Andromeda is about as good as the original Mass Effect and thatâs not good enough.
Been thinking about Mass Effect and Bioware games in general. Ultimately, I think Andromeda is comparable to the original. It's hard to gauge because of familiarity, time, weight of expectation, yadda yadda yadda, but I think Andromeda is about as good.
And that's fucking awful. Where's the progress? Sure the shooting is better, but if I was playing for the shooting, I'd play something else. BW should make dating simulators, because character stuff is the only thing they're good at.
RPGs are so damn stagnant right now. Fallout 4 had some nice mechanical bits and bobs, good environmental storytelling, Â but in terms of RPG stuff, it was a huge step backwards from New Vegas.
The old "look to the indies for innovation" chestnut just turns up a bunch of attempts to recreate old Bioware/Black Isle games. Torment took pretty much everything innovative from the Numenera mechanics and tossed it out the window to squish it into generic CRPG shape.
The last couple of Shadowruns at least managed to step away from the template a little in terms of structure. Having a neighbourhood as your base and keeping the stories grounded there is refreshing after so many jet-setting adventures. The fixed locale was one of the things that made Dragon Age 2 the most interesting entry in the series. It's a shame the game was so rushed, because more resources in that area could have made it something special.Â
Ultimately, I think the major issue is that they're all laser-focused on murdering everything. Sure, there may be stealth or talky options, but they're an aside, a temporary relief from the violence. All of the best RPGs I've played recently have been ones that shifted that focus, however slightly. The Witcher 3, for example, has a huge amount of filler fisticuffs, but the bulk of the actual missions are investigation and hunting. It's subtle, but it feels fundamentally different from being dumped in a location with a bunch of things to kill and some objective at the end of the clearly-marked murder maze.
Heck, the Souls series, which is about as fighty as you can get while still being vaguely RPG-adjacent, feels more like a dungeon-crawling RPG experience than any isometric RPG of late because the exploration of the dungeon, player awareness and so on is so vital. But folks don't recognise it as "gameplay" because there are no buttons to push.
Shadowruns Dragonfall and Hong Kong, despite really simple, stripped down mechanics, actually feel like tabletop Shadowrun because the missions are about your team going after set objectives in heist-like scenarios and the shooting is the result of everything going hilariously wrong.Years ago, one of the RPS crew called Mass Effect "Guns and conversation" and they nailed not only ME, but so many RPGs. Some dialogue and a moral quandary at the end of a bunch of pre-ordained murder doesn't make an RPG. Yes, it is about player choice, but it's about player choice in how they deal with situations, not about whether they're gonna be an angel or an arsehole at the end of the killing.
That's what I want to see RPG devs doing. Using the latest shiny tech to give players a bunch of interesting options in how to deal with situations in interesting environments. Where are the games that do what Vampire: Bloodlines, or Fallout: New Vegas did, but better?
I was gonna write a toot on Mastodon, but it turned into seven, so I compiled them here.
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A couple of years ago, an utter fucknugget of an editor made infamous by his pathetic GG face/heel turn accepted a listicle pitch from me for an insulting amount of money and decided to cut communication after Iâd written the fucking thing. I didnât think it was very good anyway, and Iâve lost the hilariously bad âshopped screenshots I prepared for it, but I thought Iâd post it for shits and giggles. Enjoy!
Collecting stuff has been a cornerstone of gaming since Pac-Man munched on fruit and somewhat dubious âpower pills.â We grab various items to restore health, fuel special powers, increase our score or sometimes just for cheevos, as the cool kids say.
We're so conditioned to collect dozens of random items in games, that we never really stop to question why we're picking up all this crap and whether or not it makes any sense. Where do these things come from? Why are their so many seemingly-valuable objects just laying around? What makes those coins float?
Fear not, gentle reader, for I have delved into the mysteries of video game collectibles in search of answers. These answers I will now present to you through the media of words, maths, badly hacked together images and interpretive dance. Maybe not the last one. Ladies and gentle men, please allow me to humbly present for your edutainment, FIVE UTTERLY RIDICULOUS GAME COLLECTIBLES!
Gold Coins â Super Mario Bros
You'd think gold coins would be a good, sensible, solid choice for a collectible. Coins are, by their very design, portable in large numbers and gold is an inherently valuable metal. Super Mario Bros manages to totally miss the point of coins by making coins as big a human being and utterly failing to let Mario exchange them for any good or services.
Look at that screen shot. LOOK AT IT! The coins are as big as Normal Mario is. Thanks to the wonders of mathematics and crappy movies, we can work out roughly how much one of them must weigh. A round coin is a squat cylinder. Mario is the height of one (late, great) Bob Hoskins, which Wikipedia tells us is 168cm, which gives us the diameter of the coin. Halving that gives us a radius of 84cm. Looking at the screen shot, I estimate the thickness of the coin as roughly one-eighth of the diameter, which gives our cylinder a height of 21cm. We calculate the volume of a cylinder as pi x r2 x h. Plugging our numbers into this formula gives a (rounded) volume of 465508cm3.
Some Googling gives us a weight of 19.32g per cm3 multiplying that by the volume gives us a grand total of 8994kg. Per coin. Which, according to some scrap gold site I found, is worth over three hundred and sixty million US dollars. Yes, I typed it out in words. I think it has more impact like that.
Final verdict? Gold coins are great in theory, but when they're impossible to carry and you have nothing to spend them on, not so much.
Hearts â Legend of Zelda
Hearts are another classic video game collectible, but the Zelda series stands as the most notable example of their use. It seems pretty simple; you kill something, pick up the heart and get some health back, but let's stop and think about that for a minute.
I don't know about you, but the only heart I routinely carry around is in my chest. And the only conceivable way of getting any kind of health benefit from a heart, would be to consume it for nutrition.
Yep, that's right. Whenever you pick up a heart in a game, you are carving open some poor creatures chest and EATING ITS HEART! Link isn't such an innocent little kid any more, is he?
The thing is, it's not such a bad idea. Sure, eating food, contrary to popular video game belief, isn't going to miraculously heal stab wounds, but if you're going to butcher the fallen for sustenance, the heart isn't a bad place to start. In fact, internal organs are some of the best bits to eat, nutritionally speaking. Maybe Link should go for the liver and kidneys as well.
Hearts â Castlevania
Yes, this a second entry about hearts. Yes, it's entirely intentional. Why on Earth does Konami insist on using hearts for sub weapon use? It's against the laws of gaming! It makes no sense whatsoever!
Chowing down on the ticker of that dude you just killed may seem kinda gross, but at least there's some logic there. Can anyone explain how hearts, gathered from candles and other light sources, translate into more axes and daggers? The only possibility, as far as I'm concerned, is that the Belmont Clan and Chums conceal an army of tiny pixies within their clothes, pixies who produce an array of weaponry when fed on the still-warm hearts of the living.
Whatever the reason, Konami's stubborn insistence on being different to everyone else makes them the Walker's of the video game world. Castlevania's use of hearts for non-health reasons is a violation of the natural order akin to putting cheese and onion crisps into blue packets instead green and an affront to the gods themselves!
Gold Rings â Sonic the Hedgehog
We've already established that collecting large chunks of gold is pretty impractical, especially when you have nothing to exchange the gold for. Sonic's rings make a little bit more sense than Mario's coins, but only because they're actually smaller than he is and I'm sure he could lift one or two.
What makes the rings ridiculous is their properties. Usually, in Sonic's world, bumping into someone is immediately fatal. However, this can be avoided by having at least one gold ring in your pocket (or shoved into a glove, or in a sock, or...y'know, I really don't want to think about where a virtually-naked hedgehog keeps those rings. Let's move on.)
So, instead of a the touch of everyone else meaning instant death, you're thrown back with a surprised expression on your face, spontaneously spewing gold rings everywhere, and then have to scramble around to pick them all up before they disappear.
Just imagine walking down a busy street under these conditions; people collapsing as they brush shoulders with each other. The lucky, ring-holding few surviving that first contact, but then having to desperately grab one of those sweet, life-saving rings before they all disappear.
The exchange of rings at a wedding? Hilarious!
Medkits â DOOM
Let's forget about eating hearts and giant gold coins, we're going to finish this up with something a little more down to Earth, a little more realistic; the humble medkit. While medkits have appeared in hundreds of games, we're going to go to the father of the FPS, DOOM. (Pedants, I know what you're thinking; Wolfenstein 3D was around before DOOM. It's true. But DOOM really kicked things off. Wolfenstein is more like the grandfather of the FPS. Which I guess makes Duke Nukem 3D the weird uncle of the FPS, the one who seemed really cool when you were a kid, but now you're older he's just creepy and inappropriate, and you don't know who's changed, you or him.)
Medkits. Boxes of miscellaneous, usually unidentified medical supplies which restore your health. Seems sensible, right? WRONG! Firstly, there's the whole concept of your physical well-being reduced to a percentage. Forget having to treat different injuries, it's all the same thing! Gunshots, acid burns, your entrails having been dragged out and partially consumed by a demon; all a matter of numbers.
Then there's the time factor. I don't know what's supposed to be in those medkits, but not only do they deal with any injury, they do so instantaneously. And all you have to do is pick them up. Your average FPS has a military background, so we can assume that they've had basic first aid training, however I'm not convinced that covers self-treating a fireball to the spleen. If it does, I've definitely been to the wrong first aid classes.
Magical, insta-healing boxes which treat everything with no real medical training are a great idea on paper, but they would really ruin medical dramas.
âHouse, we've already done the diagnosis, the patient checked her HUD, she was on 17%. Treatment? Already sorted, we gave her a couple of medkits, she's fine, we sent her home. I'm not sure why we keep you around, you insufferable misanthrope. Go home and play your bloody piano.â
If medkits were real, House would just be a miserable, middle-aged drug addict with a stick and that's not a world I want to live in.
The North is solidly under the control of the Overlord, and now they turn their hungry gaze South to the Tiers. The Overlord's armies are strong and the fractured Southern nations are unable to unite, even in the face of certain doom. This sounds like your typical RPG plot, and it is, however the whole conquest takes place during character creation and instead of being the plucky adventurer destined to save the world, you're one of the jerks doing the conquering.
Right, time to get the fantasy jargon, which Tyranny is surprisingly light on, out of the way. Kyros the Overlord is the Big Bad. Their most powerful servants are called Archons, who are way more powerful than your average mage, but not on the same level as Kyros. Tyranny casts you in the role of a Fatebinder, a sort of judge/adjudicator/trouble shooter in service of the Archon of Justice. An uprising has occurred in the Tiers and the two Archons who are supposed to be taking care of it are taking way too long. You've been dispatched to sort out whatever is causing the hold-up and get the war machine chugging along again.
Imagine Palpatine sending a hand-picked agent to ask Darth Vader and Grand Moff Tarkin what the fuck they were playing at and why the Rebellion hadn't been crushed yet. And to smack Vader with a rolled-up newspaper whenever he got a bit too choke-happy. That's your job. You're competent and well-trained (you can even *gasp* READ!), but have no real power beyond the threat of who you work for, which makes your encounters with the Archons suitably tense. You feel like Theo Rossi in Luke Cage and it feels gooooood.
It's a great premise for an RPG, and consistently well-executed. Lean and focussed, every plot line and side quest feeds into this Evil Empire Middle Management fantasy. There's no bloat, which is remarkably refreshing at a time when it seems like every major RPG franchise has felt the need to strap on huge, bland and largely pointless open worlds. When I completed my first play through, I completed every quest given to me and thoroughly explored every area. None of it felt extraneous and there was none of the usual ludonarrative dissonance that comes with picking fifty flowers and fetching someone's laundry when the fate of the world is in your hands.
This tightness translates into a relatively slight completion time of around 24 hours. It's still a hefty time investment compared to most games, but it's considerably lighter than Bioware or CD Projekt's latest offerings. It's an RPG that you're going to be able to finish, which isn't just a boon for people who don't have the time or inclination to plough dozens of hours into a single game. The manageable length means that replaying the game isn't such a daunting task, and Tyranny is a game you're going to want to replay.
Tyranny's tight focus allows for a great deal of freedom of choice within your appointed role. Even before you've left character creation, you're making decisions that will effect your entire game in profound ways. Entire settlements change hands, fame and infamy are gained, characters you don't even know exist yet will come to love or despise you. This doesn't just result in small changes, but recontextualises entire quests.
One simple mission involves a guy called Gino who has witnessed some Disfavored soldiers being naughty. You talk to him, find the evidence that holds up his story and decide what to do from there. Typical RPG stuff. What changes is how you encounter him. If the Disfavored are controlling the town, which is based on a decision you make during character creation, Gino is in hiding because there's a bounty on his head for a crime he didn't commit and you're asked to bring him to justice. If you left the town in someone else's hands, the Disfavored don't have that authority, so they've spread vicious rumours instead, and Gino himself asks for your help getting to the bottom of the matter.
Giving the player a specific role, but great freedom within that role isn't new to RPGs, but Tyranny takes the concept further than its peers. It's comparable to Mass Effect allowing you to favour the Asari over your fellow humans, or to tell them all to go screw themselves and work for Saren instead. It's not afraid to thrust hard decisions on you and force you to live with the consequences, or to cut off certain options before you even know they're available. There was an entire region (out of four) that I wasn't able to visit during my first game. When Tyranny tells you âNo!â it's always because of your actions and that makes all the times it says âYes!â even better.
Under the hood is a robust reputation system that builds on the one Obsidian developed for Fallout: New Vegas. Your positive and negative reputation with every faction and major character is tracked separately. Do you inspire respect or hatred? Are your followers there out of loyalty or fear? You're not going to be able to make everyone love you, even the ones who are supposed to be on your side. If, like me, you tend to try for solutions that make everyone happy, you're going to be disappointed. Deliciously, delightfully disappointed.
While Tyranny is about being the bad guys, it's not the puppy-murdering, mustache-twirling pantomime villainy available to you in, say, Knights of the Old Republic. You're an agent of a colonial power who is just doing their job. Sure, there are depraved killers to be found, but there are also plenty of nice, likeable folks who are proudly bringing Kyros' Peace to the squabbling, uncivilised South. The epitome of this is the Archon Graven Ashe, a large, bearded general who genuinely loves and cares for his troops like family, while simultaneously endorsing scorched earth tactics and being really, really racist. He's manifest destiny personified and given a really big mace. The evil in Tyranny is rational and normalised and frequently mundane, which is why it's frighteningly, uncomfortably realistic, and indeed timely, in this trash fire of a year.
It would be easy for Tyranny to fall into the trap of trying to be deep while being full of horrible bigoted fantasy tropes, however Obsidian have deftly avoided this. There's no guff about whiter-than-white elves being discriminated against and no reliance on fantasy races or nations being stand-ins for real world oppressed groups. While visual character customisation is limited, the skin tones and portraits available are nicely diverse and there's even a small selection of body types, although more variety here would have been appreciated. NPCs are similarly diverse, with the egalitarian North and kinda-matriarchal South coming across with plenty of women in positions of power and martial prowess. I didn't spot any trans characters, however other LGB folks are well-represented and homosexual relationships and marriage are clearly no big deal in the setting.
While my usual caveat of being white and thus not exactly qualified to speak on matters of race stands, I feel that Obsidian have done a sterling job on the representation front. Instead of avoiding these issues by defaulting to straight, white and patriarchal, Tyranny allows players to be themselves and see themselves without having to deal with discrimination. As a queer woman, this is what I feel the standard approach to fantasy settings should be.
Combat is where Tyranny lets itself down. It's routine, there's too much of it and it's entirely unavoidable. It's far from the worst example of Baldur's Gate-style real-time-with-pause combat and I'm quite taken with the underlying mechanics, which it shares with Pillars of Eternity. Even the worst-paced dungeon sections in the game don't come close to the interminably slog of Dragon Age's Deep Roads. However, after playing Age of Decadence (which I couldn't help but think about during the game, thanks to the similar Roman-esque setting) and revelling in being able to talk or sneak my way through the entire game, it all feels rather forced and unnecessary.
It's also kinda dull. I'm no fan of this kind of RPG combat, preferring the extremes of turn-based or full on action, and tend to play games in this style on the easiest difficulty in order to speed through them. I still found myself turning up the difficulty to normal early on in order to avoid boredom, and if I'd been particularly wanting a challenge, I would have had to crank it up again towards the end of the game. While I'd like to have seen better non-combat options, it certainly isn't a deal breaker, and the pacing of fights, puzzles and NPC encounters are generally good enough to avoid boredom, even on repeat play throughs.
In spite of these flaws, Tyranny is an incredibly well-crafted game. While early Obsidian titles had troubled developments and a not-entirely-undeserved reputation for being buggy and unfinished, Tyranny and its brighter, more conventional sibling Pillars of Eternity ooze experience and craftsmanship. As much as I love the scope and flash of RPGs developed by the likes of Bioware and Bethesda, they're very much weighed down by the expectations of AAA game development and I'm glad that Obsidian have the freedom to create such a thought-provoking and engrossing game without having to worry about budgeting for all those fully-voiced and animated conversations.
It saddens me to say, then, that I'm left feeling Tyranny is destined to become an overlooked gem. Even the majority of RPG aficionados I speak to have barely heard of the game. I foresee many âYou haven't played Tyranny? You really need to play Tyranny!â conversations happening in my future. Please don't be one of the people I have that conversation with. Tyranny is by far the best RPG I've played this year and totally deserving of your time and money.
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I've been watching How I Met Your Mother* with my other half. Can you tell? But it isn't just an excuse to use a terrible pun/reference in the title, oh no! You see, just like the aforementioned sitcom, World of Warcraft, henceforth abbreviated as WoW, has been part of my life for a long time. It's been a comforting, albeit flawed, presence, it's got that rare combination of being enduringly popular and actually good. Handily, it's also brand spanking new to my partner, so I've been able to use their newbie experience as a balance to my old hand status.
Actually, it was just an excuse for the bad joke. It's kinda my #brand. And I milked it for the entire opening paragraph. Soz.
In all seriousness, it has been helpful having another perspective on Legion. As the sixth (yes, I had to count on my fingers) expansion to a game celebrating its twelfth year, it's damn near impossible for me to wrap my head around what it's like for new players. I'm not going to bother with a run down of the new stuff, you can read that on the official site. Instead, I'm letting you know what it's like to actually play now that I've had a couple of months with the expansion. The short version is that Legion is a really good expansion and a lot of fun for both veterans and newbies.
Legion succeeds because it has a solid, entertaining and accessible adventuring experience at its core. MMORPGs are supposed to be about having adventures with your mates, but the RPG systems they're built around often get in the way. Straight out of the box, Legion gives you a free boost to level 100, the starting point for the expansion's content. It's crude, but effective, and well-implemented with an introductory experience to teach you the basics of your new class. There's no waiting for new or returning players who want to jump into the action with their better-prepared friends. There's also the fact that Blizzard have made levelling sort of irrelevant.
It looks like business as usual, but it's deceptive. Sure, you can now reach the dizzying heights of level 110, but there aren't any new abilities to gain on the way. All but one of the five new zones scale with you, as do their associated dungeons. While there a few bits and pieces that suddenly become available when you hit the level cap, most of the interesting content is unlocked through quest progress. Crafting skills follow the same model. Other than a sort of rewarding for maxing out the skill, the actual number is meaningless. Instead of banging out five hundred identical vendor trash swords, you go off to study under a master blacksmith. It's still the same core gameplay loop, Â but the set dressing is so much more engaging. Some may dismiss this as irrelevant, but if you're going to do that, you may as well admit that a FPS is just clicking on polygons until they disappear.
The result of all this is that levelling becomes a background concern. If you've played enough WoW to become numb to that familiar DING, you may well find yourself levelling up without realising. It frees you up to engage with the game on your own terms. There is a guided, story-focussed experience there, but if you just want to explore, or PvP, or run dungeons, you're just as catered for, with nothing keeping you from playing with friends.
The level scaling sits nicely next to the new world quest system. Once you've fulfilled certain requirements at the level cap, you gain access to dozens of quests spread across Legion's five zones. Individually, they're not terribly exciting, mostly being rehashes of earlier âgo kill ten goblinsâ quests with the story text stripped out, but there are loads of them, they refresh every few hours and the rewards are worthwhile. What makes them such a great addition is that they prevent you from outgrowing the content. Instead of levelling through a zone and never setting foot there again, you're always going back for world quests. While you're there, you can help out a friend, or finish off a quest chain you'd left or scour the area for every last hidden treasure chest. As someone who has blasted through MMO expansion after MMO expansion, getting bored when I realise that the only thing left to do is raid and quitting, I can't overstate how much of a difference it makes to not be funnelled into a narrow selection of endgame content.
Of course this only works if the game is fun to play. Blizzard have tinkered with WoW's classes a great deal over the years, with varying degrees of success. Complexity and depth have frequently been confused, resulting in overstuffed, finger-twisting hot bars full of barely-differentiated abilities, or whole classes feeling pretty much the same as each other. This time around, they've nailed it. Each specialisation within each class feels unique. Playing a protection warrior is different to playing a protection paladin, despite them both being sword and board-wielding tanks. Informing these changes, along with many of the expansion's spangly new features, such as order halls and artefact weapons, is the idea of class fantasy. Blizzard is asking questions like âWhat is a paladin like?â and âHow does a mage operate?â and is giving the answers in terms of the world and narrative, not in numbers and MMO jargon.
The hunter class is a great example. Hunters have always been ranged damage dealers with pets. There hasn't been much to differentiate the three specialisations for years. Sure, they had slightly different skills and strengths and weaknesses, but they all did pretty much the same thing. Legion has shaken things up. Beast masters are now, well, beast masters, with most of their abilities focused on their pets and summoning additional creatures to help. Marksmen can ditch the pets entirely, becoming long-range snipers. Survival hunters aren't a ranged class anymore, using spears and the like to fight in melee.
For me, this is what makes Legion great. Playing my beloved paladin just feels right. What I want from any RPG is to be transported to another world for a bit. WoW used to do that for me, but lost it somewhere, becoming merely another game. Oz wasn't just a bloke behind a curtain, he was sat right next to me pointing out how it all worked. Legion has made a crusty old veteran like me believe again. I can lose myself in the story and get caught up in the ridiculous melodrama and over-the-top characters, while feeling like a big damned hero. Sometimes, that's all you need.
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*Quick note about HIMYM. Itâs really transmisogynistic. Unfortunately, thatâs the case with most sitcoms. I can deal with it, I know itâs coming. My girlfriend holds me tighter when thereâs a nasty âjoke.â Itâs okay to enjoy problematic media.
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Thereâs a new, shiny version of Skyrim available! What does Caelyn think about that?
Itâs exactly the same as a game Iâve played for pushing a thousand hours, but now itâs prettier before modding than before and it cost me nowt because they gave existing PC owners with all the DLC a free upgrade. Yay for free things!
Yep, this review is about as necessary as Skyrim Special Edition itself. Job done.
If you actually want to know how I feel about Skyrim, I have words here and here.
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It was pretty much a forgone conclusion anyway. I've seen Star Trek. I want that post-scarcity utopia to become a reality and that only happens when humanity is united.
I'm also voting for entirely selfish reasons. I'm trans, queer, poor and mentally ill. My well-being hinges on the whims of the state and I can assure you that it's a horrible position to be in. It means you don't get to ignore politics, because government decisions often have an immediate, direct impact on your life. It also means being almost constantly angry, because we're being screwed and anger is preferable to despair.
I sincerely believe that almost anyone in full possession of the facts would vote for Britain to remain in the EU. The big exception is those who are rich enough not to care, and I don't think I know anyone who fits into that category.
The problem has always been that the Leave campaign is based almost entirely on fearmongering and misinformation. Unfortunately, it's the same stuff that large sections of the media, the Tories and UKIP have been spouting forever. Large chunks of Labour have been giving it credence by engaging with it.
We've all been screwed by the rich, the media and the political elite for years and their campaign to get us at each other's throats has worked. Immigration is the big issue, yet even a cursory read of the statistics demonstrates that it's not a problem at all. NHS struggling? Government cuts. Housing crisis? All goes back to the right to buy scheme and social/affordable housing stock not being replenished. Immigrants contribute far more to the economy than they take out. Turkey isn't joining the EU any time soon and even if they were close, we could just veto it.
There are no problems in the UK that are going to be fixed by a Leave vote. There are a lot of problems that are going to get worse because it's handing even more power to the people who caused the problems in the first place. That's before we even take into account the economic upheaval and probable decline.
It's why it's been so frustrating for anyone who has been paying attention to the state of the country, especially over the past few years. We know what the problems are, we know where the blame lies and we know that everyone is being screwed over so the Tories can destroy our public services, chop them up and sell them off to their mates. Thanks to the propaganda people are constantly submitted to, it's really hard to actually convince people of this, despite all the facts and figures supporting it. It's easy to reach the conclusion that people are just thick or racist, especially when you're tired and pissed off and frustrated.
I haven't really engaged with people on this because I am so tired. Being obviously trans means being an activist 24/7 and that takes a lot out of you. But this is a big deal and it's important to me. Not only because I know I'm going to be a lot worse off if we leave the EU, but I believe almost everyone is.
So, if you're on the fence, heck, even if you're pretty sure you'll vote Leave, please come to me with your questions and worries, because I'll probably be able to answer them for you, or at least point you towards the facts and let you make up your own mind.
I'll probably regret saying this, but I've experienced relatively little internet harassment. As a girl (whut?) who is trans (GASP!) and has opinions (I say!) about videogames (HERESY!) I see various groups laying into people like me online on a daily basis, but not a lot gets thrown my way. I largely attribute this to being fairly unknown, with a small following and my online presence mostly restricted to the more civilised corners of the internet. Of course, this breeds an unhealthy and counter-productive fear of success, because success brings visibility and visibility brings douchebags. But thatâs a matter for another time.
CW: This piece contains discussion of street harassment.
Another contributing factor is the games I play. Most of the multi-player games I play are MMORPGs and I hang around on role-play servers. I can't give you any hard numbers, but every guild I've been in for years has been led by a woman and every time I've outed myself as trans, I find at least one other trans woman.
While I'm very aware of online harassment and abuse, when it does happen to me, it still shocks. Especially when it's sexual harassment directed at me because of my gender. So, being subjected to one of the creepiest incidents of harassment I've ever faced within half an hour of venturing out of the Elite: Dangerous tutorial left me rather rattled.
This is going to need some game mechanic explanation for context. In Elite, you traverse long distances within a star system (from one planet to another, for example) by engaging supercruise. This has you bombing along at faster-than-light speeds, but not as fast as you go jumping between systems. Supercruise is about figuring out where you're going, pointing your ship at it, then managing acceleration and deceleration so you get there as quickly as possible without overshooting your target. Doing the spaceship equivalent of missing your turn-off and having to find somewhere to turn around wastes resources, leaves you vulnerable and, most importantly, is deeply uncool.
You can see other players zipping about in supercruise, but for the most part, you can't interact with them. The exception is if you stick an upgrade in your ship that allows you to interdict other ships, latching onto them with a tractor beam and dragging them out of supercruise with you. If you succeed, you're free to demand they hand over their goods, or just start shooting. Obviously this is an important part of piracy, bounty hunting and the like.
Cut back to me, space noob, fresh out of training and with one embarrassing death at the hands of a really obvious trap already under my belt. I have fond memories of playing Frontier on my Amiga, so I've a vague notion of what to do, but I'm still struggling to get to grips with the gorgeous and incredibly clever UI. Supercruising along, my craft shudders, alarms go off and I'm told that I'm being interdicted. I vainly attempt to escape, but to no avail and I'm yanked down into sub-light speeds. I prepare to be blown up.
It involved four containers of gold just floating in space. Apparently, I am that gullible.
That's when I notice the messages. The Interdickter speaks.
In my panicked attempt at flight, I missed the direct messages that had popped up in the corner of my screen. Unfamiliar with the UI, remember?
âWow, ur a girl?â
My gender is pretty obvious from my username in-game.
âDo u kno what is happening to you?â
âIt's okay, I'm friendly.â
âJust a friendly wrestle.â
At this point, something in my brain screams âRUN THE FUCK AWAY!â so I start powering up my drive to jump back into supercruise and fumble around the chat interface for the block button. Thankfully, chat interfaces are pretty standardised these days. A few moments later, I've jumped away again. I don't stop until I'm safely docked at a friendly station.
Then it hits me how gross the whole situation is. This guy, upon realising that I'm a woman, decides to perform an action that only exists in game to kill or rob people, so that he can have a âfriendlyâ chat. He didn't have to do that. If he'd just wanted to talk to me, he could have just sent me a message. Instead, he decides that he's so entitled to my time and attention that he can pull me out of what I'm doing so that I can't help but concentrate on him.
The difference between you and me is that I remember when this looked good.
I'm sure a lot of people will read this and think âWhat is she on about?â or âHe didn't do anything wrong!â or âShe didn't lose her ship, why is she complaining?â or just something derogatory about feminists or SJWs or some bollocks like that. To be completely fair, some people genuinely will not get it, but I can almost guarantee that those people are men.
The behaviour displayed by the Interdickter in Elite, his attitude, his entitlement was exactly the same as that displayed by men who harass women in the street. They don't just call out, they get in your face, they follow you, they persistently ask questions without even waiting for a reply. They violate social contracts, but don't seem to think they're doing anything wrong. I'm not going to go into any more detail, because thousands of words have been written on street harassment by women far smarter than me. Suffice to say, it's creepy, gross and renders women as objects that exist only for male pleasure.
The Interdickter's actions evoked memories of a particular incident that ranks amongst the most terrifying of my life. I was yanked back to that moment, that mindset, without realising what was going on. That's why my panicked flight reflex was so strong. This is why it's so important to crack down on harassment and abuse in online games. It might not be real, but the people involved and their reactions are. We play games for recreation, for relaxation. No-one should be forced to be reminded of unpleasant and traumatic experiences while playing a bloody video game.
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I am a huge fan of Marvel's Angela and Sera. I picked up the first issue of Angela, Asgard's Assassin mostly due to a habit of grabbing anything with Kieron Gillen's name attached, and it helped that I'm rather fond of the Asgardian corner of the Marvel universe. It's the book that has pushed Marguerite Bennett from a writer I'd never heard of to someone whose work I will pre-order on the strength of her name alone.
The characters are so important to me. They're a kickass lesbian couple and Sera is a trans woman of colour. WITH POWERS! That last bit is vital. Relegating minority characters to the friends of actual heroes sucks. Sorry, Alysia. With Marvel's Secret Wars shenanigans happening this year, the Hevenly ladies have gone through three different books in a short amount of time. Angela, Asgard's Assassin pre-Secret Wars, 1602: Witch Hunter Angela during the event and now Angela, Queen of Hel.
It's this latest title that has a bit of an issue.
Here's Sera as she appeared in Asgard's Assassin.
And here she is in Queen of Hel.
While Sera's ethnicity hasn't been made explicit, and there's always the question of how applicable that would be as she's an alien, she's always been dark skinned. She was dark skinned in Asgard's Assassin, in Witch Hunter and even on Stephanie Hans' cover and substory pages in Queen of Hel. It's not a subtle shift either.
I'm not for a moment suggesting that it's a deliberate action on the part of anyone involved, but it looks bad. Not only because it looks horribly racist, but because it's a huge error that's managed to slip through for two consecutive issues. How does it happen? How does the colourist, Israel Silva, manage to colour two issues without realising his work on Sera looks significantly different to previous artists'? And not just in terms of different styles. How does Marvel editorial let two books go to print like this? If someone had coloured the Hulk bright pink for two issues, would they have been released? Quite honestly, I don't know enough about the production of comic books to answer those questions, but I'm sorely tempted to do some real journalism and find out.
On a separate note, I want to draw attention to something. My copy of Queen of Hel #2 wasn't in reach when I went to check the names of the people involved, so rather than get up, I was lazy and looked it up on Marvel's site. Guess what? The information wasn't there. Look at this screen grab.
Three names. There are sixteen people credited in the book. Admittedly, about half a dozen of them are senior editorial and publishing types, but to not include the colourist, letterer or editor on there is disgraceful. Sort it out, Marvel!
The good news is, that the mistake has been acknowledged and it's going to be corrected in future issues and in the trade.
This isn't just great in itself, but is a good sign that Marvel might actually be paying attention at a time when they've been criticised for being tone-deaf and downright dismissive when it comes to diversity.
Around the time Fallout 4 hit, I saw a lot of people asking what the big deal was. The short answer is that no-one makes games quite like Bethesda (except for that one time they outsourced Fallout: New Vegas to Obsidian) and their last game was released four years ago. Â In a world of annualised franchises and games liberally borrowing from each other, that's a real rarity. People also wanted to know what the appeal was. The lovely Tauriq Moosa asked very politely in a tweet, so I'm dedicating this article to him. Here's your answer, Tauriq!
What are my qualifications for answering this question? Please allow me to present my credentials in the form of this screenshot of my most played games on Steam.
Happy? Good, I shall continue.
Bethesda RPGs, and by that I mean The Elder Scrolls series and the Fallouts from 3 onwards, are incredibly polarising. Either you love what they do and can forgive a lengthy list of flaws, or you hate it and just can't understand why people go ga-ga over those sprawling, boring worlds with crappy writing and shitty combat.
For the most part, they're valid criticisms. They've certainly been getting better in those regards in recent years. Skyrim managed âperfectly serviceable,â especially with a few combat mods and Fallout 4 even hits âactually pretty goodâ straight out of the box. It's not world-class in either area, but it holds its own.
Thing is, I actually like the combat in Bethesda games. I adore RPGs, but in the vast majority of them I play, I tolerate the combat. I blame Bioware for this. Ever since Baldur's Gate, it's been decided that real-time-with-pause is the One True Way of RPGs. I hate it. I love turn-based games. I love real-time action games. I absolutely despise real-time-with-pause. I've played every Dragon Age game on the easiest difficulty setting just so I can power through that dross as quickly as possible. Remember that Bioware writer who got loads of crap for suggesting that maybe they could make combat optional? I'm totally on her team. Dragon Age is about fantasy lesbian smoochy times and hanging with my GBFF Dorian, not really fucking boring darkspawn murderising.
I'd take shoddy first person action combat over that crap any day.
Some bits of combat in these games are actually really good. Shields in Skyrim, for example. I like shields. I mean for realsies. I have Viking steel combat experience and  I'm all about what is known as active shield use. Shoving people around with your shield is ace. Skyrim is one of the few action games that lets me do that. Charging into a group of bandits, stunning one with a shield bash, taking a blow on my shield and then cutting them down with my axe? Great fun. Sure, it's no Dark Souls, but what is? Same goes with sniping in Fallout: New Vegas. The joy of sniping is in the planning and positioning. Most games just don't let you do that, with open world shooters like Far Cry and MGS5 being the rare exceptions.
The other thing that always comes up is the bugs. Yeah, Bethesda release some seriously shonky games. As a fan, I'd love it if they didn't. It's irritating, although I've never had huge issues with any of them. The main reason I tolerate it is simple: this is my favourite kind of game and no-one else is making them. Yeah, I know enough about game development to understand why Fallout 4 is much more glitchy than, say, the latest CoD, but that doesn't matter. They are, excuse the pun, the only game in town.
So why are they my favourite games?
Think of a game as a conversation with the player. In the majority of cases, the game does all the heavy lifting. In a first-person shooter, the player's part in the conversation is simply how the enemies are going to be shot. Even in narrative-focussed RPG, you're just assuming the mantle the game hands you. Dragon Age: Inquisition goes as far as having big open areas, but it's always going to be a game about the Inquisitor and how they handle the plot the game presents them with.
It's possible to play Bethesda games like this. You can play Skyrim strictly as the story of the Dragonborn and passively nod along as the game does all the talking. The beauty of these games is that you don't have to. Once you're out of the opening sequence, you can completely ignore the main plot line and do something else. Want to become a master wizard and spend all your time exploring old ruins in search of mystical artefacts? You can! Want to be a hunter, living off the land and going into town to trade and have a few mugs in the tavern? Go for it. How about stealing everyone's shoes? Weird, but okay.
Not only are these options available, but they're supported. If you attempted this in most games, you'd swiftly run out of things to do. Or everything would be locked up because you weren't the right level, or hadn't gotten to the pre-ordained point in the main story. This simply isn't the case in Bethesda games. Pretty much everything you do will improve your skills or give you experience. There are ways to make money and get new gear no matter what path you take. They've gotten even better at this of late, with procedurally generated quests. If you want to just join the Brotherhood of Steel in Fallout 4 and do Brotherhood of Steel stuff, forever, it's totally viable. The procedural quests are simple in nature, but they're appropriate to the faction and will, eventually, take you all over the world.
What's happening is that the player is a much more active participant in the conversation. Some people don't like that. I have a friend who is a pen 'n' paper role-player and a LARPer and he hates open-world games. For him, videogames are all about being handed an exciting experience. That's totally cool and, fortunately for him, the vast majority of games on the market cater to his tastes. I like to get more involved. I'm quite happy to put my ideas and creativity into the game I'm playing. I like coming up with characters and deciding how they'd act in these worlds Bethesda create.
I've heard the criticism that it's silly a single character in an Elder Scrolls game can become the archmage AND the master thief AND the head of the warrior's guild. The simple answer to this is â don't do it.â It's the same with quests. If you're playing an honourable knight who despises magic, then don't join the mages guild. Don't take that quest to beat up some rando for money. There's plenty of other things to do and you can always start a new character. It's taking a more active role in that conversation again. I don't need the game to tell me not to do something because it's evil and my character is a shiny good guy, I can put on my big girl pants and make that decision myself.
That still doesn't touch the meat of these games, which is exploration. Exploration is often overlooked as an important gameplay element, because it doesn't involve a clear mechanical challenge. Many players perceive games almost entirely in terms of obstacles to be overcome. The focus is on what you're fighting, not where you're fighting them. Much of the time, it doesn't matter anyway. Even open-world games miss out on how satisfying and involving the thrill of discovery is. It's why franchises like Far Cry and Assassin's Creed can be become tedious. The process of revealing a bunch of new icons by climbing to the top of a tall building removes the joy of just roaming around and seeing the sights. Even when those icons have been revealed, you know they're just going to contain one of several mission types. There's nothing new.
When you play Skyrim or Fallout 4, you know that every icon on your map is going to be something new. Even if it's a familiar tile set with enemies you've seen before, Bethesda take great pains in making every âdungeonâ unique. There's always a story to piece together from the environment, from notes on corpses, journal entries and terminals. Some are funny, some are sad, some are downright creepy, but you never know what you're going to encounter.
All of this is possible with just the base game. The icing on the cake is all the extra goodness coming from the mod community. It's just over a fortnight since Fallout 4 was released, the creation kit isn't even out yet, and there are already over 2000 files on popular mod hub Nexus Mods. The Skyrim page has over 42000. That's a staggering amount of extra content. The range is huge, from tiny tweaks to huge chunks of fully-voiced new content.
The real joy here is in taking an already personal experience and adjusting it even further. No matter what you like doing in Bethesda's games, you'll be able to find mods to enhance the experience. New weapons and armour ranging from historical pieces to anime monstrosities are de rigueur. Combat tweaks, magic expansions, gear customisation and nude mods. Oh so many, many nude mods. Skyrim even has a cold weather mod that allows you to turn it into a fully-featured survival sim. It becomes another conversation, but this time between the community and the developers. With each new game, you can see how Bethesda add or expand features that are popularly modded into their previous game. I'm excited to see how modders expand on the improvements in Fallout 4.
By now, you're probably either nodding furiously in agreement or bored to tears. That makes this piece a pretty good summary of these games, if I do say so myself. There are few things I enjoy reading more than someone simply writing about something they're passionate about. I'm passionate about Bethesda RPGs, I hope you've enjoyed reading about them.
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I'd been vaguely aware of the existence of Heathen for a while. âViking comic with gorgeous artâ is a combination that is hugely relevant to my interests. Â What made me rush out and buy all three available issues was the revelation that the protagonist is a lesbian warrior.
Lesbian Viking Warrior is my brand.
Heathen is a book I'd recommend to anyone. Creator Natasha Alterici has produced a gorgeous work that is smart, funny, and effortlessly manages to be simultaneously classic and familiar, and modern and relevant. It's clear from the first page that this isn't going to be a historically accurate tale; Viking women did not wear little leather bikinis, yet it also swiftly establishes an authenticity in its tone. Anyone with an ounce of historical knowledge of the period will recognise that costume, dates, the precise roles of various gods don't add up (although there is a magnificent crack at horned helmets) but it's also readily apparent that Alterici knows this and doesn't care. This is camp fire mythologising. The details don't matter, the truth of the tale does.
On the surface, it's a story we've all heard before. Young warrior is cast out from the safety of her home to find her way in the world. The difference is that she is, well, a she and a lesbian at that. We've heard stories open this way a thousand times, but they're usually about men. Occasionally, they're about women. Very, very occasionally they're about gay women, but that is strictly confined to subtext because we can't actually acknowledge the existence of lesbians in mainstream media. Yeah, Xena, I'm looking at you. Still looking. Staring, perhaps. Ahem.
Where was I? Ahh, yes.
This right here is why representation is important. These stories of heroes going on epic quests are classics for a reason, yet seeing them countless times without featuring people like you is disheartening. It's another example of how the further you get away from the cishet white male default, the more you're expected to survive on scraps. âHere,â they say âthese stories are universal, so they've got to be about straight dudes. You can have another exploitative tragedy where the precious queer girls die.â
Fuck that. Seriously, fuck that with a dane axe.
I don't want a doomed romance where myself, my partner or even both of us die at the end. I want to fight and hunt and rescue valkyries and make out with hot goddesses. I want to do all the stuff that we see straight boys doing in fiction all the time. Seeing Heathen's heroine get to do all that makes me whoop with joy, because if she can do it, I can do it too.
If that's important to me as a reasonably rational adult who is fully clued-up on structural misogyny and all that jazz, think how much more vital it is for young women and girls who don't have that knowledge. I can call society on its bullshit. I can surround myself with like-minded folks. I can seek out art that speaks to me. Others don't necessarily have the tools to do that. They need to see women like them being awesome.
A while back, I tweeted that it felt like Heathen was written just for me. Natasha replied that it was. It's true. Heathen is for all the Lesbian Viking Warriors.
The first three issues of Heathen can be purchased from Comixology.
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I like taking games apart to see what makes them tick. I've been running pen 'n' paper RPGs for twenty years now and if you don't have at least a passing interest in game design after that, you're probably shit. Once a week, I'll be taking a look at a single game mechanic and talking about what makes it brilliant, interesting or just downright awful. For my inaugural column, I'm going to be looking at money in 12hrs by Kiva Bay and Caelyn Sandel (no re-Cae-tion.) It's free and playable in your browser, so there's no reason not to check it out before reading further.
12hrs holds the honour of being one of only two games I've had to stop playing because they were too good. The other one was Papers, Please, which I also highly recommend. It may seem counter-intuitive to stop playing a good game, but when a game is supposed to make you feel uncomfortable because of difficult subject matter, I reckon it means it's doing a damn fine job.
For the naughty children in the class who didn't play it before reading, 12hrs is about trying to survive a night as a homeless woman. It's a free-form Twine game that has you wandering the city streets, attempting to make it to the morning in one piece. One of the options available to you is begging for change so that you can indulge in extravagant luxuries like awful, greasy burgers and cheap coffee.
Beg for money, get money, buy stuff. Sounds simple, right? Replace âbegâ with âslaughter goblinsâ and it could be any old game, right? Nah, 12hrs is much cleverer than that.
12hrs doesn't really deal in money, it deals in change. There is no single total of how much cash you've accumulated. Instead, you're looking at quarters, nickels, dimes and pennies. In order to figure out how much you've actually got, you've got to add it up yourself. You, the player, has got to do actual maths. Once you think you've got enough for whatever it is you want to buy, you have to do it all over again, carefully counting out the individual coins before handing them over and hoping that you've got it right.
To some, this may seem like an unnecessary complication, but that'd be ignoring a fundamental aspect of game design, which is that what the game makes the player do is just as important as what the game does itself. When you play a Mario platformer, you're not just pressing a button to make Mario jump. You're absorbing the audiovisual feedback from the game, using your prior knowledge of how far, how fast, how high Mario jumps, calculating whether or not the jump is possible and then deciding on the precise time to press the button and make him jump.
Of course, you're not consciously thinking about all that, any more than you consciously think about the individual movements you make when you walk, so most people just think of it as playing the game. A slightly more explicit, but still often overlooked, example would be the environmental awareness required of the player in Dark Souls. There is no automatic detection of traps or ambushes in Dark Souls. You can't just toggle âdetect trapsâ on and wait for a section of floor to be highlighted. Yet every single trap and ambush in Dark Souls is avoidable, or least able to be prepared for. It just shifts the burden of responsibility from the character to the player. You have to look carefully at your surroundings. You have to move more slowly so you have time to take it all in. You have to make the decision to forgo a shield in favour of a torch. It's not always employed successfully, but done well, it's an elegant technique for drawing the player into the experience.
The beauty of forcing the player to take a more active role in the game is that it makes for a more varied, personal experience. I came to 12hrs from a privileged position. It's written in my native language, I'm good at maths and the setting has a similar culture to my own. However, I still struggled somewhat with the unfamiliar denominations. I only know what nickels and dimes are from consuming American media. The value of a quarter can be inferred, but there is no direct equivalent in British currency, as we have twenty pence coins instead of twenty five cent ones. It was easy to adjust to, but I still had to think about what I was doing. But what if 12hrs was set in a different country? What if the denominations were completely unfamiliar to me? What if they language people were speaking and their cultural rules were alien to me? What if I hadn't been fortunate enough to have received the education in mathematics that I have? I would have struggled. As homeless people for whom those things are a reality have to struggle.
I've never been homeless. I have been poor. So poor that I had to carefully count out my coins before going to buy food for my first meal in days. So poor that I avoided eye contact with the cashier while handing over what I hoped was enough change and mumbling something about âgetting rid of the shrapnelâ in a fumbling attempt to pretend I was paying for a loaf of bread with coppers out of choice.
That's why I had to stop playing 12hrs . A single game mechanic that evoked some of the worst times of my life, that still paled in comparison with the hardships faced by people like the game's protagonist. Arguably, the whole point of 12hrs is to give the player a new perspective on being homeless, and hopefully to increase empathy. In that respect, the change mechanic is one of the single best things I've played all year.
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Reviewing media through a social justice lens is tricky. A review is essentially a recommendation, or lack thereof, and when youâre coming at it from that angle, thereâs an expectation that youâre going to bring up anything potentially icky or triggering or upsetting. You go to SuperTechiePCNerds.com and you expect frame rates and GPU comparisons. You go to INeedDiverseGames.net and you expect talk about, yâknow, diversity. (SPOILERS: One of those websites may be fictional.)
This is always difficult, simply because people have different tolerances for different things. As a trans woman, I might find something totally inappropriate and disgusting and harmful, while another trans woman might be fine with it. Confusingly, both of our opinions could be equally valid. I say âcould beâ because I feel there is a big difference between saying something is offensive and being able to articulate why itâs harmful. I talk about this a bit more here.
Reviews make it even harder, because youâre trying to give a concise overview, while avoiding spoilers. Heck, I agonised over a brief mention of something that happens during the opening sequence. My rule of thumb is that if I think something needs calling out specifically, Iâll do it because nasty surprises are bad. Otherwise, Iâll give it a passing mention. If itâs particularly praiseworthy, but spoilery, Iâll vaguely reference it.
Itâll never be perfect. Someone has already taken issue with my review because they thought I was making light of ableism. In actuality, I only mentioned it briefly because the only thing that jumped out at me was the continued use of âpsychoâ as an enemy type and the name of one of the chems. To me, that fell into the âpassing mentionâ category. Others may disagree. Thatâs fine.
Paragraph number five and Iâm finally going to talk about Kleo. Sheâs a shopkeeper NPC in Fallout 4 and a robot and a trans woman. Sheâs gonna be divisive. I really like her, but Iâve seen responses ranging from âEhhhhâ to someone assuming I hadnât come across her in game because I didnât mention the transmisogyny in my review.
Iâm kinda picking on Kleo now, using her as a case study. I plan to write for I Need Diverse Games on a regular basis and Iâm sure this kind of thing will pop up every now and again, and I think itâd be handy to have something to point to as an example of my method, of how I think about these things. As a critic, the most valuable thing your audience can give you is their trust (well, that and their money) and I want my readers to trust my opinion.
As I said, I liked Kleo, but I donât feel thatâs enough. Sure, a review is a subjective opinion, but its one that considers the audience. Trans characters are literally rarer than unicorns in videogames, so I needed to give it some thought.
First things first, âDoes it contain blatantly transphobic âhumour?ââ Youâd think thisâd be unnecessary, but Grand Theft Auto exists to demonstrate that unashamed tranny jokes are still alive and kicking in modern games. This is followed by âIs the character an obvious âman in a dressâ cliche?â Again, fuck you GTA.
Kleo easily avoids these by virtue of being a robot.
Then we hit the first potential sticking point with âDoes the character display exaggerated stereotypical femininity that is played for laughs?â Kleo kinda does, but this is where context is important. In Fallout, all of the robots are like that. They have big, broad, caricatured personalities across the board. If white English butlers were an oppressed minority, Codsworth would be downright offensive. So when Kleo strongly asserts her womanhood, yes itâs a little exaggerated, but itâs also tonally consistent.
Vitally, itâs also what makes her, in my opinion, a valid trans character. The robots in Fallout are powered by artificial intelligence, but they donât come across as self-aware. Theyâre very much programmed, created machines. Kleo is an assaultron, sheâs a combat droid. Literally every other assaultron you encounter in the game will just charge at you and attempt to murder you, usually quite successfully. Kleo is a shopkeeper. Somehow, she has transcended her programming and asserted that she isnât a simple killing machine (though she does still enjoy it) and she is a woman. To me, thatâs quite powerful.
This neatly leads in to the next question I ask, âIs their trans-ness their defining characteristic?â In Kleoâs case, it definitely isnât. It only comes out (âscuse the pun) if you ask her what she is, a perfectly reasonable question since sheâs likely the first combat robot the protagonist has seen running a shop. Other than that, most of her dialogue revolves around murdering people, specifically men. In that respect, it resembles about 37% of my Twitter feed. Sheâs basically misandrist lady HK-47 and I love that. Her terminal filled with Batman-esque contingency plans for murdering her friends and neighbours is bloody hilarious.
âHow is she treated by the other NPCs?â Perfectly fine. Goodneighbour is presented as a community of outcasts. It has a high ghoul population, thereâs lots of incidental dialogue about them being people who donât fit in anywhere else. Thereâs probably a big queer metaphor in there somewhere. (Note to self, must keep Goodneighbour in mind next time I play Dream Askew. Whatâs Dream Askew, you ask? Wonderful little GM-less pen ânâ paper RPG about a post-apocalyptic queer enclave. Check it out.) Kleo is just another resident.
Lastly, âHow can she be treated by the player?â This is where things fall down a bit. Some of the dialogue options allow you to basically question her womanhood. Itâs not particularly vehement, thereâs no transmisogynistic language there, but the fact that it exists is disappointing. I get that RPGs are supposed to allow you to express your character, but I really donât think that âbigoted doucheâ should be a supported character trait. At least in reference to real world oppression. Dragon Age: Inquisition did it with Krem and itâs just unnecessary.
So thatâs my thought process. A quick word count tells me that there are over 500 words spent just on the paragraphs about Kleo. Itâs over half the length of the review. Understandably, I didnât feel the need to include all that in my review, but I do think about all these things. I donât expect anyone who hates Kleo to be converted, but I do hope that people can respect my opinion as informed, measured and valid. Itâs all I ask, really.
by: Caelyn Ellis for I Need Diverse Games November 18, 2015 It's easy to be disappointed by the outrageous heteronormativity of Fallout 4's first hour. The, admittedly excellent, character generati...
Just had a bit of a Twitter rant, which Iâm going to clean up a little and post here.
I just read Batgirl #45 and, I'm sure this is going to be an unpopular opinion, but it left me cold. As a trans lesbian, I find nothing about Alysia to be even the slightest bit relatable. She's this cute, petite, perfectly passing idealised version of a trans woman. That's not me. That's not ever going to be me. That's not something anything other than a tiny minority of trans women could ever hope to aspire to.Â
And some of it is certainly down to the foibles of the medium. I wouldn't have a clue how I'd want an artist to draw a trans woman so she was both relatable and not a caricatured stereotype. It's great that she's there and trans characters don't need a big flashing arrow pointing to their heads labelled "TRANS PERSON," but is it really representation when anyone picking up the book without prior knowledge of Alysia being trans will have no idea that she isn't cis?Â
Contrast this with Sera in the Angela books, or Braga from Rat Queens, both of whom have back stories that are BIG OBVIOUS TRANS METAPHORS without either of them becoming nasty, exploitative stereotypes. Additionally, they're both kickass hero types, which I know was part of Gail Simone's plan for Alysia, but it makes a huge difference. Braga and Sera are characters I can point to in the sort of comic I like reading and say "Look, there are women like me here!" Though Braga is a little too into dudes for my tastes, but no-one's perfect.Â
I should probably mention Cass in The Wicked + the Divine as another awesome trans lady in comics. Not going to go into her too much for spoilery reasons, and she's not had her history fleshed out in the same way Sera and Braga have (yet) but I have every faith in Kieron and Jamie on this one.Â
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Hall of Shame:Â Castlevania: Symphony of the Night
About a year ago, I was going to write a regular thing about classic games Iâd never played. Then I hit a bad depression patch and writing plans went out the window. I just remembered the piece that I wrote and realised that I didnât have it up on my blog. So here it is.
It's time to grab a crucifix and start chomping on a bulb of garlic, because we're going to venture deep into Castle Dracula in Castlevania: Symphony of the Night for the Playstation.
I've actually owned the Xbox 360 version of Symphony for some time now, but never put more than a couple of hours into it. I'm not entirely sure why, because it's a fangtastic game and very much My Kinda Thing. To be perfectly honest, it's probably down to me buying it on a whim during a particularly bad depressive spell, during which I tend to possess the attention span of a gnat.
More interesting, at least to me, is why I didn't play it when it first appeared. While I was a teenager with very limited game-buying capacity at the time, pretty much all of my peers owned a Playstation, so the potential for borrowing and lending was huge. I can't be certain, but I don't recall any of my friends owning it. Looking back, I can pin this on two factors, one regional and one more generational.
Most non-Brits or younger gamers are unaware that the broadly similar North American and European markets are a relatively recent phenomenon. During the 8- and 16-bit eras, home computers such as the Sinclair Spectrum, Commodore C64 and Commodore Amiga were much more popular than in the USA, so Nintendo and Sega didn't have quite the same cachet on this side of the Pond. Nintendo didn't even have a European division until 1990, Final Fantasy VII on the Playstation was the first title in the series to be released over here and games and hardware didn't usually see a release until months after North America. Simply put, Castlevania just wasn't a big deal for my friends and I.
Symphony also had the bad luck to be released during a time when 2D games were largely disdained as 3D was the new hotness. Plenty of games got overlooked back then simply for being the same kind of thing as we'd been playing for years. Ironically, the 2D games of that era have generally aged a lot better than their 3D counterparts.
Which conveniently segues into talking about the game itself. Symphony of the Night still looks goregeous. Sure, the pixels are a bit chunky, but there is bags of character in the sprites and the animation flows beautifully. Protagonist Alucard looks and feels like the the powerful half-vampire he is, with flickering after-images conveying speed and grace. As the name suggests, the music is wonderful and still a genuine aural treat after all these years.
Of course the big question is whether or not it's still fun to play. Absolutely. To a point. I'm a fan of the Metroidvania genre, I knew what to expect going in, I knew about the reverse castle. I loved every minute of the first half of the game. The pacing is spot-on, dropping new abilities, thus unlocking new areas, at just the right speed. Encounters with the sparse cast of NPCs are enough to remind you that there is some plot, while mostly allowing you to freely roam the expansive castle. When you unlock the reverse castle, things go rapidly downhill.
For those of you not familiar with the game, the reverse castle is considered one of the great curve-balls of gaming. If you reach the boss room without thoroughly exploring Castle Dracula and unlocking the majority of its secrets, you're confronted by vampire hunter Richter Belmont instead of the expected Count Dadula. He claims he's attempting to resurrect Big D ahead of schedule to maintain his relevance as a vampire hunter. You fight, you win, credits roll.
However, this isn't the true ending. By properly exploring the castle, you obtain the Holy Glasses which allow you to see that Belmont is being controlled. Disrupting that control frees him and unveils the reverse castle, which is literally the whole map rotated 180 degrees, complete with new enemies and challenges. In theory, it's absolutely brilliant, especially as the completion percentage the game gives you goes up to over 200%, meaning that the game turns out to be twice as big as you're originally led to believe.
Unfortunately, the reverse castle is the worst kind of filler content, despite many of the enemies being completely new (the Oz-themed library put a big grin on my face when I realised what was going on) and the clear effort put in. Any pretence of balance is thrown out of the window, with foes coming in too flavours; utterly inconsequential (often dealing one point of damage when your health is measured in the hundreds) or cheap and cheesy. Either way, your mist cloud ability allows you to bypass them completely.
The pacing is also ruined. While you do gain new abilities, none of them are required for exploration; the whole of the reverse castle is accessible from the moment you enter. Combined with the lack of NPC scenes, the latter half of the game is reduced to a systematic scouring of the map, sprinkled with not-fun combat. Bleh.
It's a real shame, as it's still just as visually and aurally sumptuous as the first half of the game, it's just a bit of a slog. Especially as I'd vowed to hit the 196% completion rating required for the best ending.
Would I recommend Symphony to someone who hadn't played it before? Yes. Yes I would. Although I wasn't hugely enjoying myself by the end, finishing the game didn't feel like too much of a chore, even doing it to a deadline. I was completely engrossed by the first half and the shortcomings of the the second don't detract from that at all. It's an excellent example of well-made games with good art direction being timeless, no matter how much technology progresses.
In the late, great Sir Terry Pratchett's Interesting Times, Cohen the Barbarian and his Silver Horde, a bunch of geriatric Conans, fight a room full of ninjas. They're described as never moving quickly, they're old men after all, but just effortlessly being where their enemies' swords aren't. Despite being a meditative game about negotiating a labyrinth and not about barbarians grandpas duffing up over-enthusiastic ninjas, I couldn't get those words out of my head while playing Expand.
You can't move quickly in Expand. Your pink box navigates the mostly monochrome maze at the brisk, yet unhurried pace of someone who knows where they're going and will get their in their own damn time. It lends a peculiar sense of inevitability to your failures, as you have plenty of time to see them coming. There's rarely an opportunity to adjust course and evade the moving bit of wall that's about to squash you. You just have to figure out what you did wrong and try again.
And you will try again, because Expand is utterly compulsive. You move through screen after screen of whirling circular pathways, avoiding the insta-death touch of the red bits (Note to self: write âIs Expand about dangers of communism?â thinkpiece) and being squished by moving black bits. That's it. There are no surprises, no Frog Fractions-esque genre-bending. Expand is simple, yes, but beautiful and elegant in that simplicity. Static screenshots can't do it justice, so take a minute to watch the launch trailer.
Expand is also rather fiendish. The challenge of the labyrinth gradually ramps up, the sweeping, interlocking passages constantly teasing you and keeping you on your toes. There's a sense of purpose in how the labyrinth moves, albeit one that is totally abstract and inscrutable. It's like being trapped inside the mind of  an alien god. The labyrinth never feels malevolent, just indifferent.
Even in it's trickier moments, it's a consistently chilled-out, meditative experience. Expand totally occupies parts of your brain with its twisting corridors, while leaving the higher parts to drift free. It's reminiscent of the instinctual, reactive trance you can fall into while playing a good shmup, but without the need for the reflexes of a caffeine-addled teenager.
Chris Larkin's wonderful score is a huge contributor to this and I strongly urge you to heed the game's directions and play with good-quality headphones. The music lifts an already lovely game to new heights and adds a surprising amount of emotion to a game about moving a square through a maze. The final sections of the game are particularly notable as feeling more climactic than any heavily-scripted, fully voice acted AAA console game you care to mention.
I'm genuinely and pleasantly surprised by how much I've fallen in love with a two hour maze game. I was enraptured and will certainly be returning to tread those pathways again. Expand isn't going to be everyone's cup of tea, some people need 'splosions or cars or dialogue and that's cool. But if it sounds at all appealing, I cannot recommend it highly enough. It's less than a fiver and it's out tomorrow, go buy it.
Review based on pre-release code provided by the developer.