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

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.
The Final Fantasy Project: Final Fantasy IV: The After Years, part 7
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.
Demo Driver 8: Cabela’s Dangerous Hunts 2013

Will this be a game of stalking the stalkers, hunting the hunters, being at once the victim and the predator?
I generally like animals more than people, because even the most unpleasant animals I’ve known have never been pointlessly insulting or cruel. Thus, I’ve always held on to a great deal of disdain for this particular game franchise – the idea that you would have a game solely devoted to killing animals in a hunting-but-not-really environment just seemed like behavior not worth encouraging. If there was a game franchise devoted to injecting yourself with a whole lot of heroin, I wouldn’t exactly be on board with that, either.
But when I rolled this one up, I decided to keep an open mind. I kill lots of animals in video games, after all, and maybe – just maybe – these games are actually awesome. Maybe they manage to have a complex and realistic simulation of hunting without ever killing an actual animal. Perhaps these are games for people who love the thrill of the hunt but would never want to harm a living creature. It’s a long shot, sure, but it is possible that I would start playing and realize this franchise was better than I had given it credit for all along, with complex simulations of bullet physics and the effects you could have on your prey.
The Final Fantasy Project: Final Fantasy IV: The After Years, part 6

Artwork from a sketch by Yoshitaka Amano
So far, a lot of stuff has been happening in The After Years, albeit mostly to disconnected individuals. The first four tales were all pretty well self-contained and didn’t really cross over with one another at all. Moving into the fifth tale, though, it’s high time that some of this stuff started pulling together. Not coincidentally, the entire point of this particular tale is to create a larger framework for all of the various cliffhangers that we’re up to.
Unfortunately, it winds up treading over some… uncomfortable territory getting there. As in veering close to a certain (terrible) show about a whole lot of elemental ninja. Please don’t make me type the name.
But let’s leave that to one side. It’s a new year, it’s a new tale, it’s a new adventure. So let’s get started with a bunch of ninja acting like, well, ninja, doing like a ninja do. No, they are not shredding on their electric guitars while riding their totally sweet motorcycles, we’re talking closer to the traditional concept of ninja.
Hard Project: MMOs

Create a world. Live there forever.
You know, it’s a brand new year. And it can’t go worse than last year did for the genre that I sort of get paid to write about, because 2014 was a wash in terms of new releases. Every single big title that released in 2014 managed to screw things up something awful, and when you factor in Blizzard cancelling a title that realistically was never coming out anyway and didn’t have any impact on the industry unless you’re watching it like a hawk and speculating, you have plenty of people calling the industry dead.
It’s an absurd statement. The one bit of traction it gets, though, is that making an MMO is hard. Very hard. No matter how certain the IP you have to work with, no matter how much money you can throw at the project, no matter how experienced the developers are. MMOs, to a one, are hard projects. When you take things like a significant budget or experienced developers out of the equation, the project just gets harder, but it’s sort of a minor miracle that the dozens actually on the market actually exist, much less that they work so well.