Tag Archives: archived features

Hoop Dreams

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

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

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

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

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

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

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

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

Gut Check: Cloudpunk

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


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

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

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

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

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

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

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

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

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

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

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

 

Gut Check: Foregone

Stop me if you’ve heard this before, but Foregone is an early access, side-scrolling, pixelated action game, akin to something like a Metroid or Castlevainia.   In my short time playing it I can safely say that it never reaches the highs or lows of the genre, but just ends up feeling like yet another one of “those” kinds of games, that’s totally serviceable.

Foregone wastes no time before hurling you into the action, giving you mere sentences of story before letting you loose in the world.  The first thing that struck me was how good the game looks.  From character and world design, down to individual animations, Foregone is a good looking game.  It reminds me of Dead Cells a lot in its visual design, and might even look better in some spots in my opinion.

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Not seconds after being impressed by its quick start and stunning visuals, I was confronted with what might be the biggest flaw that’s persistent throughout Foregone – playing it.  Foregone isn’t a bad game by any stretch, but everything feels mushier and less responsive than I’d like out of a game like this.  Everything in Foregone feels like it lacks any impact whatsoever.

Like I said, none of it feels outright bad, but the sheer act of attacking an enemy just feels hollow.  You can’t stagger enemies in the early stages, which leads to a lot of you just mashing the attack button until your enemy either dies or counterattacks you.  The core combat loop doesn’t just lack tactile feedback, but it’s kind of boring.  Every one on one encounter boils down to you just dodging behind an enemy that’s winding up an attack, and just mashing the attack button behind them until it’s over.

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What does help break that monotony up though is your secondary attacks, constant weapon drops and special abilities.   Along with your basic melee attack, you have a ranged weapon that starts off as a pistol, but in my short time with Foregone I ended up with a bow, pistol, shotgun and assault rifle that I could choose from.  These all have ammo restrictions that are pretty interestingly implemented too.  Every melee hit you land, grants you one bullet for your ranged weapon that maxes out at whatever the weapon dictates as its max.  So I can bank 13 bullets and expend them all on one enemy, but that means I’ll have to get in close to get my ranged abilities recharged.  It’s a smart system that encourages diversifying your play style.

You also have some magic abilities that I assume get more wild as you play more of the game.  In the first few minutes, you get both a dash that hurts enemies, as well as a manual healing ability.  The dash seemed to recharge on its own, but I couldn’t tell if the healing one did as well or if they were tied to certain health pickups.  Either way, I failed a lot before implementing these moves into my repertoire.

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What was also a pleasant surprise was the amount of loot drops I got within my first hour of play.  I got to snag a variety of melee weapons from daggers, claymores and shortswords, to various sets of armor, trinkets and the ranged weapons I mentioned earlier.  It allowed me to find a play style that suited me best, as early as possible in the game.

But all of these bits of praise don’t cover up the sudden difficulty spikes, lack of checkpoints, mushy controls and my biggest gripe with Foregone, the lack of feedback.  Now, when I say feedback, I don’t mean that I want the game to let me know how I’m doing or make me do a bunch of tutorials.  What I actually mean is that in Foregone, it’s incredibly easy to die to some bullshit.

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There are certain ranged enemies who utilize their own guns, who under normal circumstances can be dodged fairly easily.  The problem is when you come across an enemy with a minigun or some sort of turret.  They can hit you multiple times very quickly, draining your health in an instant.  In other games you would be very aware of these events, but in Foregone, there are very little indicators that you’re being peppered to death by some off screen enemy until the screen goes red and it’s too late.  In addition to that, there aren’t any invincibility frames that you might get in other games, so each bullet is hitting you and giving you no opportunity to escape.

And that’s kind of the underlying theme of Foregone.  You will die to things you can’t even see sometimes, and your only path of recourse is to trial and error your way through levels, memorizing enemy placements.  A lot of people might find this loop rewarding in other games like Dark Souls, but at least in that series the combat feels good and responsive.

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Take note of the enemy with a minigun, hidden behind a wall, actively killing me.

Most of my complaints with Foregone comes down to mechanical and control issues that could be ironed out over the course of early access.  But it’s still lacking some basic functions like being able to do an upward slash to attack enemies on the ceiling, or downward attacks for those below you.  Combat doesn’t feel great as is, and on top of that, your moves are limited.

There’s a lot to like about Foregone, but there’s a ton of room for improvement too.  I like that it’s a visually striking game that doesn’t waste your time, and is constantly feeding you new items and abilities.  I just think it’s mechanically flawed, making it pretty laborious to play, especially when there are so many other games that are doing what Foregone does, but better.  Hopefully these issues are ironed out before Foregone makes it’s full release in the future.

Curiosity isn’t Enough

I’ve often talked about upcoming games by expressing my interest and curiosity in them, as if I was some sort of scientist or detective trying to deduce something.  While I’ve played a lot of games that fell in that bucket, there are some that I just never got around to and probably never will.  So here are a few games that I’ve been curious about for a while that I’ll probably never play.


PRAEY FOR THE GODS

There are few games that have ever come close to capturing the scale and drama involved in fighting a boss that Shadow of the Colossus did back in 2005, and once more in 2018 with its remake on PlayStation 4.  With its core conceit being, “go kill that gigantic monster” and nothing else, it set out to do one thing and nailed it spectacularly.

Praey for the Gods is a game that was Kickstarted back in 2016 that raised upwards of $500,000 on the promise of being a spiritual successor to Shadow of the Colossus. I have no way of proving this, but I suspect the actual remake of Shadow of the Colossus killed a lot of the momentum for Praey for the Gods, but that might just be me projecting.

I don’t know why I never gave it a shot, but I suspect my personal motivations were undercut by the actual remake of Shadow of the Colossus.  Also, I believe there are some survival mechanics in the game that turned me off on a product that I was already lukewarm on.  It’s a shame, cause it looks like a cool game, but I’ll probably never play it.


BLACKSAD: UNDER THE SKIN

Blacksad: Under the Skin is an adventure game that whether it aims to or doesn’t, reminds me a lot of the tone and style of The Wolf Among Us, a game which I love.  In a world filled with anthropomorphic animals, with you taking up the role of Blacksad, a gruff detective kitty who has a gun.  Something I didn’t know but suspected to be the case, is that Blacksad is an existing character in graphic novels and comics dating back to the year 2000.

I’ll be completely honest, I still want to play this game.  But it’s just a little out of my price range and never seems to dip down far enough for me to take the plunge.  I’m curious about it, but not that curious.


GREEDFALL

For a game that got hyped up pretty heavily before it released, it sure did fizzle out quickly.  Greedfall is an action RPG that leaned hard into the colonialism aesthetic, boasting muskets and tricorner hats along with a bunch of monsters to fight.  It looked a lot like a Dragon Age game, another series that I don’t really have much familiarity with.

I wanted to play this game because I felt like I was missing a good meaty RPG in my life.  One of my good friends had bought in hard to the hype and was my basically my informant on this game.  His reaction was tepid at best, and I don’t think he ever played more than a few hours of the game.  That was troubling because if he, a person notorious for loving these kinds of games didn’t like it, what chance did I have?

Ultimately, thanks to media coverage and word of mouth, I backed away from Greedfall, and even if it suddenly appeared in my Steam library I doubt I’d ever even boot it up.


It’s still infinitely confounding how someone could go from super interested and excited for a game, to not even knowing if they’d play it even if it were given to them.  Even if you put money and time aside, something changed from then till now.  In most cases, I still actively enjoy these genres and will continue to seek out these kinds of experiences in the future, but when something has been sitting on the shelf for so long, you learn to live without it.

 

 

 

 

 

 

I Hate Bunny Day

UPDATE: Since writing this article, a patch was released for Animal Crossing: New Horizons that turned down the spawn rate on all Bunny Day eggs.  This article is representative of the six days of the event before the patch was rolled out.


Like most of the world, I’m dedicating a lot of time to the recently released Animal Crossing: New Horizons, a game which I absolutely adore.  The simple pleasure of just building and maintaining my own island has been, among other things, therapeutic.  That is until April 1st rolled around and every Animal Crossing: New Horizons player got pranked at the same time by a giant asshole dressed up like a bunny, making it the worst April Fools joke of all time.

If you don’t know, Animal Crossing: New Horizons introduced their first seasonal event that is some vague celebration of Easter, focusing more on the eggs and less on the whole Jesus thing.  It’s supposed to be a light and happy event to shake up the routines of a standard day in Animal Crossing: New Horizons, tasking players with collecting various eggs to make Bunny Day themed furniture.

2020040120012900-02CB906EA538A35643C1E1484C4B947DIt was supposed to be cute and happy, but it very quickly went from charming to annoying and then to frustrating.  So how could something designed to be so lighthearted become so despised by many Animal Crossing: New Horizons players?  Well there are a few reasons.

Firstly, the entire event runs from April 1st to April 12th.  That’s twelve whole days of the bullshit that I’m going to explain a little later in this article.  Twelve days of having to deal with this event whether you want to participate or not.  It’s maddening.

2020040511455800-02CB906EA538A35643C1E1484C4B947DThe second and possibly biggest reason has to do with one of the core mechanical changes in Animal Crossing: New Horizons, crafting.  In New Horizons a focus has been put on crafting furniture and tools through the use of raw materials that you find throughout the world.  Chop a tree for would, hit a rock for iron and so on and so forth.  The problem is that while you could whack a tree reliably for three pieces of wood, now there’s a high chance that at least one of them will actually be an egg.  How an egg was hidden inside the bark of a tree, I’ll never know.

But it isn’t just some minor inconvenience, as everything that you would do in Animal Crossing: New Horizons now has a fucking egg attached to it.  Mining for iron?  Egg.  Chopping wood?  Egg.  Going fishing?  Oh that wasn’t actually a fish, somehow you caught yet another fucking egg.  These little bastards are everywhere, and even though you can just sell them or give them to villagers, they still waste your time and resources.

2020040511504600-02CB906EA538A35643C1E1484C4B947DThis leads to my third issue with Bunny Day.  Even though I’m actively not participating, I’m still wasting my time getting bamboozled by what looks like fish in the water, but are actually sentient, swimming eggs.  I’ll go to dig up what should be a fossil, and instead it’ll be a special subterranean egg.  Not only does it waste my time, but it wears on my tools.  My fishing rod will break because I wasted it’s good fishing energy on a stupid egg, which leads to me having to march over to a tree to get wood (and more eggs), head to a crafting table to make another fishing rod, and then head back to do this stupid cycle over again.

You can’t even escape from this shit because the being behind this holiday, Zipper, who is most definitely a man in a bunny suit and not a bunny, is a criminal.  Single-handedly, this monster managed to not only pollute my oceans, ground and skies with his shitty eggs, but did it on every island I might visit.  In Animal Crossing: New Horizons there’s a mechanic that allows you to fly to a procedurally generated island to mine for resources and possibly catch exotic bugs or fish.  But somehow this fugitive of the law in a bunny costume, filthed up every island I might find a temporary escape in.

2020040318063800-02CB906EA538A35643C1E1484C4B947DFor those keeping score at home, this holiday was forced upon me, even if I don’t participate in it I have to suffer through its dumb mechanics, and it’s a colossal waste of time and resources that I cannot escape from and must endure.  Bunny Day sucks shit and it goes on too long.  I don’t want your heinous egg-themed furniture, I don’t care about any of it, I just want it to go away.

Lastly, it’s wild to me that only 11 days into Animal Crossing: New Horizons being out publicly, with people still settling into their rhythms and routines in the game, this event has basically thrown a wrench into any plans they had.  I’m still actively developing my island, and when I get 7 eggs that are worth a few pennies each versus 7 fish that would fetch a far better price, I’m being actively thwarted in my attempts to make a kick-ass island.

I really love Animal Crossing: New Horizons and check in on it several times a day.  It’s been the bright spot in what’s been a pretty dreary time in all of our lives, which is why it sucks even more that a stupid event that was made to be fun and happy is actively draining my enjoyment and desire to pop in from time to time.  I can’t wait until this event is over and I can go back to not seeing 8 balloons with eggs in them floating around my island like a bunch of derelict satellites and space trash.  Till then, fuck Bunny Day.

Walkabout in Walking Simulator

As someone who hasn’t played nor has no intention to play Death Stranding, it’s been fascinating to experience what essentially is a gigantic parody of it.  If you haven’t seen it, there’s currently a free game on Steam called Walking Simulator that’s basically one giant joke at Hideo Kojima’s expense.  It’s shallow, it’s stupid, and it isn’t fun, but it made me laugh and that’s gotta count for something.

With that being said, I’d like to take you on a journey.  Walk with with me through the frozen tundra of Walking Simulator.


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We start with a quote, as all good video games do.  This is a powerful metaphor for sure, but in Walking Simulator, it’s a little more literal.

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Welcome to Antarctica.  You’re first task, go deliver fuel and definitely don’t get distracted and accidentally spawn a bunch of enemies.  That would be tragic.

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Dang.

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Not a problem though.  Those fools can’t run and I totally can.  Time to take my Jenga tower of boxes on a trek through this frozen wasteland.

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There are two very important things to know about Walking Simulator.  The first is that random packages and enemies will spawn around you if you’re moving slow enough.  You’re gonna wanna pick as many of these up as possible.

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The second is that I don’t think there’s a limit to how much stuff you can carry.

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The people in this building are gonna be so impressed with my very good package tower.

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This custodian is not impressed by my objectively good tower, nor are they phased by the cold weather at all.  They should send this guy out there instead of me.

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After dropping off my very important packages, not only did I get more, but I got the chance to buy energy drinks.  I tried one and I’m pleased to report that they give you superhuman running powers for a limited time.

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Is it cool if I take this?  I’m just gonna take this.

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This is so much better than running.

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This bad boy is a little squirrelly on the controls front, but I can handle it.

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Ah shoot.

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Stuck the landing though.  Pretty sweet if I do say so myself.

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Yo, it’s Greg with Postmates.  You want me to leave this outside or what?

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Not gonna lie, this is simultaneously the coolest and lamest office I’ve ever seen.

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But hey, any office where I can get a jet-pack is worth visiting, if you ask me.

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Oh this mountain doesn’t stand a chance now that I have this drone strapped to my back.

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He’s doing it!

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Fuck.

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Ouch.

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Dammit.  I just want to get to the top of this horrible mountain.

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Hell yeah baby, it’s happening!

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Good enough.

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I really should have listened to this.  I really, REALLY should have.  It didn’t get better and they tried to warn me about it.

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I’m too far in though, I need to see this stupid game through.

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Really wish I could use my jet-pack while riding this snowmobile and turn myself into the worst plane that’s ever existed.

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If the snowmobile controls this terribly, I can only imagine how poorly the truck I’m going to pickup is going to be.

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More cargo.  Love it, love it.  Absolutely loving how the cargo is also definitely tied down and won’t become an issue while I’m driving nearly 4000 Walking Simulator miles.

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This isn’t me being fancy with the camera.  This is me spinning in circles while going 60 miles per hour in the snow.

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God dammit.

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Can you guys not?  I’m trying to pick up the things I dropped.

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I could have sworn I had two of these in the truck.

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Turns out, these containers just explode.  Good thing two of them are strapped to my back inside the truck.

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Another flawless delivery in the books.  Now to… go back to where I started?  Okay…

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Buddy, really?  I don’t even have anything except this terrible truck.  And no, even though I called it terrible, you can’t have it.

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I wonder what they’re gonna have me do next.

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Trucks can survive a couple of barrel rolls, right?

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Oh… you just want me to do the first mission again, huh?  I think I’m gonna follow the advice you gave me a while ago and just not play this thing anymore.


Walking Simulator isn’t a game of substance in any way, shape or form.  It purely exists as a method to dunk on the tepidly received Death Stranding that came out last year, and by that metric, it succeeds.  As someone who hasn’t played Death Stranding, I can confirm that this is exactly what it’s like.

In all honesty though, Walking Simulator is genuinely not worth your time, even at the low price of zero dollars.  I’m kind of angry with myself for playing it for the hour I did, but I got a couple of laughs out of it so I guess I can’t be too upset.

If you like Death Stranding, good for you.  If you don’t, that’s fine too.  I’m not here to cast judgements on your gaming preferences at all.  But there’s one last thing that I do want to show you that might just be the scariest and most sinister part of this whole silly game.

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They’re going to put out more content for this ridiculous game.

What are the odds that this game goes from a complete parody, to a more full fledged product that people actually end up enjoying?  Like, I could definitely see the joke going so far that it wraps around to being something sincere.  Part of me thinks that with a little more polish and slightly more to do, Walking Simulator could be fun in a weird way.  Then there’s the other part of me that hopes I never have to boot this game up ever again.

Animal Crossing: New Horizons is Doing its Best

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

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

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

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

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

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

The Steam Game Festival

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

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


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EMBR

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

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

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


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HEAVENLY BODIES

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

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

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


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RAJI: AN ANCIENT EPIC

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

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

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


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GOING UNDER

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

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

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


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

A World Without E3

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

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

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

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

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

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

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

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

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

Animal Crossing Pocket Camp is Still Kinda Lame

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

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

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Look at this powerful mustache!

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

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

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

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Somehow it’s all both over and underwhelming.

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

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

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

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

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

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

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Wow… thanks…

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

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

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