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Demo Driver 8: Wings of Vi

I'd be lying if I claimed she wasn't cute to my aesthetic.

She looks so mildly out-of-sorts all the while.

I’m not sure if satisfaction or frustration dominated my playtime with Wings of Vi.  I’m not sure if I would want to play it again or not.  But I will say that the question isn’t as open-and-shut as I would have guessed from its description, so it gets points for that.

Much like last week’s entry, Wings of Vi is aiming at being a retro-style platformer, right down to evoking the feeling of brutality that you would get from 16-bit games at times.  As soon as I read that, images of platform hell and the sheer constant roadshow of everything everywhere trying to kill you danced into my head.  Add to that a buxom and rather lackadaisically dressed protagonist, and I was not hopeful.

Fortunately for my continued sanity, the game is most definitely not an entry into platform hell, despite the fact that its narrative concerns warring against a very literal hell.  Which alone gives me hope, because while the game aims at being hard – and one could argue about “too hard” here and there – it does so in a much more imaginative manner.

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Telling Stories: Smothering words

Yes, I know, it's a horrible logo. I'm not always good at those.The key to communication is brevity.  The shortest form of a sentence that conveys all needed information is the best one.

Anyone who has read my words over the majority of my life will know that I am not exactly shy about using plenty of words, obviously, but that doesn’t mean that more words are automatically better.  Your choice of words and how many you use contribute to how a piece of text is meant to be read.  Something that gets lost very frequently in roleplaying, where players type out lengthy and ornate descriptions of something as simple as picking up a glass.

I don’t care how interesting you’re sure that single act of glass-lifting was, it’s not worth that much time or effort.  It’s a glass.  You lift it and drink from it.  And if you spend too much time typing out how your character does every little thing, you waste a lot of time not being concerned over what your character is actually doing.

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Challenge Accepted: Perfect play

And it would be hilarious to watch, I tell you what.

You could, in theory, program a Dan AI so perfect that no human player could touch him.

Here’s the problem with AI opponents: when programmed to win, they will win against humans 100% of the time in contests of skill.

I’ve mentioned before that there are four main avenues of challenge in games, but the computer easily bests humans in three of them by definition.  A properly programmed opponent who wants to win has better reflexes than you could hope to have, since there are no manual dexterity challenges involved.  There’s no problem of managing teammates or of remembering what’s in the game.  There isn’t even much space for thought as an avenue of winning; it’s just possible to be smarter than the programmer and find avenues they didn’t consider.

AI opponents in basically every game are not tuned for perfect play, though.  Even the hardest opponents need to give players a chance to win, after all.  Perfect play is the flipside of having games be a series of decisions with some serving as better decisions than others, the idea of making all of the right decisions and having the dexterity needed to execute those choices properly and reliably.  And it’s helpful to consider perfect play in the larger framework of games and challenges, and how much of it is, in fact, contextual.

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The Final Fantasy Project: Final Fantasy V, part 1

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

Artwork from a sketch by Yoshitaka Amano

If you remember back to last August when I first started talking about Final Fantasy IV, you might remember that I also started talking about Final Fantasy V.  Or at least I mentioned that it was a thing, because as much as people like to claim that Final Fantasy IV got toned down because Square believed American gamers were stupid, that’s not what happened  But it is what happened to Final Fantasy V.

Of course, Final Fantasy V doesn’t have the allure of Final Fantasy III as forbidden fruit, since it was the first of the three unreleased games to make the official jump to North American shores.  Ironically, this took place long before its obvious inspiration came out here.  Final Fantasy V is a pretty direct spiritual sequel to Final Fantasy III, you see, in both terms of story and mechanics.  It’s also a game that kind of relies on a knowledge that Square was pretty certain most players just didn’t have, which wound up killing translation on the vine and led to a completely different game.

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Demo Driver 8: The Joylancer: Legendary Motor Knight

That's a good thing, obviously.

You can set up how many visual effects are on screen, which can make this cleaner to read as necessary.

What bothers me about “retro” games so often is that they miss the entire point of the exercise.  The games that I played as a child were not in any way, shape, or form undiluted masterpieces; they were products of their time as surely as anything.  Too often retro games wind up treating the entirety of these games as religious experiences, as if every single element was equally important in making games fun and you can’t have a truly fun game without a whole pile of obscuring and unpleasant tedious components.

In theory, you can do better.  You can take the parts that did work, the genres and elements that don’t really make it in the triple-A marketplace these days, and get rid of the tedium and missteps.  Cut out the spirit and pull that forward, but leave the bones where they lie.  Separate the platform and the moment from the overall experience.

The Joylancer: Legendary Motor Knight is close to what I’d consider a prime example of how to do exactly that.  It’s not entirely there, and some bits and pieces are unlikely to change before it moves from Early Access to an actual launch.  But even those broken bits aren’t broken enough to make it an exercise in tedium.

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