Showing posts with label Retro. Show all posts
Showing posts with label Retro. Show all posts

Sunday, April 4, 2021

Primordia - Review

Point and click adventure games have always been proof of my inner masochist. Why else would I keep trying these games when I know beforehand that I have little chance of getting through them "legitimately"? Nostalgia is probably the best answer. Watching my mom play games like The Dig, Myst, Riven and puzzler Safecracker as a kid are some of my best video game memories.

So paradoxically to me P&C games have simultaneously always been a sure way to failure and a sure way to comfort. I love them, but I honestly suck at them. I tell you this because in all fairness I am the last person who should ever review a P&C game. I probably can't give you much guidance on whether the core mechanic of the game, the puzzling, is well designed or not. I am bad at them either way! But maybe there are some things I can tell you about Primordia, I am definitely going to give it a try nonetheless.


It all starts out when you, playing as the robot Horatio Nullbuilt, gets robbed of your ships power core by some seemingly random robot-brute who shoots you and leaves you to rust. Fortunately you're fine, and with your trusty sidekick Crispin in tow you set off to get back what is yours. Starting the game my first thought was "omg I love that voice. Who is that voice? Do I know that voice? I need to know who does that voice!". Horatio is voiced by Logan Cunningham, famous for doing a lot of voicework for Supergiant Games, like Bastion and Transistor (and more recently the very well received Hades). It's great, I love it and I could listen to Logan/Horatio all day long. Horatio has a master/buddy relationship with Crispin that reminded me a lot of the one between the Nameless One and Morte (also voiced by great voice actors!) in Planescape Torment. Crispin is sarcastic and witty and Horatio is always almost done with his sh*t. It works and it's funny. The part with a finger and a nostril had me giggle, I'm sorry but that is just my kind of humour.

Horatio has a broken ship. Is it his ship? Who knows.

Game mechanics in P&C games have come a long way from the Monkey Islands and Maniac Mansions of 30 years ago. Gone is the verb wall, now you just either look at something or act on it. This isn't something new so I won't delve too deep in to it, let's just say I am very happy for it as I feel it allows for a lot more focus on the puzzles themselves.

So to the puzzles then, let's give it a shot. Of course I had to use a walkthrough for some parts of the game, but surprisingly few for being me. Primordia does a great job at putting puzzles in front of you that will make you feel smart when you get them, but never angry because you fail. Reading a walkthrough when playing P&C games I some times think "ah I would've never gotten that one anyway". Never with Primordia, every time I realized my problem was that I had forgotten about some information I had received earlier in the game or a location I had visited earlier in the game. I wish I had written stuff down sooner! No puzzle was annoying and I really enjoyed cracking the 16 digit code towards the end. There is a surprising amount of what seems like Red Herrings too, having me try to break codes with the help of a random shopping list for instance and spending way too much time with the Sad Robot. Either that or I just missed a lot of content. I didn't mind this either, the solution to a puzzle always ended up feeling clear, and my problem was paying attention.

Robots don't mind waiting for Godot.

The story of course escalates quickly from "trying to get my thing back" to something like "trying to find out what actually happened with humankind and saving robotkind". The post-apocalyptic sci-fi setting is right up my alley and you get just enough tidbits of information about the world around you to get a comprehensive idea and yet know absolutely nothing about anything. What happened to the humans? Who is Horatio really? Why did they take his power core?! Funny thing is, I again see similarities to Planescape Torment, where people you meet some times seem to know more about you than you do and you have in fact existed in several versions before this one (which is information you get from the start but don't think about until later). The game sort of sets up for plot twists without particularly delivering any, but I like that. This time we don't get to peek behind the curtain but we're left with questions and curiosity for more. That way the characters manage to stay in my mind for longer after I turn off the game.

The game might be fifty shades of brown but the pixels have a lot of charm. The environments do their job at conveying dereliction without getting me lost or confused. I only once had trouble locating something important in a screen and that one was definitely on me. The character designs are as varied as their personalities. You'll meet robots in dispute over guardianship, robots who rhyme, robots who wait for buses... The background music is suitably ambient and also apparently impossible to find on Youtube unfortunately. You can get it on composer Nathaniel Chambers Bandcamp though.

I still want a drink at that bar.

It's not a long game. With some help from my internet friends I finished it at just over 6 hours. I can't decide if I wish there was more or think that actually, that just means it doesn't outstay its welcome. I am definitely more curious about the world and the characters, but the game keeps the puzzling tight with rare need to run all over clicking everything and trying to combine anything with something, which I think is where a lot of P&C games bloat their game time, at least when I play them. Getting around the map is super quick and easy, the game helps you keep notes on some essential information and the puzzling is as logical as it is going to get in these kind of games. If you like P&C games there is really no reason not to try this out - come for the puzzles, stay for the story and characters. You won't be disappointed.

Friday, April 17, 2020

Final Fantasy VII Remake - Thoughts On The First Few Hours

There are spoilers here.

Many years ago now... I first heard about them making a remake to one of my all-time favorite games - Final Fantasy VII. FFVII was my first real single-player game experience, though I did play it in the company of one of my best friends. Thus I have nothing but great memories of FFVII and have been dreaming about some sort of remake to the game ever since I first heard about remakes. I didn't really know what exactly I wanted the remake to remake, initially it was pretty much just the graphics that I thought needed "fixing" or that I would like to see in a more modern version. Pretty much everything else was close to perfect to me, the story, the characters (well, at least the ones I cared about, see below) and gameplay. I don't even dislike the graphics in the original game, I have a very soft and nostalgic place in my heart for the blocky 90's polygons, but I was curious to see what the game would feel like if everything looked more realistic and detailed.

Thank you!

For the longest time I thought it was all a pipe-dream. I heard rumours saying that they could never remake FFVII because the original assets weren't workable or even available. They would have to basically make the entire game from scratch and there just wasn't enough money in it (though I couldn't understand how that could be true since surely a remake of a game so beloved would sell well?).

Maybe it wasn't until Capcom showed the world how great a remake can be done when they released Resident Evil remake for the Gamecube that anyone actually thought that they could be worth the time and effort (to earn the money). Maybe a remake could actually add to the original experience by walking the fine line of nostalgia and new game with new technical advancements.

Either way it may be, SquareEnix at least decided to announce that there was going to be a remake and I was hype from the very first second. Hype enough to pretty much immediately invest in a ps4 although I had had zero interest in the console beforehand and even though SquareEnix hadn't even announced any kind of release date yet.

I couldn't fathom how long it would take them to actually get the game done and in the meantime I got a lot of fun out of my ps4 playing other games, so I definitely don't regret that buy anyway. I had already given up hope on FFVII ever making it off the drawing table when it seemed suddenly it was almost upon me.

How can you not love that?

The release date, a mere week before my birthday, seemed too much of a sign (not that I needed any signs!). It was finally coming, it was finally here!

I was betting on getting the game for my birthday but as there was a week between the release date and my birthday I realized I could be waiting a whole week for nothing if it turns out that wasn't actually part of my gifts. I had to ask. Turns out it wasn't part of my gifts so I immediately set out to buy it. The Deluxe Edition, of course.

A few, gruelling, days later I had it in my hands. I can not explain the amount of hype I was feeling, despite trying to calm myself as I knew more hype just increased the likelihood of being let-down.

I started it up (after almost an hour of installation) and started playing.

It didn't start out well since I for some reason chose to invert my camera and so couldn't control it at all as soon as I was out of the first cut-scene and on the platform by the train station. First thing I had to do was reload and fix the setting (since that early in the game I didn't have the menu option to do it yet). Fortunately it only took a few minutes and I was ready to go, again.

And what a beginning it was. Now, bear in mind I am only some four hours or so into the game so I am carefully very optimistic about what I have experienced so far and what it means for the game as a whole. There is still plenty of room to mess things up, but these first few hours have pretty much lived up to exactly what I envisioned my ideal FFVII remake to be.

I don't know where to start so let's just go with random thoughts.

The music. Love it and love that the rearrangements are close to the original. Why change a winning concept? The original OST is so strong and something that's strongly connected to the nostalgia of the original game. I am glad they didn't decide to change that up too much because every tune that I have heard so far has put a massive smile on my face.


The characters. The remake has managed to make me feel something not even the original could. I really care for Avalanche and Jessie, Biggs and Wedge. While I didn't feel indifferent to them before and thought it was a bit of a bummer that they end up dead, I am already feeling a great sense of dread and sorrow knowing what will happen to these great and funny characters, especially Jessie!

I used to never like Tifa in the original game and never used her as a party member other than when I had to but I've barely got to spend any time with her in the remake so far and I think she is great! I prefer fighting with her over Cloud!

I've dabbled with whether I prefer the Japanese or English audio and they're both good. For now I am going with Japanese however, only because the odd "eh", "ah", "uh"'s that Cloud does here and there work better in that language. I even think Barrett sounds better in the English dub, but they all sound good.

Overall, and I never thought I would say this because I usually prefer to play games without voice acting, this game has managed to make all the characters I have met so far a lot more interesting and alive than they ever were in the original.

Redeeming herself.

The battle system. I had heard they had changed it from the static ATB system that I quite honestly love about the original game. Back in the day when I first played it I didn't consider myself good or confident in gaming and the mere thought of real time battles made me break out in sweats. A fighting system that allowed me to take my time in making my choices suited me ideally.

I've played a heck-ton of games since then though and real-time battles are definitely not something I struggle with anymore (Dark Souls doesn't count...). I was very weary about the idea of changing the original fighting system and thought that could be the one big thing I wouldn't enjoy about the remake but so far... I love it!

It might help that I've just spent 100 hours with The Witcher 3 and that the battle system is fairly similar. It's a system I am familiar and comfortable with but I also think it is well designed and fun to use. It's not perfect though. I find it way too hard to spot when the enemies are using special skills so that I can dodge or block them, but that is also my only complaint this far in.

The world. Some set pieces are almost brick by brick recreations of scenes from the original game and I just squee every time I recognize a place. I remember exactly what they look like in the original and comparing them is so much fun. Looking up into the sky only to see a big slab of metal hanging over my head hundreds of meters up was also a very humbling and thought-provoking feeling, one that the original game managed to convey greatly without the ability to pan your camera but the remake made it really hit home with me.

So a few hours into the game and I have barely anything to complain about. So far it is exactly what I had hoped for and it gives me all of the nostalgia from the original while also infusing it with a new and fresh feeling. I am hoping they manage to keep it this good throughout, because then I am envious at myself for the absolutely amazing journey that lies ahead of me. (Seeing Jenova! Finding Vincent Valentine! Summons! Red XIII! OMGOMG).

Images from polygon.com,

Wednesday, November 22, 2017

Top 10 Best Games I've Played the Last 5 Years (Part 2)

And here is part 2 of my Top 10 list that you probably thought I had forgotten about by now! You can find the first part here.

5. Planescape Torment
Although I am a big fan of old CRPGs I often find that while they hold up storywise, they don't always gameplaywise. Because of that I can often be quite wary when trying them out, knowing that I am going to need a fair amount of patience (and sometimes googling) for the initial couple of hours to get acquainted with the somewhat outdated and sometimes unintuitive systems.

Those late 90's graphics *heart*

I barely even remember if that was an issue with Planescape Torment. Sure I had some minor gripes with some design choices - the fact that you had to rest to be able to gain back your spells for instance - but they all drowned out in the experience that was the Planescape. As "The Nameless One", aptly not only amnesiac but also immortal (which sounds like it would break the game, but it is very cleverly implemented), you wake up into a world that just barely makes sense to you, yet manages to keep you interested and invested throughout. You'll meet crazy and broken people along the way as you try to uncover more about yourself (sounds like The Witcher took a page from this). I hate the cliché "you have to experience it to understand it" but that is ultimately the kind of game Planescape Torment is. Words just don't do it justice and anything I could tell you about the stories or characters you encounter would spoil the experience. 

This game really has it all - great characters, great gameplay and a world you won't find anywhere else.

4. Deus Ex
Back when I was barely even playing PC games, my dad brought home a game for me and my brother he had received from a co-worker who had told him it was "really, really good". I took one look at the cover and decided it was not for me. It looked dark and kind of scary. Surely it would be too hard for me anyway.

The game was Deus Ex and years later I decided it was time to give this all-time classic a go. I was hooked from the very first mission. As JC Denton (who I keep misremembering as Fenton in my head) I absolutely loved to sneak, shoot and blast my way through the levels. I was amazed at the possibility to try out different solutions, allowing me to avoid danger or go in guns-a-blazing as it suited me. My jaw completely dropped to the floor when I was able to completely avoid a boss-fight by choosing the appropriate dialogue options. To me, this game was pure genius.

More beautiful graphics

It hardly made matters worse that the story was interesting but the amazing gameplay is what I would return for. I didn't love every level, I remember being quite creeped out by the huge water stage (I don't like swimming in water in games, don't ask me why) but I loved how clever this game made me feel (this is something in common with a lot of other entries on this list). The level design is nothing but brilliant and manages to make you feel like a master puzzle-solver without any big signboards displaying how and where you should do something. The game smartly leads you to find alternative routes if you are interested in looking for them and to give you the feeling you have outsmarted the game and its inhabitants. Few games adapt themselves as much to the player as Deus Ex and I think no two players will play it the same way.

3. Castlevania: Symphony of the Night
I can hardly say much more about this game than hasn't already been said. It not only started a genre, the Metroidvanias, but is probably without argument the best entry in said genre. I knew of this game long before I ever decided to play it, and it wasn't even my first foray into the Castlevania series (see Circle of the Moon in my previous post).

I think my only real reason it took me so long to get around to playing SotN, other than it being quite tricky for me to get hold of without having to live off bread and water for a month, was that I had heard so many good things about it that it started to intimidate me. I wasn't even really worried that I'd be disappointed with the game, I sort of knew that it was going to rock my world just like it had pretty much everyone elses, but I knew that once I had played it that was it. You only get one first playthrough of a game, and I wanted it to be special. I wanted to be able to get it all the attention it deserved, so I bided my time.

Maybe awesome graphics is what all the games have in common?

Then, it was finally time. I played it through (and recorded it here)* and yes - it is amazing. The gameplay, the setting, the MUSIC! I wasn't disappointed for a second (not even the clunky handling of items could sour my gleeful mood). Even the voice acting has become a classic. Not only was it a game so full of new ideas convened into an amazing package, it also showed game designers high on 3D graphics that pixel art and 2D games were nowhere near done being awesome and that some games needed to be in 2D to be at their best.

What really makes Symphony of the Night stand out from other games on this list is that I don't think you have to enjoy this genre to enjoy this game. It offers a more universal type of enjoyment and has a style that will always be unaffected by time, technological advances or changes in tastes.

2. System Shock 2
If there was one thing I would like to change about mysef, it's being such a scaredy-cat. Sure, I am quite capable at social situations but I am like a child when it comes to darkness and scary things like horror movies and games. One of the creepiest things I know is an illustration from Edgar Allan Poes "Masque of the Red Death" that I stupidly read as a child (if you click that link, don't say I didn't warn you).

So I scare easily and probably the most when playing games. I tend to get very invested and immersed and that doesn't help in the slighest when you think (or know) some ghoul is breathing down your neck. Unlike a movie I can't make it better by closing my eyes. Unfortunately this has kept me from fully enjoying otherwise brilliant games like Resident Evil and Silent Hill.

I am trying to change this about myself though, and one way to do it is to challenge myself to playing games that are just creepy enough to keep me on edge but not keeping me from playing. It doesn't hurt if the game is also really, really fun. System Shock 2 is definitely such a game.

Cyborg Assassin, probably the most annoying enemy in the game.

Firstly, it's not scary because it makes you feel too vulnerable or because the enemies you encounter are that freaky (compared to a game like Amnesia: The Dark Descent for instance) but because of the weird mood and atmosphere it sets. In this way System Shock 2 and the first entry on my list have a lot in common and you might find me saying similar things about them. The tension doesn't rise so much from the fact that you're pretty sure you're going to die any second, but that you just don't know what is coming around the corner. In System Shock 2 you start out on a space station, but towards the end you're in some sort of body, jumping on teeth and stuff? I don't even know and that's part of the fun. The twisted people you meet who try to kill you even shout things like "Forgive me!" as they try to bludgeon you to death.

Like I said, it definitely doesn't hurt that it has excellent gameplay with fun role-playing elements that allow you to tackle situations differently from playthrough to playthrough (that being said I've only played it through once, but I have watched LP's of it since). Good level design means you're rarely confused as to what to do and where to go, at least not long enough to leave you frustrated, and Shodan is one of the best villains in video game history of you ask me (too bad she has a pretty lackluster boss fight). It will drown you in sinister and eerie, but always keep you curious and wanting more.


1. Thief: The Dark Project
So here it is, the game that has left the most scars memories and that I keep returning to in my head over and over - Thief: The Dark Project, that is the original and not the remake that came out a couple of years ago. I mentioned that it's similar to System Shock 2, and that goes most prominently for tone and atmosphere. Gameplay wise they're not overly similar, whereas SS2 allows you to be sneaky if you want to, there is also a lot of room for going around guns-a-blazing if that is your cup of tea. In Thief however, staying in the shadows is essential and I found this game very trial-and-error heavy. Never have I played a game that made trial-and-error so much fun though. Just timing going around a corner, sneaking into a room, shooting a moss-arrow at the right time - everything has to be perfect if you want Garrett to survive the harsh world of "The City". 

Sometimes you're not entirely sure what you're fighting.

The story is ominous, it starts out light-hearted enough with you getting a mission to steal some nicknacks, but soon you find yourself trying to avoid zombies and monsters. There are factions to ally yourself with and demons to destroy. It all sounds convoluted, but Thief has some of the slickest level-designs and densest feeling worlds I've experienced. Every second is a delight and I can't ever remember feeling frustrated or cheated - every failure was my own. 

In fact the game weighed so heavy on me that it was almost like running a marathon every time I sat down to play it. I really had to mentally prepare myself for the all the concentrating and quick thinking I was going to do, to me this was far from a game you can play around in leisurely. There is a reason I have been very hesitant about getting started on the second game even though I enjoyed the first one so much. But it was all worth it because of the overwhelmingly rewarding feeling you got when you got through a mission. 

This game is pure brilliance, even though it (just like SS2) gets very weird towards the end. Overall though, it's a must-experience game in my book.

Saturday, December 17, 2016

Retro Thoughts - Star Control

Retro-Thoughts, in which I try out one of the many games I missed out on during my youngers years and give you my thoughts on it. This time it is... 

Star Control!

What did I know about Star Control before trying it? Absolutely nothing. Well except that it's categorized as an "adventure" game and takes place in space. Which I guess I could've guessed from the title really... I always check a bit of gameplay and screenshots before purchasing a game, sometimes even a metascore if it's a newer game. I got Star Control on Gog.com and they've bundled it with Star Control 2. Now, after having tried the first game, I realize that it is not entirely clear whether the screens on gog.com are from the first or the second game, but I guess they are rather the latter. Graphically they're very similar but I suspect that gameplay-wise they're not.


Just looking at Star Control I wasn't entirely sure if it was my cup of tea. I liked what I was reading about it, if you've read any amount of posts from me before you might've seen me mentioning Escape Velocity, a "space trading and combat simulator" game as wikipedia puts it. I love Escape Velocity and thought Star Control sounded a lot like it. Looking at it however it was verging on the style retro-graphics that I can handle with a bit of overenthusiastic coloration and everything being just too close up or too pixelated to really make out what I am looking at. But as I very rarely let graphics alone get in the way of me trying a game out that otherwise sounds like fun, I decided to give Star Control a spin.

So I started it up and immediately had no idea what I needed to do. With older games the first thing to figure out is always what keys to use, because it's rarely the good old "WASD"-configuration. I say "good old" but back in the day it seems like each game used their own setup of keys and holy macaronies am I happy that is no longer the case. I did manage to get my ship... err wait a sec, ships? Am I playing two ships at once here? I don't get it... well anyway, I did manage to get them both to fly around and shoot stuff, but had no idea what to do beyond that. Was I supposed to kill the other ship? Is Star Control a multiplayer game?! Why had no one told me!

Pew pew! Ok... now what?
That seems to be the case so after aimlessly flying and shooting around for a bit I decided to try out one of the other game options. As I assumed "practice" was the same as "melee" I looked at the last one. Oh wait a minute, no need to worry - "Full Game" is right here, surely this is where the actual game is located. I start that up and... I have even less of a clue of what is going on than before. At least in the melee and practice option I thought I knew what to do, although it seemed rather pointless for me as a single player. But now I am looking at a screen with a lot of dots floating back and forth and I guess one of those ships is supposed to be me? I've got a couple of menu options like "move" and "mine" and "fortify" so that sounds promising at least, that sounds like I've indeed come to the adventure or possibly strategical part of things.

At first I try to actually give things some thought. I try to figure out what could be a good move? Bearing in mind I have literally no clue what the objective is or barely even what I am looking at, my trying to think things through doesn't actually produce much in terms of results. I move my ship around a bit, fortify some things and mine some things. Then I move my ship back. Then up again. More mining and fortifying. Sometimes I get a message about something, but it doesn't seem to make any difference because I keep moving my ship around the dots without anything else happening. Whatever is supposed to happen isn't and I really don't understand what is going on. Unless this is the game? Maybe this is what is supposed to happen and I am winning! But I can't tell.


I sigh... Star Control seems to be one of those retro games that people have a very fond memory of, and I don't doubt that it is a good game. If you can get to it. Star Control is a bit blocked off by distance, and by that I mean distance in time. Being released in 1990, for a computer game especially, Star Control is pretty old and from a time when conventions like explaining the game in-game weren't in place yet. A game like Star Control feels like you pretty much have to read through the manual to get a hang of and probably also be in the mind-set of really old-school computer games, they were just crafted differently back then - for better or worse. For me and in this particular case, the bar was too difficult to get over and I quietly uninstalled it again after about an hour of finnicking around with it.

Star Control left me feeling left-out, too young to understand a game too shaped by its time. Maybe I needed to give it more time, but if one hour of poking around didn't make me one bit smarter I think I am a hopeless cause. Star Control and me didn't click, and in a time when there are so many other games wanting my attention, it's very difficult to sit around for too long with one that gives me a very cold shoulder. It made me no less interested in trying the sequel however, rather the opposite! Star Control 2 also boasts a rather awesome soundtrack so I am definitely looking forward to trying that out.

Sunday, October 2, 2016

Character Creation and Identification

Now since I am playing a new game every now and then, I've come across a feature in gaming that I realize the developers have put a whole lot of effort into, and that I really couldn't care less about. I am, of course, talking about character creation, and specifically the looks of your character (as opposed to the stats of your character, which I care quite a lot about). As I started playing Dragon Age: Origins recently and I yet again only clicked "random" and "done" on my character, I took some time to think about it. Do the character looks matter to me at all? I tried thinking back to different games I've played where character creation was a thing, and the only time I could remember ever caring about it was in World of Warcraft. But then I wasn't so sure anymore. Was it really that simple for me? Is there no part of the character that is important to me, and in that case what and why?

Thinking back to early 90's and even before then, I hardly consider the characters even relatable. I don't think of Mario or Sonic as characters as much as a tool or prop I am using to get through the stage. Maybe this is the reason that many characters from this era have some really far-out character designs - like Plok, Chuck D Head, Dynamite Headdy and every animal in the animal kingdom. The games were then often designed to fit those characters. And eventhough character creation in terms of stats had been around for a long time, in terms of looks has only been more common fairly recently.

I think he/she is supposed to be laundry.

It's almost always been limited to role-playing games, and it makes sense. RPG's are the games where the creators want you be yourself playing someone else, hence the term "role-playing". In this way character creation is about identification, either about identifying with the character you're playing because they look like you or because they look like someone you want to be within that game. Sometimes these decisions have actual practical outcomes within the game and I realized that for me at least, that was by far the most important factor for deciding what kind of character I wanted to play.

Back when I started gaming, being able to identify with the character I was playing meant having to accept I was playing as someone who looked nothing like me. As a white female there were few games that allowed me to play as a character where I could pretend she was me (Perfect Dark and Lara Croft comes to mind, none of which I've actually played) and I just never did. Even removing all the games where anyone would have trouble identifying themselves with the main character (like the above-mentioned games) there were plenty of role-playing games (and still are) that don't offer any choice. I got so used to it that I stopped thinking about it and thought that is not even an effect I am after when I play video games, the same way I don't look for that effect when reading a book. I can get immersed in the story, sure - so much that it really deeply resonates with me. But I really didn't need to feel like I was the main character for this to happen. At least not until recently.

Definitely recommend Divine Divinity.

But let's linger in the 90's for a bit longer, even early 00's. The vast majority of games I played had a male, specifically a white male, as the main protagonist. I don't think it ever bothered me. Because the story was told to fit that character - think Final Fantasy, Deus Ex or Thief. I got so used to this that even at first, when I suddenly came upon games that had a choice, I chose to play as a male as long as the gender had no further impact on the game. When I played Divine Divinity I played as a male. When I played Diablo 2 I chose solely based on class and didn't care about gender. Same thing in Geneforge. Being used to only think of the character as a tool it took me a while to identify with it and I still don't really care when I play older role-playing games.

But then came the character-interaction heavy games, like the before mentioned Dragon Age, or games like Mass Effect and in a similar-but-different-sense any MMO really. Either I have to interact with other players or with other characters in a character-developing-social-kind of way I realized that I wanted to play as a female. Suddenly, when characters were interacting about anything from their favorite wine to whether to get all smoochy, I felt like doing this in a gender I didn't identify with would feel odd somehow. I know I can do it, and will have to do it in games like The Witcher for instance, but given the choice I definitely prefer doing it as a female.

Morrigan gets on my tits though, and not in the good way.

I had this thought initially in WoW as well. All my first characters were female, I guess so that players around me would now that I was also female. Funnily enough, eventhough anyone can choose any gender for their characters, I found that female characters were treated differently from male ones. After I had played the game for a while I lost all interest in representing my gender in my character and went with whichever had the best fighting and casting animations (male tauren is so much better than female tauren for instance and female orc wins over male orc any day). But in games that are dialogue-heavy this still matters to me. I have no idea if it would even if I knew the dialogue and options would be exactly the same between the different genders however.

One could ask the question why? Why do I need to interact "as a female" in a game just because I happen to be one? Of course it has to do with relatability, but since most female dialogue and interaction is also written by men (just my guess), I am in fact ending up playing a male interpretation of a female anyway. I don't want to make this a big discussion about gender differences, but in games they generally are very few and only stretch so far as to whom you can date (some games have even removed those restrictions, thankfully enough). So why do I feel slightly more comfortable doing these social interactions looking like a girl? Especially since it doesn't seem to bother me in other situations? Is it just so I can come on to the male characters if I want to (and I rarely want to anyway)?  I honestly have no good answer to these questions but I think they are interesting because it really comes down to how we enjoy games. It's just something about what feels right.

It's impossible to convey in a picture how awful the 3rd person view is.

Looks still holds no importance to me however. When it comes to looks I seem to be able to identify with anyone. In fact I played as a black character in Fallout 3 and was thrilled to see that my "father" had my looks. At first it confused me because the only father-character I had seen in trailers and the like was a white male so I was very pleasantly surprised to see that Bethesda had taken this part into consideration when giving you free hand to create your character's looks. In hindsight it is obviously perfectly logical.

So I thought maybe the looks of a character doesn't bother me at all because I know that no matter what I make my character look like, the game will treat me the same. In fact many games, Fallout 3 being among them, you are given the option to put a lot of time and effort on your character, only to find you won't even see them that often (unless you play in 3rd-person view, and in Fallout 3 you really don't want to). I spoke to a guy who was playing Destiny, if I remember correctly, and he told me he had spent up towards and hour on his character, only to find it looked exactly the same as everyone else once the armor came on. And generally, the armor stays on.

I know people to whom character creation matter a whole lot and who spent a lot of time to make their character look just right.  I wonder how they feel about playing games where there is no choice as to what your character is going to be. I guess I have a more pragmatic look on it where I only care as far as it will affect my gameplay (this is why I loved playing as Oddjob in Golden Eye). I'd like to think that gender is only important when it affects gameplay. But then I remember that I always choose to play as a female in Pokémon (ever since the option was introduced at least) and in that game the gender truly does not matter. And then I think that maybe I thought I didn't care about having to play a guy because I had to stop caring, because if it bothered me too much there wouldn't really be many games out there for me to get enjoyment from. I truly loved Deus Ex and Thief, but I can't help thinking that I might've enjoyed them a little bit more if I got the option to play as a female.

Sunday, September 25, 2016

The Newbie-Friendly Games

This week my son has been a bit sick - right between being too sick to go out and play and not sick enough to just try to sleep it all away. Short story, we've spent a couple of days just playing indoors and after a while the idea to play some video games popped up. I let him choose freely and he tried some Mega Man and Decap Attack among other things. He didn't get passed the first enemy in Mega Man but got a bit further in Decap Attack, almost to the end of the first stage. Watching him struggle with different elements of these different  games, as I have seen him do with games like Yoshi's Story as well, it got me thinking to what makes a game more or less difficult, or more or less newbie-welcoming for lack of a better term.

I am mainly talking about more classic "character-controlling"-games where you move through a level trying to avoid obstacles and enemies, I guess you can call it platforming games. I am curious on a personal level because I consider myself quite shite at platforming games and only end up having fun with the more lenient ones. I know nowadays there are games that are actually aimed at "newbies" or people with very limited skills, time and/or experience with gaming. Nowadays there are countless games in which it is, for example, impossible to have your character die (I think for instance the LEGO games belong to this group). And with the surge of mobile-games things have gone to an even more accessible level. But what was it like 20 years ago?

Nevermind that it's a dead guy throwing his own head...

I am part of a video game group on Facebook and I decided to ask the members the question about what classic games they thought would be accessible to a child nowadays. The response was pretty big and I got suggestions with everything from Turtles in Time to Toejam & Earl to Rocket Knight Adventures. I hadn't really clarified the age of the child, and there is obviously a big difference between someone who is 4 and someone who is 9 (which might explain why someone suggested a fairly difficult game like RKA). But I think a newbie is a newbie and will struggle with similar things regardless of age. We're talking about someone who has the interest, but maybe lacks the motor control, cognitive awareness and experience with general gaming rules.

Now, my son is barely 3 so he's obviously on the most basic level of gaming. Watching him play is fascinating, because he learns quickly, but what lacks him is the ability to do things simultaneously (mostly because his small hands can't grab the controllers properly) and the cognitive awareness to react in time. He also just doesn't know some of the rules of gaming that I at least take for granted - lava and pitfalls will kill you for instance. In fact, just that the fact of dying is something to be avoided is something he hasn't grasped or at least doesn't care for, yet. He will gladly fall down a hole a hundred times (and why not, there's no law you can only play games a certain way!). He also lacks the ability to distinguish what on the screen is bad for him and what isn't (admittedly, so do I in some games) and has to trial and error his way forward. But I imagine this is what an adult with no prior knowledge of video gaming would struggle with as well, at least to some extent. When he plays I try to avoid telling him what he should do, but only tell him what he can do, and let him experiment on his own. It can be frustrating to watch sometimes since I am primed to tackle the game a certain way and he definitely goes outside of those perimeters, but as long as he is having fun it's all good.

Since I didn't really grow up with video games myself I have little personal experience of what it was like trying to grasp the games of 20-30 years ago. The few games I did play I was truly very bad at and never got far, but since I didn't own them myself I have no idea if I would've kept at it and eventually gotten better. That is what happened eventually, but I was in my early teens at that point already. A lot of people in the FB-group suggested that back then there wasn't much option, you had to keep whacking your head against the brick wall or not play at all. Of course, this will slowly allow you to get better at all of the above things - rules, reaction time, awareness, simultaneous button mashing and so on. But I also believe some games were so relentless that you hardly got anywhere before you were stuck and that didn't allow you to learn much at all. The bf told me he could never get passed the first stage of Revenge of Shinobi until he was an adult, so I guess that game only offered a very limited learning curve. So back to my original question then - what games were the best at easing you into and allowing you to learn these things 20-30 years ago?

I guess he lacked these skills. Noob.

After watching the son struggle with different games I got a general idea of what was "required" of a game to be more newbie-welcoming. For instance, some games have enemies pretty much straight off the bat that are also fairly difficult to hit. Mega Man is a perfect example. You move three steps and you immediately get a flying enemy that swoops onto you (assuming you choose Cutmans level which is the preselect).

That segways straight into the next difficultly - the amount of different movements you need to master early on to be able to move on. Is it enough to just run and occassionally jump, or do you need to be able to run and attack at the same time? Do you need to jump over pitfalls? Climb ladders? Jump between narrow platforms? Jump between narrow platforms while avoiding enemies? Cutmans level is another good example here, because not only do you have a swooping enemy attacking almost immediately, but you also need to jump or climb to move further into the level.

No one likes swoopers.


And a lot of this also boils down to how much reaction time you are allowed. That first enemy in Mega Man wouldn't be so difficult if it moved really slowly (and if it didn't swoop! I mean wth).

So let's look at some of the suggestions that were given to me and see how their respective first stages (or early parts) stack up on my newly minted newbie-friendliness scale from 1-10, where 10 is "No Sweat" and 1 is "No Chance";


  • Sonic - My issue with Sonic is the control, it's sluggish and unpredictable. I know Sonic fans think it's awesomely rad, but for someone trying to learn controls for the first time this is just an unecessary hurdle to get over. Otherwise a fairly friendly game. The fact that you can simply jump on enemies to kill them is a very nice touch. 7/10
  • Toejam & Earl - I haven't played this much myself, because frankly I think it's quite boring. But nevertheless, the first couple of stages of T&E are very newbie-friendly as they basically only require you to walk around and look for stuff. The game progressively introduces the player to new elements and no doubt becomes pretty tricky by the end, but until then I think it looks like a great game to get started with - if you have fun with it, unlike me. 8/10
  • Spyro - I'm not sure how much you'll be able to accomplish if you don't grasp the goal of the game, but it does allow you to run around fairly unhindered and just have fun and explore and there is nothing bad about that. 7/10
  • Yoshi's Island - I consider Yoshi's Story to be one of the most newbie-friendly games out there, it's predecessor Yoshi's Island is a whole nother story however. The first stage has some fairly difficult platforming to get passed and I know it only gets harsher from there. 3/10
  • Ecco the Dolphin - Yet again a game where the goal isn't too obvious (it's not just "get from left to right") and eventhough you can just swim around for a bit there isn't much to do unless you get good at avoiding enemies and obstacles. 4/10
  • Donkey Kong Country - The first stage isn't too fast paced at first and doesn't have too many pitfalls, it does however have many and differing enemies. Then it gets pretty difficult half way through where you have to climb ropes and get thrown across the screen. And we all know DKC overall is nothing for the faint of platform-hearted... 3/10 
In the end, Yoshi's Story still stands as the by far most newbie-friendly platforming game I have come across from pre-2000 but my quest continues (with my son as a guinea pig, as long as he's up to it). Any suggestions?