Saturday, February 22, 2020

Game 16 - Feather - Week 8 - Feb 20




eather is a perfect game. What I mean is that it is so clear in what it wants to be - a complete Zen experience - and hits the mark perfectly. See those rings? They're not objectives, they change your feathers or the melody that accompanies you on your flight among this island. Simple controls, no UI and a pulchritudinous artistic style. I still feel as though there are areas left unexplored after my initial 40 minutes experiencing the alar freedom. I think I'll keep this one installed for a while, for those particular days after work I need to distress.



Thursday, February 20, 2020

Game 15 - Shadow Tactics: Blades of the Shogun - Week 8 - Feb 20


hadow Tactics: Blades of the Shogun is a game that demands to be played with subtitles set to English and audio set to Japanese. If you don't you will miss a genuine enthralling setting and story. Imagine missing out on witnessing a dying and defeated Daiymo as he sings a soliloquy, heralding spiritual revenge on the one about to perform the final act of seppuku beheading him. All unbutchred by an English translation. The story reminds me of WarCraft III or StarCraft, great gameplay with interesting characters sprinkled in. With cutscenes between missions and dialog spread intermittently throughout levels for character growth. Every line is a joy to listen to as you become invested in the characters. It is a shame that I had to watch all the cutscenes on YouTube, having no option to add subtitles once you switch the language. But it was a small price to pay for an overall fantastic optical experience.


The gameplay however is where Shadow Tactics hits the mark dead on. As the name suggests with a stealth focus you're thrust into specific scenarios with clear objectives. How you reach those is up to you and the tools at your disposal. Enemies patrol regular routes with a limited cones of vision and two radiants/ranges. One can see you while running (long) and the other while crouching (short). You can only see one enemy's at time which adds to the tactical challenge. There are various bushes, water and furniture/objects you can hide in. Or you can take the advantage of higher ground and stalk your prey. Assembling a Z-team (Z is for Zany in this case) is organic with each having their own toolkit to fit their personality. The begrudging ninja strikes suddenly and indiscriminately, the kunochi lures targets through charm, the old man attacks from a far, the Samurai duals other Samurai and lays waste to guards, while the child uses wit and cunning to make up for her lacking experience. Achieving your objective typically means moving the group (especially in later stages) to a final objective. The issue is not all can climb, run and hide effectively. So success is dictated by methodically eliminating patrolling guards to get said Z-team to the objective. Herein lies the core fun of the experience. You can sync and stage actions through your strongest weapon "shadow time". Throwing a rock to distract one guard as you throw a shuriken at another, have the child and kunochi stab two more, the old man gun down a fourth and the samurai slaughter a group of three in a matter of seconds is one of the most satisfying experiences you will have in a game. And entirely befitting of Japanese lore and legends as you become one yourself. Abilities fit into two categories, kill or distract. Distractions like Sake to lure, disguising the kunochi as a Geisha or using a pet Japanese raccoon dog to lure guards makes every situation play out differently. This is only exceptionalised even further by making each character able to deal with unique enemies better depending on the situation. Guard in tower? Old man rifle. Samurai? Samurai. 1v2? Shuriken + Kenjutsu. Everything feels tight and responsive, if you die it's always your fault, creating an exciting gameplay challenge. Characters respond to actions adding to the immersion, such as switching from Ninjato to fist for non-lethal as Hayato says "Taijutsu" - Japanese for unarmed martial arts. Finally the soundtrack is an absolute win, full of beautiful instrumental woodwind pieces. The art fits the setting perfectly, with each exploring a fresh inspired environment. And surprisingly even plays into the stealth mechanics! Visibility is different at night, rain puddles make more noise and snow leaves suspicious footprints for Guards to follow (into your clever traps, naturally). Overall there are 13 story missions and each runs from 1-2 hours of stealth action packed joy. With time and space, I'll definitely be returning to this one.


The last point I want to make is on the place of realism in game design. I read a well thought out article with it's major criticism being everything I just stated. The culture, Japan is wrong. The lengthy criticism (which was the bulk of the review) which dug deep into cultural inaccuracies was preluded with "you'll likely find this to be a nitpick". Such as Samurai not wearing armour away from the battlefield or the Japanese language used being too contemporary. He was correct, it was nitpicky. While it might sound like an excuse on the developers behalf it seemed the writer forgot to keep in mind that this is a game and such design decisions are often made intentionally for the betterment of the overall experience. The Samurai wears armour because it's his character design, the same reason Bart Simpson never changes out of his iconic shorts. It makes him slow, yes this is the intention, better to fight Samurai and soak up more bullets. He has the most health but is also slow and lacking agility, which is where you make use of other characters that have this strength. Good game design is full of compromise, and you can't criticize historical accuracy or realism to such a granular degree and praise how good the gameplay is. Because you wouldn't have it without those historical and cultural compromises. Some examples are valid to a degree, like a few language differences. Likely the developers ran out of time or just made a mistake but to a white boy like me it sounded authentic enough spurred on by the performances. And other situations such as a 1 minute cutscene, where characters wear shoes indoors and objects were out of place. No excuse for that one, but I can understand how the developers might have missed it under the weight of limited research, budget, deadlines, etc. Everything else, Shinobi only act during the night, suggesting seppuku is only done during a ceremony turning a short tense cutscene into a 3 part scene interrupting the flow of the game, etc - are all way off the mark. Addressing by ones first name? Watch the Karate kid. Hara-kiri and not seppuku? I've heard of one of those... The final point was when Japanese devs create a game set in the West, they typically get it wrong. Well I love that, it makes for a more interesting take loosely set, not purely set game with artistic liberty taken for the "artists Japan". Resident Evil, Silent Hill, Devil May Cry, Metal Gear Solid. All fantastic games with a weird take on Western society. I don't think the developers were trying to make a historically accurate masterpiece but rather a fantastical fun game with an authentic feeling setting. And unless you're a feudal Japan buff and chronic nitpicker, that they achieved in aces and spades.

Sunday, February 9, 2020

Game 14 - Total War Battles: Shogun - Week 6 - Feb 20

otal War Battles: Shogun would be a very enjoyable game to play on iOS. But like almost any other iOS port excluding the rare exception like Framed, most just don't make the cut, where any potential depth is gutted by the limited hardware.

The mobile game has a variety of interesting historical units with the caveat that they can only move forward, the strategy comes from preplanning lanes. The rest has as much combat depth as Civ6, line up ranged behind melee and play rock-paper-scissors. Like everything else the art is good for iOS, I commend Creative Assembly for making an excelent mobile game. The ability to buy XP used to unlock buildings and abilities with real money however, is just trash. Another example symptom of microtransactions that festered in the satured free-to-play race to the bottom (aka mobile market) and eventually spread to PC and console games. The ever present black bars are obnoxious and the hub world for the campaign reeks mobile. This is without a doubt a lazy port. 60 minutes in and I'm content to move on, write this post and forget about the game.



























Saturday, February 8, 2020

Game 13 - Regular Human Basketball - Week 6 - Feb 20


egular Human Basketball. My god, what a game. When I acquired the Humble Australia Fire Relief Bundle and looked at the trailers for the games to decide if I'd add the game to the library I knew. I knew this would be hilarious fun for the whole family and it was an instant add. 

Assume the role in a team of alien/mutant teletubbies regular humans (see below); roll, rocket jump and catch/throw your basketball via 1 magnet arm in this 1v1 fight to win it all. I was only able to remote play with 1 other (a cool feature) in which you share a keyboard remotely with WASD and arrow keys. So you only need 2 copies to play with 4 people! A true cooperative sport. The best part of this game is absolutely rocketing your human into the air only to sky jump out of your human into their human and quickly sabotage their slam dunk by pressing all the buttons!

Game 12 - Her Story - Week 6 - Feb 20


er Story is one of those games that comes along and is so different, so unique and abstracted from the medium norms that it instantly demands the attention of the indie community.

About 30 minutes in I was ready to write her story off as a boring interactive adventure and prematurely throw it on the content pile. There are over 160 clips, many longer then 60 seconds. And they often repeat. But something happened, I didn't stop playing and I came back two more times still until the credits rolled. The driving force is purely mystery, finding out more about Hannah, Eve and various other characters as her partners death is investigated. If nothing else it's an incredibly fresh and novel take on interactive storytelling and I'm glad I took the time to piece it together.

Monday, February 3, 2020

Game 11 - Devil Daggers - Week 5 - Jan 20


evil Daggers like this post was short and satanic. Anyone looking to make their first game, look no further. Devil Daggers is the peak example of what your first game should be. Tight, polished but most of all, the moment to moment gameplay is addictively fun. If it isn't the simple akimbo machine and scatter daggers it's the bunny hopping to dodge and weave the floating skulls. Additive to this is the Doom inspired visuals with its own character wrapped in an overall creepy sombre atmosphere and general ambience. A masterpiece in game design. Simple to grasp, impossible to master. Just when you think you're done with the game you'll accidently discover you can bounce daggers off the floor as a far more effective option for reducing the swarms of skulls.