I was taking care of some spam and thought I would post to prove I am still alive. I’m teaching at a community college and I’m trying to decide where I want to go with my professional life. I’m working on a couple things that I hope to get out in the next month or so.
Long time without posting. You know, life gets in the way.
Teaching, trying to revise a paper only to have it end up rejected…. playing games, trying to find a full time job.
Been trying to play Overwatch but my internet has been really laggy lately so that doesn’t work too well.
Playing through The Witcher 3 now that I have a good computer. Like it a lot (I”m through the main game and now I’m doing the DLC). However, at times I do find myself wishing it there was some Assassin’s Creed-style running across rooftops. In games like these I always feel weird going into an NCP’s house and stealing stuff as they stand there. I know some games have had things where the NCPs react to it (and there are times in Witcher 3 where guards will attack you for stealing) but I wish it was more common. Maybe at some point we will get a game where some of these “gamey” limitations are gone. It would change how the game is played for sure but it would still be an interesting game to play.
I had heard a lot about how good Alien: Isolation was and I knew that it had won a ton of awards so I had high expectations for it. After playing it, I have to say I’m kind of baffled. I liked the game but, man, is it long and repetitive. How many times can you be sent on a fetch quest only to have that plan turn out not to work and then have to go on another fetch quest?
Some minor spoilers here…
To be honest, I’m most confounded by articles like this one by Danielle Riendeau because I have respected and enjoyed her work so much. (Am I so out of touch? …no, its the reviewers who are wrong.) So as much as I hate to do it, I think that digging into her post will help me to organize my thoughts on why I was so disappointed in the game (I’m not mad. I’m just disappointed)
“[Alien: Isolation is] a truly bold, risky, brilliant game that only fails when it remembers it’s a video game.”
My problem is that it never forgets it’s a video game. I will explain why I felt this way in my subsequent comments.
“There are other enemies in Isolation: devastated, scared humans with guns, creepy androids that kill you in brutal ways — but there’s really only one that matters. The one that hunts you down wherever you go.”
I found those other enemies incredibly irritating. People shooting at you. Robots that go crazy. They are felt like artificial reason to make you crawl into a vent and make a detour instead of going directly to your goal. I have to go flip this switch. Just get out of my way and stop bothering me you stupid robot.
“Isolation is a game where shooting a gun almost always means certain death. Where one singular creature — that cannot be killed — stalks the player, almost entirely unscripted, throughout the experience.”
While it is true that shooting a gun often means death because it will attract the alien, the second part of this is false. Maybe Riendeau didn’t want to give away things but you do in fact kill the Alien. Oh but guess what? It isn’t “one singular creature.” There turns out to be a hive and there are multiple Aliens.
“Make a woman hero that shows her character through actions, not cutscenes”
I recognize that a lot of this is about the main character being a woman. That’s great. That’s awesome. The more the better. However, the second half of this really confounds me. There are way to damn many cut scenes in Alien: Isolation. It really infuriated me. I’m sure that most of the cut scenes are to cover up for the limitations of the game engine but it was just frustrating when you get ready to go so something and you have to watch a movie. They even show animations of you crawling into vents or opening doors — which you do a lot and so you see them a lot. Ugh.
If the game was half as long, or had half as many fetch quests that end up failing or fewer cut scenes then I would have liked it as much as Riendeau did. I guess it comes down to what we focus on because I totally agree with Danielle when she writes:
“[Alien: Isolation is] way too long, with obvious filler content. I put in around 28 hours. Most playthroughs are likely closer to the 20-25 hour mark. This is way too long for a horror game that is 100% focused on being a tense, difficult experience.
Far worse is the inclusion of cheap, frustrating enemies in a few sections of the game. It’s tarnish on the better-designed sections. They’re a boring, rote, frustrating feature that belongs in a cheap haunted house.”
She still loves the game despite these things. I can’t love it because of them.
three thumbs up
I dislike disliking you
Need to cut it down.
I’ve been busy teaching so I haven’t done much blogging but I have managed to play some games. I thought I would post what I’m playing as a way to get a new post on here to prove this site isn’t dead – if only to myself.
1. Paladins – people say it is an Overwatch clone but I wouldn’t know because I haven’t bought Overwatch. From what I’ve seen Overwatch seems like Team Fortress 2.5 anyway – shots fired! Overwatch is entertaining enough. It is free to play so it has that going for it. It is in beta so they keep changing things which is kind of interesting to observe.
2. Legend of Zelda: Wind Waker – I have never been that big of a Nintendo fan. I had an NES but never an SNES. I got an N64 several years after it was out and never had a Gamecube. Now that the Wii U is nearly dead I decided to buy a Wii and softmod it. So I’ve started playing through the gamecube games I’ve missed. Wind Waker is the first one. I think the only other Zelda game I ever played was Link to the Past that a guy in the dorm in college had on his SNES so it has been an interesting experience. I’m currently at the part where you gether the triforce. It is getting a little tedious so I might give up on it.
3. Alien: Isolation – I heard a lot of praise for this so I was looking forward to it. I’m not quite sure what to make of it. The gameplay seems really straight forward and I don’t like the mini cut scenes that pop up or the pre-scripted story elements. Avoiding the Alien and other things can be quite tense but after it keeps coming back it gets monotonous (or tedious? I guess I should look up the difference between those! Hmmm… well this isn’t any help: “As adjectives the difference between monotonous and tedious is that monotonous is having an unvarying tone or pitch while tedious is boring, monotonous, time consuming, wearisome.” Merriam Webster states that monotonous means “used to describe something that is boring because it is always the same” while tedious is “boring and too slow or long.” So I guess I feel Wind Waker is becoming tedious while Alien: Isolation is becoming monotonous? One think I do know is that this post is becoming tedious!)
4. Candy Crush Soda – I guess it says something about my own perception of what counts as a “real game” that I didn’t originally think to include this or the other android games I play. I was playing Pokemon GO but they banned rooted phones so I can’t play any more. I would like to play Inkle’s Sorcery 4 but I know I would get too into it. Maybe over Thanksgiving. I’ve been thinking about how to use their Inkle Writer in my classes as a way to have students make games that revolve around a theme in the course. It looks more plug and play than twine. I don’t know that I’ve figured out what to use it for tough.
I meant to post this a while ago but I never got around to it until now (when I’m procrastinating instead of dealing with the stress of actually submitting a paper to a journal).
A little over a year ago I posted my idea for an analog keyboard. Well, I ran across a post on PCPerspective about a kickstarter for an analog keyboard. I’m poor so I didn’t back it. And I generally stay away from kickstarting hardware.
More interesting is that I wasn’t exactly the first person to have the idea for an analog keyboard (not that I really thought I was). As it turns out, back in 2012 the Ben Heck Show made their own analog keyboard and in the video they show it working basically how I thought it would:
Analog WASD Gaming Keyboard – The Ben Heck Show by BenHeckShow
Maybe some day one of these will actually be available in stores. Now we just need rumble mice…
i ran across this review of Wolfenstein 3-D from the November 1992 issue of PCGames magazine and thought it was interesting enough to share.
I’ve mentioned before that I’m a digital hoarder. One of the things I hoard is pdfs of gaming magazines. There are a few sites out there that post gaming magazines but, of course, they don’t just post gaming magazines. They post all kinds of magazines. Sometimes I will stray away from the gaming mags section into the front page of the site and skim through to see if there are any other magazines that look interesting.
I was doing that recently when I saw this image:
I thought it was interesting that Penthouse would have a picture of the torso of a woman with a Nintendo Game and Watch covering her vagina so I downloaded the pdf — yes I downloaded it for the articles, really!
The “article” is just a few pages of a woman in progressively fewer clothes with some vintage and modern gaming stuff and some text explaining what the gaming stuff is. Oddly, although they credit the photographer, the source of the gaming stuff, and the clothing company, they don’t seem to state the woman’s name. Keep it classy, Penthouse…
In this same issue there is also a one page article on current games but, to make things more interesting, it doesn’t seem like having videogames in Penthouse is a one-time thing because the site where I downloaded the pdf lists recent issues of the magazine and I noticed that this was the previous month’s cover which has a story “Professional Gamers are Making More Than You”:
The article is only one page with a half page picture from what looks like The International or some other DotA 2 tournament and 5 paragraphs of text.
So is this a trend within Penthouse or just a coincidence? It would be interesting if Penthouse was trying to attract a gamer market. Other magazines have tried to mix objectification of women with gaming but haven’t really stuck around. What will be next? Mincraft porn?
(I’m afraid to search for that because I’m afraid it already exists…)
I’m kind of a digital hoarder and one of the things I like to hoard is old gaming magazines for that mythical day in the future when I will need them. So I make it a habit to check out sites like Retro Mags and Old Game Mags. I’ve recently came across marktrade who is posting his scans on archive.org and while looking through his uploads I came across an article from the November 1998 issue of PCXL about LAN parties. I thought I would post the relevant pages here in case anyone else was interested:
Antichamber is a fun puzzle game with similarities to Portal but isn’t as polished. I picked up Antichamber during a Steam sale a while back but never got around to playing it until recently. Featuring a mute protagonist wandering through a series of puzzles by using a “gun” that changes the world instead of shooting bullets and only works on certain surfaces, the resemblance to Portal is unmistakable: Antichamber’s use of different primary colors to signify a material’s unique qualities also evokes Portal II’s paints. However, Antichamber does distinguish itself from Portal by using non-euclidian geometries to give the game a strong focus on changing perspectives and seemingly impossible geometries (which reminded me of games like The Stanley Parable (without that game’s satire or narration) and even games like Prey).
Unfortunately, while Antichamber is quite fun, has a unique aesthetic, and has some quite imaginative puzzles, it is also sometimes frustrating and non-intuitive. One of the reasons for this is that, unlike the other games, it is fairly non-linear and doesn’t have a strong narrative. This means that once you unlock puzzles you can play them in any order you want. This allows you to go back and take, say, the door on the left instead of the door of the right. However, this means you can become confused as to which puzzles you have beat and which you haven’t.
Worse than being lost is the fact that throughout the game you gain new “guns” which give you new abilities but there is no way to tell if a puzzle requires a gun you don’t have yet. This means I spent lots of time trying to solve a solution to a puzzle, becoming frustrated, looking up the room on the wiki, and founding out that the puzzle required a gun I didn’t have yet. Maybe it is a personal failing but I have very little patience for puzzles when I don’t know if it is even possible for me to solve them. I want to know if I am trying the right thing before I spend 20 minutes doing the same thing over and over.
Even when I had the correct gun, the answers to puzzles weren’t always intuitive or clear. More than once I would rub against the walls and jump around trying to find a fake wall or a barrier that would disappear if I went through it in midair. There were even times when I had watched the walkthrough videos on the wiki and still had a difficult time progressing (to the game’s credit, however, this could be because puzzles could be solved in multiple ways and I might have been trying the wrong solution for he gun I had at the time).
That said, there really is a feeling of triumph when you figure out a puzzle and the playing with perspective to move a character from one place to another is quite fun. Combined they give a feeling of discovery that is quite engaging. It is just too bad that it frequently felt like trial and error instead of discovery.
While writing this, I found that the creator did a post-mortem for the game and GDC has it up in two parts. I haven’t watched it yet but it sounds interesting.
Five thumbs up
If it is on sale
And you like Portal a lot
Then you should buy it
This War of Mine is a fascinating game. It is a side-view game that shows you a cut-away dollshouse-style view of the building you are in. You control a small group of survivors (up to 4, I think) who are civilians trying to survive a war in an Eastern European city. One character at a time you give characters orders like open a door, cook food, go to sleep, or build a shovel. There are two parts of the game: day and night. During the day you control the players and tell them to eat, build things or raise vegetables. Occasionally someone will come to the door to trade, ask for help, or even ask to join your group. During the night you pick one person who goes out to into another building in the city where you scavenge for food and supplies and encounter other groups of survivors who may be hostile, willing to trade, or just want to be left alone. While one of your characters is out for the night, your home can be raided and the others can be hurt so you should leave someone on guard. Managing the physical and emotional health is a huge part of the game. Characters can be hungry, tired, hurt, sick, or depressed. Most, if not all, of these can end in the death of a character.
When a character dies it is touching because it is (usually) not a death from combat, as in so many other games (although characters can die in combat while scavenging) but from hunger or illness. This makes it sadder because it is such a mundane death. When one of my characters in the game gets shot to death, I am frustrated but when one dies from hunger, I am disturbed.
You can keep playing with fewer characters but, to be honest, I usually quit and start over. In this way, despite the “realism” of the situation I still treat it like a game. The creators of the game try to eliminate that gameness by autosaving and lot allowing you to go back to earlier saves but this just serves to make dying more frustrating and makes me play more conservatively. The game creators might say that is the point but it is a balancing act that I’m not sure is solvable.
There are some issues with the interface that I would like to see ironed out. If nothing is happening during the day, there is a button to end the day and send someone out scavenging but there are times when you are waiting for something like a water filter to work where you don’t want to end the day. In those cases, you have to just sit there and wait when it would be nice to be able to jump head a couple hours.
Another issue is that when you go scavenging it is too easy to send the person to a place without equipment or to have the people staying behind sleep on the floor instead of a bed (which means they will be complaining the next day). There are minor complaints though and don’t really detract from the game.
six thumbs up
feeling bad is such
an addiction in this game
just try not to die
(Coincidentally, This War of Mine is one of a few games I’ve played lately that use a side view perspective which is kind of strange for me because I usually play FPS games. While they have little in common with The Swapper, Another World, and Deadlight, there is the fact that Deadlight and The Swapper similarly take place in dark settings (both in terms of tone as well as lighting) which gives them a tonal similarity.)