Tag Archives: archived features

Taking Chances with Baldur’s Gate III

For those of your who aren’t aware, for the past year or two, I’ve been running various Dungeons & Dragons campaigns for my friends.  I’ve more or less chronicled this in our Master of Disaster feature on this site which for obvious reasons, I recommend you check out.  Yet despite my love of playing Dungeons & Dragons, I’ve never been able to garner any modicum of enthusiasm for video games that try to capture the tabletop feeling.

This disconnect and lack of enthusiasm on my part has been perplexing to my friends to say the very least.  How could someone who is literally the DM (Dungeon Master) of our campaigns not enjoy these mechanics in a video game?  It’s been difficult for me to articulate over the years, but I think I finally understand it.  But for me to explain it properly, you need a little context about me and how I absorb information.

At a young age, it became very evident, very quickly, that I wasn’t a traditional learner, often needing to read something several times over, or do some hands on learning if applicable.  To this day I have a difficult time reading something and comprehending it on the first go, often needing to reread it 4 or 5 times before I can fully internalize the actual meaning of the text.  As silly as it sounds, I’ve just never been great with reading comprehension making every online course I’ve ever taken in my life a tremendous chore.

I think it’s because of that mental hurdle that I tend to zone out in text-filled, management-heavy, and turn-based games.  My experience with these kinds of games usually goes the same way every time, with me eager to hop into the action, only to be buried in menus and skill trees that I can’t comprehend on my first encounter with them.  Even though I know that I’m only seeing a fraction of what’s to come, it still feels like I’m being thrown in the deep end.

What I like about playing D&D as opposed to something like Divinity: Original Sin II is the fact that someone is shepherding me through it.  There’s a DM who isn’t only painting a word picture for me, but is there to answer any mechanical questions I might have.  It’s that hands-on approach that works for me from an educational standpoint that’s also present here.

I’ve even run into this while running my own D&D campaign.  When I started out, I bought a D&D module that I would run for my players.  Yet after being asked enough lore questions that I had no answer to, I decided to blow up the world and start fresh with a campaign and lore of my own.  It was a lot more work, but so much more personally engaging and rewarding.

There’s also the matter of my own level of patience and tolerance for a game, but I’ve covered that before.

All of these things are factors in why I bounce off of and usually avoid these types of games.  But we haven’t even talked about the gameplay portion of them yet.  Even if I manage to find a suitable on ramp for me to get somewhat into the game, I still have to contend with the game itself.

It usually isn’t the turn-based part that turns me off as much as it is the “tactics” portion that bounces me off of a game.  I’m just terrible at setting up plans and executing on them, whether it’s positioning, item and spell management, or whatever, I suck at it.  Usually I’ll formulate a plan I think is great, try to execute it, and watch it fail miserably.  Instead of doing what normal people might do and say, “oh, I should try a different approach,” my stupid-ass jumps over any rational thought and straight into a pit of self-loathing and dejection.  It’s the same way I feel about the Dark Souls games, where I don’t feel emboldened to do better, I just feel like I could be playing a game I have a better time with.

And if I really wanted to split hairs (which is about to happen), I’d say that I think the tutorial levels of these games are usually the most excruciating parts.  Take Divinity: Original Sin II for example.  You start on a boat that promptly gets attacked by bugs and a tentacle monster, which sounds way cooler than it actually is.  Then you wash up on an island where you eventually find your first village where I assume more of the game takes place.  Despite trying to power through it on three separate occasions, I have yet to be able to get through what I found to be an incredibly dull part of the game.

When asked why I don’t like these kinds of games, I usually answer with something dismissive like, “cause they’re boring” or something, but what that really means is everything I’ve written thus far.  But I agree with my friends when they say that I should enjoy these kinds of games.  I want to enjoy these games.

But I’m not ready to write off the genre just yet.  A little game called Baldur’s Gate III was recently shown off, and after reading about it more, I think this one might be the last one of these I try.  After everything I’ve written up until now, you might be wondering why I would attempt this, ostensibly throwing $60 dollars into a virtual garbage can, but there are a couple of factors that are intriguing me with Baldur’s Gate III already.

First and foremost, it a Dungeons & Dragons based games, meaning I know a lot of these mechanics and have varying degrees of familiarity with them.  That alleviates a lot of the mechanical obtuseness that I might have trouble with in other games.  Like, I know what plenty of D&D spells, items and attacks are, so that won’t be such a steep learning curve.  Having to learn both the mechanics of a game as well as their made up lore makes me feel like I have to learn two games simultaneously, which usually goes about as well as you might imagine.

On top of that, I’m really digging the presentation when it comes to dialogue options, opting for more of a Dragon Age or Mass Effect styled approach instead of a text box that pops up on the screen.  It’s a small thing, but it adds a slight cinematic flair that I think goes a long way.

Despite my better judgement and spotty history with these kinds of games, I’m cautiously optimistic and dare I say, excited for Baldur’s Gate III.  At the very least, I’m going to keep my eye on it and certainly give it a shot when it enters early access later this year.

WoW, What am I Still Doing?

You might have noticed a significant uptick in World of Warcraft based content on this website.  Aside from that being a sentence I never thought I’d have to say, here we are with yet another entry in the chronicle of my WoW experience.  Last time I checked in, I was significantly overwhelmed by creating a high level character and was coaxed into starting a new one at first level.  So how did that go?

Going in with my extremely limited knowledge about World of Warcraft and its bevy of classes, I wanted to go with something simple and straight forward.  Naturally I gravitated towards making a panda character who also uses a sword and shield primarily.  I think it’s called the warrior class, but I could be wrong.  After a short customization period, LargeDouglas was born.  I initially wanted to go with ‘Bigger Douglas’ or something to that effect, but apparently the cowards at Blizzard weren’t ready for my radical new ways of doing things.

World Of Warcraft - Retail Screenshot 2020.02.12 - 18.45.22.60.png

Very quickly, my two friends appeared in my world with their own ludicrously named pandas who I think were a mage and a monk.  We ventured forth through the tutorial world of the panda-folk, an Asian inspired, pagoda-heavy region with a lot of questionable names and accents on display.

Compared to diving in at level 110, level one was significantly more manageable and easier to keep track of.  I had time to get used to abilities and how to navigate some of the menus instead of it went last time, where I was essentially drowning in menus.  I will say though, even at this rate, there was still a lot going on from level to level, which I imagine is a result of accelerating the leveling path over the past 50 years this game has been running.

World Of Warcraft - Retail Screenshot 2020.02.12 - 18.46.52.53.png

I’m proud to say that in this excursion I only died once, and it was because I didn’t pay attention to an NPC who very specifically told me not to go into this windy room until the wind subsided.  My negligence may have led to my demise, but in my defense, my friend who has played this game for years also died this way as well.  Actually I believe he died twice there if memory serves.

By this point you’re probably wondering if I actually enjoyed myself or not.  If I’m being honest, I really wasn’t blown away or won over by this fresh start.  It was a better experience than my last dive into the World of Warcraft pool, but it’s still World of Warcraft when all is said and done.  Meaning that regardless of which way I try to play it, it’s still a game that does nothing for me.

World Of Warcraft - Retail Screenshot 2020.02.12 - 18.48.22.26.png

Sometimes I had to kill 10 monkeys, or kill 10 rats and collect their parts for whatever grim needs the quest giver had.  Sometimes, when things got really exciting, I had to pick up driftwood or fireworks.  It’s even more disappointing considering I had thought for years that the jokes that people made about collecting 20 boar pelts had to have been a relic of the early days of World of Warcraft.  Surely over the years they would have removed as much of that tedium as possible?  Nope, from what I experienced, about half or more of the quests I embarked on involved me killing a bunch of stuff and collecting enough of their parts to progress.

I get that every quest can’t be this life-changing experience that’s going to revolutionize how I perceive quests, but they really front load the game with as much tedious nonsense as possible.  I might be being a little to myopic in my description of World of Warcraft, but it’s just super hard to get enthusiastic about this game.

World Of Warcraft - Retail Screenshot 2020.02.12 - 18.47.02.00.png

But it wasn’t all doom and gloom.  There were a couple of moments where I genuinely sat back and thought something I’d experienced was pretty cool.  It seems utterly useless, but the panda-folk can balance on these vertical beams and bounce around on them and fight other people on them which is an objectively cool, martial arts thing to do.

Also, the world design, especially in the land of the panda-pals, was really pleasant.  From the pagodas, to the rivers and caves, this starting area was a joy to be in and meander around.  Also, I think it’s all on a big turtles back or something?  Which once again, is objectively cool.

Ultimately, I still don’t like World of Warcraft.  It has its moments where it can charm you, but no amount of that can make me ignore the core conceits of its mechanics.  At this point, I’m not playing it because I want to play the game, I’m playing it because I get to talk to my friends.  On that front, World of Warcraft succeeded, but I can’t imagine paying $15 a month for the ability to talk to them.

Difficulty & Patience

As I’ve gotten older, I’ve found myself sinking back into more familiar gaming experiences, opting for what essentially is my comfort food over being adventurous in a sense.  I still like getting my hands on a new release and seeing what there is to offer, but more often than not I find myself bouncing off a game the second I hit the tiniest of obstacles.  I often would attribute that to just not wanting to bash my head against a difficulty wall in games, but these days I think I’m just more impatient than anything.

When talking about difficulty in games, a lot of people point directly to the Dark Souls series.  Those games are very much too difficult for me, but they also do this thing where they try to emotionally crush you and mentally exhaust you.  My extremely limited experience with Dark Souls involves me starting out, killing maybe 2 or 3 skeleton men, getting to the boss, dying, then having to do that all again just to make a few more feet of progress.  Now, my lack of skill definitely plays into that, but before the frustration of dying repeatedly can make me quit, the extreme tedium of running through the level again and fighting the same dudes gets me first.

There is something to be said about the joy that comes with memorizing the patterns and placements of enemies, and finally executing that perfect run that gets you to the next checkpoint.  I get that.  But for me, it’s less a feeling of triumph and more a feeling of relief.  Then I’m confronted with the reality that this loop I’m describing, is the entire loop of these games, and that just isn’t enough for me.

It isn’t just games like Dark Souls that revel in their difficulties that repel me, it can be any game that doesn’t manage to hook me that can make me tap out early.  It’s part of why I created the Gut Check feature on this site, because while I try every game I can, there are very few that actually keep me playing.  And that isn’t because they’re too difficult, it’s because I don’t have the time or patience anymore to dedicate to a game that isn’t immediately wowing me.

There are people that will say that certain games get better after a few hours, but why would I waste my time struggling through something I’m not having fun with, in the hopes of eventually having fun.  Games and I have turned a corner in recent years, where I want them to engage and entertain me with a minimal amount of effort or exertion on my part.  It’s selfish, it’s lazy, and I don’t care.  In my free time, when I want to just have fun, I don’t want to have to work for it.

It’s why tactics and in-depth RPGs and I, don’t get along well.  There’s a lot of time to invest and in some cases, it feels like you’re learning a new language.  For instance, I really wanted to try Disco Elysium last year, but seeing it in action reminded me just how much of an investment of time and mental energy that would be.  Time and mental energy I just don’t have.

I like a mechanics deep and story rich game as much as anybody does, but I just feel as if my patience is waning with a lot of games.  It leads to this internal conversation where I have to ask myself if I really have the energy to play this game about mental illness, or coping with loss, or just with a lot of reading, or do I just want to turn my brain off and play more NBA 2K20?  And honestly, I usually just opt to turn my brain off and play hoops instead.

 

Building a New Splinter Cell

A YouTube channel named NoClip, recently released a documentary series about the rebooted Hitman games of the past few years.  It highlighted developer IO Interactive and their separation from Square Enix, the way they designed their levels and AI patterns, as well as some other very interesting tidbits about their struggles and accomplishments.  You should check it out.  But it got me thinking about another stealth-action franchise that could use the same rebooting treatment that Hitman received.  Of course I’m speaking of Splinter Cell.

Just like the Hitman franchise, Splinter Cell has had some really good entries in the series, and some not so great ones.  Hitman eventually pivoted off of a divisive release in the form of Hitman Absolution, into the phenomenal Hitman 2016.  Absolution was a fairly linear game that tried to follow in the steps of popular action games of the time, ultimately betraying the core conceit of what those games were traditionally like.  Hitman 2016 threw linearity out the window and placed you into clockwork, systems driven levels that had dozens of way to approach them, with multiple objectives for you to complete, a bevy of disguises and weapons at your disposal, and plenty of over-the-top methods for you to dispatch your targets.

But it isn’t the only tried and true stealth-action franchise that made drastic changes to the formula.  In a similar fashion, Metal Gear Solid V: The Phantom Pain did something of a soft reboot in terms of its mechanics and play style, favoring an open world and systemic driven design as opposed to a more curated one.  It wasn’t without it’s issues, but most people can agree that it was the best playing Metal Gear, despite having a middling story at best.

So I got to thinking, if Hitman and Metal Gear could reboot themselves so successfully, Splinter Cell should be able to as well.  While it’s easy to say that Splinter Cell should just do the same thing those games did, it can’t.  There are fundamental differences in the way those games play that just don’t translate perfectly.  But if we were to cherry pick elements from either of those games to slot into a new Splinter Cell, I bet you’d come back with something pretty good.

In Hitman 2016, you’re infiltrating these massive and mostly public spaces, adopting the persona and disguise of whomever you need to be in order to gain access to some of the more guarded targets.  You’re usually trying to get rid of some sleazy rich guy who’s throwing a party or staying at a hotel or something.  There are more “public” spaces for you to occupy and plan around, making it feel more like a puzzle game than anything else.

In Metal Gear Solid V, you’re infiltrating various military installments spread throughout this massive open world, returning to your home base every so often to cash in your missions or progress the story.  There isn’t a ton of variety in the way you actually approach these missions, but you’ve got a pretty impressive tool kit at your disposal, from a rocket powered arm that you can shoot into the faces of your enemies, to a dog that wields a knife in its mouth and will cut fools up at your behest.

Splinter Cell is different kind of game in those regards, striving to be a more grounded depiction of military efficacy than the other stealth-action franchises.  That established ideology about what those games do makes it difficult to open up the floodgates and allow for more of the weird shenanigans that Metal Gear and Hitman allow for, and Sam Fisher as a protagonist isn’t exactly the “dressing up like a clown and sneaking into a birthday party” type of secret agent.

But despite all of that, here are some elements from both Metal Gear and Hitman that a new Splinter Cell should implement in a new entry.


LEVEL DESIGN

The star of the modern Hitman games is most certainly the levels that you play in.  What Hitman 2016 doubled-down on were these clockwork levels that were massive sandboxes for you to explore, where NPCs had routines and goals for you to intercept and take advantage of.  Almost every corner of the level provided you with some new opportunity, tool or costume for you to use to dispatch your targets.  Along with that, the way the AI was scripted was such that no matter what you did or who you removed from the world, the game was able to pick it back up and make sure everything didn’t grind to a halt because you killed a particular NPC or were caught doing something.

I think that same philosophy can be applied to Splinter Cell in an extremely effective way.  In Hitman, the levels all provide Agent 47 with opportunities to hide in plain sight, playing to his strengths while also providing you with a ton of variety in terms of settings and weaponry.  Because Agent 47 is more focused on infiltration, the levels can be anything from an active movie studio, to the suburbs, or to a fashion show.  That’s the beauty behind the core concept of Hitman.

Whereas Sam Fisher is more of a traditional spy, running military ops, sticking to the shadows and using his environment to help shield him from detection.  Instead of the normal, shoot out the lights and sneak up behind a guy routine, a bigger and more complex level could afford you new opportunities to take when stalking your prey.

The problem is that Sam Fisher as a character has a pretty one-note arsenal.  He’s a super effective spy who knows how to sneak around, shoot guns and climb obstacles, but he can never dress up like a hipster and pretends to be the drummer in a band so he can kill the lead singer.  It’s what makes creating these more intricate levels so difficult, because nobody ever cares how Sam Fisher gets into an enemy base and kills everyone, because he’s on a mission to a dangerous place where there are rarely any civilians to worry about.


CHALLENGES

There are so many things that make Hitman levels so infinitely re-playable, but the challenges and missions have to be up there.  Hitman encourages you to replay levels and approach them differently by rewarding you with experience for throwing a pair of scissors at your target’s head while dressed like a clown, or by pushing a loud speaker off the awning above them and crushing them.  By completing these challenges, you’re rewarded with new outfits, starting points, and weapons you can use to flex your creativity.  It’s a brilliant loop that consistently proves to be the voice in your head that says, “yeah that was cool, but how about this?”

In Splinter Cell though, you have maybe 3 or 4 ways to actually deal with your targets, and in reality you’re only going to either shoot them or strangle them.  That’s kind of another big problem Splinter Cell runs into if it tries to adopt a more Hitman-like approach.  How do you encourage your players to play differently, and what does that even look like?  Sam Fisher doesn’t dress up in goofy outfits and he rarely hides in plain sight, so how do you make new challenges and missions within this limited tool set as well as what the audience expects from a Splinter Cell game?  Without completely redefining what kind of character Sam Fisher is you get kind of locked into a box.

I personally wouldn’t mind seeing an all new Sam Fisher who gets tasked with taking down targets that aren’t purely enemy combatants, but I think people would lose their minds if he suddenly started dressing up as a waiter or something.


WEAPONRY

Some of the deadliest and most effective weapons in Hitman are often the most innocuous ones.  I’ve killed more people with pasta cans, letter openers, and cheeseburgers than actual guns, because in Hitman, everything you can pick up becomes a deadly weapon.  I’m willing to bet Sam Fisher is just as effective as Agent 47 when it comes to improvised weaponry, but I can’t really recall him ever exhibiting that beyond throwing a brick or a rock.

This issue seems far more surmountable than the previous ones considering that you can put plenty of flotsam and jetsam in the levels that Sam could throw at the heads of his enemies.  Cinder-blocks, bottles and so on and so forth all would narratively fit in the self-serious tone of Splinter Cell.  But that tone can be a little limiting in terms of what you can cram into a new Splinter Cell.

I want to see Sam Fisher try to play guitar poorly in an attempt to fool his target.  Then, when he realizes that the target isn’t buying it, smashes it over their head.  He might then say something like, “everyone’s a critic” and move to leave the level.  But I sincerely doubt I’d ever see that.


TONE

Speaking of the self-seriousness of the franchise, we arrive at my last point.  The tone of Splinter Cell, hell, the tone of all the Tom Clancy games are just so painfully self serious.  That isn’t to say that striking a serious tone is a bad thing, but it is limiting if you’re trying to build out levels, opportunities and basically everything I’ve mentioned up until this point.

Even when you look at something like Metal Gear Solid V: The Phantom Pain, a game that also provided players a systems driven sandbox to skulk around in, that game still had levity built into it.  By Metal Gear standards it was pretty serious, but you could still do some wild stuff in that game like making your horse poop on command that would lighten the mood.

I can’t really recall anything like that happening in the Splinter Cell franchise.  Sam Fisher will make the occasional quip, but he’s never drowning his targets in the toilet they’re vomiting into like you can in Hitman or confusing enemy guards with 20 inflatable dummies of himself like you do in Metal Gear.

The Tom Clancy approach to things is to make bad military humor that is funny to maybe a handful of people out there.  Like, there had to be one person out there who cracked up every time a character shouted the phrase, “shitballs!” in Tom Clancy’s Ghost Recon Wildlands, right?

Despite my personal preference for a lighter toned game, I just think that from a design perspective it has to be easier to create fun opportunities than just the standard military fare ones.  I’d rather watch the ejector seat on a jet launch a man into the sun than see a guy just shoot a guy with a sniper rifle.  It’s why I appreciate the Hitman games so much.  Maybe Splinter Cell just isn’t the franchise for me anymore, but if I had my way, it would be a much different game in tone.


I desperately want a new Splinter Cell game, but as time goes on I get a little more cautious about what that game looks like.  Between the need to change and the desire to stay true to the existing formulas, I’d have to imagine that part of why a new Splinter Cell hasn’t been announced is because the well of ideas that exists within those confines might be running dry.  I just hope that if there ever is a new Splinter Cell game, whatever it turns out to be, it manages to keep me playing for as long as the Hitman reboots have.

 

 

 

 

The Adventures of Bepis Man

As I was perusing the newest releases on the blighted wasteland that is the Steam store, I came across a free game called Burning Daylight.  From its pictures, it looked like some sort of Inside or Limbo experience.  An atmospheric puzzle-platformer if you will.  As it turns out, Burning Daylight really wants to be like those other games, but doesn’t get anywhere close to their pedigree.  But, the one thing it has going for itself, is that I’ve been introduced to my new favorite character and best friend for life, Bepis Man.

I want to take you on the journey of Bepis Man, and help you get to know him the way I did.  Heads up, I am going to be spoiling the hell out of this game, so proceed with caution.

Let’s begin, shall we?


20190424221559_1.jpg

I was there when Bepis Man woke up.  He seemed very confused and wasn’t doing his walking very good.  But I guess the calming ominous lights in the background really motivated him to giddy up and go, although he didn’t control any better because of it.

I should mention, Bepis Man was totally nude.  Just letting his deempus just kinda wave in the wind.


20190424221824_1.jpg

Bepis Man faced off against a treacherous door puzzle that involved pushing a button on a wall, and then opening a door.  Bepis Man was very brave and did a great job.


20190424222023_1.jpg

While Bepis Man loved to show off his impressive member, the lack of clothes really seemed to grind his beans.  He was shivering, and even though Bepis Man was my favorite pangus-warrior, I knew that he needed pants if he wanted to stay warm.


20190424222141_1.jpg

Unfortunately for Bepis Man, there just wasn’t a slick pair of JNCO jeans anywhere in sight, but there were these cool Air Jordans he could snatch off a dead man.  Bepis Man being the nasty boy he is had no quibbles about slipping his meaty feet into those tasteful pumps.


20190424222421_1.jpg

Bepis Man, determined to warm his skin-pipe, found a hoodie.  It kept his northern regions nice and toasty, but unfortunately his namesake was still exposed to the elements.


20190424222850_1.jpg

You know what Bepis Man values more than a bitchin’ pair of pants?  Augmented Reality.  Thanks to another fallen and equally nude person, Bepis Man was able to get his mitts on the latest in AR tech.  The problem was, the batteries were all dried up.  We needed to find him a USB-C cord, stat.


20190424222921_1.jpg

There’s a very strict pants law in the world Bepis Man is from, and he knew he was committing a capital offense.  While he would’ve loved to get in the mix and do the electric slide with his pals, his bold new ways would just land him in pants-prison.


20190424223046_1.jpg

Bepis Man had reached his apartment, I think, and found a charging dock for his AR goggles.  But more importantly, there was a sleek pair of track pants just chilling on the ground, waiting to cover his exposed dingle-dong.


20190424223103_1.jpg

Bepis Man has an app on his goggles that he relies on way too much.  It’s called Pantslr, and it highlights the nearest set of pants.  Now Bepis Man was able to conform to the closed-minded (clothes-minded) society he was reluctantly a part of.


20190424223242_1.jpg

Apparently, next to the naked bepis factory is the set from Blade Runner.  Bepis Man was just as shocked as I was by this startling turn.


20190424223555_1.jpg

Bepis Man does not respect social norms, and will absolutely make it obvious that he is eavesdropping on your conversations.  Bepis Man just doesn’t give a fuck.


20190424223735_1.jpg

Bepis Man finds a place in the world where his bold, bepis ways might be accepted, nay, even encouraged.  Bepis Man is looking for love now that he found his pants.  It’s just so hard finding someone to connect with.


20190424223802_1.jpg

Bepis Man likes what he sees.


20190424223857_1.jpg

There is a pretty harsh turn from dumpster love to religious cults.  Bepis Man is confused and will be sneaking around this one.  He just isn’t a big fan of religious institutions.  Respects your beliefs though.  He’s a good dude like that.


20190424224051_1.jpg

The quest for pants and romance kind of got out of hand, and now Bepis Man is using his goggles to jack into the mainframe or something.  Bepis Man has become unto a God.  All hail Bepis Man despite his distaste for religious institutions.


20190424224206_1.jpg

Bepis Man visits the set from Indiana Jones where they stored the Ark of The Covenant.  He’s just a big fan of the original trilogy, and honestly, is kind of an apologist for the fourth one.


20190424224311_1.jpg

Turns out they were hiding more than just the Ark of The Covenant in this warehouse.  They got trees up in here.  Bepis Man has never seen such lush greenery, seeing as he was raised in Blade Runner-ville all his life.  It really is beautiful, although Bepis Man is also discovering he’s got a wicked pollen allergy.


20190424224328_1.jpg

Bepis Man finds large swimming creatures and wonders how big their meat-sticks are.  Is it the size of his?  Much bigger?  Is he the size of this creatures bepis?  He had so many questions.


20190424224431_1.jpg

Bepis Man finds the room where the X-Men keep Cerebro.  Is definitely curious to find more mutants like himself.


20190424224501_1.jpg

Gasp.  Bepis Man has found where they’re incubating the ultimate bepis-fighters.  His brethren are in those pods, begging to live a simple wing-wang based life.  Bepis Man will help the only way he knows how: by touching every button he can find.


20190424224514_1.jpg

Turns out, the buttons just flush the pod boys down the drain.  Bepis Man, you did a bad one there.  Really boned it up on that one.


20190424224708_1.jpg

Bepis Man comes face to face with his creator.  It’s another, older, Bepis Man who lives in a floating chair.


20190424224739_1.jpg

Wrinkly Bepis Man offers his Bepis son a choice: Become the Bepis-lord, or eat some apples.


20190424224803_1.jpg

Bepis Man loves apples though, and apparently eating an apple means you can’t then go sit in a chair.  Which quite frankly is bullshit, because I’m sitting in a chair and eating and apple, and it totally is doable.  Did you even try, Bepis Man?


Then I shit you not, the game just ends.  That’s it.  No bepis closure.  No explanation about what the fuck I just endured.  Nothing.  Just a blank screen.

I can’t really complain though, the game was free and it only ate up a half-hour of my life.  Which, considering I met my new best friend, Bepis Man while playing it, I’d say it was a net positive.

Burning Daylight is a game that wears its inspiration on it’s sleeve, and desperately tries to deliver a message about the dangers of gamification or something, and some weird jabs at vegans and religions, but I wouldn’t say it’s aggressively bad.  It controls poorly and can’t hold a stable frame rate, but there are worse games you can spend a half-hour with.  And besides, we got Bepis Man and his impressive penis journey out of it.

Thank you Bepis Man, and good luck, wherever you are.

The Borderlands Conundrum

The announcement of Borderlands 3 and the details that were revealed about it left me feeling pretty indifferent about it.  I’ve always had a weird relationship with Borderlands as a franchise and Borderlands 3 seems to continuing that tradition.

Before I get down on the franchise and the Borderlands 3 announcement, I figure I should mention that there are things that I really like about it.  For one, the art style has always been appealing to me.  The cel-shaded graphics gave the franchise a unique identity and personality that it lacked when Borderlands 1 was initially announced.  It was a smart decision that enabled the series to age visually age more gracefully than other games of its time.  Borderlands is and will continue to be a very impressive and memorable game based on visuals alone.

1

Along with the visuals, some of the mechanics of the series were impressive for their time.  Borderlands made multiplayer a fairly painless process that made it easy for people to drop-in and drop-out without much of a hassle, which is something some games still struggle with today.  The randomly generated, infinite guns thing is also cool in concept, but in my experience I rarely found any of the really cool or interesting ones that I’ve heard people talk about.  The talking guns, or the guns that fire other guns never really dropped for me, which is a shame.  Ideally I’d like for Borderlands 3 to not only add more interesting gun types, but also make it so I can see some of that stuff at lower levels.

But as with anything I write, there are aspects of Borderlands that I really don’t like.  For instance, the writing always been a contentious issue for me – particularly the humor.  It just always felt like your dad sent you a meme from 5 years ago that they just discovered.  “Yeah dad, I guess that cat does want to ‘haz’ cheeseburger” doesn’t feel too different from, “Yeah Claptrap, that is a cool dab you just did.”

Perhaps maybe my least favorite aspect of the Borderlands game is the lack of customization.  Borderlands 3 doesn’t seem to be changing this in any meaningful way from what they’ve shown thus far, but it just seems crazy to me that in a world where games like The Division 2 and Destiny exist, you can’t create your own character.  Sure those games have pretty limited customization options, but you’re still making a character.

Instead, Borderlands 3 seems to be continuing the tradition of picking one of four characters and going from there.  Which wouldn’t be so bad if they included a lot of customization for them, which in all fairness they could do.  But based on their past outings, you’ll probably get a couple of color swaps, and one or two that give your character a beard or a hat or something.

It just feels like Borderlands 3 could benefit from having a robust character creation system.  Sure some of their existing characters were neat, like Zer0 and such, but I think it’d be cooler if I could just make my own weird cyber ninja, or robot summoner instead of having to pick from four premade options.

But Borderlands 3 does seem to be fixing one of my least favorite parts about the series, which is the world design.  I’ve always found the post-apocalyptic style of the world of Pandora to be incredibly dull.  But that’s a personal preference of mine, I just never found the post-apocalypse to be that interesting, whether it be in Borderlands or Fallout.  In Borderlands 3, you’ll be traveling to more diverse planets which will be a great change of pace and a much needed shot in the arm for the franchise.

There’s so little information about Borderlands 3 at this point that all of this is just speculation, but I’m just not confident that Gearbox will take too many chances and try to change up what’s worked for them in the past.  Considering their last few games didn’t exactly set the world on fire, particularly Battleborn, Aliens: Colonial Marines, and Borderlands: The Pre-Sequel to name a few, I just think Gearbox is apt to play it tremendously safe.  Then when you add in some of the scandals and allegations surrounding the company and its CEO Randy Pitchford, Gearbox really needs to change the discourse around themselves.

I don’t envy the position they’re in, and I really hope that Borderlands 3 is the game that they need it to.  Hell, I want that game to be good so my friends and I can have something we can play together, but I guess we’ll have to wait and see.

Who is Stadia For?

Recently, Google went ahead and unveiled their new gaming initiative in the form of a streaming platform called Stadia.  Stadia aims to deliver high quality, low latency gaming experiences to various smart devices including televisions and smartphones.  It all sounds very impressive to say the least, but I still have many questions about the specifics of the platform, among them being, who is it for?

Don’t get me wrong, I think the technology behind the Stadia is fascinating and worth developing; especially if you’re a platform holder like Valve or Microsoft.  For those companies, you have players who might want to play their games away from their devices, and an effective streaming solution could essentially make any platform a mobile platform.  But with Google leaving more questions on the table than answers, it leaves me wondering what role Stadia is meant to play in the gaming industry.

The first and most obvious answer is that it’s for people who want to play games anywhere on any device.  Stadia seems like a great opportunity for people with a passing interest in games to try them out in a simple and straightforward way.  In that regard, I could definitely see Stadia being a great way to play games without a major investment.  But considering Google didn’t divulge the pricing model for Stadia, we’re left to speculate and fill in the blanks ourselves.

The two obvious routes are either, buying games through a Google storefront and streaming them to your device, or paying a subscription fee to play from a library of games.  Both options are still cheaper than buying a console or computer as well as a game.  For someone with a casual interest in games, this could be very enticing, but that well can only be so deep.  At some point Google has to convince the people who play games more regularly to get on board with Stadia.

The pitch of playing a game running at 4K and 60 frames per second without relying on hardware limitations sounds great, but if I already owned an Xbox One X or a PC capable of running 4K60, what’s the selling point for me?  In that instance, I already own the hardware, I’m not reliant on my internet connection to provide me with a low latency and high quality experience, and if I bought a physical copy of a game, I own it outright.  As long as I have electricity, I can still play my games in most cases.

Gamers at this point have already willing put on blinders to the fact that their digital purchases are more licensing agreements than an actual bill of sale, so the mass adoption of Stadia isn’t completely out of the question.  But in this case, the player essentially is relinquishing all ownership claims to Google.  It isn’t your hardware, it isn’t your software, and I’m willing to bet that whatever EULA that will be included with Stadia that no one will read, will expressly outline your lack of ownership.  Which isn’t out of the norm when you look at video streaming services like Netflix or Hulu.  There is absolutely a precedent for this business model.

google-stadia-2

But that isn’t what I think gamers will really be apprehensive about.  What I believe will be the biggest obstacle is how Google plans to entice existing players on other platforms to introduce more potential points of failure into their gaming experiences.  There are a ton of well worn arguments, that despite how many times they’re raised, continue to be valid.  Google and their track record with abandoning projects that don’t hit big, quickly enough, along with the sorry state of internet bandwidth and cap limits in the United States, are among the biggest obstacles that stand in the way of user migration.

Those alone are some of the biggest obstacles that Google has to navigate through, but when you drill down even further, you have to consider that there are games that require the lowest input latency possible, like fighting games and shooters.  The technology would have to be incredibly impressive to make those games work at any competitive level, professional or not.  And even if Stadia could make latency free game streaming a reality, the user is still beholden to their internet provider and the reliability of the connection.

I don’t think I would be as skeptical of this entire initiative if it was Sony or Microsoft doing it, not because I trust them more than Google, but because it could be a supplemental service that I could use to play the games I already own.  If I could pay for an extra tier of PlayStation Plus with game streaming included in it, that would be a nice bonus feature to have.

Google seems to be trying to position Stadia as the next biggest competitor in the gaming market, and I just don’t see that as a possibility, at least not when we know so little about it.  The whole situation just feels a lot like the Xbox One reveal back in 2013.  Microsoft made this big, all digital push in a direction that the industry was already heading in, and tried to prematurely force it into existence, resulting in a disastrous launch that they’re still paying for.  But 6 years later, digital purchasing is so prominent that companies like GameStop are having trouble sustaining themselves.

I’m optimistic about the technology behind Stadia and what it means for the industry at large, but I’m just not sold on it at the moment.  Maybe when Google reveals more details later this year I’ll change my mind, but at this juncture, it just feels like little more than a novelty.  The whole industry seems to be heading down the road to an all streaming future, but I don’t know that Google is going to be the car we all ride in.

 

 

Animal Crossing is Still Incredible

Every morning I pack my bag with a water bottle, maybe a lunch, a charger, and my Nintendo Switch.  I usually have some free time at my office, and like having the option to play games while I’m there.  However, lately I’ve been bringing another, older hunk of plastic with me that has two screens and doesn’t fold.  Of course, I’m talking about the Nintendo 2DS that I bought on a deep discount.

You might be asking yourself, “Ari, why would you bring that hideous blue monstrosity anywhere in public with you?”  Now, while I agree that the 2DS is a garish nightmare-brick, the reason it’s been accompanying me to work is because it has Animal Crossing: New Leaf on it.

HNI_0077_1552776631564

There are two main reasons why this matte-blue doorstop of a portable console has been my platform of choice lately.  As I mentioned before, Animal Crossing, but also because I never really owned a 3DS or portable console before.  I grew up with a Gameboy and stuff, but I missed out on almost two decades of mobile gaming hardware since then for reasons that aren’t entirely clear.

The last time I played an Animal Crossing game was the one on the original DS.  A DS that an ex-girlfriend loaned me until our relationship collapsed under its own weight.  So I never really got much time in the DS ecosystem.  But that game left an incredible impression on me that didn’t make its impact known until I played New Leaf.

I have a problem with incremental games in general.  For instance, I’ve been playing Wiz Khalifa’s Weed Farm on my phone for almost two years now because it’s a mindless checklist for me to engage with and clear daily, and also because I like seeing the numbers get bigger.  Animal Crossing now occupies that space for me, and the best part is that it isn’t hitting me up to spend twenty dollars on “weed bucks” or whatever.

It’s a mindless, pleasant chore list, that’s so peaceful and chill.  Maybe this penguin wants to trade me a dartboard for some pants, or maybe some shifty art dealer is trying to peddle some bullshit in my town.  Whatever it is, it’s relaxing and non confrontational in a way that I am super into these days.I just boot this hunk of azure plastic up and get to go fishing with some cool animal friends, buy stuff from some awesome raccoons, or help the world’s worst museum curator in the world.  I would way rather get my incremental, idle game fix from Animal Crossing: New Leaf than I would from anything I can get on my phone, including Animal Crossing Pocket Camp.

What I think I appreciate the most about Animal Crossing: New Leaf, is that it’s deceptively in-depth.  You can look at promotional materials and just assume it’s a slight experience, offering nothing of substance.  And if you asked me to describe what I do daily in the game, it can sound pretty boring.  But there’s a ton of secret, under explained, or purposefully obfuscated mechanics hiding under the surface of the game.

The game never told me that I had to buy more stuff from the shops for them to expand and grow, but that sure as hell makes sense.  I didn’t know that you could wish upon a shooting star and get magic furniture delivered to you the next day, but here we are.  It’s just a bunch of little hidden systems like those, that add so much depth and variety to this game.

Don’t get me wrong, there are a lot of things about Animal Crossing that drive me up a wall, like inventory management, and how much people like to talk to me about scanning Amiibo figures in for stuff.  That and the fact that even though six creatures live in the town, and I’m one of them, and the only human, and also the mayor, every shop owner treats me like it’s the first time I’ve been there.  I’m the mayor, remember my very unique and non-animalian face for once in your lives.  But those are nitpicky concerns at best.

All of this was spurred on by the announcement of a new Animal Crossing game coming to the Switch this year.  I can’t wait to sink my teeth into that game and explore whatever weirdness Nintendo injects into it.  The saddest part about it is, whenever it does finally release, all of my citizens in Animal Crossing: New Leaf will die from loneliness because I’m never going to pick up that ugly-ass Nintendo 2DS again.

 

The 2019 Reset

As you can probably tell, things look a little different around here.  Some stuff got shifted around, the artwork is looking a little different and our YouTube channel is a little… barren.  But that’s all part of the plan.  See, we’re working on revamping The Bonus World a little, and trying to make it more diverse and sustainable.

Last year we tried streaming a lot of stuff to mixed results, and while it was a lot of fun, it just wasn’t something we could all reliably do.  So we stopped doing any video work for a while, and though it sure made my workload a lot lighter, it did leave a large gap in our website.

So we’re trying some new things out here.  Or rather, we’re trying to find a method that works for us.  We’ve got a new video coming out this Friday at 3:00pm ET, which is exciting, and the written stuff on the site is still going at it’s normal pace.

There are a lot of things I’d like to do in 2019 in regards to The Bonus World, and bringing back video is a big one.  We’d also like to start streaming at some point in the future, but it’s unclear as to when that’ll happen.  But till then, the blog will continue to update weekly, articles will occasionally pop up, and video features are going to make a return.

If you want to watch any of our content from last year, it can still be accessed on the site in the Archived Shows portion of the drop down video menu.  Lastly, the site is going to fluctuate a bit as I finalize the design and layout of things, so if menus move around, or the art changes again, it’s probably just me fiddling around on the back end because I can’t ever just leave things alone.

Thanks for continuing to hang with us, and we hope that we can make some big strides in 2019.  Fingers crossed.

Inspiration vs. Plagiarism

In the wake of the Filip Miucin saga that’s unfolded over the past few weeks, I’ve found myself thinking about the broader implications of what he’s done and the effect it has on everyone in and around the games coverage industry.

In case you missed it, Miucin was an editor at IGN who published a review for Dead Cells that was found to be almost entirely plagiarized from a YouTuber named Boomstick Gaming.  In response, IGN acted swiftly and fired him as well as removed his review.  After posting a now removed “apology” video on his personal YouTube channel, he essentially challenged people to try and find more examples of his plagiarism, confident that there was nothing more to uncover.  Much to the surprise of nobody, the internet found plenty of it.

So here we are, a few weeks after the impact of this bombshell and there’s been no shortage of opinions about the incident itself.  The majority of the response to it has been in agreement that IGN did the right thing and that Miucin deserved to be fired. While I wholeheartedly agree with that sentiment, there is one thing that Miucin mentioned in his former “apology” video that still sits with me.

screen_fb

In essence, he asserted that all reviewers basically talk to each other about their opinions on the game they’re reviewing.  Overwhelmingly I’ve heard reviewers say they don’t do that because it defeats the purpose of writing a review, which is to get the writer’s opinion on the product.  They do their best to remove themselves from the conversations around a game so they can provide their own opinions on it, free from any external influences.  A reviewer is supposed to relay their experience with the game to their audience in an effort to arm them with the information necessary to decide if a game is worth their time and money.

That kind of insight is great for consumers, but tough when you’re trying to build your own outlet that serves similar functions.  I have to be conscious and make sure that what I’m writing is my opinion and not the one I heard on a podcast or in a video.  Because if I’m just aping a review from someone else, then what’s the point of me doing this at all?  It’s important to me to make sure that everything I write is in my own voice.  Because if I want to show that I’m worth a damn as a writer, I have to be able to compartmentalize what the discourse around a game is and be honest about the experience that I’m having.

There is no excuse for plagiarism, but it’s easy for me to see how just following a reviewer or streamer can color your experience before you even have a chance to play the game.  That isn’t what happened with Miucin and that isn’t an excuse to justify plagiarism.  Instead, it’s a reminder to be more thoughtful about what you’re writing and being more aware of your actions.