hopes of getting drafted in the NBA.  The story itself is all over the place, having your player decide to look Idris Elba (no, really) in the eyes and say that he isn’t going to play in the championship game, because a player I’ve never met on my team got injured and lost their scholarship.  By the time I ended the pre-NBA story mode, I was a first round draft pick that got selected by the New York Knicks.

Now here’s where the game part gets in the way.  NBA 2K launched in a hilariously broken state with players reporting a wide variety of glitches and bugs ranging from funny, to game breaking.  Some people noticed their player names weren’t showing up on their NBA jerseys, animation glitches that allowed their opponents to just break the rules of basketball to suit their needs, and a whole lot of server issues that led to lost progress.

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That last one is made all the worse when you take into account the VC, or virtual currency that runs the game.  VC is money that you either earn in game or pay for with real money that allows you to upgrade your stats and buy clothes and shoes for your character.  To spend any of this VC, the game pings the 2K servers and authorizes the transaction to make sure you haven’t done anything unsavory.  What that meant for players though, was that loading screens, purchasing, and earning, were all reliant on the servers holding up.  They did not.  That meant a lot of people weren’t getting any money for their games, or losing cash because the servers messed up the transaction.  It was a real bummer.

2K has since patched the game to fix some of these loading issues, but while not as egregious as it was at launch, some of these problems still persist.  I’ve also encountered a new one that makes playing the game, all the more laborious.  As a player, you’ll need to attend practice and complete drills to upgrade your players badges.  Badges are like perks that help you do things that aren’t explicitly stat related, or boost you over what your stats dictate.  A badge can enable you to see where a rebound where land when a missed shot is put up, or make driving the lane easier for you.  In these drills, you gain a 1 to 3 star rating depending on how good you’ve done.  But with a new glitch in the progression system, getting a 3 star rating just subtracts your score from your total progression, so the better you do, the more experience you lose.  It’s made progressing normally impossible, to the point where I don’t even want to touch the mode until they fix it.

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On top of all that, there’s just the abundance of things trying to get you to spend money in the game.  We’ve all seen the slot machines and “gambling” hooks that 2K themselves showed off in a promotional pre-release video, but there’s just stuff everywhere in the career mode encouraging you to spend real money.  Not to mention your player is so easily outmatched by everyone in the NBA that you’ll basically be demoralized into paying for VC to boost your stats.

It’s all such a shame because the actual game part of NBA 2K20 is fun.  Sure it’s got some weird animation glitches that pop up once in a while, but otherwise the act of playing basketball is still fun. My main issues with NBA 2K20 are that the modes I mostly play, the franchise mode, has not been touched in any meaningful way since last year, and all the gross micro-transaction stuff that is always in the series.  I’m sure I’ll end up putting in another few hundred hours into the game like I always do, but man, I wish they’d shake up the formula a little bit.

Blog: Games, Again! – 09/04/19

Every year we wait for that time at the end of August when John Madden bestows his latest sports simulation upon us, marking the beginning of video game season.  This year the harvest has been bountiful and immediate.  What I’m saying is that a lot of games came out recently and I’d like to talk about what I’ve been playing.


CONTROL

Holy shit Control, holy shit.  I’ve been very lukewarm on past Remedy offerings like Alan Wake and Quantum Break, but Control seems like the culmination of everything they’ve learned from producing those games.  Control takes place inside of a secret federal building that specializes in messing with forces they don’t understand.  Surprise, surprise, things go sideways and it’s up to you to fix it all, I think.  I haven’t finished it yet, so things are bound to change.

There are so many things I love about Control already.  The Federal Bureau of Control, otherwise known as The Oldest House, otherwise known as the place where the game takes place in, is a constantly shifting office building with plenty of HR posters, memos about book clubs, and training videos in it to make the whole place feel grounded despite the fact that inter-dimensional creatures are hijacking the bodies of the employees and trying to gun you down.  The whole place is just so interesting to wander around in and explore.

The combat is no slouch either.  You have a gun that can change forms on the fly into either a pistol, a shotgun, and I’m pretty sure I’ve seen assault rifles and more referenced in some collectibles.  On top of the cool gun though, you very quickly get the power to use telekinesis to hurl just about everything that isn’t nailed to the ground at your opponents.

I could go on for a long time about Control, but I’ll save that for a different article.  The last thing I’ll say about it is that while I love the story, combat, tone and world building that’s going on, things like performance and load times are certainly areas that could be improved.  Having to deal with minute long load times whenever you take the elevator or happen to fall in a bottomless pit (standard office building stuff) it’s made all the worse by the painfully slow loading bar.


REMNANT: FROM THE ASHES

Let’s be incredibly reductive here for a moment and say that Remnant: From the Ashes is basically an easier to understand and play Dark Souls game with an emphasis on guns and multiplayer.  But make no mistake, this game is brutal if you’re playing it solo.  That’s why I initially bounced off of it for a bit until a friend picked up the game as well.  Now I can easily see why people are speaking so highly of Remnant: From the Ashes, because quite frankly, it’s good.

Like I mentioned before, Remnant: From the Ashes really wants you to play alongside a friend or preferably two.  A lot of the bosses and other enemies use the simple tactic of running at you in an attempt to outnumber you, and it works when you’re alone.  But with a friend, we were basically the SWAT team if they had to fight horrible nightmare creatures that look like sick trees.

There’s a lot going on in Remnant: From the Ashes, from level randomization to upgrading and crafting equipment, to the general strangeness of the world itself.  I’m only a few hours in, but I’m looking forward to continuing my adventurers.  I’ll just be sure to grab a buddy before I do.


KNIGHTS AND BIKES

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Knights and Bikes is mostly an adventure game with a lot of mediocre combat and slight puzzle-solving sprinkled on top of it.  You play as one of two girls on a small island that I think is in the general area of England based on the liberal usage of the letter “U” in their words.  It also is about an ancient curse that only they can stop because none of the adults on the island actually believes in it.

The game is a cooperative focused affair with the option of playing solo where you’ll have to switch on the fly between the girls to harness their unique abilities.  At the point I’m at in the game, so far one girl has the ability to throw a Frisbee to attack at range, and the other has a ground pound.  I’ve heard there are more abilities that get unlocked as you make your way through the game.

I’m not too far in but I can safely say that it’s charming as hell.  The characters are fun and interesting so far, and the presentation is delightful, even if some of the graphical elements occasionally get in the way of your basic movement.

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At the point I’m at in Knights and Bikes, the two girls have arrived at the city on the island where I’m sure things will start to kick off in a major way.  While I am interested to see where the game goes, I don’t know when I’ll get back to it.  The previously mentioned two games have kind of consumed all of my free gaming time, and Knights and Bikes just didn’t hook me in hard enough to make me want to rush back to it.

But here’s the thing, there’s a goose that follows you around named Captain Honkers who I love more than anything.  So I’ll go back to Knights and Bikes just to kick it with Cappy Honk-Honk.


I’m actually a little overwhelmed with how many games have just hit in such a short period of time, and it doesn’t show much sign of slowing down anytime soon.  That being said, it’s a good time to play games, and a less good time to be broke.

Blog: You Can’t Go Home Again – 08/28/19

It would be generous to say that I have any experience with World of Warcraft considering I’ve only played it for about a week almost a decade ago.  But while the fervor around the 15 year-old game has waned in popularity from time to time, it hasn’t stopped people from losing their minds over the release of World of Warcraft Classic.

From the time when WoW Classic was announced to its recent release, I’ve gone through varying degrees of confusion about the desire people have to jump back into a game from 2004, with all of its quirks and hiccups intact.  But now, days after it’s dropped, I think I get it.

Like I said, I have basically no experience with WoW Classic nor any desire to get in there and see what all the fuss is about.  I just figure that considering most of my friends have fallen prey to its wiles, I should at least pay some attention to the arc of this whole experience and try to get some insight into people’s excitement.

I asked some of my friends if they were genuinely excited to play WoW Classic as a game, or if they were actually just trying to chase those feelings and memories associated with it.  Most of them agreed that the latter was the primary driving force for them, which is evidenced by the fact that suddenly, people I haven’t spoken to in over a decade started popping up and coming together to plan out their game nights.  It’s kind of incredible when you think about it.  It’s really the only game I can think of that has the cultural cache to become the equivalent of a high school reunion.

I was in high school when World of Warcraft burst onto the scene, taking the world by storm.  At the time, the only MMO I was playing was Star Wars Galaxies, and that was purely motivated by my love of the movies along with a dash of peer pressure. I enjoyed playing it with those people at that moment in time, but if it was suddenly announced that Star Wars Galaxies was getting a faithful re-release that encapsulated everything about the game at that time, I don’t think I would care that much.

I know that’s just me though, as evidenced by the mass of players bombarding the WoW Classic servers.  I’m not writing this with the intention of raining on the parade of anybody who is having a great time with the game.  Chase your bliss.  But for me, the way I felt when I played games with other people back then, are relegated to pleasant memories now.  Sure I miss the carefree days where I could play games online with my friends till 3 in the morning, but those days are gone, and that’s okay.  I did that when I had the time to do it, and I don’t regret it.

If you’re playing WoW Classic, I hope you’re enjoying it.  It has to be this time capsule of a game that evokes so many memories, and that’s wonderful.  A similar situation is soon to crop up with me and the Halo games when they start getting released on PC sometime this year.  Yeah, it’s going to be fun to dive back into those games and play them again, but I know I’m not going to stick with them the way I did when they initially released.  I must have over a thousand hours in Halo 2 alone, but when it drops on PC, I know I’m never going to come close to even a tenth of that.

My point is that these games are like looking through a photo album or something.  You get that burst of positivity and warmth while the memories flood back in, and then you turn the page and keep going.  I’m glad that Blizzard released WoW Classic, allowing so many people to come and visit Azeroth in just the way they remember it, but it’s never going to feel the same as the first time you had to kill 100 boars in hopes of getting 10 tusks.