tag:blogger.com,1999:blog-72641484955320713402024-02-21T04:11:18.429-05:00Big Dad GamerPlaying and Reviewing Steam Games that I've acquired over the last few years of sales. Looking for nuggets of development wisdom as I go.(News and Discussions in Between)BigDadGamer (SGolden)http://www.blogger.com/profile/01285199127194437452noreply@blogger.comBlogger62125tag:blogger.com,1999:blog-7264148495532071340.post-64426535614766114142016-01-12T23:13:00.002-05:002016-01-12T23:13:57.789-05:006 days of Elite Dangerous<div dir="ltr" style="text-align: left;" trbidi="on">
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<span style="font-weight: normal;">How I broke my other addiction</span></h2>
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It wasn't that long ago that I picked up <i>Elite: Dangerous </i>by developer Frontier but I haven't had the chance to really examine how much I enjoyed the experience with that game until lately. I had developed a nasty habit of only playing DOTA and other MOBAs over the last couple years and I really needed something to get me out of that habit. Enter E:D and all my problems seemed so very small as soon as I opened up the galaxy map. </div>
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As a matter of fact the entire games scope right down to the politics were just so intimidating that it was hard not to put the game away as soon as I opened it. The only thing that kept me going was the fact that the game immediately puts you into a ship that you can use to explore the galaxy with. The only directions you get are some sparse directions on how to pilot this small ship and where everything is located at your friendly local space station. Then the galaxy is your oyster. </div>
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This galaxy represents a 1:1 scale of the Milky Way galaxy with 300 billion stars and other stellar objects to visit. The scale is very much lost in the imagination until you actually open up the map and look at the vast amount of stars that you can travel to. Even then it's difficult to imagine the entire map actually being explored at any time in the immediate future. To this day with thousands of players on the single map that was generated less than 1% of the entire game has been explored. </div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgy83xf4fdNtRNStTyq66grZPx4GBCFQ1Gjh2yUGCWsjyISc_c_yk7PIUVYUarGIwH3Yqi0Xqrc_ACFWzzPAYyskmyKrlxHsHS9XxU7nJJJmxLspts6dmUWDtJPe4YAbVpxU1qWiYZn558/s1600/2015-11-01_00002.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="180" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgy83xf4fdNtRNStTyq66grZPx4GBCFQ1Gjh2yUGCWsjyISc_c_yk7PIUVYUarGIwH3Yqi0Xqrc_ACFWzzPAYyskmyKrlxHsHS9XxU7nJJJmxLspts6dmUWDtJPe4YAbVpxU1qWiYZn558/s320/2015-11-01_00002.jpg" width="320" /></a>I've always been a fan of science fiction and the related genres, so the exploration of the mysteries of the galaxy appeals to me greatly. Seeing a star many light years away and being able to travel there in a matter of seconds felt amazing. Watching the star expand rapidly on my screen as I pulled to the jumping point never became less than exciting. Especially since if you're not careful you can quickly burn up when jumping to a new system. </div>
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I thoroughly enjoyed the missions and jumped right into combat. There are enough weapons to keep you entertained for a while, but if you really want to optimize it isn't too long until you'll discovered gimballed lasers and auto cannons. When I stumbled on this it ended my exploration of other weapons since it was just so much more efficient and rewarding for bounty hunting. This is one of the quickest ways to make money while still being challenged in the game. Now let me first say that playing games for me has been about the challenge since I first played Super Mario World on the SNES. There are other ways to enjoy games though and in E:D there are other ways to play as well. Trading, mining, smuggling, exploring and political missions are all ways to complete objectives and move forward.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj23NvD5JVHlZ8hFKIv4E70RePfCNK1qkwzmsotj2lkRKsXj34InOdm9ZsQ4bXJyewV9SUulseeg5u0_OozdksqCT1kDiTIn9dioW6W9rxDN6QQ5BFFSQOOOwnA98P169iYiY4rbhHOfYs/s1600/2015-10-04_00004.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="180" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj23NvD5JVHlZ8hFKIv4E70RePfCNK1qkwzmsotj2lkRKsXj34InOdm9ZsQ4bXJyewV9SUulseeg5u0_OozdksqCT1kDiTIn9dioW6W9rxDN6QQ5BFFSQOOOwnA98P169iYiY4rbhHOfYs/s320/2015-10-04_00004.jpg" width="320" /></a>There is no goal in E:D besides what you set for yourself so you can play the game however you want. For some people that kind of freedom is seldom put forth in games. For others it leads to a grind-fest where there is no end goal besides the largest ship and the best weapons. I can see how this could be entertaining for both sides of the spectrum but in the end it is easy enough to put down. The real treat isn't fighting or trading. It's the feeling of everything that you do.</div>
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Every ship has a different weight to all of it's abilities. This isn't apparent in the initial statistics but it's fun to buy every ship along the way (since it's only a 10% fee to sellback) and try them out. See how they fly and then move on. Along the way I tried out some trading in the trade ships and even took an expedition to the upper most regions of the galactic plane in an explorer. Ultimately this sandbox is relaxing and entertaining and easy to put down at the drop of a hat. </div>
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The sound design though is what I enjoyed the most out of E:D though. It is my belief that the <b>only</b> way to play this game is with headphones that do the sound design justice. It's just that amazing. Every thrust and every firing of the weapons have a distinct weight to their sound and every engine fires up with a different feel. It's quite amazing every time you play the game with a new ship.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj7VluExZW7VhtjENmiRnTL2smjykuV6toSbWblnoX8rCqPNtWn2v1mivrpryKlCVoFrAAgz7_JaNF8y1aGTUSh0WkF-vL5B7gp8Ey3S6Biq5esX1rCnDH0HVb_Q1na6hnN8ssR7UMErGQ/s1600/2015-11-09_00002.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="180" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj7VluExZW7VhtjENmiRnTL2smjykuV6toSbWblnoX8rCqPNtWn2v1mivrpryKlCVoFrAAgz7_JaNF8y1aGTUSh0WkF-vL5B7gp8Ey3S6Biq5esX1rCnDH0HVb_Q1na6hnN8ssR7UMErGQ/s320/2015-11-09_00002.jpg" width="320" /></a></div>
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The only complaint I have with E:D is that there isn't enough consistent, variable content available to provide a different experience every time you power up the game. Eventually you'll be shooting down the same ships, making the same trade routes, or exploring very similar star systems. Eventually you either succomb to space madness or leave the game for later iterations. Which there will be since the game is going to be continually updated for the next 10 years according to the developers plan. </div>
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You'll like this game if: You are part of the generation that will never see the stars in our own galaxy. Too late to explore the Earth, too soon to explore the Milky Way. </div>
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BigDadGamer (SGolden)http://www.blogger.com/profile/01285199127194437452noreply@blogger.com0tag:blogger.com,1999:blog-7264148495532071340.post-51785866371059781802015-11-01T12:43:00.002-05:002015-11-01T12:44:27.560-05:00A rant on Elite Dangerous before I review it next week<div dir="ltr" style="text-align: left;" trbidi="on">
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Thank you Frontier, from a fan of space-sims</h2>
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About 10 years ago when I was just venturing out on my own into the unknown world for the first time. At that time I picked up one of the first games for PC that I earned myself. I am proud now that I chose <i>Freelancer </i>for my first PC game back then. Granted I had played PC games but they were always on my parents PC or a friends. This was my first PC and the first new game I played on that PC. It was amazing. The degrees of freedom in that space simulator were above and beyond anything I had experienced before. If you haven't played it before I highly suggest trying it out because it truly was one of the best games of it's generation and garnered a huge community and brought a lot of young adults from my generation to the genre. </div>
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<tr><td class="tr-caption" style="text-align: center;">Every time you jump your first introduction is to the local star<br />(white dwarfs and black holes included)</td></tr>
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Then years passed, I did a stint in the military, and became a father. After some time I forgot how much I loved the space-sim genre because nearly no quality games came out in that time period that gave the definite experience of space travel. Then in 2013 Star Citizen and close after Elite: Dangerous were announced and I got very excited. I wanted to follow the development of the games and for a time I did. Then some months passed and I happened to forget about my dogged devotion to developer diaries until Elite: Dangerous appeared on sale on Steam a couple months back. So I picked it up and put some time into it. I also got involved in discussions on reading boards and delved into the community.</div>
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What I discovered is that the community is half the game. Some of the content of the boards are focused at the developer but other content are just stories or arguments between factions. Cries for help from traders or requests from bounty hunters are met with the in-game terminology and much of the advice is phrased as if it were given freely between Commanders. This community building isn't something I'd seen since Freelancer in Space-Sims (some might argue that EVE Online has a much bigger commitment to community but I don't consider that quite a space-sim. I'll explain in a later article).</div>
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The community involvement is important because this game is an MMO Space Sim. That and there is no story mode. The trade off is that there is a life-size galaxy to explore. Something like 400 million different systems to visit. All completely generated and logged for exploration. This means that the entire game and your own personal progression is up to you entirely. There are so many things to do that it was immediately overwhelming for about a week for me. Trying to figure out what I needed to do and how I needed to go about getting money was work in itself. The same way that you might research how to get a job or do said job to get paid. It was very much a reflection of real-life in a space-simulated environment. </div>
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<tr><td class="tr-caption" style="text-align: center;">Sights like this are regular, and always amazing</td></tr>
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For lots of people I saw on the boards and have talked to it seems that this is not very "gamey" from the developers. The main complaint is that they've created a wonderful environment for a game to take place in but haven't included much of a game. However I find that this kind of dedication to world (in this case galaxy) building has been lost over the years, and to see Frontier be so dogged in pursuing this type of purity is refreshing. No there aren't any story elements unless you count paragraphs of text from mission boards or political posts. However if you were sitting in your ship at dock this is how you would access this information anyway. There aren't many (or any) open comms online unless you count between other commanders, but that may well change in the 8 years left in the development cycle of the game. </div>
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<br />That's right, the game has a 10 year development cycle plan. There are going to be annual "season passes" that allow access to the next years worth of development content. To some of the backers this leaves a bad taste in their mouth which I can understand. The wording at the beginning of crowdfunding made it appear as though the first purchase would lead to the entire games worth of content. However after a few months the next "season" was announced which made a lot of people leave cursing Frontier. </div>
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<br />I personally don't have a problem with the next few years of content being behind season passes. I see it as a very complete game as-is and if you want to add on to that by paying for some new content (some of which will be implemented with vanilla anyway) then you can. Otherwise you can play the vanilla game that you paid for. This is viewed as catering to the corporate greed by most, but I see a 10 year development cycle and understand the ridiculous amount of raw cash that will take and what kind of endeavor this is. It's insane. Really it is. If you don't know how much development costs, just watch <a href="https://www.youtube.com/watch?v=vfFq2OcHTJw" target="_blank">this video</a> from Mike Zaimont, the main developer of SkullGirls. He breaks down how much exactly making a video game costs and how it may require different pricing models for more content. It's just a pure and simple fact. You can't make a 10 year game from a one-time cost or the price would be well over $120 for the initial game. It's much easier to split that into multiple years and keep a very dedicated but growing fan-base from your initial release. For the purposes of this project it just makes more sense. </div>
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<tr><td class="tr-caption" style="text-align: center;">I may leave Elite:Dangerous for a while but I'll be back for sure</td></tr>
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I bought the game for just over $25 on sale. And I don't regret getting involved in the first year of development in the slightest. There are so many things about the game that bring me back to my Freelancer days. Staples that I'm talking about are constantly shifting economy, unlocked space combat/movement, massive space structures, planetary exploration, FTL travel, impressive sound engineering, and highly entertaining space-combat. Honestly everything I have been looking for in a space-sim in one place. Forget the lack of a story mode. It's the emptiness and freedom of space that I want. </div>
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The way I see space though may be different than most. I suppose lots of people see space as just a science fiction setting. I see space the same way that explorers saw the ocean. It's the frontier between civilization and the untamed. However in our generation we won't most likely be able to explore it, Simulating it is the next best thing that I can hope for. And Elite:Dangerous is the shining example for the simulation that I want to play. It's exactly what I look for when I want to just be in the expanse of space where everything is quiet and dangerous. </div>
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I'm going to thoroughly go over what makes Elite:Dangerous a good game later, I just wanted to get this out now because of a lot of the controversy surrounding such a gem in the gaming community. </div>
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<span style="background-color: white; color: #222222; font-family: 'Droid Sans'; font-size: 13.2px; line-height: 18.48px;">(If you have a different opinion or want to suggest a game to play and review, let me know @Big_Dad_Gamer on twitter!)</span></div>
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BigDadGamer (SGolden)http://www.blogger.com/profile/01285199127194437452noreply@blogger.com0tag:blogger.com,1999:blog-7264148495532071340.post-64450900869504568582015-10-31T15:04:00.002-04:002015-10-31T15:05:39.163-04:006 days of...Guacamelee!<div dir="ltr" style="text-align: left;" trbidi="on">
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Spooky scary Skeleton...</h2>
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So in between bouts of a strong addiction to DOTA 2 (it's a love/hate relationship) I picked this gem up for some relaxing downtime entertainment. It originally caught my eye for the outstanding art direction and musical choice. There is a consistent theme of the Day of the Dead from Mexican culture and it is delivered amazingly. The bright and subtle color indicators and changes between the dead and living world are especially impressive.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhG5IDJSEQr4OtfVIYpqAUuX7we6wHyJqZfpOxUkt5ms5hVnIu_i8FsJvuwL-J-5Lohdht3Bim9BH_U3KgafNKpsOysiCbAPBhNPwjlV7yf2uCHCb7fsXzSXcj-4VuhC5pRe8bQaAOzzcE/s1600/Boss_fight.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="180" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhG5IDJSEQr4OtfVIYpqAUuX7we6wHyJqZfpOxUkt5ms5hVnIu_i8FsJvuwL-J-5Lohdht3Bim9BH_U3KgafNKpsOysiCbAPBhNPwjlV7yf2uCHCb7fsXzSXcj-4VuhC5pRe8bQaAOzzcE/s320/Boss_fight.jpg" width="320" /></a>I've never been a big fan of Metroidvania style games but <i>Guacamelee! </i>by developer Drinkbox Studios definitely got me into the genre. I'll be visiting some other classics and some newer ones in the coming months purely because I enjoyed this game so much. The character design is highly inspired by Mexican culture both present and past. I'm sure it's not entirely accurate but there is definitely a faithful origin to that culture.<br />
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The greatest lesson I learned from playing this game was the creative but purposeful use of color and shape to act as indicators to the player. Obstacles are given color and shape to indicate what type of ability is needed to pass them. Enemies are given color to indicate attack patterns. Enemy shield color indicates what type of weakness they have. Slight color differences in between worlds shows whether or not you're dead or alive.<br />
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This type of indicator is highly important for initial progress and instant recognition of action. The game sometimes goes very quickly and requires some split second reflexes, So the colors very naturally lend themselves to recognizing what needs to be done and what buttons you should be pressing. When you start getting the combos right and using weaknesses of multiple enemies in between the two worlds it can be very rewarding and exhilarating. Visiting some of /r/guacamelee I've seen some amazing combos, that seem to be effortlessly done so maybe I'm just bad.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgcNRsNnUHw2AB0cLYt1uAcAa3Oe148Ot4UCteJsK1w_ItrhGg0FmssAToFl2AK29D1x4NyW1gbS7by5uoJF9lom2wk_C8HFe77fF1kazHGjOykgQt6TXBWbsH-AcjwaVVVnQy2I8VARiA/s1600/Red_colors.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="180" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgcNRsNnUHw2AB0cLYt1uAcAa3Oe148Ot4UCteJsK1w_ItrhGg0FmssAToFl2AK29D1x4NyW1gbS7by5uoJF9lom2wk_C8HFe77fF1kazHGjOykgQt6TXBWbsH-AcjwaVVVnQy2I8VARiA/s320/Red_colors.jpg" width="320" /></a>Either way the color direction is the defining factor that makes the game translate so smoothly to user input. Other than the color to ability translation the game itself is par for the course from what I can tell. Zones are definitive but not there wasn't anything revolutionary about the level design. Setting and story is essentially "Evil king kidnaps princess and wants to end the world" all over again. These aren't particularly bad things, but they are standard. I would have like to have seen the same creativity from the color mechanic and the characters put into the story, setting, and level design.<br />
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You'll like this game if: You are looking for a fresh perspective on Metroidvania while still sticking with the tried and true formula...now with masks and mexican wrestling vengeance!<br />
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<span style="background-color: white; color: #222222; font-family: 'Droid Sans'; font-size: 13.2px; line-height: 18.48px;">(If you have a different opinion or want to suggest a game to play and review, let me know @Big_Dad_Gamer on twitter!)</span></div>
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BigDadGamer (SGolden)http://www.blogger.com/profile/01285199127194437452noreply@blogger.com0tag:blogger.com,1999:blog-7264148495532071340.post-17245986638323618052015-03-22T10:26:00.000-04:002015-06-15T19:04:26.447-04:006 days of...Darkest Dungeon!<div dir="ltr" style="text-align: left;" trbidi="on">
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Gothic, Eldrich, Insane and Intriguing</h2>
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I've recently been giving <i>Darkest Dungeon </i>by developer Red Hook a shot. I've said it multiple times, I love a good procedurally generated dungeon crawler. My wife looks at me oddly every time I rave about them but I can't help it. There's something about semi-random elements that betray a deeper mechanical master at work. The adventure is a machine that is slave to a surreptitious master and I have a deep desire to defeat the challenge set before me no matter how many times it may change. </div>
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Enter <i>Darkest Dungeon</i>. I keep thinking to myself even now, hours after beating the first few bosses, why aren't more games as entertaining and involved as this. The mechanics themselves aren't new but there's something inherently enthralling about the way all of the pieces fit together. Whether it's the voice acting that narrates your slow decent into madness and the unavoidable mortality rates or the city building and random events. Everything is impeccably well suited to the setting. The entire game comes together like a Picasso painting. Edgy and unique with an odd look but somehow it entertains the senses. </div>
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<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgEQKqq1fI98hkkJJFzHtrafjjiUtQ08ZA5-DOku0KDrRB37hbA94jSUT-1wjITrfmhUA0Y69X8S-IUzuKMURL2uilJqYw_P5c3lr5P-XEyKcKp0bDRFx_8ehub3a8iSE5LSlkvecH2rXQ/s1600/DD_Eldrich.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgEQKqq1fI98hkkJJFzHtrafjjiUtQ08ZA5-DOku0KDrRB37hbA94jSUT-1wjITrfmhUA0Y69X8S-IUzuKMURL2uilJqYw_P5c3lr5P-XEyKcKp0bDRFx_8ehub3a8iSE5LSlkvecH2rXQ/s1600/DD_Eldrich.jpg" height="112" width="200" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Combat jumps off the screen with<br />satisfying sound effects. </td></tr>
</tbody></table>
The music in the dungeon seamlessly gives you a sense of foreboding as the trumpets announce sudden combat. Characters leap out of the screen to deliver blows that shower crimson blood over each other. Odd sounds indicate a loss of sanity as time wears on and the adventurers grow weary. The screen darkens to show that the deeper you go, the more dangerous and hopeless things are. These all add to the atmosphere that is so pervasive in <i>Darkest Dungeon</i>.<br />
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The game itself is in early access which means that there can be balance changes and UI changes on a regular basis. I noticed myself in the days I played at least a couple changes that were improvements to the mechanics or adding features to the game. I can't wait for the final version of the game because there are so many potential possibilities with the last few dungeons they have yet to add.<br />
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<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg4_yZBFWVQglWw34rkTPKDfW-4fhbGSeiYU0HNhCMQ4Oqw5jxG1yqVPp7mNjmh06d7V0f-yNfGzkkNhBOctqlVA4UZZUzbKImc8DBe4TkWQct9bfh-ErBiDktHFZ3AgXUNx-98d9UDvKk/s1600/DD_Fear.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg4_yZBFWVQglWw34rkTPKDfW-4fhbGSeiYU0HNhCMQ4Oqw5jxG1yqVPp7mNjmh06d7V0f-yNfGzkkNhBOctqlVA4UZZUzbKImc8DBe4TkWQct9bfh-ErBiDktHFZ3AgXUNx-98d9UDvKk/s1600/DD_Fear.jpg" height="112" width="200" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">During combat you will learn <br />what the face of fear truly is.</td></tr>
</tbody></table>
The style though is really what I want to point out here. The bold lines, and the rich colors all give the game a dark sense of foreboding. That and the style of the character and enemy art is simple but aesthetically pleasing. No doubt someone went through many hours and a lot of trouble to get those designs right. Many other developers could study <i>Darkest Dungeon</i> and learn a thing or two about aesthetics. Its a difficult concept to get correct and something that is consistently faulty in independent games these days. It's good to see that kind of talent in the indie scene these days.<br />
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I particularly like the latent difficulty that they've included in the torch system. There is no chosen difficulty during the game, but rather you choose your own difficulty by controlling the light levels in the dungeon. It boils down to lower light equals better loot but harder enemies. This risk/reward system is my favorite target for a game to aim for when it comes to difficulty. The enemies have the same amount of health, but they hit harder and the "fear factor" is multiplied on your characters.<br />
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I've been assaulted by games in the past that can't get difficulty to save their lives. I don't see how having to shoot twice as many bullets or stab twice as many times into an enemy is anything more than tedious. Difficulty has evolved beyond just adding health. This risk/reward system that is inherent in a mechanic of the game should be on every developers mind as they begin down that path of deciding on difficulty settings.<br />
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I loved <i>Darkest Dungeon </i>and it held my interest for quite some time. After a while it becomes easier, but it is nice to see the heroes that you've raised from novices become strong enough to take on hordes of enemies. Knowing their fears and quirks keeps you attached to them and in the end keeps your interest enough to make this a worth while investment of time.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhJsicMQrxW70PnC8bPCD4PHO_jOsdouIHj_sfwurVIEhw-Horzyw8DH9ARcrROANQS-SLi1vCpYHHmfnkDWtBgZngLY15EHaUh34cku5K54VS7LAqZhOt8mkKESV_TWYLANUwgP0BhYGU/s1600/DD_Camping.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhJsicMQrxW70PnC8bPCD4PHO_jOsdouIHj_sfwurVIEhw-Horzyw8DH9ARcrROANQS-SLi1vCpYHHmfnkDWtBgZngLY15EHaUh34cku5K54VS7LAqZhOt8mkKESV_TWYLANUwgP0BhYGU/s1600/DD_Camping.jpg" height="112" width="200" /></a>You'll like <i>Darkest Dungeon </i>if: You enjoy Eldrich-style setting and atmosphere, dungeon crawlers, and high quality and well balanced RPG and party mechanics in randomized environments.<br />
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<span style="background-color: white; color: #222222; font-family: 'Droid Sans'; line-height: 18.4799995422363px;">(If you have a different opinion or want to suggest a game to play and review, let me know @SimonGolden on twitter!)</span><br />
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BigDadGamer (SGolden)http://www.blogger.com/profile/01285199127194437452noreply@blogger.com0tag:blogger.com,1999:blog-7264148495532071340.post-53201130520781798722015-02-15T12:12:00.002-05:002015-02-15T12:12:45.960-05:00Video Game Monetization and the Gamer Culture<div dir="ltr" style="text-align: left;" trbidi="on">
<h2>
Launching with Day 1 DLC<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiNILKVvLjWB6dDZeOJQt4hfVugS-abrA6jwbshTD9nBUnKa2wlZFultH7esri9C6Kauw1-R6jvpac60sDBDDys8Zz0ulz75pAALcokvpWOgS9F-EwugHPU8E1NxFTkq8yr1a2BTSQQN_Q/s1600/Evolve_Day1_DLC.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiNILKVvLjWB6dDZeOJQt4hfVugS-abrA6jwbshTD9nBUnKa2wlZFultH7esri9C6Kauw1-R6jvpac60sDBDDys8Zz0ulz75pAALcokvpWOgS9F-EwugHPU8E1NxFTkq8yr1a2BTSQQN_Q/s1600/Evolve_Day1_DLC.jpg" height="200" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Images like this have created shockwaves in the community <br />about Day 1 DLC. </td></tr>
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</h2>
This week I've seen an uproar on /r/gaming about the monetization of first day cosmetic skins with the recent release <a href="http://evolvegame.com/" target="_blank"><em>Evolve</em></a> by developer Take Two. The complaints are that a game that costs a premium price of $60 should not "money-grab" by charging for first day skins that have been developed as of the first day of release. These opinions are well founded and coming from consumers that desire to play a fully rounded and complete game on release like they used to be shipped. The same thing will be happening with <a href="http://www.mortalkombat.com/en/" target="_blank">Mortal Kombat X</a> on release. There have been many different versions of the game listed as shippable with different pricing options and even characters and skins that are held behind a paywall. <br />
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I've read many of the complaints and concerns regarding the industry and this new standard that seems to be more and more common in recent releases. What most of the opinions boil down to is that a "game" in its final state should include all of the current developed content for that main game, whatever the core concept of the game may be. Skins, characters, and the like that are released as special content for further pricing shouldn't be released as separate content on day 1 of a major release. This concept is consistent with the past development of games and the business practices that have helped establish a new culture of gaming and expression through a new type of media. <br />
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The problem with comparing the past business model and the present business model is the internet. The internet changes everything. In the business market it changed the world overnight. Stocks were immediately accessible, logistics were faster and lighter, and communication became nearly instantaneous. As soon as that Ethernet cable or Wi-Fi hits your gaming device it changes the way business is done with the consumer as well. With the internet, business transactions are more convenient for the consumer but they are also more convenient for the business. <br />
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The reason that the gaming market has exploded in recent years is because of this ease of access and instant transmission of data. We can buy games right at our fingertips with barely a thought. With the game market expanding and markets like Steam and Live opening up to indie developers our wallets go further. We can spend $20 without blinking an eye because all it takes is just a few keystrokes and we have hours of entertainment to enjoy. <br />
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<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEimQt-J8FtU4DViqTZ0RdWZxB9BGTWVVOwWZq3YWHKfDfMqLKw7eS7g2RUdQtUK7Akb-sg2w98cpfO2ify82aF2BSICC0vLnRFfqN1uVc-EEsAeq-X5Z_bDqHl7znukcKPGp5Cr66BZxBE/s1600/Arkham_City_DLC.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEimQt-J8FtU4DViqTZ0RdWZxB9BGTWVVOwWZq3YWHKfDfMqLKw7eS7g2RUdQtUK7Akb-sg2w98cpfO2ify82aF2BSICC0vLnRFfqN1uVc-EEsAeq-X5Z_bDqHl7znukcKPGp5Cr66BZxBE/s1600/Arkham_City_DLC.jpg" height="179" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">This DLC for Arkham City was Day 1 and later released<br />with the GOTY edition.</td></tr>
</tbody></table>
Enter first day DLC. We see a quality game we think we will love and purchase it through a digital storefront without having to expend the effort to leave our couches. Without fully interacting with a marketplace to exchange money the impact of that sale is lost on the consumer a bit. Now power up the game and see that there are cosmetic differences in the way you can play the game for only $2.50 for say your favorite color. That enrages you but you don't know why. You already paid for the game why would you pay more? Why would a game that already costs money charge more? If they were going to charge for cosmetics or characters why didn't they adopt the free-to-play model like DOTA 2 or League?<br />
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It's confusing and enraging and you may dislike it as a model from the consumer side. I know I do and I know I won't be purchasing either game. Statistics show though that companies like Activision that have monetized add-ons to the Call of Duty franchise make lots of money though. As much outcry as there is against the practice, it is not punished by a lack of profits. Gross sales for these games are through the roof compared to games that are "complete" on release. <br />
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As a culture developed by "complete games" we have a strong influence on the direction that gaming companies move up to a point. Gamers eventually become game-developers and eventually CEO's of mega-corporations like EA and Activision. No matter how loud we are though as a culture, money speaks louder. These are companies that operate off of profits and morality always takes a back seat when it comes to entertainment. <br />
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So how do we stop this from happening? Well as consumers the logical answer is to say "don't buy the game". So we don't, but everyone else does and many of them pay for the added skins as well over time. I won't say that I'm not guilty of it. The day 1 DLC is rewarded and carries on as a good business practice. Positive reinforcement at its finest. <br />
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If we can't boycott the practice, because it takes a unified movement (which I believe gamers are incapable of) then it won't happen. Lets look at another movement that failed. The peripheral devices movement. You remember the PlayStation eye or the Move controller? The original peripheral device games for the Wii that required additional equipment to play? That might have been just as popular, it's essentially charging more for wiring a piece of plastic up and then putting it in the same case. This doesn't require rocket scientists and can be done at a very low price point, but developers would raise the prices because of this added electronic peripheral. Why did it fail? It was inconvenient. It required additional familiarization with little reward. It was more work and often didn't amount to a better experience. <br />
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This model (and the success of Steam) however helped developers and publishers realize that convenience was the key to tapping straight into the wallets of consumers. Thus day 1 DLC is born and added special content becomes more and more common. Who is to blame? No one really. This is the natural evolution of the marketplace that has been affected by advances in technology.<br />
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Back to my original question, how do we change it? Right now, it's too profitable an option for Triple A game developers to pass up. We can't stop them from doing it but just like fads it can fall out of style. I predict that in the next 10 years this fad will pass and DLC will still exist but at a much smaller price point per item. Developers will release DLC at adequate intervals and not on the first day of launch, but it will take a while for it to fall out of favor. I would say that games that don't take this course of action will compete harder in the market, but the market is flooded right now. When there are more options it is harder to compete with more powerful players like Triple A companies. This is just a storm we will have to weather for now.<br />
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So buckle down, and start working on that backlog of games. Its going to be a rough (10 year) season for games. My knees are hurting already. <br />
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(If you have a different opinion or want to suggest a game to play and review, let me know @SimonGolden on twitter!)</div>
BigDadGamer (SGolden)http://www.blogger.com/profile/01285199127194437452noreply@blogger.com0tag:blogger.com,1999:blog-7264148495532071340.post-38797232833557793842015-02-07T20:52:00.002-05:002015-02-07T20:53:11.432-05:006 days of...Endless Legend!<div dir="ltr" style="text-align: left;" trbidi="on">
<h2>
Genre Fusing Design</h2>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjpOM5cnrfAhoQ-wBR0AMOTfm4IOw1OcOYJNRAA4MvVaiGMiztJiLZT53GV4Qrtf6tYbpiGggkBF6UoGGVvTOK0946Ggal2PgSIsKlP5VwmcoB2WRwpqrp9UU53WafoMLdCcxdl6WEXGs8/s1600/Overworld.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjpOM5cnrfAhoQ-wBR0AMOTfm4IOw1OcOYJNRAA4MvVaiGMiztJiLZT53GV4Qrtf6tYbpiGggkBF6UoGGVvTOK0946Ggal2PgSIsKlP5VwmcoB2WRwpqrp9UU53WafoMLdCcxdl6WEXGs8/s1600/Overworld.jpg" height="180" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">That is a giant scarab my capitol is set around. <br />Yea it's that awesome.</td></tr>
</tbody></table>
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Booting up <em>Endless Legend</em> for the first time I knew I was in for something special. I had previously played the 4x Space Civ Simulator, <em>Endless Space</em>, and thoroughly enjoyed it. Both are made by Amplitude Studios and are part of their multiple-game and multiple genre universe spanning series that have been released in rapid succession over the last few years. <em>Endless Space, Endless Legend, </em>and <em>Endless Dungeon, </em>are the three games currently released from Amplitude. All giving their own slightly varied experience. <br />
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<em>Endless Legend </em>is the most recent iteration of the endless universe. Starting the game up I was surprised to find a very sparse menu. This is something common between all of the Amplitude games. A minimalistic styled menu that gives you little to do but jump right into their game and get started. That's exactly what I was eager to do.<br />
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<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjsLqtnFWOb8L4bJyruxXjeSxTcfXjggstLuwtQ3dMb8k20vg7otRy6moksI0hIGx-5CqVNFnx3gG0_-4AVFZBNhH_LLL2Ivyup9OLBChSemCt6MfDADvMa6k4c2It4RwW2BFpHdClEQzY/s1600/Empire_Management.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjsLqtnFWOb8L4bJyruxXjeSxTcfXjggstLuwtQ3dMb8k20vg7otRy6moksI0hIGx-5CqVNFnx3gG0_-4AVFZBNhH_LLL2Ivyup9OLBChSemCt6MfDADvMa6k4c2It4RwW2BFpHdClEQzY/s1600/Empire_Management.jpg" height="180" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">I didn't do very well this time around...</td></tr>
</tbody></table>
What the Endless series also excels at is punishing mistakes. The first few times I played I was decimated by nearly every other civilization in the game. Still though, each time I played I made progress. This is one of my favorite parts about civilization builders. Failing and returning to re-build my civilization stronger and more robust. After about 4 times playing through, I finally conquered the world and won. In total this took about 20 hours just to give you an idea of how long it takes to become proficient. <br />
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Personally I won by taking the military route after I began falling behind other civilizations in points, however it caused my people endless unhappiness to be ruled by a dictatorial warlord. Still though it was a win even though it wasn't by the conditions I had originally intended. Most of the civilizations have conditions they are better suited to winning with, but every option is always open. <br />
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The science "ladder" you climb while playing brings you into several era as you play. Each era increases the power available to units and the technology but also increases the production requirements of each city. This adds a depth that includes time as a measurable resource that must be managed. After playing Civilization games I have to say that this is a small change but makes a large difference in how quickly you may want to uncover new technologies. <br />
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This combined with the happiness mechanic makes even advancing in production and technology a balancing act. Destroying facilities and units that require upkeep from previous eras can actually help you in the short run to recover and quickly produce more powerful units. Other regular resources are provided in the same way most are in 4x turn based games. They are however more difficult to balance and utilize properly. Running short on resources is common and so is having to make hard decisions. <br />
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<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEihjfg49SgHTTG5MOIUfSDwnVPnsJVhE7tiM4rPoyvaB65bkR0M0GY-QtymBdtkMweIvVr0AcW9kgVnmQPfCW3DycOG1X8Wvw1hNCBbOsQC2MzgP5c7uuu4m6mKAAnUdvmfJZkRh1STeOg/s1600/Combat.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEihjfg49SgHTTG5MOIUfSDwnVPnsJVhE7tiM4rPoyvaB65bkR0M0GY-QtymBdtkMweIvVr0AcW9kgVnmQPfCW3DycOG1X8Wvw1hNCBbOsQC2MzgP5c7uuu4m6mKAAnUdvmfJZkRh1STeOg/s1600/Combat.jpg" height="180" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Combat looks deceptively simple, but is very deep. </td></tr>
</tbody></table>
The biggest draw that I saw in the game was combat, and the turn based mechanics. As far as I could tell, 2 people would take turns at 1 time. Which means you would be moving units at the same time and so there is at least a bit of real-time attention needed as if you are paying little attention to what your units are doing they can be attacked easily. Prioritizing movement over building can save or ruin opportunities. Combat between units is played out simultaneously on your turn between armies in a tiled strategy turn-based format. I know that this type of combat has gotten a lot of flak in reviews as a negative aspect to the game, but I consider it a positive. <br />
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Consider for a moment that the entire "default" game takes place over 300 turns, the combat helps break up the repetition of the turns with something different and stimulating in a different way. Everything <em>Endless Legend </em>does seems fresh even though it utilizes formulas from many previous games. The fusion of turn based civ building and combat works perfectly with the way the game is paced in my opinion. <br />
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I for one am eagerly awaiting the further release of games in the endless series. I can't wait to see what Amplitude studios comes up with next.<br />
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You'll like this game if: You like fully fleshed out universes with full stories for each faction that include an over-arcing mission to allow for victory. Highlights include great combat, wonderfully balanced civ building and well integrated mechanics that don't allow for much exploitation. <br />
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(If you have a different opinion or want to suggest a game to play and review, let me know @SimonGolden on twitter!)</div>
BigDadGamer (SGolden)http://www.blogger.com/profile/01285199127194437452noreply@blogger.com0tag:blogger.com,1999:blog-7264148495532071340.post-83795298566649469262015-02-01T16:46:00.000-05:002015-02-01T16:51:41.592-05:00Razer DeathAdder, my first gaming mouse<div dir="ltr" style="text-align: left;" trbidi="on">
<h2 style="text-align: left;">
Functional and Crisp</h2>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgx5t3A2oF3QDyNjXzDr1qytjhUL0ORVHL5fZSK6cXiqrQ-Dw8r-JoLWpVV6XDGbnHfFa0RaZ0KEX4zFrmEa3mkiO4PnTzdIQ9-oEn9XES-zfBv1Ubwfu7x0k9RucVYFovo2BPSPpIGUIY/s1600/IMG_0881.JPG" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgx5t3A2oF3QDyNjXzDr1qytjhUL0ORVHL5fZSK6cXiqrQ-Dw8r-JoLWpVV6XDGbnHfFa0RaZ0KEX4zFrmEa3mkiO4PnTzdIQ9-oEn9XES-zfBv1Ubwfu7x0k9RucVYFovo2BPSPpIGUIY/s1600/IMG_0881.JPG" height="200" width="150" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">With only 5 buttons this mouse is unassuming, <br />
let me assure you it packs a punch!</td></tr>
</tbody></table>
<div style="text-align: left;">
The words above are how I would describe the <a href="http://www.razerzone.com/store/razer-deathadder" target="_blank">DeathAdder by Razer</a>. Do not assume that the simplicity of those words implies a non-satisfactory product. Quite the opposite in fact. Let me start off by saying that this is my first "gaming" mouse. Prior to this I was using a normal run of the mill 2 click wheel job that was a hand-me-down from another gamer. Unfortunately it was on the fritz after 7 years and clicking double when I only asked for a single. </div>
<div style="text-align: left;">
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<div style="text-align: left;">
So my wife went online and bought me what I wouldn't normally be willing to buy myself. I consider "gaming" paraphernalia to be frivolous. Not that I'm against it normally, I just believe that the extra $50 you would spend to have something fine tuned for gaming would go better toward other things in life. I believe that especially now that I have more adult responsibilities than I can remember on a daily basis. </div>
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<div style="text-align: left;">
So when the DeathAdder came in the mail and appeared on my desk, I was surprised and relieved that I wasn't responsible for spending the money that was required to bring it to me. I quickly took it out of the box and threw my older mouse out of the way. Out with the old and in with the new! </div>
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<div style="text-align: left;">
I found the Death Adder to deliver superior performance immediately. Even before downloading the software I noticed an immediate performance improvement from my previous mouse. The buttons activate at just the right pressure to allow for a tactile response but also quick reflexive movement. There was no delay or unnecessary pressure needed. This goes for the mouse wheel as well. It moved quickly and easily but stopped when there was no movement applied. It has defined and satisfying intervals that it stops at which is personally something I look for as I end up scrolling in many games I play and online as I surf the web. </div>
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<div style="text-align: left;">
Added benefits to the mouse include 2 programmable buttons and amusing lighting effects. Now I've never been one for multiple buttons on the mouse. I prefer one hand to control movement with minimal other interface and one hand on the keyboard where all my buttons are. 2 extra buttons are plenty for me and they always have been. That makes for 5 clickables on the mouse and a rolling wheel for control. Plenty in my book and plenty to control any game I've come across. </div>
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<div style="text-align: left;">
Opening up the software I had to look around a bit to familiarize myself. There are some minor inconveniences in the buttons on the UI that are counter-intuitive. Nothing that a bit of thinking didn't work out. After experimenting a bit I have to say that the "macro" feature of the software is interesting. I will have to try to come up with a good idea for macros but for now I'll just leave it alone. It seems to work very well and I had some fun programming pretty much anything into the buttons I wanted. </div>
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<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh-ILSNuwCAVD4PpxdlOeM7E8mwyj44an9Cu5D-rphB549yaf9CzQ2Wl9MTkycnL4aXDu8NDyDmRVsHdkx5wAJY1YrB_F2tKcf-6zgDQ18eSzlxKv2lnUzx245S3wcFLVAyj39oXJAbL9I/s1600/IMG_0880.JPG" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh-ILSNuwCAVD4PpxdlOeM7E8mwyj44an9Cu5D-rphB549yaf9CzQ2Wl9MTkycnL4aXDu8NDyDmRVsHdkx5wAJY1YrB_F2tKcf-6zgDQ18eSzlxKv2lnUzx245S3wcFLVAyj39oXJAbL9I/s1600/IMG_0880.JPG" height="240" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The Death Adder next to my Saitek Exlipse II and their <br />
complimentary lighting</td></tr>
</tbody></table>
<div style="text-align: left;">
Movement and DPI were very impressive. I don't know how much I will be able to recognize the difference between polling rates (the rate at which information is transmitted) but I do notice a massive difference in DPI ranges (dots per inch). The DPI range from centimeters to cross the screen to meters so there is a speed for everyone. The settings are automatically set so you test them as soon as you lift your mouse button which can be a bit jarring but is nice that the "apply" button is gone from the UI. It might seem like a small thing but it makes a difference in the perceived responsiveness of the mouse and program. </div>
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<div style="text-align: left;">
Ergonomically it is shaped definitively for a right-handed player. It fits very well to the hand with no movement or adjustment needed. It is slightly angled at many points to keep the mouse firmly in place when moving the hand but without needing adjustment or a firm grip. I have average hands for the male population and I have to say that it feels perfectly natural in my hand while playing. </div>
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<div style="text-align: left;">
Since I haven't had any other gaming mouses fresh out of the box I have to say that I am very impressed with the DeathAdder from Razer. I tested it on DOTA 2, Don't Starve, Deus Ex: Human Revolution, and Kerbal Space Program. They all require lots of clicking and movement from the mouse and I never once found myself frustrated or fatigued. I have looked around at other mouses from other companies. Unless something else jumps out to me as revolutionary though, I think I'll be sticking with the Razer lines. </div>
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<div style="text-align: left;">
You'll like this mouse if: You want a crisp, responsive, and enjoyable experience without too many bells, whistles, and doodads (perfect for any general gaming environment). The UI matches this simple approach and brings nearly unlimited functionality to the mouse that is deceptively simple. There is no lack of customization that you apply with the combination of the two. The total experience is subtle but very satisfying. </div>
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<div style="text-align: left;">
(If you have another opinion on the Razer line, let me know at <a href="https://twitter.com/SimonGolden" target="_blank">@SimonGolden</a> on Twitter!)</div>
</div>
BigDadGamer (SGolden)http://www.blogger.com/profile/01285199127194437452noreply@blogger.com0tag:blogger.com,1999:blog-7264148495532071340.post-8486795352462775262015-01-25T12:21:00.003-05:002015-01-25T12:22:01.869-05:00Upcoming Space Sims and other stuff<div dir="ltr" style="text-align: left;" trbidi="on">
<div class="separator" style="clear: both; text-align: center;">
<iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='320' height='266' src='https://www.youtube.com/embed/EzCFXIBrFP8?feature=player_embedded' frameborder='0'></iframe></div>
<h2>
Finalizing some games...(so here's an awesome Elite: Dangerous video courtesy of Ralfidue)</h2>
<div style="text-align: left;">
I tend to jump between games to get as much exposure to many genres as possible and lately it's been taking a toll. I know that I need to complete some of the games I've written about and I deserve to give others more attention. Likely that will take a while, so for now I'll be writing about interesting things that I see around the gaming community as I read news in my off-time. </div>
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<div style="text-align: left;">
I remember about 10 years ago I picked up <i>Freelancer</i> for the first time. If you remember that title it probably brings with it very fond memories of hours upon hours spent drifting through space and collecting bounties or rare materials to sell later. After that game and it's cult following there was an unfilled hole in the market where developers dared not go. Making a space-simulator that appeals to the tech and science savvy audience requires lots of work and dedication to get right. Lash-back from the market would be unreal for games that were unrealistic or bare of features. </div>
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<div style="text-align: left;">
That's why I am excited to see the development of <i>Elite: Dangerous </i>by developer Frontier (<a href="https://www.elitedangerous.com/">https://www.elitedangerous.com/</a>). It's very reminiscent of <i>Freelancer </i>but is definitely a step up. I haven't played it for fear that my computer can't handle it. I may have to do something about that soon. The game looks gorgeous first off. The stars and galactic bodies make wonderful backdrop for the space-based fighting and mining that you can do. It is either Single or Massively Multi-player based on the choice of the player. I know that many games rely on designing around the basic concept of either, but not both. So I hope there is enough to do in the world to keep a single person occupied and entertained as well as enough features to allow mutiplayer structures to develop. <i>Eve Online </i>is the ultimate example of this, allowing for corporations and internal political struggles to develop and then writing about them after events in the game happen. The players and their fights themselves determine the shape of the game, not the other way around. </div>
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<div style="text-align: left;">
Now as excited as I am about the comparison to <i>Freelancer </i>I can't help but mention the spiritual sequel that the developers from that game are creating. <i>Star Citizen </i>is set to release in 2016 and from the early material released looks amazing as well (<a href="https://robertsspaceindustries.com/">https://robertsspaceindustries.com/</a>). Right now it's just in public testing with limited access to materials. It looks just as amazing though it has a greater focus on space based dog-fighting. I think that it looks great but in it's own way there are more features developed and demonstrated for <i>Elite: Dangerous</i>.</div>
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<div style="text-align: left;">
Just a couple examples: the extensive marketing campaign that they've developed to show that any career is viable, and during many of the scrap-based missions there is a physical structure to both the cockpit and objects floating in space with proper sounds and physics. You might argue that they are built in different ways with different play-styles in mind, but those two things stood out to me as details that might not indicate the game is better, but definitely indicates a particular interest in detail oriented development that I don't see in the action shots from <i>Star Citizen</i>. </div>
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They are in completely different phases of development though, so there isn't really a way to compare them until both products are finally released. All I want though is the freedom to earn credits in my own way, even if that isn't reliant on twitch based space combat. Getting on in my years I find my reflexes aren't as great as they were when I played classic dog-fighters like <i>X-wing</i> <i>vs.</i> <i>Tie Fighter</i>.</div>
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Other than that I'm getting around to finally finishing some of the games that I've been playing. I also want to get into the modding game and try making a mod for <i>Don't Starve</i> by Klei games. Mostly for educations sake and also because I think it would be fun. I am creating an automatic Dice Roller with electronics and probably going to be making a campaign for a recent tabletop RPG that I picked up for myself called <i>Kromore</i> (<a href="http://www.kromore.com/">http://www.kromore.com/</a>). I like playing all these games but it wears on you after a while since I only get limited time per day and I can't spend 8 hours a day playing games and reviewing them. </div>
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<div style="text-align: left;">
Let me know if you have any experience with modding! I'd love to get some suggestions. Let me know on my twitter at <a href="https://twitter.com/SimonGolden" target="_blank">@simongolden</a>.</div>
</div>
BigDadGamer (SGolden)http://www.blogger.com/profile/01285199127194437452noreply@blogger.com0tag:blogger.com,1999:blog-7264148495532071340.post-46026710727316523422015-01-14T20:50:00.001-05:002015-01-14T20:51:33.923-05:003 days of...Legend of Dungeon!<div dir="ltr" style="text-align: left;" trbidi="on">
<h2 style="text-align: left;">
Sprinting For Fun</h2>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjEEyJh1uqsOq3g5ad9lwsdeDrEC3aUgFmlENQcq7x7A3hi6LCuelzz9ple-zfNGXYYJeXq8d-oiLET0G85NqvJNlwodvTaUuFp798MQazK8EaHP_1GPQml_-TtJ9f55u6wIzmSdJEi-ZU/s1600/Traveler.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjEEyJh1uqsOq3g5ad9lwsdeDrEC3aUgFmlENQcq7x7A3hi6LCuelzz9ple-zfNGXYYJeXq8d-oiLET0G85NqvJNlwodvTaUuFp798MQazK8EaHP_1GPQml_-TtJ9f55u6wIzmSdJEi-ZU/s1600/Traveler.jpg" height="180" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Doctor, I've got a Cat on my head. </td></tr>
</tbody></table>
<div style="text-align: left;">
If my previous posts don't make it immediately apparent, I am a big fan of roguelikes. Something about a quick pickup and play game with infinite replay-ability really interests me. Especially with the short spurts of time that I have as a Father in between family and work responsibilities. </div>
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<div style="text-align: left;">
<i>Legend of Dungeon</i> by developer Robot Loves Kitty scratches that itch just enough in possibly the shortest amount of time that I can imagine. I harkens back to a time where playing a game meant sitting down for 20 minutes or less and being able to walk away refreshed and fulfilled. No massive story lines, or extensive in depth gameplay. Sometimes all you need is some mindless and entertaining particles in front of you to pass a bit of time and cleanse the palette. </div>
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<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh3hfz4OzfxcWRYT6xt2Z2wo4yt7baSA_OZksrWKiKwe7xtfJ_dciDUJSsoV6aMyQ8oYkLbuVpx6DkU4QWeiI2xC1Pa-15BF71fj5nBUeWkwPzPncWx7d5WWUXl-Gs7WkbO4y0HSXf8lRs/s1600/Vampire.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh3hfz4OzfxcWRYT6xt2Z2wo4yt7baSA_OZksrWKiKwe7xtfJ_dciDUJSsoV6aMyQ8oYkLbuVpx6DkU4QWeiI2xC1Pa-15BF71fj5nBUeWkwPzPncWx7d5WWUXl-Gs7WkbO4y0HSXf8lRs/s1600/Vampire.jpg" height="112" width="200" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">This Sorbet is flavored with Vampire!</td></tr>
</tbody></table>
<div style="text-align: left;">
<i>Legend of Dungeon </i>is a sorbet in between courses. Just when you finish your first session of gaming and you need to wipe the need to continue away; <i>Legend of Dungeon </i>allows you a transition that is just fun and fast enough to entertain but not establish a baseline genre.</div>
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<br /></div>
<div style="text-align: left;">
To be honest it is a side-scrolling brawler with rogue-like construction, but it could easily be much more. It has some very light RPG elements and some other thematic enemies and a dark setting that could make for some very interesting story; but the game itself doesn't bank on any of these as strong attractors for itself. Not it's much more simple than that.</div>
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<div style="text-align: left;">
In essence the game relies on a single button combat system and a series of hats and randomly generated consumables to entertain. Every run has it's own quirks, like coming across a space-traveler in a phone booth. Or wearing a cat on your head while attacking angels. There are nods to popular media and internet culture all over the game. Most of the items and enemies are seemingly derived from nerd culture actually. This faceless derivation however serves the larger purpose of the game. This is refreshing as often features no longer serve the purpose of the game and instead act as a standalone neon sign saying "LOOK WHAT WE CAN DO!".</div>
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<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em; text-align: left;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjd7fztp5X8ycagckU7fYQyopPB9eOWDmTzWR26KeHllfzClXVbvTOkqL0llgdu_1wGXA3_uzte2-GA_FTXcLv3lo73Msq9GuD9l_hnBAttXq_NbyfNx2NLgNyw-Xpwiciqnq2UPUFB49U/s1600/Angel.jpg" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjd7fztp5X8ycagckU7fYQyopPB9eOWDmTzWR26KeHllfzClXVbvTOkqL0llgdu_1wGXA3_uzte2-GA_FTXcLv3lo73Msq9GuD9l_hnBAttXq_NbyfNx2NLgNyw-Xpwiciqnq2UPUFB49U/s1600/Angel.jpg" height="112" width="200" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Keep Calm and Don't Blink</td></tr>
</tbody></table>
<div style="text-align: left;">
I may be allowing it to survive a critical eye but I believe that in short bursts <i>Legend of Dungeon </i>has it's own merits. It isn't a great game, but it isn't a bad game either. It reminds me of a modern day iteration of an endless slalom flash game when you have nothing to do to kill time. Unfortunately I don't have time to kill as most of my time is more valuable when I have to split it between so many responsibilities. Still though, it is a simpler game that reminded me of a simpler time in my youth. And I can appreciate that. </div>
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<div style="text-align: left;">
<b>You'll like this game if:</b> You just need a nameless, faceless, game to entertain you for a few empty minutes. That might not sound appealing but everyone needs some mindless entertainment now and again!</div>
<div style="text-align: left;">
<br /></div>
<div style="text-align: left;">
(If you had a different opinion or a new video game to suggest, leave a
comment below! If you want to recieve regular updates, follow me on
Twitter <a href="https://twitter.com/SimonGolden" target="_blank"><span style="color: #5e5e5e;">@SimonGolden.</span></a> )</div>
</div>
BigDadGamer (SGolden)http://www.blogger.com/profile/01285199127194437452noreply@blogger.com0tag:blogger.com,1999:blog-7264148495532071340.post-12262172889095627972015-01-11T13:57:00.001-05:002015-01-11T14:01:10.864-05:003 days of...The Stanley Parable!<div dir="ltr" style="text-align: left;" trbidi="on">
<h2 style="text-align: left;">
Representation vs. Content</h2>
<div style="text-align: left;">
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj_IFMeOGvX1IuYQsUXq1pC8yT69XNRbbsHOv-nnjHLejaJs7ZGS-J2HTNY4qhGaBJKdEDs53-1yiBFM6qNir8-wMc0Uz4P_uI8smSRs545dfmpomoNbvgjIAyMKA8QYdgLvR_Z5HOErq8/s1600/Stanleys+Desk.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj_IFMeOGvX1IuYQsUXq1pC8yT69XNRbbsHOv-nnjHLejaJs7ZGS-J2HTNY4qhGaBJKdEDs53-1yiBFM6qNir8-wMc0Uz4P_uI8smSRs545dfmpomoNbvgjIAyMKA8QYdgLvR_Z5HOErq8/s1600/Stanleys+Desk.jpg" height="250" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">This is your cage before being let loose into the maze.</td></tr>
</tbody></table>
As I played through The Stanley Parable by Developer Galactic Cafe, I tried to think of a way to explain the games greatest accomplishment without sounding pretentious. Essentially it boils down to this: Choice is an illusion, you and your mind are slaves to external circumstances, and any control you feel you have is entirely false or unsubstantial. Now I could go on with this topic, but the deeper I internalized the discussion the more pseudo-intellectual I felt.<br />
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<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEia7Z7rwa4hLfL6EujXXNvvZNdBaP-NcTXE-KmfmdLdX00PvlcP6xr9TocdU25pxzDbrgk2GNdgy9ju7MNzUb7vAwvs55Z7_z4CC3sQR75l_P2zBml-598glhCRgl0aXcW_HLRFWJHOOt0/s1600/Adventure+Line.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEia7Z7rwa4hLfL6EujXXNvvZNdBaP-NcTXE-KmfmdLdX00PvlcP6xr9TocdU25pxzDbrgk2GNdgy9ju7MNzUb7vAwvs55Z7_z4CC3sQR75l_P2zBml-598glhCRgl0aXcW_HLRFWJHOOt0/s1600/Adventure+Line.jpg" height="125" width="200" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">This "seed" is the one I found best <br />
represents the game visually. Also <br />
it's one of the funniest. </td></tr>
</tbody></table>
Claiming the metaphor of The Stanley Parable is deep and profound is not representing the game correctly I believe. I've seen article after article talk about the concepts that the game brings to the forefront and how they are applied when it comes to games. However the concept of the absence of choice has been around for centuries, millennia even in real life. What The Stanley Parable does well is represent that philosophy in a way that has never been achieved before.<br />
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The illusion of choice can be represented in painting by a mouse or a man in a maze. It can be represented by song lyrics describing the futility of life. And it is now described in full detail by a British voice in The Stanley Parable.<br />
<br />
There are constant thematic reminders that you are essentially a mouse trapped in a maze, and multiple paths that diverge and then re-merge later on. In fact you could say the entire game is a loop that infinitely replays itself. Of course there is an ending that makes the most sense, but every other ending has nonsensical elements. Reality is a call you put on hold as you explore the answers the game poses to you. <br />
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<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em; text-align: left;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEivRq9MGQL91fdHlrO5NMElB2FRVVSVOO1p3X7zhIThOQn2pIp-y0NBVvlSsczlHhzB5FXctQ8r_63KKQqDU8KJLuIOwrQ6cseOPnMKCtMHdf2uDrMXhECxV_mwTnI5kho4I8x76XkPwdU/s1600/Straying+Path.jpg" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEivRq9MGQL91fdHlrO5NMElB2FRVVSVOO1p3X7zhIThOQn2pIp-y0NBVvlSsczlHhzB5FXctQ8r_63KKQqDU8KJLuIOwrQ6cseOPnMKCtMHdf2uDrMXhECxV_mwTnI5kho4I8x76XkPwdU/s1600/Straying+Path.jpg" height="125" width="200" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The path may deviate,<br />
but the end result is the same</td></tr>
</tbody></table>
This representation of the concept of non-choice is delivered so well that I think it's a notable design feature. Like I said it's hard to describe without sounding like a psudo-intellectual discussing nothing of note. So I'll just say you have to experience it for yourself. The feeling that the game delivers is unsettling to a different degree than anything I've ever played before.<br />
<br />
You'll like this game if: You want to put yourself into a maze with only one way out and don't mind forsaking the cheese for a more diabolical narrative on the focus of gaming in the modern era.<br />
<br />
(If you had a different opinion or a new video game to suggest, leave a
comment below! If you want to recieve regular updates, follow me on
Twitter <a href="https://twitter.com/SimonGolden" target="_blank"><span style="color: #5e5e5e;">@SimonGolden.</span></a> ) </div>
</div>
BigDadGamer (SGolden)http://www.blogger.com/profile/01285199127194437452noreply@blogger.com0tag:blogger.com,1999:blog-7264148495532071340.post-40811900735643080832015-01-04T20:39:00.000-05:002015-01-04T20:44:29.162-05:00Annual Releases and the Downfall of Quality Gaming<div dir="ltr" style="text-align: left;" trbidi="on">
<h2 style="text-align: left;">
Quality vs Quantity</h2>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiZiV_o4-iqepWWMBrcTWdBjss2GTdPcsFmPTL4O0DGL6Tpw2ICcsa9tG2AFGsJkmLwAu7ou8jmOUKrhZ9-OBd28wmFUALJe8D_LFpL715gR86j-e7-xVe1dRs6v13LfJbPjmVAekHkdeE/s1600/AC_Generations.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiZiV_o4-iqepWWMBrcTWdBjss2GTdPcsFmPTL4O0DGL6Tpw2ICcsa9tG2AFGsJkmLwAu7ou8jmOUKrhZ9-OBd28wmFUALJe8D_LFpL715gR86j-e7-xVe1dRs6v13LfJbPjmVAekHkdeE/s1600/AC_Generations.jpg" height="160" width="320" /></a></div>
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With the recent release of Assassins Creed Unity this year and the <a href="http://www.gamespot.com/articles/ubisoft-we-d-be-stupid-not-to-release-assassin-s-creed-every-year/1100-6418637/" target="_blank">plans by Ubisoft to continue releasing games in the series on an annual basis</a>, I have had several thoughts on this specific business model. Annual games are a sure fire way in the short term to push sales and increase revenue very quickly. There are models that make this business plans seem very profitable. And likely that is exactly what the aim is by Ubisoft. I mean they would be "stupid to not satisfy this need" (from the public for an annually released game) right? </div>
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There are many things wrong with this thought, first of all the concept of quantity over quality. In basic economic terms Ubisoft has fallen prey to the classic duality of supply and demand. Demand for their flagship series rose exponentially for the first few games, so therefore a higher supply was required to keep up with demand. However with higher supply (games per year) will come lower demand. One might say that the fans of the series will remain being fans, and that new buyers will come into the market so demand will not fall with the rise of supply. </div>
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However, I argue that when the first Assassins Creed game was released, the demand was so high because there was a severe LACK of supply. There was no game on the market that did what the original AC did at the time. And the new breakout mechanics were carried out so fluidly that the stock in that type of game skyrocketed. All of the sudden there were half a dozen more parkour-based action/adventure games in development as other developers saw the potential in the genre and jumped on the bandwagon.</div>
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However that was 2007 and now <a href="http://store.steampowered.com/tag/en/Parkour/#p=0&tab=NewReleases" target="_blank">there are a multitude of games in this genre in so many different settings</a> that the market can barely handle any more. I am not trying to state that there isn't a market for the games, but that over-saturation is a definite probability. Pushing more games onto the market also allows for gamers to be more discerning with their purchases as there are more choices. Extra Credits the YouTube channel on gaming made a very educational video about the concept of over-saturation and it's <a href="https://www.youtube.com/watch?v=ZfUfUc9fANc" target="_blank">effects on the consumer</a>. </div>
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Ubisoft however does have a very large presence in the market, with nearly 10,000 employees and a revenue of over 1 billion annually (2008-2009). These numbers are formidable for any business much less one that is in the fickle gaming market. Since their model has worked so well this far, how then would it not continue to work? </div>
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Saturation isn't the only concern moving forward with annual releases. With so many employees, coordination and quick resolution of problems during development falls apart and quality assurance can suffer accordingly. These problems appear to the consumer as the many glitches that have become a running source of <a href="https://www.youtube.com/watch?v=kkYinxTpqco" target="_blank">comedy for the internet</a>. </div>
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Poking fun at the bugs and glitches isn't my intent, it is just the most apparent example of the lack of quality control that can pervade a company so large. This being said, is it quite the wise move to continue to show your hand and allow these glitches through on an annual basis without proper testing and quality controls? Being the giant in this genre and the parkour/combat sub-genre that Ubisoft is you would think they would like to lead the market in innovation and quality instead of making fast plays for cash each year from their fans. </div>
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I have been reading a book by notable economic writer <a href="http://www.jimcollins.com/books.html" target="_blank">Jim Collins, called <i>Good to Great</i></a>, that addresses this type of company and their competitors. The truly great companies that overcome the market and surpass even their most successful competitors are the companies that focus on Quality rather than Quantity. This may seem like common sense, and something that is taught as a common technique in business but it seems to be all but failing in the interactive media sector. </div>
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I'm not trying to say that annually released games like WWE, Call of Duty, and now Assassins Creed aren't quality games. However they come from giants, that have the option of creating ludicrously high levels of quality and innovation. Disappointingly however these companies have chosen to deny excellence and settle for an approach that is more akin to a company that is depending on an eventual takeover by a competitor. Ubisoft was a company that once made high quality content and that is where they made their name. Now that name has been sullied with poor decisions by showing a lack of respect for the community that once made them great. It is this writers hope that one day they will make their way back into the good graces of the community and once again become the leader of the industry they once were. </div>
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(If you had a different opinion or a new video game to suggest, leave a
comment below! If you want to recieve regular updates, follow me on
Twitter <a href="https://twitter.com/SimonGolden" target="_blank"><span style="color: #5e5e5e;">@SimonGolden.</span></a> )</div>
</div>
BigDadGamer (SGolden)http://www.blogger.com/profile/01285199127194437452noreply@blogger.com0tag:blogger.com,1999:blog-7264148495532071340.post-5840916156499769832015-01-03T13:21:00.002-05:002015-01-03T15:16:58.344-05:003 days of...Naruto Shippuden: Ultimate Ninja Storm 3!<div dir="ltr" style="text-align: left;" trbidi="on">
<h2 style="text-align: left;">
The Real Anime Feel</h2>
I have been a fan of anime for quite some time. Sitting down and exposing yourself to a world of unrestrained possibilities represented through a drawn medium has a certain allure that is irresistible to me. However over the years I have become jaded to games that take on the Anime theme and try to incorporate the style of entertainment into a game. It always just ends up being too gamey, and not flashy enough. I watch anime for the ridiculous fights, and the huge explosions. Both of which are hard to make believable in a fighting game.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiAD1cNJtOnNihlesoOVmB2huD3mYolbIwzlnBiYtCIopqAcMuw_quTYy-rTuuJYKkUPt7zs2ooj3CLi7hO4FUmXgXkIyn7y28jVMjKOCQWiXGKz0ZiFZ2SN7cazaUmUKcG2E8N7TTCP6w/s1600/Nine_tails.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiAD1cNJtOnNihlesoOVmB2huD3mYolbIwzlnBiYtCIopqAcMuw_quTYy-rTuuJYKkUPt7zs2ooj3CLi7hO4FUmXgXkIyn7y28jVMjKOCQWiXGKz0ZiFZ2SN7cazaUmUKcG2E8N7TTCP6w/s1600/Nine_tails.jpg" height="180" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Quicktime events are littered throughout boss fights and act to<br />
enhance combat with impressive sequences and a reactive mini-game.</td></tr>
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Not that you can't animate them and put a visualization of them in a game. There is just something about the combination of lighting, sound, and color that is very difficult to translate from anime to video game. There are many a Budokai games that in my opinion have failed at this over the years, and left me with a sour taste for games based on anime. <br />
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Naruto Shippuden: Ultimate Ninja Storm by developer CyberConnect 2 tackled this problem and succeeded quite impressively. Every moment you are fighting feels like a moment from the anime, every move you perform feels like it's just the right speed and power. In the beginning combat was so fast that I was mashing the 8 buttons semi-randomly to attempt to keep up. After a while though fighting became fluid and a very satisfying dance between opponents. The fluid motion broken up by staccato flashy "ninjutsu" and ultimate moves that are just as satisfying to pull off as the combat is. <br />
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The combat itself is very simple. It breaks down to what amounts to a 6 way rock-paper-scissors where the clash of each move is weighed against your opponents and there is a definite advantage given to the winner. The movements are so fast that you have to anticipate what the enemy is about to do in order to gain the upper hand. This leads to a good amount of luck involved in getting the win. There are ways to mitigate the advantages or disadvantages you find yourself in with items and instant teleports which negate the last you took. Combined all these mean that there is a quick learning curve and a low ceiling. The combat is fun and semi-skill based but the real show stopper is the cinematic element that the game presents during each fight.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiu_4hgh8GZ3veKzoSlk1aJif5isc21WeuFf60fJkyIIhrev-wCZNeM0isFNc8STt2eXbCcYMMNc9MjaX4BDkxqe6_ZJU7qRoV2ikaCGlDF7l_MDhcxg7ygxvLViu5QgZodp_WaVztpRBA/s1600/Chakra_Gun_Volley.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiu_4hgh8GZ3veKzoSlk1aJif5isc21WeuFf60fJkyIIhrev-wCZNeM0isFNc8STt2eXbCcYMMNc9MjaX4BDkxqe6_ZJU7qRoV2ikaCGlDF7l_MDhcxg7ygxvLViu5QgZodp_WaVztpRBA/s1600/Chakra_Gun_Volley.jpg" height="200" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Recreating your favorite fights feels like you are<br />
really stepping into the shoes of your favorite hero/villain.</td></tr>
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I can't stress enough how much of a treat fighting with your favorite characters is. And there are plenty of characters to choose from. All of them introduced in one way or another in the story mode. This mode is well flushed out and has a lot of the same quirky characteristics of the anime, but doesn't quite go overboard and make things unbelievable. The story mode sticks to the more real and easily presentable scenes and keeps the pace moving quickly from fight to fight. In the end it is just a showcase for many of the characters and fighting modes that are really where the game shines.<br />
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Really that is what Naruto Shippuden: Ultimate Ninja Storm does best. It blends all the great elements of a good game and focuses them into just the one thing, great looking fights between giants. Sound, lighting, blur, animation all serve to enhance this one great aspect of the game. All other things that fall by the way side no longer matter because all you want to do is feel the rush of the next stunning battle. I can forgive a clumsy story/world mode and confusing menu system because it's just so much fun to hop into fight after fight with different teams of ninja to duke it out online and with your friends.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjKXBy1CmrQNLNrGM90dwOlEH2iic6XUW7TH7oZ30R5WS3MPODMn5rsXfxvua0phd-Dl-rHsz2uSuIJojNkqD3hjUQASrkVu9eV5XgQzSIRWKUnG7VAz7DgOLPCrPHFvNjHbC5STr5jvLY/s1600/Running.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjKXBy1CmrQNLNrGM90dwOlEH2iic6XUW7TH7oZ30R5WS3MPODMn5rsXfxvua0phd-Dl-rHsz2uSuIJojNkqD3hjUQASrkVu9eV5XgQzSIRWKUnG7VAz7DgOLPCrPHFvNjHbC5STr5jvLY/s1600/Running.jpg" height="180" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Even though story mode isn't that great it still is very pretty.</td></tr>
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So if you end up picking this series up don't look forward to a great story. Don't look for a wonderfully constructed world to wander around in. Hop into some fights and throw some ultimate moves and get that adrenaline pumping from the insane semi-casual combat. It's easy to get into and fun as hell.<br />
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<b>You'll like this game if</b>: You enjoy anime and you want to relive some larger than life battles with explosions and a multitude of characters all sporting different abilities. Be warned, a clumsy and short 12 hour story mode will unlock all the characters and get you well versed in the combat. It is well worth it to get into the game.<br />
<br />
(If you had a different opinion or a new video game to suggest, leave a
comment below! If you want to recieve regular updates, follow me on
Twitter <a href="https://twitter.com/SimonGolden" target="_blank"><span style="color: #5e5e5e;">@SimonGolden.</span></a> ) </div>
BigDadGamer (SGolden)http://www.blogger.com/profile/01285199127194437452noreply@blogger.com0tag:blogger.com,1999:blog-7264148495532071340.post-62524019164655420912014-12-31T15:15:00.000-05:002015-01-03T15:17:13.909-05:003 days of...Awesomenauts!<div dir="ltr" style="text-align: left;" trbidi="on">
<h2 style="text-align: left;">
<span style="background-color: white;"><span style="display: inline ! important; float: none; font-family: "Motiva Sans",arial,tahoma; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 17px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; word-spacing: 0px;">Action platforming MOBA at it's finest</span></span></h2>
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<span style="display: inline ! important; float: none; font-family: "Motiva Sans",arial,tahoma; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 17px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; word-spacing: 0px;">I have been a fan of MOBAs for most of the year now. My work doesn't take me near human contact for most of the day. So when I get home and look for some qualifications of the games I want to play, multiplayer is a definite attractor. Thus, MOBA is a natural genre for me to ease into and get some much needed human contact, no matter how venomous the comments.<span class="Apple-converted-space"> </span></span></div>
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<span style="background-color: white;"><span style="display: inline ! important; float: none; font-family: "Motiva Sans",arial,tahoma; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 17px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; word-spacing: 0px;">Honestly though, I was suprised when I picked up Awesomenauts by Ronimo I jumped right into a game after lightly reviewing the mechanics and controls. The game lends itself to a fast learning curve at least at first. Much of the game is fast and twitch reflexes are necessary, but a basic knowledge of MOBAs and action platforming are all the basis you need to have fun in your first games.<span class="Apple-converted-space"> </span></span><br style="font-family: "Motiva Sans",arial,tahoma; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 17px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; word-spacing: 0px;" /><br style="font-family: "Motiva Sans",arial,tahoma; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 17px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; word-spacing: 0px;" /><span style="display: inline ! important; float: none; font-family: "Motiva Sans",arial,tahoma; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 17px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; word-spacing: 0px;">During my first game, I felt as though I wasn't even playing with humans. You are constantly moving and jumping, controls which take both your hands, and every second counts since the arena is much smaller than most MOBAs. So there wasn't much time to type, and as far as I could tell there wasn't voice activated from allies mics. It is quite a different experience to play with the basic communications that are provided by the game. Each of the several number different buttons that are quickly accessible allow you to communicate ideas that are basic to every MOBA. Retreat, attack, help, and the like are all communicated through generic terms to your teammates instantly. Fortunately there aren't sarcastic or abrasive comments that can be communicated so quickly so the entire thing turns out often to be relaxing and fun, even if you end up losing. There is of course a chat option, but I found it unnecessary and not often used by others either.</span><br style="font-family: "Motiva Sans",arial,tahoma; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 17px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; word-spacing: 0px;" /><br style="font-family: "Motiva Sans",arial,tahoma; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 17px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; word-spacing: 0px;" /><span style="display: inline ! important; float: none; font-family: "Motiva Sans",arial,tahoma; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 17px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; word-spacing: 0px;">The mechanics of battle remind me of platforming action akin to Smash Brothers. Though unlike that genre, special abilities have cooldowns. So you can use them as they come available, but are disabled for some time after their use and you are left with just a simple attack button. Fusing the two concepts actually works very well. The most important aspect to combat then is positioning and timing. This allows for a very gradual learning curve after beginning to learn the game, eventually breaking into the concept of meta and having to change your tactics based on the current trends of combat and the game. So even though the game might be more simple than say DOTA, it still has a sense of depth.<span class="Apple-converted-space"> </span></span><br style="font-family: "Motiva Sans",arial,tahoma; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 17px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; word-spacing: 0px;" /><br style="font-family: "Motiva Sans",arial,tahoma; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 17px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; word-spacing: 0px;" /><span style="display: inline ! important; float: none; font-family: "Motiva Sans",arial,tahoma; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 17px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; word-spacing: 0px;">I will thank the creators for breaking down the timing of modern MOBAs because the constant stress of being put against other humans, and having to remain evasive for more than 20 minutes in an action platformer can be very strenuous on my hands. Luckily, rarely did a match extend beyond that time. It seems to be the median time that you can spend in a game, many ended before that as pushing strategies were involved.</span><br style="font-family: "Motiva Sans",arial,tahoma; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 17px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; word-spacing: 0px;" /><br style="font-family: "Motiva Sans",arial,tahoma; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 17px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; word-spacing: 0px;" /><span style="display: inline ! important; float: none; font-family: "Motiva Sans",arial,tahoma; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 17px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; word-spacing: 0px;">Other great things that I enjoyed about the game: The reduced dependance on items (though there are some tactical choices in your purchases), faster respawn times, unique characters, and a great system for cosmetics. Cosmetics are a big attractor to me for a MOBA, as they are a way to customize the game to your preferences. I think the art style is very appropriate, and many of the cosmetics are either comical or very well constructed for the character type. Some immersion is broken for some of the cosmetics, like the minecraft model for one of the characters. However this is a game that never takes itself so seriously as to not allow for such concessions.<span class="Apple-converted-space"> </span></span><br style="font-family: "Motiva Sans",arial,tahoma; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 17px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; word-spacing: 0px;" /><br style="font-family: "Motiva Sans",arial,tahoma; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 17px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; word-spacing: 0px;" /><span style="display: inline ! important; float: none; font-family: "Motiva Sans",arial,tahoma; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 17px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; word-spacing: 0px;">I enjoyed my time with Awesomenauts and I will be glad to come back to it as a game that has a lot of replayability. Not only that but the development team are still working on creating new and interesting characters and cosmetics. Even developing the AI to be better on a consistent basis. So even if you purchase this game now, you won't be disappointed with the future prospects. This is definitely something to look into if you enjoy MOBAs but need a break from the seriously competitive play that pervades the attitudes of their populations.</span><br style="font-family: "Motiva Sans",arial,tahoma; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 17px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; word-spacing: 0px;" /><br style="font-family: "Motiva Sans",arial,tahoma; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 17px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; word-spacing: 0px;" /><span style="display: inline ! important; float: none; font-family: "Motiva Sans",arial,tahoma; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 17px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; word-spacing: 0px;"><b>You'll like this game if: </b>you're tired of more serious MOBAs but don't to leave the genre entirely behind. Great gameplay, fun characters, and quick matches are the star qualities of this game.</span></span><br />
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<span style="background-color: white;"><span style="display: inline ! important; float: none; font-family: "Motiva Sans",arial,tahoma; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 17px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; word-spacing: 0px;">(If you had a different opinion or a new video game to suggest, leave a
comment below! If you want to recieve regular updates, follow me on
Twitter <a href="https://twitter.com/SimonGolden" target="_blank"><span style="color: #5e5e5e;">@SimonGolden.</span></a> ) </span></span></div>
BigDadGamer (SGolden)http://www.blogger.com/profile/01285199127194437452noreply@blogger.com0tag:blogger.com,1999:blog-7264148495532071340.post-36971748129651050482014-12-27T18:14:00.003-05:002015-01-03T15:17:25.413-05:003 days of...Call of Juarez: Gunslinger!<div dir="ltr" style="text-align: left;" trbidi="on">
<h2 style="text-align: left;">
Arcadeology</h2>
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Westerns are a touchy subject for me. I never desired to marathon through spaghetti westerns or the American classics involving smoking guns in the title and the action sequences. I was lost when actors donned makeshift rope and cast iron armors at high noon. As a matter of fact my introduction to the setting was Red Dead Redemption on the PS2, so naturally my critical eye was ruined with a glorious example of how a Western SHOULD be made. </div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjtIcoCfLoalhBhMe_jTWpoXm9nmhwl8QYTiTeJwVI77ogzFlG3_7OR77xgxh3R0jeMBKbiFStqotCES7i2Og1dWaiSalo5eQt-5-NATgqp__TjugKisP9dPbMFfjreanPriXGKGx8TZTY/s1600/2014-12-07_00005.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjtIcoCfLoalhBhMe_jTWpoXm9nmhwl8QYTiTeJwVI77ogzFlG3_7OR77xgxh3R0jeMBKbiFStqotCES7i2Og1dWaiSalo5eQt-5-NATgqp__TjugKisP9dPbMFfjreanPriXGKGx8TZTY/s1600/2014-12-07_00005.jpg" height="200" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Even though it's a few years old, the game still looks great. </td></tr>
</tbody></table>
<div style="text-align: left;">
Yet those precedents didn't prevent me from enjoying Call of Juarez: Gunslinger by developer Techland. I hadn't known many of the historical outlaws that were referenced, and was not familiar with the character tropes that scattered the mythology. I was good at arcade shooters though, and by the time I was done, I was thoroughly engrossed in the story of Silas Graves. Playing the part of a great mercenary and involving myself in the legendary stories made everything feel larger than life. </div>
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<div style="text-align: left;">
There are a great many details that are paid attention in Gunslinger, but few stand out as amazing decisions on the developers part. The well balanced combat, bullet time feature, duels, and arcade style all stood out to me as the best part of the game. The rest of the game was very well put together, had a quality finish and a narrator that was very entertaining. The narrating is done by the main character over a game of poker and a few drinks, so while you're shooting away at outlaws and Apaches, you may be stopped to make corrections in the story. Set pieces fly from the sky, the ground opens up, and enemies are replaced or multiplied on a regular basis. This keeps you on your feet and makes the game much more interesting than most story-based shooters that I've ever played. </div>
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<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi1nKZgfastjjbxbNnK5pUlEIxxKOMMBDWjzR0IqYoGXK92HGiLXDbIQAIfkf44DNFqgAgt6Pidsik95sidxQ67u5c0IvWYL_OpaCADxQAaCQE8Czz3CaovyOuiSBHqXbB5Wwxee_wlPlo/s1600/2014-12-07_00006.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi1nKZgfastjjbxbNnK5pUlEIxxKOMMBDWjzR0IqYoGXK92HGiLXDbIQAIfkf44DNFqgAgt6Pidsik95sidxQ67u5c0IvWYL_OpaCADxQAaCQE8Czz3CaovyOuiSBHqXbB5Wwxee_wlPlo/s1600/2014-12-07_00006.jpg" height="200" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The narrative can be both engaging, and erratic at times.</td></tr>
</tbody></table>
<div style="text-align: left;">
That being said, the quick bait-and-switch of the narrative combined with the quick reaction required to create combos makes for frantic game-play. It is not constantly frantic however. The fights are placed well apart so the attention required to create massive combos is staccato and focused in intense portions that are manageable. Narrative is delivered mostly in the slower gaps between combat so you don't miss any important story elements. Still though, the combination of arcade gameplay and the constantly changing landscape and narrative is fresh and personally I laughed every time my slightly sloshed memories were changed. </div>
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<div style="text-align: left;">
There are likely 2 ways that you might approach Gunslinger. The game encourages long-distance cover to cover sniping, and quick running reactive close-range game-play. The best part is that both are viable, and you aren't incentivized or punished too heavily for choosing one over the other. The bullet time feature is one of the ways they balance this. There is both a bullet time feature for combat, and a final bullet survival dodge that is activated when you are about to be hit for the last time. So you don't have to worry while your bullet meters are filled when you can run and gun. However you are risking life and limb once you dodge the bullet (literally) and need to recharge those meters!</div>
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<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh5iBheN2-tYYkzGBdI1GTwiuDTVS00V6xzA4-1SHmC8KpTV9lkX6XBnzBP9VKpdadmLtfT-XpwYP7-P7gg3T8PxwYQdTgrDq0abS7vY8pqjV6nM53aX-PiDMr5yyj4L6XDO6oYWw1HjdQ/s1600/2014-12-07_00004.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh5iBheN2-tYYkzGBdI1GTwiuDTVS00V6xzA4-1SHmC8KpTV9lkX6XBnzBP9VKpdadmLtfT-XpwYP7-P7gg3T8PxwYQdTgrDq0abS7vY8pqjV6nM53aX-PiDMr5yyj4L6XDO6oYWw1HjdQ/s1600/2014-12-07_00004.jpg" height="200" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">These duels really make you feel like you're racing to draw. </td></tr>
</tbody></table>
<div style="text-align: left;">
This design choice both makes the stories more faithful to the stories of larger than life personalities and makes sniping and close-range combat both rewarding and effective. Instead of applying MORE armor like most games do, they increase or decrease these bullet-time features to give closer-combat more flair and effectiveness. </div>
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After playing this game for just a few days, regardless of how high I am on the leader-boards, everything becomes smooth and natural. Bullets fly, enemies fall, and my tally increases. I am not the best in the world, but it feels as though I am the best in the world I am playing in. This feeling that the game bestows on it's user is unique and gratifying. The only word I can use to describe it is "bad-ass". Yes, I feel like a bad-ass after playing Gunslinger. </div>
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<div style="text-align: left;">
<b>You'll like this game if:</b> You want to be John Wayne and Clint Eastwood on steroids, mix in a bit of matrix, and a dash of space-invaders. Cook at 350 for 4 hours, and consume like nails at breakfast because you feel like such a beast. </div>
<br />
(If you had a different opinion or a new video game to suggest, leave a
comment below! If you want to recieve regular updates, follow me on
Twitter <a href="https://twitter.com/SimonGolden" target="_blank"><span style="color: #5e5e5e;">@SimonGolden.</span></a> )<br />
<br /></div>
BigDadGamer (SGolden)http://www.blogger.com/profile/01285199127194437452noreply@blogger.com0tag:blogger.com,1999:blog-7264148495532071340.post-54519216105403052352014-12-22T17:44:00.001-05:002014-12-31T15:15:51.382-05:003 days of...Assassins Creed III!<div dir="ltr" style="text-align: left;" trbidi="on">
<h2 style="text-align: left;">
<b>A Lesson in History and why NOT to repeat it. </b></h2>
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjiJ_H7GjRqKFS1kF7e_G6QU-WRThsHe2elbtdNXIloABTi42oI0W6nLq__5VaUfmBmWGSfrB0skX1jzdcJfa1NWsp5I6UwB-arYIEl0srA7QR-V-4RgqwQ19_HrmFGYc9iFmlWe52CsLI/s1600/2014-11-28_00001.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjiJ_H7GjRqKFS1kF7e_G6QU-WRThsHe2elbtdNXIloABTi42oI0W6nLq__5VaUfmBmWGSfrB0skX1jzdcJfa1NWsp5I6UwB-arYIEl0srA7QR-V-4RgqwQ19_HrmFGYc9iFmlWe52CsLI/s1600/2014-11-28_00001.jpg" height="125" width="200" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The British are coming...</td></tr>
</tbody></table>
With the impending annual schedule of the Assassins Creed series, I decided to continue on my way through the episodes. I've already played up to the 3rd in the series, including Brotherhood, and I wanted to see how the series was holding up before moving on to the fourth. To be honest I am sincerely looking forward to play a pirate assassin in the Caribbean, regardless of the technical issues associated with the game. Slogging through what has a reputation as being the most flat game of the series is just something I had to do for continuities sake. <br />
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<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjwgDzcnYK1Z8YLBrrLsyzXz3wk5SQicCB3NypqjK-2jIt6LPiUczGjpoFO5kIywayOzs5NJoHgbp4ffZRueeSRlGiFK5yfblz0TNfQJOP-JLN0lfs6RF4kQn64GQsUr1OWUvghyqUdop4/s1600/2014-06-26_00001.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjwgDzcnYK1Z8YLBrrLsyzXz3wk5SQicCB3NypqjK-2jIt6LPiUczGjpoFO5kIywayOzs5NJoHgbp4ffZRueeSRlGiFK5yfblz0TNfQJOP-JLN0lfs6RF4kQn64GQsUr1OWUvghyqUdop4/s1600/2014-06-26_00001.jpg" height="125" width="200" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">No spoilers, but you kill a bunch of redcoats.</td></tr>
</tbody></table>
It is very flat. The opening sequence was surprising, but it takes too much time for the sake of the story. The main character should induce some emotional reaction in me, but he is distant and inhuman. His reactions are inappropriate for the circumstances most of the time, and I believe this is the biggest problem with the character. Let's be honest, if I can't relate to the main character and his struggle it becomes more and more difficult to pick the game up time and time again.<br />
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There are other ways of doing this rather than introducing emotionally drawn out sequences that are meant to be motivational food for the character. Countless other games have a silent protagonist that I identify with more, probably because I can introduce my own voice as I play the character. No, the dissonance that is established by the time real game play comes around is so pronounced it is impossible to recover from.<br />
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<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em; text-align: left;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjY-D7gpe-zhsNOtSU7Eg-sneKqozHACdpHzbsjc2vOWQmWlcbX_c-Tbm-bD1PewadP853g6XglbusLND4fmf8_C914YUDztZttTx1UEwnzGPad3qSeDOERvwhjp7C9Trp6y0D0UVDfkPc/s1600/2014-11-28_00011.jpg" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjY-D7gpe-zhsNOtSU7Eg-sneKqozHACdpHzbsjc2vOWQmWlcbX_c-Tbm-bD1PewadP853g6XglbusLND4fmf8_C914YUDztZttTx1UEwnzGPad3qSeDOERvwhjp7C9Trp6y0D0UVDfkPc/s1600/2014-11-28_00011.jpg" height="125" width="200" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Here was the first glitch I came across. <br />Floating Cannonball!</td></tr>
</tbody></table>
The reactions of other people to the main character are also unbelivable. Names like Sam Adams, George Washington, and Benedict Arnold are commonplace. But their reactions to a Native American running critical messages, assassinating leaders, and commanding troops is unbelievable. Not that a Native American isn't capable of these things, it's that at the time there was such cultural stress that the looks and attitude in the game don't match what I would expect. Shattering my expectations from history destroys my immersion. I know that since it is a game it isn't supposed to be accurate, but accuracy in some things is necessary for immersion. Especially for an alternate history series no matter how they may change things around. It is a difficult balance to hit, but missing the target all together isn't an option for a major studio like Ubisoft. <br />
<br />
So there you have it, my two biggest complaints with the game. I'll leave it there, because there are so many articles about the technical issues plaguing the series. Hopefully I can be more enthralled by future installations of the series, and get back to the feelings of wonder that the second game left me with. </div>
BigDadGamer (SGolden)http://www.blogger.com/profile/01285199127194437452noreply@blogger.com0tag:blogger.com,1999:blog-7264148495532071340.post-17245558604991348572014-12-22T14:25:00.001-05:002014-12-31T15:16:10.574-05:003 days of...Binding of Isaac: Rebirth<div dir="ltr" style="text-align: left;" trbidi="on">
<h2 style="text-align: left;">
A Lesson in great Design</h2>
I have had my eye on Binding of Isaac for quite some time, being a fan of roguelikes. I played the original version a while ago and fell in love with the concept. The way that Edmund McMillan integrates the Biblical mythos in a way that is both coherent and creepy. Not many games can pull that off so obviously, and even though it may be offensive to some modern day Christians, I still find it a refreshing departure from the revisiting of greco-roman mythology that invades the market these days. <br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhtqkkXe9bVtkgXE5X0fj282F8R1jD355EF52MM-0crdKt56m23ClcMJhK0z4e1-_x_zRbpEXpJOmj8zpuWKep4NQBJsplcaVwOlNg0EKzVJx-mo408ptv0Lx_hSx659nty4ytxiN0ySn8/s1600/2014-12-22_00002.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhtqkkXe9bVtkgXE5X0fj282F8R1jD355EF52MM-0crdKt56m23ClcMJhK0z4e1-_x_zRbpEXpJOmj8zpuWKep4NQBJsplcaVwOlNg0EKzVJx-mo408ptv0Lx_hSx659nty4ytxiN0ySn8/s1600/2014-12-22_00002.jpg" height="200" width="320" /></a>However, I want to talk more about the design of the game. It is done in a way that is reminiscent of Legend of Zelda two-dimensional dungeon crawling. Each room has its own dedicated screen and the screen moves as you move between rooms. The combat is a mixture of bullet-hell and top-down shooting mechanics. There are power ups, boss fights, and secret rooms. Everything that makes up the standard dungeon crawler.<br />
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The real treat though is that the randomized synergies between weapons and items are just in-depth enough to both keep old-time fans coming back, and amaze newcomers alike. There was one run through the game recently that I had floating, piercing, explosive tears (the bullets the characters use) that expanded while they were mid-air. This is just one run and I guarantee I will never have another like it.<br />
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These synergies keep you coming back over and over to see how you can combine items or break the game every time. The excitement that you may over the course of 45 minutes become so powerful you can kill anything with your sweep of bullets is so strong that the fight to get there is worth it. And that's basically what the game boils down to. The fight to become overpowered.<br />
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<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj7HH_09vyMBQr8Ybe6xn-BpqlXVYoMppPOIrQnCaTviIlIhGw3y_20SkCl_YT119HnwHYr0PYuYb20AZR3OMQMcmYGtw8NMjU5Hbn9B6w7CSS97YeH3QchD4LSbzE28XNUFzbxXeCWb7I/s1600/2014-12-22_00004.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj7HH_09vyMBQr8Ybe6xn-BpqlXVYoMppPOIrQnCaTviIlIhGw3y_20SkCl_YT119HnwHYr0PYuYb20AZR3OMQMcmYGtw8NMjU5Hbn9B6w7CSS97YeH3QchD4LSbzE28XNUFzbxXeCWb7I/s1600/2014-12-22_00004.jpg" height="200" width="320" /></a></div>
Due to random chance and the game generating seeds though that isn't always possible. It doesn't keep you from turning around and trying again to crawl your way ever closer to being "carried" through the game by the right combinations of items. This feeling is one of the reasons I kept coming back to Binding of Isaac. It's strangeand addictive, and even when you're losing, very very fun.<br />
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The rest of the game has the same theological feel of the first Binding of Isaac game, something I enjoyed immensely. The current remake is 3 times the price, and after playing it for some time, I have to say the added items, characters, and the improved efficiency make the price tag worth it. If you're a fan of rogue-likes then this game is a definite must-play. It even has a multiplayer element if you don't want to shell out the money to check it out. <br />
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You'll like Binding of Isaac Rebirth if: You enjoy bullet-hell style shooters and want an infinitely variable game that never shows the same iteration twice. </div>
BigDadGamer (SGolden)http://www.blogger.com/profile/01285199127194437452noreply@blogger.com0tag:blogger.com,1999:blog-7264148495532071340.post-72099484492085357262014-11-27T15:22:00.000-05:002014-12-31T15:16:18.913-05:006 Days of...Kentucky Route Zero!<div dir="ltr" style="text-align: left;" trbidi="on">
<h2 style="text-align: left;">
Surreal doesn't begin to describe it</h2>
<div style="text-align: left;">
It's strange how sometimes playing a game relates so deeply with your current situation that it feels as though it was made specifically for you at that moment. You get a pit in your stomach and when you stop playing you see the world in a whole new light. Perspective changes and you just feel as though a weight has been lifted off of you when you turn your attention away from the screen after that last pivotal plot point. </div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgkCrZr0lA0aJxZCxC4m15f5iULm73jD9ImwJ4RLia92vym73BQMPoEomYolZoDMUZe6JE_xW-9nRZeL7-ziL0cEpj1xW2ovzp5YfWWHanDDZ1aDIqZBCtTqaGGdmSeQyUXGqfw7jsnXbo/s1600/Friends.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgkCrZr0lA0aJxZCxC4m15f5iULm73jD9ImwJ4RLia92vym73BQMPoEomYolZoDMUZe6JE_xW-9nRZeL7-ziL0cEpj1xW2ovzp5YfWWHanDDZ1aDIqZBCtTqaGGdmSeQyUXGqfw7jsnXbo/s1600/Friends.jpg" height="200" width="320" /></a>Personally I am going through an extended transition from previous Military experience, then school, and now a professional career with a family, life can be pretty confusing. That confusion has nothing on Kentucky Route Zero by developer Cardboard Computer. There are words that can describe the game: surreal, strange, odd, uncanny, bizarre. You can describe the things that happen in the story by sequence, but completing the ideas as to how or why these things happen is impossible. </div>
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The game itself isn't so much a game as a series of events that captures you and allows you to shape the adventure and it's contents as a concept of your own design. The events are all going to happen regardless of whether or not you make certain choices, the only thing that may change are dialogue options and responses. You even begin to have conversations with yourself through multiple characters gradually. This is interesting because now both sides of the conversation have different possibilities, and somehow the conversations seem less mechanical even if they are with yourself. </div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhKbhpMO87y3XiNYWNu3-LDC2BQsdYYwHdCoEAEgIBt04_o8M6lIAkmc-uHu0Mq5r6uSE-bQpRkMZWtND2f9dnvfyM4481An3-H4ocOPLDIPxSrPz9tk55URdOSu5nRinku0CJzjI7Ff2U/s1600/Song.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhKbhpMO87y3XiNYWNu3-LDC2BQsdYYwHdCoEAEgIBt04_o8M6lIAkmc-uHu0Mq5r6uSE-bQpRkMZWtND2f9dnvfyM4481An3-H4ocOPLDIPxSrPz9tk55URdOSu5nRinku0CJzjI7Ff2U/s1600/Song.jpg" height="200" width="320" /></a>Going back to describing the game, there are words to describe it, but each of those words seem to have connotations that don't fully encompass the ideas portrayed. The feeling is fuller, than those words can describe. It's very odd, and I don't want to give any of it away as a spoiler. </div>
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Things that are strange and unbelievable happen and the characters seem to take it with a grain of salt. Things like traveling on an inter-dimensional highway with arbitrary markers made of everyday items, replacing a leg with a metal skeleton prosthesis (and not reacting), taking a shot with a skeleton with a tape recorder, flying on a giant eagle that moves houses daily. These are all taken by the characters as something completely acceptable if a bit odd. No explanation of why these things are happening, just that they do. </div>
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There is no time or place to explore why these things happen, so taking them with stride is forced on the player as well as the characters. You can only move forward and there are no places to take breaks to look for answers. So you derive the answers from events as they move along, and accept what doesn't make sense, and just move along. Eventually events in the story that didn't make sense are after the fact, and become a part of the plot. So even surreal happenings can become important regardless of how illogical or insane they seem at first. </div>
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The entire interface is a point and click adventure, but there are only so many things you can point and click on and they are all labeled for convenience and to keep the story moving at a reasonable pace. This doesn't detract from the experience, as the game itself is surreal enough to keep you entertained. If anything it keeps things interesting as you always want to move forward to see what strange happenings are next. </div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiFbMsfJ6kezlTN7ZqGU_Lvy93_-ZcrhxiHBAVvOMH6oZkjwXVH6zNcmM0MD3yfTZ8VDgWKNdCvNmnWNdfVSgjKAS7amx1nctxhlXVmBappq7a-xKPa3I-UVg_F0WJ9aLjcFmjy7ENglq8/s1600/Tree.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiFbMsfJ6kezlTN7ZqGU_Lvy93_-ZcrhxiHBAVvOMH6oZkjwXVH6zNcmM0MD3yfTZ8VDgWKNdCvNmnWNdfVSgjKAS7amx1nctxhlXVmBappq7a-xKPa3I-UVg_F0WJ9aLjcFmjy7ENglq8/s1600/Tree.jpg" height="200" width="320" /></a>The strange is the spectacle. And the glass through which you look is your own mind. The experience is engrossing. </div>
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You'll like this game if: You enjoy M.C. Escher and Picasso, and want to play a game designed by them. Strictly for those though that enjoy being told a story, and not necessarily molding it. </div>
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Time well spent</h2>
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Sometimes it's good just to get back to my roots as a gamer. I loved the Sierra point and click games from the 90's and somewhere in me I will always hold an attachment to those types of games. So when I heard that Double Fine would be releasing a point and click adventure called <i>Broken Age</i> after a VERY successful kickstarter I got excited. I loved Brutal Legends when I first got a taste of Double Fines work and I am definitely going to check some more of their games out after this. </div>
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<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg8syk41YNiQZLL94tRhPVqP0BclEu45-qwxZT_ExzUS5U_0AH3-7d4Tw2TtID1f_cNGEHJ5loouEWJ3BweQjsUGd9HFszM6qzrpe8-DLnZwsDYm40NGbWitZl7DXAAb17iTFWYYeodczA/s1600/BrokenAgeBridge.png" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg8syk41YNiQZLL94tRhPVqP0BclEu45-qwxZT_ExzUS5U_0AH3-7d4Tw2TtID1f_cNGEHJ5loouEWJ3BweQjsUGd9HFszM6qzrpe8-DLnZwsDYm40NGbWitZl7DXAAb17iTFWYYeodczA/s1600/BrokenAgeBridge.png" height="180" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">This is the prison that you have lived in your entire life, and the<br /> game makes you feel this immediately without feeling forced. </td></tr>
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Speaking of that Kickstarter, it was setup for 400,000 and made over 3 million. That's just nuts. The dedicated community behind Double Fine games just astounds me. They demand nothing up front because they believe that there will be a quality product coming from the money they donate. That speaks volumes to me about the faith and confidence the community holds in this company. If they decided to go more mainstream I think they could make a lot more money, but they would definitely lose a bit of their following. Too bad though, seeing a Call of Duty style budget go to Double Fine might get some amazing things accomplished. </div>
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Anyway, back to my time with <i>Broken Age</i>. I can honestly say it has got some of the most memorable and smooth transitions that I've experienced in point and click adventures. Often playing a point and click is like having a conversation with someone that spoke into a microphone years ago, and is expecting you to respond correctly in the future. It's a difficult disconnect to overcome and many games fall short. An example of this would be adventures that reference or give clues to your next action, but in a much more obscure way than is necessary so the player ends up not understanding. </div>
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<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjeD9gYFgyPi1ogGP4IhDZdfg3_78rzIPjhlTp1cYnbaf3HrB4eImf7i2CriqIxO50Y7mrHa1Zy3z3Q96DRkeAlFjO5EHMxmzUCDGBPrhCrYJ0Sl6ABZzSgKuhTHZSRagY2LYiO8DI0fMQ/s1600/BrokenAgeNest.png" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjeD9gYFgyPi1ogGP4IhDZdfg3_78rzIPjhlTp1cYnbaf3HrB4eImf7i2CriqIxO50Y7mrHa1Zy3z3Q96DRkeAlFjO5EHMxmzUCDGBPrhCrYJ0Sl6ABZzSgKuhTHZSRagY2LYiO8DI0fMQ/s1600/BrokenAgeNest.png" height="200" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">These portions of the story add incredulity and whimsy<br /> but are engrossing at the same time.</td></tr>
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However in Broken Age, it was neither obvious or obscure what action I was to take next. It was a perfect balance of clues and discovery. It felt like the world spoke to me and I responded each time, instead of being led by an overaggressive partner or abandoned to my own means. It was a genuine conversation between developer and player. In which no side came out stronger than another. </div>
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I would attempt to bend the world to my whim, and the game would calmly direct me back to a path that was more fitting. I would push and strain to accomplish seemingly impossible things, and instead of getting frustrated I would just stop and enjoy the scenery. After a short period of time the answer would just come to me through an epiphany not brought on by an obvious hint but seemingly by my own intuition.</div>
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Instilling this in a player is a very, VERY difficult thing to do. It is a mystery to me how they did it, but Double Fine made me feel like I was genuinely exploring a new world and overcoming challenges by my own intellect, and not just stumbling along my way through a story. </div>
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That being said the art is incredible. It's not detailed or special by any means, but the washed out pastels and some of the color changes between scenes really sticks out. The art also lends itself to the story because of the environments you find yourself navigating. The art makes each scene look like a children's story, but the story is much darker in context than the pictures would describe. It has a very Grimm feel to it. The story itself is dark and in some ways shocking, but it juxtaposes completely with the optimistic color and youthful art style. </div>
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<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhUHqS2j_jsU4eBiXgSlHRC93XDNX6KxYqEfKmID0CCXDmZXuoPQAxWfGhO467vUpeeQOZKOpqy3_Nf5n0XfGqmMxkqFy5TwBrw_yF2j1G08y1pvkoe12AsZFg4TIg4r4X7dpoHh-h5Fb0/s1600/BrokenAgeChoices.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhUHqS2j_jsU4eBiXgSlHRC93XDNX6KxYqEfKmID0CCXDmZXuoPQAxWfGhO467vUpeeQOZKOpqy3_Nf5n0XfGqmMxkqFy5TwBrw_yF2j1G08y1pvkoe12AsZFg4TIg4r4X7dpoHh-h5Fb0/s1600/BrokenAgeChoices.jpg" height="180" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">This doesn't give anything away, <br />but I was frozen in shock at this point of the story.</td></tr>
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It's hard to describe in some ways why it is so good, but if you enjoy point and click adventures, you should pick this one up. There will be more episodes soon but for now the game only takes about 5 hours to complete. That is only one episode though and there is at least a second episode promised to add on to the current story. </div>
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<b>You'll like this game if</b>: You enjoy point and click adventures and love stylized art an amazing speculative fiction story that will keep you enthralled for hours.</div>
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BigDadGamer (SGolden)http://www.blogger.com/profile/01285199127194437452noreply@blogger.com0tag:blogger.com,1999:blog-7264148495532071340.post-10598014573824564302014-09-07T15:26:00.001-04:002014-12-31T15:16:31.499-05:006 days of...Mass Effect 2!<div dir="ltr" style="text-align: left;" trbidi="on">
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<span style="font-size: large;">Everyone told me it would be great..</span></h2>
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And in many ways it was. <i>Mass Effect 2</i> by Bioware takes after it's predecessors that I've played. Since I picked up the game on a Steam sale and it's brethren were not so lucky to be discounted, I haven't played <i>ME1</i> or <i>ME3</i>. So I don't have the save file that transfers the consequences of your actions or anywhere to go after I beat the game. But I have played previous Bioware games like <i>Star Wars: Knights of the Old Republic</i>, and more recently <i>Dragon Age</i>. I like Bioware's formula for games and especially the depth of story that they establish to create an all encompassing world that seems complete and detailed. </div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhpeMggOHGu8ryAKMpo5IcMQd0OKRbo43JoVEW-slrp1vv1XpbbfrxcWCfRb3jYrtQyuisaPMtF34oeH5eQTmA118qmqOtY3ihIRBbIJXZVf8aDpljGC7-gnaiNUbGqWj32Of-pNMe4V00/s1600/Combat.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhpeMggOHGu8ryAKMpo5IcMQd0OKRbo43JoVEW-slrp1vv1XpbbfrxcWCfRb3jYrtQyuisaPMtF34oeH5eQTmA118qmqOtY3ihIRBbIJXZVf8aDpljGC7-gnaiNUbGqWj32Of-pNMe4V00/s1600/Combat.jpg" height="200" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Everything about Mass Effect 2 was great to experience. </td></tr>
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Mass Effect 2 is no exception. Bioware put their heart and soul into this game and it shines through nearly every game play element. I thoroughly enjoyed playing it. What else is there to say about how good Mass Effect 2? It's pretty much been summed up in so many written and recorded reviews that there isn't much a single person could say that hasn't been said. </div>
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That in mind, I think that there is something to be explored about the mechanic of choice as portrayed in the Mass Effect universe. This is something that has been touted as one of the accomplishments that Bioware is known for. Creating choice and consequence in a space opera that not only affects you and your team but an entire universe. How real is this choice though? Is it strong enough to break free of pre-determined course? Or just strong enough to create the illusion of choice? </div>
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<span style="font-size: large;">Free Will: Illusion vs. Reality</span></h2>
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I will try to deny plot spoilers in this discussion, and instead focus on generalities. Strictly speaking you begin Mass Effect 2 as Commander Shepard and due to some circumstances are bound to the illusive man to help save humanity and the universe by revealing and exploring ways to defeat the Reapers. Starting out you are immediately tied to the destiny of a group of individuals and are made responsible for the survival of the universe. </div>
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Of course it's implied multiple times that Shepard is the only one that can unite and save everyone. And so the responsibility is solely placed on your character. This is just the first choice that is denied you, the choice of responsibility. However that choice was made before even loading up the game, as you the player are already taking into your hands and putting on your screen a universe that you are taking responsibility <b>for</b>. Consent to become a savior is implicit in installing the game. It is your choice to play and when you play you are bound by the rules of the world you inhabit, the first one being that you must save the universe or doom it. That is your burden. </div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEixnN1858SqmuKMN_QbySOV1wStdiHkaT0vwzNL_gq25F7oS8l_QtVpNvqC3XRqzWBVLWbEumKi_4uekYuUFXe8i9ZuDFkGWVW7Cg4c6Q8rRSnhZCNJ6hvUnVY17eKRf5N7_dn4P8YMl48/s1600/Illusive.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEixnN1858SqmuKMN_QbySOV1wStdiHkaT0vwzNL_gq25F7oS8l_QtVpNvqC3XRqzWBVLWbEumKi_4uekYuUFXe8i9ZuDFkGWVW7Cg4c6Q8rRSnhZCNJ6hvUnVY17eKRf5N7_dn4P8YMl48/s1600/Illusive.jpg" height="200" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Do we choose this path? Or is it chosen for us?</td></tr>
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This non-choice at the beginning then is a real choice that was made by the player prior to playing the game. One might argue that you cannot choose to stop and do nothing in the game, and so it is illusion instead. However, this game is a <b>STORY</b> with a <b>PLOT</b>. It is not a simulator, as universal and ultimate choice would create. The parameters of the story are established and the choices after that are given to you are part of those parameters. One consideration is that in a story there can only be so much deviation before it loses its plot. </div>
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Plot devices can change in minor ways but they cannot change in any way you decide to choose. Certain choices lead to consequences, but there must be some <b>continuity</b> in the main plot line along the way. Playing through the game multiple times, you end up in the same fights, with the same people. Often the only <b>difference</b> is replacing one character with another. In some scenes you are given a choice to magnanimously let people live or exercise wrath and cold calculation as you watch people die. This life and death scenario brings with it a deep sense of consequence to the choices presented. It is a part of our psyche to be impacted by death, especially of characters we are invested in. Is this choice real though?</div>
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The characters have minor plot devices in their backgrounds, and you can act on those plots to help them. You may even establish a friendship or relationship with some of them. The bond that Sheperd forms with these characters seems real and plays out with emotion and drama on the screen. So in choosing to let them live or die you break or strengthen that bond. Is that choice an illusion though? even though it has such an impact? </div>
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I personally believe it is because of one train of thought. Implicit consent to become a savior of the universe puts you on a single path that must reach culmination to respect the boundaries of the universe you inhabit. By this I mean that beginning the game and accepting its terms implies that you will eventually finish the <b>STORY</b> that you have begun. Otherwise the initial choice is pointless, as the journey to the end of the story is the point of beginning it in the first place.</div>
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Once begun, the journey you are on places you in situations and gives you choices to develop the outcomes of lives around you. However <b>regardless</b> of your choice the fate of the universe will still be on your character, and the situations and missions you take on will continue to be very similar to what they would be regardless of choice. For example: <b>a world may die because you did not cure a disease, however you will still fight that giant robot guardian on the next world with all or some of your friends</b>. This robot is a plot device and an obstacle that needs to be cleared to satisfy the code requirements to continue the story. Are you affected by your choice? Possibly, but ultimately the choice does not matter as you continue on meeting these plot requirements. They are like domino pieces, and beginning the game pushes the first domino without any way to stop them from falling without just walking away. </div>
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<span style="font-size: large;">Final Questions</span> </h2>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjUMdu0XWVPnWbWRDR8p0CIpKDn8vamzsl8o3Uov_kndjzXqK4URDAB5HFkuzCRsYe65TPYaLRI-T6S5w5hde4SHBl-TZAfLLlVIMB2GV0yFvCCKeej72plsHQpT8HWUflflPHYouLS970/s1600/Choice.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjUMdu0XWVPnWbWRDR8p0CIpKDn8vamzsl8o3Uov_kndjzXqK4URDAB5HFkuzCRsYe65TPYaLRI-T6S5w5hde4SHBl-TZAfLLlVIMB2GV0yFvCCKeej72plsHQpT8HWUflflPHYouLS970/s1600/Choice.jpg" height="200" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">When does the illusion disappear and we believe this could be us? </td></tr>
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This realization may be normal. Everyone might have it when they play games similar to this. What other devices are mere illusions in games? Using the same logic and exploring other devices we can show that everything is illusion in games. The improvement of skill in games is illusion because you are not actually improving, just increasing a number in a memory byte. The improvement of quality in graphics only improves as far as you can continue to create an illusion for the player, and the subjective opinion of graphics is relative to previous experience. So when does the illusion become reality then? When we cannot recognize the illusion? When does the change from illusion to reality occur? The difference is so subtle that we may not know until it is done, and then games will not only be a part of our lives, but may become our entire lives. If you experience something that is so real that you believe it to be reality, does that not constitute the definition of reality itself? The reality is that the thinking part of ourselves is only experiencing electrical pulses from the rest of our senses. If those electrical pulses can be manipulated and changed to suit a game, where does the boundary of illusion and reality exist? </div>
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<span style="font-size: large;">Going too far, bringing it back</span></h2>
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These are some of the things I think about when a game gives me something that resembles "choice". Believe me, I think it's amazing that I can feel for digital bytes in the way that games like <i>Mass Effect </i>makes me do. I enjoy the choices and playing god, it's one of the reasons I play games in the first place. Being powerful is intoxicating, and playing games is the one of the best ways to do that. <i>Mass Effect 2</i> definitely does that for me, and then some. It also has some great powers that are flashy to show off! You can even shoot a black hole at people! Don't tell me that's not awesome.</div>
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<b>You'll like this game if: </b>You enjoy space opera science fiction and like light bloom effects on literally everything. You may also enjoy the illusion of choice without having it or shooting black holes at people. </div>
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BigDadGamer (SGolden)http://www.blogger.com/profile/01285199127194437452noreply@blogger.com0tag:blogger.com,1999:blog-7264148495532071340.post-23779174273458446142014-09-03T19:16:00.001-04:002014-09-03T19:16:45.152-04:00I'm Back!<div dir="ltr" style="text-align: left;" trbidi="on">
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Level Complete!</h2>
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I'm just coming back to this blog after the last few months spent finishing off my Bachelors degree. Thankfully that is all over and I have the time now to get back to interesting and fun things during my free time. This means getting back to writing about games I do and don't like. I am still going to continue on with my Steam list and try to get all of them reviewed and in this blog. </div>
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I feel like the problem with writing a blog about reviewing games is there are lots of sources of reviews out there that assign a score and say why it deserves that score. I'm a big proponent of the theory that every game has its merits and I want to focus on those merits more than the pitfalls that many games come across. In that way I'm going to try to start focusing on the things that the games I play do well and what I look forward to in the future from these features. Observing the evolution of games and looking for the traits that are strongest. Finding those traits in the next generation of games.<br />
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Also since I'm a business major I'd like to develop more of a temperature of the gaming industry and the strategies that modern gaming companies are following. These things interest me, and they give us a more personal view of the people and companies that are behind the games we play. Since this is my blog it's what I'll be writing about on occasion. Not every day mind you, but occasionally. <br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhVRd8q6Qqtc4RrZlimoHiVLeeJ1c_wZbRBzwPojuqCpqbLxJ7d56tlpPie8B942z_uDXmdLJvhMin91cuctYpVgOY0_NOHxBf2VhxFR9dKCADknadkfTuNaFkyUMUH7gNOkDHK7z5SfuI/s1600/Blog_Icon.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhVRd8q6Qqtc4RrZlimoHiVLeeJ1c_wZbRBzwPojuqCpqbLxJ7d56tlpPie8B942z_uDXmdLJvhMin91cuctYpVgOY0_NOHxBf2VhxFR9dKCADknadkfTuNaFkyUMUH7gNOkDHK7z5SfuI/s1600/Blog_Icon.jpg" height="252" width="320" /></a>This is a personal project for me and in that way it will contain lots of my opinions that I will do my best to back up with facts or logical progression of ideas. I want to spend some time in dialogue about these ideas and get some clarity that I don't usually find other places. This is a legitimate industry that is rising to meet other media sources and I want to develop it in a legitimate way.<br />
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I'll be writing more soon!<br />
<span style="font-size: large;"><i><span style="font-family: "Trebuchet MS",sans-serif;"><br /></span></i></span>
<span style="font-size: large;"><i><span style="font-family: "Trebuchet MS",sans-serif;">BIG DAD GAMER</span></i></span></div>
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BigDadGamer (SGolden)http://www.blogger.com/profile/01285199127194437452noreply@blogger.com0tag:blogger.com,1999:blog-7264148495532071340.post-11854873875163537692014-06-27T14:57:00.002-04:002014-12-31T15:16:46.694-05:006 Days of...Dark Souls II!<div dir="ltr" style="text-align: left;" trbidi="on">
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Why I haven't posted in 2 months...</h2>
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I've been ignoring this blog for some time, during which I've been busy with other things. Where laziness takes hold, life is my excuse. It's not a very good one since writing gives me great joy and I've been replacing the time I want to spend writing with a poison that has been slowly eroding my soul. Recently though I've had the desire to come back and revisit my project here, and I'll do my best to keep it going. I'll put this out there right now, DOTA 2 was my poison of choice. It took a majority of the time that I wanted to spend writing about games and threw it down the chute while being flamed by strangers and wasting may hours researching optimized builds that in the end didn't help me at all. </div>
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However I've come to the conclusion that I'll not get better at DOTA any time soon. The personalities that I encounter there are not encouraging in the slightest either. It is few and far between where I meet somebody that makes the effort worth while, and even then it is only time until they become the poison I so hoped to avoid. So moving on to Dark Souls II, I was glad to leave behind the ability to speak openly to my partners. </div>
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<h2 style="text-align: left;">
How Dark Souls II helped me recover</h2>
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I will go on record right now as saying that I am biased, I love the Dark Souls franchise. I demonstrated this quite clearly with my review on Dark Souls. I consider the games to be complete, lacking for nothing that they did not attempt to include. This isn't to say that Dark Souls II includes everything that should be in a game, for that would be impossible. However they do establish a very clear cut view of what they want to accomplish at the starting gate, and every turn thereafter delivers completely. </div>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjQd5ElBGOih_7CmLV7-Z_U5qfd9BHIqu9eG20YzHG9PtoIfLh_k-OXN0rf_nRyHA7dDKd5stvqXl51vr0iD-iZjwyJmZ-2Tcmi4QxM2Qz3R2oPutP2dgIXLA__tPJpUtLt_l-QalFOFr8/s1600/Challenged.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjQd5ElBGOih_7CmLV7-Z_U5qfd9BHIqu9eG20YzHG9PtoIfLh_k-OXN0rf_nRyHA7dDKd5stvqXl51vr0iD-iZjwyJmZ-2Tcmi4QxM2Qz3R2oPutP2dgIXLA__tPJpUtLt_l-QalFOFr8/s1600/Challenged.jpg" height="180" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Challenged for the right to live.</td></tr>
</tbody></table>
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When I began Dark Souls II I was met with a generic idea of a life left behind and the cursed path which I am compelled to follow. This was reiterated to me by a band of witches that delivered me a message about my doomed life as an undead walking a solitary path, with nothing else to do but complete it and begin a new cycle or fail and be replaced. It is clear to me that my life is now not my own but a piece of a larger picture that will not hesitate to replace me. </div>
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So began my journey into a desolate waste of a former kingdom with undead, dragons, giants, and death waiting around every corner. I personally played a character specializing in hexes, a form of dark magic which is new to the second game in the series. Starting out in the small town of Majula, which would be more aptly described as a few small huts where undead merchants peddle their wares for souls. </div>
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From there the quests began, and I was filled with a sense of dread for what was coming. I died many times and followed many paths, all ending in the same place. This journey was taken silently and not taken lightly, but along the way spirits of undead present and past silently assisted in taking down the beasts and giants that stood in the way. </div>
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<br />This silence, eerie in the extreme brought a sort of brotherhood with it. It was understood that we all would endure the same torture and persist through our failures. Success would only come with time, and with time we all would become more hollow. This was all communicated with silent coordinated combat, overcoming the obstacles that would define our experiences until they slowly faded into their own world. Again to be lost to their isolation until the need arose to summon help in their own world, to form the bonds of silent cooperation and complete the circle. </div>
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This truly is the way that games should be played, with pure intentions and lacking the corruption that human communication can bring. </div>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhVre5WFpiRjQVzpSNXvhR9ZW1aLqen2cuztu8_1fKc5AxTHi_f-kUnd4c9w58FgY9DjyscGXoMqUn8uq1-AeEGdf08cIP4N0dB5zX8M8RKT-6iwA0G93NOOo0WAL77hbKWb0Jgy9VWU6E/s1600/Dark+Souls+II.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhVre5WFpiRjQVzpSNXvhR9ZW1aLqen2cuztu8_1fKc5AxTHi_f-kUnd4c9w58FgY9DjyscGXoMqUn8uq1-AeEGdf08cIP4N0dB5zX8M8RKT-6iwA0G93NOOo0WAL77hbKWb0Jgy9VWU6E/s1600/Dark+Souls+II.jpg" height="180" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Always moving, never to hollow</td></tr>
</tbody></table>
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<h2 style="text-align: left;">
The future of the blog.</h2>
<div style="text-align: left;">
Just for today, I wanted to write about how my experiences with Dark Souls II felt. I will be reviewing the game and all of its aspects later. This was just my general feeling during play which I believe is the most important part of the game. Too many times it's easy to just sink into the challenge of "beating" the game, but Dark Souls II is an experience that should be considered. It's been to me unlike anything before it, and shows me a different way to play. One where I can just enjoy the challenge of what's been placed before me and share it with another person silently. I consider this it's greatest achievement. </div>
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If you liked the personal narriative let me know and I'll format some other posts like it. I might just reiterate my entire journey like this. Telling my story and putting into words the journey that we all face but do not articulate. It would be a pleasure to do so. </div>
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(If you had a different opinion or a new video game to suggest, leave a
comment below! If you want to recieve regular updates, follow me on
Twitter <a href="https://twitter.com/SimonGolden" target="_blank"><span style="color: #171d82;">@SimonGolden</span></a>)</div>
</div>
BigDadGamer (SGolden)http://www.blogger.com/profile/01285199127194437452noreply@blogger.com0tag:blogger.com,1999:blog-7264148495532071340.post-79993225799390495642014-04-21T20:42:00.002-04:002014-06-27T15:00:08.294-04:00New Post Coming Soon ON....DARK SOULS II<div dir="ltr" style="text-align: left;" trbidi="on">
<h2 style="text-align: left;">
How to begin...</h2>
<div style="text-align: left;">
I've not been posting lately as much as I'd like, mostly due to the many hours I've been spending running around and beating Dark Souls II for my first time. It's so far been one of my favorite experiences lately in gaming and I'm going to be glad to write about it. Unfortunately that's where I get stumped.</div>
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There are so many great things that I'd love to talk about when it comes to Dark Souls that I could write for days. I could write a book on the nuances of the world building or the combat system. I've made a study of the series (including Demon's Souls) and I don't want to leave anything out. That's one of the reasons I'm putting it off, just so I can get my head wrapped around what's important, and also so I can get the rest of my life in order before putting pen to paper.</div>
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I love blogging about games, especially getting into the nitty gritty about the great things that each game I play brings to the table. Playing and developing games are two sides of the same coin, and I'd like to think that someday I may have an insight on the best qualities of the medium and be able to communicate to an audience about some of the components (ie. plot, setting, level design, character development, gameplay) that individually make games great. </div>
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I'd like to bring that boring literature analysis that we've all had to go through (Ahem, English 101) to gaming, and take a critical look at the things that capture our attention and capture us for hours on end. For me, From Software have done so many unique things correctly with the Souls franchise that I'd like to give the series the time it deserves. </div>
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Right now however, finals are upon us, my 2-year-old is brutally defiant, and work is as busy as ever. So I'll have to keep thinking in the moments between projects about how to begin my analysis, and find some time in my schedule to actually get around to writing about the series in a way that I find fitting. It's just a little pet project of mine that I'd like to bring a certain level of quality to. </div>
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BigDadGamer (SGolden)http://www.blogger.com/profile/01285199127194437452noreply@blogger.com0tag:blogger.com,1999:blog-7264148495532071340.post-24061945700162907552014-04-16T22:50:00.000-04:002014-12-31T15:16:54.847-05:00"Modular Plot" will be the next big innovation in gaming<div dir="ltr" style="text-align: left;" trbidi="on">
<h2>
New changes in the way we see plot could lead us to more interactive worlds to play in</h2>
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As I sit in my living room watching my wife play Bioshock Infinite (and occasionally chiming in) and having an amazing experience, I can't help but notice the story unfolding in front of me and think about the things that Ken Levine (Infinite's lead developer) said in an <a href="http://www.polygon.com/2013/10/9/4816828/ken-levines-next-big-thing-isnt-so-much-a-game-as-it-is-a-reinvention" target="_blank">interview with Polygon last year:</a></div>
<blockquote class="tr_bq">
<div style="text-align: left;">
"Look, I've been thinking about narrative a lot and the future of narrative and how to make narrative...I've been working on a concept I call narrative LEGOs which is how do
you take narrative and break it down. What are the smallest part of
narrative that you can then remix and build something out of? Mix and
match."</div>
</blockquote>
Now I haven't seen any sign of what his next project is going to be, but this statement in the interview excited me. Think about all the possibilities of a world where plot points don't exist to merely develop a story. A world where you aren't inexorably thrown toward a predetermined course and given only superficial choices. When every choice has a deep and profound consequence on not only your world but the story of your avatar, what would you do? <br />
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My interest probably boils down to reading too many choose-your-own adventure books as a child. I loved to see where my choices took me, and how they could end the story in an instant on the next page. Everything mattered and there were no pigeon-holed points where I needed to pass through to reach an exciting conclusion. The suspense was palpable and consistent. It's only too bad that games these days fall short of something that was perfected 20 years ago in written word.<br />
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The problem with modern gaming plot is exactly what I just mentioned, pigeon-holed plot points. Plots these days are meant to tell meaningful stories through the narrative of specific points of the game. An emotionally impacting event or a menacing enemy all add up to develop the characters and story in order to reach an exciting climax and conclusion. Both of which are most likely also predetermined in some fashion or another.<br />
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiRyjCXJikX38eYNiTNxCTzmqTOSwND6zFDDX5ksxXpPxqr9sS17R9IN1SpelfnFO3nsqp778efrLpxcIfxK7pHg6tFkLEEZvIsvuPK-vfxo4qw-idAgeqgARKSQVqSjctokIg-qewJiaQ/s1600/Standard_Plot.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiRyjCXJikX38eYNiTNxCTzmqTOSwND6zFDDX5ksxXpPxqr9sS17R9IN1SpelfnFO3nsqp778efrLpxcIfxK7pHg6tFkLEEZvIsvuPK-vfxo4qw-idAgeqgARKSQVqSjctokIg-qewJiaQ/s1600/Standard_Plot.jpg" height="303" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">This is your standard plot in modern games. There are choices but the eventual outcome is a straight line.</td></tr>
</tbody></table>
Take an example of two games that claimed to hold choice, but both based their conclusion on a final choice; Fable and Mass Effect 3. The endings of those games were vastly different based on your choices (namely the last one you made). However you still reached that point in space and time, where that choice was made, and your character made it to determine what "ending" you would see. What might happen at the end of the game where you aren't at the tipping point of the world/galaxy? Where a choice along the way makes your characters plot bypass that exciting climax entirely! In the cases I mentioned, the world would have ended, but isn't that an ending in itself? <br />
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That may not sound exciting initially, but if you consider a world where these plots were intertwined, and the entire world did'nt depend on your performance or influence, then the world itself could develop around you. The influence of the main character would become secondary to the development of the world unfolding based on it's history and current events.<br />
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I'm getting a little ahead of myself here. Think about when a single event happens (like a battle where you might have the option to go and assist) and there is a lack of your characters presence; the entire battle would tip in the oppositions favor based on your preference. Those differences would reach back into your chosen plot line (by a visit from a broken and shattered man who is one of your friendly contacts) and show you the changes that were happening in the world around you where you might have had an effect (now that the entire community has been wiped out, plot lines that may have had a way to direct you through to that climactic conclusion of the biggest story are gone, and you must make due with your current life). <br />
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Bethesda has almost mastered this in the Fallout and Elder Scrolls games, except for their major plot points. No matter what you choose during your time, to complete the most rewarding parts of the game and see the reason you have been "chosen" you must pass through specific trials that are predetermined as your destined path. You can slay anyone who may have a job for you, or just wander the forest as a hermit. However choosing the obscure way of playing has no reward since it was added as a feature and not a plot device. The actions you take and their effect on the world, is different than having an effect on a successful plot.<br />
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See, a plot is hard to construct without control (or if Ken creates it, minimal control). Essentially, in a games plot there needs to be three major themes/events: the rise of the story, the climax, and the fall of the story following the climax. To build to that climax successfully, you need suspense, foreshadowing, character development, and intellectual and emotional investment from the audience. Without a definite climax or fall, building a plot rise to ambiguous points is difficult. Which is why all developers include plot or space-time chokepoints in their stories to develop the plot successfully no matter the characters choices.<br />
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Now imagine a world where there are not specific plot points you must reach to move YOUR story along. Where predetermination is generated from within the gamer instead of by the developer. Where the smallest portions of the world are ready to be attached in a tapestry and the thread is held by the gamer. You may care about helping the needy, or fending for yourself, but both lead you in different directions entirely. There is no "final boss", only those people and beasts that act as obstacles to the goal that you set for yourself.<br />
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj7LKhIAOGwnNx1ue48s7Uwpj9lvGB9Xcf-SX8QEGQgf8Cxxznw1PRaPi5VU2EykcuuCi0TohKa1tS5ABYMGw3LEzMVB3UkfbuoU1bye65NyGiGXKaJGW6i4Ea51-QxIKKbwKDz4Z-kNgs/s1600/Ken_Lego_Plot.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj7LKhIAOGwnNx1ue48s7Uwpj9lvGB9Xcf-SX8QEGQgf8Cxxznw1PRaPi5VU2EykcuuCi0TohKa1tS5ABYMGw3LEzMVB3UkfbuoU1bye65NyGiGXKaJGW6i4Ea51-QxIKKbwKDz4Z-kNgs/s1600/Ken_Lego_Plot.jpg" height="235" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Simplified, this is what I imagine the plot lines of Ken Levine's modular plot driven game to look like. </td></tr>
</tbody></table>
Unfortunately this kind of world building, would take a very long time and require massive resources; unless you could find a way to make these choices act in a modular way. Where you could control portions of the plot, but not the eventual outcome for the player. Where you could master the art of "Plot Legos" and deliver a world where outcomes of some plot modules either restrict or open other plot modules in an inconspicuous way. And eventually deliver you a story that is at least partially unique to you as the audience. <br />
<br />
If anyone can break this barrier and introduce the gaming community into a new era of gaming based on choice, I believe that Ken Levine can. Even as I watch my wife get slaughtered over and over in the tale of Booker Dewitt, I know that somewhere out there she may have chosen a different path, and sadly she might never have played Bioshock. Now isn't that exciting?<br />
<br />
"Heads or tails?"</div>
BigDadGamer (SGolden)http://www.blogger.com/profile/01285199127194437452noreply@blogger.com0tag:blogger.com,1999:blog-7264148495532071340.post-58102747967206702682014-04-13T20:38:00.002-04:002014-12-31T15:18:17.481-05:006 days of...FTL!<div dir="ltr" style="text-align: left;" trbidi="on">
<h2 style="text-align: left;">
The best Star-Trek simulator that I've played</h2>
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There's something about FTL and it's simple interface that makes it honest and pure. There isn't any of the fancy evasion maneuvers that wouldn't likely be possible in space during combat, and it's more of a naval-style space sim where you and the opponent slowly fire large ominous weapons at each other until one of your ships takes too much damage to bear the vacuum of space. It's also mind bogglingly difficult.<br />
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Recently the developers even <a href="http://www.rockpapershotgun.com/2014/02/19/ftl-dlc/" target="_blank">released a DLC that is completely free</a> to anyone who owns the game already. It ads tons of new content and re-works some of the old systems in the game to adapt to the new content. Passing out this new content for free is such a great concept to give back to a community that supports indie studios that it touched me and convinced me to write about all the great things this game does. <br />
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhPqPgoVQnZvuyDfXrgRkVdBhd0b3-9eJA7B2tzSTkk-jIbYtOUWsH8d9fQMfrYLPHEsiUSx2WjBQmT5sdAy2BnSleAr0lvTv7wmWcRMJ8cm9AqVlmmj__9IkHA_lPmWMNh9wimGObQHJ8/s1600/FTL_Title.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhPqPgoVQnZvuyDfXrgRkVdBhd0b3-9eJA7B2tzSTkk-jIbYtOUWsH8d9fQMfrYLPHEsiUSx2WjBQmT5sdAy2BnSleAr0lvTv7wmWcRMJ8cm9AqVlmmj__9IkHA_lPmWMNh9wimGObQHJ8/s1600/FTL_Title.png" height="254" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">You've taken their data, now it's time to RUN!</td></tr>
</tbody></table>
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FTL by developer Subset Games is a space ship simulator that puts you in the rank of captain of a ship and crew to pilot through a series of galactic sectors to escape a pursuing rebel fleet keen on capturing valuable data that you've stolen. You must survive every jump between stars and sectors to get to your allied base. Unfortunately space is unforgiving and you don't have the luxury of a well-fitted spacecraft. You must make due with a basic suite until you can upgrade your craft at small shops along the way.</div>
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This may sound like a dungeon crawler in a different setting, because it is. It's a rogue-like game that has a lot of the same elements disguised as different features in-game. Instead of abilities or spells you get weapons for your ship. Instead of levels you can upgrade the stats on your ship at any time at the cost of scrap from ships you destroy. Instead of armor you hire or find new members of your crew to increase your capabilities; depending on their training and the station console that they're at. You're going to need all of these things to survive and even then you most likely won't make it to your destination. </div>
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To be honest, I've never reached the end of a rogue-like game. EVER. It's somewhat depressing to know that I've failed my favorite genre; but the same reason I enjoy the genre so much. The games make me think about how I could have done better and to avoid the mistakes I've just made in my next playthrough. FTL is precisely the same way. It is harsh and cruel, but fun comes consistently when the game shows you that you're capable of surpassing your previous record. It has a local and internet board where scores are posted, and you can see how you stack up to yourself and others so you can show marked improvement.</div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhtlbBBOZTQAMumJFw_OCFA22iKRRtpEG_2uouwNaLc1N5_BEQotG5441mwi4sdSZWvfq6q7ipLSd1eORfrDwZuGg5DRWE1lJmqNFL-mSss76Uvft64quMPNU0vk4EqT8v5x3XjmCDmSFw/s1600/FTL+Asteroid+Belt.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhtlbBBOZTQAMumJFw_OCFA22iKRRtpEG_2uouwNaLc1N5_BEQotG5441mwi4sdSZWvfq6q7ipLSd1eORfrDwZuGg5DRWE1lJmqNFL-mSss76Uvft64quMPNU0vk4EqT8v5x3XjmCDmSFw/s1600/FTL+Asteroid+Belt.jpg" height="180" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">This is what you'll be dealing with a majority of the time. <br />
It's well set up though, and displays information perfectly.</td></tr>
</tbody></table>
<div style="text-align: left;">
The difficulty of the game is frustrating sometimes, but every ship and event holds a strict set of causality based rules and is entirely fair even with some of the random number generation. You know what you're facing most of the time when you jump, and can prepare for it in one way or another. The game gives you the opportunity to upgrade at the correct times to meet new progression, and throws that progression at you at a fair pace to keep you interested. There isn't a long boring start-up process (like the rogue-like Don't Starve) to slow the game down in the beginning. This in turn encourages new runs and a better play cycle even though it is repetitive. </div>
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<div style="text-align: left;">
Even though it's as repetitive as any other dungeon-crawler there are enough differences in the situations you can get into, the races of aliens you'll meet, and missions you'll have, to keep game play different and interesting each time. These circumstances play out in the form of text boxes to inform you of what's going on, but that classic text adventure plays into the computer data that you would be pouring over in a ship anyway; so I feel like it's not only adequate, but appropriate as well. </div>
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Visually, it follows the dogma of simpler is better. It's not necessarily lacking in the visual department, it's just simple. There are visual cues for everything and they are easily identifiable. It performs as well as any other good rogue-like in that way, though you're not going to be getting anything special. I like this though, since all you need is the vital information. It doesn't allow for anything superficial in the graphics so there aren't any glaringly grotesque mistakes either. </div>
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<div style="text-align: left;">
The sounds in-game are a bit simple, and the music isn't anything to die for. The sound effects give audio cues of everything that is happening in clear samples, that are not confusing in the slightest. This adds to the awareness you have of your ship to aid in survival of the journey through space, and definitely helps. However the simple synth tracks that act as background music could have been a bit more varied or interesting. It seems that there are just random computer-generated tones with a consistent baseline always playing in the background. There isn't a real variance in what you're listening to while blowing through pirates. It doesn't detract from the experience but I feel like it's a missed opportunity to have something great stand out. </div>
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When I said that it's the best Star Trek simulator I've played, it's because it follows the same concept as many of the battles that I've seen the Picards and Kirks engaged in growing up. Slow lumbering flotillas charging and discharging weapons at each other. Engaged in a naval-style combat until one metal giant succumbs to another. If anything in science fiction, this is what space combat will be like in the future. Think massive battle fleets from the old naval battles of World War II meeting in space instead of on the high seas. That's what FTL is all about. Putting the force of your crew and ship against the force of the enemy and coming out on top. Or not, in some cases. </div>
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Also, there are SO many mods for this game that you can probably find your favorite space faring vessel for download somewhere. Seriously, SO MANY MODS. </div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjLbQQPmC6OMhgM2J_ToxlMAEGZZtWpRknJpHdLjcJeAWGUfeViN0yHVOHQ3mgzeLteZQu0NcFpDdumn882cVC3d56pthzWNCxbZD3cMSsf4VOS2vLM5fC20n1BTyVslHTlQARjrlPXb2U/s1600/Star+Trek+FTL+Mod.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjLbQQPmC6OMhgM2J_ToxlMAEGZZtWpRknJpHdLjcJeAWGUfeViN0yHVOHQ3mgzeLteZQu0NcFpDdumn882cVC3d56pthzWNCxbZD3cMSsf4VOS2vLM5fC20n1BTyVslHTlQARjrlPXb2U/s1600/Star+Trek+FTL+Mod.png" height="196" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Look, mods like this. SO MANY. </td></tr>
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You'll like this game if: You like rogue-likes, space combat, naval battles, or any combination thereof. Also if you want to see more slug, mantis, or rock inspired alien races duking it out in a ship that is on fire while evacuating atmosphere. OPEN ALL THE DOORS!</div>
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BigDadGamer (SGolden)http://www.blogger.com/profile/01285199127194437452noreply@blogger.com0tag:blogger.com,1999:blog-7264148495532071340.post-51925295068750658902014-04-06T22:07:00.000-04:002014-12-31T15:18:42.391-05:006 days of...Tropico 4!<div dir="ltr" style="text-align: left;" trbidi="on">
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PENULTIMO, GET MY CAMERA! </h2>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhLyyK_6O41dy0sJKcXH1ziOuhx6ESKjyYQK6Xn4r5_NJXTCH-DnfmyZuAiSDgRIg-twPUKivjy8J8X1MQe80nBfsRnabwBTmPW8durkEex_mNTxt241hEXnT_EinG0EqcRJEInS-sKyZo/s1600/Tropico+4+-+Generalissimo.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhLyyK_6O41dy0sJKcXH1ziOuhx6ESKjyYQK6Xn4r5_NJXTCH-DnfmyZuAiSDgRIg-twPUKivjy8J8X1MQe80nBfsRnabwBTmPW8durkEex_mNTxt241hEXnT_EinG0EqcRJEInS-sKyZo/s1600/Tropico+4+-+Generalissimo.jpg" height="180" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">PENULTIMO, we've got to get this portrait while the sun is up!</td></tr>
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With the announcement of <a href="https://www.youtube.com/watch?v=a-WfreYJwE0" target="_blank">Tropico 5 coming out later this year</a> (with our favorite dictator playing a part reminiscent of one of our favorite pirates) I decided to re-play Tropico 4 with some of the enhancements and DLC packages that were recently on sale. Tropico 4 happens to be my favorite city/country building game, and hides so much depth but has plenty of accessibility for people just coming to the genre. Not to mention the atmosphere is absolutely addicting. </div>
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Seriously, I love the music. I'll talk about everything else in a bit, but the atmosphere that the music and voice acting creates for the game definitely gives it soul. Mariachi music blaring from my computer and the horns of the industrial sector of my city convince me that what I've created has substance. The voice acting of the international leaders and constant radio broadcasts are comical and at the same time engrossing. I love hearing praise and snide remarks from political group leaders letting me know exactly how my choices are affecting the lives of the population. </div>
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This helps with the depth of the game, because without the comical side, Tropico could be very intimidating. Every person on your island has their own set of statistics and meters that feed into a larger pool of political powers on your island. Those powers make up a balance that you have to cater to if you want to keep order in your slice of the world. Every time you enter your "Almanac" which houses the statistics of the island and the world you can get lost. It is time consuming, but having visible data makes the weight of your decisions heavier and the results more compelling. </div>
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I marked much of my time by the shipping and receiving cycles of my docks, since that is the major source of income on the island. The collective work of your Tropicans keeps your cycle of building ticking on the island. Other than international aid, your population and their work is what keeps you afloat. This cycle is natural with time, but jumping thousands of dollars every few minutes can be jarring at first. Knowing what your income and expenses are is important unless you want to ruin your reputation with the powers that be. </div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj8pTDqVu1FHRvgtw-zJzEQtKyTSKe4mXG5COMVX_3aDd_ME5om4aC-C4YKdWUI9vsOWcFO8oAm17vYHSukusHJK1TLRbiGwfYiwpi4Cz-5vVRQeDhcuEQqk-ArDXhu2QO1mCFWAlVcvEw/s1600/Tropico+4+-+Sunset.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj8pTDqVu1FHRvgtw-zJzEQtKyTSKe4mXG5COMVX_3aDd_ME5om4aC-C4YKdWUI9vsOWcFO8oAm17vYHSukusHJK1TLRbiGwfYiwpi4Cz-5vVRQeDhcuEQqk-ArDXhu2QO1mCFWAlVcvEw/s1600/Tropico+4+-+Sunset.jpg" height="180" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">PENULTIMO! Did you re-work the city zoning<br /> so I get a perfect view of the ocean yet!?</td></tr>
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Again this is all part of a complex balance that the game gradually introduces you to. After some time and lots of practice it comes very naturally to develop your political agenda and form the popular opinion to your needs. Even if you don't have the popular opinion, fear generally works just as well. Tropico 4 is a game that revels in the choice to establish and develop a country however you please. There are eventually challenges that increase the difficulty in case you want more of a challenge. Honestly though, the game is fun enough and balanced that the challenge isn't needed to make the game a blast. </div>
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The entire game is placed during a period strongly resembling the Cold War, including a cast of characters that are memorable from that political arena. I've never seen a country building game put you into this type of archetype, but it works wonderfully. The context that it generates allows for in-jokes and references that otherwise would be lost in a sea of history. Focusing the period allows for things that other games would never comfortably be able to achieve. I would like to delve more into why this makes Tropico 4 so amazing, but in short it just makes the game that much more memorable. </div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjdPdp6WiHMDg6GuXp4h93il7tNSNfP9YUdyU59QyoRcDCTrGjO5UaWu5y5D2gbCGxeZI1gQ141lryl0yDQ4lLL-DBDQ_zrA3sQsxAy8f7EO9rpXpP4SHvpk4TqjVttgb87UnBGv7OoNJU/s1600/Tropico+4+-+Overview.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjdPdp6WiHMDg6GuXp4h93il7tNSNfP9YUdyU59QyoRcDCTrGjO5UaWu5y5D2gbCGxeZI1gQ141lryl0yDQ4lLL-DBDQ_zrA3sQsxAy8f7EO9rpXpP4SHvpk4TqjVttgb87UnBGv7OoNJU/s1600/Tropico+4+-+Overview.jpg" height="180" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">PENULTIMO! Of course we're not going to have elections. <br />Have you seen my ratings?</td></tr>
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I only wish that my current schedule allowed for me to play the game more often. Each of the 20 story missions takes at least 3+ hours unless you're rushing. Counting that up is about 50 or more hours of game play in just the story alone. Not counting free play which includes all the amazing features of the campaign and allows you to carry your nation into an imagined future with slightly more advanced buildings. The only problem is that if you don't have the time in your schedule to feed the addiction it's easy to go through withdraws from the gripping atmosphere. </div>
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<b>You'll like this game if: </b>You want the challenge of playing the US off the USSR in a nuclear standoff while smuggling illegal goods internationally<b></b> and running the worlds best resort location. Also if you always wanted your own Penultimo. (PENULTIMO GO COUNT MY MONEY AGAIN!)</div>
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(If you had a different opinion or a new video game to suggest, leave a
comment below! If you want to recieve regular updates, follow me on
Twitter <a href="https://twitter.com/SimonGolden" target="_blank"><span style="color: #171d82;">@SimonGolden</span></a>)</div>
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BigDadGamer (SGolden)http://www.blogger.com/profile/01285199127194437452noreply@blogger.com0