The Final Fantasy Project: Final Fantasy IV: The After Years, part 4

Artwork from a sketch by Yoshitaka Amano
There’s no place like home for the holidays, with the acceptable caveat that “home” can mean a variety of things other than “at the home of your parents.” Sometimes your parents are pretty toxic people to be around. Which, not coincidentally, is the subject of this next installment in Final Fantasy IV: The After Years. Or at least it’s related. They occupy similar headspaces. Look, doing segues on December 24th is difficult, especially when you’re working very far ahead.
One of the things that I do wish was a bit more common in these little vignettes was more character study work. They’re quick and inconsequential, which is part of the point, and that’s all well and good. At the same time, it’d be nice to get inside the characters’ heads a little bit more. Most of the plot sequences are entirely given over to advancing the plot at a whipcrack pace, and the characters are all hurtling toward their destinations with little chance to bounce off of more than one or two other people. Sort of a missed opportunity.
Hard Project: Tech games

I can’t be too hard on a game that only set me back fifty cents, but still.
Hydrophobia: Prophecy is not a very good game overall, but it sure is an amazing tech demo for water physics. The way that water behaves in that game is absolutely amazing. It flows believably, moves your character around like water ought to, and generally serves as a clear indicator that the majority of work was on creating the best damn water simulation ever. Actual gameplay and stuff like that was a secondary concern at best. Which is fine; it joins a long list of tech games that aren’t very good.
Tech games are exactly what they sound like, demonstrations of technology that have a game wrapped around them. They are also almost universally terrible. In fact, there’s only one company out there which has managed to produce good tech games with any consistency – Nintendo. And there’s a good reason why, wince that ties into both why tech games are a hard project and why it’s so difficult for third-party developers to make a good game for a Nintendo console released in the past twenty-ish years.
Demo Driver 8: Gunpoint

The Real Folk Blues.
Gunpoint is probably closer to a stealth game than a puzzle game, because it reminds me a lot of Mark of the Ninja. Despite the fact that it really doesn’t play like Mark of the Ninja at all.
According to its store page, Gunpoint is a stealth puzzler, but the emphasis is more on the former than the latter. I say this because stealth games are by definition puzzle games; you’re trying to figure out how to get from point A to point B without being caught, shot, or otherwise stopped. What makes for a particularly good stealth game is when the game gives you various tools to accomplish those central objectives, allowing you to go through the stages however you want.
It’s rare for a game to explicitly give you more puzzle-like control over the stage configuration, though, which makes up Gunpoint‘s central gimmick. And it’s a gimmick that works well, no more or less realistic than Watch_Dogs allowing you to hack everything with bizarre results but far more subtle and well-paced in how it plays out. Like Mark of the Ninja, you are a predator in the shadows, but instead of lurking in corners and executing elegant maneuvers, you’re a ghost in the machine.
