Here I discuss videogames: why I love them; what we can do to make them better; and why it matters. Visit the tabs below to check out my reviews and other writing, and to ask questions or comment. Feel free to drop me a line and join the conversation....
I’ve thought about it, and decided to suspend this blog indefinitely. And much like when political candidates say they are “suspending” their campaigns, that likely means permanently. I probably won’t delete it - at least not right away - since I might want to archive some of the stuff here for my own nerdy and/or self-centered purposes. But I am going to stop posting and stop using the site altogether.
I’ve spent a ton of time here over the past 5 years, so it’s perhaps strange that I have no strong feelings about leaving. I’ve met a lot of really lovely and decent people here - who I hope to stay in contact with - but it hasn’t really been all that fun or rewarding for a good long while now. I’ve often said that I have no problem quitting a game when I stop getting anything out of it, and this is no different.Â
I assume most of the people who would still want to hear from me are already connected with me elsewhere, but just in case, you can find me in the following places: I think maybe I’ll still use Steam to review games, so if you want to hook up on there, my profile is here and my Steam Curator page is here. My Backloggery account is here and my twitter is here. I’m still always down to talk games, so your messages, comments, touching tributes, fawning accolades, and gifts of free Steam games are always welcome in those places (one or two of those are jokes.)
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Eh, on second thought I’ve deleted that last post (though I do appreciate the input that came in). And I may finally go through with a plan I’ve flirted with before - that is, it might be time to follow the advice of Hillary Clinton’s social media team and delete my account.
For me, a unique identity and a bit of style go a long way. A game that is flawed but memorable will almost always be preferable to a game that’s competent but bland. Contrast is most definitely in the former category. This game has a number of serious issues - most notably technical and control problems - that might sink a less interesting experience. But it’s also got a neat 1920s Paris setting, unique 3D/2D shadow-based gameplay, a fun carnival atmosphere and aesthetic, and a surprisingly moving story with solid voice acting. The lack of polish can be frustrating, but even then, all of these things come together to make a memorable and worthwhile experience.
The “main character” of the game is Didi, a rambunctious and genuinely likable young girl. But you actually play the bulk of the game as Didi’s “imaginary friend,” Dawn. There’s a weird plot thing at the end that sorta complicates this, but that’s the easiest way to explain it. Didi talks to Dawn, but no one else in her life can see Dawn, and when you’re playing as Dawn, you can’t see the real people Didi interacts with either. Again, it gets somewhat complicated near the end, but for the most part, this is a pretty simple story. It’s also a good one.
The story goes like this: Didi’s mother (Kat) is a lounge singer/showgirl, barely scraping by as a single parent after she kicked Didi’s dad (Johnny) out of the house. Johnny’s not the most grounded or responsible of guys, and after getting in deep with criminals and landing in jail, Kat puts him out until he can get his shit together. But Johnny’s a dreamer, and rather than just get a regular ol’ job, he decides that the way to get his footing and his family back is to put on a fabulous circus. This is actually where the meat of the gameplay is - helping him get his circus off the ground in various ways.Â
But while you’re pushing boxes and fixing gears, you’ll also get more bits of story and more character development as the game goes on. The characters can be somewhat exaggerated at times (I think this is intentional, as the whole experience is from the perspective of a child), but they are also very human. Johnny is sweet and likeable, but also shortsighted, thick, and deeply insecure under the surface. He makes terrible decisions and refuses to grow up, which can be both admirable and frustrating. We learn more about Kat as we go, including some poor decisions of her own, and how she can’t seem to fully quit Johnny. And Didi remains delightful throughout; self-assured and adventurous, but not overly precocious. It’s always nice to see a kid in media get to be a kid. Overall, the story is unique and refreshingly human, and probably the best part of the experience.
The gameplay is a mix of 3D puzzle platforming and 2D puzzle platforming. The main gimmick or USP of the game is that Dawn is capable of phasing in and out between the real world and the shadow dimension. If you point a light source in such a way that it makes shadows on the wall, you can then become a shadow and run and jump along the shadows as though you were both solid. The majority of the gameplay is variations on this trick. You often need to move a light source or move the objects in front of it to create the right kind of shadows to allow you to traverse the environment. Sometimes these can be clever, and sometimes they are simply neat to experience in a visual way (like when the shadow is of a working carousel, making you quickly navigate the moving horses.)
The controls are often frustrating (more on that in a moment), and there were no puzzles that really stood out as amazing, but what does stand out is how well the gameplay and story are integrated. Again, everything you’re doing is to help get Johnny’s circus up and running and get Didi’s parents back together. At one point, the princess is missing from a fantasy puppet show, so you actually have to fill in for her, which is a fun and totally unique section. At other points, you’re fixing broken attractions and getting things where they need to be in order for people to agree to participate. Perhaps the most striking marriage of gameplay and story is when the shadows you must run across are the silhouettes of Didi’s arguing parents, or those of mobsters laying hands on Johnny. For my money, most games have too much separation between their story and interactions, but that is not a criticism you could level at Contrast.
However, there are plenty of other criticisms I have for this game. For one, it’s glitchy as hell. Collision detection is all over the place. Whether Dawn will grab a ledge or a box, and whether she’ll make a platform, and whether she just phased through an object or ran into it - all of these things are so inconsistent as to be almost arbitrary. This is not helped by the other main issue: imprecise controls. Dawn runs pretty fast and takes huge elaborately-animated strides, which makes it difficult to do anything (jumping, stopping, turning) with any degree of precision. Worse, the controls for phasing in/out of the shadow world and for your big dash move seem to work if and when they feel like it. Some of the most frustrating parts of the game are simple areas where you’re in the shadow world, but there’s a shadow wall blocking you, and you’re supposed to phase out, dash past the obstacle, and phase back in. Mechanically, this should not be a difficult task, but thanks to these sloppy controls, it’s often an annoying trial-and-error slog.
There are a couple of other issues with the gameplay. There are collectibles which - while not as far along my meaninglessness scale as others - are nevertheless not very well explained or integrated into the main experience. And towards the end, the more inventive light-based puzzles give way to a lot of weighing down switches with boxes, which doesn’t really make sense in this world, and takes away from the unique feel of the rest of the game.
These issues are noticeable, but they don’t ultimately ruin the experience, because the story, style, and aesthetic are so enjoyable and distinct. You’re still running through 1920s Paris, playing around in the inner workings of carnival attractions, fusing with a fantastical shadow dimension, and all the while trying to get a down-on-his-luck dreamer out of the clutches of dastardly mob bosses. With a setup that fun, the story doesn’t actually need to do much, so the fact that these are well-acted and well-realized characters is even more praiseworthy. I can’t promise the technical and control issues won’t bother you (and I can promise you’ll experience them), but I recommend this game regardless. Videogames too often have you shooting the same grey men in the same grey environments, and despite its faults, Contrast provides something refreshingly different.
Huh. Five years of avoiding schoolwork by nerding out, getting into rhetorical slapfights, blocking porn blogs, and occasionally reviewing videogames.Â
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It’s always fun to see non-game designers tell game designers that the latter doesn’t design games. Fun bonus: the description of this angry reactionary’s blog is just this: "I have no intention of producing any content. Here, all you'll find is stuff I reblog."Â
Check it: this person is criticizing the content of someone else’ blog, while refusing to make their own content, and the substance of that criticism is that you shouldn’t criticize other people’s content if you’re not going to make your own. That is pure ironic gold, completely lacking in self-awareness or internal logical consistency.
I kinda wonder what Tumblr discourse would have to say about those infamously abhorrent rom hacks that used to circulate back in the day.*
Like, would it mainly use it as an opportunity to point and laugh at the edgelord idiots behind those, or point out the disquieting connection between the “ironic” racism/sexism/homophobia/transphobia of these and the rise of the scary-ass internet alt-right.
@zennistrad, @discovergames, you’re smarter than me on The Discourse regarding games, where do you think of it within that context and its history?
Because, I think it’d distressingly important to look at when thinking of the rise of Gamergate in a way that’s been overlooked, because as above, so below…
*Trigger Warning: ALL OF THEM. Like, these hacks have racism, sexism, homophobia,transphobia, gore, nudity, as many slurs as you think of, they’re real nasty stuff…
Well, I don’t think I’m smarter than anyone when it comes to this stuff (you should probably ask folks like @feministgamingmatters, @why-i-need-diverse-games, and @gamingfeminism), but I’m not convinced it’s appropriate to write off the ugliness of these sorts of things as “ironic.” There’s certainly a way to embrace “ironic” sexism/racism/homophobia, etc., but that generally looks a lot more like satire, whereas these hacks - silly as they may be - do not appear to be that way at all. I think these things are quite sincerely sexist/racist/homophobic, etc. The fact that they do it in a “jokey” tone doesn’t hide the underlying sensibilities.
So, with that said, I’m not sure there’s much else to say about them. At best, most of these hacks are just a waste of skill and technical knowledge, and there are already plenty of examples of those skills being used for ugly, hateful purposes (like the game where people beat up Anita Sarkeesian, or mods that make diverse games all white, etc.) My point is that, while you’ve presented these things as being something that doesn’t get talked about, I actually think they’re not significantly distinguishable from these other incidents which get plenty of attention and dissection. But that’s just me.
EDIT: You’re right about one thing, though: I would totally laugh at these guys and their “edgy” & “offensive” schtick.
Sloppy controls, but it’s never not fun to blow up nazis
The Saboteur is a wild mix of mostly good ideas, many of which were borrowed from other games, and most of which were executed with less than perfection. It’s a sandbox game set during the nazi occupation of Paris, where you spend the majority of the time “liberating” areas of the city by blowing up all the nazis’ stuff. Each individual mechanic - from the shooting to the driving to the climbing - is sloppy and frustrating to various degrees, but this main nazi-killing core (along with a surprisingly solid stealth system and unique aesthetic) is enjoyable enough to make the game a worthwhile experience overall.Â
Here’s the obligatory story blurb: You play as Sean Devlin, an irreverent Irish mechanic and race car driver who finds himself in Paris just in time for the nazis to take over and occupy the city. Sean eventually hooks up with the French Resistance, and you spend the rest of the time trying to dismantle the German war machine and kick the nazis out of Paris. Sean can be an enjoyable character at times (though the game leans too hard on the “look how cool and aloof he is” thing), the voice acting is pretty decent, and a few of the side characters are also fun to interact with.Â
But here’s my problem with the story: for some reason, the developers chose to go with the Standard Videogame Plot - that is, a morally grey white guy hero; a tragic backstory; a wise-cracking friend; a brief unremarkable love interest; and the whole thing is motivated by getting revenge on the guy who caused the tragic backstory, and who will definitely be the final boss. And that’s obviously pretty tired, but I wouldn’t be so bothered if this wasn’t the French Resistance! There are jack-booted nazis killing and oppressing everyone. There is a scrappy underground resistance fighting to retake their homeland. There is human drama and tense stealth and bombastic action just by the very nature of the setting. Sean shouldn’t need the standard videogame tragedy to motivate his personal, morally grey revenge narrative. He can just join the resistance and fight the nazis because the resistance is awesome and the nazis are evil. I realize I’m making a lot of this point, but from minute one, it never stopped bothering me.
Fortunately, this is still a great setting for a videogame. Like most sandbox games, your missions will typically involve going to a place, killing someone or destroying something, and then escaping. Here, though, there’s a greater emphasis on stealth. Most of the places you’re asked to go are heavily fortified nazi bases that you can’t exactly just stroll into. There are a number of solid mechanics to help with this. The most obvious is the costume system. If you can sneak up behind an enemy and take them out by hand, you can immediately put on their uniform (it has to be by hand, because burns and bullet holes are noticeable - nice touch). Once in uniform, you can waltz right into nazi areas, but you have to walk casually, not get too close to enemies, and avoid doing anything suspicious - like running, climbing, or fighting - within eyesight of an enemy. There are helpful indicators that let you know when you are being watched, and from where, which makes things a little smoother. As a stealth enthusiast, though, the one big knock against it is that you can’t stop an alarm from being raised, and once you’re spotted, every nazi in a two-mile radius knows your exact position.
The stealth gameplay was easily my favorite part of the experience. Often, you’re tasked with blowing up a bunch of equipment or killing targets in an area, and it’s really tense and satisfying to walk around these fortified areas, silently taking out baddies and completing objectives, while they’re none the wiser. Stealth is often required, but even when it isn’t, it’s usually the best way to go, because of the generally frustrating character of the other mechanics. The shooting is merely passable. You’ve got the standard array of guns (though modified for the time), and there’s decent impact on the enemies when you land a hit. But landing a hit is difficult, as the guns are often inaccurate, and they almost feel like they’re being governed by KotOR-style dice rolls, rather than where your reticle is actually pointing. And the controls for the shooting, like most of the rest of the game, feel sloppy and loose.
Once you’re in a firefight, you’ll find that the enemy A.I. is actually pretty solid - flanking, finding cover, tossing grenades to flush you out, etc. Actually, that brings me to my next frustration: just like the developer’s previous game Mercenaries, it seems every enemy has explosive ordnance of some kind, and they all have perfect aim. This means that many (if not most) all-out firefights are spent with an all-red screen, trying to dodge explosions you can’t anticipate, and trying to figure out where enemies are located and shooting from. The majority of my deaths in this game came not from gradually dwindling health as I failed to overcome the odds, but rather a single explosion that came from offscreen, which I could neither anticipate nor stop. I don’t mind legitimate challenge (and this game has its share), but these are cheap deaths which serve not to teach or challenge, but just to frustrate.
Most of the rest of my deaths came from fall damage, which brings me to the platforming and climbing. The basic climbing comes from Assassin’s Creed, though rather than going up automatically, you have to pick each new handhold surface and continually hit the button to select, a wrinkle that has both pros and cons over the AC series. But much like AC: Revelations’ Constantinople, Paris is lovely to look at, but not very much fun to get around. I get that you don’t always want your world to look “gamey,” but these buildings are laid out in such a way that just the simple task of running across rooftops is annoying, frustrating, and nearly as dangerous as streaking through a nazi base. There are also a lot of areas with secrets, but which are protected with all kinds of impassable barriers that deliberately make climbing annoying to the point of quitting. Luckily, the vast majority of time, you will not need to climb and jump with any kind of urgency. But when you do (as when you’ve set off an alarm and are looking for an AC-style rooftop hiding place to reduce your wanted level), it’s almost better to just accept the sweet embrace of death than to try to navigate these rooftops.
The other annoying mechanic is the driving, because the combination of giant 1930s cars and twisty, cobblestone European streets leads to slow, clunky, trudging gameplay. Truthfully, though, the chill jazz that plays as you drive around is so undeniably cool that I don’t even mind. The final big gameplay push I haven’t mentioned is the destruction of nazi assets. In a very Just Cause 2 kinda way, the nazis have tons of destructible objects spread throughout the map, all helpfully colored red, and you get money (and, let’s be honest, satisfaction) for destroying all of them. These things range from speakers spouting propaganda to sniper nests to tanks to zeppelins. Sean gets a seemingly endless supply of dynamite, and it never stops being fun watching nazi structures explode and crumble into so much rubble. Doing all of these things could be a completionist’s nightmare (though my brother claims to have gotten 100%), but if you can avoid compulsion, it remains a fun activity throughout the game.
I can’t leave without mentioning the audio-visual achievements of the game. The areas of the city controlled by the nazis are all in black-and-white, while areas that are “liberated” (in a very Okami or Flower sorta way), return to full color. This is a nice marrying of visuals to narrative, though I have to admit that I simply liked the greyscale color scheme better. You’re supposed to want to pretty everything up, but I found the colored art style to be a bit hazy and dull, while the black-and-white (with red nazi accents) was much more striking. I thought the music was great overall, both the in-game radio tunes and the thumping orchestral battle music. Overall, the game does a decent job with atmosphere, whether you’re tensely creeping through a nazi base, or cruising in the countryside with the top down.
There are aspects of The Saboteur which are consistently frustrating throughout - like the poor vehicle handling; the finicky climbing with bad jumping controls, inelegant layout, and extreme fall damage; and the constant unforeseeable surprise explosion deaths. But I still come away from it with an overall positive experience, thanks to the legitimately exciting stealth action, stylish visuals and music, and the inherent joy of kicking nazi ass that never seems to diminish. The games which this one borrows from generally do things in a more polished, competent way, but there’s still something about The Saboteur that stands apart. It’s not perfect, but it is distinct, and sometimes that’s just as important.
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Use IsThereAnyDeal to check current prices and price history from a range of retailers - Steam might not be the cheapest retailer at any given time!
Use PC Gaming Wiki to see if a game has any mandatory or recommended mods or tweaks to get it up and running smoothly - they also publish Reports on their blog where they detail how well optimised big new releases are
Shop in your browser and use Enhanced Steam for a bunch of extra features to improve your shopping experience, including MetaCritic user scores, third-party DRM notifications, price history and more
Sales don’t seem to rotate on a daily basis anymore (as of Christmas 2016) but in the event that they do here’s that good old helpful infographic
Keep an eye out at your local stores for any deals on Steam gift cards - previously gift cards have been sold cheaper than their actual value (a $50 gift card for $45, for instance) - great if you have an idea of how much you plan to spend
its time for some video game Grey Morality! so we’ve got an oppressed minority here who are being enslaved and murdered, do you want to join them and help fight for their freedom, or side with the oppressors to eradicate them completely? but wait!! before you make your decision, get this - and this is where it gets really grey - some of the minority aren’t very nice to you
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hey!! sorry to hijack this post, but there are a bunch of ways you can make videogames without knowing shit about computers!!Â
for starters, there’s Twine, which is fucking great for making all kinds of interactive experiences (it’s what Crystal Warrior Ke$ha was made in so you KNOW it’s good) at all skill levels (i picked it up and made a game in two minutes a few nights ago)
if you want a bit more involved experience there’s Inform 7 which is a simple language for text-based adventure games that reads like slightly-weird English and also relatively easy to learn
you can do some pretty fucking cool stuff with Unity (my personal engine of choice) but you may need to dig a bit farther to get at the good stuff. there’s lots of really good presets though (i made an entire game just mixing and matching pre-existing templates and adding in my own art, won an award at a game jam for that one) and if you want help the community’s pretty dang friendly from what i’ve seen!
this is just a taste of what’s out there from what i’ve seen, but there’s so many cool resources out there. if anyone wants help getting started, i’m around to give you a leg up on making something in the coolest, most unexplored art medium around!