Archive by Author | expostninja

Demo Driver 8: Sacraboar

But so few things are to its credit.

Almost every single screenshot is made up chiefly of empty space. This is not an accident, nor is it to the game’s credit.

If you’ve read the stuff I write here for a while, you know I have a great deal of love for the ambitious game that tries for lofty goals and winds up falling short.  Sacraboar, however, is not such a game.

Oh, it wants to be.  It wants to be some sort of never-before-seen combination of gameplay styles, mixing capture-the-flag mechanics in with real-time strategy.  Never mind that there are probably two dozen mods doing exactly that right now for StarCraft II, this game was built from the bottom up to facilitate that goal!  And it turns out that the goal just isn’t all that fun.

I’m not sure whether the weak skeleton of an RTS or a poor implementation of capture-the-flag gameplay came first, but what you wind up with is a game that’s just plain not fun to play.  It manages to combine the worst parts of both inspirations, and the net effect is a game which is most entertaining for the squealing noise heard when you capture the eponymous pig.

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Telling Story: I’d like to have an argument

Yes, I know, it's a horrible logo. I'm not always good at those.I have never talked with anyone about really good in-character arguments that I’ve had in an online game chiefly because I am sure that’s the first step toward sounding like a crazy man.

“Oh, yeah, this argument was great.  I was really worked up and angry by the end of it, I really felt like I was actually arguing… what?  No, no, I wasn’t really arguing with anyone, I was just pretending to be angry at my friends about things that never happened.  And it got me angry in the real world!  It was super.”

All joking aside, if you’re invested in the character you’re playing and what’s going on in the game, yes, you’re going to wind up transferring some emotion from the game into the real world.  As a result, it’s a tricky place to be.  You want arguments in-character to ring true, but you also presumably don’t want to have an actual argument with pretend people in a pretend game that you at least theoretically play to enjoy yourself.  So how can you make sure that your in-game arguments are 100% focused on in-game emotions and not real ones?

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Challenge Accepted: First-level hell and the late-game cake

It's still giant thing that's not normally giant.

All right, maybe some of them were ants and not scorpions. Split the difference.

The start of Fallout 2 is pretty terrible if you want to play a diplomatic sort.  There’s a reason given, yes, but it’s still unbelievably frustrating.  You’re thrown into the deep end of a pit and you have to fight your way out, and despite what you might want to be true, very few giant scorpions can be talked out of stinging you and ripping you to shreds.  It’s sort of a hiccup in the game, since otherwise you’re completely free to just talk your way out of lots of problems and recruit followers to shoot stuff on the rare occasions that “talking” isn’t a viable option.

Ideally, a game start easy and gets harder, and in some cases it tapers off again toward the end.  But sometimes part of the game just swings wildly, becoming much worse or much easier without any sort of warning.  A first-level hell is exactly what it sounds like, a game wherein the first level isn’t just hard to clear but actively harder than most of what you’re dealing with afterward, because the tools that would allow you to deal with the game aren’t in your hands yet.

More often than not, a lot of this comes about as a result of choice.

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The Final Fantasy Project: Final Fantasy IV: The After Years, part 7

I don't expect it to last, but it'll be nice while it does.

Artwork from a sketch by Yoshitaka Amano

We’re almost at the end of the initial set of tales offered by the game, although new ones have been popping up as other tales gets cleared away.  You really can do them in any order you want, but it sort of blunts the effect without seeing them unfold in the intended order, wonky timeline effects aside.  That just leaves two of the least likely starring characters to take center stage, and in this case, it’s the character whose entire life has basically been “support character.”

Of course, the same could be said of Rosa, but the fact is as a character I don’t like Rosa in the least.  She’s clearly written as a Token Hot Girl without any attributes or opinions of her own, and the novelty of the game stating that she and Cecil were in a relationship is quickly outweighed by the fact that the writers make her completely a satellite to Cecil’s whims.  Porom, on the other hand, has at least some agency and wish of her own.  Not as much as I’d like, but still.

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It’s not for you, unless it is

Or, if you'd prefer, it wasn't for anyone.

This was most definitely for me. It was just terrible at it.

I am as fond of anyone as saying that maybe something isn’t necessarily for you.  Which is a great message to internalize until something is for you and it still blows.

The problem with the idea of “it’s not for you” is that it can easily becomes some sort of precautionary principle that shields a game or a book or a movie or whatever from any top-level criticism.  If you think that the Game of Thrones series is awash in unveiled misogyny and way too many gratuitous bare breasts, well, it’s not for you.  On the flip side, you could also be complaining that it’s a fantasy piece with a lot of swearing and no clear heroes or villains, which… kind of does merit the “not for you” defense.

Point being, the whole thing is a fuzzy area.  But there are a few pretty firm signs that someone is complaining about something that isn’t for them or something that is, in fact for them and just not doing a very good job of it.

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